1 Strengthen ancestral knowledge TT3 2
2 No points are needed on the second floor, and the data test can only increase the yield by about 0.3%
3 If you are For leveling, use water polo. So you don't need to click on the static shock. You should choose static shock for FB output.
There are many schools of dual-wielding weapons. The most popular are the main ones. fast and deputy slow, main wind fury and deputy tongue of fire, and main decapitation and deputy Cat Glaze.
Wind Fury has the highest damage among the types, but it has a built-in 45 second trigger CD, and the secondary Flame Tongue is due to the effect of Lava Slam.
I just read the answer at the bottom. I mean your ancestors are full of knowledge, how can you have enough talent points, and the wolves will definitely come out no matter whether you areez PVE or PVP, SM. it takes two wolves to team up for a task, 90% can be completed alone (except for FB tasks), and you can also take water polo with you at the start of leveling, which will give you much better range. the battery.
It is also said below that the knowledge of the ancestors is full. If full, intelligence will be increased by 6%. Under the effect of talent and intelligence, the maximum attack strength is more than ten points. Then if you click to strengthen the TT you will get almost 50 more points, which do you think is better, a strong attack or a less critical attack?
We also talk about double handling and double slowness. This is the configuration of the original SM style of magic damage Flametongue (incidentally, this style comes from the original FB mixed equipment, full body. elemental equipment, relying on magic power to combat armes Firetongue) Add a bonus to the output, and add a capacitor to the accessories, but the efficiency of this kind is not very high, so it was abandoned)
It's just boring, let tell me about the options for improving SM attributes
When it reaches 70
The top priority is to reach 177 first, then talk about the others. things
The following are AP, critical hits, haste and armor piercing
p>Due to Blizzard configuration issues, the piercing attribute armor can only reach a maximum of 20% (DZ's Brutal Combat, Little D's Elven Fire, and Warrior's Piercing Attacks are all considered Piercing Attacks), so there is no need to upgrade them. accumulate in FB, the team's negative BUFF on the BOSS can achieve very high armor penetration.
Critical hits are not only used to maximize damage, but also mainlyalso to the talent burst effect (25% attack speed bonus)
p>Speed is the best attribute among all attributes. . This is the only attribute that will not overflow and be wasted.
AP, need I say it?
So quickly hit armor piercing with critical strike AP
World of Warcraft jewelry trigger probability
Vision is economical and affordable
p>
The Crusader's triggers are very weak. This has nothing to do with the weapon's attack speed. It appears to be set to fire 1.2 times per minute.
Dual weapons equal double burn
Basics of the process
Basic knowledge of the trigger probability of an element
p>
Trigger probability
The trigger probability of an element refers to the effect that can occur in a specific situation. The most specific refers to the effect ofu launching a physical attack or casting a spell, but it can also refer to the effect triggered during an attack. For example AngstromThe Wall of Sinnoth or the Ring of the Eternal Defender. For the sake of this article, I'll use attack trigger chance, but the principles apply to all types of trigger chance.
First of all, there are two things you need to know about trigger probability: its trigger probability and its built-in CD.
Trigger probability generally has two categories. The first is a strict percentage chance to trigger. Regardless of the weapon used, the trigger chance is the same. For example, no matter what fast weapon the thief uses, there is a 20% chance that the combat potential will be triggered by an unarmed attack (of course, you have to strike). Whether you attack five times per second or once,your chance of triggering an attack is twenty percent. Likewise, Sextant's 20% trigger against the tide can be a critical hit regardless of which spell it is.
The second is the number of triggers per minute (PPM for short). This trigger probability is uniform, that is, when you use a weapon to attack automatically, the number of triggers per minute does not depend on the speed of your weapon. A simple example is that the meerkat's trigger chance is 1.12 times per minute. Therefore, I use a 2.0 speed weapon. It has a trigger probability of 4% in a minute (60/2.0=30 attacks in a minute) and the average is 30×0.04=1.2 times. Likewise, if I use a 3.0 weapon, the chance of triggering each time is 6%.
