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关于这款游戏:《枪火重生》是一款融合了第一人称射击、Roguelite随机元素和RPG策略选择的冒险闯关游戏。玩家在游戏里可以操纵不同能力的英雄组建多种Build玩法,使用随机掉落的武器在随机性关卡中进行冒险挑战。可以单人畅玩,也可以最多四人组队挑战。 在游戏中,玩家的每次关卡体验都是随机的。每一次重新开始游戏都是新的体验。你可以在不同的关卡体验中遇见不同的英雄天赋、武器道具、不同的关卡路线和战斗节奏。 如果你有任何问题、反馈,可以加入官方QQ群:516676112,将问题的描述、截图、录屏等提供给我们,我们会尽快查证并进行修复。游戏特色: FPS+Roguelite+RPG组合玩法,在不断的死亡轮回中组建多种Build获得不同的通关体验手工打造但颇具随机性的关卡体验超过100多种不同的道具和各式各样的武器多英雄、多周目玩法机制差异独具一格的风格化美术组队闯关冒险
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ULuo
2026-02-20 13:00:14 · 发布在 「枪火重生」
“这把枪究竟有多强?”——武器参数的数学解析
Updated for 9/2/22 patch (nerfs to Hexagon) Previously updated 8/29/22 (addition of Cloud Weaver, Arc Light, Lighting Ksana, Hexagon) Here you will observe stats such as relative DPS, damage to ammo ratios, etc, for almost all of the weapons in the game. These numbers do not account for any inscriptions, talents, hero traits, ascensions, or scrolls in the game (except for Advanced Depot); this is all purely based on the initial values of the weapons themselves. Will update this list in accordance with buffs/nerfs as they come (and whenever I discover errors in my calculations). Sources: https://gunfirereborn.fandom.com/wiki/Weapons https://www.symbolab.com/solver/algebra-calculator Foreword Note: This is NOT a "guide for noobs." If you are new to Gunfire Reborn and are seeking basic information regarding the game's weapons, please consult a different guide or use the aforementioned link to the wiki. The data presented in this guide is NOT reflective of my personal opinions/preferences regarding what weapons are superior/inferior (save for my tier list at the end), and is expected to be taken at face value, nothing more. This was NOT compiled to instruct you on how to play the game. Introduction Hello fellow Gunfireers, thanks for taking a look at my guide. I've been playing since early June 2020 and currently have over 900 hours on the game. No, I'm not a streamer or anything (despite having been nudged by friends to become one), just an average player who has a little too much time on his hands but also happens to be pretty good at math. I created this guide because I wanted to get a more accurate idea of just how much power is really packed into each weapon, and after playing however many runs involving me alt-tabbing multiple times to consult my data, I've since decided to share said data here. Some Quick Explanations Why are some weapons listed more than once in the same list? Some weapons have different firing modes and/or a weapon skill which produces a different effect than the standard weapon shots. It's all worth knowing about. Why are certain weapons not listed in some lists? Every list you see here was created with a specific comparison angle in mind (e.g. DPS, burst, etc), and anything that isn't listed is either not relevant to that specific angle, or I just haven't finished doing the math on it. What is "elemental match?" I couldn't really think of a better way to word the term, but anyway this refers to the +50% damage bonus that you get when the element type of a weapon matches the color of the HP bar of the enemy you are shooting at (fire to red, corrosive to yellow, lightning to blue). How did I calculate all these numbers? My basic equations will be listed at the beginning of each list, though certain weapons with special mechanics (e.g. Laser Gloves, Sting) required different, more complex equations which I have NOT listed. How accurate is this data? To quote Mr. Incredible, math is math. But regardless, I'm only human so naturally it's not 100% accurate, and I'm likely going to find miscalculations here and there. Lots of rounding up/down was involved so most of what you see is a rough estimate. Disclaimer: Because inscriptions/scrolls/ascensions are not accounted (minus the Advanced Depot list) into the data here, the specific rankings in these lists are NOT necessarily indicative of a given weapon's practical viability. In practice, the right combination of inscriptions/scrolls/ascensions can very well cause an otherwise lackluster weapon to be significantly more viable, and therefore it should NOT be assumed that any weapons in the bottom portions of any of the lists here are inherently inferior or otherwise not viable. This guide however, does not cover the subject of build synergy. You may consult another guide, visit the aforementioned link to the wiki, and/or follow TheOriginalMako on Twitch for further education therein. Standard DPS Rankings Because magazine size and reload speed are pivotal factors in this game, the numbers in this list are reflective of INTER-magazine DPS, as opposed to INTRA-magazine DPS. Standard magazine sizes and reload speeds are assumed. (wepdmg * projectiles, if applicable * critx, if applicable * elemental match, if applicable * magsize) / ((magsize / rof) + reloadtime) (not listed: Bloody Drill) 1.Pupil (quick shots, factoring elemental match) - 5078/s 2.Sunder, second split - 3806/s 3.Pupil (full charges, factoring elemental match) - 3798/s 4.Crimson Firescale, normal shots plus weapon skill (factoring elemental match) - 3232/s 5.Argus - 3022/s 6.Aura Venom, weapon skill (factoring elemental match) - 2308/s** 7.Illusion (factoring accel/decel) - 2090/s 8.Woodpecker - 2025/s 9.Strike Wing, primary shots - 2000/s 10.Scalpel, double shots - 1939/s 11.Double Caliber - 1920/s 12.Angelic Aura - 1890/s 13.Demonlore (building 30 stacks plus reload, factoring elemental match) - 1741/s 14.Wild Hunt - 1664/s 15.Crimson