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Disipemos un mito, un golpe poderoso de ningún modo mejora la hemorragia. El daño por hemorragia esta basado sola y únicamente en los datos básicos del arma. En un arma con 720 de daño y 25 golpes por minutos, la hemorragia será definida por estos datos y ningún otro (excepto por una pequeña cosa). | Disipemos un mito, un golpe poderoso de ningún modo mejora la hemorragia. El daño por hemorragia esta basado sola y únicamente en los datos básicos del arma. En un arma con 720 de daño y 25 golpes por minutos, la hemorragia será definida por estos datos y ningún otro (excepto por una pequeña cosa). | ||
− | + | Pero entonces, ¿Cómo definimos exactamente la hemorragia? | |
− | 2 | + | 2 factores principales: |
− | + | Daño y rapidez de ataque, pero ninguna otra. Un arma haciendo 1200 de daño no compensará 15 golpes por minuto, y contrariamente, es necesario un balance y nosotros debemos ver ello. | |
− | + | El factor daño define el poder de hemorragia es 1.2X (120%), usted nunca será capaz de hacer más de 1.2x de daño de hemorragia por golpe (ej.: para un arma que hace 750 de daño, el máximo de 900 de hemorragia). | |
The attack speed also has a great influence, the bleeding is a damage over time so it has a "cpm", a beginning and an end, which makes us ask the question, what is this information? | The attack speed also has a great influence, the bleeding is a damage over time so it has a "cpm", a beginning and an end, which makes us ask the question, what is this information? |
Revisión del 19:43 14 dic 2020
Estado de traducciones → Esta página es una de las 56 que nos gustaría ver traducidas al español. |
Übersetzung angefordert • Translated • Traducción requerida • Traduction demandée • Запрошенный перевод |
- El arma usada es crucial, tanto como el daño causado y la rapidez con que el daño actúa depende de ello.
- Si el golpe es asestado, el daño causado dependerá también de las protecciones.
Este bloque de batalla solamente trabaja con armas filosas.
Contenido
Importante saber
Disipemos un mito, un golpe poderoso de ningún modo mejora la hemorragia. El daño por hemorragia esta basado sola y únicamente en los datos básicos del arma. En un arma con 720 de daño y 25 golpes por minutos, la hemorragia será definida por estos datos y ningún otro (excepto por una pequeña cosa).
Pero entonces, ¿Cómo definimos exactamente la hemorragia? 2 factores principales: Daño y rapidez de ataque, pero ninguna otra. Un arma haciendo 1200 de daño no compensará 15 golpes por minuto, y contrariamente, es necesario un balance y nosotros debemos ver ello.
El factor daño define el poder de hemorragia es 1.2X (120%), usted nunca será capaz de hacer más de 1.2x de daño de hemorragia por golpe (ej.: para un arma que hace 750 de daño, el máximo de 900 de hemorragia).
The attack speed also has a great influence, the bleeding is a damage over time so it has a "cpm", a beginning and an end, which makes us ask the question, what is this information? The "CPM" is 30, so the bleeding does damage every two seconds. The "lifetime" of the bleed is 30 seconds.
Now that we know this, is it possible to go to the maximum damage per second? Yes, because the bleeding is calculated as a % of the basic damage of the weapon, exactly 8%.
Let's take a look at the results:
- Maximum power: 120% of the weapon's damage.
- Duration: 30s
- CPM: 30
- 8% of each blow is transformed into bleeding(*)
What makes us come to the conclusion that it takes 15 shots to get the maximum damage! (8x15=120%). Knowing that it has 30 seconds of duration, our weapon must get as close as possible to 30 CPM but never exceed it at the risk of typing "unnecessarily".
(*)Only when the brick is in adequacy with your level/weapon.
Underestimated accuracy ?
For a good use of this brick, it is also necessary not to underestimate the precision, not that touching each time is important (even if it is) but also because, very important, bleeding is "activated" only in perfect blow (100% damage blow - Ex: 750 damage, you inflict 750 damage to the enemy, not 654 or other). Therefore the use of precise shots for equal or higher levels is recommended.
Ultimate Weapon of bleeding
If damage and speed are paramount for good bleeding, which weapon is to be preferred? For that, let's do a simple resonance, which weapon does a lot of damage at a speed close to 30CPM? The axe has two hands! This is our ultimate weapon!
30 seconds
As said above, it takes 30 seconds (when we are optimized) to reach the maximum of bleeding, what we deduce is that during these first 30 seconds, we will not be at the maximum but what do we really lose?
Damage (bleeding only) during the first 30 seconds with a weapon doing 750 damage and having a CPM of 30: 18,450 damage.
Same thing but only powerful blow: 22 500 damages.
You tell me, what's the point? I do more damage with bleeding! Well no, well yes and no. Your damages in the first 30 seconds yes you do more damages but from the 42nd blow (~84s) bleeding and powerful blow are equal. However, bleeding will always do 20% more damage with each stroke that follows.
In play
On paper it's nice but in real life? Well, not bad either. Let's put ourselves in a real situation:
The enemy in front of you will have, at a minimum, a 10% chance of parry/dodge. No edged resistance. Let's imagine that he has (total invention) 100 000.
I'll spare you the calculations, here's what you get in 30 seconds: With bleeding: 17,205 With Powerful Shot: 20250
After 29 moves :
- With Hémo : 39,135
- With Powerful Shot: 39,150
Thereafter, bleeding takes over largely on powerful blow
It will take 68 bleeding shots to kill the enemy and 60 for a powerful shot.
We see that in game, powerful blow is more interesting than on paper for a simple reason, bleeding is only slightly affected by the parade/dodge of the enemy.
The above values are not correct because they do not take the enemy's regen into account, this example is only to highlight the particularities of bleeding.
No parry or dodge
Let's not go so fast! Indeed, bleeding is little affected but not immune. However, indeed, since we need less blow to kill, less chance to be trimmed/escorted but that's not all! When an enemy parries/divests with a powerful strike, 100% of your damage is removed. While with bleeding, 112% of your bleeding remains. (120%-8%).
Some Positive Score
Bleeding suppresses regen because the damage per second will always (normally) be higher.
During xp sessions, this allows to switch to another enemy when he has almost no life left, the bleeding will take care of it.
Circular Attack allows you to hit several enemies and thus apply bleeding to several enemies at the same time. This is very interesting because the use of this attack does not influence the power of bleeding. In conclusion, you will make as much bleeding damage on each enemy by touching 10 enemies or by touching 1 only ^^(*)
(*) This makes the hemorrhage even more powerful because in case of enemy groups, the pure damage is reduced but not the bleeding, which means that in just a few blows, the hemorrhage is much more powerful.
Negative point
Time is the only big negative point, it takes time for it to act, so it is a brick to put rather in long fights.
Good brick
As a powerful blow, do not put bleeding 2 for a weapon level 250 . It must be in adequacy with your level/weapon, otherwise the 8% will not be found.