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【Introduction to gunfire】Is it too difficult and persuasive to regenerate gunfire? Check these out before you start playing!

author:Gunfire supply depot
【Introduction to gunfire】Is it too difficult and persuasive to regenerate gunfire? Check these out before you start playing!

Let's take care of the gun problem, and find a small station if something happens. Before some players reacted that the early stage of gun rebirth was too difficult, I have to admit that ah, it is indeed a little, especially in the early stage without extra points, without understanding the game mechanics, it is easy to start with all kinds of fancy violence. My friend and I started from scratch as a double ordinary, and we had to kneel more than a dozen times in a game, and it took a long time to clear the level, which is really a bit exhausting. So before starting the game, give newcomers a little advice and some game mechanics that need to be clarified in advance.

Here it is recommended that Meng Xin come in or play the matching game first, or simply find a squad to play with, more atmospheric is on the one hand, with mutual help, the difficulty of the game will drop a lot, you can slowly become familiar with talents, weapons, secret scrolls these components, after clearing the difficult level more external resources, talent after adding points, slowly their own damage will follow. After opening the reincarnation mode and joining Reiyou, the fun of the game will be greatly improved.

In terms of level difficulty, it is undoubtedly increased in the order of ordinary, elite, and nightmare, but the reincarnation mode cannot be said to be higher than the previous difficulty nightmare, it should be said that because you can freely choose the existence of "strange dreams" and "Lingyou", the overall difficulty has been reduced - the construction is more perfect, easier to form, and more enjoyable to play. When you go back and play a "nightmare" game, you will find that it is worthy of the difficulty of "nightmare", and no matter how Hu's construction encounters certain events and monsters, it will also drink hatred on the street.

So what do you need to know about the official game and need to pay attention to in advance?

I have summarized the following points, and veteran players can also take a look at whether you know these game mechanics or details.

1. Various attributes and terms of weapons

In addition to seeing the weapon's characteristics and some parameters when picking up a weapon in the game, you can also use the Home Guide for more detailed weapon information.

【Introduction to gunfire】Is it too difficult and persuasive to regenerate gunfire? Check these out before you start playing!

Base Damage: The total damage of a single shot, and the weapon damage bonus is calculated based on this "base damage". The basic damage of general shotgun weapons, in the actual game, will show the damage after all ballistic hits, not the little value marked in the book, which requires additional attention here. At the same time, there is a special case, although the "Shocking Mountain Hammer" will fire 3 shells in a single shot, but the base damage in both the game and the Pokédex only counts one ballistic.

The higher the value of the explosion range, the greater the effective explosion range of the projectile of the weapon. The explosion will be blocked by the wall.

The critical multiplier is a multiplier of the damage bonus when a critical hit is triggered. The mechanics of critical hits in the gun are very interesting, let's press the table first, and we'll talk about it later.

The rate of fire is naturally the higher the value, the faster the bullet will be poured. Although melee weapons do not have a firing speed, they can still calculate the attack frequency based on the "100-second shot".

Magazine capacity, refill time, like other shooting games, correspond to the bullet capacity and refill speed of the weapon.

The Elemental Anomaly Chance is the chance of each bullet triggering the Elemental Anomaly, which is a special value that all weapons in the gun have. Even if these weapons themselves do not have elemental damage, there is still a chance that the inscription "Convert weapon damage to XX elemental damage" will be accompanied by the inscription entry, at which point the hidden elemental anomaly chance will take effect.

【Introduction to gunfire】Is it too difficult and persuasive to regenerate gunfire? Check these out before you start playing!

Other firearms values, such as accuracy and stability, are sometimes unclear. Accuracy can correspond to bullet dispersion and deflection, the higher the accuracy, the smaller the bullet dispersion and deflection, stability can correspond to recoil, the higher the stability, the smaller the recoil of the firearm. The higher these two values, the easier it is to control the gun.

【Introduction to gunfire】Is it too difficult and persuasive to regenerate gunfire? Check these out before you start playing!

Weapon features and exclusive inscriptions also require everyone to play in person to experience the actual combat effect. For example, the most classic "M16-Iron Horse" rifle, it seems to be unremarkable, but do you know the characteristics of the third shot in a three-shot burst that must be a critical hit? Paired with the exclusive inscription that all projectiles must crit in a short period of time after all three critical hits, the iron horse can also become a big killer.