It should be noted that in the era of expeditions (after the 60s), any weapon acceleration effect has an impact on the probability of dicetrigger the effect of your auto attack. For example, if I have 25% speed, I will attack 25% more per minute, so each attack will reduce my proc chance but my proc chance per minute remains the same. Note that this has "no" effect on the pre-TBC era's proc chance, for example Crusader's old enchantment effect, its proc chance only depends on the weapon.
Please note, however, that this only applies to automated attacks. If you keep using skill attacks, like Unholy or Deadly or whatever, those can also trigger effects, and those will add additional trigger effects. Unlike autoattack, haste does not reduce the chance of triggering skill attacks. If you use a 3.0 weapon with Mongoose attached, each of your skill attacks will have a 6% chance to trigger the Mongoose effectyou, no matter how hasty you are. .
An example may be helpful on this question. Well, like the traitor's madness. This is an accessory with a trigger probability of 1PPM. Let's say I attack with a main hand of 2.5 and a side hand of 1.5. Let's continue to assume that I get 50% speed from various sources, as well as Windfury Totem, and that I use Unholy every 4 seconds. Then my main hand automatically attacks 36 times per minute, so each main hand attack has a 2.78% chance of triggering Betrayer's Madness. However, these 36 attacks per minute will trigger 7.2 Wind Furies which are determined to be automatic attacks, and can also trigger Betrayer's Madness. So basically every time IMinutes will be obtained from auto attacks and wind fury (36+7.2)*2.78=1.2 trigger possibilities. Now my secondary handcan trigger Betrayer's Madness "simultaneously", but since I attack 60 times per minute and only have a 1.67 chance to trigger each time, my off hand will also trigger 1 per minute. Finally, I still have 15 unholy attacks per minute, each with a 4.17 chance to trigger (because the chance to trigger is reduced by the preset haste effect). So, my illness has a chance of triggering 4.17*15=0.625 times per minute. So, on average, the probability of triggering the traitor's madness is 1.2+1+0.625=2.825 times per minute.
Effective duration
What is really important is to determine the effective duration of a BUFF, that is, the portion of time during which the BUFF takes effect. This is easy when dealing with internal CDs taking longer than BUFF time. If we define:
D = buff duration
p = probability (percentage) of attack triggering a special effect
v = attack triggeringa special effect a second time
c = integrated CD
U = valid time, then
U=\frac{D}{c+\frac{ 1}{vp } }
The real problem is when triggerable effects don't have a built-in CD. Some people may simply think that the effect of 1 PPM lasts for 15 seconds, so the effective time is 25% (15/60 = 25%). Unfortunately, you are wrong. Since there is no built-in CD, special effects may trigger overlaps, reducing the actual effective duration. The correct formula is:
U=1 minus (1-p) raised to the power (D*V)
Is there a built-in CD special effect
p>What's going on?
As mentioned before, most jewel effects have built-in CDs to prevent them from triggering continuously. Typically this duration is three times the duration of the special effect, but some will be longer and some special effect buffs will not have a built-in CD. The value of objets can vary greatly, so I've put together some information on the trinkets to make comparisons easier.
How do special effects work with CDs?
If an item's special effect lasts 15 seconds and has a CD of 45 seconds, this means: if this accessory's special effect is triggered, you will have the special effect for 15 seconds and the next 30 seconds without special effect triggering, after these 45 seconds (starting after the special effect triggers), this item's special effect can be triggered again according to the opportunities listed.
What happens if I have multiple special effect trinkets?
From my personal testing, they seem independent (anti-harmony). I can trigger two special effects at the same time or in a short period of time, and their BUFFs can be overlapped. (I use the stanza from ShifalPoint Horn and Countercurrent Sextant, some seem to say that iThey share CDs? )
Is there any general advice?
Even with few surprises, new things are always different from previous ones. However, the following is currently applicable.
- Weapon effect: "On hit may:..." has no CD and can be triggered continuously.
- Weapon FM: "On hit may:..." has no CD and can be triggered continuously.
- Special effects after critical hits on jewels generally do not have CD
- Most colored gems do not have CD and can be triggered by continuous.
How Magic Surge works
Weapon FM Magic Surge is special: it only has a 10 second trigger time but a built-in 50 second CD, but it can be combined with the special effects of other people on your team. In a team of 5 spellcasters, it is possible for the others' effects to stack with yours, but this is only a possibility.