Firescale, normal shots (factoring elemental match) - 1616/s 16.Golden Bow (full charges) - 1600/s 17.Poisonous Ghost, normal swings only (factoring elemental match) - 1595/s 18.Flowing Light, normal swings (factoring elemental match) - 1551/s 19.Laser Gloves (building 50 stacks plus reload, factoring elemental match) - 1540/s 20.Arc Light (factoring elemental match) - 1485/s 21.Sunder, first split - 1469/s 22.Lighting Ksana, uncharged (factoring elemental match) - 1463/s 23.Deafening Mortar - 1440/s***** 24.Prism (factoring elemental match) - 1419/s 25.Poisonous Ghost, w/ stagger hit & reload (factoring elemental match) - 1409/s 26.Aura Venom, normal shots (factoring elemental match) -1380/s ---Hell (factoring full mag and full reload) - 1380/s 27.Dual Fang (factoring 23/45 elemental matched shots) - 1364/s ---Icy Spear (all crits, and recalling every 5 shots) - 1364/s 28.Porcupine, normal shots (factoring elemental match) - 1348/s* 29.Fire Tower, normal swings (factoring elemental match) - 1347/s 30.Lightning Blast (factoring elemental match, but not weapon skill bonus) - 1336/s 31.Scorching Rounds (factoring elemental match, but not burn damage) - 1277/s 32.Hexagon, normal shots - 1274/s 33.Concealed Ammo, normal shots - 1257/s 34.Big Hippo (factoring accel/decel) - 1248/s 35.Dragonchaser - 1235/s 36.Scalpel, single shots - 1229/s 37.Golden Bow (half charges) - 1219/s 38.Cavalry - 1189/s 39.Shrieker - 1143/s 40.Rainbow Arch, normal shots - 1114/s 41.Fire Dragon (factoring elemental match) - 1080/s 42.Goshawk - 1052/s 43.Thunder Storm, normal shots (factoring elemental match) - 1029/s 44.Glimmering (including after-explosions and factoring elemental match) - 1013/s 45.Star Devourer (factoring elemental match) - 1012/s*** 46.Cloud Weaver (no distance bonus) - 999/s 47.Sting (factoring elemental match) - 953/s 48.Porcupine, weapon skill (factoring elemental match) - 946/s 49.Sunder no split - 890/s 50.Concealed Ammo, weapon skill (with full mag) - 884/s 51.Piercing Flame (factoring elemental match, but not burn damage) - 825/s 52.Talisman, weapon skill (factoring elemental match) - 809/s**** 53.Golden Bow (quick shots) - 750/s 54.Thunderclap Gloves (single target, factoring elemental match) - 738/s 55.Rainbow - 620/s 56.Talisman, normal shots (factoring elemental match) - 601/s**** 57.Foundry - 600/s 58.Justice (single consecutive detonations, factoring elemental match) - 558/s 59.Bone Dragon - 383/s 60.Frenzied Shark - 366/s 61.Tiger Cannon - 272/s *rough estimate assuming 8 out of 15 projectiles hit the same target **rough estimate based on 13.5 ROF; the exact ROF of weapon skill is unknown ***rough estimate due to the odd nature of reloading; dps is based on a full clip followed by a full reload ****rough estimate due to awkward ROF *****assuming that a single "shell" outputs 4 hits of 100% dmg, 4 of 90%, and 4 of 80% DPS Rankings with Advanced Depot Advanced Depot drastically alters some of the basic mechanics of the game, and therefore I felt that a list devoted to showing how weapons stack against each other through the lens of such a scroll would be helpful. (wepdmg * 0.85 * projectiles, if applicable * critx, if applicable * elemental match, if applicable * rof) (not listed: Bloody Drill, Fire Tower, Flowing Light, Glimmering, Golden Bow, Prism, Strike Wing, Talisman) 1.Demonlore (at 99 stacks, factoring elemental match) - 15009/s 2.Wild Hunt - 10608/s 3.Aura Venom, weapon skill (factoring elemental match) - 6928/s* 4.Pupil (quick shots, factoring elemental match) - 6069/s 5.Sunder, second split - 5952/s 6.Laser Gloves (at 100 stacks, factoring elemental match) - 5018/s 7.Woodpecker - 4016/s 8.Pupil (full charges, factoring elemental match) - 3772/s 9.Angelic Aura - 3672/s 10.Argus - 3262/s 11.Illusion (not factoring accel/decel) - 3060/s 12.Scalpel, double shots - 2856/s 13.Crimson Firescale, normal shots plus weapon skill (factoring elemental match) - 2677/s 14.Deafening Mortar - 2570/s*** 15.Sunder, first split - 2297/s 16.Aura Venom, normal shots (factoring elemental match) - 2053/s 17.Hell - 1992/s 18.Crimson Firescale, normal shots (factoring elemental match) - 1951/s ---Star Devourer (factoring elemental match) - 1951/s 19.Lighting Ksana, uncharged (factoring elemental match) - 1859/s 20.Porcupine, normal shots (factoring elemental match) - 1714/s** 21.Cavalry - 1683/s 22.Shrieker - 1651/s 23.Double Caliber - 1632/s 24.Poisonous Ghost, w/ stagger hits (factoring elemental match) - 1627/s 25.Concealed Ammo, normal shots - 1591/s 26.Hexagon, normal shots - 1590/s 27.Dual Fang (factoring 50% of shots as elemental match) - 1578/s 28.Scorching Rounds (factoring elemental match, but not burn damage) - 1468/s 29.Big Hippo (not factoring accel/decel) - 1445/s ---Dragonchaser - 1445/s 30.Scalpel, single shots - 1428/s 31.Sting (factoring elemental match) - 1426/s 32.Lightning Blast (factoring elemental match, but not weapon skill bonus) - 1409/s 33.Sunder, no split - 1392/s 34.Fire Dragon (factoring elemental match) - 1377/s 35.Rainbow Arch, normal shots - 1360/s 36.Goshawk - 1224/s 37.Thunder Storm, normal shots (factoring elemental match) - 1148/s 38.Cloud Weaver (no distance bonus) - 982/s 39.Piercing Flame (factoring elemental match, but not burn damage) - 979/s 40.Justice (single consecutive detonations, factoring elemental match) - 930/s 41.Porcupine, weapon skill (factoring elemental match) - 918/s 42.Thunderclap Gloves (single target, factoring elemental match) - 816/s 43.Rainbow - 765/s 44.Foundry - 740/s 