Full weapon depth evaluation of Vigorous Knights
Information source: Internet Author: Unknown
Vigorous Knight There are many kinds of weapons, and different weapons have different attack speeds and ways. Next, let's look at the depth analysis of different weapons attack speed of each character.
Evaluation Introduction
![image017_S.jpg](/bcont/php/upload/image/20191223/1577067311800419.jpg)
Evaluation benchmark
Game version v1.2.2, test Huawei Glory 7, auxiliary tools: PR, PS, etc
Since there is no program code of the game and it is impossible to have it, the more accurate measurement method that can be achieved at this stage is stopwatch timing, but the measurement error will be obviously large, so the further precision measurement method is to record the screen and then import the video software to read the frame. This post is to record the screen and then read the frame to test various speed values.
First of all, this is an error caused by force majeure. I choose to ignore it. The following evaluation is based on my own mobile phone, and even if there is an error, it should not be too big. After the video is imported into PR, the basic data benchmark is obtained after a series of disturbances: the video recorded by my mobile phone is 30fps, that is, one frame is equal to 0.0333 seconds, and three frames are equal to 0.1 seconds. The measured data after that is rounded to the nearest 0.1s.
In fact, I didn't realize the problem of video frame rate at the beginning. One of the measured values was stable at 3.29 and 4.00, with an error of 0.7 seconds. It was later realized that the last bit unit was not a second but a frame, and there was only one frame difference between 0.29 and 1.00, that is, 0.033 seconds. After realizing this, all the data made before could only be deleted and redone, but the measurement was also on track.
Character Skills and Statues CD
First, it is the judgment benchmark of CD. Here, the definition of skill CD is that the moment when the blue lightning symbol turns gray after the skill key is clicked, the skill cools down until the skill key turns blue.
![image017_S.jpg](/bcont/php/upload/image/20191223/1577067398613531.jpg)
After a series of rigorous verification (pretending to be very powerful), the light and dark of the green halo under the figure's feet are completely synchronized with the skill keys, so it is determined that the statue CD is the same. The light and light of the halo under the statue's feet are taken as the criteria for judging the statue CD.
![image017_S.jpg](/bcont/php/upload/image/20191223/1577067458995525.jpg)
Statue CD
(arranged from small to large by CD)
1. Assassin Statue
Skill description: Shoot three daggers with damage of 4 forward
Cooling time: 1.0 seconds
Note: Affected by the talent of loose shot and accuracy
2. Spirit Statue
Skill description: push all enemies around a certain distance with oneself as the center, and cause 4 points of damage (Shenluo Tianzheng!!!)
Cooling time: 3.0 seconds
3. Wizard Statue
Skill description: 8 magic missiles are fired from all directions, and each bullet causes 3 points of damage
Cooling time: 5.0 seconds
Note: Influenced by the talent of spalling and accuracy, the flying bullet is sent forward in a fan shape after the point of accuracy. The effect of the increase of spalling is uncertain and needs to be tested
4. Robber Statue
Skill description: Attract enemies within a certain range and cause 3 points of damage. At the same time, each enemy within the range drops a gold coin (Vientiane Tianyin!!!)
Cooling time: 8.0 seconds
5. Knight Statue
Skill description: summon a knight
Cooling time: 8.0 seconds
6. Priest Statue
Skill description: summon a magic array, recover 8 points of magic every 0.5 seconds in the array, and recover 4 * 8=32 points of blue for 2 seconds in total. At the same time, the small monsters in the array will lose one point of blood every 0.5 seconds
Cooling time: (12.0 seconds)
remarks:
(1) There is a problem with the time description in the reference post. The actual measurement is to return blue/deduct blood every 0.5 seconds.
(2) The priest statue was sampled only twice, and measured 11 seconds and 12.5 seconds once. I thought it was 12 seconds for the moment (it was slow anyway), and then measured the exact value before modification
![u=1416683364,4163263148&fm=26&gp=0.jpg](/bcont/php/upload/image/20191223/1577067496614167.jpg)
Character Skills CD
See the previous section for the judgment of CD, but here we find that there is something interesting. The starting time of skill CD of different characters is different. Some of them click skill key to enter the cooling state instantly, and some click skill key to enter the cooling state after releasing the skill. Therefore, the following sections will describe the skill CD and the minimum interval between two skill releases.
