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Technology and operation teaching of walnut heavy hitter

The tamping of walnuts in the original gods is very important. This time, I bring you the strategy of pounding walnuts in the original god. It is also a very comprehensive teaching of the skills and operations of pounding walnuts. Friends who want to know can refer to it and hope to help you.

Scheme 1: I jump and slam.

Jumping can interrupt the slapping action and reset the number of general attack segments-old Cory players should be familiar with it (jumping A/ slam).

The same is true of walnuts.

As long as we put a space after the punch and before the punch reaches the finish line, our walnut will jump immediately and the forward momentum will disappear immediately (if you press the arrow key, it will jump directly in the corresponding direction).

As we all know, it hurts when a punch comes out, so if you want to hit it in place, you just need to knock down the space immediately after the punch comes out-like this.

Jumping can effectively reduce the pounding displacement of walnut, improve its controllability and reduce the time-consuming pounding.

According to the test, it takes 1.033 seconds to pound walnut A under normal circumstances (under the condition of blowing air)-but after jumping, this time will be shortened to 0.9 1 second, and the speed will be increased by 13.5%.

As for why it looks very much like a fire ear from the crotch of walnut and causes "(really) great harm"?

I don't know. Maybe it's a particle effect.

Option 2: Strong light

Avoidance can also interrupt the pounding of walnuts. Compared with jumping, evasion takes less time, at the expense of physical exertion, and evasion will also have a certain displacement.

Note that after flashing twice in a row, it will be impossible to dodge in a short time, and the scheme is invalid at this time. It takes a heavy blow (such as scheme 1 jump) or five ordinary attacks to survive the cooling down time.

Compared with the scheme 1, the operation required to avoid the interruption blow is more complicated.

To interrupt the blow by dodging, you must dodge in different directions of the blow. For example, when slamming forward, you should dodge left/right/back; You should dodge to the left/right/forward when you slam backwards.

According to the test, walnut A- bash takes 1.033 seconds under normal conditions (under the condition of blowing air)-but after adding evasion, this time will be shortened to 0.825 seconds and the speed will be increased by 25.2%.

Option 2 Enhance: Not only flash, but also turn.

The original version will change the orientation of walnuts after punching, and there will be some displacement at the same time-this is definitely not good.

So on the basis of the original version, when the sprint is in the middle, turn back to the original direction, and you can turn back the direction, almost completely eliminating the displacement of the sprint-

At the same time, the cycle time of A- slam is reduced to 0.69 seconds, which is 49.7% faster than that of honest people who don't interrupt slam.

Scheme II Ultimate Edition: Crazy Dumping

Warning: Please don't try to manually copy the operation in this scheme, people can't press it.

The improved version of scheme 2 is 0. 135 seconds less than the original version-this is of course good, and DPS has been upgraded again.

So, is there room for improvement? I don't know, maybe.

Think about how the second plan presses time. -Turn. So what happens when you turn your tail?

The answer is-you can still pick 20 milliseconds.

The cycle time of A- slam will be compressed to 0.67 seconds, which is 54.2% faster than that of honest people.

Total output flow

control group

An honest man waiting to punch himself can press as many as eight complete A-punch+A flat first paragraphs in 9 seconds-and then it's time.

Zero life

Option 2, A- slam-dodge, is not recommended.

Although the circulation speed is fast and the output is high, the physical strength burns faster.

Option 2 can evaporate all your physical strength in 4 seconds.

Pure slam jumping for 9s can press 9 A+ slams, which will increase the output by more than 10%.

If you count the flat A vacated by honest people, the promotion range may be close to 20%.

One life and above

After removing the physical consumption of a lifetime of heavy blows, physical strength can finally bear the consumption of A- heavy blows-evasion.

The recommended period is 2xA- plop-dodge +A- plop-jump.

The cycle can be carried out for 4 rounds in 9 seconds, and 12 A+ slams can increase the output by about 50%.

Some high-precision data

* To release the attack after pressing the slam for 300 milliseconds, it takes about 650+ milliseconds to knock down the jump after the slam jump release attack, and it takes about 950+ milliseconds for the slam to flash and press and dodge.

(How much to add depends on the degree of meat. Small mucus basically does not need to be added, while wooden shields, which can effectively block melee weapons, need to be added for hundreds of milliseconds. )

Generally, after the evasive turn is pressed, the evasive turn is about120ms.

abstract

Interrupting the beating of walnuts can not only prevent the beating of walnuts from escaping, but also reduce the output cycle of walnuts and improve their output capacity.