1,gold cheap, weapon speed, talent, and 2.01 in the output remarks Why do we quickly began to focus on weapons together? Because the buff with Arcane Shot change and aimed at mode. In the old cycle of target shooting or whether injury time played a very important proportion, but both are aimed at its own existence or multiple CD’s, and was accelerated to strengthen the Hawk attack (automatic CD and cast time target, Reference oblind of [bbs.ngacn / read.php? tid = 804602 & page = e # a [measured] Aspect of the Hawk on the aim to strengthen the impact of fire]) instead of the original shooting circle will have a certain degree of damage, especially 2.9 speed epic bow aimed at a multiple of 1 + 4 in the output and automatically return to the blue-lasting perfect balance between the firing cycle is particularly prominent. And 2.01 and beyond, in addition to multiple shooting modes and weapons DPH – can also be understood to some extent as a weapon speed – related, Arcane does not interfere with automatic fire, and solid damage and weapon speed has nothing to do, to some extent to said the weapon can be fired quickly but will quickly secure frequency. And the new honor system changes may lead to R14 weapons proliferation, so we turned to look at fast weapons … … 6T3 effects are long-range attack crit to back XX Mana, but the new version of the survival talent also has a The crit talent and skills will undoubtedly play a role in the effect of fast weapons better. There are similar [Destroyer of darkness grip], [Swarm guard badges], [Zandalar Hero Charm] and so on. Sight of this humble little thing with the value increasing, play it fast and better weapons. Future information on the film there will be more similar items. It is not that fast weapons would go beyond the slow weapons? New version of the shooting talent is undoubtedly powerful, Improved Barrage, carefully aim and shoot with ranged weapons master and the barrage talent specialization allows us to greatly increase the output clearly. Beastmaster talent concentrated in anger, snake quick, violent inspiration and 41 points were one of the hunters themselves or even the beast on the output with the help of the team is also very big! In contrast, a talent hunt to stimulate the survival, vulnerability and exposure to master three very RP tactical talent and with the agility / AP adjustment, lightning quick reflex role of 15% fall, which makes the prospect of survival talent bleak … … on the PVE output is concerned, what is our best talent to choose? With these two issues, let us look to strengthen the Hawk the familiar and unfamiliar talent. 2, 2.01 and TBC strengthen Hawk Aspect of the Hawk property in strengthening enhanced Hawk 5 / 5 when the Hawk is active, all normal ranged attacks have a 10% increased risk of remote attack speed by 15% for 12 second. 2.01 and TBC in the future to strengthen the Hawk property has been modified from its original 30% 5% chance to stimulate accelerated into a 10% chance of 15% to stimulate and accelerate. This is a buff or a nerf? The talent in the end there is much? Absolutely rational person that the world is anything you can calculate and speculate! In order to quantitative calculation, we take a look at a more important issue, weapons, speed, excitation probability and repeated excitation leading to full speed relationship. 2.1, and strengthen the Hawk from the text description of the excitation probability of the point of view, to strengthen the Hawk is 10% probability, the Chinese version of the translation is are I want to according to the number of times to calculate automatic fire should be a more correct approach. A friend pointed out that before the article can not be based on a normal attack speed to calculate the number of attacks to determine how much excited, that’s true. There were also weapons that will happen quickly stimulate the whole situation. If we look at full excitation, the need to require enhanced Hawk excitation probability? Suppose in the whole excitation acceleration, and just fires once every 12 seconds, this situation required the least number of excitation. So T/12 This is the total number of excited, and 1.15 * T / AS is the total number of attacks, after a full 15% of the acceleration. So obviously, the excitation probability requirement is AS / (12 * 1.15). 15% of the quiver, the weapon requires 3.4 to 21.424% chance, obviously not full speed. The fast 1.8 speed with snakes, requirements for the 9.452% chance, so that the effect may be full speed! So that we can not rush directly calculate how much to strengthen the Eagle can improve the output, especially in the fast weapons. If so, then upgrade to stimulate the whole effect is 15% probability of 10% if calculated based on the fast attack may come on the weapons more than 15% of the data, because the formula does not take into account speed limits and more throughout the calculation the injury. 