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DNF Trivia: Try to simulate the collocation, and simply summarize the more than 110 sets of damage-related collocations

Author: So, begin

105 equipment 34 entries, should be random, this specific entry of each part of the division and effect is not yet accurate, not discussed for the time being, only discuss the effect of fixed entries 12, equipment classification reference: [Breaking News Hanbok Experience Clothing 0302] 105SS equipment set finishing, Waterbie's Colg, DNF Dungeon and Warrior - COLG community

1. Enchantment set

DNF Trivia: Try to simulate the collocation, and simply summarize the more than 110 sets of damage-related collocations

A total of 11 pieces, the attributes are the same, do not paste others, if you understand correctly, each part of the increase in the effect of the corresponding part of the enchantment 100%, excluding skill level enchantment, just use the calculator with the current version of the equipment (the effect does not involve new entries, theoretically the test results are not bad) Sword Soul Increase 12 + Double Zun + 100 Level Graduation Enchantment simulates the next single person effect, not counting the defense 3 skill attack and the left slot 3 final injury, increased by about 40%, including 305 Lizhi 232 double attack 132 strong, Among them, the effect of the three attacks of the power wisdom will be reduced by about 8% under the dilution of the milk, but the enchantment is replaced by 105 of the 35 genus strong, which will be increased by 4-5%, that is, about 35% increase, if the national service special enchantment is also doubled, it will reach about 50% of the total increase, and the damage increase entry of this set is basically the highest batch of all equipment and all parts, and this set should be the player's preferred set of simple and rough damage improvement

2. Colorless

DNF Trivia: Try to simulate the collocation, and simply summarize the more than 110 sets of damage-related collocations
DNF Trivia: Try to simulate the collocation, and simply summarize the more than 110 sets of damage-related collocations
DNF Trivia: Try to simulate the collocation, and simply summarize the more than 110 sets of damage-related collocations
DNF Trivia: Try to simulate the collocation, and simply summarize the more than 110 sets of damage-related collocations
DNF Trivia: Try to simulate the collocation, and simply summarize the more than 110 sets of damage-related collocations

Among them, there are four kinds of increased gene strength (corresponding to each attribute, only one screenshot is taken here), and there is no screenshot that does not increase damage:

-Two of the parts that increase the strength of the genus are improved by about 6% (105 fixed increases the strength of the genus is less equipped, and half of the genus strength is in the early 300s)

-Bracelet: If used with a belt, the bracelet is increased by about 15%,

- Belt: increase 1-30+12%, colorless consumption of more than 15 plus 10%, more than 30 +20%, if there is no translation error here, the bracelet attribute should be a skill can only improve its own colorless consumption, so it is difficult to achieve 30 consumption conditions, even if the three senses are added to the earring bracelet, it takes two three senses to be stacked (15+2)*2>30, the second sense needs 3 times (10+2)*3>30, so the non-awakening skill, even if it is the highest consumption of 95 skills, It can only be superimposed to the second stage (7 + 2) * 3<30, the second stage can reach the skill range including (1 sense, 75, 80, 95), 2, 3 senses can be superimposed to 3 stages, other skills can only be one stage, that is to say, as long as the one-time figure does not exceed 5 minutes, the three senses can only eat 10% bonus, a figure does not exceed 3 minutes, and the second sense can only eat 2% bonus; the second case is that all skills can be superimposed on the 300% colorless consumption of the bracelet, then the second and third senses can stably eat 20%. It's half an awakening specialization

-Earrings: 8% increase

Colorless sleeves need to be used with hand rubbing loose parts, and bracelet earring pants need to be used together, colorless consumption is huge, the basic damage added value of some parts is low, because the belt bonus method is not clear, how the temporary strength is unknown

3. Hand rubbing

DNF Trivia: Try to simulate the collocation, and simply summarize the more than 110 sets of damage-related collocations
DNF Trivia: Try to simulate the collocation, and simply summarize the more than 110 sets of damage-related collocations
DNF Trivia: Try to simulate the collocation, and simply summarize the more than 110 sets of damage-related collocations
DNF Trivia: Try to simulate the collocation, and simply summarize the more than 110 sets of damage-related collocations

There are four pieces in total, and some parts have a high degree of difficulty in achieving the requirements and a low fault tolerance rate:

- Shoes: Increases hand rubbing skill attack by 20%.

