First, the main attributes:
The first is the basic attributes: strength, agility and intelligence are worth studying.
Various attributes of melee: attack strength (AP), hit, accuracy, crit, quickness, armor-breaking, etc.
Various attributes of spells: spell strength (SP), hit and crit.
For our current 70-level punishment knight:
1 power-with the support of talent, it is 1X 1. 15= 1。 15 strength, 1. 15 power can provide 1. 15X2=2 .3AP .
About 25 agility-can increase physical crit 1%.
About 80 Intelligences-Can increase spell crit 1% and 80X 15= 1200 Mana.
Crit level-can increase all crit rate 1%.
15。 8 Hit-increases the hit probability 1%.
Accuracy = 16 accuracy level = reduce the target dodge/parry probability 1%.
Under the talent of absorbing the holy light, you can also get an additional spell strength (SP), the value is [total AP value X30%].
Let's talk about hit rate and accuracy first.
Continuing the idea of version 3.0.5, the current subject DPS must first meet the requirements of hit, and then the accuracy.
For 70 PAL, 15. 8 hit level = 1% hit, 4 accuracy = 16 accuracy = reduce target dodge/parry probability 1%.
Melee armor-breaking, fast physics, blood-printed BUFF and Crusader strike BUFF show that the importance of accuracy has been comprehensively improved.
Because the trial affects Whelan, at the same time, it is also a big damage to the judgment of long-range attacks, so the importance of hitting is self-evident.
Although it's a bit difficult, please try your best to achieve the hit number of 127, whether by boiling gems or equipment (no Delaney tribe burst into tears).
Accuracy should also follow the hit to achieve 104 level =26 accuracy.
Then there is sunder armor and speed.
This BUFF can be understood as PAL's 1 sunder armor level. 25 sunder armor level, 1 haste level is 1 for PAL. 3 haste level. It can be said that such a BUFF number is large enough.
Armor-breaking affects three skills: white character, holy storm and Crusader strike, and quickly affects skills including white character and blood print.
In February, 2004, the tribe Blood Knight recommended the fast blood print flow, because at that time, the flat chop+seal damage that fast can affect accounted for at least 60%+ of the total damage.
Can the current speed change by 3 after BUFF? What about the decline since 2005? It is worth mentioning that the increase of the income from rapid progress cannot change the theory of rapid progress diminishing. So let's wait and see.
Armor piercing bullet number three. 0 has been greatly modified, from ignoring a specific armor value to ignoring the percentage of a certain armor value. This makes the era of a low-armor BOSS breaking to very few armor, or even 0 armor, become history. On the contrary, however, the income of sunder armor is increasing. Therefore, in the case of high armor-piercing projectile, its utilization rate will be higher than that of fast arrival.
Note: Shaman's Wind and Fury Totem and Swiftness Punishment have the same percentage swiftness as armor-piercing gain and BUFF, but they don't enjoy 30% and 25% swiftness and armor-piercing bonus.
If a worker wants to do a good job, he must sharpen his tools first —— Re-discussion on the choice of equipment
Well, I know that many people are actually very concerned and want to discuss this part.
Let's get started.
From the patch analysis, it is still the world where strength comes first and AP comes first, and because there is no talent for precision,
Yes, a lot of three points. For knight friends who rely on "ghost fighting", some adjustments may be made to the equipment and gem boundary.
In order to meet the 8% hit value of 127.
Then talk about fast and sunder armor. Because of the double BUFF of blood print and quick income, it was made in 3. 13 version, the improvement of blood print brought by high speed is more obvious. It quickly affected the flat chop and the seal of blood, while the armor-breaking affected the flat chop, the seal of blood, the crusade and the sacred storm. Especially 3. 13, the Crusader should be 1 after the talent bonus. 39 1 weapon damage, while the holy storm is 1. Weapon damage 2 1. So sundering armor is also very important.
So according to the above points, I have compiled the following list of choices. Arrange the numbers according to the scores. "/"is not much different from the same equipment, you can take one. Family statement, for reference only. Choose highly recommended equipment, otherwise it will not include non-plate armor equipment.