2.2, and strengthen the Hawk damage calculation if you upgrade a weapon with the talent to make you reach full speed to strengthen the Eagle’s attack speed threshold, then clearly strengthen the Hawk on the output of the upgrade is 15%. If it is not the case, then how to strengthen the Eagle theoretically raise the amount it specific? Assume that the acceleration of each effect to stimulate the process of strengthening the Eagle is no longer inspire, ensuring full utilization of each excitation effect (because, as said, can not be repeated excitation, it is so considered), of course, this is an ideal maximum. Acceleration time t1, is not accelerated to t2, the total time T = t1 + t2, then – (t1/12) / (1.15 * t1/AS + t2/AS) = 10% t1/12 is to stimulate accelerated times, and 1.15 * t1/AS + t2/AS during acceleration is (was accelerated by 15%) of the number of attacks and not the total number of attacks during acceleration, they should be in line with the proportion of 10% of this relationship. Since then, we can come up with t1 / T = 1.2 / (AS-1.2 * 0.15) The acceleration / proportion of the total time of attack, then the final damage is: DPS * 1.15 * T * 1.2 / (AS-1.2 * 0.15) + DPS * T * (1-1.2 / (AS-1.2 * 0.15)) = DPS * T * (1 +0.15 * 1.2 / (AS-1.2 * 0.15)) that by (the non-full) to strengthen the Hawk’s acceleration, attack speed of weapons of AS can be 1 +0.15 * 1.2 / (AS-1.2 * 0.15) improved. Common weapons in the epic 2.9 speed bow can be equal to strengthen Hawk DPS7.69% increase, while the discipline represented 6.48% 3.4 upgrade weapons. The future may be popular, R14 1.8 speed bow, with 20% of snakes fast pace accelerated to reach the threshold, 15% full speed obtained very efficient, to enhance the theoretical output of 15%. So in other words ordinary talent, 1.6/1.5 speed weapons can be basic role in strengthening Hawk obtained a theoretical maximum of 15% of the output increase. It seems at least to strengthen the role of Hawk’s larger than I imagined. But the future stability of shooting, I am very confused, in the end of its cast time is 1.5 seconds or 1 second, or can be (enhanced Hawk) acceleration? If that can not be accelerated, such as snakes and strengthen the Hawk fast, then the people who use fast weapons is undoubtedly quite bad! Today I seem to see a blz bbs what’s relevant to the article, but now can not find … I would like to have friends in the TBC test under the relevant circumstances to understand that we are now on should be very helpful! In fact, speaking, and why no one can stabilize the Hunter region of TBC data sent some information? Could it be that the foreign / end / players do not have the ability to select the hunters it? == B Well, well, in view of fast weapons is undoubtedly powerful, but slow weapons and ammunition with the weapon DPS increase, performance will be? Fast and slow weapons in the gap between this variable on how well it? 3, multi-shot weapon damage and speed of the new version of Multi-Shot Multi-Shot (1 / 6) 150/412 Mana 0.5 seconds cast 10 sec cooldown requires long-range weapons fired more ammunition, shooting three targets (causing 205 additional damage) . Multi-Shot is an important means of attack hunter, with a barrage of multiple, is the most PVE PVP as well as the color of one of the skills. Here let us know about multiple specific question! 3.1, the composition of multiple injuries due to multiple shooting theoretical calculations more complicated, so let us know some basic parameters and concepts – WDPS weapon DPS, this is the weapon of the basic properties, and with version 2.01 and later long-range weapon DPS increase even more important; WDPH weapons DPH, close combat and long-range skill damage formula has led to the standardization of weapon skill damage DPH effect instead of a speed as the key factor here, rather than using the average range; WS weapon speed, in this case the weapons themselves attack speed, measured in seconds. For remote skill damage is used here is the speed of the weapon itself rather than the AS attack quiver accelerated pace; Ammo Ammunition DPS, maybe now we can not see the harm ammunition dps impact of skills, because we used 14 / 17.5 DPS ammunition itself is relatively small, the impact is small. But with the emergence of more new ammunition, ammunition for hunters is also increasing the impact of output; ADMG additional injury, advanced multiple additional damage will be done, but one of the most cost-effective to calculate the time I use. . . . Level 1; RAP-range attack strength, skills, an important component of injury; Barrage Barrage talent points, we can say the best gift one of the hunters; T, the total time of attack, and above in order to facilitate comparison, the total is used here time T rather than multiple times. Well, let’s look at how the calculation of multiple injuries – multiple injuries formula Multi-Shot DMG = (RAP * 2.8/14 + WDPH + Scope + Ammo * WS + ADMG) * (1 +0.05 * Barrage) by observing the formula we can find variables which can be described