Dotting on the drawing of dnf80 female big gun

Time: 2014-08-04 10:34:47 Source: Internet Reading Times: 16777215

Add points for 5 kinds of painting types in the 80 version, and analyze the new version of each skill

1. Dead step mass flow point
Occupation: Gunner
Grade: 80
Total SP: 9570
SP used: 9510
Remaining SP: 60
Total TP: 31 Used tp: 31 Remaining tp: 0
-------[General]--------
Leap: 1
Physical Critical Hit: 10
Body crouching: 1
Jump back: 1
Basic proficiency: 1
Attack type conversion: 1
-------[Normal]--------
Backward kick: 1
Floating bomb: 1
Nail penetration: 1
M-137 Green machine gun: 38
BBQ:1 
M-3 flame thrower: 33
RX-78 pursuer: 1
Gunner Heavy armour Proficiency: 1
-------[Transfer]--------
Proficiency in heavy firearms: 1
Heavy lighter pulling: 1
Anti tank gun: 31
Laser gun: 28
Storage laser gun: 1
FM-92mk2 grenade: 23
Focusing flame thrower: 26
Potential explosion: 10
Quantum bomb: 21
X-1 compressed quantum gun: 18
Upanism of Heavy Firearms: 1
-------[Awakening]--------
Overtemperature reheater: 11
Ancient particle cannon: 7
Ice ejector: 1
FM-92mk2 SW grenade: 6
-------[Features]--------
Enhancement - M-3 flame thrower: 3
Enhancement - antitank gun: 5
Enhancement - FM-92mk2 Grenade: 3
Enhancement - focusing flame thrower: 2
Enhancement - X-1 compressed quantum gun: 4

This extra point is suitable for the common people's party that usually makes money by drawing pictures and moving bricks. It is full of crude fire. It is very easy and comfortable to clean up the small monsters. The CD is short, and the damage is not bad. I have been full of crude fire to clean up the small monsters in the stage of grading, but if it is full of crude fire, I will point to Level 3 EX, otherwise the value of the crude fire will be greatly reduced. As for heavy firearm mastery of the Dead Step Party, only one point is enough. Because 15% of the heavy firearm BUFF is still stacked, there are only SP points left, which can just fill other skills. It is basically not difficult to brush the general king map. However, if you are equipped with refugee level equipment, and the painting consumes a lot of blue, you can give up quantum dots and add heavy essence. The remaining 60 SP points follow your personal preference. Ice gun points are level 1, and there is nothing worth giving up to fill the ice gun.
As for the characteristic skills, since it is a dead step, the damage of compression and grenade increases greatly on the basis of the dead step, so full EX compression and grenade.
EX anti tank is full, a soul skill, there is no reason to be dissatisfied with EX
EX coarse fire point level 3, the EX range and hardness of level 3 are enough to clean up ordinary monsters
EX Focus Level 2 is still the soul clearing skill of monsters, but TP is too tight and can only point 2
It is not recommended to click EX quantum and laser here. For the female big gun with strong fire, it is embarrassing to spend the originally strained TP to click a light attribute skill



2、 Handgun mass flow point
Occupation: Gunner
Grade: 80
Total SP: 9570
SP used: 9535
Remaining SP: 35
Total TP: 31 Used tp: 31 Remaining tp: 0
-------[General]--------
Leap: 1
Physical Critical Hit: 10
Body crouching: 1
Jump back: 1
Basic proficiency: 1
Attack type conversion: 1
-------[Normal]--------
Backward kick: 1
Floating bomb: 1
Nail penetration: 1
M-137 Green machine gun: 38
BBQ:1 
M-3 flame thrower: 33
RX-78 pursuer: 1
Gunner Heavy armour Proficiency: 1
-------[Transfer]--------
Proficiency in heavy firearms: 10
Heavy lighter pulling: 1
Anti tank gun: 31
Laser gun: 28
Storage laser gun: 1
FM-92mk2 grenade: 23
Focusing flame thrower: 26
Potential explosion: 10
Quantum bomb: 17
X-1 compressed quantum gun: 18
Upanism of Heavy Firearms: 1
-------[Awakening]--------
Overtemperature reheater: 11
Ancient particle cannon: 7
Ice ejector: 1
FM-92mk2 SW grenade: 6
-------[Features]--------
Enhancement - M-3 flame thrower: 3
Enhancement - antitank gun: 5
Enhancement - FM-92mk2 Grenade: 2
Enhancement - focusing flame thrower: 5
Enhancement - Laser Cannon: 2
The second kind of bonus point is basically not very different from the mass dead step bonus point. It is the choice of heavy refining. Since the heavy refining of hand artillery flow will be filled, it will affect the character's object attack panel. However, when the SP is full of heavy precision, it is tight. To add heavy precision from 200 points of SP to the quantum, why should we abandon the quantum rather than the coarse fire? After all, the coarse fire is increased by 3 levels of EX, and the improvement of hand cannon on quantum is not as high as dead step.
For feature skills, I choose not to add EX compression, but to add EX focusing and level 2 EX laser. Why such a change? Considering that the mainstream of handguns is no longer Dada, the improvement of solid injury is certainly a little inferior, and as a civilian player, full of small moves is more appropriate.



