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Assassin's Creed Odyssey inscription guide (How to get the Assassin's Creed Odyssey inscription)

Assassin's Creed Odyssey inscription guide (How to get the Assassin's Creed Odyssey inscription)

Inscriptions in "Assassin's Creed: Odyssey" are a prop for improving players' combat power. Only with a good combination of inscriptions can the effect of inscriptions be maximized. So what inscriptions are easy to use in the game and where are they easy to use? Today, the editor will bring you a comprehensive guide to practical inscriptions on the game, hoping it will be helpful to you.

All-round guide to practical inscriptions

1. The most practical inscription collection strategy.

This post will give you the most practical collection strategies for the four [Clay Pottery Inscriptions]. These four inscriptions are [Hit + 15% Adrenaline] [Full Blood + 10% Critical Strike Rate] [Full Blood + 50% Critical Strike Damage] [+ 20% Frenzy Attack Damage].

When I collected inscriptions, I found that the biggest difficulty in collecting pottery slices was not [Decryption of the inscription of pottery slices], but finding these pottery slices in the vast [question mark] of the entire Greek world. As long as you find the pottery film, it is not difficult to decrypt the pottery film even if you don’t read the guide. And there are relatively mature strategies online. On the other hand, if you clear the map, you will find that it is useless to collect many inscriptions. I once wasted half an hour to unlock a poisoning damage + 1 second!!! Therefore, I have two purposes for making a strategy:

1. Only do the [most practical] inscription collection strategies to improve collection efficiency.

2. Excavate the source of the inscription (not unlocked location) to save the trouble of clearing pictures and question marks.

The following table gives the source of these four [most practical inscriptions]! I will display the specific location of each location in a screenshot after all the content is updated (no need to clear the question mark anymore)!

2. Damage mechanism and inscription classification.

In the previous [Warrior Large Strategy] post, I gave the calculation formula for the damage of this game, but due to the errors of some tests or the incomplete fit, there are some deviations from the actual results. I repeated the test and made corrections. The new version of the damage formula is:

Weapon panel * Weapon type panel magnification * Panel enhancement * Damage magnification * Action value * Special action enhancement magnification * Ability enhancement magnification * Damage increase magnification for specific enemies * Critical strike magnification * Specific damage increase magnification * Special damage magnification magnification magnification

Weapon type panel ratio: Sword/Daughter/Haw/Axe/Spear/Staff 15% damage, Sword and Dagger/Heavy Weapon/Spear/Spear 10% damage

Platform Enhancement: Warrior/Hunter/Assassin Passive (40%), Warrior/Hunter/Assassin 13-15% Damage, Curse (100% Damage 25% Health), 15% Damage - 15% Life, all damage 5%, Hunter/Warrior 25% Damage - 15% Defense

Damage ratio: armor penetration, flame/Highly poisonous damage, 30% elemental damage-30% elemental resistance, all life is full of 30% damage

Motion value: Skill damage ratio/Platinum damage ratio

Advance damage to special actions: increased damage from mad attack (up to 200%)/bow charge increase damage (up to 120%)

Ability damage increase: Use warrior/assassin/hunter ability to increase damage by 15%, use XX (such as Chaos Ring, Destruction Shooting) ability to increase damage by 20%

Advance damage to specific enemies: Athens/Spartans/Animal damage (up to 200%)

Critical hit rate: The basic critical hit rate is 150%, the basic headshot rate is 250%.

Headshot damage is 250%+all critical headshot entries (including passive)

Critical damage is 150%+all critical damage entries (including passive)

Specific conditions for increased damage (multiple separately): Master Anonymous escapes from battle and increases damage at night, sixth sense increases damage, and 15% long-distance increases damage (30 meters)

Note:

【Special Damage Rate】: Yellow characters appear when attacking the enemy from behind and increase damage by 30%. This special damage cannot be superimposed with critical headshots. That is, when a critical hit occurs on the back attack, there is no special 30% damage bonus.

[250% measurement basis for headshot damage]: 100% headshot damage entry + 90% passive headshot is about 1.5 of critical hit (440% vs. 300%, increase 50% headshot entry: critical hit increases to about 5:3).

[150% measurement basis for critical damage]: Take the bow and measure it, it is exactly 3 times the damage under the 150% crippled damage entry; 1.5 times the damage under the passive entry.

【Long-distance damage 15% multiplication basis】: There is a high probability that 15% multiplication and damage will be triggered above 30 meters (it may not be triggered. The multiplication basis is that both the flame arrow and the deadly arrow are 1.15 times the damage. The pure physical bonus of the deadly arrow does not take any element bonus. The same multiplication means that it is a separate multiplication). Long-distance injury increase and the sixth sense do not repel each other. Can be discovered by close-range enemies and shoot long-range enemies. [There is a bug in the long-distance injury-increasing entry, and there is a probability that it will not be triggered if it exceeds 30% meters]

The following table gives a summary of all categories of harm-related entries. Each category is addition, and the category is multiplication between categories.