only WDPH and Ammo * WS, weapons and weapons speed DPH, of course, the biggest impact Barrage Barrage. If, like RAP and DPS weapons, and weapons at different speeds, then the result of multiple injuries is on the one hand as a result of different speeds DPH different weapons, ammunition and partly because different speeds so the addition of mixed results. In fact, we can use the formula WDPH WDPS * WS place, so the formula is more obvious point – the essence of multiple injuries formula version of Multi-Shot DMG = (RAP * 2.8/14 + Scope + (WDPS + Ammo) * WS + ADMG) * (1 +0.05 * Barrage) 3.2, multiple injuries and weapon speed so that we analyze analysis, DPS but different speeds of the same weapon multiple injuries in the gap just WS * (WDPS + Ammo). Therefore, the higher DPS weapons, ammunition as possible, the slower weapon, the higher the multiple injuries. The same weapon DPS, then obviously, the slower the higher the multiple injuries. However, the above analysis I think a lot of people have been very clear, but why should I do this Again? Because the relationship between the 2.01! I think a recent forum of concerned friends should be noted that the mechanism itself, as Hunter (agility, strength, crit, dodge and equipment) of the change and remote weapon DPS was promoted. Like now 44.0DPS epic bow to 2.01 and later, which became 53.3. The ammunition it, where you can already buy 2.01 ammunition 22DPS, TBC there are better ammunition (DPS 37) waiting for us to pick. We can compare, the current version of the same is 44DPS weapon, a speed of 3.4 a 2.9, with 17.5 of ammunition, only the gap between multiple injuries (44 +17.5) * (3.4-2.9) = 30.75. Into DPS, then still only 30.75/10.5 = 2.93. The 2.01 and later version? This gap will be enlarged to (53.3 +22) * (3.4-2.9) = 37.65, DPS is equivalent to 3.59. Just updated to bring equipment, property adjustment, without considering the impact of talent, we can get 3.59-2.93 = 0.66DPS multiple upgrade! ! ! Big it! Really big ah ~ ~ ~ ~ Well, well, not kuso, and I really want to say is that WS * (WDPS + Ammo) The basic multiple injuries, with the version update brings adjustments and the more property and equipment to better weapons and ammunition, the right formula (WDPS + Ammo) part will be increasing. And on this basis because the attack at different speeds, such as 3.4-2.0 or greater difference in speed case, the two arms in the multiple, the hunters damage damage on the most important skills a growing gap! Such as the DPS up to 79.1 of [.thottbot / beta? I = 914 Gladiator's Heavy Crossbow]-level weapons (of course we have not considered this level of fast weapons), ammunition with 37DPS, 3.4 and 2.0 would make the speed weapons, the gap widened to 162.54! Thus, the more high-end equipment, slow weapons can get some of the advantages of the greater! 4, assuming the absolute damage output capability without regard to anything else, such as back to blue, such as special effects categories of equipment, in strengthening the Eagle, multi, fast slow weapons, tiger, and shooting, among other factors, our output state what will happen ? 4.1, the theoretical findings look at the value of it: I think this chart is quite clear, and will be a symbol of military power of the R14 holding the bow, with a beloved pet tiger, and a grasp of the disciplinary power of the absolute contrast to the strong shooting, the result is little point … … BM hunter with bow R14 1.8 points in 41 people do not consider the case of one animal’s output has gone beyond the ability to strengthen the Hawk with the discipline and firing of 3.4 hunters! ! ! Where the key? Where the key? Lies in the children’s palm. == B have to say fast weapons with the help of the snake by the rapid strengthening Hawk defeated in one fell swoop shooting hunter ring, the high hopes of shooting talent from DPS fell heavily on the altar … I want to see the above a friend might be surprised that, even the fire department of the absolute output capability better, more efficient fishes Yeah, why I said the king of beasts, and fast weapons more powerful it? Well, in fact, last night I get the previous paragraph, when … … … … At that time point X, I estimated that the Department of Beastmaster shot and there is some error on the RAP. Today’s high-end equipment in accordance with the Beastmaster hunters to look at the RAP may not be very difficult 1300. So the fire department RAP according to this projection, when I actually considered only 10% of the master shot, not even the aura of the fire department key strength of 100 is not included, and interesting avoided by careful targeting and intelligence brought by the RAP to enhance the little point … … so when I realized that this problem today, modified after the conclusion of yesterday, had to lament the next not so sad after all – the fire department, but the owner turned out better than BM! PS: But strictly speaking, this calculation form the RAP calculation of the fire department