Currently I am only listing items that I have personally tested. I would really appreciate it if you could experiment with other trinkets, whether physical or magical.
I will include as much information as possible to make it easier to compare these items.
No-CD trigger effects
Crusader Enchantment: Permanently enchant a melee weapon so that it regularly heals you for 45-75 when attacking and increases your strength by 60 points for 15 seconds. 1PPM without
CD.
Mongoose Enchantment: Permanently enchant a melee weapon to give it a chance to increase your Agility by 120 and Attack Speed by 2% for 15 seconds. 1PPM without CD.
Windfury Totem: 20% chance to give you an extra attack and 445 extra attack power bonus, no CD.
Earthstorm Diamond of Insight: 300 recoverypower, 5% chance to trigger spells, no CD
Dark Moon Card: Blue Dragon: 2% after successfully casting a spell Chance to maintain 100% mana recovery when casting, d '15 seconds long, no CD.
Black Moon Card: Void: Gives the bearer a 10% chance to resurrect and restore 20% of their health and mana.
Eye of Gruul: Each healing spell you cast has a 2% chance to reduce the mana cost of the next spell you cast within 15 seconds by 450 points, no CD. AOE treatment can increase the chance of triggering
(Best for priests to brush the ring...)
Eye of Magtheridon: Equipment: When resisting your spell, it will make you gain 170 points of bonus to spell damage, lasting 10 seconds, without CD.
Traitor's Madness: There is a certain chance that you will ignore the target's armor value of 300 for 10 seconds. 1PPM (atranged or melee) does not have a CD.
Talisman of Gray Tongue of XXX (prestige accessory of the Black Temple), without CD
Wrath of Cenarius (ancient): Your damage spells have a 5% chance of hitting After targeting, damage caused by your spells and magical effects is increased by 132 points, lasting 10 seconds, without CD.
Azzinoth Fortress (door panel): After being hit, there is a 2% chance to increase your armor value by 2000 points, for 10 seconds, without CD.
Spell Strike Set: Once your damage spell hits, there is a 5% chance to increase your spell damage up to 92 points, for 10 seconds, without CD.
T4 of Restoration/Balance D: What are your beneficial/harmful spells? % chance to restore up to 120 mana for you, no CD.
T4 of Wild D: 4% chance to recover 10 rage in bear form after a hit, 20 energy in bear formcat, no CD.
SS T4: Your shadow/fire damage spells have a certain chance to give you 135 bonus points of shadow/fire damage.
T5 of the Mage: Your critical hit with spell can give you up to 70 points of bonus spell damage. The effect lasts 6 seconds and has no CD.
Trigger effects with shorter CD
Windfury Weapon (not Windfury Totem): 20% chance to give you an extra attack and 445 bonus attack power during 3 seconds
Capacitor: Every time you land a damaging spell critical hit, you gain a ball of lightning. After accumulating 3 lightning balls, they will be released automatically, causing 694
-806 damage to your current target. A single ball of lightning can be accumulated every 2.5 seconds.
Mark of Resistance: Once the spell hits the target, there is a 15% chance to restore 128 to 172 points of mana to bearer, with a 15 second CD.
Fel Mecha Piston: Your direct healing spells have a 15% chance to apply a continuous healing effect to the target, restoring a total of 500 health over 15 seconds
p>Tibal Focus Crystal: Each time your spell causes periodic damage, there is a 10% chance of taking an additional 285-475 points of damage, 15 second CD.
Dragon Spine Medal: Your melee and ranged attacks increase your haste level by 325, 1 PPM, for 10 seconds, 20 seconds CD.
Astral Spiral: Your Special Attack has a 25% chance to grant you 1000 Armor Penetration, lasting 15 seconds, with a CD of 30 seconds.
Long CD trigger effects
Thunder Skyfire Diamond: Attack increases haste level by 240, 10 seconds, 1 PPM, 40 seconds CD.
Arcane Skyfire Diamond: Spell has 15% chance to increase levelspeeding up your spells by 240 for 4 seconds, with a CD of 35 seconds.
Egg Knife Special Effect: Your melee attack has a 2% chance to increase your haste level by 450, for 10 seconds, with a CD of 45 seconds.