Note:
(1) The CD here refers to the skill CD when the character is upgraded to full level, and the automatic+2s when the character is not full level
(2) Non Krypton gold players, don't ask me about the paying characters. Maybe they will buy characters in the future. Let's talk about it later
1. Knights
Click the skill key to enter the dual holding state, lasting for 5.0 seconds. The dual holding state increases the skill duration when killing enemies. During this period, switch weapons to exit the dual holding state directly.
After quitting the dual holding state, the skill begins to cool down. The cool down time is 8.0 seconds
The minimum release interval of skill theory is 13.0 seconds. Theoretically, it can be maintained in the dual holding state (as long as the enemy is constantly killed), but the CD and skill state are calculated separately. After the dual holding state is ended, you need to wait 8 seconds to start the skill again.
2. Assassin
Click the skill key to enter the burst state, lasting for 1.5 seconds. At the same time, the skill starts to cool down, and the skill cooldown time is 6.0 seconds. When the enemy dies in the burst state (including pet killing, bomb killing, etc.), the skill cools down instantly, and can be reset for up to 2 times in a short time, that is, the skill can be put for up to 3 times in a short time before entering the skill cooldown. If you only play the skill once or twice at a time, after a period of time (guess 6 seconds, like the CD, but not verified), it can be restored to two reset opportunities.
The minimum release interval of skill theory is 6.0 seconds, but killing the enemy within 1.5 seconds of skill release can instantly reset the CD, that is to say, in theory, you can release the skill without CD for three times before performing skill cooling.
3. Ranger
Click the skill key to roll forward. The roll lasts for 0.5 seconds. When the roll falls, the skill begins to cool down for 0.5 seconds.
The minimum release interval of skill theory is 1.0 seconds. There is nothing to say. The ranger is invincible within 0.5 seconds of rolling. Reasonable use of invincible time can perfectly avoid poison and fire injuries.
4. Mage
Click the skill key to release the skill. The skill release has a casting time of about 0.3 seconds. After the casting ends (lightning strikes), the skill starts to cool down, with a cooling time of 4.0 seconds.
The minimum release interval of skill theory is 4.3 seconds.
5. Alchemist
Click the skill to throw out the poison bottle. At the same time, the skill begins to cool down. The cooldown time of the skill is 4.0 seconds. According to the test, the poison effect lasts for about 6 seconds, and enemies within the poison range lose blood every 0.5 seconds, up to 12 times.
The minimum release interval of skill theory is 4.0 seconds. The existence time of poison is 2 seconds longer than that of CD, that is, in theory, 6 bottles of poison can hit a person at the same time. In addition, the poison damage brought by alchemy increases. The picture is really beautiful~
6. Genie
Click the skill to summon vines and enter the focused shooting state. After about 0.2 seconds, the skill begins to cool down, and the cooldown time is 4.0 seconds.
The minimum release interval of skill theory is 4.2 seconds. However, it is estimated that many people will not get up frequently after squatting down, so this data is not meaningful.
![image017_S.jpg](/bcont/php/upload/image/20191223/1577067547480570.jpg)
I noticed a set of interesting data. The interval between the CD of the Assassin Statue and the use of the Ranger's skill is 1 second. Naturally, I will test the situation of the Ranger using the Assassin Statue.
According to the test, if you press the skill key wildly, that is, when the ranger's skill cools down, you will put down the skill once. Sometimes the effect of the Assassin Statue will not work, that is to say, the ranger's skill use interval is slightly shorter than the assassin statue CD.
Then, after recording the screen and importing the PR read frame, I learned that the ranger's CD needs 2 frames less, that is, 0.0667 seconds. (After careful measurement, the ranger skill interval is 0.9 seconds, and the CD of the Assassin Statue is 0.9667 seconds, but the previous data is too lazy to change, which has little impact)
Then, on the premise that the ranger skill use interval is 1 second, we measured the CD of each statue with the ranger as the benchmark, and the conclusion is the same as the result of reading the frame test.
Matching of figures and statues
Note: The recommended collocation here is mainly discussed from CD. The character skill CD in this layer refers to the interval between two skill uses
1. The knights summoned by the Knight Statue have a certain amount of activity time, which is much longer than the CD without being killed, so their CD is not very influential to use, and no matter who takes it, there is nothing wrong with it.
2. The CD of the priest statue lasts for 12 seconds. In fact, only the knight can use it smoothly.
3. The wizard statue, a 5-second CD, is close to the skill CD of most characters, and all characters are quite suitable for use. It should be noted that the CD of the mage, alchemy and spirit is 4 seconds. It is recommended not to release the next skill immediately after the skill cools down. After a second, the wizard statue also cools down before putting skills together to achieve the highest output.
