Which weapon is best in Assassin's Creed Valhalla? Different weapons in the game have different damage effects. This article brings you the data test analysis of various weapons in Assassin's Creed Hall of Valor. I hope you like it. (double spear yyds)
When you are stronger than the enemy, the damage will be higher. The lower the strength is than the enemy, the more damage will be discounted.
When there is a red icon on the enemy's head, the difference is about 20-40 levels, and your damage will be reduced by more than 20%. If it turns into a skull icon, the damage will be less than half.
But even if you challenge level 250 at level 1, the damage will still be about 30%, and scraping is still feasible, and it won’t be as difficult as Black Soul Broken Sword. For example, a level 340 old witch in Dong'an. (What do you mean it will take seconds if it touches it? Then it will be fine if it doesn’t hurt).
It is impossible to overcome the level wall by relying on equipment management and point management. With the mythical knife, even the best armor can be used for scraping and quilting.
List the skill lines that provide the most benefits and the least points consumption.
1. [Serial Assassination] [Automatic Search] [Arrow Reverse Throwing], Arrow Reverse Throwing is a very comfortable skill. Faced with elite enemies' throws, you can directly return them with one click. When you are in the Shura field with miscellaneous soldiers, you don't have to run after the archers and can counterattack in a cool way.
2.[Crazy Fighting Spirit][Dual Wielding and Heavy Weapons], the main purpose is to get dual wielding.
3.[Sprint Attack][Battlefield Throw], sprint attack can cause twice the damage. The battlefield throw is a performance skill, so it is mandatory to take no damage.
4. [Dual-wielding change of hands] [Escape from death], escape from death is the core of the entire game. When the emergency dodge is triggered, it stops for up to 3 seconds. As long as you have this trick, reaching the full level 1 is not a dream.
In addition, there is no need to specifically select and add points, just focus on how to connect skills together. Wasting time on attribute points and carefully designing them can only result in an improvement of less than 10%.
For example, [Melee Damage +4], testing found that clicking it does not increase the damage of light and heavy attacks, which is outrageous.
1.Dagger
Although the numerical value seems to be very weak, in fact, both the single damage and the frequency are completely crushed! The entire output is light attack, so there is no need to worry about exhaustion of stamina and you can dodge as much as you like. High attack speed, high damage, king of dps.
(Reference data: a 45-panel dagger does 25 damage, a 50-panel ax damages only 18, and a 100-panel greatsword does only 25 damage).
2. Small ax
The ax is the most disgraceful of small arms, the merits of which have yet to be discovered. Possibly a Ubisoft bug
3. Spear
Every inch longer and every inch stronger is a natural advantage. However, the spear only does damage with its tail moves (light and heavy, light and heavy), so you must complete the heavy attack ending before the enemy makes a move (reference data: a 50-panel spear does 18+18+40 damage in one light and heavy move)
4.Chain hammer
The feeling of using the chain hammer is similar to Nioh's chain hammer, with a large forward swing, and after completing the casting action, the reward is high-frequency output, and the dps at this time is close to that of a dagger. At the same time, because of its good impact, it can suppress the soldiers and prevent them from counterattacking. There is a delay in both the initial move and the tail move, so you need to get used to the rhythm to use it well.
5. Small hammer
A true panacea, the damage is reliable, and the efficiency of breaking shields and breaking bodies is very high. Perhaps the only drawback is that the light attack combo will end on the third hit, so you need to lift the bow to cancel the combo to form unlimited light attacks.
6. Great Sword
Men's romance. However, the basic attack damage is extremely low, and a 100 panel can only deal 25 damage. Its essence lies in even-numbered combos (light and heavy), and a sudden thrust with extremely high power (100+). Moreover, after the Adrenaline skill, it can directly generate a thrust, eliminating the need for a combo. Therefore, my personal understanding is that it is an explosive weapon. In actual combat, hormone + heavy attack, cycled four times, can directly kill the half-health boss in seconds (still in the case of skipping the height difference).
7. Giant Ax
A violent output machine among heavy weapons. The damage of one sword is equivalent to two swords, and a piece of flesh will fall off if you rub it against it. Note that the combat skill only relies on turning to hit more people, and it is a waste of energy on a single target. If you can use it, don't use it. After dual-wielding, you will be twice as happy, running and attacking to destroy the world (200+).
8.Shield
Do you carry a shield? No, Macho Man does not carry a shield.
When dual-wielding weapons, you will swing two weapons at the same time or alternately, causing two stages of damage.
