Many people say that punishment riding is not good, but this time NGA boss-Ping Ping Wuqi Yue Qingshu shared with us the damage art of punishment riding. Under normal circumstances, the damage bonus that the Punisher Cavalry can obtain can be divided into the following five parts. It is usually calculated according to the rules of internal addition and external multiplication .
1. Skill-specific damage bonus
Art of War & Holy of Battle & Seal of Purity & Glyph of Judgment & PVP Glove Special Effects etc. fall into this category.
2. Global damage bonus
Conquest & Holy Punishment & Revenge fall into this category. Normally, the global damage bonus we can get is 15% (Conquest 3% + Holy Retribution 3% + Vengeance 9%).
3. Two-handed weapon specialization
Two-handed weapon specialization is special. It only adds bonuses to normal attacks and physical judgment skills, and multiplies with other bonuses.
4. Easily injured
4% physical vulnerability & 13% spell vulnerability from the team.
5. Rage of revenge
Punishment Cavalry’s burst skill.
Note: Holy Wrath makes Avenging Wrath ignore the damage reduction effect and is invalid for armor damage reduction. It is invalid in the original WLK. BLZ restored this in WLKC (I think this is a BUG, just like Enhancement Shaman could not master it before. Both deputies use max-level Flame Tongue weapons).
In addition, all spell damage caused by the Retribution Cavalry will be affected by the fixed non-reducible resistance of the level 83 target due to the level difference (partial resistance will occur).
Seal of Vengeance
Seal of Vengeance
Damage formula: 6.6%*layers of Seal of Vengeance*(weapon base damage per second + attack power/14)*weapon base attack speed*(Pure Seal+exclusive damage bonus for other skills)*global damage bonus*two-handed weapon specialization Essence spells are easy to hurt. Seal of Vengeance uses a non-standard attack speed and is a spell damage with physical properties. The basic critical damage is 200%. The number of layers of the Seal of Vengeance can only be stacked by the Punishment Cavalry through normal attacks. Normal attack hits will definitely add layers of the Seal of Vengeance. Seal of Vengeance damage can only be triggered when normal attacks & Crusader Strikes & Holy Storm hit. When the above attacks hit, a corresponding number of Seal of Vengeance damage will be created. The Seal of Vengeance itself is guaranteed to hit.
Holy Revenge (Retribution)
The formula for damage per tick is: (0.025*attack strength+0.014*holy spell strength)*layers of Seal of Vengeance*(Pure Seal+exclusive damage bonus for other skills)*global damage bonus*spell vulnerability. Holy Vengeance is the DOT damage of Seal of Vengeance. The duration of Holy Vengeance is the duration of the Seal of Vengeance on the target. Normal attacks that refresh the Seal of Vengeance and stack layers of the Seal of Vengeance will extend the DOT time. Holy Revenge itself is a completely independent damage, it jumps every 3 seconds, will not critically hit, is not affected by haste, and will definitely hit.
Revenge Trial
Damage formula: (0.14*attack power+0.22*holy spell power)*(1+10%*Seal of Vengeance layers)*(Seal of Purity+Art of War+Glyph of Judgment+exclusive damage bonus for other skills)*Global Damage Bonus*Two-Handed Weapon Specialization*Spell Vulnerability. Judgment of Revenge is the judgment corresponding to the Seal of Vengeance. Judgment of Revenge is a physically determined long-range/spell damage, which is affected by hits and not affected by accuracy. The GCD is fixed at 1.5 seconds, and the basic critical damage is 200%.
physical damage part
Normal attack
Damage formula: (weapon base damage per second + attack strength/14) * weapon base attack speed * global damage bonus * two-handed weapon specialization * physical vulnerability. Normal attacks are biased. During the WLKC period, normal attacks are still against level 83 targets. There is a fixed 24% probability of causing approximately 75% damage, and this part of the damage cannot be a critical hit. The impact of deflection on critical hit rate refers to the round table theory.
crusade strike
Damage formula: (Weapon base damage per second*Weapon base attack speed+(Attack strength/14)*3.3)*(Holy of battle+War art+Other skills exclusive damage bonus)*Global damage bonus*Two-handed weapon specialization* Physical Vulnerability Crusader Strike is a standard attack speed skill with the usual characteristics of melee physical skills.
holy storm
Damage formula: (weapon base damage per second + attack power/14) * weapon base attack speed * (war art + other skills exclusive damage bonus) * global damage bonus * two-handed weapon specialization * physical vulnerability Holy Storm is a non-standard attack Speed skills have the usual characteristics of melee physical skills.