or have a problem, because 10% of Ranged Attack Power is acting on the whole. But we direct panel display in accordance with the RAP to calculate the gap is still basically a small, mainly from the Aspect of the Hawk of the RAP will lead to results on the 2-point error. Then the specific analysis – including most of the hunters in the form and output-related skills, and I default to fill the fire department in the crit, efficiency and crit damage talent. Of course, the master of the tactical effects to simulate the situation and possible responses to the equivalent crit rate increase on. Strengthen the Eagle may enhance the proportion of the actual use of oblind, macro area shooting the new moderator of the process simulator produced a number of shooting situations 10000 values derived from speculation, specifically below. The fire department to go beyond the Beast and fast weapons is mainly caused by high RAP Arcane / Multi Shot to compensate for the high damage DPS panel itself and strengthen the Hawk’s lost. And in fact even if the fire department did not strengthen the Hawk’s output capacity is essentially the same energy and Beastmaster. 4.2, then the next period of the actual situation is yesterday – is not it? So really it? Eagle in front of me to strengthen capacity building in the calculation of the maximum time assumes an ideal – that is, the acceleration effect of stimulating enhanced during the Eagle will not repeat the effect to stimulate waste, and can reach 10% of the theoretical excitation probability. In fact, we consider the probability, a small number of attacks slow weapons themselves, to stimulate a relatively small number of times, so the possibility of repeated excitation is relatively small, although less waste, but due to a small number of attacks, the total excitation probability may 10% smaller than that (although it may more), on the whole output to enhance the theoretical possibility of relatively large. The weapon itself quickly when accelerating very fast attack speed, such as the aforementioned bow plus snakes R14 Eagle quick acceleration time to strengthen the attack speed becomes 1.13 seconds. This makes the fire again within 12 seconds the likelihood is very high. But we say that the total excitation probability is certain, if the situation occurred repeatedly stimulate make you less likely to deteriorate the RP, then the possibility of merchandise in the middle of larger follow up! So if we consider the probability of the actual situation, although the rapid decline in the performance of weapons, but still very good! Of course, we do not consider the 41-point-one beast beast and cruel people who inspired and Beastmaster pets. But I think conclusions should be obvious, right little point … … here on the use of the oblind shooting simulator, of course, specific works, especially damage calculation I do not understand some of the very detailed, but the trend is more in line with the conclusions actual – fast weapon in strengthening the Eagle is also a waste of very large losses. Shows the effect of hardening Hawk theoretically impossible to achieve 15% of maximum lift, raise up to 10,11% at best, nothing can. However, this weapon and a layer for rapid 5-point talent is quite large and highly cost-effective upgrade it! Ah, in fact, the conclusions are not so obvious. If you only consider the 41-point Beastmaster and cruel words of inspiration, 41 points were one of the hunters beast itself, raise the output volume is 10% * 18/120 = 1.5%, while the inspiration is generally cruel party / raid buff, assuming only Beastmaster expected to enhance their work so a little less than 3%. If we consider the two sides share the ring and the brutal inspiration, then the output of both shooting and Beastmaster ability to basically close! Of course, I have not considered pets … Of course, pets are not necessarily all the time, of course, may therefore not cruel inspiration all the time … then that is a combination of BM and fast weapons buff in each case can basically hunters and shooting comparable, and the talent for survival can only be reported to me quite optimistic little point – have to say this is quite embarrassing. 5, back to the blue and cost issues 5.1, back to the problem outlined in blue, and cost-effective capacity for the output from the absolute fast weapons (+ Beastmaster talent) and slow weapons (+ fire talent) par. But in fact takes the output to use magic skills. The later oom life, the better, the output will be relatively better, but sometimes some even higher output. It is also our current raid and using a multiple in the calculation of the time I even used an Arcane same reason. So how do you consider life as well as the so-called cost of the problem? Let’s look at the output using multiple Arcane magic in the process of consumption. At 2.01 and TBC in a multi-mana 150 mana, compared to a 25 Arcane. So can this be considered as an average per second 150/10.5 +25 / 6 = 18.45 