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Rogue Raid output research report

RAID location and concept of DZ

Chapter 1: The basic theory of DPS output and the concepts of AEP and MAEP.

Chapter two: the transformation of the basic attributes of dzi beads.

Chapter 3: DZ's hit, crit, specialization, agility, strength, quickness level, ignoring the comparison and selection of armor.

Reference: ddz_zj, Wikileaks can live forever without love, NGA, 2007-10/0.

Reference: sewalker, Round Table Theory and Analysis of Classical Probability Judgment Algorithms, NGA, 2007-07-3 1.

Chapter 4: Selection of equipment, ranking of AEP and MAEP, creativity.

Reference: Avina, rogue craft-10 1 from elite Jerks, NGA, 2007-114.

Reference: lolenz, AEP thief equipment ranking, NGA, 2007- 12- 19.

Reference: Not good at all, recommendations and suggestions for thieves' PVE equipment, NGA, 2007- 1 1-07.

Chapter 5: Talent recommendation and combo point recovery.

Reference: electric bicycle man, talent guide for TBC sports shoes, NGA, 2007-10-1.

Chapter six: the termination technique-the choice of eviscerating, poisoning and splitting.

Chapter 7: Selection of commonly used mixtures, medicines and cooking items in RAID.

Reference: evilbeowulf "This time, I will explain to you how to make your pve life NB and skilled", NGA, 2008-02-08.

Chapter 8: Raid Buffer Selection

Chapter 9: collocation of poisons

Chapter 10: Export Skills of Individual Boss

RAID location and concept of DZ

The position of the stalker in raid is very clear, and it is the purest physical dps output (in some cases, it will also undertake the task of physical interruption). It can be seen that the number of DP is the most important benchmark to measure the occupation of stalkers; If the thief doesn't have enough dps output ability, then he loses the meaning of raid.

The following question is, as a stalker, what is the goal of output?

In the low-end equipment mode, we can think that the output position of an excellent stalker in the whole team should be at least basically equal to or slightly less than that of BM hunter/Austrian fire mage; There is a certain gap from the warlock. (Of course, this is mainly because it is easier for the legal profession to get good enough equipment, such as tailor's clothes, outside raid. ) In the mid-range equipment mode, on the premise of high dps weapons, you will surpass BM Hunter/Austrian Fire Mage and begin to approach the first place in the dps list infinitely. From the data and information feedback obtained so far, we can see the model of high-end equipment. At this level, it is the spring of stalkers. With the help of high-explosive and high-hit equipment and high-order dps weapons, the dps ability of the stalker has been fully exerted, and it is basically at the forefront of the output list. According to Edwin's data collection post, at present, the dps of all stalkers is above 1800+, and other occupations are left behind. In this case, as the only pure output occupation among the nine occupations (which is also the positioning of Blizzard), how to effectively improve their dps, maximize the output damage in raid, and provide enough contributions to the team has become a subject that every stalker must face.

Chapter 1: The basic theory of DPS output and the concepts of AEP and MAEP.

At the beginning of this chapter, please allow me to take some time to introduce a set of most popular data in the field of wow output theory in Europe and America.

System: Agility Equivalence Point (AEP)

Firstly, the functions of several concepts are clarified.

AEP:

Mainly used to reflect the value of equipment in PVP. It is an index including the output attributes and non-output attributes of equipment, such as resistance, blade, evasion, etc., which can fully reflect the value of all attributes of a piece of equipment in PVP. Its characteristic is that many values of attributes (such as hits) obtained only by FB are calculated according to very low AEP values, emphasizing the role of toughness and endurance.

MAEP:

It is mainly used to reflect the level of equipment output in FB, but only the output attributes of equipment are included in the calculation, excluding all attributes that cannot bring output. Resistance, defense and evasion are all zero in MAEP.

DAEP:

Between the above two, it has been abandoned at present, and all theoretical stickers are rarely used, because this indicator is nothing compared.

