Author: NGA - Lightning Advance Jill

Based on the enhanced Sarsa model, the influence of P5 fittings is affected by the nail breaking threshold and the use of annihilators in the team.
The purpose of this article is to analyze the effect of the armor-piercing threshold on the P5 outfit of the enhanced SASA and other physics professions, and to study the use of annihilators in teams. Before reading the full text, please read the following basic data materials, which are crucial to the analysis and research results of the article, so put these basic data materials before the main text.
Basic data sheet:
1.Boss Armor Model: Divided into two models, 7685 Armor and 6193 Armor, of which the Entropy Demon of Brutalus and Muru Boss Battle P2 is 7685 Armor, and the rest of the boss is 6193 Armor.
2. Rogue Enhanced Armor Breaking Effect: Provides 3075 Armor Breaking.
3. Warlock Reckless Curse Effect: Provides 800 broken armor.
4. Druid Enhanced Elf Fire Effect: Provides 610 broken armor.
5. One-handed Axe Annihilator Effect: May reduce the enemy's armor value by 200 points when hit, can be stacked 3 times, debuff duration is 45 seconds, special effect trigger and debuff duration is refreshed when stacked.
6. Weapon Enchantment Slash Effect: Provides 840 broken armor after triggering.
7. Weapon Enchanted Mongoose Effect: Provides 120 agility and slightly increased attack speed after triggering.
The first thing to state is that I used the enhanced SAR EZE EP algorithm first released by the TBC era US service player Elite Jerk, which calculates the overall strength of the equipment and scores the equipment by simulating the weighted scores of various attributes simulated by the simulation software.
The results were verified to be basically consistent with the equipment scoring results obtained by the current simulation software during the TBC nostalgic service period, so I accepted the conclusions of this algorithm for the following analysis and research. All the analysis and research results in this paper are based on this algorithm.
The EP algorithm calculates the equipment score of the TBC version of the Enhanced Sa according to the M1, M2 and M3 models. The M1 model refers to the scoring model used by the overall equipment strength level before the opening of the P1 regiment, the M2 model refers to the scoring model used by the overall equipment strength level when the Storm Fortress and viper temple equipment graduate, and the M3 model refers to the scoring model used by the overall equipment strength level when the sun well is opened.
Since it is now the sun well period, the M1 model and the M2 model will not be discussed, only the M3 model applicable to the current overall strength.
In the M3 model, for augmented sa, the scores for all attributes are linear, wherein.
1 attack = 1 point;
1 strength = 2.2 points;
1 Agility = 1.69 points;
1 Critical Hit = 1.74 points;
1 hit = 1.69 points;
1 rapid = 1.82 minutes;
1 precision = 3.18 points;
1 nail break = 0.45 points.
It is not difficult to find that by calculating and adding up the weighted scores of each attribute separately, we can easily calculate the score of a piece of equipment.
Eternal Night Leggings Score = 124 Attack Strength * 1 + 41 Agility * 1.69 + 32 Hits * 1.69 + 224 Broken Armor * 0.45 + 30 Strength (3 10 Strength Gems) * 2.2 + 4 Agility (Gem Slot Reward) * 1.69 = 420.93 points.
But soon we will also find that the results obtained by this score are inaccurate, because the attribute of armor breaking has a clear threshold. When the boss's armor is reduced to 0, there is no gain in the additional broken armor. Let's first study the boss's armor-breaking threshold.
For the 6193 armor model, the conventional armor breaker 3075 + 610 + 800 = 4485, the remaining armor is 1708;
Trigger slash to break armor 840, remaining armor is 868;
When the equipment provides armor breaking between 0-868, the armor breaking gain is scored for the M3 model;
When the equipment provides broken armor between 869-1708, the income from breaking armor does not meet the score of the M3 model, and I record this gain as the M4 model score;
When the equipment provides armor breaking greater than 1708, the armor breaking benefit is 0.
For the 7685 armor model,
Conventional armor breaking 3075 + 610 + 800 = 4485, the remaining armor is 3200;
Trigger slash to break armor 840, remaining armor is 2360;
When the equipment provides armor breaking between 0-2360, the armor breaking benefit is scored for the M3 model;
When the equipment is provided to break the armor between 2361-3200, the benefit of the broken armor does not match the score given by the M3 model;
When the equipment provides armor breaking greater than 3200, the armor breaking benefit is 0.
We will soon find out that since it is impossible to reach 2360 armor broken armor provided by the equipment, we will only discuss the M4 model score in the 6193 armor model here. When the equipment supply armor is between 869-1708, our attribute gain should be calculated using the M4 model score.
