How to calculate the basic attack power
Basically speaking, the fixed injury profession depends on strength, intelligence and independence, and the strong is equally important. About 22 genera impose 10% attack power, which is about 100 independence. In addition, there are yellow characters to increase damage, white characters to add damage, broken move damage and so on

All attack power = (basic damage + critical damage + white damage + additional state damage + weapon's independent attack) * percentage
all attack power is the final damage. As the name suggests, it means that your large base damage, including small base damage, yellow critical damage, white damage, and even abnormal state damage, is calculated together, and then the percentage is added. Then the damage after ascension is called final damage
this is a new damage mechanism, which is the last multiplication in the damage calculation formula. Instead of what some people think of as physical magic independence. However, this is the final multiplication. So it's not the higher you stack it, the better. Because if you don't have the yellow white explosion, it's basically no different from the Yellow word's promotion. Its use is to enhance all the attack power, so the higher the attack power of other items, the higher the cost performance
for example, you have only these two with empty tears and shadow. Then you burst out the stone of non silence. You think 18 is better than 18. However, your output is lower, because 18 white characters will be affected by daggers to 25.56

tank damage rection formula
we know that in addition to the intuitive HP, tanks have two damage rection attributes: armor and magic resistance. Their principle of action is different from that of attack and defense. Armor and magic resistance cause a percentage of physical and magic damage rection. The specific formula is as follows:
let's call armor and magic resistance defense value together for the time being, then damage rection = defense value / (defense value + 100)
for example, if a hero has 50 armor, his physical damage rection is 50 / (50 + 100) = 33.3% without other interference factors
If a hero has 50 magic resistance, his magic damage rection is 50 / (50 + 100) = 33.3% without other interference factors
just because of such a formula, As a result, tanks need armor and magic resistance to achieve the balance of survivability. Because of this formula, you can find that no matter how high the defense value is, you can't achieve complete damage rection, and the higher the defense value is, the lower the benefit is. Now the tipping point I've heard of is 160
there are 8 kinds of defense breaking attributes
the attack attributes that weaken the defense value can be divided into two categories, rection rection and penetration penetration. They are: percentage armor rection, fixed value armor rection; Percentage mana rection, colonization mana rection; Percentage armor penetration, constant armor penetration; Percentage magic resistance penetration and fixed value magic resistance penetration. It's easy for many players to ignore the difference between cuts and penetrations, which will be explained in more detail later
the commonness of rection and penetration
the commonness of rection and penetration is that their calculation formulas are the same without other interference factors
suppose that the defending hero has 100 armor / magic resistance, and the attacking hero has 30 penetration (or rection), then in fact he has 70 armor / magic resistance. It's easy to understand that if the penetration (or rection) is 45%, then the actual armor / magic resistance is 55
the difference between rection and penetration
when armor rection and magic resistance rection reach a certain amount, the target's defense value will be negative. However, armor penetration and magic resistance penetration can't make the target's defense value negative even if they are piled up a lot< When these attributes act on a target at the same time, Their calculation follows the following priority:
percentage armor rection > constant armor rection > constant armor penetration > percentage armor penetration
percentage magic resistance rection > constant magic resistance rection > constant magic resistance penetration > percentage magic resistance penetration
you can find that this priority affects armor and magic resistance, and the priority is the same. Let's take magic resistance as an example to make a small explanation
for example: the attacking hero has 10% magic resistance rection, 20 magic resistance fixed value rection, 29 fixed value magic resistance penetration and 15% magic resistance penetration. Defense heroes have 80 magic resistances
the first calculation is 80 - (80 * 0.1) = 72
the second calculation is 72-20 = 52
the third calculation is 52-29 = 23
the fourth calculation is 23 - (23 * 15%) = 19.55. So far, the actual magic resistance of the defense is only 19.55, and the magic damage rection is only 16.6% after the damage rection formula is put in.
note that the calculation method of magic class is also physical attack power
press the K key, the top row of skills has a basic mastery, click it, and the detailed data will appear on the right
Basic mastery shows increased damage, using (that percentage + 1) * physical attack power. This is the basic attack power
125% of basic attack power is (1 + basic mastery bonus) * physical attack power * 125%.
don't waste words, now I'll turn to the main topic, just my observation, The maximum attack power of a mage is only related to the attack value of an indivial's magic attack power and skill, which is roughly as follows:
mage's maximum attack power = magic attack power * skill's attack value / 20
mage's minimum attack power = mage's maximum attack power * skill proficiency
among them, If the attacked monster is afraid of this attribute, the actual attack power = calculated attack power * 1.5:
and if the attacked monster is not afraid of this attribute, the actual attack power = calculated attack power * 0.5:
and luck has nothing to do with the highest attack value, but it is directly related to the average attack value, that is, the higher the luck, the higher the average attack value.
for example, I'm at level 70 now. My magic attack power is about 400. My basic attack power of frost attack is 100. When I play neutral monster, my maximum attack value is 400 * 100 / 20 = 2000. Minimum value = 2000 * 60% = 1200. If you go to fight fire dragon, the maximum attack value is 2000 * 1.5 = 3000, and if you fight white wolf, the maximum attack value is 2000 * 0.5 = 1000
when I changed equipment at level 70, my intelligence decreased by 4 points, but my luck increased by 6 points. As a result, my average attack power increased a lot. I used to play 1300, but now it's almost gone
from the above formula, we can see that mage's magic attack power is not as important as other classes. Take frost for example. If you add a little magic attack power, the actual attack power will increase: 100 / 20 = 5 points. If you add a little magic intensification, the actual attack power will increase: 400 / 20 = 20 points. So we poor mages don't have to work hard to improve their intelligence. It's not worth it unless you have a lot of money