4. The assassin statue, a 1-second CD, can shoot a knife no matter which character uses it. Among them, the ranger's CD is also 1 second. With the assassin statue, each roll can be accompanied by three throwing knives, which is the best time match. In addition, assassins have the effect of killing enemies and resetting CDs. Statues with their own names can also achieve high output. As for other characters, the Assassin Statue can only provide a little extra output, which is actually a waste of output. It is inferior to the Wizard Statue in increasing output.
5. The 3 second CD of the fairy statue is shorter than that of the wizard statue. It is not necessary to wait for the statue to cool down and then release the skill to achieve high output. The effect is to repel collateral damage for all. In fact, it is a little better than the wizard when pushing pictures. However, when facing the elite monster or boss, the damage is not as bad as the wizard statue.
6. The thief statue, an 8-second CD, is only shorter than that of a knight, and its release frequency is very low. In addition to the effect of closing in the enemy, the position is extremely awkward. Unless you prefer close combat and like to search for gold coins, you can change them if you can.
Attack speed of gun weapons
This part mainly tests gun weapons, melee weapons, power storage weapons, magic wands, continuous lasers, etc.
The test content is mainly about the firing speed of the gun, that is, the interval between bullets coming out of the chamber. As for the flight speed of bullets, it is not easy to measure, so except for a few obviously slow or fast descriptions, there are no more comments, and the default is general.
The timing unit is the number of frames in the transmission interval, which is converted to the number of seconds in the transmission interval and the number of transmissions per second.
Example: worn pistol (3, 0, 0, 5), 10 frames/shot, 0.33 seconds/shot, 3 shots/second
First post a picture. These are the weapons planned to be tested in this part
![image017_S.jpg](/bcont/php/upload/image/20191223/1577067664580621.jpg)
Small Pistol Family
Direct data
Worn pistol (3, 0, 0, 5), 11F, 0.36s, 2.75 rounds/second
P250 pistol (3, 0, 10, 5), 8.5F, 0.28s, 3.56 rounds/second
Revolver (8, 3, 5, 3), 30F, 1.0s, 1 shot/s
Double barrel pistol (5, 3, 20, 15), 15 (2 * 5) F, 0.495 (2 * 0.165) s, 4 rounds/second
Note: The double barrel pistol fires two bullets at a time. The interval between the first bullet fired twice is 15 frames, and the interval between the two bullets fired consecutively is 5 frames. The parentheses indicate the number of bullets fired consecutively * the interval between bullets fired consecutively. The number of shots per second (bullets) is the average
![image017_S.jpg](/bcont/php/upload/image/20191223/1577067768205458.jpg)
When testing, I realized a problem. Gun weapons fire bullets immediately after clicking the attack key, and then send the next bullet after cooling down. In contrast, staff weapons use the attack key first, and then send out the attack after casting, and then carry out the next casting. For example, the attack interval between a gun and a magic staff is one second. The gun is (shooting → 1s → shooting → 1s...), and the magic staff is (1s → shooting → 1s → shooting...). In fact, the number of shots per second is more suitable for the calculation of the magic staff that is cooled before output. For the convenience of calculation, the number of shots per second calculated here is the number of shots per second under the continuous output condition, which tends to an average value. In fact, this is also to prepare for the calculation of DPS when fighting boss in the future...
Desert Eagle Family
The data is given first and sorted in descending order of fire rate
Flame Eagle: 12F, 0.4s, 2.5 rounds/second
Desert Eagle: 11F, 0.36s, 2.75 rounds/second
Particle Eagle: 11F, 0.36s, 2.76 rounds/second
Alien Eagle: 10.5F, 0.35s, 2.85 rounds/second
Ice Eagle: 10.5F, 0.34s, 2.94 rounds/second
This family doesn't have a strange double barreled guy like the previous group. It is relatively easy to measure points, but except for the Flame Eagle, other figures are very close. The firing speed of the last four is almost the same. The above figures are compared with each other based on small pistols, and slightly modified to reflect the tiny difference
Sui Nian: I always thought that the Ice Eagle would be the slowest in the family. After all, the freezing effect is too strong, and it should be cut in the shooting speed. However, the measured data directly hit the face, which has the best effect. It is the fastest in the family. What can I say.
![image017_S.jpg](/bcont/php/upload/image/20191223/1577067871926000.jpg)
White weapon
I randomly measured several fast white weapons I met all day
UZI: 4.8F, 0.16s, 6.3 rounds/second
AK-47:4.8F, 0.16s, 6.3 rounds/second
MP5: 4.8F, 0.16s, 6.3 rounds/second
Assault rifle: 4.8F, 0.16s, 6.3 rounds/second
In addition to UZI who suffered two injuries at zero cost, the other three suffered three injuries at one cost. I asked if you had any shady business!