Endless Loop Beetle: Your direct healing spells and continuous healing spells have a 10% chance to increase your spell haste level by 320 for 6 seconds.
Endless Chain of Blessing: Once your spell is cast, there is a 10% chance that you can maintain a 15% mana recovery rate when you cast the spell. The effect lasts 15 seconds and has a CD of 45. seconds.
Tidewalker's Brooch of the Abyss: Your natural spells have a 15% chance to restore 335 mana, with a CD of 45 seconds.
Sifal's Knot Horn: After a critical hit with a spell, there is a 20% chance to increase your spell damage and healing by 225, for 10 seconds, with CD de 45 seconds.
Eye of Quagmira: Your damaging spells have a 10% chance to increase your spell haste level by 320, lasting 6 seconds, with a CD of 45 seconds.
Sextant Against the Tide: Your spell critical strike has a 20% chance to increase your spell damage by 190 points. The effect lasts 15 seconds and has a 45 second CD.
Tome of Burning Redemption: After casting a spell, there is a 15% chance to receive up to 290 spell damage and healing bonuses, with a CD of 45 seconds.
Hourglass of the Decomposer: There is a 10% chance to increase your attack power by 300 points after a critical hit, lasting 10 seconds, with a CD of 45 seconds.
Shame Fragment (I hate this translation): There is a 10% chance to increase your attack power by 230 points when you hit the target, for 20 seconds, 45 seconds CD.
Tsunami Amulet: There is 10% chanThese increase your attack power by 340 points after a critical hit, lasting 10 seconds, with a CD of 45 seconds.
Escape Robe: After a successful cast, there is a 10% chance to increase your spirit by 145 points, for 15 seconds, with a 45 second CD.
Robes of the Ancient Scholar: After your damaging spell hits, there is a 5% chance to increase your spell damage up to 130 points, lasting for 10 seconds, with a 45 second CD.
2.4 Prestige Necklace has a trigger chance of 15%, duration of 10 seconds, built-in CD of 45 seconds
Haishan's Ring of Worship: Trigger probability: 1 PPM for physical attack, 3% for defense, justice is 10%, both have a 60 second CD.
Jewelry triggering issue in World of Warcraft, can continuous damage processing trigger jewels?
Passive jewelry has two methods of ctrigger calculation. One is a built-in CD, such as Eye of Quarkmilla, which has a 10% chance of hitting every time. The built-in CD is 45 seconds, sextant against the flow, and critical hit. 20% chance, built-in CD 45 seconds; the other is ppm (trigger time per minute), for example, traitor's madness, its ppm value is 1, if your weapon speed is 3, then the special effect. of 1 ppm means, no test Taking into account possible acceleration effects and instant weapon skills, your attack (60/3=20) in 1 minute can trigger 1 special effect. In other words, for a weapon with weapon speed 3, the probability that it will trigger a special effect. effect It is 1/20=5%. If there is no built-in CD limit, then every attack is likely to trigger the effect.
Here are the built-in CDs and ppms of some enchantments, accessories, gems, etc. in TBC:
Mongoose: Permanently enchants amelee weapon, giving it a certain chance of killing you. Agility is increased by 120 points and attack speed is increased by 2% for 15 seconds. 1.2 ppm, no CD.
Execute: Permanently enchants a melee weapon to give it a chance to ignore the target's 840 armor for 15 seconds. 1.2 ppm, no CD.
Windfury Weapon: 20% chance to give you an extra attack and 445 extra attack power, 3 second CD.
[Insight Earthstorm Diamond]: Restores 300 mana, 5% chance to trigger spells, no CD.
[Thunder Skyfire Diamond]: Attack speed increased by 240 haste levels, 10 seconds, 1 PPM, 40 seconds CD.
[Arcana Skyfire Diamond]: The spell has a 15% chance to increase your spell haste level by 240 for 4 seconds, with a CD of 35 seconds.
[Sifal's Knot Horn]: After a critical spell hit, there is a 20% chance to increase damageand healing your spells of 225 points, lasting 10 seconds, with a CD of 45 seconds.
[Eye of Quagmira]: Your damage spells have a 10% chance to increase your spell haste level by 320, lasting 6 seconds, with a CD of 45 seconds.
