php Editor Xinyi will take you to deeply explore the attribute analysis in the game "Adventure Battle". This article is divided into basic and advanced chapters, which introduces in detail the meaning and function of various attributes in the game. From basic attributes such as attack power and defense to advanced attributes such as critical hit rate and hit rate, it allows you to fully understand the impact of attributes on game characters, helping you achieve higher combat effectiveness and winning rate in the game. Read now to improve your gaming skills!
Basic attributes include 4: basic life, basic attack, basic defense, and basic attack speed.
Basic life, basic attack, basic defense, basic attributes: Runestones IⅡⅢ (attack, defense, life) provided by the character’s 10 pieces of equipment. Adventure advancement. A small amount of basic three-dimensional characters (negligible).
Basic attack speed: The initial attack speed of a level 1 character is 0.9 (fixed) and the weapon attack speed constitutes the basic attack speed (gilt 1.9)
Advanced attributes are divided into 32, including critical hit, combo, counterattack, stun, dodge, recovery, ignore stun, ignore dodge, critical damage, anti-crime, normal attack coefficient, normal attack damage reduction, combo coefficient, continuous attack Hit damage reduction, counterattack coefficient, counterattack damage reduction, damage reduction, knock-up, skill critical hit, skill critical damage, skill damage, skill damage reduction, BOSS damage, BOSS damage reduction, companion bonus, companion damage reduction, healing rate, Healing amount, life bonus, attack bonus, defense bonus, attack speed bonus
1. Critical hit: Basic attack causes additional damage. The critical hit here refers to the critical hit probability (initial value is 0)
2. Combo: Basic attack attacks once more. The combo here refers to the probability of combo (initial value is 0)
PS: Combos do not trigger stun.
3. Counterattack: Counterattack once when attacked. Counterattack here refers to the chance of counterattack (initial value is 0)
4. Stun: Basic attack will stun the enemy. The stun here refers to the chance of being stunned (initial value is 0)
5. Dodge: Ignore the enemy's normal attacks. In fact, except for the active skills, you can dodge everything else, such as stun, combo, critical hit, counterattack, etc.
6. Recovery: Recovery percentage of life per second
7. Skill critical hit: Skills cause additional damage. The skill critical hit here refers to the skill critical hit probability (initial value is 0)
There are currently seven types of equipment's two advanced attributes. That is what we often call the main attribute and the secondary attribute.
8. Ignore stun: Ignore enemy stun (initial value is 0)
9. Ignore dodge and ignore enemy dodge (initial value is 0)
10. Critical damage: Critical damage is increased (initial value is 200%). Currently, there are critical damage in the game
11. Anti-crime: Ignore enemy critical damage and correspond to critical damage (initial value is 100%)
PS: Critical damage = critical damage coefficient ÷ anti-violence
12. Basic attack coefficient (initial value is 100%)
13. Normal attack damage reduction (initial value is 0)
14. Combo coefficient (initial value is 100%)
15. Combo damage reduction (initial value is 0%)
16. Counterattack coefficient (initial value is 100%)
17. Counterattack damage reduction (initial value is 0%)
18. Damage reduction: Reduce damage received (all damage)
19. Knock-up: Basic attacks have a probability of knocking the target up for 0.5 seconds. During the period of being knocked-up, you cannot perform basic attacks or release skills.
20. Skill critical damage: After a skill critical hit, the damage will increase. (Initial value 100%)
21. Skill damage: Increased skill damage
22. Skill damage reduction: Reduce skill damage
23. BOSS damage: Increase the damage received by the BOSS
24. BOSS damage reduction: Reduce damage from BOSS
25. Companion damage: Increase companion damage
26. Damage reduction by companions: Damage reduction by companions
27. Healing rate: There is a probability of triggering healing during normal attacks and restoring a certain amount of life.
28. Healing amount: the percentage of life restored by triggering healing
Twenty-nine-thirty-one, life bonus, attack bonus, defense bonus: three-dimensional bonus
32. Attack speed bonus; attack speed increased
Basic attributes × (1 advanced attributes) (1 percentage of total global attributes) = final attributes
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