Friday, December 7, 2012

Some analysises of Diablo 3 PVP


PVP mode

According to the reference article was inferred PVP will include the mode of death. Similar to the quake and Unreal Tournament death immediately resurrected per round limit time.

The victor's judgment may be two ways, the than both "poll quantity, there is a probably annihilate the enemy of all the number of.

The first way is easy to understand, and the second CS scoring team victory conditions can actually understand each other all off, and then move on to the next disc. From before revealed pvp video, I think the possibility of the second. But does not exclude that both forms exist.

Gain buff, if the two teams are not equal in the number of the small number of the party may get corresponding buff compensation, with reference to wow the Lake Wintergrasp battle. So when 1VS4 when 4 person party is likely to face a Superman.

Battle will to add some Liansha elements, first blood, god like like.

The winner team will have points rewards, points may change enhancement syrup (freedom of action, fast-moving, Invincible class) and Diablo 3 gold.

Equipment strengthening may occur, such as strengthening the equipment to increase one pair pve small properties, such as lower control time.

PVP References:

The 1.05 PTR patch PVP information integration information

Equipment, property, PvP, skill switching and repair costs and other blue stickers

Team and damage

Team combat, in general, class mix is ??definitely a must. However, taking into account that not everyone can cobble together three teammates with team, single row team randomness.

If a particular team, generally have as many strong control of the remote class as much unwanted contact can cause harm to the class, there is a high mobility class.

The level of equipment, to ensure that the case of certain dps the count the Dodge EHP100W should an ordinary player afford ceiling.

Current pve damage point of view, dps is much greater than the ehp is - the template of the 6000 defense 600 resistance is 88.15 percent reduction in injury, this equation we can get 1 million X (1-88.15%) X dodge% = Actual layout life value. Dodge% different class.

Of course, a different class, also have varying degrees of relief for damage, but not always resident. Those decisions of life and death, not skills bring relief for damage, but no skills when weakest moment waiver damage.

Current pve damage point of view, the single critical hit damage 300K should be the end of the class can easily do. Suppose the Monster Armor 0 resistance, 300K is the actual damage, 3 rounds of attack can kill a 1 million EHP player.

I think pvp damage in ordinary pve damage between 12% to 9% more likely.

Selected targets in team battles is very important, that is, set the fire. The selected set fire to the target, to prevent their escape, this is a test of the team. So strong control class (coma, frozen) is a must.

Skills and attributes

Valuable skills to the following categories:

High mobile class, high outbreak Class, high range, high control, high damage class relief.

Highly mobile class and high relief damage classes do not have to explain.

High outbreak of class is generally very fast hands, the shortest time to reach maximum output. Such as the seven stars of the monk, the DH the cluster Arrow, the Master transfiguration Barbarian Saiyan witch doctor pushed Bear/ Colossus transfiguration DH mines too restrictive and difficult known high outbreak class.

High range, is the force of containment, remote exclusive.

High control of the basic skills with% coma, fear, freezing the hands speed is very important, given the body ...

Some properties

Stamina, Armor, resistance, will not say, the better.

Vampire

Fancy beautiful properties. Assuming that the target 70K blood to DH for players 25% +6% +3% = 34% vampire. No the purgatory vampire punishment case, the amount of blood can kill target is 70K x 34% = 23800, it does not look a lot.

Of course, this is just an ideal state, in actual combat to keep 34% of the blood-sucking unlikely to kill a target. Your opponent is not only the enemy, your teammates - they also output damage and you grab.

However, if to Superman 1VS4 the different. The Superman party to kill each other all the resulting blood is 95200, which can be basically for Superman full of blood. One's own people, the less each other more, the higher the value of the vampire.

Strike back

Let's look at 1000 strike back with a reply. Or the 70K of sandbags view: Assuming a class of actual dps can reach 800K pvp damage reduced to normal damage 10%, dps should be 80K.

Sandbags are the clothes 6000 Armor 600 Resistance ehp probably 590,634.92 Liaodao sandbags need time 7.38s. Assuming that the speed of our attack is 2, is 14.76 times the number of attacks. Should be 15 times. The recovery of the resulting 15,000 blood (without regard to the skills hit back to punish).

IAS with the faster, hit back the greater the value. Similarly vampire, the fewer people, the higher the value, the more the enemy. dps the smaller the higher the income.

MP

In fact, the MP without much explanation, as long as alive. Assuming 1000MP, 10 seconds to live there 10000HP (assuming to dissatisfaction blood).

After all pvp not the mp10 to play Azmodan, so the battle should be more than one minute are common.

Lower control time, the majority of the class has a solution to control skills. Suppose pvp control is not decreasing, probably need more than five equipment to achieve 65% reduction in control.

The face of the second control will still be controlled to be 1.75 seconds. If this attribute premise without sacrificing too much of the main attributes, or heap.

% Element damage

Damage, defense of certain elements of these damage resistance corresponding increase% damage. If the resistance short board opponents, may have to suffer.

Ice deceleration damage can provide the skills and runes that dealing XXX% weapon damage. Master Series to suffer some, mostly elemental damage, so little ice damage. Gains maximum possible DH.

Kill responses and damage reflection is not to say before making further changes.

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