Spell skills
dedication
The formula for damage per tick is: (Basic Damage + 0.04 * Attack Power + 0.04 * Holy Spell Power) * Global Damage Bonus * Spell Vulnerability. Devotion is affected by spell hits throughout the process, and every jump may miss, which manifests itself as missing jumps. Devotion GCD is affected by Spell Haste.
exorcism
Damage formula: (Basic Damage + 0.15 * Attack Strength + 0.15 * Holy Spell Strength) * (Holiness of Combat + Other Exclusive Skill Damage Bonus) * Global Damage Bonus * Spell Vulnerability. Exorcism is affected by spell hits and spell critical strikes, GCD is affected by spell haste, and the basic critical hit damage is 150%. Exorcism will definitely hit the undead/demon critically. In the current beta test, the paper description of Exorcism cannot correctly reflect the bonus of the Holy of Combat talent to the damage of Exorcism. The part of the damage of Holy of Combat to Exorcism that is affected by attack power/spell power is not correctly reflected in the skill description. , but the actual damage exorcism can cause seems about right.
holy wrath
Damage formula: (Basic damage + 0.07 * Attack power + 0.07 * Holy spell power) * Global damage bonus * Spell vulnerability. Holy Wrath is affected by spell hits and spell critical strikes, GCD is affected by spell haste, and the basic critical hit damage is 150%. Holy Wrath only works on undead/demon.
Other skills and damage
Hammer of Wrath
Damage formula: (Basic damage + 0.15 * Attack power + 0.15 * Holy spell power) * Other exclusive skill damage bonus * Global damage bonus * Spell vulnerability. Hammer of Wrath is a physically determined long-range/spell skill. It is affected by hits and not affected by accuracy. The GCD is fixed at 1.5 seconds and the basic critical damage is 200%.
righteous revenge
Damage formula: Critical hit damage caused by Crusader Strike & Holy Storm & Judgment *30%. The superposition method of Righteous Revenge is simple superposition without any secondary damage bonus. It can be simply understood that Righteous Revenge actually simply increases the critical hit damage of Crusader Strike/Holy Storm/Judgment, that is, 200%*130%=260 %. Justice Revenge is not subject to secondary bonuses, but there is secondary resistance: that is, after the Trial of Truth is partially resisted, Justice Revenge may still be partially resisted (so the conversion of this critical hit damage bonus is also incomplete).
Hands of reckoning
Damage formula: 0.5*Attack Strength*Global Damage Bonus*Spell Vulnerability. The damage of Hand of Reckoning is partially affected by physical hits, and critical hits are presumed to be affected by spell critical hits. The basic critical hit damage is 150%. Hand of Reckoning does not occupy the regular skill GCD, and using Hand of Reckoning will not interfere with the use of other output skills of the Retribution Cavalry. Hand of Reckoning can only damage targets that are taunted and whose current target is not you. In battles where individual targets are affected by Hand of Reckoning but will not switch targets due to Hand of Reckoning, Hand of Reckoning is an effective supplement to the damage dealt by the Retribution Cavalry. Learning to use the Hand of Reckoning correctly is a required course for WLKC disciplinary riding. Please consult your group leader regarding incorrect use of the Hand of Reckoning.
Seal of Command
When there are 2 or more targets, please switch to Seal of Command in time and prioritize skills such as Crusader Strike, Holy Storm, and Consecration. The premise is that Holy Storm is equal to Crusader Strike in triggering Seal of Command. The short-term AOE is very Techniques based on experience need to be adjusted according to different situations. In long-term AOE, Crusader Strike still has a DPS advantage when there are 2-3 targets, Holy Storm & Devotion are both > Crusader Strike when there are 4 targets, and Devotion ranks first with 5 targets and above.
Output method
"First come, first used" & "Priority", that is , whoever cools down first uses skills first. All skills are cooled down and used according to specific priorities .
priority
Crusader Strike>Hammer of Wrath>Judgment>Holy Storm>Consecration>Exorcism>Holy Wrath
The impact of the priority adjustment of Crusader Strike, Hammer of Wrath, and Judgment on DPS is not obvious. Sometimes we need to make fine adjustments according to the duration of the battle. Hammer of Wrath is always better than Judgment. The priority of Crusader Strike has stronger stability in the long-term output process. 1. Supplement:
The Holy Wrath was not included in the cycle, and the exorcism spell was set to explode - a compromise.