In the M4 model score, all attribute scores except for the broken nail score are the same as the M3 model score, and the broken nail score is still estimated according to the linear calculation method.
Nail breaking score in the M4 model:
When the slash is not triggered, the score of the broken armor is still 0.45;
When the slash is triggered, the armor breaking score is 0;
We take the beheading coverage rate is 50%, when the beheading coverage rate is 50%,
Nail breaking score = 0.45 * 50% + 0 * 50% = 0.23 points.
Therefore, we can think that in the M4 model, the nail breaking score is estimated at 0.23 points.
Based on the above findings, we can conclude that when the enhanced Sa's equipment strength reaches near the graduation level, his equipment will provide more than 868 armor breakers, and when he uses the Slash Enchantment, facing a boss with 6193 armor, his equipment score should be calculated using the M4 model instead of the M3 model.
Here are some of the M3 and M4 model scores for popular rigs. It can be found that when we use the M4 model to rate the equipment, some of the traditionally believed graduation gear has changed.
It should be noted that the M4 model score calculates the change in the overall score of the equipment when your broken armor falls within the M4 model range, and the result does not accurately reflect the strength of a piece of equipment for considering the revenue of a single piece of equipment.
For example, when the slash triggers my broken armor overflowing 400 points, I count all the broken armor overflowing on the Chaos Blade coat to deduct the score of the Chaos Blade coat, such an algorithm is obviously inappropriate.
There are four prerequisites for using the M4 scoring model at the same time, one is that the boss you are facing is a boss with 6193 armor; Second, your team has thieves to strengthen the broken armor, warlocks to curse recklessly, and druids to strengthen the elf fire; The third is that the broken armor provided by your equipment has reached 868 points; The fourth is the weapon you use to enchant for slaying.
So it's not hard to think about whether it is possible to avoid the problem of reduced revenue by changing the weapon enchantment from slash to mongoose to avoid the spillage of armor when the slash is triggered. We can try to calculate the benefits of the following two models:
Model One: Weapon enchantment for slaying, equipment provided to break armor between 869-1708. At this point, your overall payout score is the equipment score + enchanted slash score under the M4 model (the yield score for this part is still calculated according to the M4 model);
Model 2: The weapon is enchanted as a mongoose, and your broken armor will not overflow without killing the enchantment. At this point, your overall payout score is the equipment score + enchanted mongoose score under the M3 model.
In view of the difference in each enhancement equipment, I calculated according to my own equipment after counting the spawn enchantment coverage and the mongoose enchantment coverage rate, and found that even if the slash enchantment will cause the broken armor to overflow, but with the large strength provided by the slaying enchantment, model one still has a leading edge in strength compared to model two.
But there's one more thing we haven't discussed so far, and that's the use of annihilators in the team. The Annihilator's effect is that it may reduce the enemy's armor value by 200 points when hit, which can be stacked 3 times, the debuff duration is 45 seconds, and the debuff duration is refreshed when the effect is triggered and the debuff is refreshed when stacked.
The data has proven that it is entirely feasible to maintain the refresh coverage of the Annihilator debuff by single augmentation (or other dual-armed weapon melee classes).
In the case of a single enhancer (or other dual-wielding weapon melee class) dual-wielding annihilator, the annihilator debuff coverage on the boss can reach more than 80% in a single boss battle. So our armor-breaking model has been modified as follows:
For the 6193 armor model, the conventional armor breaker 3075 + 610 + 800 = 4485, the remaining armor is 1708;
The Annihilator provides 600 pieces of armor and 1108 of the remaining armor;
Trigger slash break armor 840, remaining armor 268;
When the equipment provides armor breaking between 0-268, the armor breaking gain is scored for the M3 model;
When the equipment provides armor breaking between 269-1108, the armor breaking income is scored for the M4 model;
When the equipment provides armor breaking greater than 1108, the armor breaking income is 0.
It can be found that when the Annihilator debuff joins the proceeds calculation, when the broken armor provided by the equipment reaches 1108, the slash enchantment will not have any benefit even if triggered.
Therefore, we believe that in the case that the team has the destroyer debuff to keep, when facing the boss of the 6193 armor model, the mongoose enchantment is undoubtedly a better choice for a single dps. Of course, when facing the boss of the 7685 armor model, slaying enchantments is still our only option.
At the same time, given that most teams cannot maintain the destroyer debuff, and even lack debuff such as strengthening the armor, this article can also provide some outfit ideas for players who choose to kill enchantments and break armor near the threshold.