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魔兽世界7.1.5变速节拍器怎么算_7.1.5变速节拍器全面分析

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魔兽世界7.1.5变速节拍器怎么算?下面脚本之家游戏频道小编为大家带来了魔兽世界7.1.5变速节拍器分析,一起来看看吧!

6分钟时长木桩战斗 暗牧节拍器覆盖情况与等值急速如下图

《魔兽世界》7.1.5变速节拍器分析

等值急速基本算法

设单层触发急速等级为a,总体覆盖率为B%,每层覆盖率为Bn。

等值急速 EH = B*[(B1*a)+(B2*2a)+(B3*3a)+(B4*4a)+(B5*5a)]

不想讨论5层节拍器配合暗牧高层暗影形态的爆炸dps收益,因为纯属玄学。的确5层触发在高层,尤其是在处理Adds的高层会有很棒的收益。

不考虑暗牧输出机制的话,915节拍器表现效果如下

《魔兽世界》7.1.5变速节拍器分析

覆盖率70%+ 等值常驻急速1118

同装等915常驻急速饰品:+2372智力 +1248急速等级

单从测试结果来看同装等节拍器弱于同装等常驻急速饰品。差距大概是100多急速等级。(一块宝石插槽的差距)

但是节拍器在暗牧机制下的确会有额外收益。高急速触发有效提高Dot跳动的频率,尤其是虚空形态高层情况下,更尤其是处理Adds的时候虚空形态高层的情况下。

我们从大概率事件出发,一场Boss战总会有一次节拍器触发在虚空形态高层。那么这个收益就能补回100多点急速等级的差距。当然这个是基于暗牧虚空形态和群体狂乱机制的提升,并不是基于饰品本身。

相反,如果高层触发的急速还不如常驻白板的急速高,那么收益反而是下降的。

类似低语,节拍器也可以很玄学的提高暗牧上限,但是运气不好的时候可能不如常驻饰品,假如高层虚空形态只有1-2层触发或者干脆没触发的话。

基础教学

急速等级类饰品与自身急速为叠加算法 -- 节拍器、常驻急速等级饰品

急速百分比类饰品与自身急速为叠乘算法 -- 这个版本低语算类百分比急速提升饰品,唯一区别是它不降低虚空箭、震爆的CD。

结论

节拍器在暗牧机制下与群体狂乱化学反应后的表现应该是略差于或者等于或者略好于同装等常驻急速饰品,偶尔玄学触发会比较明显提高dps。

节拍器是不错的,但是没有常驻2.4层特效那么爆炸,请平常心看待这个饰品。

好吧,你就当它是个常驻急速白板智力的饰品好了,这种略差于略好于,偶尔爆炸一下的饰品大概就是这么个定位了。

附tmw字符串,鼠标左键按"重置"可以清空时间,在战斗状态中按重置会有BUG,脱战即可 707只是针对890的节拍器特效,请自行修改分组中最后一行中的通知事件——计时器——jiepai——节拍器特效数值。