MPS. If the efficiency of 5-point talent, mana cost can drop to 16.61MPS. Common means of a large blue mana and runes devil, of course, Blessing of Wisdom, there is magic land reclamation period and two blood syrup who enchants oil. So first consider the large blue + devil’s back to the blue Rune ability. Big Blue, the use of Reply 1350 ~ 2250 mana, average 1800, CD2 minutes. Devil Rune, 900 ~ 1500 mana with replies, average 1050, CD2 minutes. This can be obtained using two consecutive (1800 +1050) / 120 = 23.75MPS mana regeneration ability. Then compare the mana 16.61MPS, the hunter and the devil as long as the added big blue Rune, regardless of the spirit back to the magic (though weakening in the 2.01 to the base after that is not even equal to 0) is completely not OOM. These are the Central Standing Committee appeared in the 2.01 case. However, the fact that at present, if not specially prepared, then hunters will still be oom. Want to ensure continued output, you also need magic buff because as blood, and more! But why not look out the hunter oom 2.01 inside it? Think about it very simple, because although multiple mana increased by 50%, but a more than 5 Arcane magic compared to the 310 target is too save! Arcane to know a little before 25 mana points … ah … so in general, which at least 2.01, and fast weapons will not be able to use Blessing of Wisdom and 6T3 effects and even survival of hunting to make the output more natural stimuli, because hunters will not oom! And I even do not have to consider the MP5 and T3 6T3 effects magic ability … then back to the data sheet 62 will learn how a stable shooting it? Thottbot version of the properties and stability Shot (Rank 1) 110 Mana 1 sec cast 8-35 yard range weapons need to create (RAP * 0.3 +150) damage, the target of dizziness caused by an additional 175 points of damage. PS: BLZ official stable shooting spell description which is still 66 to learn, so I am continuing ft stun … … once again appeals to friends to look at the TBC test server! ! ! Let’s assume stable firing cast time is 1.5 seconds, of course, I also hope that it is 1 second, because if it is 1.5 seconds faster in some cases weapons with speed automatic firing can not be used between the stable, such as the previously discussed problems BM + R14 bow attack speed of 1.3 seconds, which is very fast weapon can not be used, as has been accelerating. Whether it is 1 second or 1.5 seconds steady shooting, public CD is 1.5 seconds, so then slow 3.4 speed weapon like an automatic can not be used during the 2 stable. So that is a stable release and attack speed frequency is related, in general, is always used between each attack interval stable. Less stable firing frequency of the fastest release can be expected, is 1.5 seconds,gold sellers, this time it’s mana cost is 110 * 0.9/1.5 = 66MPS. Compared to the previous target 310 * 0.9/10 = 27.9MPS which is quite big. So we said very early in TBC which will be very tight hunter’s magic, it seems true. However, rapid fire weapons and faster to use and stable, then is not to say that this weapon will quickly get advantage? Can be found by observation, stable shooting talent with high RAP will be greater the damage, and attack speed approaching 1.3 BM + R14 bow and failed to put much more stable, because the presence of 1.5 seconds in public so that each CD auto-fire to release two A stable, otherwise it will delay the second automatic fire itself. DPS from a stable fire, the fire department + Slow weapons of absolute dominance. Taking into account mana, then, from the price that is a solid DPS / mana ratio is still relatively slow weapon firing line + more dominant, because the mana cost of Steady Shot itself is fixed, is a solid 110 mana each , the cost of its decisive role is hurt. The stability of damage because the fire department of the relationship between RAP and large, the final efficiency is relatively higher. So in a stable fire on fire talent still holds a considerable advantage … … PS: In fact the use of stable rapid fire weapons there are also problems, such as the attack rate was accelerated even faster 1.3 weapon, when faced with a solid guarantee of automatic fire and the delay less stable or slightly delayed release to ensure a stable automatic firing 1 automatic choice. Forget about, the actual output to the latter than the former large and high efficiency. But this would actually reduce the attack rate, leading to automatic fire than the actual time the inherent attack speed, although the final output is better, but at least I have listed above can not be used to calculate the DPS automatically, but should be divided by the DPH actual attack interval. Of course, this is not a major problem, we discuss the future … … so little from the general point, the fire department with a high RAP of the high damage and low mana lead to more efficient to achieve champion. But we have seen the total mana cost, Arcane shot multiple coupled with stable, then