Tuesday, December 11, 2012

7-8 Q&A: 8.4 and 8.5 versions of satellite


- You can register on Korean server only if you are a citizen of Korea (you need Korean social security), it's because of the Korean law.

- In the (far) future, older ingame models might be remodelled to higher details, not in any near plans tho.

- There were changes in the ramming mechanic: previously, during very high loads on the server, sometimes the ramming damage was calculated by a different process on the server, resulting in weird effects, such as too high ramming damage on occasions, this was fixed .

- Neubaufahrzeug tank might be implemented as a multi-gun tank.

- It's not yet decided, whether the German branch, that will eventually lead to a tier 8 light tank, will continue from VK2801 or not.

- VK4502 (P) Ausf. B tier 9 heavy is performing about as well as the other tanks of the same tier.

- Fallen trees give roughly about as much camo as bushes.

- The fact that when you ram a vehicle and hit its tracks and the damage is reduced is not a bug, tracks are designed to lower the ramming damage.

- No HEAT rounds planned for the 88mm KwK 36.

- It's possible the 88mm might get a buff.

- Sound of turret turning confirmed.

- Apparently, 0.8.2 allowed for better FPS on most of the computers, FPS problems are rare.

???????Q: Tier 10 participation is getting lackluster due to the constant arty parties, does WG ever plan on implementing restrictions of arty per game?

A: We're aware of the issues at tier 10 and have some changes coming shortly after 8.2. I can't really give specifics because there's a major announcement being prepared for it, but I can say it's not another nerf to SPGs themselves.

Q: Is there any chance of a tank like the Puma, the german scout vehicle that was given the Leopard Turret and 5cm gun being considered as a premium vehicle, even though it had 8 wheels but no tracks?

A: It's not planned right now.

Q: Also in which update will the Chinese tree be released?

A: The Chinese tech tree will be released in 8.3. Originally we were going to call the patch 8.2.1 (since it was a part of 8.2 before the delay), but we decided that the Chinese tech tree is worthy of its own update and reclassified it as 8.3.

Q: Any idea on when we might see the AMX-30 and Leopard lines added?

A: 8.3 is the Chinese tech tree. After that we have the British TDs and SPGs, and the German Leopard and TD lines in the immediate pipeline. Not necessarily in that order, but you should see all of them in 2013. We had to remake part of the German TD line after doing additional research.

Q: When will the new German Medium line be released?

A: I can't say for sure at the moment because the Chinese tech tree was pushed to 8.3, so we've reclassified most of the updates following that. Right now 8.5ish, though I wouldn't take that as set in stone .

Q: Any plans as to when secondary guns will be implemented? The B1 and M3 could be very different tanks, and it would open the door to other tanks like the SMK or T-35.

A: The tech behind it turned out a little more complicated than we'd hoped. It's not entirely off the table, but it's not in the immediate pipeline.

Q: Will there ever be an arty cap?

A: I can't give a yes / no to this, sorry. All I can say is keep an eye out on the community portal soon for an announcement regarding SPGs.

Q: Any chance of a larger platoon size?

A: For random battles probably not, since it would diminish the truly "random" aspect of it. In addition, there are a lot of balance concerns the development team.

have with it. The matchmaker tries its best to not include a lot of the same type of vehicle unless that's all that is in the queue. Imagine if we allowed 5-player.

platoons, that you could then bring in 5 T110s, 5 T-62As, etc. into a single battle with ease.

Q: Any chance at ever seeing historical maps introduced?

A: Most of the maps in the game are based on real locations. For example, Highway is based on Kansas (some players have actually found the city in Kansas that it's based around), and Live Oaks is based on Louisiana.

Q: Why do we not have premium vehicles such as the BT-SV, SU-85i and the MTLS-1G14 PZ4 hydro, etc never been released in NA? (SS: applies for EU too)

A: Those vehicles were not really designed to be sold in the game or in the gift shop - they were designed for special box editions, given out at events, etc.

Q: We know the Chinese are coming in 8.3 but can you give any insight into what the 8.4 tanks will be if any and what maps will be reworked for 8.3 and 8.4?

A: Since 8.3 was originally a part of 8.2, there won't be any maps reworked for it. In 8.4 we'll be reworking 4 existing maps. I can't really give details on the tanks in the update right now since things are in flux.