45.Bone Dragon - 578/s ---Tiger Cannon - 578/s 46.Frenzied Shark - 439/s *rough estimate based on 13.5 ROF; the exact ROF of weapon skill is unknown; also stops firing after 100 shots **rough estimate assuming 8 out of 15 projectiles hit the same target ***assuming that a single "shell" outputs 4 hits of 100% dmg, 4 of 90%, and 4 of 80% Burst Damage Rankings This is for maximizing those big hitting builds (wepdmg * projectiles, if applicable * critx, if applicable * elemental match, if applicable * # of shots in burst, if applicable) (not listed: Angelic Aura, Big Hippo, Demonlore, Dragonchaser, Dual Fang, Fire Dragon, Illusion, Laser Gloves, Lightning Blast, Rainbow, Scalpel, Star Devourer, Thunderclap Gloves) 1.Aura Venom, weapon skill (sum of 8 shots, factoring elemental match) - 4830 total 2.Flowing Light, weapon skill (sum of 5 shots, factoring elemental match) - 4215 total (825 each) 3.Wild Hunt (sum of both shots) - 3840 total 4.Pupil (full charge, factoring elemental match) - 3825/hit 5.Sunder, second split - 3335 total (370.5 each) 6.Deafening Mortar (single shell) - 3024 total*** 7.Icy Spear (sum of a 5-shot recall, all crits) - 2625 total (525 each) 8.Pupil (quick shot, factoring elemental match) - 2550/hit 9.Argus (bullets only) - 2132/hit 10.Deafening Mortar, weapon skill (full charge, sum of all 3 hits) - 2100 total (700 each) ---Justice (factoring 4-round detonation and elemental match) - 2100 total (525 each) 11.Golden Bow (full charges) - 1600/hit ---Goshawk - 1600/hit 12.Hell - 1512/hit 13.Lighting Ksana, charged (factoring elemental match) - 1350/hit 14.Concealed Ammo, weapon skill (with full mag) - 1326/hit 15.Fire Tower, backswing (factoring elemental match) - 1313/hit 16.Sunder, first split - 1287 total (429 each) 17.Rainbow Arch, weapon skill (at full charge) - 1280/hit 18.Crimson Firescale, weapon skill (factoring elemental match) - 1275 total (255 each)* 19.Deafening Mortar, weapon skill (half charge, sum of all 3 hits) - 1260 total (420 each) 20.Lighting Ksana, uncharged (factoring elemental match) - 1215/hit 21.Double Caliber - 1200/hit 22.Poisonous Ghost, stagger hit - 1176/hit 23.Talisman, weapon skill (sum of 5 shots, factoring elemental match) - 1155 total 24.Shrieker - 1110/hit 25.Porcupine, weapon skill (factoring elemental match) - 1080/hit 26.Fire Tower, frontal swing (factoring elemental match) - 1050/hit 27.Strike Wing, primary shots - 1000/hit 28.Fire Tower, weapon skill (factoring elemental match) - 987/hit 29.Golden Bow (half charges) - 975/hit 30.Bloody Drill (not including bleeds) - 960/hit ---Piercing Flame (factoring elemental match, but not burn damage) - 960/hit 31.Sting (2-burst, factoring elemental match) - 945 total ---Sting (explosive, factoring elemental match) - 945/hit 32.Flowing Light, normal swings (factoring elemental match) - 825/hit 33.Sunder, no split - 780/hit 34.Cavalry (sum of 3 bullets) - 768/burst 35.Poisonous Ghost, normal swings - 735/hit ---Scorching Rounds (factoring elemental match) - 735/hit 36.Sting (3-burst, factoring elemental match) - 709 total 37.Bone Dragon - 680/hit ---Tiger Cannon - 680/hit 38.Arc Light (factoring elemental match) - 675/hit ---Prism (factoring elemental match) - 675/hit 39.Aura Venom, normal shots (factoring elemental match) - 604/hit 40.Porcupine, normal shots (factoring elemental match) - 576/hit** 41.Thunder Storm, normal shots (factoring elemental match) - 540/hit 42.Icy Spear, primary shots - 525/hit 43.Glimmering (including after-explosion and factoring elemental match) - 506/hit 44.Golden Bow (quick shots) - 500/hit 45.Woodpecker - 473/hit 46.Talisman, normal shot (sum of both shots, factoring elemental match) - 462 total 47.Frenzied Shark - 235/hit 48.Foundry - 290/hit *rough estimate; the exact dmg of the explosives is unknown **rough estimate assuming 8 out of 15 projectiles hit the same target ***assuming that a single "shell" outputs 4 hits of 100% dmg, 4 of 90%, and 4 of 80% Weapon Upgrade Level Scaling As most of you probably know by now, upgrading a weapon at the craftsman grants it an additive +15% base damage per upgrade level (so +15% at level +1, +30% at level +2, and so on). This percentage amount is derived from the weapon's base damage at level +0, meaning a high damage-per-shot weapon will also have a high damage scaling per upgrade level. This data should serve you in all weapon-based builds, especially in the case of our new resident monkey, Xing Zhe, as his builds are largely centered around your choice of main weapon and its respective scaling. 1.Argus - 156 (12 per projectile)/lvl 2.Wild Hunt - 144 (12 per projectile)/lvl 3.Hell - 126 (9 per projectile)/lvl 4.Deafening Mortar - 113 total (42/38/34 per projectile)/lvl*** 5.Fire Tower - 105/lvl 6.Bone Dragon - 102/lvl ---Tiger Cannon - 102/lvl 7.Pupil - 100 (10 per projectile)/lvl 8.Flowing Light - 83/lvl ---Shrieker - 83/lvl 9.Poisonous Ghost - 74/lvl 10.Goshawk - 60/lvl ---Illusion (at full speed) - 60 (6 per projectile)/lvl ---Porcupine - 60 (4 per projectile)/lvl 11.Justice - 47/lvl 12.Double Caliber - 46 (23 per projectile)/lvl 13.Bloody Drill (primary shots) - 36/lvl 14.Frenzied Shark - 35/lvl 15.Golden Bow - 30/lvl ---Strike Wing (primary shots) - 30/lvl 16.Lighting Ksana - 27/lvl 17.Piercing Flame - 24/lvl 18.Arc Light - 23/lvl ---Icy Spear - 23/lvl ---Prism - 23/lvl 19.Foundry - 22/lvl 20.Scorching Rounds - 21/lvl 21.Glimmering - 20/lvl 22.Cavalry - 19 per bullet/lvl 23.Thunder Storm - 18/lvl ---Woodpecker - 18/lvl 24.Aura Venom - 17/lvl ---Hexagon - 17/lvl 25.Sting - 16 per bullet/lvl 26.Big Hippo - 13/lvl ---Crimson Firescale - 13/lvl ---Dragonchaser - 13/lvl ---Lightning Blast - 13/lvl 27.Cloud Weaver - 12/lvl ---Rainbow Arch - 12/lvl ---Talisman - 12 per bullet/lvl 28.Sunder - 10 per projectile/lvl 29.Angelic Aura - 9/lvl 30.Concealed Ammo - 8/lvl 31.Dual Fang - 7/lvl ---Fire Dragon - 7/lvl 32.Scalpel - 6/lvl 33.Demonlore - 5/lvl ---Rainbow - 5/lvl ---Star Devourer - 5/lvl 34.Laser Gloves - 3/lvl ---Thunderclap Gloves - 3/lvl ***assuming that a single "shell" outputs 4 hits of 100% dmg, 4 of 90%, and 4 of 80% Ammo Efficiency Rankings Managing ammo is a less pivotal but nonetheless worthwhile aspect to take into consideration when deciding what weapon to bring with you into the next level. Whereas DPS is a ratio of damage to time, this list measures damage to ammo spent. Deciding how to measure this aspect wasn't exactly easy. I originally intended to go by damage per full magazine but that didn't quite seem right because then the weapons with small magazine sizes would be unfairly portrayed. So after doing some algebra it made more sense to measure damage per a certain percentage of the maximum ammo supply. I have chosen 20% as the standard because 5 seemed like a reasonable number which commonly factors into 675, 160, and 45. Note that the three ammo types will have greater maximum capacity when playing as Ao Bai or when in possession of Ammo Belt, but those factors are not accounted here. ((wepdmg * projectiles, if applicable * critx, if applicable * elemental match, if applicable * (ammo type max / 5)) (not listed: Foundry) 1.Pupil (full charges, factoring elemental match) - 122400/20% 2.Sunder, second split - 106704/20% 3.Pupil (quick shots, factoring elemental match) - 81600/20% 4.Argus - 68224/20% 5.Sunder, first split - 41184/20% 6.Cavalry - 34560/20% 7.Crimson Firescale, normal shots (factoring elemental match) - 34425/20% ---Lightning Blast (factoring elemental match, but not weapon skill bonus) - 34425/20% 8.Icy Spear (all crits, and recalling every 5 shots) - 31500/18.75%** 9.Cloud Weaver (no distance bonus) - 31185/20% 10.Hexagon, normal shots - 29700/20% 11.Poisonous Ghost, w/ stagger hit & reload (factoring elemental match) - 29106/20.63%** 12.Dragonchaser - 28755/20% 13.Sting (factoring elemental match) - 28611/20.63%** 14.Flowing Light, weapon skill (factoring elemental match) - 26400/20% 15.Illusion (not factoring accel/decel) - 25600/20% 16.Sunder, no split - 24960/20% 17.Angelic Aura - 24300/20% 18.Scorching Rounds (factoring elemental match) - 23520/20% 19.Big Hippo - 22950/20% 20.Dual Fang (factoring 23/45 elemental matched shots per mag) - 22884/20% 21.Rainbow Arch, weapon skill (at full charge) - 21760/20.14%** 22.Arc Light (factoring elemental match) - 21600/20% ---Prism (factoring elemental match) - 21600/20% ---Rainbow Arch, normal shots - 21600/20% 23.Concealed Ammo, normal shots - 21060/20% 24.Star Devourer (factoring elemental match) - 20655/20% 25.Aura Venom (factoring elemental match) - 19328/20% 26.Scalpel - 18900/20% 27.Laser Gloves (building 50 stacks plus reload, factoring elemental match) - 18450/20%*** 28.Porcupine, normal shots (factoring elemental match) - 18432/20% 29.Fire Dragon (factoring elemental match) - 18225/20% 30.Porcupine, weapon skill (factoring elemental match) - 17280/20% ---Thunder Storm, normal shots (factoring elemental match) - 17280/20% ---Wild Hunt - 17280/20% 31.Glimmering (including after-explosion and factoring elemental match) - 16192/20% 32.Woodpecker - 15120/20% 33.Justice (factoring elemental match) - 14880/20% 34.Golden Bow (full charges) - 14400/20% ---Goshawk - 14400/20% 35.Hell - 13608/20% 36.Demonlore (building 30 stacks plus reload, factoring elemental match) - 13368/20%*** 37.Fire Tower, normal swings (factoring elemental match) - 11813/22%** 38.Lighting Ksana, uncharged (factoring elemental match) - 10935/20% 39.Double Caliber - 10800/20%**** 40.Shrieker - 9990/20% 41.Deafening Mortar - 9072/20% 42.Strike Wing, primary shots - 9000/20% 43.Golden Bow (half charges) - 8775/20% 44.Bloody Drill (not including bleeds) - 8640/20% ---Piercing Flame (factoring elemental match, but not burn damage) - 8640/20% 45.Rainbow - 8100/20% ---Thunderclap Gloves (single target, factoring elemental match) - 8100/20% 46.Frenzied Shark - 7520/20% 47.Talisman (factoring elemental match) - 7424/20% 48.Concealed Ammo, weapon skill (with full mag) - 6630/20.74%** 49.Bone Dragon - 6120/20% ---Tiger Cannon - 6120/20% 50.Fire Tower, weapon skill (factoring elemental match) - 4935/22%** 51.Golden Bow (quick shots) - 4500/20% *rough estimate assuming 8 out of 15 projectiles hit the same target **rounded up to accommodate weapon skill mechanic ***does not account for any magazine or ammo exploiting properties ****total of 9 shots worth; note that ammo is refunded on headshots Standard Ammo Consumption Rates To echo from the Ammo Efficiency list, this list was also made to help consider the issue of ammo management. These percentages represent the rate at which a given weapon drains your ammo supply of that type. Once again, this is an INTER-magazine measurement with standard magazine sizes, reload speeds, and ROFs. {(magsize) / [(magsize / rof) + reloadtime]} / ammo type max (not listed: Double Caliber, Flowing Light, Foundry) 1.Porcupine, weapon skill - 0.55%/s 2.Pupil (full charges) - 0.62%/s 3.Cloud Weaver - 0.64%/s 4.Sting - 0.68%/s 5.Cavalry - 0.69%/s 6.Sunder - 0.71%/s 7.Justice - 0.75%/s 8.Lightning