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4.0 mad for some personal views on a war of talent and glyph too boring, resolutely omitted. 2 properties 4.0 2.1 skills beyond the basic requirements, a level of proficiency required properties hit points slightly down, and do not know whether the BUG, 22 proficiency level can guarantee no dodge. Currently, 22 expertise rating = 170 skilled and 19 skilled skilled level = 147 (orcs, humans apply). 8% hit as far unable to meet demand, so not in this description. 2.2 4.0 anger because anger basic requirements formula to change and the disappearance of the heroic BUG, I like the 3.3 that the situation of overflowing anger gone. Therefore, to ensure the supply of skills, anger has become the most important issue. → 2.2.1 fighting mad rage cost per minute is currently the main attack skills are: RB, bloodthirsty, heroic, punch. Currently Slam and other skills, the gap is large, consumption of anger 20, can be very low cost. And because of bloodthirsty three seconds CD, RB6 second CD, compact loop output, if the fight hit the card as a bloodthirsty, RB of the CD, can be said to be worth the candle. So, in actual combat, now basically abandoned the punch. Because we need to consider is the RB, bloodthirsty, heroic rage cost per minute. I see a WMO25H small Sa output of the top ten fighters, calculate that the fighting time / RB floating in 7 seconds, fighting time / bloodthirsty floating in 3.5 seconds, and in order to maximize the use of battle meditation talent, brave little later than the bloodthirsty cast. Rage cost per minute can be drawn = 60/3.5 * 20 +60 / 7 * 20 +60 / 30 * 3.5 * 85% = 6660 / 7 = 951.43. I do not get ready to two combat skills, anger and rage of anger roar into consideration, the following reasons: violent anger of the main purpose of the anger is not triggered death case willing to use the CD to ensure that activate RB, the significance of their anger is very little recovery (in the Execute stage, we can use,wow gold safe, better than nothing). The battle roar as occupation GCD, and the lack of anger is difficult to predict, if there is lack of anger to use battle roar, it will also get stuck bloodthirsty and RB. → 2.2.2 rage per minute for this is the main problem of our study. In the full hit, 0 haste, flurry of coverage of 100% of the cases, the rage for a minute = (60/3.7 * 24 +60 / 3.6 * 12) * 1.25 * 1.1 = 810.15, in the flurry of coverage of 95% and 90% case, the figures were 802 and 794 (Flurry and crit on the issue and why the rapid heap priority issue hit later discussion). The current flurry of coverage of WMO’s top ten on the average about 95%,cheap wow gold, so access to 802 more reference value, 951.43/802 = 1.1863. So, in theory, at least hit, 18.63% haste, 95% of the flurry of coverage under the conditions of both the skills required to obtain anger, and because full hit, anger get more stable. However,safe wow gold, due to fighting chance triggered meditation, in order to ensure the adequacy of anger, you can slightly increase haste rating, of course, this varies, after all, there is a thing called – face … PS1: the crit on the next level Flurry coverage, I use 35%, respectively, 37%, 39.6% tested, but also asked some colleagues to their own situation. In general the following conclusions: 35% crit, the more obvious off the flurry of cases, it will not be considered. In 37% -38% crit, the crit around 90% coverage. 40% crit, the flurry of coverage at 95 percent. Therefore, the currently recommended 38% -40% crit. Of course, this limited test samples, the deviation is inevitable, we have a deeper study on this issue, please advise. PS2: Hit and rapid return, I will conclude with a formula. Assuming the duration of S, weapon speed W, the number of attacks N 1. In the full hit, 0 rapid case: S / (W/1.375) = 1.375S / W = N 2. Assuming hit lower a%, rapid increase in na%: S / [w / (1 + na) * 1.375] * (1-a) = 1.375S / W * (1 + na) (1-a) = (1 + na) (1-a) N to 2 = 1, then n must be greater than 1, but now: 1% haste = 32.79 properties,aoin kinah, 1% hit = 30.75 properties. Obviously, n <1. So now, before the hit overflow, returns are higher than rapid. So hit to full priority heap. Attached 24% = 738 hit rating hit. PS3: anger needs to meet later on whether it should stack some of the rapid, I listed the pros and cons. Advantages: 1. Mentioned earlier, in a continuous battle meditation does not trigger the circumstances, to provide an additional rage. 2 can enhance angered coverage. Disadvantages: 1. In the bloodthirsty, will trigger Vrykul accelerate syrup stage, anger will cause overflow, which is a waste of property, even in these stages, 18.63% of all were a bit more rapidly. (2) rapidly reduces the flurry of high coverage, of course, the situation is more extreme, there may be only in theory, interested friends can be considered under. All in all, on this issue, the light from the theory,wow gold buying, very difficult to reach a definitive and authoritative figures. Please with their own and the team situation, from reality, to find the most suited to their haste rating. 2.3 AP and expertise precise and appropriate, after you meet the above requirements, AP, and also fixed the basic specialization. Are interested can try to heap special subtlety 15,16 appearance, this stone can be hit by the strength and conditioning, I feel pretty good, of course, this is a more emotional understanding, no detailed calculation, it is not regarded as recommended. In particular, if not well equipped, AP may be more ugly. PS4: an alternative case. LOS my friends because the United States serving 700 + delay, poor utilization of skills, RB close to 8 seconds, bloodthirsty close to 4 seconds, so even if only 17.5% hit, 16.22% of the rapid, can still be sufficient to maintain skills, anger, and up to 20 highly specialized, so damage figures are very nice. 700 + delay, still played 2W2 + beautiful results. Want to give you some inspiration. 3 skills loop this problem is relatively simple, about my own. Hands battle roar, violent anger; and RB-Haemophilus; heroic play later in the bloodthirsty, while willing to open the dead. 6 seconds cycle: RB-Haemophilus (heroic) – empty when – Haemophilus (heroic), willing to die in the air when the cast, throw, hit or shouted war. This article mainly for my own through some simple calculations to see the soldiers come to the WMO and ask each other conclusion, since the individual level is limited, many samples are not ideal, so these conclusions there is any problem, little problem, my heart is not very at the end. Please watch carefully, and please let me know.
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