All of this requires time to understand, consider specific problems, and when to bring what weapons.

Second, the twin inscription

In the game, in addition to the initial weapon "Crucible", players can carry up to 2 weapons. The weapon can be additionally etched at the blacksmith, attaching a "twin inscription" to the weapon. When the twin inscriptions of two weapons coincide, the bonus effect in the entry can be activated.

【Introduction to gunfire】Is it too difficult and persuasive to regenerate gunfire? Check these out before you start playing!

The entry effect can be triggered when the twin inscription entries of the main and secondary weapons are the same. The existing Gemini inscriptions are as follows:

1. Element: Two weapons share element restraint, and there is a chance that the element of the other weapon will be abnormal;

2. Spores: When hitting an enemy, spores are left behind, the number of which is equal to the number of ballistics hit plus the number of ballistics of another weapon. When the number of spore layers reaches 30, it will deal weapon damage to the target;

3. Magazines: The magazine capacity of the two weapons is equal to the sum of the magazine capacities of the two, and the firing speed is increased by 25%;

4. Critical Hit: Both weapons share a critical hit multiplier bonus, but stability is reduced by 50%.

Third, about critical hits and lucky hits

Critical hits in Gunfire Reborn are very special, and unlike the definition of "damage bonus with a certain chance of occurring" in other games, critical hits in gunfire must hit the enemy's weak point to be triggered. The weak points of different enemies will also be different, mainly concentrated in the head. The multiplier of critical damage depends on the value of the critical multiplier of the weapon in hand, the damage algorithm is the base damage * critical hit multiplier, and when the critical hit is triggered, the number of damage segments is displayed in yellow.

Of course, you can also avoid hand cripple by certain means, such as "Jedi Counterattack" and "Violent Counterattack" to obtain "critical strike chance", so that even if you do not attack the monster's weakness, there is a certain probability of triggering a critical attack. 

【Introduction to gunfire】Is it too difficult and persuasive to regenerate gunfire? Check these out before you start playing!

"Lucky Hit" is more like the traditional definition of "Critical Hit", which is "a damage bonus effect that occurs with a certain chance", but the damage multiplier algorithm is somewhat special.

【Introduction to gunfire】Is it too difficult and persuasive to regenerate gunfire? Check these out before you start playing!

The base trigger chance of the lucky hit is 0, which can be increased up to 300% through components such as "Relentless Strike" and "Quacks". Lucky hits with different trigger odds will add different multipliers of damage based on the damage of the weapon after the critical hit. The bonuses are as follows:

0~100% chance lucky hit, +1X damage multiplier (i.e. 2X damage multiplier), damage segments are displayed in orange;

101%~200% chance lucky hit, +2X damage multiplier (i.e. 3X damage multiplier), damage segment displayed in pink purple;

201%~300% chance lucky hit, +3X damage multiplier (i.e. 4X damage multiplier), damage segment shown in red;

The damage algorithm is based on damage (*critical hit multiplier) * lucky hit damage multiplier.

Fourth, the element mechanism

is a very interesting mechanic in the game, and probably the most complex. As mentioned earlier, the element mechanism will be introduced in more detail here, which can be divided into three parts.

1. Elemental damage:

【Introduction to gunfire】Is it too difficult and persuasive to regenerate gunfire? Check these out before you start playing!

There are three elements in gunfire: flame [fire] corrosion [poison] lightning [thunder], and some weapons and hero skills have elemental attributes, and the damage caused is the corresponding elemental damage. These damage have different damage effects on different enemy defense systems, known as "elemental restraint".

Fire has a 1.5x damage bonus to Life [Red Blood], Poison to Armor [Yellow Blood], and Thunder to Shield [Blue Blood]. When attribute damage is not restrained to the defense system, the damage effect is reduced, resulting in a damage factor of 0.75x.

Elemental damage stacking can be achieved through the "Shared Element" twin inscription. For example, the forehand Aurora [Poison] and the deputy Demon [Fire], when the Aurora Demon shoots, it can cause [fire] [poison] two elements to be restrained at the same time, while causing 1.5 times damage to life and armor, and still 0.75 times damage to shields.

【Introduction to gunfire】Is it too difficult and persuasive to regenerate gunfire? Check these out before you start playing!