Blast - 0.78%/s 9.Icy Spear - 0.83%/s 10.Dragonchaser - 0.86%/s ---Hexagon, normal shots - 0.86%/s 11.Argus - 0.89%/s ---Tiger Cannon - 0.89%/s 12.Crimson Firescale - 0.94%/s 13.Frenzied Shark - 0.97%/s 14.Poisonous Ghost, with stagger hit & reload - 1%/s 15.Rainbow Arch, normal shots - 1.03%/s 16.Rainbow Arch, weapon skill (at full charge) - 1.04%/s 17.Star Devourer - 1.06%/s* 18.Scorching Rounds - 1.09%/s 19.Concealed Ammo, normal shots - 1.11%/s 20.Demonlore - 1.17%/s 21.Dual Fang - 1.19%/s ---Fire Dragon - 1.19%/s ---Thunder Storm - 1.19%/s 22.Big Hippo - 1.23%/s 23.Bloody Drill - 1.24%/s ---Bone Dragon - 1.24%/s ---Pupil (quick shots) - 1.24%/s 24.Glimmering - 1.25%/s 25.Scalpel, single shots - 1.3%/s 26.Prism - 1.31%/s 27.Angelic Aura - 1.33%/s 28.Arc Light - 1.38%/s 29.Aura Venom, normal shots - 1.43%/s 30.Porcupine, normal shots - 1.46%/s 31.Goshawk - 1.47%/s 32.Rainbow - 1.53%/s 33.Laser Gloves - 1.6%/s 34.Talisman, normal shot - 1.63%/s 35.Thunderclap Gloves - 1.82%/s 36.Piercing Flame - 1.91%/s 37.Wild Hunt - 1.93%/s 38.Hell - 2.02%/s ---Illusion - 2.02%/s 39.Scalpel, double shots - 2.05%/s 40.Golden Bow (full charges) - 2.22%/s 41.Shrieker - 2.29%/s 42.Aura Venom, weapon skill - 2.39%/s** 43.Fire Tower, normal swings - 2.53%/s 44.Lighting Ksana - 2.68%/s ---Woodpecker - 2.68%/s 45.Concealed Ammo, weapon skill (with full mag) - 2.77%/s ---Golden Bow (half charges) - 2.77%/s 46.Deafening Mortar - 3.17%/s 47.Talisman, weapon skill - 3.31%/s 48.Golden Bow (quick shots) - 3.33%/s 49.Strike Wing - 4.44%/s *rough estimate due to the odd nature of reloading; dps is based on a full clip followed by a full reload And this is ammo consumption with bottomless clips... 1.Porcupine, weapon skill - 0.63%/s 2.Pupil (full charges) - 0.73%/s 3.Cloud Weaver - 0.74%/s 4.Icy Spear - 0.83%/s 5.Cavalry - 0.86%/s 6.Lightning Blast - 0.96%/s 7.Sting - 0.97%/s 8.Argus - 1.13%/s 9.Dragonchaser - 1.19%/s ---Rainbow Arch, weapon skill (at full charge) - 1.19%/s 10.Glimmering - 1.25%/s ---Justice - 1.25%/s 11.Hexagon, normal shots - 1.26%/s 12.Prism - 1.31%/s ---Sunder - 1.31%/s 13.Crimson Firescale - 1.33%/s 14.Poisonous Ghost, with stagger hit - 1.36%/s 15.Arc Light - 1.38%/s ---Frenzied Shark - 1.38%/s 16.Scorching Rounds - 1.47%/s 17.Big Hippo - 1.48%/s ---Rainbow Arch, normal shots - 1.48%/s 18.Thunder Storm - 1.56%/s 19.Dual Fang - 1.63%/s ---Talisman, normal shot - 1.63%/s 20.Bloody Drill - 1.67%/s ---Shrieker - 1.67%/s 21.Pupil (quick shots) - 1.75%/s 22.Concealed Ammo, normal shots - 1.78%/s ---Demonlore - 1.78%/s ---Fire Dragon - 1.78%/s ---Scalpel, single shots - 1.78%/s 23.Goshawk - 2%/s 24.Porcupine, normal shots - 2.19%/s ---Talisman, weapon skill - 2.19%/s 25.Bone Dragon - 2.22%/s ---Golden Bow (full charges) - 2.22%/s ---Rainbow - 2.22%/s ---Star Devourer - 2.22%/s ---Tiger Cannon - 2.22%/s 26.Laser Gloves - 2.37%/s ---Thunderclap Gloves - 2.37%/s 27.Aura Venom, normal shots - 2.5%/s 28.Fire Tower, normal swings - 2.53%/s 29.Piercing Flame - 2.67%/s 30.Concealed Ammo, weapon skill (with full mag) - 2.77%/s 31.Golden Bow (half charges) - 2.78%/s 32.Illusion (at full speed) - 2.81%/s 33.Golden Bow (quick shots) - 3.33%/s 34.Hell - 3.44%/s 35.Angelic Aura - 3.56%/s ---Scalpel, double shots - 3.56%/s 36.Lighting Ksana - 4%/s 37.Strike Wing - 4.44%/s 38.Woodpecker - 6.25%/s 39.Deafening Mortar - 6.67%/s 40.Aura Venom, weapon skill - 8.44%/s** 41.Wild Hunt - 14.44%/s **rough estimate based on 13.5 ROF; the exact ROF of weapon skill is unknown Some data regarding 'Battlefield Support' Since being added to the game, the talent known as Battlefield Support (which restores secondary skill uses every time you expend x amount of ammo) has been a mildly interesting mechanic to toy with. For anyone who has struggled with secondary skill runs because you keep running out of charges and can't find Double Exhilaration to save your life, this data shows how well your weapons can abuse this talent. Sure, some of you might prefer to simply do this with Foundry because of infinite ammo, but I still find it helpful to know how well other weapons do it. SSU = secondary skill uses (not listed: Flowing Light, Foundry) 1.Scalpel, double shots - 0.35 SSU/s 2.Thunderclap Gloves - 0.31 SSU/s 3.Laser Gloves - 0.27 SSU/s 4.Rainbow - 0.26 SSU/s ---Talisman, weapon skill - 0.26 SSU/s 5.Angelic Aura - 0.22 SSU/s ---Scalpel, single shots - 0.22 SSU/s 6.Big Hippo - 0.21 SSU/s ---Woodpecker - 0.21 SSU/s 7.Demonlore - 0.2 SSU/s ---Dual Fang - 0.2 SSU/s ---Fire Dragon - 0.2 SSU/s ---Strike Wing - 0.2 SSU/s 8.Aura Venom, weapon skill - 0.19 SSU/s ---Concealed Ammo, normal shots - 0.19 SSU/s 9.Star Devourer - 0.18 SSU/s 10.Rainbow Arch, normal shots - 0.17 SSU/s 11.Crimson Firescale - 0.16 SSU/s ---Illusion - 0.16 SSU/s 12.Dragonchaser - 0.15 SSU/s ---Golden Bow (quick shots) - 0.15 SSU/s 13.Deafening Mortar - 0.14 SSU/s ---Hexagon, normal shots - 0.14 SSU/s 14.Lightning Blast - 0.13 SSU/s ---Talisman, normal shot - 0.13 SSU/s 15.Cavalry - 0.12 SSU/s ---Golden Bow (half charges) - 0.12 SSU/s ---Lighting Ksana - 0.12 SSU/s ---Porcupine, normal shots - 0.12 SSU/s 16.Arc Light - 0.11 SSU/s ---Aura Venom, normal shots - 0.11 SSU/s ---Cloud Weaver - 0.11 SSU/s ---Fire Tower, normal swings - 0.11 SSU/s 17.Glimmering - 0.1 SSU/s ---Golden Bow (full charges) - 0.1 SSU/s ---Prism - 0.1 SSU/s ---Pupil (quick shots) - 0.1 SSU/s ---Shrieker - 0.1 SSU/s 18.Hell - 0.09 SSU/s ---Piercing Flame - 0.09 SSU/s ---Scorching Rounds - 0.09 SSU/s ---Thunder Storm - 0.09 SSU/s ---Wild Hunt - 0.09 SSU/s 19.Poisonous Ghost, with stagger hit & reload - 0.08 SSU/s ---Frenzied Shark - 0.08 SSU/s 20.Icy Spear - 0.07 SSU/s ---Goshawk - 0.07 SSU/s ---Argus - 0.07 SSU/s 21.Bloody Drill - 0.06 SSU/s ---Bone Dragon - 0.06 SSU/s ---Justice - 0.06 SSU/s 22.Pupil (full charges) - 0.05 SSU/s ---Sting - 0.05 SSU/s ---Sunder - 0.05 SSU/s 23.Tiger Cannon - 0.04 SSU/s And this is SSU/s with bottomless clips... 