In the game "Diablo 4", the player's task is to control the character and fight against opponents of various enemy types. Some players may have encountered problems similar to the suppression mechanism in the second quarter of "Diablo 4" - this is a relatively easy problem to solve. In order to help more people better master the game skills and improve their own strength, I am here Shared a detailed guide.
The mechanism of suppression in the past was simply that every time a non-guided direct damage skill was released, there was a default 3% probability (or through a certain suppression method), so that after a skill was released, on the basis of the default damage of each HIT, a value based on HP and strong fixed suppression damage.
Since suppression is a fixed damage, it will not eat up your weapon panel, and it will not be able to absorb most of the damage related to triggered skills. Therefore, in the past, the core of the suppression genre was to have a certain triggering suppression mechanism. The HIT skill triggers more suppressed fixed damage as frequently as possible, and it can only increase its damage mainly through the global damage increase that can be taken from some fixed injuries, the suppressed damage affix itself and the accumulation of blood.
After the 1.2 version update, Blizzard simply and roughly changed Suppression, without changing the triggering method, into an independent damage increase similar to critical hits and vulnerability, instead of the original fixed damage mechanism.
Assuming that a skill triggers suppression, it will multiply the original damage of the skill by an independent damage increase of 1.5. This is the independent damage increase that can be taken by default.
Since the probability of triggering suppression is very low by default, generally speaking, a high-frequency sure suppression mechanism is needed to increase the benefits of suppression to a certain extent. If all skills are sure to suppress, it will increase the damage by 1.5 in the whole process, which is the same as a 100% critical hit. The benefits obtained from the critical damage system are the same. In most cases, the latter is actually very easy to achieve, so in fact, the benefits are not excessive in terms of its independent gain.
The problem comes from the second part of the suppression system, which is the gain from health and reinforcement.
In the old suppression system, this part was directly used as the basis for suppressing solid damage to increase income. Since the new suppression system no longer has a solid damage system, Blizzard directly changed the blood volume and reinforcement to the following methods in an attempt to improve the suppression gameplay. Damage: The part where the current life exceeds the basic life will provide 2% of A-type additive damage for every 1% of the basic life value; the strengthened value will provide 2% of A for every 1% of the basic life value. Additive-like damage increase.
*Example: Assume that the basic life value is 2000 and the maximum life value is 4000. When the health value is full, the current life exceeds the basic life value by 2000, so 2000/2000=100%, the damage increase is 200%; the full strength value = maximum life, 4000/2000=200%, the damage increase is 2*200%=400%, so the maximum life equivalent to 200% of the basic life can provide 600% of suppressed damage A damage (that is, the damage is suppressed) under full life and full strength At this time, it is calculated the same as other A injuries, and it is the damage increase provided to the skill damage itself).
To sum up, assuming your actual maximum blood volume is
If you do some calculations, you will know that if you accumulate a maximum life equivalent to 400% of your base life, then this system will give you 1400% of A damage at most, and here is the calculation of the actual maximum health, and your health-increasing skills will increase Life affixes all function normally.
Assuming you have 700 A damage, the damage increase provided by this part is still ((1+14+7)/(1+7)-1)*100%=175% of the actual damage increase, which is very considerable. .
The reason why it is so generous is easily understood to be that Blizzard has considered that the mainstream suppression gameplay under the old suppression is basically based on the skill damage %. The reason is that the skill itself has many HITs and has a skill that must trigger the suppression method. , in order to balance the huge losses that may be caused by changing these old gameplay methods from fixed damage to simple damage increase (because the original suppressive gameplay is based on low skill damage, mainly high-level skills, the original fixed damage system increases the increase of these skills The damage itself is actually very exaggerated). Now after changing to pure damage increase, if you don't add more 0 points, how can you play the old gameplay? After all, the designer vowed in the campfire interview that you will find that suppression will become more useful. (Meaning that the old gameplay will become stronger)
Now here comes the problem. The suppression system has become a pure damage increase and lost its uniqueness. It is no longer a unique damage system only for some skills with certain suppression mechanisms and high HIT levels. At the same time, it can provide such an exaggerated and very simple You can get damage-increasing benefits (just pile up life and that's it, you can get a lot of suppression A and more toughness), so what will be the result? The result is that professions or BDs that have a high-coverage reinforcement system and can efficiently accumulate HP can be easily obtained through the new suppression dark gold (the dark gold can also provide an independent multiplication zone of 2.2 for suppressing damage under critical strikes). The coverage of suppression allows your most damaging skills to easily receive a large amount of damage increase.
On the contrary, the old mainstream suppression gameplay, although it has not been significantly weakened after the system revision, has basically been completely eliminated in the face of the structure mentioned above.
As for professions and BDs that are not strong and have no suppression system, do you still remember those poor BD structures when critical damage and vulnerability were king because they did not have a good vulnerability coverage method or could not enjoy the benefits of critical hits? :) That’s right, you guys These are them in the new era.
Is this what Blizzard designers call a system revision to make everyone more balanced? I do have to admit that they are right about this. After all, in the past, you had to consider both the critical damage system and the vulnerability system. Now you only need to consider whether you can get suppression, which is indeed more balanced.
Of course, the damage gap between suppressed and non-suppressed BD has exceeded at least dozens of times. I look forward to the performance of a system like the S3 ladder.
The detailed explanation of the suppression mechanism in the second season of "Diablo 4" is shared here. Everyone must be good at querying the guide when playing the game. The editor of this site has also dedicated a special guide to the game guide of Diablo 4. It has been summarized for everyone’s convenience.