Diablo II Jewelry Entry Priority List
Dungeon 2 has made some new jewelry entries on the basis of 1 generation, but some players have not found out which ones are better and which ones are worse. I'll give you a score here, which will make it easier for new players to shift+ left mouse button when facing a lot of dazzling treasures (garbage).
Sort each item according to whether it is just needed or not and the level of its restricted attribute:
Every round 100% automatic blood transfusion
Probability obtains "the probability of the next critical attack is100%" buff ≈.
Increase injury
Critical hit rate
Upper limit of blood addition
Plus the effective probability of profit-reducing skills
It is possible to automatically return blood every round.
Probability of getting extra action rounds
Add all kinds of resistance.
In the current edition, three new items have been introduced into Jewelry, namely "Automatic Blood Transfusion per Round", "Getting buff with Critical Hit Probability of the Next Attack of 100%" and "Extra Round with Probability of".
First of all, there is only one accessory that can automatically return blood every turn 100%: the sundial produced by the Academy can stably restore the maximum health 12% every turn. Other jewelry with the same entry is not recommended because of its low probability of blood return and low recovery, so it ranks lower.
Some players may want to ask, why is the buff of "the probability of X getting the next crit is 100%" so much higher than that of "the crit rate of X%"? Do they look different?
It is true that there seems to be no difference between the two from a purely numerical point of view, but as soon as it enters the gap of actual combat, it comes out: the critical hit rate is completely random and uncontrollable from beginning to end, and when to trigger can only depend on the face. Buff, that is, "the probability of getting the next attack crit with X probability is 100%", introduces artificially controllable elements on the basis of randomness. It enables players to make a series of plans to maximize output, such as distributing damage in advance and avoiding ridicule from the opposite side.
Secondly, the maximum difference between the two is very big: the maximum crit rate of a single ornament can be 8%, which is from the college. The maximum number of sets of two ornaments 12% comes from the number of sets of religious ornaments. Funnily enough, the highest crit rate is quirk death, and a single quirk can provide 15%. However, compared with the new version of 100% critical attack jewelry, the highest probability of a single one per round is 25%, which comes from limper's falling body "Eye of the Void" (with limited brightness), and the more general energy is 15%, which comes from college jewelry; In addition, there are many other ornaments that are crit at 100% under simple conditions, and the values are all crush crit rate ornaments.
So, why is the term "probability of getting extra action rounds" introduced in the new version so backward? The reason is complicated, so we should analyze the game mechanism.
First of all, make it clear who the extra rounds are for: obviously, the biggest benefit of the extra rounds must be the output explosion. However, all the explosive output occupations in the game are output rounds and rest rounds, so it is difficult to achieve the highest intensity output in two consecutive moves, which doomed that the extra rounds are almost useless. For example, the displacement of robbers after shooting, the displacement of thieves' spikes, and the blindness caused by Ma Feng's flat cutting are all speed limiters to prevent the continuous maximum output (the occupation of point damage per second itself can hardly trigger an extra round, and even the toxic explosion skill of plague has a CD, so it needs to be re-registered). After an outbreak, if you really enter the extra action wheel, you can't do the previous outbreak. At most, it will be a little more, and the expectation of income will not be high. So, extra rounds for other wet nurses? All the skills of the milkman are limited, so it is useless. Give meat? It's no use taking more rounds of meat. Many rounds can only benefit from the export profession itself, and it is useless if they don't like it.
Secondly, these ornaments are all a combination of "harsh pre-trigger conditions" and "low probability" without exception. For example, when the library burns books, the falling objects of BOSS "have a 33% chance to get extra action rounds after killing an enemy". To sum up, the low expected return combined with the difficulty and randomness of God's triggering will minimize the direct practicability. If we want to enhance it, we must get rid of randomness and probability, as long as we meet the preconditions of triggering. But even so, the strength is not high. After all, the output mode is doomed, and it is only a few flat A's, which is not much better than crit.
In addition to the above items, there are various ornaments such as "75% injury reduction, 50% injury reduction, 75% evasion, 50% evasion and 50% attack power". And their intensity is basically under the item of "plus the effective probability of debuff skills" (unless your team has no output, it will rank one higher).