Enough blood > proficiency > 7.5% hit rate > 7.5% accuracy > dodge/parry > fast.
Eternal assembly problem
What attributes should this version of 1 stack?
Most of the tank assembly guides you see are guided by reducing the amount of total war damage. However, as mentioned above, the injury suffered during the whole journey is not the most important weapon to kill you. No chart can clearly show a person's blood DK level. Most of the test templates of CTM and MOP are designed like this: suppose that BOSS uses a special attack on you every few seconds, and you use a mental strike every few seconds (usually when you are ready), and then tell you how to equip according to your current equipment to minimize your damage. It is easy to greatly underestimate the role of hit accuracy in life-saving, and overestimate the role of flash in the comparison between flash and mastery. Don't misunderstand me. Simulator is a good thing, but the standards for measuring T and DPS are different)
Let's see what we will get if we go this way:
1. Pay attention to dodge rather than hit accurately.
Sufficient blood > mastery > dodge/parry > 7.5% hit > 7.5% accuracy > fast.
2. Pay attention to hit accuracy rather than dodge;
Enough blood > proficiency > 7.5% hit rate > 7.5% accuracy > dodge/parry > fast.
(The hit rate of 7.5% equals the hit rate of 2550. Because of the existence of rune strike, hit is more important than accuracy, so if you choose between piling hits to a threshold and evenly allocating hit accuracy attributes, choose the former. A higher quality rune strike can create more hatred for you, output more damage, and make better use of the talents of the fifth tier. )
No matter which collocation method is adopted, your life and death are basically in your own hands, because high proficiency can make your mental hit more weighty-not as weak as that in the flash stream-so that you can better grasp your blood volume. (In fact, the current bone shield is very similar to flicker. I will explain it in detail below. Simply put, now you can trigger the bone shield anytime and anywhere, so it becomes more reliable in short-term combat. )?
The second plan goes one step further, so that your mind strike (and all other important spells, including disease outbreaks) will not fail in the BOSS battle. This reduces your chances of seeing your face and further increases your chances of taking control of your own destiny. In addition, this can also give you considerable DPS benefits. To sum up, the second scheme is my favorite.
Your equipment will definitely get better and better. 1% hit/accuracy is much cheaper than 1% flicker. So in the later stage, the gap between the two assembly methods will become smaller and smaller.
How much blood is enough?
In the above suggestions, we put forward the concept of "enough blood" (excluding vampire and other skills), but how much is enough? Generally speaking, it depends on your target and the treatment you cooperate with. In addition to the regular skilled accessories, it is a good idea to decorate the bag with durable accessories that are ready to be replaced at any time.
For example, the "sufficient blood volume" required by a group of treatments with good reaction speed in the H mode of 25 people for land reclamation is different from the normal mode of farm 10. Just grasp the spirit, you don't have to sit in the right position. )
First, study the mechanism of BOSS, and see how much damage you have to bear when BOSS breaks out and your skill CD is not good (sometimes BOSS often breaks out and your skills can't be adjusted at all). Black Horn is a BOSS who can be studied: his general attack, armor-piercing attack and growling can be released at the same time (we will not consider his revenge mechanism for the time being), so how can we survive the ravages of Black Horn round after round? A T with excellent treatment can consider going to the main reactor without excessively pursuing blood volume, because he knows that treatment can always raise his blood to a safe line in time and quickly, and even make up his blood between BOSS attacks. If your team is inferior, you need to consider piling up your blood volume to make treatment more convenient. A well-paid excellent DKT can almost always replenish blood in time, waiting for the next round of attack by BOSS, but the level and treatment are not as good as his DKT will feel stretched and flustered.
In addition, your proficiency in using mental energy will also affect your "sufficient blood volume". As we discussed in 1. 1, if you can allocate the timing of each mental beating gracefully, you can compress your blood volume. But don't compress it too much. It is always good to leave more room for yourself.
Finally, let's take the data to speak, and then look at another BOSS war template:
In the following two groups, BOSS will cause 20W melee damage and 20W special damage to T every 10 second, and the attack interval is 1.5 second. In the worst case, after a group of continuous strokes, BOSS will cause 20W damage after 1.5 second.
Tank A has an excellent treatment team, and he is very good at using mental combat, so he believes that he can be full of blood or close to full of blood before the next wave of attacks comes. From a technical point of view, he only needs 40. 1W blood to be safe, and the rest of the attributes can be allocated to other aspects.