1. The damage depends on the total, so who puts the left hand and who puts the right hand has almost no effect.
2. The attack range of the left hand is short, and it is very likely that the left hand will lose damage if it is swung in the air, but the lost damage value is very low (a common layout is 13+27, so it is not a pity to lose the damage of the left hand).
3. Dual-wielding attack speed is slightly lower than one-handed x2
4. If you are dual-wielding different weapons, the basic attack actions follow the right-hand weapon, and the combat skill actions follow the left-hand weapon.
5. However, if dual-wielding is incompatible (such as light weapons and weighted weapons), the basic attack will not swing the left-hand weapon (put behind the back), but simply enhance the power of the right-hand weapon (slightly reducing the attack speed). Combat skills are only unique to his left hand.
Personal recommendation: double daggers. Double hammer. A giant ax with a giant sword. Two giant axes, two spears.
1. The level difference between yourself and the enemy determines the damage discount.
2. The attack power of the weapon can increase the damage in a linear manner.
3. Daggers, hammers, and giant axes are more suitable for basic attack output, combat skills, and combos.
lack of meaning
4. Spears and giant swords can only rely on combos, otherwise they lack damage.
5. During combos, the damage will gradually increase (20/21/21/22/23/24/25/26).
6. The critical hit damage multiplier is extremely low, and it is almost impossible to identify it as a critical hit except for the yellow characters. So don't insist on stacking critical hits.
The above conclusions have passed rough testing and are not guaranteed to be accurate, but they are basically sufficient to guide the game.
- Actual damage sampling of the same type of weapons and ladder attack power.
-The damage curve when dealing with level 160 area enemies at level 1, level 80, level 100, level 105, level 110...level 140.
-A rough test of the action multipliers of various weapons.
-The impact of several bonus point changes on damage.
-Observation and numerical recording of dual-wielding and hand-changing of various weapons)
Update: Regarding the numerical values of armor (data samples are insufficient, for reference only)
Each point of armor reduces damage by 0.1%. For example, if a full set of armor is stacked to 120, then the damage reduction is 12%.
Similarly, every 1 point of light/heavy resistance reduces the corresponding damage by 0.1%.
When receiving a light attack, both are counted separately, so there is a multiplicative relationship.
To give you a numerical reference, a level 4 full black crow suit has 120 defense and 140 light and heavy resistance. Compared to wearing no clothes, it is close to 0 resistance, and the damage difference is only about 20%.
Therefore, in addition to pursuing the pursuit of crossing the threshold of being beaten, we will not send him away with a knife. The armor is almost useless. Upgrading armor is almost a waste of resources, because the damage reduction benefit brought by each level upgrade is pitiful. For a full set of level 5 armor, the damage reduction difference is only about 5% (compared to level 1 armor).
Therefore, it is okay not to upgrade the armor, but it is generally recommended to at least level 4.
Some armors have inherently higher values, such as the Sol suit.
When it comes to armor, you should pay more attention to the number of rune slots and suit effects. Wearing one piece here and one here just to make up for the value is confusing behavior.
Wearing 2 pieces of the suit can fully trigger the first passive, and wearing 5 pieces can trigger the second passive. Therefore, if you do not collect the full time, you can adopt a 2+2+1 construction.
Press L2 (V on the keyboard) to see the trigger conditions/overlay/values in detail.
About buff
The actual effect of [+20.0 long-range damage][+10.0 melee damage] is close to a 20% increase and a 10% increase. This melee effect can normally take effect on light and heavy attacks.
[Increase attack] can directly increase the weapon panel, that is, the weapon attack power.
When dual-wielding is mutually exclusive, even if only the right-hand weapon is wielded, the effect of the left-hand weapon can be triggered normally. And add panels for two weapons at the same time.
Typical use: an ax in the left hand and a dagger in the right hand. When the dagger is stabbed continuously, you can get the ax passive [increases the attack every time you hit the enemy, up to 10 layers of 15 attacks] panel improvement.
And if they are not mutually exclusive, the values of the two weapons will be increased every time they hit.
In the character panel, any number that initially starts at 50 is not linearly superimposed at all. For example, the shield effect [blocking temporarily increases light attack damage +10.0], when triggered, changes the [light attack damage] item in the panel to 74. 84. But the actual damage is, based on the original 74 effect, increased by 10%.
It is not yet clear whether the [+4 melee attack] in the skill points are cumulative or multiplicative (although it does not increase light or heavy damage at all)
The data test and analysis of various weapons in Assassin's Creed Valhalla are shared here with you. I hope it will be helpful to everyone in the game.