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