TLDR: 8.3 Chinese, 8.4 Brit TD's + arty, 8.5-ish Germans (med or TD), German TD line was redesigned, a major announcement for arties is coming.

- L?we shells did not change their trajectory.

Q: It would really be nice to have a 4th consumable and equipment slot for your tank maybe unlockable via gold or credits.

A: It's been discussed, though the exact unlocking mechanism hasn't. Ultimately we're pretty happy with the three equipment / consumable slots though. Adding too many removes some of the choice factor in deciding which equipment or consumables you run with on a given tank. We have tossed around some ideas of certain tank purchases starting with equipment (think gift shop purchases, etc.), but not having additional slots.

Do you need Guild Wars 2 gold ? Please go to www.gw2walmart.com

Monday, December 10, 2012

Diablo 3 suspended in multiplayer games


Diablo 3 in a single game want to pause, press ESC

This should be no need for me to say we all know @ @

"The disadvantage of this method must know the players in the room"

Who is the homeowner does not matter, the important is that "there must be a person in the room"

Room left a man, who the players in the room, press ESC, the game was suspended!

Jump out of the people do not have to worry about the time to continue forward calculation.

Friday, December 7, 2012

Monks Fire Dragon Build 106 overflight Edition Detail


Divided into three major amendment of the Fire Dragon Build for various conditions Build:

Build: the first ring deceased (tentative name)

Relative to the manipulation the role attribute laminated difficulty further enhance efficiency;

The second the Build: SureFire Five Heaven (name tentative)

Allows you to complete the existing role of the property is not completed the task, to exterminate once difficult to get the monster combination;

The third Build: the flames burning of God (update)

So with respect to the control role attribute more difficulty into how an increase survivability and pull into or beyond with single attack between traditional ponley and cloud flow efficiency;

Recommendation: reading comprehension with the mindset of giving top priority to this Build we only refer to the Learning Exchange, did not apply for any copyright, friends do not need to copy static.

Ring the deceased:

This low difficulty rolling version the best conditions:

Fire Walkers; refined condensate 3 + (certainly the higher the better); movement speed by 22 +; attack speed of 1.85 or less; DPS +100 K;

Hit back to steal value relative to the resistance Armor blood guarantees almost immortal prevail.

The variable skills: Crippling Wave, Wave of Light, passive (One With Everything, Fleet Footed).

Replace: the flames burning God BD boxing, Serenity-Ascension Arcane, passive the (resonance carol).  Diablo 3 gold

Replace skills prerequisites:

1. Poor equipment or blood encountered lower body be frozen financial fire the blasphemy reflection damage monsters more difficult friend or replaced to bring invincible Wave of Light 4 seconds;

2. Fleet Footed equipment movement speed has reached 24% + fine back feeling is obviously not enough when replaced Chant of. Resonance;

3. The heap full anti the monks Heaven replaced Chant of Resonance.

Gather around the same time, more monsters will undoubtedly bring more groups, the total damage in the unit time, the first time I thought hurricane turn this skill.

In order to gather more monsters certainly 34 yards undoubtedly the the Fire Walkers damage and the Firestorm damage can also be superimposed to groups brought together more damage.

Of course, in the process of continuous range raid and poly monster refined gas consumption is huge, rely solely on passive and equipment to heap a bit Debu taste loss, then I have experimented with a variety of back gas boxing eventually to a maximum number of simultaneous attacks monster by crit hit back fine Crippling Wave.

Crippling Wave is a downside to attack fast-moving that can not be pulled back Rare or Goblin still a little difficult when you DPS is not high enough, just low difficulty strange in a short period of time can not be to equip us fatal damage.

The Burning Axe of Sankis to us to enhance the survival of a certain degree of protection, so I replaced the invincible bring high outbreak Crippling Wave, let the small things they love to jump longer spared arbitrary.

SureFire five Heaven: (use of the height of the difficult challenge of their roles property is not one to play the the 3P are difficult role playing 10P)

Best conditions of this immortal Ares: Fire Walkers; the stealing The Burning Axe of Sankis; Armor 5500 +: resistance 600 +; blood 5W +; 2.5 +

A certain amount of LoH (resistant armor value test adjustment, as much as possible to ensure that the premise of survival maximize DPH).