3、 Xiaokang dead step flow point
Occupation: Gunner
Grade: 80
Total SP: 9570
SP used: 9550
Remaining SP: 20
Total TP: 31 Used tp: 31 Remaining tp: 0
-------[General]--------
Leap: 1
Physical Critical Hit: 10
Body crouching: 1
Jump back: 1
Basic proficiency: 1
Attack type conversion: 1
-------[Normal]--------
Backward kick: 1
Floating bomb: 1
Nail penetration: 1
M-137 Green machine gun: 38
BBQ:1 
M-3 flame thrower: 5
RX-78 pursuer: 1
Gunner Heavy armour Proficiency: 1
-------[Transfer]--------
Proficiency in heavy firearms: 1
Heavy lighter pulling: 1
Anti tank gun: 31
Laser gun: 28
Storage laser gun: 1
FM-92mk2 grenade: 23
Focusing flame thrower: 26
Potential explosion: 10
Quantum bomb: 21
X-1 compressed quantum gun: 18
Upanism of Heavy Firearms: 1
-------[Awakening]--------
Overtemperature reheater: 11
Ancient particle cannon: 7
Ice ejector: 11
FM-92mk2 SW grenade: 6
-------[Features]--------
Enhancement - Green machine gun: 3
Enhancement - antitank gun: 5
Enhancement - focusing flame thrower: 2
Enhancement - FM-92mk2 Grenade: 3
Enhancement - X-1 compressed quantum gun: 4



4、 Xiaokang manual gun flow adding point
Occupation: Gunner
Grade: 80
Total SP: 9570
SP used: 9525
Remaining SP: 45
Total TP: 31 Used tp: 31 Remaining tp: 0
-------[General]--------
Leap: 1
Physical Critical Hit: 10
Body crouching: 1
Jump back: 1
Basic proficiency: 1
Attack type conversion: 1
-------[Normal]--------
Backward kick: 1
Floating bomb: 1
Nail penetration: 1
M-137 Green machine gun: 38
BBQ:1 
M-3 flame thrower: 5
RX-78 pursuer: 1
Gunner Heavy armour Proficiency: 1
-------[Transfer]--------
Proficiency in heavy firearms: 10
Heavy lighter pulling: 1
Anti tank gun: 31
Laser gun: 28
Storage laser gun: 1
FM-92mk2 grenade: 23
Focusing flame thrower: 26
Potential explosion: 10
Quantum bomb: 16
X-1 compressed quantum gun: 18
Upanism of Heavy Firearms: 1
-------[Awakening]--------
Overtemperature reheater: 11
Ancient particle cannon: 7
Ice ejector: 11
FM-92mk2 SW grenade: 6
-------[Features]--------
Enhancement - Green machine gun: 3
Enhancement - antitank gun: 5
Enhancement - focusing flame thrower: 2
Enhancement - FM-92mk2 Grenade: 3
Enhancement - X-1 compressed quantum gun: 4
The third and fourth types of bonus points are more suitable for well-to-do players with a certain level of equipment. They have plenty of SP points and ice guns. The difference between the hand gun flow and the dead step flow lies in the choice of focusing on precision, not to mention.
As for the characteristic skills, I choose full EX compression and level 3 grenades. Because generally well-off players are well equipped and have explosive output, these two skills are prioritized. And EX Green and EX Fine Fire can not only provide high and continuous output and CD of transitional skills, but also these two skills play an important role in Ancient 3.



5、 Ultimate explosive flow
Occupation: Gunner
Grade: 80
Total SP: 9570
SP used: 9545
Remaining SP: 15
Total TP: 31 Used tp: 31 Remaining tp: 0
-------[General]--------
Leap: 1
Physical Critical Hit: 10
Body crouching: 1
Jump back: 1
Basic proficiency: 1
Attack type conversion: 1
-------[Normal]--------
Backward kick: 1
Floating bomb: 1
Nail penetration: 1
M-137 Green machine gun: 33
BBQ:1 
M-3 flame thrower: 5
RX-78 pursuer: 1
Gunner Heavy armour Proficiency: 1
-------[Transfer]--------
Proficiency in heavy firearms: 1
Heavy lighter pulling: 1
Anti tank gun: 33
Laser gun: 28
Storage laser gun: 1
FM-92mk2 grenade: 26
Focusing flamethrower: 22
Potential explosion: 10
Quantum bomb: 22
X-1 compressed quantum gun: 21
Upanism of Heavy Firearms: 1
-------[Awakening]--------
Overtemperature reheater: 13
Ancient particle cannon: 8
Ice ejector: 1
FM-92mk2 SW grenade: 8
-------[Features]--------
Enhancement - Green machine gun: 1
Enhancement - antitank gun: 5
Enhancement - FM-92mk2 Grenade: 5
Enhancement - X-1 compressed quantum gun: 5
The last type of bonus point depends on equipment. It has high character attributes, high strength weapons or high strength full level forged dead steps. The premise is that there is a talent contract to fill up the explosive skill contracts such as anti tank, grenade, compression, awakening, and EX grenade. The explosive power is more obvious. Players who like to pursue violence painting and second BOSS can choose such bonus points. I only used level 22 for the small fire instead of the coarse fire. After all, compared with other skills, the explosive power of the small fire is not good, and I also need to use EX to support it, so I gave up some small fire. As for Heavy Firearm Mastery, it is still 1, because this version of Death Step is still the most explosive weapon. If you take other highly enhanced hand cannons without dead step, you can also add quantum SP points to heavy precision
Characteristic skills, EX compression, grenade contract full, anti tank full, the rest I ordered Green, there is nothing to point

-------[Task]--------
Enhancement - Strength: 31
Enhancement - Physical Strength: 31
Enhancement - Movement Speed: 7
Enhancement - hit rate: 10
Enhancement - Physical Critical Hit: 7
Enhancement - Attribute Enhancement: 12
Enhancement - All Independent Attacks: 12
The final QP points give priority to: strength, attribute enhancement, independence, full explosive points, then full movement speed, full physical strength, and the remaining 10 hit points are enough. The first four directly affect the output, which will not be explained when it is full. The moving speed can ensure the displacement and distance output. Physical strength provides high health and defense. 10 hit points is enough, because the 120 second potential of the new version wastes the extra hits in the whole process



The following is my painting video:

 

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