Detailed explanation of the rune entry attributes of Song of Clouds City
Use whatever is available in the early stage, use red if there is red, use orange if there is orange, use purple if there is nothing, and then choose the runes according to the set entries and attributes you need. For example, the general idea is the same. I am an assassin, a burst assassin, with a strong burst, high output, and many displacement methods.
Dragon Slayer: Ignore 15% of physical defense
Demon Hunt: Ignore 15% of magic defense
Power Attack: Damage increased by 8%
Berserk: 5% chance to be violent, will explode in 3 seconds, cool down 15 seconds
Assassins definitely don't bring demon hunters. Analyzing Fury again, I think the critical hit rate is very high now, maybe 30% or 50%. Amplification is almost guaranteed to explode, so I feel that the 3-second critical hit rate is not very beneficial to me.
Now let me estimate the benefits of a 3-second explosion for me: Assume that I don’t use skills in the whole process, 1 knife per second, critical damage 1.66 (plus the 16% critical damage provided by the skill), and 50% critical damage in 12 seconds. The damage caused by the attack is 12*50%*1+12*50%*1.66=6+9.96=15.96. This is the average damage of my basic attack for 12 seconds.
I get 50% critical hit in 9 seconds and 100% critical hit in 3 seconds: 15.96*9/12+3*1.66=16.95
Increased damage = (16.95-15.96)/15.96=6%. If you want to increase this benefit, save all the skills for use when you are violent. This will be another burden on your operation. It is better to save it for deception.
So I gave up Fury and chose Dragon Slaying Attack. Archers can use Fury, and the income is higher than 8%.
Defense Entry Set:
Ocean: Damage reduced by 10%
Thorns: 10% rebound of this damage
Bat: 10% blood sucking, this time the damage is 180%
Swiftness: Movement speed 10%, attack speed 5%
Assassins definitely don't need thorns. If I'm quick, since I have a variety of movement methods, Shunpo also has a 20% movement speed bonus, and 5% attack speed will only increase my damage by less than 5%, so I don't choose quickness.
My final defensive set is Ocean and Bat. Bats are very powerful in theory, sucking an average of 18% of blood per cut.
The income of orange runes is much smaller than that of red ones, but they can quickly wash out entries in the early stage, which is good for collecting entries. For strong attacks, you can bring orange cards, two of each. There are no suitable red cards for strong attacks, and it is difficult to wash out the entries. In the early stage, bring an Orange Chrysanthemum Cat for healing, just wash out the entries. Later, switch to the Orange Star Gale Dragon King, and then switch to the Red Star Alice.
In the early stage of Dragon Slaying, use Son of Orange Light + Red Swift Black Dragon, and later switch to Swift Black Dragon + Red Star Dracula/Stannis.
The shape is two Alice + 1 Wind Dragon King + Red Ferea (cloak hole, + critical hit + 2% explosion damage) + any 3 Swift Black Dragon / Dracula / Stannis (use whatever you want, the red star is difficult It’s difficult to clean, so do it according to your ability)
Defense runes are better choices:
Ocean: Orange Dabai + Ogu, red panda Anguna, orange star twilight spirit can skip, red star red lotus saint.
Bats: Orange Snow Shadow Lord Mina, Red Swift Shadow (recommended) Demon Hunter Orange Star Dream Eater, Red Star Sirius (not recommended), Elf Prince
Slowly transition from front to back, boldly upgrade and wash boldly. Anyway, it can be returned after decomposition.
Corrected the calculation of Fury. Previously, the cooldown of Fury was considered to be 12 seconds. It should be 15 seconds.
50% critical hit in 15 seconds: 15*50%+15*50%*1.66=19.95
3 seconds sure to explode, 12 seconds 50% explosion: simplified calculation, equivalent to 3+6 seconds sure to explode, 6 seconds not to explode: 9*1.66+6=20.96, 1 more damage
1/19.95 is about 5%. If your own critical hit is higher than 50%, the income will be lower than 5%, and vice versa.