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subject: Diablo 3: Detailed Core Parameters Of The Trigger Factor [print this page]


Diablo 3: Detailed core parameters of the trigger factor

Diablo 3 came out so long, lazy please see Scarlet skills system has been very clear, in general, can be divided into:

Attack class defense, control field, special effects and four,

Needless to say, the first three people to handle every panel and skills must have very clear instructions, and finally, a special effects class, may be even a lot of veteran still do not understand where the role of the mechanism of

Because they are not look like: Cabalist critical mass, occupied by a passive skill, not to raise any panel, and skill description did not elaborate,

Manzi's imminent, only chance of returning 15 rage this chance How Blizzard is still not speaking

But these two skills, Cabalist and Manzi, can be said to be doing my part of the core skills, just directly quantify the contribution, and there are many difficulties

Not all these skills can not be quantified it? In fact, not the case, otherwise Blizzard how to control the game unbalanced ...

The Blizzard what control skills effects trigger it? The answer is simple: Trigger factor

The triggering factor is actually refers to a skill a chance to trigger a special effects.

All the special effects but the article does not explore entirely by its intrinsic properties determine similar effect the release of the Hellfire ring, in fact, has little to do with the release of what skills,

We discussed mainly the following two categories: hitting the Reply class, skills trigger class

First of all, we hit the reply mechanism is actually very simple, is to use

Skills trigger factor of your panel the skills every time you hit the back blood hit the reply =

For example, a Cabalist, 900 hit back, energy whirlwind: winds enveloped trigger coefficient of 0.125, a complete whirlwind 33 attacks, then a single whirlwind six seconds back blood is 900 0.125 33 = 3712.5

A typical attack speed unlimited ice Cabalist 2.4, 2.4 attack speed per second can put 2.4 whirlwind, but the cast time to remove the ice ring and crystal skin on the scene about can maintain 6 2 = 12,

Per second back to the blood is equal to 12/6 = 2 complete whirlwind effect, then you can do per second 7425 back to the blood, this is also just hit a single target!

So, with the ice ring control field, Crystal skin care and body on the scene when there exist multiple strange, unlimited ice Cabalist almost invincible itself.

The same mechanism of action Barbarian whirlwind the scene covered exhaust barbarian with the 1888's hit back with the belt on the vampire effect, EHP able to do not spike almost die of the body

This is a barbarian, even 10MP can still pull up a map of the elite together away A secret

So these two skills 105 are slashed

Finally, stress, the vampire and trigger coefficient unrelated injury-related

The second are skills triggered classes:

Mechanism is simple: the chance to trigger each hit = the skill trigger factor

The Barbarians exhaust, for example: 2.00-2.22 attack speed, each small whirlwind 20-hit, crit 60% (dual wielding attack speed crit Saiyan easily reached)

With explosive runes each exhaust can reply to: 15 0.08 20 0.6 = 14.4 points anger

A 84-speed pro-son Manzi (the Saiyan 20 + equipment 24 + sprint 40) can throw six small cyclone every 6 seconds

(This data may not be accurate and authoritative information not found, only the street stuff, everyone will see the Parkour small whirlwind the number of running speed relationship separate personal cottage testing [])

That, alone in a small whirlwind, only hit two monster pro-son Manzi will be able to get 28.8 rage / sec, unlimited Saiyan only need 25 rage / sec to maintain

Techniques properly, the full unlimited Saiyan is entirely feasible, especially high-MP

It can be said, no small whirlwind, the dual cyclone pro son Manzi could not be so Guards

Nonsense, so much to write directly Conclusion per second proc effect can be simply expressed by the following formula:

The skill trigger factor skills per second hit count effects

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