One sword once defeated a million soldiers! Damage reduction strategy 2.0!

Hello everyone, I am Zhanhun Xijiu. In the previous guide, I detailed the places where you can stack the damage reduction rate in the current version. In this guide, I will take stock of the stacking of damage reduction attributes such as armor strength and bounce (Ricochet) rate.


In the game, the armor strength of each vehicle is different. For general heavy tanks, the armor strength of the front, side, rear and turret is about 5000~8000 and 12000, such as m1a2 and 99a2, and of course the Soul Eater with even more outrageous heavy armor strength. For light tanks, the armor strength is between 2000~5000 and 10000, respectively, with the typical representatives being Jin 99 and Type 15. For armored vehicles, the armor strength is about 1000~3000, including event vehicles like 04A (I’d like to add that the eye vehicle has no turret armor), and the aircraft is also about 1000~3000 (the aircraft also has no turret armor).

Next, let's talk about the relationship between armor strength and damage reduction. At present, the damage reduction in the game generally follows the following mechanism (if there are any errors, you are welcome to correct them. This is indeed difficult to test): First, when the attached armor is attacked, it only has the attached armor strength and the damage reduction rate brought by the armor strength, and does not enjoy the bonus of the damage reduction rate attribute. Second, when the vehicle body is attacked, the damage reduction rate we have is the comprehensive damage reduction rate after multiplying its own damage reduction rate and the armor strength of the corresponding part. Third, when the shield is attacked, the shield only enjoys the bonus of the damage reduction rate attribute, not the bonus of the armor strength damage reduction.

So how does armor strength convert into damage reduction rate? The following table shows the official relationship between armor strength and damage reduction rate given a few years ago. We can see that armor strength and damage reduction rate are not linearly positively correlated, and their rate of change decreases as armor strength continues to increase. Combined with the high damage reduction we can stack above, we can't help but have similar questions, is the stacking of armor strength effective and reasonable?



It is known that in the current version, the damage guarantee mechanism only allows a maximum of 80% damage reduction. If we want to achieve this guarantee, combined with the 55% damage reduction rate of the normal top configuration and the 3.5% final damage reduction ratio, it is not difficult for us to list a simple equation: 1*(1-0.55)*(1-x)*(1-0.035)=0.2, and x is approximately equal to 0.54. After matching the above table, we find that even if our armor strength reaches more than 10,000, it is difficult for us to achieve the damage guarantee, which also shows that it is unrealistic to pursue the ultimate damage reduction at all times. Then let's calculate the permanent damage reduction of each vehicle under the top configuration (here we assume that each part has the same probability of being hit, turret armor is not included, and the expected value of armor strength is used for calculation). After calculation, the damage reduction of heavy tanks is about 72.9% (the rabbit is fully equipped + damage reduction set is calculated at 70% damage reduction rate, 82%, and 79.2% when the damage reduction is fully equipped and teammates have no deaths), light tanks are about 67.0%, and armored vehicles and aircraft are 64.9%. Although the difference in these data is very small, in fact, in the damage settlement, this small difference means that the damage settled by armored vehicles and aircraft will be about 29.6% higher than that of heavy tanks, and about 22.2% for light tanks. In addition, the armor strength of armored vehicles, aircraft and light tanks is relatively low, and the benefits of improving the same armor strength are greater. Therefore, here, my suggestion is that armored vehicles, aircraft and light tanks still need to improve their armor strength to a certain extent, while heavy tanks can choose to cultivate other attributes in the place of improving armor strength.


Let's review some common ways to stack armor strength. In armor forging, we can increase the armor strength of the front armor by up to 300×4, the side armor by 125×8, and the rear armor by 200×4. In the painting of the flag, we can choose to paint it to increase the front, side, or rear armor strength by 10%. The tank technology can also increase our armor strength, and in the blueprint, each type of vehicle can increase the armor strength. In addition, some officers can also increase our armor strength, and the new powerful military soul Thunder Block also has an entry to increase armor strength. In some other places, such as in the costume, there are also places that can increase the armor strength, but these places often have better attributes for us to choose, so they are ignored.


Finally, let me add some more information about ricochets. In the current version, ricochets are still not a high-intensity genre. After brushing four reds in the protection system, it can provide an 8% ricochet rate. Although the main control can brush a 6% ricochet rate, according to our previous calculation results, it is still recommended to reduce damage here. In the pet illustration, completing the full collection of the Meow Meow Army can have a 1.1% ricochet rate. Commander Catherine's passive averages the duration and number of layers, which can provide us with a 6% ricochet rate. The blueprint can obtain a 1% ricochet rate for each weapon. The defense group in the electric control. You can brush various types of ricochet rates, which may be around 3% to 5% in total. The God of War Officer can provide a 3.7% ricochet rate. Some titles and costumes can also provide ricochet rates, such as the Domination Avatar Frame can provide a 2% ricochet rate, and the decal God of War Will can provide a 1% ricochet rate. In addition, there are some skills that can provide temporary ricochet rates, electric control defense group. After the armor is broken, it can provide a 5% ricochet rate that lasts for 20 seconds. The Indomitable Armor can provide a 6% ricochet rate for every 10% health loss. The counter-skill in the blueprint can provide us with a high ricochet rate for the corresponding weapon in a short period of time. These bounce rates seem to add up to a lot. But in fact, it is now relatively easy to stack precision attributes. These bounce rates are often offset by half in actual combat, and only when skills are activated may there be a significant effect.



Well, that's all for this guide. The calculations in these two guides are complicated and there are a lot of statistical data. If there are any errors, please forgive me and correct me. I hope this guide can also provide you with better defense ideas and make reasonable adjustments to your configuration.

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