[Hourglass of the Decomposer]: There is a 10% chance to increase your attack power by 300 points after a critical hit, lasting 10 seconds, with a CD of 45 seconds .
[Endless Loop Beetle]: Your direct healing spells and continuous healing spells have a 10% chance to increase your spell haste level by 320, which lasts 6 seconds and has a CD of 45 seconds.
[Eye of Gruul]: Each healing spell you cast has a 2% chance to reduce the mana cost of the next spell you cast within 15 seconds by 450 points, no CD.
[Eye of Magtheridon]: When your spell is resisted, you will gain 170 points of bonus spell damage, lasting 10 secondswaves, without CD.
[Betrayer's Madness]: There is a certain chance that you will ignore the target's armor value of 300 for 10 seconds. 1PPM (ranged or melee) without CD.
[XXX's gray tongue spell]: No CD.
[Azzinoth Fortress]: After being hit, there is a 2% chance to increase your armor by 2000 points, for 10 seconds, without CD.
[Capacitor]: Every time you land a damaging spell critical hit, you gain a ball of lightning. After accumulating 3 lightning balls, they will be released automatically, which will affect your current level. The target deals 694 to 806 damage. A single ball of lightning can be accumulated every 2.5 seconds.
[Piston of Magic Mecha]: Your direct healing spell has a 15% chance to apply a continuous healing effect to the target, restoring a total of 500 health over 15 seconds, with a 15 second CD.
[Focusing Crystalof Tibal]: Each time your spell causes periodic damage, there is a 10% chance to add an additional 285 to 475 points of damage, with a CD of 15 seconds.
[Dragon Spine Medal]: Your melee and ranged attacks increase your haste level by 325, 1 PPM, lasting 10 seconds, 20 seconds CD.
[Astral Spiral]: Your special attack has a 25% chance to grant you 1000 armor penetration, lasting 15 seconds, with a CD of 30 seconds.
[Tidewalker's Abyss Pin]: Your natural spells have a 15% chance to restore 335 mana, with a CD of 45 seconds.
[Backward Sextant]: Your spell critical strike has a 20% chance to increase your spell damage by 190 points. The effect lasts 15 seconds and has a 45 second CD.
[Holy Scripture of Burning Redemption]: After casting a spell, there is a 15% chance of receiving up to 290 spell damage andhealing bonus, with a 45 second CD.
[Fragment of Shame]: There is a 10% chance to increase your attack power by 230 points when you hit the target, for 20 seconds, with a CD of 45 seconds.
[Tsunami Amulet]: There is a 10% chance to increase your attack power by 340 points after a critical hit, lasting 10 seconds, with a CD of 45 seconds .
[Escape Robe]: After successfully casting the spell, there is a 10% chance to increase your spirit by 145 points, lasting 15 seconds, with a CD of 45 seconds .
[Clothing of the Ancient Scholar]: After your damaging spell hits, there is a 5% chance to increase your spell damage up to 130 points, by one duration of 10 seconds, with a CD of 45 seconds.
[Warblade of Azzinoth]: Your melee attack has a 2% chance to increase your haste level by 450, for 10 seconds, with a CD of 45 seconds.
[Gray Naaru Flake]: yourRanged or melee attacks have a 10% chance of triggering the Combat Analysis special effect, which lasts 20 seconds and has a CD of 45 seconds.
Passive jewelry has two trigger calculation methods. One is a built-in CD, like the Eye of Quarkmilla, which has a 10% chance of hitting every time. The built-in CD lasts 45 seconds, backwards. sextant and critical hit. 20% chance, built-in CD 45 seconds; the other is ppm (trigger time per minute), for example, traitor's madness, its ppm value is 1, if your weapon speed is 3, then the special effect of 1 ppm means that, what regardless of the weapon's acceleration effects and instant skills, your attack in 1 minute (60/3 = 20) can trigger 1 special effect. In other words, for a weapon with a weapon speed of 3, it triggers. a special effect The probability is 1/20=5%. If there is no built-in CD limit, then every attack is slikely to trigger the effect.
Here are the built-in CDs and PPMs of some enchantments, accessories, gems, etc. in TBC:
Mongoose: Permanently enchants a melee weapon, giving it a certain chance of killing you. Agility is increased by 120 points and attack speed is increased by 2% for 15 seconds. 1.2 ppm, no CD.
