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World of Warcraft Nostalgia Suit: Battle of the Well of the Sun Brutalustan Ride Analysis

author:NGA Player Community

Author: NGA-Wool Pan

World of Warcraft Nostalgia Suit: Battle of the Well of the Sun Brutalustan Ride Analysis

As P5 approached, the Great Lords also set their sights on the Well of the Sun Highlands.

As we all know, No. 1 Caregos is a team inspection machine, and No. 2 Brutalus is a hardware inspection machine, and the recent discussion in the forum has mainly revolved around Brutalus.

Some people believe that the current version of anti-riding is still the most brittle T, and the pressure of cloth fat is too great to be suitable for fighting; another part believes that anti-riding as one of the 3Ts, Tambu fat is feasible and must be experienced.

From the perspective of professional characteristics, anti-riding has a unique advantage in the group tan, and at the same time, there are also many achievements in single hatred (now many extreme magic wounds are riding, not to mention the need for high hatred, in fact, soldiers and wild men can also play similar hatred by wearing output equipment), and the understanding of many teams, regiment leaders, and regiment members is also a mob handed over to the anti-riding tan.

However, from P1 to P3 to Illidan, there are also examples of anti-cavalry battle starts, mainly using no crush (P3 start, set boss in addition to F4 thieves, others are removed to crush) + BUFF pull full armor, there is also a good strength, and the demon boss can also provide a strong start + sustained hatred. The advantages and disadvantages of bears and warriors are not discussed here, and they are relatively mature.

So anti-riding as a new rise of T, I think many people's understanding is still not comprehensive enough, anti-riding this profession although there are so many skills, but through the outfit, techniques, awareness, the gap between each other is still very large, which is why some people can MT, and some people mobs are not handled well. The appropriate properties of T6 after P3 make the gap with the other two Ts in terms of health, armor, and injury avoidance a lot.

Having said so many personal views, some people do not agree, and some people feel bored, so let's put some time-consuming and laborious information that everyone usually does not want to do.

This is my relatively easy to find a cloth fat battle, warrior T perspective all the injuries of the collection, through repeated viewing of the video, you can determine several things, one is that the cloth fat stroke does not accelerate, the second is that the flash move is not still a very important injury-free attribute (the specific analysis is at the end).

World of Warcraft Nostalgia Suit: Battle of the Well of the Sun Brutalustan Ride Analysis

I have to say that the luck of this battle is not bad, the two tramples are hit on the unbreakable, but also because the warrior T wore the Ring of the Eternal Warrior, and after 5 seconds of the battle, he withdrew the scroll BUFF, which allowed me to collect some different data.

From the data point of view, the main hand damage of Bu Fat is about 20577-30256, with an average of 25161; the secondary damage is about 10203-16930, with an average of 12764; and the trampling damage is about 21143-23141, with an average of 22238.

Damage after receiving armor reduction, usually we can ensure that the buff is reels, devotion, claws, iron shields, tenacity, the damage bearing can be 29.41% (armor reduction 70.59%), and then substitute the above data, calculate the righteous fury 6% damage reduction, level 1 Thunder one hit 13.4% damage reduction, main hand damage 4926-7241, secondary hand damage 2443-4053, trampling 45.46%, main hand damage is about 7615-11197, The deputy damage is approximately 3776-6265. Attack speed is 1.2 seconds (enhanced Thunder Strike).

Scenario 1: Trampling + Master + Deputy + 3 Layer Meteor (1.5 seconds to read the bar), duration 1.5 seconds. For example, the Blazing Defender can determine the main hand deputy that appears at the same time, because the whole time it is watched, the main hand deputy damage is at the same time, indicating that there is no situation of parable acceleration, and it is uncertain whether the Blazing Defender can determine whether the two attacks at the same time.

Therefore, the maximum damage received in a short period of time is in order, trampling (5540) + main hand (11197) + deputy (6265) + 3 layer meteor (6500), first being trampled + main hand 16737 triggers the blazing defender, and then by the deputy + 3 layer meteor (6265 + 6500) × 0.65, to get the lower limit of the health threshold of 25034, and above 25749 health, 16737 will no longer trigger the blazing defender, at this time after trampling + main hand + deputy attack to trigger the blazing defender, at this time, after trampling + master + deputy attack, trigger the blazing defender, At this point, 27227 HP is required to ensure safety.

Summary 1: In this case, the instantaneous damage of trampling is trampling + main hand + reduced deputy = 21534, and the total damage in 1.5 seconds is 25034. If the Blazing Defender is unable to determine the main hand deputy and does not take effect, the instantaneous damage is 23002, and the total damage in 1.5 seconds is 27227.

Scenario 2: Trampling + Master + Deputy + Main + Deputy, duration 1.2 seconds, Trampling (5540) + Deputy (6265) + Main (11197) + Main (7278) + Deputy (4072). Instantaneous damage is 23002, with a total damage of 34352 in 1.2 seconds.

Summary 2: This situation is the most likely to occur, the most stressful situation, if there is no continuous qualified team treatment and a certain flicker, no one can bear it, mainly to be able to withstand the first stage of injury.

The above situation is the maximum damage in the limit state, so we will take 23002 as a reference value, slightly lower does not affect survival, after all, bears can not guarantee full survival. There are also many cases of blood volume in 21±000 ± 1000, so to ensure that the treatment is uninterrupted brush T, there is a feasibility of tambu fat.

Regardless of whether Bu Fat was punished by the deputy hit (friends with certain conclusions are troubled to inform), in the video, it can be found that the proportion of flash moves accounts for more than 50%, which also allows T's health to maintain a healthy value, occasionally cutting to the aortic, and surviving because there is no combo.

Therefore, the performance of the flash in the Sun Well is not as bad as imagined, and there are three effects: one is to maintain a healthy blood volume to cope with special situations; the second is to increase the chance of survival of special circumstances and continuous special conditions; and the third is not to reduce the number of people who should have paid attention to the treatment of the team because of the low healthy blood volume.

As for the question of whether the benefit of the flash move is increasing or decreasing, if the total damage is considered, the absolute value of the damage reduction provided after each 1% increase in dodge is fixed, and the effect is incremental compared to the smaller and smaller base. The current discussion is mainly aimed at a single or very short period of time gains. We also use the example of Bu Fat.

In view of the above situation 2 trampling + main hand + deputy hand + main hand + deputy situation discussion, if the treatment break within 1.2 seconds will die, counting the injury-free attribute may survive, this probability is as follows, take my current equipment as an example, full Buff no small ghost.

World of Warcraft Nostalgia Suit: Battle of the Well of the Sun Brutalustan Ride Analysis

After the increase of 1% injury-free, the probability of death is → 40% → 38.48% → 36.98%, the survival probability is from 60% → 61.52% →63.02%, which is reduced/increased by 1.52% and 1.5%, respectively, and then the increase is 1.49% and 1.46%, respectively

Returning to the starting conditions, we can increase the injury exemption by 1%, reduce the mortality rate by 1.52%, and compare the base of 40% death, and the actual effect is 3.8%. And the next 1% increase will be reduced by 3.898%, 4.029% respectively... In this calculation, for every 1% increase in injury-free, the reduced mortality rate is incremental.

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