- Belt: Empty 7 Upper Row increases Lower Row Skill Damage by 14%, Genus Strong increases by about 6%

- Left slot: If there is no mistake in understanding, the room keys required for the single skill hand rubbing command can reach 15% of the full, that is, up and down left and right, upper and lower left and right, etc., the difficulty of achieving is high, the single brush is acceptable, the team needs stable keyboard macro or key sprite support, the general player often uses both sides of the key hand rubbing, at this time can only eat 7% bonus

- Necklace: Skills placed in the skill slot must be rubbed by hand to increase damage by 20%.

If all four pieces are worn, you need to empty 7 upper row, big skills put 7 lower row, 7 lower row still need to be hand rubbing, hand rubbing needs a single skill to play 4 kinds of D-pads, that is, in the case of full hand rubbing, 7 lower row login skills can eat full bonus (1.2 * 1.14 * 1.06 * 1.2 * 1.15) = 2.0011, that is, about 100% improvement, non-lower row 7 skills are only about 46.3% improvement, such as the bonus method is not conflicting, high risk and high return is really deserved

4. Local luxury set

DNF Trivia: Try to simulate the collocation, and simply summarize the more than 110 sets of damage-related collocations
DNF Trivia: Try to simulate the collocation, and simply summarize the more than 110 sets of damage-related collocations
DNF Trivia: Try to simulate the collocation, and simply summarize the more than 110 sets of damage-related collocations
DNF Trivia: Try to simulate the collocation, and simply summarize the more than 110 sets of damage-related collocations

Although the requirements are very rich, the actual bonus is not as good as the enchantment and colorless hand rubbing:

- Bottoms: Trigger full increase damage by 2668, with 10W as the graduation entry value, increased by about 2.7%, non-awakening skill CD-8%, overlord effect

- Necklace: Triggered to increase damage by 4440, at 10W as the graduation entry value, increased by about 4.4%, while -20% three speeds

- Right Slot: Trigger full increase damage 2075, at 10W as the graduation entry value, increased by about 2%, while increasing speed by 15%, non-awakening skill CD

- Shoulder pads: The translation does not indicate the increase in damage, according to the first three calculations, it is about 3000-6000, and it is only 6% higher in 6000 calculations.

The total increase of the four pieces is about 15%, the non-awakening skill CD-15.5%, the positioning is similar to the big trance, and the damage increase is not satisfactory, but there is a good -CD

5. Back-punch

DNF Trivia: Try to simulate the collocation, and simply summarize the more than 110 sets of damage-related collocations

A total of two pieces, only one kind of damage increase, 500PX marks the strongest enemy, the enemy retreats and moves to the back of the enemy, within this range the enemy back hits +8% of the skill attack, lasts 5S, more suitable for parrots, this enemy retreat movement if it is teleportation, it affects the game experience, the limitation is greater

6 parry fights back

DNF Trivia: Try to simulate the collocation, and simply summarize the more than 110 sets of damage-related collocations
DNF Trivia: Try to simulate the collocation, and simply summarize the more than 110 sets of damage-related collocations
DNF Trivia: Try to simulate the collocation, and simply summarize the more than 110 sets of damage-related collocations
DNF Trivia: Try to simulate the collocation, and simply summarize the more than 110 sets of damage-related collocations

A total of 6 pieces, two pieces without increased damage, because the ring -20% broken stroke damage, so it is not recommended to use all together:

- Bottom: 0.5S internal block successfully suspends enemies 2S, and increases skill attack power by 30% within 2S

- Ring: +35% for non-breaking moves, -20% for breaking moves

- Right slot: Put the skill to be hit continuously (10SCD), +20% of the attack power of the broken move

- Necklace: +10% of 5S internal attack when breaking moves

Look at the attributes, the bottom is more suitable for blocking the counterattack class and the skill release, the settlement of the fast class of the class, the other three pieces of broken move equipment are more affected by the monster action mode and the class itself, it is more difficult to evaluate, but the necklace trigger should be the simplest, the broken move 5S on the added technical attack, the new version of the monster as long as it is not stupid, basically can be triggered throughout the process

PS: If there is an error in the understanding of equipment attributes and mechanisms, or an error in the calculation method, please point it out, I will edit it again, and the 2nd and 3rd floors will summarize other damage increases/CD/specialization and other equipment and damage maximization

DNF Trivia: Try to simulate the collocation, and simply summarize the more than 110 sets of damage-related collocations

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