1.Aura Venom, weapon skill - 0.68 SSU/s 2.Wild Hunt - 0.65 SSU/s 3.Angelic Aura - 0.6 SSU/s ---Scalpel, double shots - 0.6 SSU/s 4.Woodpecker - 0.5 SSU/s 5.Laser Gloves - 0.4 SSU/s ---Thunderclap Gloves - 0.4 SSU/s 6.Rainbow - 0.38 SSU/s ---Star Devourer - 0.38 SSU/s 7.Concealed Ammo, normal shots - 0.3 SSU/s ---Deafening Mortar - 0.3 SSU/s ---Demonlore - 0.3 SSU/s ---Fire Dragon - 0.3 SSU/s ---Scalpel, single shots - 0.3 SSU/s 8.Dual Fang - 0.28 SSU/s 9.Talisman, weapon skill - 0.26 SSU/s 10.Big Hippo (at full speed) - 0.25 SSU/s ---Rainbow Arch, normal shots - 0.25 SSU/s 11.Crimson Firescale - 0.23 SSU/s ---Illusion (at full speed)- 0.23 SSU/s 12.Aura Venom, normal shots - 0.2 SSU/s ---Dragonchaser - 0.2 SSU/s ---Strike Wing - 0.2 SSU/s 13.Lighting Ksana - 0.18 SSU/s ---Porcupine, normal shots - 0.18 SSU/s 14.Hell - 0.16 SSU/s ---Lightning Blast - 0.16 SSU/s 15.Cavalry - 0.15 SSU/s ---Golden Bow (quick shots) - 0.15 SSU/s 16.Pupil (quick shots) - 0.14 SSU/s 17.Cloud Weaver - 0.13 SSU/s ---Talisman, normal shot - 0.13 SSU/s ---Thunder Storm - 0.13 SSU/s 18.Golden Bow (half charges) - 0.12 SSU/s ---Piercing Flame - 0.12 SSU/s ---Scorching Rounds - 0.12 SSU/s 19.Arc Light - 0.11 SSU/s ---Frenzied Shark - 0.11 SSU/s ---Hexagon, normal shots - 0.11 SSU/s ---Poisonous Ghost, with stagger hit - 0.11 SSU/s ---Sunder - 0.11 SSU/s 20.Bone Dragon - 0.1 SSU/s ---Fire Tower, normal swings - 0.1 SSU/s ---Glimmering - 0.1 SSU/s ---Golden Bow (full charges) - 0.1 SSU/s ---Justice - 0.1 SSU/s ---Prism - 0.1 SSU/s ---Tiger Cannon - 0.1 SSU/s 21.Argus - 0.09 SSU/s ---Goshawk - 0.09 SSU/s 22.Bloody Drill - 0.08 SSU/s ---Shrieker - 0.08 SSU/s ---Sting - 0.08 SSU/s 23.Icy Spear - 0.07 SSU/s 24.Pupil (full charges) - 0.06 SSU/s Miscellaneous Lists (1) All Weapons, by ROF 1.Angelic Aura - 24/s 2.Laser Gloves - 16/s ---Thunderclap Gloves - 16/s 3.Rainbow - 15/s ---Star Devourer - 15/s 4.Aura Venom, weapon skill - 13.5/s* 5.Concealed Ammo, normal shots - 12/s ---Demonlore - 12/s ---Fire Dragon - 12/s ---Scalpel - 12/s 6.Dual Fang - 11/s 7.Big Hippo (after accel) - 10/s ---Rainbow Arch, normal shots - 10/s ---Woodpecker - 10/s 8.Crimson Firescale - 9/s 9.Hexagon, normal shots - 8.5 10.Dragonchaser - 8/s 11.Lightning Blast - 6.5/s ---Wild Hunt - 6.5/s 12.Cavalry - 5.8/s 13.Cloud Weaver - 5 (1 per spike)/s 14.Illusion (after accel) - 4.5/s 15.Aura Venom, normal shots - 4/s 16.Porcupine, normal shots - 3.5/s ---Talisman, weapon skill - 3.5/s 17.Foundry - 3/s 18.Pupil (quick shots) - 2.8/s 19.Talisman, normal shot - 2.6/s 20.Thunder Storm - 2.5/s 21.Scorching Rounds - 2.35/s 22.Arc Light 2.2/s ---Frenzied Shark - 2.2/s 23.Poisonous Ghost - 2.17/s 24.Prism - 2.1/s ---Sunder - 2.1/s 25.Glimmering - 2/s ---Justice - 2/s 26.Flowing Light, normal swings - 1.88/s 27.Argus - 1.8/s ---Lighting Ksana - 1.8/s 28.Shrieker - 1.75/s 29.Double Caliber - 1.6/s 30.Hell - 1.55/s ---Sting - 1.55/s 31.Golden Bow (quick shots) - 1.5/s 32.Icy Spear - 1.33/s 33.Golden Bow (half charges) - 1.25/s 34.Piercing Flame - 1.2/s 35.Pupil (full charges) - 1.16/s 36.Fire Tower - 1.14/s 37.Bone Dragon - 1/s ---Deafening Mortar - 1/s ---Golden Bow (full charges) - 1/s ---Porcupine, weapon skill - 1/s ---Rainbow Arch, weapon skill (at full charge) - 1/s ---Strike Wing - 1/s ---Tiger Cannon - 1/s 38.Goshawk - 0.9/s 39.Bloody Drill - 0.75/s ---Concealed Ammo, weapon skill - 0.75/s *estimate; the exact rof is unknown All weapons by magsize 1.Big Hippo - 80 ---Thunderclap Gloves - 80 2.Fire Dragon - 60 3.Laser Gloves - 50 ---Rainbow - 50 4.Dual Fang - 45 5.Cavalry - 42 6.Cloud Weaver - 40 ---Star Devourer - 40 7.Scalpel - 36 8.Dragonchaser - 35 ---Lightning Blast - 35 9.Rainbow Arch - 32 10.Crimson Firescale - 30 ---Demonlore - 30 ---Hexagon, normal shots - 30 11.Angelic Aura - 28 ---Concealed Ammo - 28 12.Illusion - 24 13.Poisonous Ghost - 15 14.Porcupine - 12 ---Woodpecker - 12 15.Flowing Light - 10 ---Pupil - 10 ---Thunder Storm - 10 16.Foundry - 9 ---Sting - 9 17.Argus - 8 ---Aura Venom - 8 ---Double Caliber - 8 ---Frenzied Shark - 8 18.Hell - 6 ---Justice - 6 ---Lighting Ksana - 6 ---Scorching Rounds - 6 19.Bloody Drill - 5 ---Goshawk - 5 ---Piercing Flame - 5 ---Sunder - 5 20.Shrieker - 4 21.Deafening Mortar - 3 22.Bone Dragon - 2 ---Talisman - 2 ---Wild Hunt - 2 23.Arc Light - 1 ---Fire Tower - 1 ---Glimmering - 1 ---Golden Bow - 1 ---Icy Spear - 1 ---Prism - 1 ---Strike Wing - 1 ---Tiger Cannon - 1 All Weapons, by critx 1.Strike Wing - 5x 2.Lighting Ksana - 4.5x 3.Bloody Drill - 4x ---Double Caliber - 4x ---Golden Bow (full charges) - 4x ---Goshawk - 4x ---Piercing Flame - 4x 4.Aura Venom - 3.5x ---Icy Spear - 3.5x ---Scalpel - 3.5x ---Scorching Rounds - 3.5x ---Woodpecker - 3.5x 5.Golden Bow (half charges) - 3.25x 6.Angelic Aura - 3x ---Arc Light - 3x ---Cloud Weaver - 3x ---Concealed Ammo - 3x ---Demonlore - 3x ---Dual Fang - 3x ---Prism - 3x ---Star Devourer - 3x ---Sting - 3x ---Sunder - 3x ---Thunder Storm - 3x 7.Dragonchaser - 2.5x ---Golden Bow (quick shots) - 2.5x ---Pupil - 2.5x 8.Argus - 2x ---Big Hippo - 2x ---Cavalry - 2x ---Crimson Firescale - 