Head:
The trial head is ugly, even worse, but can you imagine how the thief's T8 head was designed?
1. Damage projection goggles: the engineering head has the property of not being wasted at all. 26 hit, high power, crit level, everything, in this version is the first choice.
2. Anna Stria's Crown: With the increase of the income of armor-piercing projectiles, its high armor-piercing properties no longer look so tasteless. At the same time, its strength of 6 1 is also ranked second in the current equipment. (Only less than the engineering head 1 strength)
3. Oreglia's helmet/Illidari's broken helmet: Under the team BUFF, the difference between the AP of these two heads is only 5 points, one has a higher sunder armor and the other has a very high hit rate, so it is tied. It is worth mentioning that Illidari's broken helmet is an artifact when BT equipment enters SW equipment.
4. The curse illusion of Sargeras/Slate and zoom helmet of savage gladiator: high explosion, with a certain hit.
5. Lightbringer's helmet: 6 1 is super powerful, but a large number of endurance intelligence attributes occupy the item level, which makes the equipment less critical hits and lacks hit attributes. Not recommended as pursuit equipment.
Necklace:
Pendant, necklace, collar, chain, which is thicker and which is thinner? Choose a suitable one to wear ~
1. Endless Nightmare Collar/Defender Victory Pendant/Sindore Victory Pendant: The endless nightmare collar dropped by BT2 is used to supplement the hit gap, which is very necessary now. The item level of 14 1 is completely distributed in AP, hit and crit, which is perfect.
However, the Guardian Necklace and Sindore Victory Pendant can get the highest AP and crit benefits at present under the condition of 10 power.
2. Hardened krypton necklace: high AP, 1 yellow hole, and it also has armor-piercing and swiftness properties of this patch BUFF. The fly in the ointment is the lack of crit.
3. Crisis pendant, the best drop of the monster in Viper Temple. Crit is not very high, but there is an AP under the team BUFF that no necklace can surpass at present.
4. Smash the pendant of the power of the sun (Adoration of Aldo): it lacks crit, but it has a built-in 45-second CD, which triggers 200AP upgrade and lasts for 10 second, and its use value is greatly improved. Without the necklace above, it can be used as a powerful substitute.
5. End chain: agile, 64AP, rapid level. Now it seems that its attribute is not like 2. This was so tempting in the' 40s.
6. serrated sharp-edged collar: what? AP+ a little sunder armor, do you want it? Ok, it's okay ~
Shoulder:
There are many shoulders ~ choose slowly ~T2 shoulders are very nice. Do you want one?
1. Magic Tooth Cushion: SW Gemini's Wrath of Dropping Cushion+1 Sun Dust in Exchange for Equipment. Technically, it's wild equipment. But it exceeds T6 in all aspects. The fifth shoulder of the plate armor sits on the throne of the first shoulder without any dispute.
2. Rage Shoulder Armor: Southwest Gemini T6. 5 plate armor series shoulders, typical strength+critical strike level+swiftness+double hole equipment.
3. Blood-stained shoulder armor/Lightbringer's shoulder armor: The blood-stained shoulder armor of Haishan provided a lot of hits, but there was no hole. The Lightbringer's shoulder armor is the most powerful shoulder armor equipment at present, but it continues the characteristics of the old T6: insufficient crit, wasting item grades in endurance and intelligence, and not hitting.
4. Slate and scale of barbarian gladiator's shoulder pads: It is difficult to get started, and its attribute fails to surpass T6 shoulder, and its low strength is its shortcoming.
5. Shoulder armor of war dancers: T5 copy product, for transitional use.
6. Split the magic shoulder armor: cazac falls (equipment binding), which is very difficult to get started, not resistant to equipment, and its attributes are overestimated.
Cloak:
Choose something that is both beautiful and practical. Actually, I want Sylvanas Windrunner's broken cloak ~
1. Cloak of Original Sin/Cloak of Shadow Moon Destroyer: As the ultimate cloak, Cloak of Original Sin provides the highest AP and critical strike rate. Shadow Moon Destroyer's cloak has obvious advantages in the punishment PVE that needs to worry about hitting at present, and its item grade of 14 1 is also very suitable for 72AP.
