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HomeMobile Game TutorialMobile Game GuideThe Road to the Rise of Archer PVP in 'Adventure Battle' (Theory)

php Editor Shinichi will introduce to you the path to the rise of strong strategy PVP (theory) in "Adventure Battle". "Adventure Battle" is a popular strategic battle game where players need to formulate precise strategies to defeat their opponents. In the PVP mode, players not only need to test their tactical thinking, but also need to flexibly respond to various situations. This article will give you a detailed analysis of PVP gameplay techniques to help you achieve more victories in the game!

The Road to the Rise of Archer PVP in Adventure Battle (Theory)

"Adventure Battle" The Road to the Rise of Archer PVP

The archer also had a glorious past, and his strength exceeded the standard. He was cut in half by a plan, which resulted in the phenomenon that the archer was only a crossbowman: after triggering a critical hit on the archer, the attack bonus was reduced from 100% to 40%.

Archer is a forgotten profession. Today I saw friends in the group discussing archers. I suddenly felt that there is a high probability that archers can rise. The following is just a personal theory.

Skills before Awakening

Passive skills: 30% combo chance (level 30), 15% attack speed (level 45), ignore dodge 10%, 70% critical damage bonus for critical hits (level 60), basic attack has 50% chance to additionally cause the target's current health value of 1 % damage (level 80) When a critical hit is triggered, the attack is increased by 40% for 1 second (level 100)

Active skills (CD9 seconds): range damage (can be increased) combo damage increased by 60%, lasting 5 seconds

Skills after Awakening

Level 80 skill enhancement: Basic attack has a 50% chance of causing 1% of the target's current health value, and the damage is modified to a 100% chance.

Active skill enhancement (CD 15 seconds): Large range damage, which increases the combo damage received by targets within the range by 60%, lasting 8 seconds, and stops the energy recovery of the 6 active skills of targets within the range for 4 seconds.

From the skills, we can see that the archer's damage mainly consists of high critical damage, 40% high attack bonus, and a special mechanism - prohibiting energy recovery for 4 seconds. As an archer, the professional active skill adds 60% to combo damage, which I find difficult to agree with. The crossbow is positioned for combos, and the bow is positioned for critical hits. In this case, it would be more reasonable for the archer's active skill to be modified to increase critical hit damage by 60%~

After about a month, 60% of players generally ignore combos, and combo damage is reduced by more than 60% (talents can have one plan specifically for crossbowmen and one specifically for mages). This is fatal to crossbowmen, so As an archer, I recommend giving up combo damage completely

PS: The current theoretical maximum combo rate is: 70 equipment, 10 masks, 10 eggplants (not counting bears), 30 shooters = 120%

With the emergence of eternal equipment, the blood volume has been greatly increased, so the maximum health percentage of the archer has better damage performance. The matching idea is a protracted battle (about 1 minute). It is a bit similar to the counterattack white-skinned companion flow, but the main output of the counterattack companion flow whiteskin is the companion, while the main damage of the counterattack archer is the character's basic attack critical hit damage and 40% of its own damage increase; the second source of damage, It is companion damage

PS: According to the test of the retired game master, the maximum health percentage ignores damage reduction.

Three-dimensional improvement, just follow the average upgrade

Equipment selection crit Reply

Enchantment: This is a bit similar to the white skin in turn, but it prioritizes global basic attacks, followed by combo damage reduction and skill damage reduction.

For the main entry of Runestone IV, the priority is normal attack damage, and the second choice is companion damage, because the first damage is still character damage.

Candy Gatling is an artifact tailor-made for archers. It causes basic attack damage and can be critical. It is a perfect fit for archers. However, for shooters, a functional artifact is better - the frog gun, which can be more powerful. Good to increase shooter output space

With the further increase of Shen Yu Coins, in PVP, the enemy will definitely adjust the talents of ignoring 60% of combos and combo damage reduction to target crossbowmen. With the increase of talents, I personally believe that PVP archers will gradually replace crossbows. hand

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