EP:

Equivalence index, or equilibrium index, plays an intermediary and bridge role in the comparison of all different attributes. After we convert the different types of attributes of each point into a value, this value is called EP. EP is only for the convenience of comparing attribute values, and is not used for specific equipment comparison, whether PVP or PVE.

From here, we can see that comparing the value of equipment in RAID means comparing the size of MAEP; If you compare the value of PVP, you compare the size of AEP.

We can already know the value of all different attributes, and there is a certain fixed proportion relationship. But if you want to compare equipment, you must use an attribute as a standard. In the current popular MAEP algorithm, sensitive EP is transformed into "unit one" without a king, that is, each point is assigned a MAEP value.

Under the influence of the king, the 1 sensitivity brought by the equipment has appreciated and become 1. 1 sensitivity. At this time, the MAEP value of each sensitivity on your device is 1. 1.

Other attributes, such as hit level, are changed to "hit level =? Min ",that is," strike level =? MAEP "form.

From the table below, we can draw the following conclusions:

When there is no king, 1 sensitivity =2EP, so 2ep =1maep; When there is a king, 1 sensitivity = 1. 1EP, 2EP=2.2MAEP, which is the relationship between EP and MAEP.

Many players later said that the color hole in the example should be 40 instead of 80. This is because players mistake EP for MAEP, and the data in the article is correct.

A colored hole =80EP=40MAEP. Why is it so powerful? Then ask Ming and wowwiki how they got the statistics.

Chapter two: the transformation of the basic attributes of dzi beads.

Basic knowledge:

The common cooldown time of most occupations is 1.5 seconds, except for the skills of thieves and German cats, which are 1 second. When they cast skills that do not belong to their own profession, they will also cause a public cooldown of 1.5 seconds. At present, there is no acceleration skill to reduce the public cooling time. Ordinary attacks have nothing to do with public CDs, and there is no minimum attack speed.

Formula for calculating weapon speed under the influence of acceleration skill;

Actual speed = correction speed /{( 100+ acceleration skill 1)% *( 100+ acceleration skill 2)%*[ 100+ (acceleration level 1+ acceleration level 2 ...)/

Look at it from another angle:

Actual attack frequency = original attack frequency *{( 100+ acceleration skill 1)% *( 100+ acceleration skill 2)%*[ 100+ (acceleration level 1+ acceleration level 2 ...))

When you have no other acceleration skills, simply getting a lot of acceleration level effects will not have additional benefits, which is no different from getting acceleration effects alone.

For thieves who cut in the whole process, they will also use the effect of accelerating the effect level to achieve the maximum benefit.

About the conversion of rating:

Professional rating:

3.9 = 1 expertise

Defense skill level:

2.4 = 1 defense skills.

Avoidance level:

18.9 = 1% evasion

Parry level:

22.4 = 1% parry

Block rating:

7.9 = 1% grid

Click rate:

15.8 = 1% hit rate

Spelling hit rate:

12.6 = 1% spell hit

Critical strike level:

22. 1 = 1% fatal

Spell Critical Strike Level:

22. 1 = 1% spell is fatal.

Rush level:

15.8 = 1% acceleration

Spell acceleration level:

15.8 = 1% casting speed.

Toughness grade:

39.4 = 1% reduces the probability of being killed, 2% reduces fatal injuries, and 1% reduces continuous injuries.

Chapter 3: DZ's hit, crit, specialization, agility, strength, quickness level, ignoring the comparison and selection of armor.

About the number of clicks:

Basic theory: There is no minimum value for miss, dodge and parry in melee attacks. The basic failure rate of your automatic attack on 73 Raid boss twice is 28%. The basic miss rate of skill attack is 9%. Every time the hit level increases 15.77, the miss 1% decreases. In this way, we can calculate the hit upper limit of automatic attack and skill attack:

Automatic attack, 0/5 accuracy: 442

Automatic attack, 5/5 accuracy: 363

Skill attack, 0 in 5 accuracy:/kloc-0 in 42

Skill attack, 5/5 accuracy: 64

From the previous AEP conversion table, it can be seen that for the stalker in RAID (in general, if you raid with pvp talent, RL please kick him out of the team), hitting is even more important than crit (because hitting or not will affect the hit of the deputy, and then affect the core output talent in deep combat: combat potential).

