Wednesday, December 26, 2012

Diablo 3PVP announcement out before analysis


PVP mode conjecture

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. Does not exclude that both forms are present.

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

Battle will to add some elements, first blood, god 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 injury

Team combat, in general, the class with is definitely a must. However, taking into account not everyone is able to cobble together a team of three of his teammates, so the team single row randomness great.

If a particular team, generally have as many strong control of the remote class, as many do not need to contact can cause harm class, there is high mobility class.

Anti-beat is a must!

The level of equipment, to ensure that the case of certain dps count dodge EHP1000K should withstand the ceiling of an ordinary player.

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% damage reduction, we can get this equation dodge 100W X (1-88. 15%) X% = The actual layout value of life. Dodge% different occupations.

Of course, different class have varying degrees of harm reduction, but not always resident. Harm reduction, but not the weakest moment of skill when those life and death decisions are not skills bring relief injury.

Current pve damage point of view, the single critical hit damage 300K should be the end of the class can easily do. Assumptions monster Armor 0 resistance, 300K is the actual damage, 3 rounds of attacks can kill a 1000K EHP players.

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 damage class relief to not have to explain.

High outbreak of class is generally very fast hands, the shortest time to reach maximum output. Such as the monks seven stars, 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 is not to say, the more 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% = 23.8K, 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, but also your teammates - they also damage output, and you grab.

However, if to Superman 1VS4 the different. The Superman party to kill each other all get blood 95.2K, 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: the assumption, a class of actual (non-forum) dps can reach 800K pvp damage as normal damage, 10% lower dps should be 80K.

Sandbags to wear clothes 6000 Armor, 600 resistance, ehp probably 590,634.92 Liaodao sandbags needed time of 7.38 seconds. 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).

Attack 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.

Seconds back

In fact, seconds back without much explanation, as long as alive. Assuming 1000 sec, 10 seconds to live alone, 10,000 blood back (assuming dissatisfied with blood).

After all, the pvp not mp10 playing Ards Modan very common, so the battle should be more than one minute. So, the more insignificant the higher the value, the more resistance to beat the higher the value, the higher the value the higher the heap.

Lower control time, the majority of the class has a solution to control skills. Suppose pvp control is not decreasing, probably need more than 5 to achieve a 65% reduction and control equipment.

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

% Elemental damage

% Damage increase to be some kind of elemental damage, defensive resistance corresponding to these injuries. If the opponent is resistant to short board, may have to suffer.

Ice deceleration injury can provide the skills and runes that caused XXX% weapon damage. Legal systems to suffer some, mostly elemental damage, so little ice damage. Income maximum possible DH.

Kill the recovery and reflection damage before making further changes to not to say.

The above is a personal idea of some pvp.

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