Adventure Team Zero is a mechanical output character, with a broad strike surface and very high buff effects. Because there is a mechanism to increase critical hit rate, Zero's lower limit is also very high, and he can even kidnap teammates. With the auxiliary ability of the teammates, you only need to bring one Magnetic Storm teammate, and you can play very comfortably! How to choose Relic Zero and Medal in the game? Next, I bring you recommendations for choosing Relic Zero and Medals in "Adventure Squad", let's take a look!
"Adventure Squad" Relic Zero and Medal Selection Recommendations
As a pure output character, of course I choose the output medal. [Penetration Medal] and [Charging Medal] are both suitable.
Indeed, many friends have asked before, whether [Penetration Medal] or [Charging Medal] is more useful, Momo will also give a good answer here.
Let me talk about the conclusion first. Some friends like to read this.
[Penetration Medal] and [Charging Medal] have different strengths when used by different characters on different occasions.
1. For characters with direct damage: (such as Ember, Xueer, Zero, etc.), [Penetration Medal] is suitable for same-level competition and defeating superiors, [Charging Medal] is suitable for bullying the weak and late-stage PVE.
2. For players with buff damage or indirect damage that has attack power benefits: (such as sapphires, meteors, etc.), it is a no-brainer to choose [Charging Medal]
Let’s take the third function of the five-star medal as an example:
[Charging Medal] The attack power bonus is 0 in the first round, 50% starting from the sixth round, and the average attack power bonus is 35% per round for ten rounds, but the bonus is the basic attack.
[Penetration Medal] Targets with more than half health ignore 25% defense, and targets with less than half health gain 20% critical damage bonus.
Everyone knows the strength and weakness of explosion damage and attack, but they don't know how to compare it with attack power regardless of defense.
According to Momo's observation, the attack power of most output characters is about three times the defense power of normal characters, unless it is a certain attribute that is deliberately stacked. For example, an output character with three thousand attacks corresponds to a character with the same level of defense. Just one thousand (for example, this number is easier to understand.)
Then, regardless of other conditions,
The damage is equal to 3000-1000=2000
The basic attack power of a character with 3000 attack is about 600, and the charge medal is
3000+600×35%-1000=2210
The damage that triggers the defense-ignoring effect with the Penetration Medal is
3000-[1000×(1-25%)] equals 2250
Because there will be deviations on the panel, the total damage is actually about the same. This is when encountering an opponent of the same level. If the opponent's panel attributes are much weaker than your own, for example, the opponent's defense is not 1000, but 100. , then where will the benefits of penetration go? We can only rely on the explosive damage attribute below half health.
Of course, on the contrary, if you encounter an opponent with higher attributes than your own, the benefits of penetrating the mark will also be high, which can be used to make a comeback. Of course, if the attributes are too different, it will not be a problem that can be solved by penetrating the medal. .
Then there is PVE. The boss defense of Abyss King III is 5 million, 5 million × 25% ÷ 35% ≈ 3.57 million. That is to say, before the basic attack power is less than or equal to 3.57 million, [Penetration Medal] will be better than Abyss King Three Stars. The monsters all have positive income, which is greater than [Charging Medal], and vice versa.
Another function of [Penetration Medal] is that it can be given to a character in a dual output lineup to suppress the attack to avoid being devoured or targeted.