2. Element exceptions

【Introduction to gunfire】Is it too difficult and persuasive to regenerate gunfire? Check these out before you start playing!

All elemental damage has a certain chance of triggering elemental anomalies, the general weapon element anomaly probability will be marked, and the hero skill element anomaly probability is a hidden value. You can increase the chance of elemental anomalies through certain methods, such as secret scroll talents, etc. The three basic elements have the following effects:

Flame [Fire] - Burn: Deals sustained damage for a period of time, the size of which is based only on the damage value that triggered the "burn" anomaly.

Corrosion [poison] - corruption: causes a slowing effect for a period of time.

Thunderbolt [thunder] - Shock: Deals a small area of damage around the target, just like burning, based only on the damage value of the trigger element anomaly. And "electric shock" will superimpose vulnerable Debuffs on the target, after which the damage will increase by 10%.

【Introduction to gunfire】Is it too difficult and persuasive to regenerate gunfire? Check these out before you start playing!

It should be noted that the trigger probability between the three basic element anomalies of fire poison thunder is independent of each other, and the duration and superposition refresh are also calculated independently, and the same is true after the introduction of element blending exceptions.

3. Element mixing exceptions

【Introduction to gunfire】Is it too difficult and persuasive to regenerate gunfire? Check these out before you start playing!

Combining the above, let's finally look at the most complex "element mixing exception".

When an enemy unit already carries an element exception and attaches another element exception, a new element blend exception is generated. The three basic element exceptions can form three mixed exceptions:

Fire + Poison ~ Explosion Abnormality: It will cause a small area of damage, which is 3 times the damage that triggered the explosion abnormality.

Fire + Thunder ~ Golem Abnormality: Will control monsters to attack other nearby monsters for a few seconds, and is ineffective against elite and boss monsters.

Poison + Thunder ~ Miasma Abnormality: Deals sustained maximum health damage to the monster, which is not affected by elemental restraint. Miasma can be superimposed in up to 9 layers, each layer is calculated independently.

In addition, since the duration, trigger probability, and superposition refresh of all elemental anomalies are calculated independently, it is very difficult to get the exact mixed anomaly probability in actual combat, because it is much easier to cause the blending anomaly when the enemy unit already has a persistent single-element anomaly. We don't need to calculate in detail, we roughly add (not multiply) the odds of positive and secondary element anomalies, and take the obtained value as the probability of triggering the mixture anomaly.

【Introduction to gunfire】Is it too difficult and persuasive to regenerate gunfire? Check these out before you start playing!
【Introduction to gunfire】Is it too difficult and persuasive to regenerate gunfire? Check these out before you start playing!

Fifth, cold knowledge link

【Introduction to gunfire】Is it too difficult and persuasive to regenerate gunfire? Check these out before you start playing!

Finally, there are some cold knowledge that is easy to ignore but has good practicality to share with you:

1. The number of spore layers inscribed by the spores also belongs to the "abnormal state" and can be cleared by the effect of "clearing the abnormal state".

2. When dealing both critical and lucky hits, the total damage value shows the color of the lucky hit.

3. Melee weapons such as demon destroyers, as well as weapons that cannot be crit, cannot etch the critical strike twin inscription.

4. After the last update, the end game has added the function of automatically selling all unpicked secret scrolls and weapons when changing levels. It's easier to play 30 minutes to clear achievements.

5. You can turn off "Switch initial weapon when switching weapons" in the settings, so that roller gun players will not accidentally cut out the "Furnace" pistol.

6. Different weapons have some hidden values, such as effective range, stability, accuracy, among which the weight of the weapon will affect the player's movement speed.

7. There's one last one, useful and not so useful, and I dare say not many gunfire players know – F10 can turn off the entire HUD of the game and enjoy the pure graphics. It can provide a new way to display the game when recording the screen.

Just think of so much for the time being, what cold knowledge you have found is also welcome to share.

In fact, the happiest thing after each content release is to read everyone's comments and discuss the game together. It's also nice to see that fresh blood has been pouring into the game "Gunfire", and in the future, the "Supply Station" will also be updated with more content suitable for new players! I hope everyone will continue to pay attention, discuss together, find fun, and find a set of gameplay that suits you as soon as possible!