2. Some understanding and discussion about priorities:
After 2T10, we believe that the priority of Crusader Strike has been deferred again. But at that time, the number of Crusader Strikes in the top dozens of WMO was higher than the number of Holy Storms, while the number of Holy Storms in the following WMO was higher than the number of Crusader Strikes. Obviously, it is unreasonable to think that the top dozens of people only have good faces. If they only have good faces, how can there be a situation where the number of times is reversed? The status of the Punishment Cavalry skill in 3.35 was determined in version 3.2. In the guide for version 3.2, Crusader Strike still takes priority over other skills. However, in version 3.35, the guide given by EJ has adjusted this priority (including (without 2T10), the reason is unknown.
property
1. Strength & Attack Power & Spell Power
Strength is the core attribute of the Punishment Cavalry, and it is the only excess income attribute of the Punishment Cavalry during the entire WLK period. 1 Strength = 2.53 Attack Power: Holy Power & King's Blessing 1 Attack Power = 0.3 Spell Power: All skills of the Holy Light Unsheathed Punishment Cavalry are affected by attack power, and some skills are additionally affected by spell power, which makes Power/ Attack strength is of extremely important value in improving the output of the Punishment Cavalry.
Team bonus:
Strength: 1. Blessing of the Wild (Druid): 51.8; 2. Totem of Power of the Earth (Shaman): 178.25; 3. Blessing of the King (Paladin): 10%. Attack strength: 1. Blessing of Strength (Paladin): 687.5; 2. Rage Release (Enhanced Shaman)/Power of Abomination (DKT)/Strong Aura (Shooting Hunter): 10%; Spell Strength: Wrath Totem (Elemental Shaman) ) 280/Demon Contract (Demon Technique), related to the level of Demon Technique equipment.
2. Hit & Accuracy Level
Hit & accuracy level is the most basic green-lettered attribute of the Punishment Cavalry, but there is still a clear gap between it and strength. In gems, green characters and power are equivalent, which also leads to: Unlike TBCC, in WLKC, generally speaking, it is necessary to avoid obtaining hit & accuracy levels from gems, and try to meet the hit level through the inherent attributes of the equipment. & precision level requirements. Hit rating affects melee physical hits, long-range physical hits and spell hits at the same time, so in WLKC, the value of hit rating is significantly higher than accuracy rating.
Physical hit rate: Every approximately 32.8 hit rating translates into 1% physical hit rate. We need at least 8% physical hit, which is 263 hit rating. If there are draenei in the squad, then we only need 7% physical hit, which is 230 hit rating.
Spell Hit : Each approximately 26.2 hit rating translates to 1% spell hit rate.
Facing a level 83 target, we need a spell hit rate of 17% to achieve full hit. But spell hit only affects Exorcism & Consecration & Holy Wrath, so there's no need to force the stack.
Accuracy : Every 8.2 accuracy levels convert to 1 panel of accuracy.
In WLKC, we still need 26 panels of accuracy to not be dodged by level 83 targets. Glyph of Seal of Vengeance can provide 10 panels of accuracy. Therefore, we usually only need 132 panels of accuracy to convert to 16 panels of accuracy (humans/dwarves use the corresponding weapons can further reduce accuracy requirements). Accurately affects the stacking speed and damage of normal attacks & Crusader Strikes & Holy Storm & Seal of Vengeance (if normal attacks or corresponding skills fail to hit the target, Seal of Vengeance will not be triggered. Seal of Vengeance itself is certain to hit, and WLKC does not have two judgment).
Team bonus: Physical hit rate: Squad Heroic Aura (Delaenei): 1% Spell hit rate: 1. Misery (Dark Priest)/Enhanced Faerie Fire (Bird Druid): 3% 2. Squad Heroic Aura ( Draenei): 1%.
3. Critical hit level & agility
The range of impact of critical strike level & agility on the damage done by the Retribution Cavalry is second only to strength/attack strength, but the conversion efficiency of critical strike level/agility is so low that the benefits of critical strike level/agility are not outstanding.
Critical hit rate is divided into physical & spell critical hit rate:
Physical critical hit rate affects: normal attack, Crusader Strike, Holy Storm, Seal of Vengeance, Judgment of Truth, Hammer of Wrath. The impact of spell critical hit rate: Exorcism & Holy Wrath, but when facing undead and demons, Exorcism will definitely hit a critical hit. The proportion of Holy Wrath is too low, and the spell critical hit rate gain can be ignored at P1. Critical hit level affects physical/spell critical hit rate: every approximately 45.9 critical hit level is converted into 1% physical/spell critical hit rate. Agility affects physical critical hit rate: every approximately 52.08 agility is converted into 1% physical critical hit rate.
