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The complete collection of weapons in Assassin's Creed Valhalla (which weapon is the most practical weapon in Assassin's Creed Valhalla)

The complete collection of weapons in Assassin's Creed Valhalla (which weapon is the most practical weapon in Assassin's Creed Valhalla)

What weapon is easy to use in Assassin's Creed Valhalla? Different weapons in the game have different damage effects. This article brings you data testing and analysis of various weapons of Assassin's Creed Valhalla. I hope you like it. (Double Spear yyds)

Analysis of various weapons data of Assassin's Creed Valhalla

  1. Strength and damage

  When your strength is higher than that of the enemy, the damage will be higher. The lower the intensity is than the enemy, the more the damage is reduced.

  When there is a red icon on the enemy's head, the difference is about 20-40, and your damage will be reduced by more than 20%. If it becomes a skeleton icon, the damage will be less than half.

  But even if you challenge level 250 at level 1, the damage will still be about 30%. Scraping is still feasible and it will not be as difficult as the Black Soul Broken Sword. For example, a level 340 old witch in Dong'an. (What do you say you can get it in seconds? Then it’s okay to be harmless).

  It is impossible to overcome the level wall by relying on equipment management and point management. Using the mythological knife, the best armor is still scraping and quilting.

  2. Add points

  List several skill lines with the largest profit and least consumption points.

  1.[Serial Assassination][Automatic plundering][Arrow reverse throw]. Arrow reverse throw is a very comfortable skill. When facing the thrown objects of elite enemies, you can directly return them with one click. When you are in the Miscellaneous Soldiers and Shura Field, you can also not have to chase the archers and fight back with ease.

  2.[Brathful spirit][Double-wielding and heavy-hearted martial arts], the main purpose is to get dual-wielding.

  3.[Sprint Attack][Battlefield Throw], the sprint attack can cause twice the damage. Battlefield throwing is a performance skill, so it is forced to be harmless.

  4.[Double-holding change][Escape from Death]. Escape from Death is the core of the entire game. Emergency dodge is stopped when triggered, which lasts for up to 3 seconds. As long as you have this move, it is not a dream to hit level 1 to reach a maximum level.

  In addition, there is no need to deliberately identify and add points, just focus on how to connect skills. Wasting time to carefully design the attribute points can only be exchanged for less than 10% improvement.

  For example, [Melee Damage + 4], the test found that clicking it cannot increase the damage of the minor and severe attacks, which is outrageous.

  II. Characteristics and focus of weapons

  1. Dagger

  Although the value seems to be very weak, it is actually completely crushed whether it is a single damage or frequency! It is output with a light attack throughout the whole process, so there is no need to worry about exhaustion at all, and you can dodge it as much as possible. High attack speed, high damage, the king of dps.

  (Reference data: 45 sidesThe dagger damage of the board is 25, the axe damage of the 50 panel is only 18, and the giant sword damage of the 100 panel is only 25).

  2. Little Axe

  The axe is the most embarrassing light weapon, and no advantages have been found yet. Possible Ubisoft bug

  3.Spike

  One inch long and one inch stronger, it is a natural advantage. However, the spear only causes damage when the tail move (light, heavy, light, heavy), so you must complete the end of the heavy attack before the enemy takes action (reference data: the spear on the 50 panel has 18+18+40 at a time)

  4. Chain Hammer

  The use of the chain hammer is similar to the Nino's scythe, with a large front sway. After completing the casting action, the reward is a high frequency output, and at this time, dps is close to the dagger. At the same time, because of its good impact, it can suppress the soldiers and cannot counterattack. There are delays in both moves and final moves, and you need to get used to the rhythm to make it work.

  5. Little Hammer

  The real panacea has reliable damage and high efficiency in breaking shields and body breaking. Perhaps the only disadvantage is that the light attack combo will terminate in the third time, so it is necessary to lift the bow and cancel the combo to form an infinite light attack.

  6.Giant Sword

  Man's romance. However, the damage of the normal attack is extremely low, and the 100 panel can only deal 25 damage. The essence lies in the even-numbered combo (light and heavy), and the power of a stab strike is extremely high (100+). And after adrenaline technology, it can directly derive a sprint, saving the combo front. Therefore, I personally understand that it is an explosive weapon. In actual combat, hormone + heavy attack, four cycles, and half of the blood boss can be directly lost in seconds (or when the height difference exceeds the level).

  7. Giant Axe

  Vulnerability exporter among heavy weapons. The damage of one sword is equivalent to two giant swords, and a piece of flesh will be lost if you rub it. Note that combat skills are just relying on swirl to hit more people, and they are simply useless to spend their energy on singles, so they don’t need them if they can. After dual-holding, you will be more happy and will run to destroy the world (200+).

