Detailed explanation of healing and recovery in 'Adventure Battle'

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Release: 2024-04-17 20:01:22
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In the battle of "Adventure Battle", healing and recovery skills are crucial. In the face of injuries sustained in fierce battles, timely healing can stabilize health and avoid destruction. Recovery skills replenish mana or energy to ensure the player's continuous output. Proficient in healing and recovery skills, not only enhances survivability, but also can turn the tide of the battle in critical moments. PHP editor Yuzai is here to provide you with a detailed guide to help you master these necessary skills and be successful in your adventure.

Detailed explanation of healing and recovery in Adventure Battle

Detailed explanation of healing and recovery in "Adventure Battle"

This healing and reply mainly draws on Douyin-Qiu Dao Buyu players

Today we will introduce the attribute of healing and analyze how much blood-stealing it can provide us in PK battles. For old players, they should be familiar with the attribute of healing, but for new players, it may be a little confusing. Healing is divided into two parts, healing amount and healing rate.

Regeneration: Recover a percentage of maximum health per second. PVP recovery effect is only 30%

Healing rate: There is a probability of triggering healing during normal attacks, restoring a certain amount of life. It is the probability of triggering healing during normal attack, which can be understood as blood sucking.

Healing Amount: The percentage of life restored when healing is triggered. The amount of healing is the amount of blood sucked

The current healing spirit (LV.46) has a healing rate of 32.75%; the next level's healing rate is 33.25%, an increase of 0.5%. The initial value is 10%

It is calculated as a percentage of the maximum value. When attacking, the green words on the head are the blood-sucking amount. My current healing rate is 32.75%, and the healing amount is 0.48%. I believe that most players can reach this level.

Then the blood-stealing amount of each of my basic attacks is 32.75% × 0.48% = 0.1575% of the maximum health. During PK, the average attack is 3 times per second. If there is no control, such as dizziness, stun, disarm, and attack reduction. At high speed, the amount of blood-stealing caused by the entire battle in 2 minutes is:

Healing amount × healing rate × attack speed × 120 = 0.1575% × 3 × 120 = 56.592% of maximum health. Almost half and a little more blood volume, the calculated recovery value = 1.572

56.592% = recovery value × 120 × 0.3, the solution is recovery value = 1.572

The biggest difference between recovery and healing is that recovery is currently not restricted, while healing requires basic attacks to take effect.

If the healing rate is increased to 70% and the healing amount is increased to 0.70%, the effect is equivalent to 4.9% recovery, and the blood sucking amount in 2 minutes is 176.4%, which is like 1.5 more lives during the holiday, which is very impressive

Now we consider the scenario of being disarmed by a mage. For simplicity, we do not consider the cooling reduction when being stunned. After carrying the water spirit, in the actual PK of disarming, the time interval between re-release is 12 seconds. For passive relics with healing spirit, the disarming time can reach 6 Seconds, the healing effect in this way is only half of the time effect. If the shooter brings the green bull, the control is reduced by 30%, the disarming time is 4.2 seconds, and the effect becomes 4.2÷12=35%. In this case, the actual effect is blood-sucking The effect is only 65% ​​of the original effect.

PS: For the sake of value balance, in the PVP environment, the health recovery effects and shield divisions provided by all gameplay methods only take effect at 30% and 40% of the original values. The amount of healing is direct and there is no discount.

For example, in PVP, my maximum health is 71589.1M, and my healing amount is 0.48%. In this way, the blood recovery value from basic attacks is 71589.1×0.48%=343.6M. There is no discount for this.

The main basis for recovery is equipment, and the improvement is mainly based on the second generation Wu Wuhun - the life recovery bonus and the companion panda bonus.

The healing rate is currently only related to the martial soul's healing martial soul and back ornament talent. The higher the level, the higher the blood-sucking rate.

The amount of healing, that is, the amount of blood-sucking, consists of the third entry of the powder martial soul, the back ornament talent, the enchantment sub-entry, etc. (the initial value is 0.2%)

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source:mplife.com
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