back to blue usually means hunters can not guarantee not oom, and this time only from the cost and Blessing of Wisdom and mana 6T3 special effects to other properties decided to fast and slow firing weapons and Beastmaster talent and struggle of the king … … 5.2, multi-level, and Arcane Shot selection and combination has recently been working overtime, they are tired of these things have no time to continue the research, cough ~ ~ ~ a a friend reminded me, as in 2.01 with a skill which will not oom, why not use the more advanced skills to achieve the highest possible output? Indeed, if to keep the devil in the Big Blue Rune + magic ability of 23.75MPS back, we can use the mana cost of close to 23.75MPS skills (combination) full mana spent to maximize the output! Look at the following chart: This chart assumes that the target which has an average of 30% damage reduction, 0 (Arcane) under various levels of resistance, and Arcane Shot Multi-equivalent DPS, mana consumption and cost data. First we look at one of the multiple and Arcane Shot. DPS is still cost-effective in terms of equivalent terms, an arcane shot output skills are very good, second only to a certain extent, stable shooting. The comprehensive comparison of multiple and Arcane Shot, even if it is an arcane but also than the most advanced (fire department) is equivalent to DPS multiple shooting high! And an Arcane can reach 22 or more cost-effective,wow us gold, and multi-shot at best only to 6.99. However, comparing the most advanced technique and a multiple Olympic, the cost is often dominated by a multiple, multiple firing line more so. Why? Although the multiple shooting technique DPH itself to Biot shooting high, but is fatal multiple CD is at least 10 seconds, Arcane Shot by only 6 seconds or even talent to strengthen to 5 seconds. And the mana cost of Arcane than multiple (even the most senior of the most senior) also to the low. And Arcane Shot is really instantaneous, and the multiple is 0.5 sec cast. Of course, multiple attack three targets at once, if it is strange and can use more than one occasion the multi-multi has inherent advantages. But the stakes cases will generally have a goal. This case, how to choose? The first principle is to maximize the output in the case of non-oom spent all their powers, and as the output volume. That is guaranteed to restore the same mana and mana, and mana pool (that is, the magic of the total) is sufficient to uphold the mana regeneration medicine on the basis of the CD loop to maximize output. According to this principle, we must first consider the cost, then consider the mana cost is not as close as possible (less than closer) Mana restored. According to contrast the various levels of Arcane / Multi Shot mana cost and – * is not considered the most advanced Arcane, because the most advanced Arcane Shot’s DPS though very good, but poor value for money, than any kind of weapon speed / talent combinations of a multiple; · Use only cost-effective than a multiple of Arcane Shot, then the magic will not be completely consumed; see table Arcane Shot every level in bold, bow in the BM + R14 case 6 Arcane cost is still higher than a multiple, shooting + punishment is only four, survival is 5 + venom. BM + R14 can be 6 Arcane bow can cost on more than one multiple-not because of its high Arcane Shot damage, but simply because 1.8 R14 bow cause damage to this case of multiple small fills. Similarly, the fire department because of the barrage and to strengthen the presence of barrage from the cost point of view also makes use of a higher level can not Arcane. Eventually it: mana regeneration buff in the mild case of it for three combinations – BM + R14 bow: a multi-level +6 Arcane, mana cost 28.82MPS, combined with automatic fire and strengthened DPS equivalent to 414.96 after the Eagle , price is 14.40 + shooting discipline: a multi-level Arcane +5, mana 24.32MPS, combined with automatic fire and strengthened DPS equivalent to 430.75 after the Eagle, the survival cost of 17.71 + venom: a multi-level Arcane +6, mana 24.93MPS, combined with automatic fire after the equivalent DPS to 371.80, the price of 14.92 (no enhanced Eagle) back I probably calculated the wisdom of the trial under the effects of magic and the like COH recovery (such as T3 effects), consider the wisdom of the trial , Blessing of Wisdom / Mana Tide, and the aforementioned large blue + devil Rune, providing the ability to restore mana equal to 37MPS is not too difficult. That is well prepared in the 2.01 as long as the use of a multiple inside and the most advanced Arcane Shot can also remained uninterrupted output. So if you use a multi-and eight Arcane Shot, intelligent trial and more mana regeneration buff time – BM + R14 bow: the equivalent of 433.42 DPS, mana cost is 37.07, cost 11.69 + shooting discipline: the equivalent DPS is 458.57, mana cost is 37.07, 12.37 cost of living + venom: the equivalent of 391.47 DPS, mana cost is 32.07, 12.21 price