2. Dark cloak/front scale combat cloak: The dark cloak is a product made of leather patterns worshipped by Karazan, while the front scale combat cloak was dropped from the Viper Temple. The attributes of the two are basically the same under team BUFF. After adding 10 power gem, the Dark Cloak can provide up to 83 as a frontal scale combat cloak. The attack intensity is 5. The disadvantage is that the click-through rate is not high.
3. Gladiator's determination: Honor purchase is not recommended as the cloak of PVE, because it has low AP and wastes too many attributes.
Chest armor:
The reason why the breastplate can provide more attributes depends on its three inlaid holes besides its own attributes. Let's look at the choice of breastplate.
1. Hardened Krypton Armor/Reckless Fury Armor: Hardened Krypton Armor is the equipment bound by the forging equipment drawings of SW. The similarity between these two breastplates lies in their super strength, but the difference is that the former is a quick additional attribute, while the latter is a sunder armor. Their pores are also different in color.
The three red inlaid holes in the hard krypton suit are very suitable for putting three gems with the intensity of 10 to maximize the AP it can bring, while the reckless fury armor is red, yellow and yellow, with an excellent reward of 4 intensity, so it has the advantage of satisfying the hit without sacrificing the attributes of the inlaid holes in the case of insufficient hit.
2. Lightbringer's chest protector: T6 clothes, recommended in the old T6. High intensity, can see past hits (2 1 min), crit is not bad. Although its reward for inserting holes is not satisfactory, it is still a good equipment.
3. Slab-scale chest protector of savage gladiator: S4 suit, the strength is slightly less than T6 suit, the crit is higher than T6 suit, and the overall evaluation is slightly lower than T6 suit.
4. King's Barriers: Grade 3 forged products. The strength is not very high, but crit is its highlight. Compared with the above equipment, some people even think that its 30-minute special effects are not practical.
5. Cracked breastplate: The lack of inlaid holes makes this equipment much more powerful than other equipment, thus becoming a transitional equipment.
6. Resentment of breastplate: 100 badge of justice in exchange. Too many haste levels waste too many item attributes, the AP is low, and the crit is seriously insufficient.
4. Dolly's Hug/Evil Cloak: Forget them!
Wrist:
1.Lightbringer Wrist Ring: In the wrist part, the new T6 scored very high. Both strength and crit are impeccable, and it also comes with 1 inlay and accuracy.
2. The shackles of rage: Haishan Lao 1 fell in the cold winter. Pure power crit+perforated equipment. This is simple violence. The disadvantage is that there is no hit.
3. Eradicate Brace of Wrist: One of the treasures of Viper Temple. Its use effect exceeds the item level. Its popularity is still a major attraction in the transitional era.
4. Defender's turret battle wristband/plate armor wristband: It is also a simple and violent equipment, which is difficult to use.
5. Forged/leather wrist of dark temple: refugee dress, no explanation, no recommendation, no recommendation.
Gloves:
Good gloves are suitable gloves. So does it play a role in keeping warm or protecting?
1. Frontier gloves: Kilgardan fell, item grade 164. At present, all gloves have the highest strength (AP), a good crit level, and the armor-piercing attribute has passed BUFF. It can be regarded as a goal to pursue.
2. Improved Krypton/Eternal Dark Gloves: Improved Krypton is 3. 13 has been put in a higher position. Because of the importance of the attack, we have to pay attention to this equipment that used to look like "attacking the level of fast-wasting items".
But at the same time, as an old-fashioned punishment riding output glove, the status of eternal dark gloves has been maintained. If you think you hit enough, then it is recommended to use eternal dark gloves.
3. Slab Armor of Savage Gladiator: Because the new talent "Holy Battle" BUFF causes 15% damage to Crusaders, it is in 3. 13 Crusader Strike greatly increased the damage ratio. S4 Hand's point of view is that there is a special effect to increase the Crusader's strike damage by 5% under the condition that other attributes are passable. Because S4' s special effects do not occupy the item level, this glove will be a good choice.