^1^T^SGUID^STMW:group:1Og2lxbGA1dl ^SPoint^T ^Sy^F8189112674680832 ^f-47^Sx ^N-270.54122029623^Spoint ^SBOTTOM^SrelativePoint ^SBOTTOM^t ^SScale^F6168010586849285 ^f-52^SRows ^N8^STimerBar_CompleteColor ^S0000ff00^STimerBar_MiddleColor ^S00ffff00^STimerBar_StartColor ^S00ff0000^SLocked ^B^STimerBar_EnableColors ^B^SView ^Sbar^SColumns ^N1^SBackdropColor_Enable ^B^SName ^S节拍器覆盖^SSettingsPerView ^T^Sbar^T ^SSizeX^F4566236356673540 ^f-45^SIcon ^b^t ^t^SIcons^T ^N1^T ^SType^Sbuff ^SName^S225719 ^SEnabled^B ^SConditions^T ^N1^T ^SType^SBUFFSTACKS ^SChecked^B ^SLevel^N1 ^SName^S225719 ^t^Sn^N1 ^t^SSettingsPerView^T ^Sicon^T ^STextLayout^STMW:textlayout:1O8qBeStDU2B ^STexts^T ^N1^S ^N2^S[Stacks:Hide(0)]层 ^t^t^Sbar^T ^STextLayout^Sbar1 ^STexts^T ^N1^S[((Timer("jiepai1")~`/~`Timer("jiepai"))~`*~`100):Round(0):Percent] ^N2^S节拍器1层 ^t^t^t^SStates^T ^N1^T ^t^N2^T ^SAlpha^N1 ^t^N3^T ^t^N4^T ^t^N102^T ^SAlpha^N1 ^t^t^SOnlyMine^B ^SEvents^T ^N1^T ^SType^STimer ^SCounter^Sjiepai1 ^SEvent^SOnCondition ^SOnConditionConditions^T ^N1^T ^SType^SBUFFSTACKS ^SChecked^B ^SLevel^N1 ^SName^S225719 ^t^Sn^N1 ^t^t^N2^T ^STimerOperation^Spause ^SType^STimer ^SCounter^Sjiepai1 ^SEvent^SOnCondition ^SOnConditionConditions^T ^N1^T ^SType^SBUFFSTACKS ^SChecked^B ^SOperator^S~|= ^SLevel^N1 ^SName^S225719 ^t^N2^T ^SType^SCOMBAT ^SAndOr^SOR ^SLevel^N1 ^t^Sn^N2 ^t^t^N3^T ^STimerOperation^Sstop ^SType^STimer ^SCounter^Sjiepai1 ^SEvent^SOnCondition ^SOnConditionConditions^T ^N1^T ^SType^STIMER ^SName^Sjiepai ^SPrtsBefore^N1 ^t^N2^T ^SType^STIMER ^SPrtsAfter^N1 ^SAndOr^SOR ^SName^Sbattle ^t^N3^T ^SType^SCOMBAT ^SLevel^N1 ^t^Sn^N3 ^t^t^Sn^N3 ^t^t^N2^T ^SType^Sbuff ^SName^S225719 ^SEnabled^B ^SConditions^T ^N1^T ^SType^SBUFFSTACKS ^SChecked^B ^SLevel^N2 ^SName^S225719 ^t^Sn^N1 ^t^SSettingsPerView^T ^Sicon^T ^STextLayout^STMW:textlayout:1O8qBeStDU2B ^STexts^T ^N1^S ^N2^S[Stacks:Hide(0)]层 ^t^t^Sbar^T ^STextLayout^Sbar1 ^STexts^T ^N1^S[((Timer("jiepai2")~`/~`Timer("jiepai"))~`*~`100):Round(0):Percent] ^N2^S节拍器2层 ^t^t^t^SStates^T ^N1^T ^t^N2^T ^SAlpha^N1 ^t^N3^T ^t^N4^T ^t^N102^T ^SAlpha^N1 ^t^t^SOnlyMine^B ^SEvents^T ^N1^T ^SType^STimer ^SCounter^Sjiepai2 ^SEvent^SOnCondition ^SOnConditionConditions^T ^N1^T ^SType^SBUFFSTACKS ^SChecked^B ^SLevel^N2 ^SName^S225719 ^t^Sn^N1 ^t^t^N2^T ^STimerOperation^Spause ^SType^STimer ^SCounter^Sjiepai2 ^SEvent^SOnCondition ^SOnConditionConditions^T ^N1^T ^SType^SBUFFSTACKS ^SChecked^B ^SOperator^S~|= ^SLevel^N2 ^SName^S225719 ^t^N2^T ^SType^SCOMBAT ^SAndOr^SOR ^SLevel^N1 ^t^Sn^N2 ^t^t^N3^T ^STimerOperation^Sstop ^SType^STimer ^SCounter^Sjiepai2 ^SEvent^SOnCondition ^SOnConditionConditions^T ^N1^T ^SType^STIMER ^SName^Sjiepai ^SPrtsBefore^N1 ^t^N2^T ^SType^STIMER ^SPrtsAfter^N1 ^SAndOr^SOR ^SName^Sbattle ^t^N3^T ^SType^SCOMBAT ^SLevel^N1 ^t^Sn^N3 ^t^t^Sn^N3 ^t^t^N3^T ^SType^Sbuff ^SName^S225719 ^SEnabled^B ^SConditions^T ^N1^T ^SType^SBUFFSTACKS ^SChecked^B ^SLevel^N3 ^SName^S225719 ^t^Sn^N1 ^t^SSettingsPerView^T ^Sicon^T ^STextLayout^STMW:textlayout:1O8qBeStDU2B ^STexts^T ^N1^S ^N2^S[Stacks:Hide(0)]层 ^t^t^Sbar^T ^STextLayout^Sbar1 ^STexts^T ^N1^S[((Timer("jiepai3")~`/~`Timer("jiepai"))~`*~`100):Round(0):Percent] ^N2^S节拍器3层 ^t^t^t^SStates^T ^N1^T ^t^N2^T ^SAlpha^N1 ^t^N3^T ^t^N4^T ^t^N102^T ^SAlpha^N1 ^t^t^SOnlyMine^B ^SEvents^T ^N1^T ^SType^STimer ^SCounter^Sjiepai3 ^SEvent^SOnCondition ^SOnConditionConditions^T ^N1^T ^SType^SBUFFSTACKS ^SChecked^B ^SLevel^N3 ^SName^S225719 ^t^Sn^N1 ^t^t^N2^T ^STimerOperation^Spause ^SType^STimer ^SCounter^Sjiepai3 ^SEvent^SOnCondition ^SOnConditionConditions^T ^N1^T ^SType^SBUFFSTACKS ^SChecked^B ^SOperator^S~|= ^SLevel^N3 ^SName^S225719 ^t^N2^T ^SType^SCOMBAT ^SAndOr^SOR ^SLevel^N1 ^t^Sn^N2 ^t^t^N3^T ^STimerOperation^Sstop ^SType^STimer ^SCounter^Sjiepai3 ^SEvent^SOnCondition ^SOnConditionConditions^T ^N1^T ^SType^STIMER ^SName^Sjiepai ^SPrtsBefore^N1 ^t^N2^T ^SType^STIMER ^SPrtsAfter^N1 ^SAndOr^SOR ^SName^Sbattle ^t^N3^T ^SType^SCOMBAT ^SLevel^N1 ^t^Sn^N3 ^t^t^Sn^N3 ^t^t^N4^T ^SType^Sbuff ^SName^S225719 ^SEnabled^B ^SConditions^T ^N1^T ^SType^SBUFFSTACKS ^SChecked^B ^SLevel^N4 ^SName^S225719 ^t^Sn^N1 ^t^SSettingsPerView^T ^Sicon^T ^STextLayout^STMW:textlayout:1O8qBeStDU2B ^STexts^T ^N1^S ^N2^S[Stacks:Hide(0)]层 ^t^t^Sbar^T ^STextLayout^Sbar1 ^STexts^T ^N1^S[((Timer("jiepai4")~`/~`Timer("jiepai"))~`*~`100):Round(0):Percent] ^N2^S节拍器4层 ^t^t^t^SStates^T ^N1^T ^t^N2^T ^SAlpha^N1 ^t^N3^T ^t^N4^T ^t^N102^T ^SAlpha^N1 ^t^t^SOnlyMine^B ^SEvents^T ^N1^T ^SType^STimer ^SCounter^Sjiepai4 ^SEvent^SOnCondition ^SOnConditionConditions^T ^N1^T ^SType^SBUFFSTACKS ^SChecked^B ^SLevel^N4 ^SName^S225719 ^t^Sn^N1 ^t^t^N2^T ^STimerOperation^Spause ^SType^STimer ^SCounter^Sjiepai4 ^SEvent^SOnCondition ^SOnConditionConditions^T ^N1^T ^SType^SBUFFSTACKS ^SChecked^B ^SOperator^S~|= ^SLevel^N4 ^SName^S225719 ^t^N2^T ^SType^SCOMBAT ^SAndOr^SOR ^SLevel^N1 ^t^Sn^N2 ^t^t^N3^T ^STimerOperation^Sstop ^SType^STimer ^SCounter^Sjiepai4 ^SEvent^SOnCondition ^SOnConditionConditions^T ^N1^T ^SType^STIMER ^SName^Sjiepai ^SPrtsBefore^N1 ^t^N2^T ^SType^STIMER ^SPrtsAfter^N1 ^SAndOr^SOR ^SName^Sbattle ^t^N3^T ^SType^SCOMBAT ^SLevel^N1 ^t^Sn^N3 ^t^t^Sn^N3 ^t^t^N5^T ^SType^Sbuff ^SName^S225719 ^SEnabled^B ^SConditions^T ^N1^T ^SType^SBUFFSTACKS ^SChecked^B ^SLevel^N5 ^SName^S225719 ^t^Sn^N1 ^t^SSettingsPerView^T ^Sicon^T ^STextLayout^STMW:textlayout:1O8qBeStDU2B ^STexts^T ^N1^S ^N2^S[Stacks:Hide(0)]层 ^t^t^Sbar^T ^STextLayout^Sbar1 ^STexts^T ^N1^S[((Timer("jiepai5")~`/~`Timer("jiepai"))~`*~`100):Round(0):Percent] ^N2^S节拍器5层 ^t^t^t^SStates^T ^N1^T ^t^N2^T ^SAlpha^N1 ^t^N3^T ^t^N4^T ^t^N102^T ^SAlpha^N1 ^t^t^SOnlyMine^B ^SEvents^T ^N1^T ^SType^STimer ^SCounter^Sjiepai5 ^SEvent^SOnCondition ^SOnConditionConditions^T ^N1^T ^SType^SBUFFSTACKS ^SChecked^B ^SLevel^N5 ^SName^S225719 ^t^Sn^N1 ^t^t^N2^T ^STimerOperation^Spause ^SType^STimer ^SCounter^Sjiepai5 ^SEvent^SOnCondition ^SOnConditionConditions^T ^N1^T ^SType^SBUFFSTACKS ^SChecked^B ^SOperator^S~|= ^SLevel^N5 ^SName^S225719 ^t^N2^T ^SType^SCOMBAT ^SAndOr^SOR ^SLevel^N1 ^t^Sn^N2 ^t^t^N3^T ^STimerOperation^Sstop ^SType^STimer ^SCounter^Sjiepai5 ^SEvent^SOnCondition ^SOnConditionConditions^T ^N1^T ^SType^STIMER ^SName^Sjiepai ^SPrtsBefore^N1 ^t^N2^T ^SType^STIMER ^SPrtsAfter^N1 ^SAndOr^SOR ^SName^Sbattle ^t^N3^T ^SType^SCOMBAT ^SLevel^N1 ^t^Sn^N3 ^t^t^Sn^N3 ^t^t^N6^T ^SType^Sbuff ^SName^S225719 ^SEnabled^B ^SOnlyMine^B ^SEvents^T ^N1^T ^SType^SAnimations ^SAnimation^SACTVTNGLOW ^SEvent^SOnShow ^SInfinite^B ^t^N2^T ^SType^STimer ^SCounter^Sjiepai ^SEvent^SOnCondition ^SOnConditionConditions^T ^N1^T ^SType^SBUFFDUR ^SChecked^B ^SOperator^S~|= ^SName^S225719 ^t^N2^T ^SType^SCOMBAT ^t^Sn^N2 ^t^t^N3^T ^STimerOperation^Spause ^SType^STimer ^SCounter^Sjiepai ^SEvent^SOnCondition ^SOnConditionConditions^T ^N1^T ^SType^SBUFFDUR ^SChecked^B ^SName^S225719 ^t^N2^T ^SType^SCOMBAT ^SAndOr^SOR ^SLevel^N1 ^t^Sn^N2 ^t^t^Sn^N3 ^t^SSettingsPerView^T ^Sicon^T ^STextLayout^STMW:textlayout:1O8qBeStDU2B ^STexts^T ^N1^S[Duration(gcd=false):Round(0):Hide(0)] ^N2^S[Stacks:Hide(0)]层 ^t^t^Sbar^T ^STexts^T ^N1^S["\229\162\158\231\155\138"~`Timer("jiepai"):Round(0)~`"\231\167\146"] ^N2^S[((Timer("jiepai")~`/~`Timer("battle"))~`*~`100):Round(0):Percent] ^t^t^t^SStates^T ^N1^T ^t^N2^T ^SAlpha^N1 ^t^N3^T ^t^N4^T ^t^t^t^N7^T ^SType^Scleu ^SCLEUDur^N0 ^SEnabled^B ^SEvents^T ^N1^T ^SType^STimer ^SCounter^Sbattle ^SEvent^SOnCondition ^SOnConditionConditions^T ^N1^T ^SType^SCOMBAT ^t^Sn^N1 ^t^t^N2^T ^STimerOperation^Spause ^SType^STimer ^SCounter^Sbattle ^SEvent^SOnCondition ^SOnConditionConditions^T ^N1^T ^SType^SCOMBAT ^SLevel^N1 ^t^Sn^N1 ^t^t^N3^T ^STimerOperation^Sstop ^SType^STimer ^SCounter^Sjiepai ^SEvent^SOnLeftClick ^t^N4^T ^STimerOperation^Sstop ^SType^STimer ^SCounter^Sbattle ^SEvent^SOnLeftClick ^t^Sn^N4 ^t^SCLEUNoRefresh^B ^SSettingsPerView^T ^Sicon^T ^STextLayout^STMW:textlayout:1OEG0qqSM6K8 ^STexts^T ^N1^S[if~`Timer("battle")~`>~`0~`then~J ~`~`~`~`Timer("battle"):TMWFormatDuration:Hide(0):Green~J else~J ~`~`~`~`"\233\135\141\231\189\174":Yellow~J end] ^N2^S ^t^t^Sbar^T ^STextLayout^Sbar1 ^STexts^T ^N1^S[if~`Timer("battle")~`>~`0~`then~J ~`~`~`~`Timer("battle"):Round(0):Green~`"\231\167\146":Green~J else~J ~`~`~`~`"\230?