Variable skills: Crippling Wave, burst palm, passive (Yita Light One With Everything)

Alternatively: the flames burning God BD boxing Lashing Tail Kick-Vulture Claw Kick passive (Near Death Experience, transcendent)

Replace skills prerequisites:

1. Own defense tendencies relative lack of obvious to feel monster Wai Station hit it hard, burst replaced Lashing Tail Kick Yita of light can be replaced with Near Death Experience;

2. Their own blood low recovery means also the passive Yita lacking can be exchanged for the transcendent; the heap (necessary in the head 50 + fine turn blood).

3. Monk Heaven heap full anti interchangeable Near Death Experience or transcendent.

Principle: in the face of difficult strong combination to ensure survival, will inevitably reduce certain DPS increase defensive tendencies.  cheap D3 gold

4. This Build rely hurricane turn poly monster to cause sideways tempering + Firestorm + the Fire Walkers burns + critical chance palm explosion effects (+ Crippling Wave range of groups damage range.

5. Serious damage to achieve the purpose of the clean-up monster energy efficiency although lower DPS premise, and the premise of super huge range of injury greatly enhance the amount of theft of property recovery, greatly enhance viability.

In the Crippling Wave back fine Rune bring high-precision gas recovery amount at the same time, greatly enhance the the hurricane turn and the sustainable use of Exploding Palm, more powerful strange sustained control within a certain range, and rely on Exploding Palm damage brought about the most the strong unit time, range output.

The and above flame skill damage enjoy the Burning Axe of Sankis addition. The Fire Walkers also enjoy the addition of a single 4627 up to 5783, which also illustrates the skill element damage bonus to fully enjoy the bonus effect 4627X1.25 = 5783.75.

Lashing Tail Kick added: As the replacement for survival reasons burst palm, hurricanes turn need to Rune becomes best 34 yards. Against over monster Lashing Tail Kick around strange hurricane turn to pull back, so few back and forth of the clean-up is almost fully kicked and then.

Split flame burning God: (Shanbengdelie output highway demons are reduced to ashes)

Changes in skills: Rune hundred angry fist, Lashing Tail Kick, given the Mantra of Convictio, passive (Fleet Footed One With Everything)

Replace: breeze drill Rune Blinding Flash, Wave of Light, dodge tempered passive (Yita light, transcendent, does not move like a mountain)

Replace skills prerequisites:

1. The difficult battle time DPS not high enough challenges significantly the proportion of elongated to exert oneself pneumatic drill Rune;

2. Lashing Tail Kick is to ensure the survival used to deal with a variety of fast and powerful Rare combination is surrounded T to open the monster what circumstances can post moves, and plenty of refined gas when you can rely on the Burning Axe of the addition of Sankis The high range of output.

The threat does not own can choose to replace the for Blinding Flash strengthen Firestorm and 3 seconds Single A boxing output, and can also choose to replace the halo bell BOSS battle with strengthening the ability to control field.

3. Challenges own super difficult Mantra of Conviction can be replaced by dodge tempered, difficult small monster blood increased significantly many K monster time to pay long we rely on sufficient viability to fight a protracted war, dodge tempering combat scenes are often surrounded by a group of monsters, upgrade the same very high output and survival.

Thursday, December 6, 2012

The views of the gold car in WOT


Recently, a lot of people want to ask which one to buy gold car. They hope the gun penetration depth, defense, gold farming. In fact, the definition of the gold car paws and fish can not have both. Not the kind of attributes we want the gold car.

Release of low-level gold car, we fucus on level 8.

Type 59

Many people recommend 59 car, I can say very responsible, and not technology driving can not be 59.

Many players think that the top frontal armor and face of type 59 are giving power, at least not do anything like the early high deterrence the D25T Series guns. But many gold coins car, beaten up, the most experience or 59.

The bottom frontal armor of type 59 is the big problem 59 if it is on the gun, 200M is the ideal distance, but close to the distance of 200 meters. SU100 the slow shrinking circle accurate in 200M still hit bottom frontal armor, not to mention the D series of small precise.

Many people buy 59 play with heavy tanks like, do not deny it before the armor is really good, but that is the kiss of death. Eventually a word, not technology driving can 59.

KV5

KV5 is a good car. Although cheaper, and a lot of people criticized, but I use the best it.

