最后的咒语

最后的咒语

最后的咒语

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Level up Guide for game version 0.92.2.1 beta. Leveling up process can be confusing for new players. Perks can be planned to an extent BUT some powerful ones are SITUATIONAL and depend on rare RNG attributes and RNG gear from the production buildings. UNLESS DOING CHALLENGE RUNS, ONE DOESN'T KNOW / CANNOT REALLY PLAN HOW HIS HEROES WILL END UP ENDGAME GEAR WISE!! Damage Type Multiplier Hero Type Separation There are 3 +1 damage types currently in the Last Spell with associated damage type multipliers as primary (/ secondary for poison ) character attributes. Magic, physical and ranged damage multipliers are capped at 100% ( * 2 damage) . Poison damage multiplier is capped higher than 100% (how high ? ) .. As a core design choice, these damage type multipliers ensure, by mid run the separation between the hero types: Melee=Physical Damage // Ranged = Ranged Damage // Magic = Magic Damage . The way gear is setup one cannot realistically achieve ~ *2 damage to more than one of the damage types by endgame. These damage type multipliers are what tie Melee heroes to melee weapon sets, ranged heroes to ranged weapon sets and magic heroes to magic weapon sets.. Mixing weapon damage types early game is encouraged since all 3 damage type multipliers are low. Once the hero's class damage type multiplier goes high, it becomes increasingly harder to justify equipping the 'wrong' weapon types with very rare exceptions.. (extra AP / multihit// propagation/ crit chance etc for the primary weapon/mobility/ utility / etc ..) Level Up priority (rare) + AP is very high priority until one reaches the cap (10) .. With meta unlocks, heroes start at 7 so with a bit from gear or lucky level up - the cap is near and the Adrenaline Rush perk gets less and less valuable .. Accuracy is among the most critical attributes for the early levels (see bellow the chance to dodge formula for the skills that allow it). Later on gear will probably cover most accuracy needs. (rare) + Multihit - probably must pick, will steer the hero towards multihit weapons (1hxbow, wand, dagger) and even more multihit from gear (rare) + Propagation bounces: this one often must pick, steers the hero towards propagation weapons (2h Hammer, 1h xBow, druid staff, tome, scepter) . Propagation attacks , for most weapons also require +propagation damage, otherwise the last bounces will do next to no damage (exponential damage drop per bounce) damage type, damage , crit % , mobility for the low mobility non-melee heroes and a bit of tanking for insurance should make up for the rest of the level ups .. melee also need a bit of extra healing received for the vampire perk (it multiplies the 4 HP and then rounds up) so at least 1 source of extra healing received is very important for the melee heroes.. Chance to dodge formula (Accuracy) Accurate = AUTOHIT skills: -Shorbow: Precise Shot single target -Longbow : Snipe Shot single target -Sledgehammer: Ground Smash up to 5 targets AOE -MH Pistol & OH Pistol: Grapeshot up to 9 targets AOE -Active 'Hitman' perk. All the others allow the ROLL to DODGE damage (effects will be applied either way). The chance to dodge = Target's Dodge * Attacker_SkillDodgeMultiplier * RageToTargetRingDodgeMultiplier - Attacker's Accuracy Attacker_SkillDodgeMultiplier = 1 for all skills except 1.5 ( Axe:Shred ; Great Axe: Swing; Shortbow: Powershot; Crossbow: Heavy Bolt ) 2 (Rifle:Hip Shot) RageToTargetRingDodgeMultiplier : Applies to ranged attacks . Going further than the first 'ring' 1.75, 2, 2.25, 2.5 ..etc (+0.25 per ring progression) Dodge is capped at 95%. Sources of dodge gear, level ups and Longbow BUFF 40%. Sources of Accuracy gear, level ups and perks Steady Aim 10%, Don't Panic 10%. Observations - if the calculated chance to dodge < ZERO = AUTOHIT.. - negative accuracy will enable dodge roll even vs 0 Dodge Targets !!! (sell/unequip -accuracy gear in the early game) . Don't dual wield -accuracy weapons before (if ever) you've got the accuracy to compensate. - THERE ARE NO INACCURATE magic damage weapons. Magic weapon users WILL NEED THE LEAST ACCURACY INVESTMENT. (max monster dodge in night 12 = ?) - some melee weapons come with -accuracy, few melee skills have SkillDodgeMultiplier = 1.5. Depending on weapon use combination melee weapon users will in some cases need more accuracy than the magic ones but not too much.. - Ranged weapon users will need the most accuracy when targeting near max distance (pistol , 1h xbow, longbow, shortbow, xbow, rifle) sorted in order of accuracy need. Hipshot can get good range but need ungodly amounts of accuracy to hit reliably at range. Maybe pay attention and don't chance hip shots at long range without checking the calculated dodge chance in the targeting preview. +Range stat doesn't synergise greatly with ranged weapons (increases need for accuracy) .. example Thurlow 182252553 uses Hip Shot : !! WAS HIT !! Dodge roll : 43 < 16 = ([14 TargetDodge] * [2 skill dodge mul ] * [2.25 range ring dodge multiplier] - [47 Accuracy] ) vs Clawer (218000062) ... Perks all heroes love Avid learner, Cherry Picking, Confident(especially vampires!) , First Blood, Mana Collector (frees up mana fountain workers), Energized Maybe add critical master, lone wolf if you can squeeze them in Melee Hero Perks These melee perks allow your melee heroes to thrive in the midst of enemy packs with minimum tanking gear/attribute investment. Beware of bulkies (stun) and axe wielders(crazy damage). Coagulation: While not specifically tied to melee heroes, because of the other perks / play style - this perk fits like a glove. Martial Artist: the fist attack does melee damage (driven up by the melee damage multiplier). will trigger relentless +20 armor (stacking) per attack at 1 AP cost (relevant for 2H weapons that don't have basic 1 AP melee attack, also for 1H sword that lacks 1AP attack that can kill without moving the hero) can reach near 100% chance to crit vs full HP targets with first blood during endgame. benefits from relentless armor piercing and block ignore Leapfrog: Due to vampire and relentless - melee heroes love to be in the middle of the monster pack with low move point count. Vampire: Healing Received multiplies the 4 HP and then Rounds Up. between 1% and 24.99% E_Stat.HealingReceived you'll gain 5 HP per vampire activation between 25% and 49.99% E_Stat.HealingReceived you'll gain 6 HP per vampire activation. between 50% and 74.99% E_Stat.HealingReceived you'll gain 7 HP per vampire activation. between 75% and 99.99% E_Stat.HealingReceived you'll gain 8 HP per vampire activation. Allows to tank with minimal tanking gear. Re-enables 'confident' perk during night. (potential for hundreds of HP healed every night !). Now not only your armor refills every turn, your hitpoints do too ! Relentless: Provides extra damage multiplier, stacking armor (+20 per melee hit !), armor piercing and block ignore. Tanking with low gear investment and extra DPS. (applies to the 2H hammer's propagating hit). Use +range skills to move when possible to move when at low MP.. (you want to enable relentless 'early' in your turn, before spending most of your AP BUT still be able to move :) ) Berserk: While not specifically tied to melee heroes, because of the other perks / play style - this perk fits like a glove. (APs are capped at 10(sucks for adrenaline rush) , damage multiplier takes quite a few hits to get to cap even with endgame gear) Magic Heroes Perks Magic Fuel: 50% of current mana added to magic damage multiplier. Sadly Mana collector is now a tier V perk. The magic damage multiplier is still capped at 100% (*2) so beware and shuffle gear as needed during endgame.. Makes magic heroes love mana fountain and mana potions more until they reach tier V perks. Makes +max mana attribute slightly weaker alternative to straight +magic damage attribute. Ranged Hero Perks there are currently NO ranged hero only perks... on the flip side makes the ranged heroes more flexible perk wise allowing them go pick the likes of enegized, lone wolf, deadeye, critical master earlier ..Maybe even squeeze in Cheer! Endgame goals - TWO weapon sets of the SAME damage type +50% or more displayed crit chance (before fist blood / martial artist/ critical master) +75% or more damage type multiplier (one of them) enough accuracy +4 or more multhits for multihit weapon users +4 or more propagation bounces for propagation weapon users 90%+ propagation damage multiplier for propagation weapon users enough survivability enough mobility some healing received for the vampires