Tank B's treatment group will be short of some, and it can't guarantee to keep a good blow to BOSS's blast every time, so it only received 15W treatment within 1.5 seconds. In this case, he should accumulate more blood and give himself and the team more buffer time.
If you have done the above research work but still failed, you can use the external autopsy report to see if you failed because of insufficient blood volume or other reasons.
Note: Don't blindly copy the matching and gem setting of top guild tanks. Sometimes people's equipment has crushed the BOSS, and people can still have fun. If you match like that, you may be crushed to tears by the BOSS. In a word, it is better to equip this kind of thing according to your own actual situation, but it is not advisable to let it work.
There are many similar examples, but the blood volume of T is a representative one?
Three cliches about the balance of flash strokes
The attenuation mechanism of blink movement has changed in 5.0: dodge is now faster than parry, much faster. Don't bother to balance the flash pen. The biggest advantage of the new version of the flash pen can no longer be summarized in this sentence.
Generally speaking, when parry is about 2-3 times that of dodge, you will get better benefits. Let me quote the Blue Post spokesman:
[I] If you have 10% evasion on your panel, then you need 2 1% parry to prevent yourself from being attenuated; If you have 15% evasion, then parry needs 39%; If you dodge 20%, then you have to parry 57%. You will pay for hiding blindly ... [/I]
If you use a chopping blade, remember to count 4% parry.
RatingBuster is a plug-in that works well in the recasting process.
If you think parry is more important than evasion, and then you want to prefer evasion when enchanting, you can now use F50 power where you used to dodge, because the parry bonus brought by power is more economical than evasion. Yes, you are right. Survival enchantment is now very effective. (But I still don't recommend the boundary flashing. )?
Where 10000* indicates that this number is inaccurate. The mainstream equipment of DK is not agile, and the dodge benefit brought by agility is very small, so the calculation error is very small. I passed ah's agile drug test. So far, this value is between 9922 and 10 14 1, and 10000 is taken temporarily. If there is a lot of data corresponding to agile evasion (preferably the evasion level is 0), this value can be further refined.
Popular Science: With the change of parry percentage, the parry percentage provided by each strength/parry level is different, and the increasing value is smaller and smaller in value. That is to say, increasing 1% parry requires more and more strength/parry level. It is also true that parry is changed to dodge and strength is changed to agility. )
Strength and parry level can increase parry percentage faster than agility and evasion level, and DK equipment is the direction of strength, so parry percentage is usually higher than evasion percentage, which makes it easier to pile up.
Advanced: Although parry percentage is easy to pile up, because parry and evasion are two unrelated formulas, when parry percentage is high and evasion percentage is low, the actual total income is not as good as heap evasion. In order to study how to maximize the income only through enchantment, jewelry or recasting under the condition of unchanged resources, a concept-[balance of flash strokes] is put forward.
Blink balance-On the premise of not upgrading equipment and sacrificing other attributes such as hit, accuracy and mastery, when the percentage of evasion and parry reaches this ratio, the sum of the percentages of evasion and parry is the largest, which is called evasion and parry balance.
Because the actual calculation of evasion percentage and parry percentage is a black box, Blizzard has not officially announced it, so many players have estimated it. So far, the estimation error we usually see is very large, and I am very dissatisfied with it, so I made a more accurate calculation again and the result is satisfactory. See the above figure for the calculation formula.
On the basis of the above formula, we can actually calculate the balance of flash strokes. Although it seems that their respective formulas are binary functions, strength and parry level are linear, and agility and dodge are linear. We can get the function of flash stroke balance. Because strength and agility can't be recast, and they usually don't conflict with parry and evasion (it's understandable that some players can balance their enchantments themselves), so in order to achieve the balance of flash strokes, we often recast them. In order to facilitate the calculation, two new concepts are put forward: pan-parry level and pan-dodge level.
Calculus Therefore, the original formula becomes:
Conclusion: Through the above calculation, for the convenience of use, I have listed the table of flash stroke balance for your direct reference. It is not a graph because it is not conducive to practical application (the scale is thick and it is difficult to measure accurately). The default premise of this form is blood talent (non-blood talent generally does not consider flash) and split blade rune (the income of split blade rune is trustworthy at present, except for a few boss). If it is not a blood talent, please add 2% to your panel evasion percentage and check again; If there is no enchanted blade rune, please add 4% to your panel parry percentage and check it again. In addition, because the basic strength and agility of each race are different, and I am an orc, there is a small probability that non-orcs have a maximum error of 0.438+0%.
Since then, information has come from Jean's Ai Heifeng fortress.