\187\230\151\182\233\149\1910\231\167\146":Yellow~J end] ^N2^S["\233\135\141\231\189\174":Yellow] ^t^t^t^SCustomTex^S203914 ^SStates^T ^N1^T ^t^N2^T ^SAlpha^N1 ^t^N3^T ^t^N4^T ^t^N102^T ^SAlpha^N1 ^t^t^SConditions^T ^N1^T ^SType^STIMER ^SOperator^S> ^SName^Sbattle ^t^Sn^N1 ^t^t^N8^T ^SType^Scleu ^SCLEUDur^N0 ^SCLEUNoRefresh^B ^SSettingsPerView^T ^Sicon^T ^STextLayout^STMW:textlayout:1OEG0qqSM6K8 ^STexts^T ^N1^S[if~`Timer("battle")~`>~`0~`then~J ~`~`~`~`Timer("battle"):TMWFormatDuration:Hide(0):Green~J else~J ~`~`~`~`"\233\135\141\231\189\174":Yellow~J end] ^N2^S ^t^t^Sbar^T ^STextLayout^Sbar1 ^STexts^T ^N1^S[(((Timer("jiepai1")~`/~`Timer("jiepai"))~`*~`Counter("jiepai")~`+~`((Timer("jiepai2")~`/~`Timer("jiepai"))~`*~`Counter("jiepai")~`*~`2)~`+~`(Timer("jiepai3")~`/~`Timer("jiepai"))~`*~`Counter("jiepai")~`*~`3~`+~`(Timer("jiepai4")~`/~`Timer("jiepai"))~`*~`Counter("jiepai")~`*~`4~`+~`(Timer("jiepai5")~`/~`Timer("jiepai"))~`*~`Counter("jiepai")~`*~`5)~`*~`(Timer("jiepai")~`/~`Timer("battle"))):Round(0)~`"\230?\165\233?\159"] ^N2^S常驻 ^t^t^t^SCustomTex^S203914 ^SStates^T ^N1^T ^t^N2^T ^SAlpha^N1 ^t^N3^T ^t^N4^T ^t^N102^T ^SAlpha^N1 ^t^t^SEnabled^B ^SEvents^T ^N1^T ^SType^SCounter ^SCounter^Sjiepai ^SCounterAmt^N707 ^SCounterOperation^S= ^SEvent^SWCSP ^SOnConditionConditions^T ^N1^T ^SType^SITEMEQUIPPED ^SName^S140792 ^t^Sn^N1 ^t^t^Sn^N1 ^t^t^N9^T ^SStates^T ^N1^T ^t^N3^T ^t^N4^T ^t^t^t^N10^T ^SStates^T ^N1^T ^t^N3^T ^t^N4^T ^t^t^t^N11^T ^SStates^T ^N1^T ^t^N3^T ^t^N4^T ^t^t^t^N12^T ^SStates^T ^N1^T ^t^N3^T ^t^N4^T ^t^t^t^t^SConditions^T ^N1^T ^SType^SITEMEQUIPPED ^SName^S140792 ^t^Sn^N1 ^t^t^N82501^S~`~| ^Sgroup^N38 ^^ ^1 ^T^N1^T ^SAnchors^T ^N1^T ^Sy^N-2 ^Sx^N1 ^Spoint^STOP ^SrelativePoint^STOP ^t^t^SStringName^S抽牌 ^SSize^N15 ^t^N2^T ^SAnchors^T ^N1^T ^Sy^N-8 ^Sx^N2 ^t^t^SStringName^S爆击 ^SSize^N7 ^t^SGUID^STMW:textlayout:1O8qBeStDU2B ^Sn^N2 ^SName^S卡牌 ^t^N82501^S~`~| ^Stextlayout^STMW:textlayout:1O8qBeStDU2B ^^ ^1 ^T^N1^T ^SAnchors^T ^N1^T ^Sy^N-1 ^Sx^N1.5 ^t^t^SDefaultText^S[Duration(gcd=false):Round:Hide(0)] ^SStringName^S中间 ^SConstrainWidth^b ^t^SGUID^STMW:textlayout:1OEG0qqSM6K8 ^SName^S中~`2 ^t^N82501^S~`~| ^Stextlayout^STMW:textlayout:1OEG0qqSM6K8 ^^

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