Fortune Telling Collection - Free divination - Detailed explanation of the sub-weapon system of the great navigation road with stronger combat power
Detailed explanation of the sub-weapon system of the great navigation road with stronger combat power
I. Basic introduction
Equipment requirements: If the character level is ≥73, it will automatically get a sub-weapon with a level of 0, without alchemy corresponding to the occupation. Sub-weapons with level 0 need to be smelted (to obtain professional attributes) and alchemy (to obtain basic attributes and the probability of obtaining additional attributes and special effects) to improve the combat effectiveness of the character.
Equipment interface: Click on the package on the right side of the main interface to view the equipment worn.
Second, weapons smelting.
Melting operation: click on the package on the right side of the main interface → click on the sub-weapon → click on melting.
Occupation attribute: Subweapons with grade 1 or above get direct attribute bonus, and the bonus attributes include: durability, fire, spell attack, armor, spell resistance, collision damage and collision protection. A role can choose one of the above seven attributes to take effect. The first selection does not need to consume gold coins, and the second switching needs to consume 1000 gold coins.
Weapon melting: Every time the character level is upgraded by 4 levels, the upper limit of sub-weapon level is increased by 1 level, and a certain number of weapon melting tools are consumed in melting, so the attribute bonus will be improved after melting.
Grade 1? ? Need level: level 73? ? Upgrade consumption 10 weapon smelting tools.
Optional attributes: durability +30, artillery +5, spell attack +5, armor +5, spell defense +6, collision damage +5, collision protection +5.
Second grade? ? Need level: level 77? ? The upgrade consumes 20 weapons smelting tools.
Optional attributes: durability +60, artillery+10, spell attack+10, armor+10, spell defense+12, collision damage+10, and collision protection+/kloc-0.
Third grade? ? Level required: 8 1? ? The upgrade consumes 30 weapons smelting tools.
Optional attributes: durability +90, artillery+15, spell attack+15, armor+15, spell defense+18, collision damage+15, and collision protection+/kloc-0.
Level 4? ? Need level: 85? ? The upgrade consumes 50 weapons smelting tools.
Optional attributes: durability+120, artillery +20, spell attack +20, armor +20, spell defense +23, collision damage +20, collision protection +20.
Fifth grade? ? Need level: 89? ? The upgrade consumes 70 weapons smelting tools.
Optional attributes: durability+150, artillery +25, spell attack +25, armor +25, spell defense +29, collision damage +25, collision protection +25.
Level 6? ? Need level: 93? ? The upgrade consumes 90 weapons smelting tools.
Optional attributes: durability+180, artillery +30, spell attack +30, armor +30, spell defense +35, collision damage +30, collision protection +30.
Seventh grade? ? Need level: 97? ? Upgrade and consume 1 10 weapons smelting tools.
Optional attributes: durability +2 10, artillery +35, spell attack +35, armor +35, spell defense +4 1, collision damage +35, collision protection +35.
Third, weapons alchemy.
Alchemy operation: click the package on the right side of the main interface → click the sub-weapon → click Alchemy.
Gold refining instructions:
1, the character level is ≥73, and each alchemy consumes 20 alchemy agents.
2, repeat alchemy, every alchemy will randomly drop all attributes and special effects.
3. With the increase of alchemy times, the attribute random range and stunt level of sub-weapons will also change. That is, it is easier to get higher attribute bonus and more advanced special effects by repeated washing!
Basic attribute (white character): different sub-weapons are used in different occupations, and the basic attribute needs to be obtained after alchemy once, as shown in the following figure:
Gunner: ammunition box, basic attributes: durability, artillery attack
Fortune teller: crystal ball, basic attributes: durability, spell attack.
Guard officer: shield, basic attributes: durability, collision damage
Bounty Ranger: One-handed crossbow, basic attributes: artillery attack, spell attack.
Additional attributes (green): Alchemy opportunities have additional attributes, including artillery, fencing, intelligence, defense and physical strength.
Additional special effects (light blue characters): All special effects may appear in sub-weapon alchemy training (that is, regardless of occupation), but some special effects will only take effect in certain occupations, such as spell penetration and enhanced special effects, and only wizards and bounty rangers will take effect. For more information, see the wizard entry.
(1) Improved critical strike of artillery (bounty and artillery skills may only appear)
(2) spell crit enhancement (only bounty and spells may appear)
(3) Fire prevention and violence prevention
(4) Anti-violence protection curse
(5) Enhanced artillery penetration (only bounty and artillery skills may appear)
(6) spell penetration is enhanced (only bounty and spells may appear)
(7) Flame Crit Relief
(8) spell crit mitigation
(9) Collision Protection Award
(10) Collision damage (only protective devices may appear)
In addition, four professional special effects have been added:
The following probability effect levels affect the trigger probability. The higher the skill level, the higher the trigger probability.
(1 1) Chance of damage to the rudder by gunfire: After a general attack is hit, the target unit has a chance to reduce the steering (fixed to reduce the steering for 4 seconds for 3 seconds).
(12) artillery repelling probability: after a general attack hit, the target unit has a certain probability of being repelled by a certain distance (fixed distance 30).
(13) Skill Guard Probability: Every skill you use has a chance to get a shield (fixed against 300 damage), which can resist certain damage for a short time (fixed for 3 seconds).
(14) Skill recovery probability: Every skill you use has a chance to recover a small amount of endurance (fixed at 200).
Special effect scheme: alchemy can keep three different attribute schemes, and each alchemy can choose one of them to replace or keep all the old schemes to give up the replacement.
Fourth, matters needing attention
1. Sub-weapons are bound for life and cannot be acquired through trading or other means.
2. If the role changes jobs, the sub-weapon will automatically change with the change of occupation, and the basic attribute (white) will also become the occupation attribute after changing jobs, but the additional attribute (green) and special effects will not change.
3. The attributes of sub-weapons are improved with the improvement of sub-weapons. Only 1 can be selected for 7 attributes, and 1000 gold coins can be switched.
4. The basic attributes (white characters), additional attributes (green characters) and special effect levels of sub-weapons are all variable, regardless of the sub-weapon level. Every alchemist randomly assigns all attributes. The more times you accumulate alchemy, the greater the chance of getting higher attributes or special effects.
Equipped with brand-new sub-weapons, it has grown into a maritime force that no one can underestimate, and a brand-new maritime conquest is about to begin!
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