4. The shadow of the dark temple Akama Waterfall. Double holes+high AP, hit, armor-piercing effect, belonging to entry-level equipment.
5. Lightbringer Gloves: One of the worst old T6. Crits are surprisingly low, not to mention the lack of hits. Even the hole of 10STR is only 6 1. How to compare with other equipment?
Belt:
Tighten your belt, it is said that you can play a higher DPS ~
1. Lightbringer's waist protection: high strength, low resistance to high crit, accuracy and rapidity. 1 red hole is very good. At present, 65438 +0 belt is punished for the knight.
2. Red battle zone: forged products. There are two holes in the hit, easy to use, and all the attributes are not bad. This is definitely worth the money.
3. Death Belt: Leather armor equipment dropped by Laski, a poisonous snake. Reason for selection: It is as accurate as T6 belt, with two holes.
4. Guardian's plate armor belt: In addition to toughness and hit, the AP and crit of this equipment are slightly higher than the red combat belt.
5. Agado's belt: Haishan lost his leather armor equipment, and his attributes are OK.
6. Boiling anger protects the waist: 75 badges of justice are exchanged. Empty space has strength and speed, but it lacks everything it needs. What do I want with such a stupid device?
Legs:
The length is not the key, but the fit .....................................................................................................................................................................
1. Eternal Night Leggings/Magic Rage Leggings: The former is leather armor dropped by Phimis, and the latter is plate armor dropped by Brutallus. Eternal night leggings are a very valuable equipment to punish knights. People often ask me what to do if I can't play enough. My direct answer is often "leather pants".
These pants can not only make up for many hits, but also have excellent hole color, and the armor-piercing effect is the icing on the cake. Let's talk about the legs of the devil's wrath. This kind of trousers is a traditional trousers to punish knights and DPS soldiers. They have high strength and high explosion, and the rewards for setting holes are good. Moreover, blue holes can be used to meet the requirements of colorful gems on the head, and they are also rare good pants.
2. Endless Angry Leg Armor: Ultra-high strength, hit and high explosion, which makes up for the deficiency of the loophole. This equipment is the best punishment pants before entering SW.
3. idolize's Leggings/Bow Leggings: These are two pieces of armor that are difficult to use, and they have been flooded.
4. Leg armor of the Lightbringer: Although the special effect of MP5 is a bit stupid, it is reasonable because of its high strength+1 red hole.
5. Slab leggings/sacred punishment leggings of savage gladiators: S4 and blood boiling drop equipment of the Dark Temple, the comprehensive properties are slightly worse than T6.
5. Pursuit of leggings: value chain brand. After calculation, its performance exceeds that of the new brand plate armor leg.
Feet:
Barefoot? How can this work? Even if you run away with justice, you need a pair of King Adi. ...
1. Lightbringer boots: Anything can be done except hitting, and it is irreplaceable at present.
2. Horror boots of the Legion: EOS dropped from the Temple of Darkness, double yellow holes+hit, and a pair of shoes with the grade of 14 1, which can make up for the deficiency of hit and crit at the same time. Except for the new T6, there is really no other shoe that can match it.
3. Guardian's plate armor shin guards/shadow domination boots/tracking soft boots: PVP equipment/dark temple Mother Shahraz/hungry talons dropped respectively. They are all excellent equipment of the same level.
4. Skull Crusher Boots/Fast Iron Boots: Zuaman and Karazan can be inlaid with gems, so these two items are of low grade, but they are enough for entry-level equipment.
Ring:
Look, the sparkling light! Where did it come from?
1. Storm Ring: Maximum Power (AP), high crit. Who wants to give up?
2. Disaster ring/Stormrage badge ring: I used disaster rings in 2.4 and 3.0, but now I have decided to use egg rings. Because I think the lack of life is terrible. In any case, the outbreak of disaster and the hit of egg rings always seem to be pearls shining in the night sky.