If you can guarantee that you have 300 hits, it will be a very pleasant thing for a combat thief whose white-character attack exceeds 55% of the total output.

About specialization:

The chance that any of your attacks will be evaded by raid boss is 6.5%. Every 3.94 skill level brings 1 weapon skill, reducing the probability of being evaded by 0.25% (so it is necessary to reduce the skill level by 15.77 1% to be evaded). In this way, you can calculate the upper limit of expertise under various talents and races:

0/2 weapon expert, not human: 103

1/2 weapon expert, non-human: 83

2/2 non-human weapons experts: 64.

0/2 weapon expert, human (using sword or hammer): 83

1/2 weapons expert, human: 64

2/2 weapons experts, human: 44

The upper limit of attack and expertise is not needed by every stalker. There is no additional benefit to reaching the upper limit. The purpose of listing the upper limit is to remind you not to pile up an attribute too much, which will cause waste if it exceeds the upper limit. Remember that hits and feats that exceed the upper limit will not improve your DPS.

About hate control:

Thief hatred is revised to 0.7 1, causing 1 damage, and only 0.7 1 standard hatred. Most ranged occupations are 1. Warrior's weapon posture is 0.8, Berserker posture plus talent is 0.72, defensive posture is 1.3, Dmitri cat shape is 0.7 1, and bear shape is 1.3. When the melee professional hatred exceeds 1 10% of the current target hatred, it will become the target of the monster's ordinary attack (that is, OT). Level 6 feint can offset the hatred corresponding to 1050 damage (1260 after talent enhancement), and thieves have the skill of clearing hatred once every 5 minutes (3 minutes after talent enhancement), which is the biggest difference between thieves and other melee outputs. Disappearing this skill solves the hatred problem that has been plaguing other melee DP, such as Berserker and other professions.

About power supply:

The prowler's strength is 1 strength = 1ap, and no other bonus is provided, so this attribute is very useless for stalkers. Fortunately, Blizzard also realized this and lost all the power attributes in the equipment specially designed for thieves. Therefore, it can be said rudely that as long as an equipment has the power attribute, it must not be suitable for thieves (because it wastes the item level)

About Agile:

Every point of agility provides 1ap, 0.0243 crit, 0.056 dodge, 1 armor. This is the most important basic attribute of thieves. For stalkers with deep combat talent, this talent also provides an additional 2% agility bonus. This is an attack attribute worthy of valley by valley.

About detonation:

Each successful crit will cause 200% damage (skill crit will cause more additional damage, because it is affected by talent: fatal sneak attack (30% additional crit bonus) and colorful gem: cruel earth storm (3% additional crit bonus))

* * * * About the choice of crit and damage: Personally, I suggest that you give priority to threshing before reaching 290 hits. When it comes, it will develop to crit.

About acceleration:

Acceleration is an excellent attribute for thieves. Even under the premise that the acceleration level is nerf, as an attribute that can amplify your equipment attributes, as a profession that bears more than 55% of the total damage, the acceleration level is undoubtedly a super output attribute.

Chapter 4: Selection of equipment, ranking of AEP and MAEP.

Please see another post in this forum.

Chapter 5: Talent recommendation and combo point recovery.

For PVE talents, the two most important talents are ruthless strike and dual weapon specialization (accuracy requires 5 points). For any combat talent, the talents that must be added are:

Intensive cutting, sword blade flurry, weapon expert, aggression, impulsiveness, combat potential, surprise attack, appropriate weapon specialization. The combat dagger also needs to strengthen backstab's waiting time, and the shadow attack talent needs to strengthen the shadow attack. Bleeding talent has a large number of optional items, including serrated blades and bleeding.