I used KV5 general breakthrough play, after all, there is little chance with the opposite people with artillery, but once the breakthrough, you only need to face the people, the people of the protection of the upper and lower body will make far more illegal guns headache to everyone focus on your body, let his teammates completed a breakthrough outflank.

The car killer is not worthy of the name, it's shooting speed, the defense also.

I do not recommend KV5 and others telescopic with artillery, because someone else beat you to weakness in each injury, and that the poor and the weak main gun will not give you a great opportunity.

I most troublesome to fight lions and T34, although I hit two Crispy very relaxed, but they beat me very easily, most annoying 34 on top of me, because you know everything that Irons.

T34

T34 is a good car, my heart evaluation is higher than lions. While the body is brittle, but the head is very reliable.

Lions and T34 is a high penetration depth and low defense. The two cars I most do not like, because they do not have a strong anti-line capacity to fight money, these two cars are very suitable for new people to open.

I did not buy IS6, I recommend my friend to buy one. I play a few times, I feel very tangled. Do not deny that the ricochet appearance of this car is really cool, but whether I drove -6 beaten up or I hit the others opened -6 is a feeling: life is not in their own hands.

Overall, -6 cheap, and pose makes defensive effect enhanced, I personally recommend it.

WZ111

WZ111, since the penetration depth becomes low, WZ111 no longer so bright.

I feel it's like a -3 Brothers car, positive tilt is still relatively cool, especially mobility, poor tiger hunting around marveled at their mobility or cry. But after the loss of the main gun advantages, it really Sorry price, cost performance is too low, very not recommended.

88 Jagdtiger

88 tiger hunting with up is still very good, but the limitations of very large reason is that it's maneuvering.

The best play is tiger hunting card point, waiting for someone to come by, rather than go out and play the others. The motorized poor fate is looking for a sturdy Artillery hold, because the artillery will not give you too many chances. About 88 guns, and I was quite satisfied.

Although the damage is slightly lower, but the rate of fire and penetration depth or enough. Used to KV5 small cannon, 88 Jagdtiger gun to comfort would be better.  Guild wars 2 gold

Do not put too much shooting fast, because once you rush to output, may fall into the passive, to avoid others and you hit telescopic with artillery, best outcrop off track, let him know what is a high rate of fire.

Wednesday, December 5, 2012

Barbarian PVP arena equipment and skills


Equipment:

All equipment is certainly not hard and fast in order to meet the requirements of PVP battlefield then affixes to become hot? What was once buried legendary items will re-radiate new life?

I think, every class has a different life-saving skills to imagine cut the monster arena as do the quick fix is ??undoubtedly unrealistic, so the fighting continued and mobility will no doubt become the focus of arena gear .

Which affixes to become the darling of persistence and mobility?

1. Critical hit: as long as the explosive skills not much change in the properties of the critical hit hard targets will still barbarians. Especially in the battle with the players, the players do not like a monster despite flutter of life and death to you.

Contact fighting naturally not like MF battle as frequently, so whether by the anger and hurt of the more valuable the number of attacks, critical hit should be mandatory.

2. Attack per Second: players must be able to be obtained in the limited contact time more number of attacks, and therefore the status of Attack per Second is bound to raise more number of attacks, and it brought back to the blood back to anger the opportunity for players .

3. All Resistance, Armor: harm reduction skills and abilities of the barbarians in the number of class is very powerful, but due to the current rage the MF battle in the surplus, making the most savage defense capabilities are built on sustained vampire blood back high damage brought on its own defense capability is not optimistic.

All Resistance also of most of the players about 550-650 this level, the relief in the future battlefield damage mechanism is not clear, the average All Resistance and Armor need to enhance still not sure, but it can determine to imagine through injury so smooth blood line control is undoubtedly impossible.

4. Health globes Grant: It is also because it is not easily obtained from harm HP, then Xueping as barbarians only the initiative back to the blood means precious.

Highest Xueping back blood is now 12,500, appear to be a drop in the bucket relative to the barbarians 50K more blood, if the body is able to have the addition of 30,000 ball back, once blood and blood can get thirty thousand Reply this advantage is quite obvious.

5. Vampire: the same because of the restrictions in the number of attacks, players vampire is still the preferred passive back blood, and I think in PVP should no longer be the punishment of purgatory vampire, vampire should still continue to force.

6. Movement Speed: Movement NC Joining Module Speed's importance is self-evident, especially in the arena this serious lack of anger support combat environment, players will greatly reduce the use of WW.