2x ---Fire Dragon - 2x ---Fire Tower - 2x ---Flowing Light - 2x ---Foundry - 2x ---Glimmering - 2x ---Hell - 2x ---Hexagon - 2x ---Illusion - 2x ---Laser Gloves - 2x ---Lightning Blast - 2x ---Poisonous Ghost - 2x ---Porcupine - 2x ---Rainbow - 2x ---Rainbow Arch - 2x ---Shrieker - 2x ---Talisman - 2x ---Thunderclap Gloves - 2x ---Wild Hunt - 2x 9.Bone Dragon - 1x ---Deafening Mortar - 1x ---Frenzied Shark - 1x ---Justice - 1x ---Tiger Cannon - 1x Miscellaneous Lists (2) All weapons by base Elemental Effect Chance (percent) 1.Fire Tower - 50% ---Flowing Light - 50% 2.Aura Venom - 40% ---Lighting Ksana - 40% ---Piercing Flame - 40% 3.Golden Bow - 30% ---Poisonous Ghost - 30% ---Prism - 30% ---Strike Wing - 30% 4.Bloody Drill - 25% ---Goshawk - 25% ---Scorching Rounds - 25% ---Sting - 25% 5.Arc Light - 20% ---Double Caliber - 20% ---Fire Dragon - 20% ---Justice - 20% ---Lightning Blast - 20% ---Sunder - 20% ---Thunder Storm - 20% ---Woodpecker - 20% 6.Cavalry - 14% 7.Argus - 12% ---Crimson Firescale - 12% 8.Bone Dragon - 10% ---Cloud Weaver - 10% ---Deafening Mortar - 10% ---Demonlore - 10% ---Dual Fang - 10% ---Foundry - 10% ---Frenzied Shark - 10% ---Glimmering - 10% ---Hexagon - 10% ---Icy Spear - 10% ---Porcupine - 10% ---Pupil - 10% ---Rainbow - 10% ---Scalpel - 10% ---Shrieker - 10% ---Star Devourer - 10% ---Talisman - 10% ---Tiger Cannon - 10% 9.Dragonchaser - 8% ---Hell - 8% ---Rainbow Arch - 8% ---Wild Hunt - 8% 10.Angelic Aura - 5% ---Big Hippo - 5% ---Concealed Ammo - 5% ---Laser Gloves - 5% ---Illusion - 5% ---Thunderclap Gloves - 5% All Weapons by Elemental Proc Rate This is a calculated estimate based on the correlation between a weapon's elemental percentage and its ROF. Unlike the other lists, I've decided to measure this one on an INTRA-magazine basis. (not listed: Deafening Mortar) 1.Aura Venom, weapon skill - 5.4 procs/s 2.Fire Dragon - 2.4 procs/s ---Scalpel, double shots - 2.4 procs/s 3.Woodpecker - 2 procs/s 4.Aura Venom, normal shots - 1.6 procs/s 5.Rainbow - 1.5 procs/s ---Star Devourer - 1.5 procs/s 6.Lightning Blast - 1.3 procs/s 7.Angelic Aura - 1.2 procs/s ---Demonlore - 1.2 procs/s ---Scalpel, single shots - 1.2 procs/s 8.Dual Fang - 1.1 procs/s 9.Crimson Firescale, normal shots - 1.08 procs/s 10.Flowing Light - 0.94 procs/s 11.Hexagon, normal shots - 0.85 procs/s 12.Cavalry - 0.81 procs/s 13.Laser Gloves - 0.8 procs/s ---Rainbow Arch, normal shots - 0.8 procs/s ---Thunderclap Gloves - 0.8 procs/s 14.Lighting Ksana - 0.72 procs/s 15.Poisonous Ghost, normal swings only - 0.65 procs/s 16.Dragonchaser - 0.64 procs/s 17.Prism - 0.63 procs/s 18.Concealed Ammo, normal shots - 0.6 procs/s ---Strike Wing, primary shots - 0.6 procs/s 19.Scorching Rounds - 0.59 procs/s 20.Fire Tower, normal swings - 0.57 procs/s 21.Wild Hunt - 0.52 procs/s 22.Big Hippo (after accel) - 0.5 procs/s ---Cloud Weaver - 0.5 procs/s ---Thunder Storm - 0.5 procs/s 23.Piercing Flame - 0.48 procs/s 24.Golden Bow (quick shots) - 0.45 procs/s 25.Arc Light - 0.44 procs/s 26.Sunder - 0.42 procs/s 27.Justice - 0.4 procs/s 28.Golden Bow (half charges) - 0.38 procs/s 29.Porcupine, normal shots - 0.35 procs/s ---Talisman, weapon skill - 0.35 procs/s 30.Double Caliber - 0.32 procs/s ---Sting - 0.32 procs/s 31.Golden Bow (full charges) - 0.3 procs/s 32.Pupil (quick shots) - 0.28 procs/s 33.Talisman, normal shot - 0.26 procs/s 34.Illusion - 0.23 procs/s ---Goshawk - 0.23 procs/s 35.Argus - 0.22 procs/s 36.Glimmering - 0.2 procs/s 37.Bloody Drill - 0.19 procs/s 38.Frenzied Shark - 0.16 procs/s 39.Icy Spear - 0.13 procs/s 40.Hell - 0.12 procs/s ---Pupil (full charges) - 0.12 procs/s 41.Bone Dragon - 0.1 procs/s ---Porcupine, weapon skill - 0.1 procs/s ---Tiger Cannon - 0.1 procs/s 42.Shrieker - 0.08 procs/s Weapons that increase/decrease movement speed 1.Flowing Light +30% ---Poisonous Ghost +30% 2.Arc Light +20% ---Aura Venom +20% ---Cloud Weaver +20% ---Foundry +20% ---Glimmering +20% ---Icy Spear +20% ---Prism +20% ---Rainbow +20% ---Scorching Rounds +20% ---Sunder +20% ---Talisman +20% ---Thunder Storm +20% 3.Angelic Aura +10% ---Concealed Ammo +10% ---Demonlore +10% ---Dual Fang +10% ---Dragonchaser +10% ---Fire Dragon +10% ---Fire Tower +10% ---Frenzied Shark +10% ---Justice +10% ---Laser Gloves +10% ---Scalpel +10% ---Star Devourer +10% ---Thunderclap Gloves +10% 4.Big Hippo -10% ---Bone Dragon -10% ---Deafening Mortar -10% ---Shrieker -10% ---Tiger Cannon -10% My Personal Tier List Thank you for reading my data, I hope it was informative. Here is my own tier list to finish things off. Big thanks if you took the time to read through this far and/or asked questions in the comments, really appreciate knowing that my work is valuable! Tier Rubric S-tierHas exceptional damage, scaling, and/or elemental procs Does not heavily rely on inscriptions/gemini to be worthwhile Great investment for builds across at least 3 different heroesA-tierHas strong damage, scaling, and/or elemental procs Partially relies on some inscriptions/gemini, but negotiable Good investment for builds across 2-3 different heroesB-tierHas decent damage, scaling, and/or elemental procs Relies on inscriptions/gemini to match the performance of some other weapons Passable investment for some buildsC-tierHas below average damage, scaling, and/or elemental procs Needs better than average inscriptions to be worthwhile Outclassed by most other weapons Deserves some buffingD-tierNot a viable enough investment for any known builds Desperately needs buffs and/or redesign
LV.