To stop bleeding

+Fatal talent, sword blade flurry is better than the fifth deadly talent. War damage talent also has many options, cold blood, fate, energy, finding weaknesses, damage is a must.

Remember! Assassination should be added to all PVE talents: malice, ruthlessness, murder and ruthless attack. If there are points left, spend them on fatal sneak attacks and then poison them maliciously.

The pure pve collocation of combat sword is almost uncontroversial. The only difference is that at present, furi, the benchmark of dps in the world, does not have the point of endurance (shortening the sprint evasion cd), but chooses the iron will (10% anti-vertigo fear). I want to say this is because furi beats some bosses in Archimonde and Black Temple every week. It is more important for him to resist fear and dizziness. For our thieves in the copy stage, it is obviously more suitable for durability.

A talent that has recently become popular, it has built both sword essence and fist essence, which is suitable for stalkers with main gloves/auxiliary swords. The principle is that after the secondary sword develops specialization, it urges the master's gloves to attack again (and enjoy the master's 5 crit bonus). Above Tier5 and below tier6, this game will even surpass the double sword slightly. As for the five talents of boxing essence, they are obtained from the three-point strengthening deboning and durability of standard combat construction. Considering that deboning is rarely used in Raid (see the analysis below), the loss is actually not great. Interested friends can try it.

Combination point period:

"combo point cycle" refers to the rules of what terminal skills and sequences are used by stalkers in continuous combat (such as combat raid boss. A combo point cycle should keep cutting and splitting as much as possible. Boning should only be used when the target is dying, the target is immune to blood, or you have been chopping and there is still enough time. I will make a careful analysis of the debonding in the following notes.

The cycle of claw/hammer/sword talent: generally speaking, choose X star chop /5 star chop. 1 star-cut /5-star-cut or 2-star-cut /5-star-cut is the approximate choice under the premise of T4 2-piece effect, and 2-star-cut /5-star-cut is not easy to finish cutting ahead of schedule. Without the T4 two-piece suit,

Select 4-star cut /5-star split or 5-star cut /5-star split. 5-star cutting /5-star splitting is not easy to end cutting ahead of schedule. Don't try to squeeze in an extra finishing skill, such as deboning.

If the target immune bleeding, use X-star cutting/five-star deboning (if there is T4 2-piece effect, 2-star cutting/five-star deboning; No, 5-star cutting /5-star deboning).

Bleeding talent cycle: the best cycle is X-star cutting /5-star splitting. If you have T4 2-piece effect, you can use 2-star /5-star chopping; Otherwise, 5-star cutting /5-star splitting.

Combat dagger cycle: T4 2-piece effect, choose X-star cut /3-star split, the most commonly used is 1 star cut /3-star split, other types are also acceptable.

Increasing the number of points for cutting will not bring additional benefits to continuous cutting, because the time required to obtain additional combo points is the same as the increased cutting duration. There is no T4 2-piece effect, so we choose 3-star cutting /5-star cutting /5-star splitting.

Combat damage cycle: damage does not use a fixed cycle because its combo points come from many sources. Damage talents generally follow "3+" or "4+", and use finishing skills (3 or 4) when saving to a certain minimum combo point. The closure techniques adopted in the order of priority are cutting, splitting, deboning/toxic injury (note: refer to the description of toxic injury).

Make sure to use termination skills in a balanced way to get the most value from finding weaknesses.

Chapter six: the termination technique-the choice of eviscerating, poisoning and splitting.

About deboning: No matter what equipment level, the goal of chopping without bleeding is better than deboning!

Five-star crack causes (1000+24% AP) damage with 25 energy, or DPE is (40+0.96% AP). A five-star deboning combined with T5 2 sets of effects caused (1245+ 15% AP) damage of 35 energy, and DPE was (35.57+0.43%AP). Suppose 3/3 reinforced deboning, 3/3 aggressiveness (12 1% correction), 40% crit rate and use of cruel earth storm gems (142.4% correction), 30% armor reduction (simulating a typical boss with debuff), and the DPE of deboning is

Therefore, the basic DPE of bone removal is 2.9 higher than that of chopping, but chopping enjoys 0.44% AP bonus. This requires only 656 AP to split and will exceed boneless. So when you can split it, use split first.