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本指南旨在为《最后的咒语》的抢先体验阶段提供相关信息,帮助玩家了解最新更新后仍适用的内容。我个人在游戏上次大型更新后回归时,很难找到相关信息,希望本指南能有所帮助。 简介 【警告:《最后的咒语》刚刚进行了又一次重大更新】 制作本指南是为了整合各类攻略和帮助信息。我会先分享一些我认为优质且能很好说明游戏所需内容的攻略,之后也会推荐一些包含优秀战术或展示游戏趣味内容的旧攻略及视频。我已尝试联系所有曾链接或要求链接其指南的人。如果本指南中任何与我链接的人希望进行任何修改,请随时评论,我会根据需要尝试修改,或应原作者要求移除任何链接。 当前版本 首先我想说,本内容要么非常重要,要么可在当前游戏中正常使用,据我所知没有问题。我也可能出错,欢迎在下方评论。某内容未出现在本部分并不意味着它不重要或不好。 Def_Metal 他是一位优秀的游戏玩家,制作了一些很棒的视频。有些视频虽然发布时间较早,但就在我撰写本文时,他仍在直播《最后的咒语》并听着音乐。这家伙依然活跃在游戏中,非常棒。tv/def_metal的《最后的咒语》播放列表 这是一份很棒的建造指南,它没有告诉你何时购买,而是告诉你如何在城镇中建造所有设施并留有空间。其中可能包含建造顺序,但除非他更新,否则现在已经过时了。 Tertulian撰写了一篇关于每种武器的最佳解析之一,并且一直在更新。虽然刚刚发布了新更新,但我仍然认为这是快速了解每种武器优缺点的最佳指南。 重要但“过时”内容 本节专门收录那些包含大量有用信息的视频和指南,无论是新玩家还是老玩家都能从中了解到一些重要概念。这些指南仍然包含非常重要的信息,可能只需稍作更新就能跟上版本,或者在某些方面依然非常实用。 Drakenkin的技巧指南 我认为最好的例子之一就是Drakenkin的技巧指南。该指南中的大部分技巧都适用于当前版本,但由于Drakenkin自上次重大更新后就没有再更新过,所以可能存在部分过时内容。不要因为建议有些过时就忽视它。

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