2026-02-19 04:00:21 · 发布在 「枪火重生」
元素速查表
新手玩家快速了解元素的速查表。该速查表关于各个方面的一些说明元素伤害本身没有效果,但对特定防御类型有50%的伤害加成。火焰对生命值(红色血条)效果显著,闪电对护盾(蓝色血条)效果显著,腐蚀对护甲(黄色血条)效果显著。 卷轴和升华中增加或减少元素伤害的效果,会影响这些武器和技能造成的伤害。燃烧状态下的敌人会持续受到伤害。这虽然简单直接,但对于没有护盾或护甲的杂兵敌人集群来说,火焰效果尤为有效——只需触发一次燃烧状态,就能对目标造成大量伤害,你甚至无需将自己暴露在敌人的视线范围内。 需要注意的是,燃烧伤害与火焰伤害是不同的——提升“火焰伤害”的卷轴、铭文和升华效果,指的是火焰武器造成的武器伤害,而非燃烧状态带来的持续伤害。不过,【太子(就是那个猫男孩)】的“火焰支配”升华在3级时,会使燃烧伤害和爆炸伤害都翻倍。电击会对目标造成小范围的 zap 伤害,并施加一个减益效果,使目标受到所有来源的伤害增加10%。10%比听起来要多,这大致相当于你的武器对被电击目标的伤害提升了1级。【腐蚀】会使目标移动速度降低50%——直观来看,这对那些冲向你的近战目标尤其有效,能让它们远离你,从而减轻压力。 【腐蚀】的另一个重要价值在于,任何移动的目标——即使速度不是特别快——在被减速后都会更容易被追踪,这通过让你更容易对它们造成暴击,间接提升了你的伤害。这一点在【毒液光环】和【棱镜】等弹道类腐蚀武器上尤为明显。 【太子】拥有烟雾弹,能造成强大的腐蚀伤害,是在小范围内触发【腐蚀】效果的简便方法。为充分利用这些优势,应优先选择【酸性支配】和【元素狂怒】等升华技能,以大幅提升烟雾造成的有效伤害;选择【背包扩容】来增加使用烟雾的频率;并至少点出1级【 hex smoke】以进一步削弱目标。同时受到燃烧和电击效果的目标会陷入操控状态。理论上,操控状态会使目标变为友方,并让其开始攻击盟友而非玩家。不过这一效果的AI表现似乎不太理想——有时目标根本不会攻击,而且玩家也很难注意到它们造成了多少伤害。这很容易让人觉得这是个相当无用的效果组合,但关键在于其描述中的“而非你”这几个字。 操控状态的真正作用并非让目标攻击盟友,而是让它们停止攻击玩家。这能让玩家从更具威胁的敌人那里获得喘息之机,争取宝贵时间来清理杂兵、重新走位,或者在无需担心躲避攻击的情况下全力输出以削减其生命值。青燕(鸟类角色)从元素中获得的收益远不及其他英雄,但他孤注一掷的战斗风格使【操控】成为一个不错的选择。如果你在【飞跃】技能上获得了火元素或雷元素的元素之力升华,同时在一把合适的近战武器上使用另一种元素,那么当你向敌人飞跃时就能对其施加【操控】效果,这会给你充足的时间重新调整位置或持续攻击,并阻止敌人反击。同时受到燃烧和腐蚀效果影响的目标会触发爆炸。与其他所有效果和融合效果不同,爆炸并非状态效果,而是单次触发的范围伤害。 爆炸的威力、燃烧对无护盾无装甲目标群体的显著效果,以及腐蚀在太子技能组中自带范围触发效果并拥有多种相关增益,这些因素使得在对付敌人集群时,组合火焰和腐蚀伤害极为强大。酸性爆炸和剧毒烟雾这两个觉醒技能能进一步增加伤害和范围,即便使用不太理想的卷轴和武器,也能在游戏后期轻松清理杂兵。 獒拜(那只狗)有一个觉醒技能直接影响爆炸伤害——疯狂炸弹客。这会影响火箭发射器、隐匿弹药、自身手榴弹以及该融合效果。不过,它似乎不会影响微光子弹和灼烧子弹的独特特性。使用敖白时,你可能很想专注于双持玩法,但如果你要搭配火焰和腐蚀元素,至少点出一级疯狂炸弹客是个不错的选择。受到【震慑】和【腐蚀】效果影响的目标会被施加【瘴气】效果,而【瘴气】在纯粹每秒伤害方面堪称无与伦比的王者。 【瘴气】会对目标造成相对较低的持续伤害效果,该效果会扩散至附近敌人并对其造成更低的持续伤害。但这种伤害可以叠加——你可以对一个目标及其友军反复施加【瘴气】(据我所知最多可叠加9次)。一旦【瘴气】叠加几次后,其伤害量会变得异常恐怖,能够彻底撕碎敌人的生命值。许多玩家会优先构建能尽可能触发瘴气的流派——对于太子来说,常见目标是找到一把可靠的闪电武器,与他的腐蚀手雷搭配,并选择能最大化对尽可能多目标同时施加电击和腐蚀效果的概率及影响的任意卷轴、铭刻和觉醒。 瘴气几乎是火焰的强化版——除了能同时造成电击和腐蚀效果外,它的持续伤害比燃烧更高,且通常比爆炸有更好的范围输出。虽然你应优先选择的玩法很大程度上取决于你的武器以及获得的各种觉醒和卷轴,但尽早以瘴气为目标通常不是个坏主意。
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