About poison blade: poison blade will not be evaded and parried, but it can trigger combat potential. Nevertheless, due to the punishment of minor injuries and insufficient talent support,

His DPE is lower than Shadow Attack and backstab. In most cases, the poison blade uses deadly ointment in the vice, and the skill of ending with poison wound will play a certain role.

About poison wound: poison wound ignores armor, and you can also enjoy the bonus of storm strike, misery (dark shepherd debuff) and malicious poison. But unless in the most favorable circumstances (such as extremely high crit rate, T5 2-piece set, cruel earth storm gem, 5/5 malicious poison, storm blow and misery coexist), the poisoned DPE might as well split.

The comparison between toxic injury and evisceration should be more detailed. In 5 stars, there is no talent support (talent support is almost: poison damage is 20%, evisceration is 2 1%), poison damage causes 900 basic damage+15% AP, evisceration 1045+ 15% AP. Boning injury will be affected by the reduction of armor, which is usually 30% for team boss. Therefore, the actual DPE of toxic injury is slightly higher than that of bone removal. However, toxic injury affected the superposition of deadly ointment, resulting in a loss of about 45 DPS.

Chapter 7: Selection of commonly used mixtures, medicines and cooking items in RAID.

You need to keep all kinds of mixtures and medicines and all kinds of cooking.

Mixture VS drugs?

Ruthless assault mixing is the best DPS medicine for alchemy; Special agility drugs followed. Generally speaking, farmers eat mixture and farms take medicine.

cook

Your best food is hot roasted Tubo mutton (click rate +20, new cooking 2.3). If you are fighting or bleeding+sword spirit talent, you can also move to the beast burger. Don't eat 20 strength 40ap. If you need high tolerance, eat high tolerance. Acceleration potion/chrysanthemum tea/drum acceleration potion has obvious effect on improving PVE damage. Remember to take some with you. But what you need to know is that it shares the CD with Dahong and needs to be taken again. If you don't need to get red, take the accelerator as soon as the cd is ready. So is chrysanthemum tea.

If your major is tanning, war drums >; War drums.

Chapter 8: Raid Buffer Selection

For stalkers, the perfect output team is Wild Germany+Berserker+Enhanced Shaman+Beastmaster Hunter+Stalker. Of course, due to team factors, we usually put two small dives in a pure dps team. For a stalker with combat talent, the most helpful buff is battle roar (requiring 5/5 enhancement, 305* 125%=38 1AP), followed by enhancing the shaman's anger release (10%AP bonus) and strength blessing (5/5 enhancement, providing 20% AP bonus). If there are not enough knights in your Raid team to guarantee all the blessings, then save >; Power > king. Of course, it is almost impossible to appear in our trade union. If there is no strengthened shaman in the team, then it is ok to restore shaman. Although the lack of anger release is a huge loss for Hanazono Sakura's output, after all, the totem gap between the two departments is not very big.

Chapter 9: collocation of poisons

For PvE, the deputy is always a fatal weakness. If you are on the same team as the shaman and you are fighting, anger is better than elegance. But the gap is not very big. If there are DPS soldiers in the team, they are generally angry. Otherwise, if you lose half of the stalkers, you may lose your elegance, so you need to use quick-acting ointment in your main hand. If you are not sure what totem will be inserted, please consult your shaman. For harm, the elegance of the wind is better, but the anger of the wind is still strong. Note that double deadly poison is wasted on all other talents, except mutilating and using poison. For all talents, the grindstone is ineffective unless the target is immune to poison.