Ice Climbing + the yellow wrist + attributes pants Movement Speed, the idea of ??the panel is bound to such a waiver to the lonely.

7. Seconds back: Judging from the current situation, even if the whole body heap seconds back, the ideal level can only heap to a few thousand, for the blood of tens of thousands of barbarians this back to the blood is a drop in the bucket, whether such affixes worth, but also long to see the future battle.

8. life % and Physical: not you die that I die fighting, blood is bound to cease to be a pass-like data, and will increase the more the better affixes fighting blood must depth, after all, this is the ultimate indicator to determine the winner.

9. Elemental damage: direct addition of the total damage is still very useful, only element effect only useful for cold damage, the landlord does not know that in addition to Jordan, there is no equipment is + ice elemental damage. While enrich hope Blizzard can other elemental damage effect.

10. melee relief for damage, remote relief damage, field control relief These affixes will be with the players for the deepening of their understanding of and more concerned about. We believe that the future of the AH market must become more complex and lively.

Could go to a lonely affixes: critical damage, elite damage, elite relief damage. Natural elite injury and damage reduction no role in the battlefield, but the critical damage should still have some, after all, the critical damage for the upgrading of the damage is still quite considerable.

Just say the damage functions, the benefits of critical damage is not obvious, it is better to upgrade the main attributes to sounder.

In addition to the above general affixes, legendary items which have special affixes them in PVP shine it?

1. The Butcher's Sickle: the undeniable 20% -25% of the Sickle skill undoubtedly makes barbarians very useful control skills, 6 seconds CD within 40 yards of the enemy pull over, accompanied halo 2 seconds.

2. Echoing Fury: I am afraid that high fear the hammer in the future will be more sought after, with the Axe can make the Barbarian one second becomes remote to increase the income of the control field. Plus the Echoing Fury For IAS enhance the Echoing Fury will continue to dual wield weapons market in hot demand.

3. The Three Hundredth Spear: Speaking of Feifu, you must mention The Three Hundredth Spear, plus comes with 12 movement speed, so that the players can be selected on the wrist cheaper, better properties yellow wrist.

The Three Hundredth Spear is very obvious shortcomings, a hole no vampire 6 bloodsucking whether enough for PVP, or say you want to discard explosion injured guarantee 8 vampire, I think PVP before a conclusion can not be.

4. Storm Shield: Although there is no any special skills but high defense capability should not be underestimated, sword and shield flow in the battlefield of the future we'll see whether it will re-pop.

Of course, storm shield also very obvious shortcomings and ensure strength and anti premise, critical hit and physical fitness can not be reconciled.

5. Heavy weapons: the pursuit for high damage, heavy weapons anger advantage gradually be forgotten, the saying goes, for the Barbarian, anger there, For anger precious PVP combat, perhaps heavy weapons very soon become everyone's new favorite maybe.

6. The Burning Axe of Sankis & Sky Splitter: two unusual weapons weapons effects might be favored by The Burning Axe of Sankis 8% chance of being hit forget the pain, and an innate shield wall of possible.

10% -20% of the Sky Splitter days ,18000-24000 high damage + 0.5 seconds vertigo and natural comes attack speed attack, are worth considering whether the introduction of PVP fitted.

7. 2 Hand weapon: While dual wielding hands evenly divided barbarians, I think that the dual wielding PVP action on the advantages of the IAS is obvious, of course, hands and arms in a limited number of contacts, a single cause The damage is far higher than the dual wielding, this must also be taken into account.

8. Immortal sets: If brush monster of choice, spare parts and immortal sets also exist controversy in PVP immortal sets of advantages are self-evident, about 14% of the nearly warfare less injury, 12% of the field control less when , 3 vampire and skill bonuses, more importantly, is unforgivable passive!

Skills and BUILD

Players must be psychologically prepared for the thing is, PVP is not a duel, is different from the the MF man combat BUILD luxurious high damage and balance, players in PVP combat can vary according to the different ranks.

As compared to the Wizard and DH, slightly less than damage explosive class, I speculated that the DH on the battlefield is bound to assume part of the field of control and auxiliary output.

Skill choice, control and auxiliary team skills and runes should be more players attention. D3 gold

Some skills will be considered:

1. Slam & Frenzy: as the Barbarian most basic production anger skills, PVP, 1.04 and 1.05 of the decline is bound Reloaded strong return!