comparison we can see that under the – the fire department is still able to lead, and BM + fast weapons with a high attack speed and strengthen the Hawk followed. Survival is enhanced because they can not get much lower than the support of Eagle shooting guard even Beastmaster talent … … 6, COH / COC mechanism is basically the same, can be calculated the same way. And think you should know that this little effect on the weapons in the faster the better. Not consider certain enchant and Knight commands actually used is based on time rather than the probability of the number of attacks, of course, we assume that the hunter may hit the used class effects include enhanced Hawk is based on the number of attacks. Based on COH / COC list of the skills talent and equipment to strengthen the Hawk (Beast) brutal inspiration (the beast) Hunting stimulation (survival) vulnerability rate of violence (live) Tactical Master (survival) Judgement of Wisdom 6T3 effects Destroyer of darkness grip Swarm Guard badges … we look at an example to stimulate hunting: hunting stimulus level 3 / 3 When you hit any shot crit chance 100% when the shooting 40% response mana. Although hunting is to stimulate the talent to hit 100% when stimulated, but there is no automatic fire mana, and 0 * 40% = 0, so just use the skills and time effective crit. Because 100% chance to trigger, so that stimulation can reduce hunting shooting skills mana cost * 40% crit rate. It now appears that perhaps 2.01 in the hunt to stimulate little effect, because it would not oom, but to the information sheet will be some effect, but merely mediocre … … look at the tactical master: a master tactician and 5 / 5 you successfully hit long-range attack the right to increase 6% chance of all attacks crit rate of 10% for 8 seconds. Fortunately, this attack does not lead to faster, more simple figure. Similar to the enhanced Hawk, we first calculate the crit rate if you upgrade to stimulate the whole situation: the whole crit rate increase, stimulated once every 8 seconds, then the probability of at least (T /
/ (T / AS + T/10.5 + T / 6), if the probability of 6%, then the AS to a maximum of 0.56 … … OTZ, obviously this is impossible! Some simple problems, since the whole can not be excited, then we follow the excitation is no longer within 8 seconds after the excitation, the probability is 6% to count the words – in the absence of enhanced excitation of the time when the eagle is 8 * 6% (T / AS + T/10.5 + T / 6), there is enhanced when the eagle is 8 * 6% (1.15T/AS + T/10.5 + T / 6), this is the case of full speed, forgive me for non-stimulated whole too difficult to forget the accelerated master tactician. . . Then 3.4 in the absence of strong discipline, when the eagle 28.8% of the time under 10% crit rate in the case, and 1.8R14 bow in the BM can help 54.9% of the time so. That both cases were equivalent to the former rate of 27.88% crit which is 30.49%, base crit rate of 25%. It would appear that this talent for tactical master persistent crit rate increase is generally not more than five points, is very likely to help only about 2 points. So 2 points crit rate that can enhance the general output of 2.6% to 94.84% while the Beast is 100% shooting percentage for the gift you want to survive by virtue of the absolute output capacity than shooting still quite difficult … According to I probably calculated venom syringe with 2.0 considered a master tactician in the survival talent (not to consider the rate of violence because of the weakness of all effective) to use multiple conditions and Arcane ability to automatically output a lot worse than the Beast, which DPS is only part of the equivalent 458, and the king of beasts can reach 511, 542 fire department slow weapons. Because, if living 41 points and 10 points / 20 points while shooting will basically have 5 points less likely to strengthen the guard of the eagle, so this is actually the output of the survival ability of the Department estimated that only 85% of the fire department … but Hunting with the stimulation and 6T3 crit back to blue, no doubt Survival of the best in life. But at least 2.01 in this meaningless, because it would not oom little point … … Judgement of Wisdom Judgement of Wisdom is said to have 50% chance per attack mana replies, 60 Knights of the wisdom of the trial to 59 mana each reply. Then equivalent to each attack response 59 / 2. If multiple automatic shooting mode Arcane, according to a combination of BM + R14 so the trial can get through the wisdom of nearly 30MPS mana regeneration, and discipline in the absence of any acceleration in the case of the response capacity of the equivalent of about 17 ~ 18MPS. If you use a stable shot,wow powerleveling, with large blue + devil Rune + Judgement of Wisdom, then the BM + R14 bow this typical fast attack mode, it is likely that the total consumption of only 10 mana 20 mana per second or so, this ! !
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