The third factor to take into consideration is the node effect

  • The timeline and mechanism are at the heart of massively multiplayer online role-playing games, and the effect can be seen most clearly in three aspects: combat, exploration, and exploration.

    1. When dealing with attacks that result in death penalty, use damage reduction techniques. It is considered that T (the damage bearer) is dead if he has 10,000 HP and the BOSS reads a skill that predicts actual damage of 10,000001 HP based on T's current status. When the situation is this dire, minimizing damage has the potential to save lives. In addition to the possibility of causing chaos within the team, which could set off a chain reaction and result in the team's demise, the pressure of death on the team is immense as well. If the situation is handled correctly, it will also cause the team's skill time to be delayed, as well as H's mana control. There is a greater risk as a result of the postponement in the timeline.

    2. The schedule of events. A 5% damage reduction may imply that H (healer) reduces T's healing operations by 10%, allowing him to devote more time to observing the state of D (exporter) or the auxiliary output, among other things. A 20-second increase in processing time may imply the processing of an additional mechanism at the ten-minute level (if the team is required to perform special operations and is exposed to significant risks). Because the dungeon design time will be based on players' average skill level, these 20 seconds will not be included in the total time allotted. It is, however, quite impressive when measured against the overall dungeon time (20 minutes level), when measured against the deviation of dungeon passing time (3 minutes level) (for example, the team strategy time is 18-24 minutes), when measured against the special mechanism of the last key stage (a few minutes of looping), or when measured against the BOSS burst for tens of seconds. It's for this reason that you frequently see poe exalted orb the BOSS reach rock bottom and then vanish, indicating that the game has failed as a result of his actions. The output method will be reduced to a D at this point, which means that you will have to play 10 more rounds by yourself. For every percentage point of damage sustained, the team will deal 2% more damage.

    The third factor to take into consideration is the node effect. T's damage reduction is not proportional to the number of times H's healing abilities are activated or released because there is an upper limit to the amount of blood that can be pumped through him. Approximately 10% of the damage reduction can be accomplished in a short burst of several small bursts, which is sufficient to keep the blood line open. A high blood volume must be treated to (or greater than) full blood in order to deal with the next damage, and any treatment beyond full blood is pointless and wasteful of time unless the high blood volume can be reduced. So in a short period of time, H only requires four treatments, rather than six. In order to further reduce T's damage and healing times, the other two skills can output/auxiliary output or control, rather than just control. When the node effect is magnified in relation to the timeline, there will be numerous instances where this will occur. There are some circumstances in which the player's blood volume (hp) can be replaced with its original meaning, which is a hitpoint, and this is one of them. Having one more heart than a character with two hearts means that the character with 2.2 hearts is 50% stronger!!!!

    Battle royale games are what MOBAs are all about. Since damage (including damage/healing) is not the primary mechanism in MOBA games, a 10% reduction in dota2 damage isn't a significant amount of damage reduction, to be completely honest. Damage (including damage/healing) should be avoided at all costs in these games. As a result, here we are. It appears that a number of skills are bugged, including which magic skills are immune, which physical damage is invalid, which invincible, which lock 1 blood, which damage is invalid, which 100% delayed damage is invalid, which delayed death is invalid, and so forth. To keep things balanced (although there are far too many balance methods in Dota2), a 10% damage reduction is simply applied to all damage. It is the primary goal of the following skills: medic's magic shield (absorbing 60% of damage), bear warrior's enrage (80% of damage reduction), night assassin's burrow (40% of damage reduction), captain's ghost ship (group damage 40%-50% delayed effect), centaur's rushing charge (group damage Injury reduction 40%), passive (magic resistance +50%, equivalent to 50% magic damage reduction), passive (magic resistance +50%, equivalent to 50% magic damage reduction), passive (magFor the gods, this damage reduction is extremely high, and the enemy should die or be killed as a result of this effect poe chaos orb. According to DOTA, if the attacker and the attacked person have identical HP levels, and if there is no damage reduction of 10% applied, the attack cannot be defeated by either party. Most of the time, there isn't enough time to get a second opinion. If the focused fire cannot be dislodged in a matter of seconds, it indicates that there are other problems.

    Giving an additional 10% damage reduction to those heroes who are extremely fleshy and want to focus on the fire in seconds can be considered a strengthening, but it is really just a way of keeping the game world in its current state of balance. Damage reduction of 10% occurs in the later stages of the procedure, which saves approximately 200-300 gallons of blood, and this is not an exaggeration. The game allows for numerous customizations, including armor +2 points when going out (to strengthen the early stage and snowball ability), additional strength growth +0.5 (adding 10 points of blood per level, for a total of 240 blood at full level), movement speed +10 (metaphysical adjustment), and others. I'm going to have to bring up the subject of ghosts. 


    When they are attacked, they have a passive skill called refraction, which reduces the amount of damage they take by 22%. This portion of the damage, on the other hand, is completely reflected into the surrounding area, and it will not be able to be separated. As the distance between the two points increases, the intensity of the damage decreases as well. This isn't what we're talking about hereThis is 22% of the total amount. Activating Ghost's talent increases his effectiveness by 22% to 30%, depending on how much of it is used. Given that this skill is the final settlement, we can calculate the damage reduction effect of this skill directly because it is the final settlement in this case. The original HP is equivalent to 100 /0.78=128,2 and the HP is equivalent to 100 /0.78=142.8, which is equivalent to adding an additional damage Buy POE 2 Currency reduction of 142.8/128.2-1=11.3% to the original HP. However, based on the results, this represents a significant step forward. Given that it is still an output skill, the output of this skill has increased from 128.2*0.22=28.2 points to 142.8*0.3=42.8 points in the assumption that the ghost is killed in battle, representing a 52% increase in output base!!!

    This skill deals AOE damage, which is not evenly distributed; the damage type and source of damage in this skill and the second skill are the same, as is the case with the first skill. It is possible for the hero to suffer if his armor refracted at close range is lower than the ghost's armor (and if the hero's armor is not significantly higher than the ghost's armor and the magic resistance is the same for everyone). The total amount of damage is greater than 42.8 million dollars. For example, the ghost has 100 HP at level 25, but its weak point only has 60-70 HP at this level. The cloud player only made a brief appearance in the game and took a few steps around. The effectiveness of this level 25 talent has been reduced from an 8% increase to a 6% increase, a decrease from the previous 8% increase. Due to the fact that damage reduction is usually associated with other skills in MOBA, and it can also be achieved by increasing blood, this is not an appropriate question. Increasing blood volume, on the other hand, will not result in an additional 10% damage reduction. Defining and discussing skills in isolation can be difficult, and while the importance of skill balance cannot be overstated, it is not the focus of this article.