3. Ring of eternity warriors/Ring of Ancient Conquest: The former has powerful special effects, while the latter has excellent measurements.
4. Hardened gold ring: AP is not enough to see, a bit sloppy, and it is already the first choice for punishment.
5. Angrista's Touch/Original Angry Emblem: The previous aura has receded, and the reason for being selected is that it is relatively difficult to get started and cost-effective.
Jewelry:
1. Berserker/The Call of Dark Lu Na: Berserker is still the first choice, because the high AP effect can match the revenge for 2 minutes. After quickly passing through BUFF, the lamination of thin slices will be much faster (the built-in CD is still 45 seconds). It is conservatively estimated that the 440AP will be upgraded for at least 9 seconds after being triggered, completely surpassing other ornaments.
2. Shame fragments: 3. 13 is not the time for shame fragments to walk off the altar. Or you can use other accessories to cooperate and rely on a good RP to achieve less evasion, but the new 3T6+ shame can achieve no evasion, which is a very conservative combination and practice. Although there may be bottlenecks in the promotion of DPS, the stable DPS is its advantage. At the same time, don't forget the trigger effect of shame clip: increase 230AP for 20 seconds. The test results from 2.43 to 3.05 show that the special effects cover at least 35% of the battles.
3. Betrayer's madness/tsunami amulet: Betrayer's madness provides health and AP, and its special effects can be maintained through trial. In the current version, it is already a good embellishment. Tsunami amulets provide crit and hit. The disadvantage is that the built-in CD triggered by special effects is long and short, which is slightly insufficient on AP.
4. Honor Song Cheetah: A miniature version of Berserker's Call, but because of 1. The 5-minute anti-day CD makes it very flexible.
Dragon Ridge Medal and Dragon Ridge Medal have the advantage of high trigger (built-in 25-second CD), and the rapid promotion after trigger is very huge-at present, the number of knights has reached 422. The fast special effects of 5 can be described as very rebellious.
However, because the trigger is uncontrollable and the AP is low, you can't let this ornament rank too high. (Actually, I'm still looking forward to the situation that the sword flies after the special effects are triggered and keeps bringing out blood prints. )
5. Bloodthirsty brooch/Dark Moon Card-Expedition.
6. The decision of the battle master.
7. The decomposer's hourglass.
Weapons:
Weapons are the soul of punishing knight's equipment. Because having a good weapon is often a way to greatly improve DPS. To measure a weapon, we should look at the problem from two angles: DPS and DPH.
Firstly, the distributed power supply is analyzed, and then DPH is analyzed. If there is no huge gap between DPH, the actual output effect of weapons with high DPS is still good. This is also a euphemism for those who say "S4 is higher than sword DPS", "Pacifier speed is 4. The 0 of DPS must be very high.
1. O 'Brien? Sword of soul: the ultimate weapon dropped by Kilgardan, the dream pursued by countless PAL. The weapon limit is as high as 607, with its own haste and crit levels. The blade has three exaggerated red holes, which are unique to other weapons (ah, the axe of the deep giant blade revenge army node). A sword filled with three 10 power gems and savage enchantment can provide 275 attack power after BUFF. It is no exaggeration to say that it is stronger.
2. Savage gladiator's sword/savage gladiator's bone breaker: S4 weapon. High explosive, slight armor-piercing bullet, hit. However, I was pulled a lot by Ao Jian at AP ~
These two weapons have the same attributes and are suitable for the weapon specialization of humans and dwarves.
3. Gun of Magic Ridge: A long-handled weapon of SW Mafia, which is fast and explosive (agile), but its DPH is not as equipped as the above two S4. 120AP is not very high, but there are still 1 yellow holes to make up for it. This is really a good weapon.
4. Curse the torch/blade of disaster: curse the torch with its 3 points. As a sharp weapon of PVP, up to now, his performance in PVE has not been forgotten. Its attributes are perfect: 5 1, power 50, fast, and crit is not low. The blade of Cataclysm has exaggerated strength and armor-piercing effect, but its deficiency lies in its insufficient critical strike.