 8.Shield

  Do you hold a shield? No, a strong man doesn't hold a shield.

  Four. About Dual Holding

  When holding a dual weapon, two weapons will be waved at the same time or alternately, causing two stages of damage.

  1. The damage depends on the sum, so it has almost no effect on whoever puts the left hand and whoever puts the right hand.

  2. The attack distance of the left hand is short, so it is likely to lose damage by swinging it in the air, but the lost damage value is very low (a common fabric is 13+27, and it is not a pity to lose the damage of the left hand).

  3. The dual-held attack speed is slightly lower than one-handed x2

  4. If you hold a different weapon in both hands, the general attack action follows the right-hand weapon, and the combat skill action follows the left-hand weapon.

  5. But if dual-holding appearsIncompatible (such as light weapon counterweight weapons), the normal attack will not wave the left-hand weapon (back behind the body), but simply enhance the power of the right-hand weapon (slightly reduce the attack speed). The combat skills are only the only ones who have left hand.

  Personal recommendation: Double daggers. Double hammer. Giant axe with giant sword. Double giant axe and double spear.

  Five. Damage

  1. The level difference between oneself and the enemy determines the damage discount.

  2. The attack power of the weapon can increase damage in a linear manner.

  3. Daggers, hammers, and giant axes are more suitable for general attack output, combat skills and continuous segments.

  Lack of meaning

  4. Spears and giant swords can only rely on the chain, otherwise there will be no damage.

  5. During combo, the damage will gradually increase (20/21/21/22/23/24/25/26).

  6. The critical damage rate is extremely low, and it is almost impossible to identify a critical hit except with the yellow character. Therefore, do not insist on accumulating critical hit rates.

  The above conclusion has passed a rough test and is not guaranteed to be accurate, but it is basically enough to guide the game.

  (Abstract test content:

  -Actual damage sampling of the ladder attack power of the same type of weapon.

  -Damage curve when dealing with enemies in level 160 at level 1, level 80, level 100, level 105, level 110…140.

  -Coarse measurement of the action magnification of various weapons.

 -The impact of several additional points changes on damage.

  -Observation and numerical records of dual-holding and turnover of various weapons)

  Update: Regarding the value of the armor (insufficient data samples, for reference only)

  A 0.1% damage is reduced for every 1 point of armor. For example, if the full set of armor is stacked to 120, the damage reduction is 12%.

  Same light/heavy resistance is reduced by 0.1% for each point.

  When with a light attack, both must be calculated separately, so it is a multiplication relationship.

  Give a numerical reference, the level 4 full set of Black Crow suits, 120 defense and 140 light and heavy resistance, which is close to 0 resistance compared to not wearing clothes, and the injury gap is only about 20%.

  So apart from pursuing the threshold of being crossed, you will not be sent away with one knife. The armor is almost useless. Upgrading armor is almost a waste of resources, because every level upgrade brings poor damage reduction benefits. The damage reduction gap is only about 5% for the full set of level 5 armor (compared to level 1 armor).

  So it is OK to not upgrade the armor, but it is generally recommended to at least level 4.

  Some armors have higher values innately, such as the Saul suit.

  Addresses should pay more attention to the number of rune slots and suit effect. To make up the numbers, wearing one piece from east to west is a confusing behavior.

  Working 2 pieces of the suit can completely trigger the first passive, and wearing 5 pieces can only trigger the second passive. Therefore, if the full time is not collected, a 2+2+1 structure can be adopted.

  Press L2 (keyboard V) to see the trigger conditions/overlay/value in detail.

About buff

  The effect of [+20.0 ranged damage][+10.0 melee damage] is nearly increased by 20%, 10%. This effect of melee can normally take effect on minor and heavy attacks.

  [Elevate Attack] can directly increase the weapon panel, that is, the weapon attack power.

  When the alien mutually exclusive dual-holding, even if you only wave the right-hand weapon, the effect of the left-hand weapon can be triggered normally. And add two weapons panels at the same time.

  Typical use: left-handed axe and right-handed dagger. When the dagger is poked continuously, you can eat the axe passively [each time you hit the enemy, increase the attack, up to 10 layers and 15 attacks] panel upgrade.

  And if it is not mutually exclusive, the values of the two weapons will be increased every time they hit.

  In the character panel, any number with the initial 50 is not linearly superimposed at all. For example, the shield special effect [Platformed temporarily increases light attack damage +10.0]. When triggered, the [Light Attack Damage] item 74 in the panel is changed to. 84. But the actual damage is, based on the original 74 effect, another 10% increase is made.

  I don't know whether the [+4 melee attacks] in the skill point are accumulated or exhausted (although it does not increase the damage at all)

  The test and analysis of various weapons of Assassin's Creed Valhalla has been shared here, hoping that it will be helpful to everyone's game.

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