2. Leap: In fact, BOSS war, practical skills and the ability to control the player a glimpse.

3. Sprint: Although 99% of the players use the skills are "blast bolted" small cyclone Rune, a double WW, but it is clear that the PVP Rune is bound by all the players waived.

However, the skills of another Rune full, Jixi. ": All allies accelerated 20%, whether formed in a small range of chasing a situation quickly an enemy seconds off the miraculous? We will see. Another 12% dodge runes may be miraculous in the endgame glass slide.

4. Forget the pain: the players are aware of the sword and shield, barbarians shield wall, anti-injury Rune elite direct anti-death, while another Rune rely congregation Ling widowed shield wall effect extends to the whole team, 30 sec cooldown, 65% reduction in damage, the last five seconds of the auxiliary.

Course the CD slightly longer seems also a disadvantage. Of course hurt Rune "indomitable"% 20 into their lives, we can also consider.

5. Ancient spear: as Blizzard designed specifically for the barbarians field control skills for effective anti-DH significance of, Master This Crispy remote class material, more important, CD is only 10 seconds, decelerate to 60%, or a production Wrath of skills, hitting production anger 15:00, the Rune "conflict" can be a gain of 30 points.

Looks more practical Rune claws fan of 50 degrees, with 3 hooks more to target the enemy nowhere to run! When combined with passive "nowhere to hide" and "The Three Hundredth Spear" The damage of this skill also should not be overlooked.

6. Berserker Charge: due to the enemy on the battlefield only 4 people, and the battlefield majority of stations dispersed the skills i am not optimistic about the only thing you can consider is Rune bull collision "stun 2.5 seconds, perhaps as a spike enemy used in conjunction LianZhao. Similarly, if the hit can produce anger 15 points.

7. Weapon Throw - Flyweight "I am afraid that the PVP status will be the biggest upgrade is the skills, Hatchet, deceleration 60% for 2 seconds, with 50% coma Rune!

The Three Hundredth Spear can not put this skill as the main output, can also be used in conjunction with a remote output should also be very useful for melee barbarians.

8. Threat roar: this skill damage reduction effect was not significant (25 yards damage reduction to 20% for 15 seconds), but it can not consume the roar of anger but can produce anger (anger 15), but also the skills cooling time 10 seconds duration even shorter 5 seconds, with the proper control of the other skills may be able to keep the whole of a target's damage reduction.

Other skills Rune intimidation roar "deceleration 30%, 35% fear the enemy of fear roar" of 2.5 seconds, field control skills are very good.

9. Battle Rage, as a real roar of thousands of years, I believe that the status of this skill on the battlefield in the status remains unabated, the ultrahigh the damage bonus back to anger effect "imminent" will surely still the first choice of the barbarian people.

10. War Cry, needless to say, the hardest team gain BUFF either + resistance or + Armor, or + Maximum Life, War Cry in hands, whatever you have!

Mad war Wrath: unlimited Saiyan is impossible immune control skills, with the "crazy mind" increased damage% 100, cures various refused to accept!

12.Call of the Ancients: 15 seconds to 20 seconds 7V4 time is bound to mop the floor all the evildoer. Course seems ancestors and can not be immune control, and all the hands and arms, the specific effects will be for future testing.

13. Hammer of the Ancients: "cohesion Slam" 406% weapon damage, chasing the devil diamond paste 2 seconds slow 80% of the skills that looks beautiful but the skills to battle roar back to anger probability is only 0.08, how select all their own trade-offs.

14. Ground Stomp, with the "Leap" barbarians absolute field control system of hegemony, halo 4 seconds for 12 yards, Rune options: "Earthquake collide woke up speed reducer 60% for 3 seconds (effectively control field time up to 7 seconds), "trap Slam" enemies within 24 yards closer to full halo;, or you can choose to repel the runes as a life-saving skills.  diablo 3 gold

15. passive skills rigid Barbarian passive skill will surely become a great variety; the ruthless tyranny "and even" weapons masters "are very likely to be the player to give up.

Tuesday, December 4, 2012

8.2 59 changes: the pitch angle decreases, the penetration depth of damage increases


* Turning speed from 45 up to 46

* Move expanding circle reduced by 5%

* Reduce crawler ground friction by 20%

* The level the engine NORINCO12150L change from 9 to 8 (the unknown)

* 59 100 guns aimed at the time reduced to 2.6 seconds from 2.86 seconds.

