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How to choose the equipment of wlk mage?
WLK version 3.3.5

Usually, the red groove equipped by the mage is inserted with the rune ruby. If you are jewelry, you can insert the rune longan stone, and the yellow groove is inserted with the hidden amethyst (if there is no mistake) and the reckless amethyst (if there is no mistake). The blue groove inserts the pure fear stone.

The suggestion here is to ensure that a stone with 23 dharma injuries is inserted in the red hole. Huang Kong used hit gems to make up for the lack of hits. If the upper limit is reached, the stone with damage+quick/critical strike will be used. For the blue hole, if you have two T9 pieces left on you, the reward of the blue hole groove is the dharma wound, so choose the dharma wound+lingshi. Otherwise, after confirming that there are two sapphires on your body, change it to 23 dharma wounds.

Enchant:

Head: Kirin tor's famous burning mystery secret medicine; (30 damage, 20 crit)

Shoulder: the prestigious storm inscription of Jodir's son (24 damage, 15 crit);

Major is Inscription: Inscription of Master Storm. (70 damage, 15 crit)

Cloak: Enchant haste (23 haste); Good at tailoring and engineering: smooth embroidery (295 wounds) and elastic spider pattern (30 slow drops).

Chest: Enchant power attribute (10 attribute)

Wrist Brace: Enchant wrist brace-super spell energy (30 damage); Major is tanning: fur lining-spell strength (76 damage).

Gloves: Enchant 28 spells, enchant 20 hits; The major is engineering: rapid 340.

Belt: Please go to the auction to buy eternal belt buckles and set gems.

Leggings: Please go to the auction to buy brilliant Moline (50 damage .20 spirit); The major is tailor: Holy Moline (50 Dharma Wound .20 Spirit).

Boots: Enchant on ice, 12 hit 12 crit.

One-handed weapon: enchantment weapon-black magic (with a certain chance to trigger 250 haste effect),

Enchant weapon-Extreme spell energy (63 damage).

Two-handed staff: wand attached-powerful spell energy (8 1 damage).

The mage attributes related to DPS mainly include intelligence, spirit, spell damage, quickness, hit, crit and blue return effect, as well as additional skills of equipment. Rank: Hit > Rush > Method Injury > Critical Hit > Intelligence >; spirit

Someone asked: Was there a DPS when you were alive? Does endurance and blood transfusion really not help DPS at all? In fact, endurance and blood return are very important, but blizzard has considered it for us. Even if you choose to maximize DPS, the basic properties of endurance will not be too bad, so you don't have to consider it.

In this case, intelligence, spirit, legal injury and crit are all attributes of direct injury, that is to say, if any one of them is added, the injury will be enhanced. Moreover, haste indirectly increases the damage, because any casting takes time. Rapid increase means that you can attack more times per unit time, so the damage increases.

Hit's safeguard attribute hit is consistent, and the increase of other attributes is meaningful. When attacking monsters of the same level, hitting is meaningless (unless you win a DEBUFF to reduce the hit). The reason why we consider playing is because Blizzard regards the leader of the team copy as the player's current highest level +3.

According to Blizzard's hit rules, the mage player will hit 17% with his equipment and talent, and only 100% when he kills the BUFF.

So, when you put the mouse on the hit level of your character panel, you will see the corresponding percentage. With your talent, you can know whether you have too many hits at present. For example, an 80-level talent is 57/3/1/mage, the current panel hit rate is 348, and the mouse prompt shows that the hit rate is 13.72%, then the actual hit rate of this mage is 13.72% (equipment provided) +3% (Arcane talent provided)

Back to Blue, does it affect the mage's DPS? Students who have played with wooden stakes will know that a person who hits a wooden stake empty (any way to make up the blue is still empty and cannot be exported) can usually only cause hundreds of thousands of injuries. However, in the team copy of 3.35, an Arcane combines Awakening, Mana Gem, Rational Output and Team Reply, and can even continuously output.

This also means that the mage's own reply has nothing to do with the overall situation, and the impact on DPS is almost negligible. Numerical relationship between mage DPS attributes

After the evaluation, the numerical relationship between the following attributes and DPS is obtained (because the damage of World of Warcraft is not only related to the attributes themselves, but also related to the number of attributes and talents, and the relationship between these values is also dynamic. So the factors discussed are relative, not absolute, but there is no problem in calculating and selecting equipment according to this numerical relationship.

Under the arcane standard talent, the relationship between various DPS attributes and damage (version 3.35, the values of different versions may be slightly different): 1 hit level = 2.04 damage; 1 haste level = 1. 1 damage; 1 damage = 1 damage; 1 crit level = 0.76 damage; 1 intelligence = 0.69 damage; 1 spirit = 0.42 method injury.

Description: First of all, the hit level has an upper limit, that is, it will be full. After the hit is full, the extra hit is completely useless. Moreover, the increase of hit itself will not enhance the damage, and its compliance only ensures that your other DPS attributes are fully exerted.

Secondly, both haste and crit have diminishing effects. For example, if you increase haste 100, you will increase from 500 to 600, and from 1 100 to 1200. The effect is obviously different. Of course, the former is better.

In addition, the bonus of intelligence to arcane is the highest, because there is a talent that will transform part of your intelligence into dharma injury in proportion;

Finally, the influence of spirit on the mage DPS is mainly achieved by opening the molten armor (increasing the critical strike level is equivalent to 35% of your total spirit value). If you choose to open other armor, the corresponding effect will be completely gone. In addition, the value of the spirit also calculates the inscription of the enhanced fire armor (the inscription of lava armor), so if your inscription does not select it, the spirit here will adjust your DPS income calculation accordingly.

From the specific data above, we can see that among the various DPS attributes of the mage, the first hit is before the hit is full, and then the importance of DPS attributes is fast, critical strike, intelligence and spirit in turn.

The jewelry bought by the new ice badge is not good, so it is still bought by triumph: resurrecting the jewelry and then taking TOC (Crusade Judgment) out of the rule of the undead, which is by far the best jewelry except ICC (Ice Crown Fortress).