About the shadow cloak:

This new skill of thieves is very good and powerful! It's really a weapon to kill and set fire to. Remove all unfavorable magic effects immediately and be immune to any magic effects in the next 5 s. The timing of this skill is an important factor to identify an excellent raid stalker. In short, a thief who uses it well is definitely a god. Disappearing can also instantly dodge all skills (including naxx Frost wyrm's nuclear bomb and Spider 3' s cobweb), and flexible use can effectively relieve the pressure of treatment, thus further promoting raid.

Chapter 10: Export Skills of Individual Boss

Gru 1:

This boss is very simple. Please follow the following order: priest-> warlock-> shaman -> BOSS. Pay attention to interrupting the priest's treatment,

You covet more energy, cut more, but let the priest add blood. I believe everyone knows which one is cost-effective. Pay attention to dbm when playing boss.

Call the police and avoid the cyclone.

Gru 2:

Basically a wooden boss. Be careful not to ot at first, about 90% will disappear at a time. Every time I get hit by boss, I open my cloak backwards.

Then find a place where no one is standing and don't get together. In addition, it is a continuous wooden boss ... The only thing to pay attention to is to observe the surroundings at all times and leave as soon as you find the special effect of splashing water on the mound (see DBM).

Ma pang:

At first, hit the controllers in sequence, and pay attention to cooperate with the mage (for example, they interrupt the shadow arrows of the masses, and the stalkers concentrate on interrupting the last 30% of the healing spells). After the Boss is activated, go back to the back of the boss and start a stable dps. If you need to control the Rubik's Cube, remember to observe the alarm bar of dbm and reach the control point 15s before boss starts Nova. Be careful not to be stoned to death in the last 30%.

o:

The tactic adopted by our trade union is to fight Phoenix in the first stage of melee. 15s Before the battle begins, you can stand on the high platform and work hard at dps boss.

Phoenix quickly jumped off the platform after the first move. After the tank is pulled, dps will be started to cooperate with the battle tent chain. When Phoenix still has about 7% hp, it will have five-star kidney. Then the tank evacuated, opened its cloak and killed Phoenix alone. After repeated several times, enter the second stage. Pay attention to your efforts, dps boss

Boss, be careful to spread out after the day, and don't stand within the range of falling meteors. Besides, it is fighting! Fight! Fight! You see, the small dive boss battle is so simple and boring, and I have nothing to write.

Large robot:

Don't hide from the earthquake, try to output, and naturally there will be treatment to help you. The only thing to pay attention to is not to work overtime. If the hood cd is ready and the robot is preparing for the earthquake (see DBM), open it.

The great astrologer:

Pay attention to the pastor's younger brother recruited by boss from the light beam, and arrive at the light beam in advance to interrupt her casting. If the boss calls your name, the cloak will not explode after 2.3. If the cloak cd is called again, you can run.

Unstable hades:

Don't use ot when the form changes. When the water element comes out, it will help the kidney attack. Gee, two sentences is enough.

Fish Sla:

Note that dbm should avoid the boss whirlwind chop, and it can jump off the inner ring to fight when it is sprayed out (a little dangerous). This boss has no dps pressure, so it can output slowly, as long as it doesn't die. When the elite grabs the beach, wait for the tank to hold it before hitting it. This guy has a high attack power, be careful of the chopping in front!

Tidal treader:

Do your best to do dps well. For stalkers, this is a post boss to maximize your output ability. After entering the dungeon and coming out, if there is not much blood, you can knock a bottle of red, pay attention to your position in the air, and sprint back to your position.

Deep water Lord:

First hit the shaman, do the macro of/tar splash totem, knock it down as soon as it comes out, and then the order of hunter/priest /boss. Pay attention to your cloak skills, calculate boss skills and start them properly, which can effectively reduce a lot of unnecessary blood loss.

Blind eye:

Pay attention to dbm to avoid whirlwind chop. Demon form will be played after the warlock tank is pulled out. If you are named, you can play sword dance with boss, and the last 20% will continue to hide from the whirlwind, nuke!