The blow is always linked to the amount of damage. The higher the damage, the higher the benefit of the blow. The line chart of income does not increase linearly like that of dharma injury, quickness and crit, but rises in a curve. The hit rate of naked spells is 83%, and the maximum hit rate is 100%, in which the hit rate of 1% is increased every 26.23 spell hit level, and it needs to be increased by 17% to increase the hit rate to 100%, so pets can enjoy the bonus of hit. Because talent can increase the hit rate by 3%, and the hit rate of balancers and shadow priests in raid can also increase by 3%, then we need 1 1% to make all the skills of the Pain Department hit. At this time, we need to reach 26.23× 1 1%=289. If there is no point suppression talent, or if there is no buff provided by Balancer and Shadow Priest in raid, then we need to hit 26.23x14% = 368. Alliance warlocks hit 26.23 less than this value. It is 263 and 34 1.
Fast WLK has added a glyph of fast fading, which allows your fast attribute to affect the speed of corrosion jump. And pain SS, erosion is basically the second in the total injury, and its importance is understandable.
Needless to say, spell strength is the highest priority attribute of DPS in any legal system, and it is also the only attribute that rises steadily and gradually among all attributes. It is also the attribute that is most prone to quantitative and qualitative changes.
Crit for the painful SS, crit is enough regardless of the equipment bonus.
Mental pain consumes a lot of money, and proper spirit can reduce the number of times you divert. So it is also one of the means to improve DPS. T9 suit has many spiritual attributes. Coupled with the glyph of mental shunt, mental shunt can play the role of BUFF to improve the dharma injury, and with the evil armor operation, it can be expected that 2 spirits can be equal to 1 dharma injury.
The output of pain SS can be said to be the top 3 of the whole professional difficulty. Maud is well deserved 1.
We always involve seven or eight skills. Due to the influence of talent, the perfect cycle of pain is a kind of corrosion to the end. Each dot has just finished the last jump and can be made up in 0.2 seconds. This requires very strong adaptability and computing power.
Pain output is divided into two stages. One is the ordinary stage where the BOSS's blood volume is 25% more. At this stage, you need to use six skills: curse of pain, corrosion, impermanence of pain, life diversion, ghosts and shadows. Because corruption will cause other skills to recalculate time, it is very important for us to aim at ghosts, curse of pain and impermanence of pain.
Ghost-ridden: there can be no broken sections unless absolutely necessary. Because the ghost has flight time and a little reaction time when attacking hostile targets, it is best to delay the release of DOT and maintain the uninterrupted ghost as soon as possible.
Curse of pain and impermanence of pain: Look at the plug-in tips and pay attention to two or three skills when the duration is less than 3 seconds. Try to make up the corresponding curse in time after the last injury.
When the game is about to start, first use 1 to trigger the life diversion sculpture effect. The first skill to get started should be shadow arrow (the first layer of shadow hug that triggers the opponent's target), and the second skill will refresh the second layer of shadow hug with ghosts. The third skill uses corrosion (because the benefit of corrosion is higher than other curses with the support of acceleration, the finiteness ranks before the other two curses). Then, in turn, it is full of painful impermanence and painful curse. When the curse of pain and the impermanence of pain are coming to an end, pay attention to make up for it. Keeping the goal is always effective. Etching is not mentioned for the time being, because in many cases the time can be recalculated correctly. Ghost haunting: The most important skill, in order not to lose 23% of the continuous damage, I suggest you find an opportunity to make it up as soon as the 8-second CD arrives, while the ordinary spell-making skill is better late than early.
Then there is the decapitation stage of 25%, which absorbs 25% of the soul and quadruples the damage. Under the action of shadow hug and soul-eating BUFF, soul-sucking can easily reach a jump of 2 W, and a shadow arrow crit is about1w. Slaughter period (after 25% HP): Give up Shadow Arrow, keep DOT, and absorb soul output instead. Never mind when the curse of the enemy target ends. Before 25%, you must reapply the spell of the pain system (except erosion). The ideal order is pain, curse, impermanence and then ghosts. It's best to end the haunting of ghosts, just when the enemy's target blood volume drops to 25%, you can immediately absorb souls one by one. If you are in a bloodthirsty period at this time, then I don't recommend using speed potion at this time. Wait until the bloodthirsty buff disappears, and then use the speed potion to increase the speed of soul absorption. Because absorbing the damage of the soul depends on the effect of the pain on the enemy when shooting. Moreover, the benefits of DOT are higher than soul absorption, so I suggest that if you don't intend to absorb souls, you can make up DOT (note: ghost is also a painful spell, and soul absorption is also effective). At this time, there is actually not much to pay attention to, that is, to maintain the support of the two shadows and make up for the absorption of the soul. Because the impermanence of pain is 15 second and the curse of pain is 24 seconds, you can absorb your soul twice and then pay attention to the impermanence of pain and the curse of pain after three times. This practice is just a kind of laziness. Many times, many emergencies, you need better calculation and planning ability. Try to keep a three-layer shadow hug effect when killing. If the effect of maintaining the shadow hug is too slow, then I suggest abruptly interrupting when the soul-sucking causes the fourth damage (I use the ForteXorcist plug-in to judge when the damage will be caused in advance) and supplementing the effect of the shadow hug with ghost troubles (there is a bug that has not been solved since the 3.03 era. This bug is that if your acceleration is above 600, there is a certain chance that your soul-sucking will only cause four injuries. I've tried many times myself, really. I rushed 1300. Soul-sucking often does not jump.
Finally, I want to say that the painful SS output is a well-planned battle. You need to plan every detail of normal combat and have different emergency plans to deal with every emergency. But really don't hurt before 900. The pain is not fast enough, and it is very tangled. Destruction is still a better choice.