In the Arknights game, we have been making after-sales adjustments for each sub-category of operators, that is, adding modules. However, some modules are useless, but some are very practical. Many players do not know the auxiliary geeks. How is the effect of the module? Let us take a look at the effect of the Arknights auxiliary geek module.
A
Branch characteristics: Your own life will continue to drain. When your life is higher than 80%, the natural recovery speed of your skills will be +0.25 seconds.
White value improvement: life, attack
Upgrade effect: The effect value of each attack is randomly increased, and all effects are activated with a certain probability, including the blood return effect, attack power, the time to pause the enemy target, and the time for the target to be stunned.
It's a wonderful module. Logically speaking, it should enhance Ah's own plugging and unplugging capabilities, but what this module obviously enhances is Ah's battlefield ability. Adding skills to a geek is really quite abstract. If what is enhanced is redeployment. If the time is reduced, it will be perfect. As long as it gives a buff that bleeds undeservedly, it can be considered an excellent enhancement, but it's a pity.
empty structure
White value improvement: attack, defense
Upgrade effect: Each attack has a 70% probability of triggering one of the following effects: the attack becomes a double hit, the target is stunned for 1 second, the attack ignores 80% of the target's defense, and the attack power of the current attack when triggered is additionally increased.
It's not very useful. This operator is essentially entertainment-oriented, and the five-star level has already reached the upper limit of strength, so don't have too high expectations.
looming
Branch characteristics: Prioritize attacking air units. When attacking air units, the attack power is increased to 110%.
White value improvement: life, attack
Upgrade effect: After staying on the scene for 20 seconds, the upper limit of one's own ammunition skills will be higher than 3, and the upper limit of ammunition skills of other random Rutland operators will be +1
This doesn't seem to be of much use. The upper limit of the strength of the five-star operator is stuck. If it is the upper limit of the ammunition of the enhanced Rutland operator, it would be fine. As for me, this thing is just to increase the output in disguise.