Note that the small back injury is born from the character. When attacking the enemy from behind in close combat/range attack, there will be no hunter critical strike and headshot, and the same word yellow (commonly known as small critical strike), with the damage of 1 or 3 times that of the word white. But it can be superimposed with warrior critical strikes. Large critical hit and small critical hit are multiplied directly. In addition, 15% and 20% of the warrior's ability are added. The 15% warrior ability is not recommended for the craziest attack.

3. Complete analysis of the benefits of damage inscriptions based on damage formula

I, non-combustion flow limit optimization

We first give a basic configuration inscription of the Flame Warrior:

Prometheus Sword: 35% Fire damage, armor penetration 30%

Sub-weapon: 20% fire damage, 30% elemental damage

Bow: 20% fire damage, curse/full blood 30% damage

Helmet: None

Armor: 25% critical damage

Arm: 5% critical hit rate, 50% full-blooded critical hit damage

Belt: 5% critical hit rate, 50% full-blooded critical hit damage

Shoes: None

From this we get that the minimum basic damage rate of the Flame Warrior is

1. Panel: 100% + 40% Passive + 15% + 14*7 = 253%, and the bow curse is 353%

2. Damage ratio: 100% + 40% Passive flame + 35% + 20%*2 + 30%*2 = 275%, if the bow is full of blood, it is 305%

3. Critical hit rate: 10% + 5%*2 + 10% Passive = 30%

4. Critical damage: 150% + 50% passive + 125% = 325%

Because the above basic plurality is calculated based on the lowest basic value, the following are the highest returns of each major entry:

1. 10% warrior damage (the legendary double entry), 10%/253% = 4.0%, if the bow inscription is a curse, it is 2.8%

2. 20% flame damage (helmet, leg armor), 20%/275% = 7.2%. If the bow inscription is 30% full of blood, it is 20%/305% = 6.6%

3. Full health 10% critical hit rate, (0.4*3.25 + 0.6)/ (0.3*3.25 + 0.7) = 13.4%

4. 50% critical damage for full health, (0.3*3.75 + 0.7)/(0.3*3.25 + 0.7) = 9.0%

You can see that the highest returns are [1 full health 0% critical hit rate] and [50% critical hit damage for full health]. If the arm is not well equipped or the belt lacks a 50% critical damage, the critical rate profit will decrease, and the critical damage income will increase, but it will be significantly higher than the flame damage and warrior damage.

Now we take an example of a classic "strongest" Fire Warrior equipment. The main contradiction focuses on the selection of entries for helmets and leg armor.

Original "Strongest ”: Helmet 20% Fire damage 15% Sword damage, Leg armor 20% Fire damage 50% Full-blooded Critical Damage. At this time, the basis is 345% damage, 325% critical damage (assuming that there is only one 50% critical injury on the belt and arm), and the critical hit rate is 30%. At this time, the benefit of replacing double flame damage with 2 20% full-blooded critical hits is: 305/345 * (0.5*3.25 + 0.5)/(0.3*3.25+0.7) = 112%.

【In other words, replacing 2 fire damage entries with 2 full-blooded critical strike entries will result in an additional 12% of the expected returns. 】

There is no doubt that the new sword's strongest basic equipment is:

Helmet: 15% Sword damage, 10% full-blooded critical hit rate

Breastplate: 25% critical damage

Leg armor: 10% full-blooded critical hit rate, 50% full-blooded critical hit damage

The conclusion is [Full Blood Critical Strike]> [Full Blood Critical Strike]> [Full Blood Critical Strike]>> [Flame Damage]>> [Warrior Damage]

【Important】!!!:The result is amazing. The above basic equipment does not contain any flame/toxic damage. This means you can completely universally equipped with the same set of equipment fire/toxic flow. In the case of physical entries of pure piles of armor, the profits are maximized. Are you still blowing the element entry? Is the flame/toxic damage very powerful? It is really powerful and universal. All the necessary armor entry is [critical attack type] (physical system entry). The most trasty thing is the legendary rare [Double Warrior Damage] entry.

The table below gives the benefits of each inscription of the general warrior. We mainly look at the column [Expected Multiplication Revenue]. The higher the value of this column, the more important the inscription! I have marked all important entries in red. It is worth noting that although the warrior's ability damage is 15% and has a huge limit and is not suitable for the flat A combustion flow, so it is only preferred in specific situations. The same is true for crazy attack damage. The specialization is too serious and it is also a choice under characteristic conditions. The specific entries are chosen depending on the usual way of playing.