Team bonus:
Physical critical hit rate: 1. Leader of the Pack (Wild Druid)/Rage (Frenzy War): 5%; 2. Heart of the Crusader (Retribution Cavalry)/Strange Poison (Assassination Rogue)/Wrath Totem (Elemental Shaman): 3%. Spell critical hit rate: 1. Owl Beast Form (Bird Druid)/Oath of Elements (Elemental Shaman): 5%; 2. Enhanced Shadow Arrow (Warlock)/Deep Winter Chill (Ice Mage)/Enhanced Burning (Fire Mage) ): 5%; 3. Heart of the Crusader (Retribution Cavalry)/Strange Poison (Assassination of Thieves)/Wrath Totem (Elemental Shaman): 3%. Agility: 1, Earth Power Totem (Shaman): 178.252, King's Blessing (Paladin): 10%
4. Rapidity level
Haste level can be converted into both physical haste and spell haste. Physical haste affects normal attacks & Seal of Vengeance brought out by normal attacks & Seal of Vengeance stacking speed. Spell haste affects the GCD of Consecration & Exorcism & Holy Wrath, and has minimal impact on DPS. Haste is not a very good attribute, but due to the efficient conversion of haste levels, the benefits of haste levels are not very low. Every 25.2 haste levels are converted into 1% physical haste & every 32.8 haste levels are converted into 1% spell haste.
Team bonus:
Physical haste: 1. Windfury Totem (enhanced Shaman)/enhanced Cold Claw (Ice DK & Dual Aura DKT): 20%; 2. Swift Punishment (Retribution Cavalry)/enhanced Moonkin Form (Bird Virtue): 3%. Spell Haste: 1. Air Fury Totem (Shaman): 5%; 2. Swift Retribution (Retribution Cavalry)/Enhanced Moonkin Form (Bird Virtue): 3%. Heroic (Shaman): 30% physical & spell haste, lasts 40 seconds. The haste bonus effect is calculated multiplicatively, for example: physical attack speed: weapon base attack speed/(1+panel haste level/25.2%)/(1+20%)/(1+3%)/(1+30% ).
5. Armor-breaking level
The armor-piercing level only affects normal attack & Crusader Strike & Holy Storm, and the benefits are low. However, the armor-breaking level is not poison, but the income is low, so there is no need to avoid being like a snake or scorpion.
The specific calculation method of armor breaking:
In the Beta test, level 83 wooden pile armor reduces damage by about 41%, which is consistent with the data of the original WLK. The details are as follows:
The calculation method of armor damage reduction: target armor/(target armor + armor constant) , of which level 83 The target armor is 10643, and the armor constant is 15232.5. Calculations show that when there is no armor penetration, the armor damage reduction value of a level 83 target is approximately
41.131%. Conversion method of armor breaking level:
Armor penetration during the WLK period is divided into skill armor penetration rate and equipment armor penetration rate:
Skill armor penetration rate: 1. Armor-breaking attack (Warrior)/Armor-breaking (Thief)/Acid spitting (Beast King Hunter): 20%
2. Faerie Fire (Druid)/Curse of Weakness (Warlock)/Bee Sting (Hunter): 5%.
The armor breaking skills are calculated multiplicatively with each other, that is, they can jointly reduce the target's armor by 24% , which is directly multiplied by the target's armor.
When the above-mentioned team breaks through the armor, the level 83 target's armor remains at 8088.68 points, and the armor damage reduction value is approximately 34.683%.
Equipment armor penetration rate: every 14 armor penetration levels increase the armor penetration rate by 1%. The effect of this 1% armor penetration rate on the target armor can be simplified as follows:
Armor penetration value = armor penetration rate of equipment * [(target remaining armor + armor constant)/3].
Combined, the target armor damage reduction can be simplified and calculated as follows:
(8088.68-(23321.18/3)*Equipment Armor Penetration Rate)/(23321.18-(23321.18/3)*Equipment Armor Penetration Rate)
6. Weapon basic damage & attack speed
Compared with TBCC, the impact of WLKC weapon basic damage & attack speed on output is weakened, but they are still values that need to be referenced.
P1 stage attribute scoring
Strength: 1.99 Agility: 0.93 Attack power: 0.79 Critical hit: 0.96 Haste: 0.84 Armor breaking: 0.69 Hit: 1.38 Accuracy: 1.02 Weapon damage per second: 6.00 Weapon attack speed: 7.93
Race
1. Humanity: self-interest and control & quick reputation gain & accurate sword and hammer
2. Delaney: Team hit & Hot blood recovery
3. Dwarves: Stone Statue Form & Hammer Accuracy
4. Blood Elf: Team DPS is relatively higher
major
Recommended engineering and jewelry
1. Engineering is mainly of tactical value, and its pure DPS benefits are mediocre.
2. Jewelry is the major with the highest DPS income.
3. Blacksmithing is slightly weaker than jewelry; tailors are currently unable to determine the built-in CD of cloak enchantment, but it will not be stronger than jewelry.