* 59 a depression angle changes from -20 degrees to -18 degrees

* 59 of the elevation angle is changed from 7 degrees to 5 degrees

* 59 100 guns loading time was changed from 8.0 to 8.7 seconds.

* Silver bomb damage changed from 230 to 250

* Silver shells wear deep changed from 175 to 181 mm

* Gold bomb damage changed from 230 to 250

* The gold shells wear deep change from 235 to 241 mm

* The turret rotational speed from 45/s was changed to 48/sec.

Monday, December 3, 2012

PVE experience: How to switch stance to improve the Fury Get


MOP warrior fury capture mechanism changed, may each play soldiers who know the the PVE process, we need to rely on hand-to-hand fighting stance in general accumulate fury to open the Berserker Stance get anger when hurt.

Estimated that many soldiers and I like doubt, when I am by what degree of damage, open the Berserker Stance anger get the the income exceeds fighting attitude.

First Battle Stance anger get speed of 3.5X weapons, the current version of a unified, weapon speed, hands 3.6 single hand 2.6, you have to say that you take the dagger to fight as one. Well, I lost at the starting line. .

This formula can actually understand the 3.5 per second, with any one weapon in the battle stance obtained from the melee anger. Of course, we have to consider the rapidly It is assumed that soldiers itself is equipped with a 5% haste the team BUFF 10%.

Well, probably 3.5X1.15 = 4.025 anger get melee weapons and soldiers fighting posture

Titans bent on soldiers Flurry cover about 40%, about 15% of the deputies MISS the fighting posture fury get

3.5 X (1.4X0.4 +1.15 X0.6) X (1 +0.5 X0.85) = 6.234

Titan fury, a flurry of coverage about 28%, about 15% of the deputies MISS the Battle Stance fury get

3.5 X (1.4X0.28 +1.15 X0.72) X (1 +0.5 X0.85) = 6.094

The Berserker Stance talent melee anger get halved

Berserker Stance anger get hurt, I tested with monks and soldiers and monks data is too large to calculate very accurate, and has no intention Engineering SP summon dragons 400 + melee, marked a period of time can actually add fury .

So I spent the most stupid way, monks equipment relieved 400 soldiers to fight what hit soldiers 50 anger, repeated 10 times, each time the amount of damage around 210K.

So can draw two conclusions: First, the fury of the Berserker Stance acquisition was to save nature. In other words, I was little hurt every time so accumulate down will rise to anger, so anger get the injury frequency no direct relationship with the period of time by the total damage is proportional.

The second conclusion, the conversion ratio of the hurt and anger 4250:1 (this figure can not guarantee absolute accuracy), calculate our conclusions

Arms warrior: 4.025 / 2 X4250 = 8553.125 per second by so many injuries, Berserker Stance and Battle Stance anger income equivalents.

Bent fury: 6.234 / 2 X4250 = 13247.25, been so much damage per second, Berserker Stance and Battle Stance anger income equivalents.

Titan Berserker: 6.094 / 2 X4250 = 12949.75 per second by so many injuries, Berserker Stance and Battle Stance anger income equivalents.

Also need to pay attention

First, because the attitude switch 3SCD, if a weapon fighters opened for an upcoming 25K damage Berserker Stance, he multi-step waste operation to get a little less anger.

Second, all of the above results are under discussion in melee file, if you post moves withstand enough damage, then there is no reason not to Berserker Stance.

DPS be called DPS alive, no team, no division of labor. Necessary when you want may not be how to use Berserker Stance get enough of the anger, but rather how to protect themselves in defensive posture pressure lowering treatment are alive.

Finally, a personal view to all players still tangled talent selection problem. (This version other equipment 3 Series universal) bent on the same level weapons> Titan> weapons, but the gap is not so outrageous simulator operators.

Weapons differences in theory, weapon determines your talent. However, the best fit. High randomness weapons operate like a spot of samurai fighting violent dragon-core stored fury and anger hit like a premeditated politicians.

What is right for you, only you know

The soldiers in this version of the output can be summarized as follows: the least full career GCD address the randomness of the whole career, do not tangle you how many percent of the others hit the analysis you play the sort of strength.