Execute: Permanently enchants a melee weapon to give it a chance to ignore the target's 840 armor for 15 seconds. 1.2 ppm, no CD.
Windfury Weapon: 20% chance to give you an extra attack and 445 extra attack power, 3 second CD.
[Insight Earthstorm Diamond]: Restores 300 mana, 5% chance to trigger spells, no CD.
[Thunder Skyfire Diamond]: Attack speed increased by 240 haste levels, 10 seconds, 1 PPM, 40 seconds CD.
[Arcana Skyfire Diamond]: The spell has a 15% chance to increase your levelspell haste of 240 for 4 seconds, with a CD of 35 seconds.
[Sifal's Knot Horn]: After a critical spell hit, there is a 20% chance to increase the damage and healing of your spells by 225 points, lasting 10 seconds, with a 45-second CD.
[Eye of Quagmira]: Your damage spells have a 10% chance to increase your spell haste level by 320, lasting 6 seconds, with a CD of 45 seconds.
[Hourglass of the Decomposer]: There is a 10% chance to increase your attack power by 300 points after a critical hit, lasting 10 seconds, with a CD of 45 seconds .
[Endless Loop Beetle]: Your direct healing spells and continuous healing spells have a 10% chance to increase your spell haste level by 320, which lasts 6 seconds and has a CD of 45 seconds.
[Eye of Gruul]: Each healing spell you cast has a 2% chance to reduce the mana cost of the next spell you cast inthe 15 seconds of 450 points, no CD.
[Eye of Magtheridon]: When your spell is resisted, you will gain 170 bonus spell damage, lasting 10 seconds, without CD.
[Betrayer's Madness]: There is a certain chance that you will ignore the target's armor value of 300 for 10 seconds. 1PPM (ranged or melee) without CD.
[XXX's gray tongue spell]: No CD.
[Azzinoth Fortress]: After being hit, there is a 2% chance to increase your armor by 2000 points, for 10 seconds, without CD.
[Capacitor]: Every time you land a damaging spell critical hit, you gain a ball of lightning. After accumulating 3 lightning balls, they will be released automatically, causing 694-806 damage to your current target. A single ball of lightning can be accumulated every 2.5 seconds.
[Piston of Magic Mecha]: Your direct healing spell has a 15% chance to applyer a continuous healing effect to the target, restoring a total of 500 health over 15 seconds, with a 15 second CD.
[Tibal's Focusing Crystal]: Each time your spell causes periodic damage, there is a 10% chance to take additional damage of 285 to 475 points, 15 second CD.
[Dragon Spine Medal]: Your melee and ranged attacks increase your haste level by 325, 1 PPM, lasting 10 seconds, 20 seconds CD.
[Astral Spiral]: Your special attack has a 25% chance to grant you 1000 armor penetration, lasting 15 seconds, with a CD of 30 seconds.
[Tidewalker's Abyss Pin]: Your natural spells have a 15% chance to restore 335 mana, with a CD of 45 seconds.
[Backward Sextant]: Your spell critical strike has a 20% chance to increase your spell damage by 190 points. The effect lasts 15 seconds and has a 45 second CD.
[Holy Scripture of Fiery Redemption]: After casting a spell, there is a 15% chance of receiving up to 290 spell damage and healing bonuses, with a CD of 45 seconds.
[Fragment of Shame]: There is a 10% chance to increase your attack power by 230 points when you hit the target, for 20 seconds, with a CD of 45 seconds.
[Tsunami Amulet]: There is a 10% chance to increase your attack power by 340 points after a critical hit, lasting 10 seconds, with a CD of 45 seconds .
[Escape Robe]: After successfully casting the spell, there is a 10% chance to increase your spirit by 145 points, lasting 15 seconds, with a CD of 45 seconds .
[Clothing of the Ancient Scholar]: After your damaging spell hits, there is a 5% chance to increase your spell damage up to 130 points, by one duration of 10 seconds, with a CD of 45 seconds.
[Warblade of Azzinoth]: yourmelee attack has a 2% chance to increase your haste level by 450, for 10 seconds, with a CD of 45 seconds.