II, Dot extreme optimization

Regarding the continuous damage (Dot) of this game, we have to mention the damage mechanism of dot. I'll give the dot damage calculation formula below:

Do damage per jump = Weapon panel * Elemental magnification in damage-type magnification * dot coefficient * Critical damage + dot base value * Level

The essence of fire enchantment is to convert all weapon damage into fire damage, so the elemental magnification in weapon panel * damage-type magnification is actually equal to the actual fire panel. (Note that 30% elemental damage belongs to elemental multiplier, but 30% full-blood damage armor penetration does not belong to elemental multiplier). Dot coefficient varies according to the type of dot, the fire dot coefficient is much higher than the poison dot coefficient. Critical damage is still calculated in the desired form. [From this formula, the damage of pile elements or panel damage can increase dot damage]. Since I found that curse does not increase damage linearly (4000 after curse becomes 5000, an increase of 25%, and the panel is 40%, contradiction), there should be a basic value in dot that is bonused by level.

Look at the inscribed configuration again. The helmet is inscribed with 20% fire damage and the legs are inscribed with [50% burn rate] inscribed with [50% burn rate] inscribed with the remaining leg armor. Therefore, the entries for the remaining leg armor are 20% fire damage, 10% full blood critical strike, and 50% full blood critical injury. For dot, the damage rate is 100% + 40% + 30% + 35% + 40% + 20% = 265%. 20%/265% = 7.5%. The benefits are still not as good as the full blood critical strike and the sudden injury. Therefore, the best choice for leg armor is still full-blooded critical injury!!! It can be seen that the strongest basic equipment of dot flow is exactly the same as that of general fire warriors. Very important!!!

【Suppose you have not obtained the strongest general basic equipment】, then be sure to choose 10% full-blooded critical strike and 50% full-blooded critical injury when there is an entry conflict.

4. Recommended ultimate equipment for various schools of warriors

After analyzing the benefits of each inscription, we will summarize the ultimate equipment of [All Output Stream Warriors] below. The equipment includes poison streams and fire streams, but does not include the life stream. For the life flow, escape flow, and escape flow, please use the poison match and configure 30% defense, 20% total resistance, 10% life and other survival inscriptions.

In the table, the second column is a general term (that is, a set of common necessary entries), and the latter columns are inscriptions specialized inscriptions of each warrior school. The font marked with orange is an inscribed golden inscription. It is worth noting that the new lion set has a full blood 5% critical hit rate of 25% full blood storm injury and is also a very powerful inscription (equivalent to a combination of 10% full blood critical hit and 50% full blood storm injury)

The Atlantis dagger inscription is: 15% Hunter damage, 25% critical damage, 30% armor penetration, 1 golden inscription position.

Compare Purple Sword/Daughter Inscription: 14% Warrior Damage, 25% Critical Damage, 20% Vicious Damage, 1 Golden Inscription Position.

【Atlantis Dagger】 has an advantage over the purple weapon panel with a 5.3%. When using the Atlantis dagger, the damage ratio is (100+25+20*4+30*3)= 295%. Drama

The 20% benefit of poison damage is 6.8%. The profit of armor penetration is 10.1%. 14% of the warrior's damage income is 5.5% with curses and 4.0% without curses. Even [5.5% Cursed Warrior Damage + 6.8% Poison] cannot beat [5.3% Panel, 10.1% Armor Penetration].

Therefore, although the Atlantis dagger is a bonus for hunters, it still beats the purple poison weapon!!! In addition, the advantage of the Atlantis dagger is that it can be carried at the same time: armor penetration, 30% full blood, 5% full blood, 25% critical hit and 30% elemental damage, curse, 4 golden inscriptions in 5!!! [It is not comparable to purple poison weapon]. Do you still use non-crazy attack warriors who are still using purple poison weapons?

【Welfare】Next, I will update the specific locations of important inscriptions one by one! ! !

1. Hit +15% adrenaline

a, Dust Returns to Dust (Newbie Island, Marcos' Vineyard)

b, backend pass (Atica, Textile Workshop)

c. Natural map (Laconia, Dioscoloi Altar)

d, ranks of skeletons (Messinia, Temple of Apollo Corisos)

e. Love sweets (Acadia, Lagos' mansion)

2. Full health + 10% critical hit rate

a, Dock Hound (Megalis, Tiribaldi Scos Farm)

b, the court's fishy dryness (Atika, Abignis ship)

c. The genuine king (Laconia, Spartan Youth Education Camp)

d, Stadium Love (Viotia, Leader's Residence)

e., until the end of the world (petified island, the big island below, the ruins of Anafato)

3. Full health + 50% critical damage

a. The bottomless lake (novice island, Melinoni cave)

b. Prevent prophecy from coming true (Eris, Pierra Fountain)

c. Heart of iron (Corlins Holy Cave)

d, construction suspension (Nexos, quarry)

e, The Lover Who Angrys the Stars (On the Petrochemical Islands, Alcaidas Fortress)

4. 20% mad attack damage

a, red smell (Rosrico, leader's residence)

b, Centaur Field (Ellis, Temple of Hedith)

c. Theseus's Dream Desert (Skyros Island, pirate hiding place)

d, longing for misfortune (Limnos, ancient stronghold)

e, Unswerving to Death (Crete, Octopus Ball Poseidon Temple)

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