After comparing with each other, the speed is not exactly the same, but it is only after 10 shots that there is a difference of about one frame, so I think these speeds are all the same
Strange weapon
Football, basketball, plug, shield: 11F, 0.36s, 2.75 rounds/second
Guard, broom: 5F, 0.165s, 6.06 rounds/second
Horn: 25F, 0.825s, 1.21 rounds/second
Poison dart: 30F, 1.0s, 1 shot/second
Well, a bunch of strange weapons
Rocket Launcher
Rocket launcher: 30F, 1.0s, 1 shot/s
Rocket gun: 30F, 1.0s, 1 shot/s
Rocket gun M1: 30F, 1.0s, 1 shot/s
Don't ask me where Jupao is. I haven't seen it for a long time
Snow Fox Series
Snow fox L: 5F, 0.165s, 6.06 rounds/second
Snow Fox XL: 5F, 0.165s, 6.06 rounds/second
Snow Fox XXL: 5F, 0.165s, 6.06 rounds/second
Snow Fox Tuhaojin: 12 (3 * 3) F, 0.396 (3 * 0.1) s, 7.58 rounds/second
[I'm a little too lazy to map... Maybe I will make it up later if I have leisure.]
Crossbow series
Crossbow: 25F, 0.825s, 1.21 rounds/second
Feather crossbow: 25F, 0.825s, 1.21 rounds/second
Shotgun crossbow: 33F, 1.1s, 0.9 rounds/second
Crossbow Plus: 30F, 1.0s, 1.0 rounds/second
Eh.. How to say, this group is very easy to test, but it seems to have found a very serious problem..
Because I randomly selected people to record during the test, several weapons were recorded repeatedly, so I tested some materials, and so on..
I seriously doubt that the attack speed of different characters with the same weapon will be different...!!!
This problem is very serious, so serious that all my existing data will be invalidated, and then the measurement benchmark will also be changed. It's boring to think about it..
Therefore, the above data is processed, and there are errors. The source is being analyzed...
Shotgun series
yes! I just want to test the slowness first! Is to escape those fast and unpredictable machine guns!
Shotgun: 25F, 0.825s, 1.21 rounds/second
Shotgun Pro: 25F, 0.825s, 1.21 rounds/second
Shotgun M1: 21F, 0.7s, 1.43 rounds/second
Shotgun M2: 11F, 0.36s, 2.75 rounds/second
Shotgun M3: 30F, 1.0s, 1.0 rounds/second
Shotgun Galaxy: 18F, 0.6s, 1.67 rounds/second
Red rattlesnake: 30F, 1.0s, 1.0 rounds/second
Green rattlesnake: 25F, 0.825s, 1.21 rounds/second
Cherry Shotgun: 30F, 1.0s, 1.0 rounds/second
Knight's Fist: 20F, 0.66s, 1.5 rounds/second
Personally, however, I still like to use shotguns. The Galaxy is especially recommended. The trajectory concentration is fast and the output is cool~
Well, in order to compare the shotgun series I like, I'll fill in a picture later~
Laser series
Damned laser gun: 11F, 0.36s, 2.75 rounds/second
Arbitrator: 25F, 0.825s, 1.21 rounds/second
Judge: 20F, 0.66s, 1.5 rounds/second
Ice breaker: 30F, 1.0s, 1 shot/second
Scattering laser gun: 25F, 0.825s, 1.21 rounds/second
Here again, I would like to mention my guess that different characters have different attack speed base values. In the above data, except that the arbiter measured by rangers, all others were measured by assassins. According to my feeling when playing the game, the arbiter should be a little faster than the judge, and there is a big error in the data here, so I guess that the basic attack speed of the ranger is slower than that of the assassin.
Then, based on yesterday's and today's measurements, I put forward my guess here. Now I have four characters in common use, and guess that the basic attack speed of rangers and alchemists is slower than that of assassins and mages.
Then the update of weapons will slow down. I want to test the basic attack speed of the character first. According to the measured results, the previously measured data may be greatly changed.
Basic attack speed gap of characters
Continuously updating
After reading the above article "Vigorous Knight", the attack speed evaluation of different weapons of different characters, do you know the relevant information! For more tips, please pay attention to the content of Vigorous Knight Zone on the mobile video game network!