4. The DPS benefits of alchemy/enchantment/inscription/leatherworking are the same, but there is a clear gap with jewelry, and each has its own professional characteristics.
5. Mining/peeling/herb gathering, if you are interested in DPS, it is not recommended to choose the collection major.
Enchant
1. Head: Secret Potion of Torment (revered by the Knights of the Ebon Blade)
2. Shoulder: Master's Ax Inscription (Exclusive to the Inscription)/Powerful Ax Inscription (Worshipped by the Sons of Hodir)
3. Cloak: Blade embroidery (exclusive for tailors)/high elastic padding (exclusive for engineering)/22 agility/23 haste level
4. Chest: 10 full attributes
5. Wrist: 130 attack power (exclusive for leatherworking)/50 attack power
6. Hands: Super accelerator (exclusive for engineering)/44 attack strength
7. Legs: ice scale leg armor
8. Feet: Nitroglycerine propeller (exclusive for engineering)/12 critical hit & hit rating/32 attack power
9&10, Ring: 40 attack power (exclusive for enchantment)
11. Weapon: Fury
Consumables
1. Potion: Mixture of Endless Rage
2. Potion: Speed Potion
3. Food: Power food is stronger than equal feast
Talents and Glyphs
Retribution talent tree
1.1 Deflection: PVE value is too low 1.2 Blessing: Must point 2.1 Heart of the Crusader: Must point 2.2 Enhanced Judgment: Must point; 2.3 Enhanced Power Blessing: Depends on team needs3.1 Defense: Depends on team needs (DKT does not have defense-like effects)3.2 Conviction: Must point 3.3 Seal of Command: Must point; 3.4 Justice pursuit: Depends on personal needs 4.1 Eye for an eye: PVE value is too low 4.2 Holy of battle: Must point 4.3 Conquest: Must point 5.1 Two-handed weapon specialization: Must point 5.2 Holy Punishment: Depends on team needs 6.1 Revenge: Must point 6.2 Holy Will: Depends on team/individual needs (can remove self/teammates from coma for some battles) 7.1 Art of War 7.2 Repentance 7.3 Judgment of the Wise: Both must point 8.1 Fanaticism & 8.2 Holy Fury: All must be points 9.1 Swift Retribution: depending on team needs 9.2 Crusader Strike: must be points 9.3 Holy Light Unsheathed: must be points; 10.1 Righteous Revenge: must be points 11.1 Holy Storm: must be points
Holy talent tree
1.1 Mental Concentration: PVE value is too low 1.2 Seal of Purity: A must-have 2.1 Healing Light 2.2 Divine Wisdom 2.3 Immortal Faith: Both are optional 3.1 Aura Mastery: Depending on the needs of the team (used to deal with spell damage in some battles) 3.2 Inspiration : PVE value is too low 3.3 Enhanced lay healing: 4 depending on team needs Not enough talent points
Defense talent tree
1.1 Holy: Optional for passing by 1.2 Holy Power: Must be selected 2.1 Indifferent: Optional for passing by 2.2 Guardian's Favor: Depends on team needs 3.1 Holy Sacrifice: Depends on team needs (only effective for the team; absorbs up to 200% of the Paladin's upper limit of health) Damage, little value; it needs to be linked with 4.1 Holy Guardian to function; the talent points of the Punishment Cavalry are not enough); 3.2 Enhanced Wrath of the Righteous: PVE value is too low 3.3 Tenacity: PVE value is too low 4, talent points are not enough
Great Glyph
1. Glyph of Seal of Vengeance: Required
2. Glyph of Judgment: Required
3. The Glyph of Consecration affects the CD of Consecration, and is linked to the value of the Glyph of Exorcism & Glyph of Judgment.
In general, Glyph of Devotion & Glyph of Judgment > Glyph of Exorcism & Glyph of Judgment
Minor Glyph: Glyph of Sense Undead, required.
gem
1. Colorful : Cruel Earth Invasion Diamond (slightly weaker than Chaos Sky Flame Diamond, but the activation conditions are 1 red & 1 yellow & 1 blue, which is better than the latter's 2 blue)
2. Red slot: simple prefix gem (pure strength)
3. Yellow slot: If the slot reward can recover the loss, then etching (power, hit) & inscription (power, critical hit); prefix gem. Otherwise plain prefix gem.
4. Blue slot: Insert Tears of Nightmare into the blue slot with the best reward; the rest are plain prefixed gems.
Note: Colorful activation guaranteed.