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Compared with the intensity of the first dust, I am more worried about the endless difficulty of the six maps

Author: nga-goldfish, goldfish

Compared with the intensity of the first dust, I am more worried about the endless difficulty of the six maps

As the endless depth increases, the enemy's attributes and enemy skill multiplier will change. (For example, the black cannon initially saw a 60% magnification, but the 5-400 three-layer advanced zone magnification exceeded 100%).

Therefore, this post takes 5 figures as a reference, and roughly calculates the data of the deep endless enemies in the six figures, helping everyone to feel and brain to measure the endless difficulty of the six figures.

5-15 Entropy Purger, 1225 Attack Power, 417 Penetration; 5-400 Entropy Purification Scavenger, 4248 Attack Power, 824 Penetration.

Without considering the change in magnification, we assume that the enemy's attack power/computing power and material penetration/calculation and penetration will become 3.5 times and 2 times the original respectively.

Under the above conditions, estimate the strength of the endless enemies in the six graphs:

1. Sigh

Compared with the intensity of the first dust, I am more worried about the endless difficulty of the six maps

Six figures of endless false big brothers, in my difficulty ranked fourth.

Lament the damage in the main line is not obvious, mainly because it is very brittle and has the highest attack, which can be quickly solved by both Hebo and the warrior. As long as the debuff on our character can't be folded, then the hurt of lamentation will not be too obvious.

In the endless, the enemy's health will increase, and the debuff on our character will definitely be stacked with many layers, and the damage from the burning and electric field will be very outrageous. On the one hand, the proportion of lamentable damage will be significantly improved, on the other hand, the warrior is extremely easy to be stacked with multiple layers of Trojans, affecting the output.

Countermeasures: 1. Jesse clears the debuff effect; 2. In the case of resistance over 150 effects, if the lament does not release the skill, it cannot continue to burn or electric field debuff.

Summary: The intensity of lamentation will increase significantly in the endless, but it is not difficult to deal with overall.

2. Remorse

Compared with the intensity of the first dust, I am more worried about the endless difficulty of the six maps

One of the six endless big brothers, the second strongest in my place.

In 6-13 alone, it has 800 physical attacks and 1600 defenses. Presumably everyone knows that the impactor (enemy guard) in the 5-figure endless is a Big Daddy-level existence for the back row after overloading, and the remorse will be even more outrageous than him.

Speaking of the damage reduction aura, it has also been said before that the enemy's skill multiplier will increase with endless deepening, and the regret damage reduction will also be significantly improved. This can be seen in the main line chart, and the remorse and damage reduction range of the 6-13 primary zone and the 6-15 advanced zone are different.

This means that if there is a relationship between double lamentation and even three lamentations in the endless depth, the enemy's damage reduction will easily reach the upper limit of 80%. At that time, if you want to use physical characters to break through the regrets, the difficulty is similar to that of ascending to the sky. I think with the technical power of the ym testers, this thing may really work out.

I remember that when discussing the strength of the guard earlier, I said: "Evelyn reduced her injuries by 25% and performed very well after overloading".

Remorse: "Then I will lose 80%".

Countermeasure: At present, there seems to be no other way to make the Raiders regret easier than to interrupt the skill with a full-shot launch.

If I have to say so, physical characters are not recommended.

Summary: I hope that the planning will not increase the damage reduction rate of regret, and do not design three anti-human levels of regret.

3. Splasher

Compared with the intensity of the first dust, I am more worried about the endless difficulty of the six maps

Six figures of endless real big brother, strength no.1 existence.

Many people may not have any concept of this balloon monster, but let me introduce it to you: this is "low-level entropy", which has 1300 hash rates and 930 counts 930 in 6-10 alone. In 6-15 has 1400 hash power, 1000 counts. This penetration can break through the defenses of all guards except the Five-Star Xuechun (without algorithms).

Its ability will fire 3 attacks at our character as far away, dealing 140% of the takedown damage to the first unit touched each time. Cd is only 5s (meaning Angela can only delay and cannot limit).

In 6-13, the lower zone, the four-star guard, who was fired in a salvo by two sputterers, was already in a dangerous bloodline. If it is a shooter, it is already lying for seconds.

Suppose, we assume, that the sputterer in 6-400 does not increase the skill multiplier, then according to the proportion of the endless attributes of the five graphs, it will have 4900 hash power, 2000 count through (?). )。 After the enemy level reaches lv11, it has 10780 hash power (?) ), 2000 count worn (?) )。 Ability to deal 3 times 18865 damage (calculating the damage bonus for excessive penetration) and cool down for 5s.

This damage everyone understands, I estimate that Endless will be the same as 6-13, the intermediate zone is easier to play than the low zone. Because the lower zone has 1-2 sputterers, while the intermediate zone has only 0-1 splatters.

Countermeasure: None. The balloon's attack power was low, and Hebo could not lock it; the warrior suddenly faced, and the balloon pointed at the back row of three spray faces, directly lying down.

Summary: I hope that when planning and designing enemy data, do not increase attributes as brainlessly as the previous endless, if there is a balloon monster that kills the guards in a second, I will take the lead in charging.

As for the third-strongest enemy, the multiplier of the Endless Black Octopus will not increase again, at least the current 250% multiplier of taking damage per second is barely acceptable.

Wutu Endless was initially screamed by the black cannon, and then figured out the mechanism, basically pointing two guard functions, the difficulty was significantly reduced, and it was a solution. (The black cannon presses the back row of blood lines, the doctor treats resources to the back row, the guards can't eat the resources, the black knife passively attacks, and the enemy sets fire to kill the guards.) )

But the endless enemies of the six figures are outrageous in terms of mechanisms and values, and even if they understand how they died, there is no good countermeasure. If the planning is still based on the previous endless proportions of brainless additions, I estimate that the endless wailing of the six figures is even louder.

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