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标题:
战斗破甲贼非主流天赋测试
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作者:
掌舵的鱼1987
时间:
2024-9-9 15:35
标题:
战斗破甲贼非主流天赋测试
2024/8/5毒刃流
WCL:
https://cn.classic.warcraftlogs. ... -2&difficulty=0
天赋:27/42/2
1.毒刃流测试后发现实际毒刃技能不会触发战斗贼的副手回能天赋,那就很伤了。即使在0破甲等级的情况下,(影袭+触发的毒药伤害)在满天赋加成情况下比(毒刃+触发的毒药伤害)高30%左右,按影袭伤害占比15%来算,实际打毒刃会低3%左右伤害,但是毒刃连击点数比影袭多14%,更快的续上5层致命与4%物理增伤。
2.在非爆发阶段打毒伤还是会亏毒药伤害,因为毒伤BUFF期间攻击的次数不够弥补毒伤消耗的致命层数。而且卡点致命DOT打四星毒伤有时候能量会溢出,吃力还没啥收益,这样感觉还不如直接打刺骨。
2024/8/12常规影袭流
WCL:
https://cn.classic.warcraftlogs. ... -2&difficulty=0
天赋:27/43/1
装备:
这套天赋对比同服务器其他战斗贼,感觉并不弱,杀戮盛筵这个技能其实很多BOSS都发挥不出其作用,倒数第二层的爆伤天赋其实又与刺杀天赋中的毒药天赋价值相当。
杀戮盛筵舍弃之后雕文使用更加灵活,多目标BOSS可以换刀扇雕文,AOE多的场景保守点可以换佯攻雕文,平时可以用割裂雕文
下CD计划再给毒刃流一次机会,因为从两个Log来看托里姆与拆解者打毒刃也就低5%左右,这其中也有装备提升的因素。
更新天赋:
战斗天赋突袭换成无情打击,因为毒刃技能的大头伤害是毒药,突袭只加成物理伤害部分只占比5%。
刺杀天赋的致命偷袭全部舍弃,加满强化刺骨,多余星打刺骨。
这样起码能弥补回1%+的总伤害吧。
缺点就是双目标乱舞时影袭的天赋加成少,输出会差点,3目标或以上就用刀扇倒是不影响。
更新本周WCL:
https://cn.classic.warcraftlogs. ... -2&difficulty=0
本周装备:
这周10H凑齐了245双剑,天赋洗成了剑专,其它不变。由于跑酷本周毒刃打的特别稀碎,爆发时间轴全乱,团队整体也有点乱,观星、拆解者、米米尔隆秒伤倒是打的比上周高,但也说明不了啥。买了个雷神打毒刃,发现饰品触发阶段毒刃几乎不享受,割裂不享受,刺骨又不一定有星能打,只有平砍享受,感觉毫无提升。。。
附破甲每28点破甲等级收益表:
百分比 实际伤害 总增伤 每28等级增伤 每28等级边际增伤 换算成急速加成百分比
0% 65.32% 0.00% 0.00% 0.00% 0.00%
2% 65.75% 0.67% 0.67% 0.67% 0.85%
4% 66.20% 1.35% 0.68% 0.68% 1.71%
6% 66.65% 2.04% 0.69% 0.68% 2.56%
8% 67.11% 2.73% 0.70% 0.69% 3.41%
10% 67.57% 3.44% 0.71% 0.69% 4.27%
12% 68.04% 4.16% 0.72% 0.69% 5.12%
14% 68.51% 4.89% 0.73% 0.70% 5.98%
16% 69.00% 5.63% 0.74% 0.70% 6.83%
18% 69.49% 6.38% 0.75% 0.71% 7.68%
20% 69.98% 7.14% 0.76% 0.71% 8.54%
22% 70.49% 7.91% 0.77% 0.72% 9.39%
24% 71.00% 8.69% 0.78% 0.72% 10.24%
26% 71.51% 9.48% 0.79% 0.73% 11.10%
28% 72.04% 10.29% 0.81% 0.74% 11.95%
30% 72.57% 11.11% 0.82% 0.74% 12.80%
32% 73.12% 11.94% 0.83% 0.75% 13.66%
34% 73.67% 12.78% 0.84% 0.75% 14.51%
36% 74.22% 13.63% 0.85% 0.76% 15.37%
38% 74.79% 14.50% 0.87% 0.76% 16.22%
40% 75.37% 15.38% 0.88% 0.77% 17.07%
42% 75.95% 16.27% 0.89% 0.78% 17.93%
44% 76.54% 17.18% 0.91% 0.78% 18.78%
46% 77.15% 18.11% 0.92% 0.79% 19.63%
48% 77.76% 19.04% 0.94% 0.79% 20.49%
50% 78.38% 20.00% 0.95% 0.80% 21.34%
52% 79.01% 20.96% 0.97% 0.81% 22.20%
54% 79.66% 21.95% 0.98% 0.81% 23.05%
56% 80.31% 22.95% 1.00% 0.82% 23.90%
58% 80.97% 23.96% 1.02% 0.83% 24.76%
60% 81.65% 25.00% 1.03% 0.83% 25.61%
62% 82.33% 26.05% 1.05% 0.84% 26.46%
64% 83.03% 27.11% 1.07% 0.85% 27.32%
66% 83.74% 28.20% 1.09% 0.85% 28.17%
68% 84.46% 29.31% 1.11% 0.86% 29.02%
70% 85.20% 30.43% 1.12% 0.87% 29.88%
72% 85.95% 31.58% 1.14% 0.88% 30.73%
74% 86.71% 32.74% 1.16% 0.89% 31.59%
76% 87.48% 33.93% 1.19% 0.89% 32.44%
78% 88.27% 35.13% 1.21% 0.90% 33.29%
80% 89.07% 36.36% 1.23% 0.91% 34.15%
82% 89.89% 37.61% 1.25% 0.92% 35.00%
84% 90.72% 38.89% 1.27% 0.93% 35.85%
86% 91.57% 40.18% 1.30% 0.93% 36.71%
88% 92.43% 41.51% 1.32% 0.94% 37.56%
90% 93.31% 42.86% 1.35% 0.95% 38.41%
92% 94.21% 44.23% 1.37% 0.96% 39.27%
94% 95.13% 45.63% 1.40% 0.97% 40.12%
96% 96.06% 47.06% 1.43% 0.98% 40.98%
98% 97.01% 48.51% 1.46% 0.99% 41.83%
100% 97.98% 50.00% 1.49% 1.00% 42.68%
从上表中可以看到破甲这个属性比较特殊,边际收益是从0.67%到1%缓慢增加的,而急速与暴击的边际收益都是从1%缓慢减少的,命中属性也比较特殊边际收益是从1.205%到1%缓慢减少。
即便破甲后期收益高,也架不住前面收益低的现实,只要记住堆满1400破甲等级的最大收益为50%,而对应1400急速等级提升的急速百分比为42.68%。
贼的物理伤害其实只占伤害总构成的55%左右,破甲的实际收益为55%*50%=27.5%。对应急速享受的伤害构成需要达到64.4%才能达到与破甲收益相等。事实是急速其实差不多能达到这个占比。
结论就是对于贼来说破甲的收益其实非常一般,满破情况下也就跟1400等级的急速差不多。
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