5. Phoenix Double-edged/Precursor: Storm Fortress Falls Prince, which is also a weapon of lv 14 1, but its performance is slightly inferior to the curse torch. Omen is a classic brand weapon with good crit and rapidity, but the disadvantage is that AP is too low compared with other weapons.
6. Luo Jin? Apocalypse Reveler/Lionheart Slayer/Revenge Army Node Tomahawk.
Sacred behavior:
The goblin taught us that "reading is a hammer", so the sacrament can be used to hit people, fall to the ground and fold planes.
1. the imperial edict of revenge: after the traditional trial, the imperial edict will be exploded, and whoever uses it knows.
2. The Holy Deed of Justice Energy: Never underestimate the damage caused by the Crusaders. 3. The sacred talent of13 greatly changes the damage of CS.
Enchantments and inscriptions: the help provided by old business skills and new business skills.
Enchant:
With the change and unification of some attributes, some changes have taken place in equipment enchantment. Get good equipment, set gems, and then you have to enchant the equipment according to your actual attributes. There are three sources of enchantment, including enchantment provided by enchanters, enchantment exchanged by prestigious NPC, and enchantment provided by various manufacturing industries.
Let's list the main enchantments of DPS, which we can get in various parts and can improve the punishment of PVE.
Head-Fierce Secret Medicine -34 attack strength, 16 hit (prestige required: senario expedition reverence).
Shoulder-to-shoulder enchantment basically uses Screyer/aldo worship, and enchantment uses 8 arcane treasures/evil energy equipment. Scryer's enchantment is biased towards crit, and aldo's prestige enchantment is biased towards attack strength. The actual gap is not big.
Cloak-12 Agility (enchanter enchants)
KO 180-6 Full Attribute (Enchanter Enchants)
Wrist-12 power (enchanted by the enchanter)
Gloves-15 strength/15 hit level/15 agility/10 critical strike level (enchanter enchants)
Leg-Leather Leg Armor -50 attack strength, 12 crit level (leather)
Shoes-Steady-10 Critical Hit Level, 10 Life Level (enchanted by enchanters)
Ring -4 full attributes (requires 350+ enchantment skills)
Remarks:
1。 The reason why the head of the delegation did not recommend the use of 17 strength and 16 intelligence secret medicine (slum reverence) is that although AP has improved a little, the intelligence of 16 is far less than the benefit brought by 16 hit.
2。 The most recommended enchantment for gloves is 15 power. If you don't hit enough, you can consider hitting the enchantment.
Inscription:
For the knight, except for the main large inscription, everything else is a chicken rib.
At present, level 70 can install 2 large inscriptions and 3 small inscriptions on the body.
Now version 3. 13 has added two new big inscriptions:
Glyph of exorcism (increased exorcism damage by 20%)
Glyph of Blood Seal (whenever blood seal, martyrdom seal, blood trial or martyrdom trial hurts you, you can restore the mana equivalent to 1 1% damage), plus the original glyph of trial (increasing trial damage 10%) and the glyph of dedication (extending the duration of dedication and cooling time by 2 seconds), because 70%.
Exorcism has a certain meaning after the talent 15% hurts BUFF, and the demon undead will explode.
Although the damage of blood trial has been cut off a lot, it still accounts for a large proportion of the damage, so the trial inscription is necessary.
The significance of the blood mark is to make up for the lack of mana caused by the coordinated cutting of the soul, because the level of 70 is 3. 13 failed various tests, so it is not known whether it will be short of blue. take a wait-and-see attitude
3.05 The main significance of dedication inscription is to stagger some skill conflicts by using the dedication time of 10 second to save dedication blue. If the 25% blue amount of the wise trial reply of 3. 13 is enough to maintain the output of punishment, then there is no great need to use the dedication glyph.
Recommended small words:
Inscription of Perception of the Undead (when Perception of the Undead is turned on, the damage to the Undead increases 1%),
Inscription of Holy Healing (Holy Healing CD minus 5 minutes) can be used as a small blue bottle, and the CD is long ~
You can say that most of what you find on the Internet is correct.