Traditional Culture Encyclopedia - Weather forecast - Protogod element reaction diagram
Protogod element reaction diagram
The "circle" on the left of the picture:
Overload: Fire+Thunder, which explodes when reacting, causing range fire damage to the enemy. The basic damage caused by overload reaction is only related to the role level, and you can't crit. The explosion caused by overload reaction cannot attach fire elements to the enemy.
Superconductivity: ice+thunder, which explodes when it reacts, causing artificial ice damage to the enemy. The basic damage caused by superconducting reaction is only related to the role level, and it is impossible to crit. Superconducting reaction can reduce the enemy's defense. The explosion caused by superconducting reaction cannot attach ice to the enemy.
Induction electricity: water+thunder, which will cause additional lightning damage to the enemy when reacting. If there is an enemy with water around, it will conduct lightning damage to the surrounding area, and the conducted damage cannot attach lightning elements to the enemy.
Evaporation: water+fire, increasing the damage of this attack by percentage. According to the different attack sequence, the percentage of damage increase is also different.
Fire element attacks water adhesion, increasing damage by 50% (1.5 times).
Water element attacks fire system, increasing 100%(2 times damage).
Melting: Ice+Fire increases the damage of this attack by percentage. According to the different attack sequence, the percentage of damage increase is also different.
Ice element attacks fire system, increasing damage by 50% (1.5 times).
Fire element attacks ice adhesion, increasing 100%(2 times damage).
Freezing: water+ice, strong control, no increase in damage.
Crushing ice: Frozen enemies will react to breaking ice when they are hit hard. In the previous experience, heavy attacks were mainly manifested as two-handed sword attacks. Ice-breaking reaction means that the enemy has thawed and suffered some physical damage.
Fire, ice and water have a certain restraint relationship in the battle, that is, water wins fire, fire wins ice and ice wins water. Mainly in the battle with the Abyss mage:
The water element does more damage to the mage's shield in the abyss of fire.
The fire element does more damage to the shield of the ice abyss mage.
The ice element does more damage to the Abyss mage's shield.
An interesting phenomenon caused by this is that in rainy days, Master Huoyuan will be drenched by rain to break the shield.
Grass element is a very special element. At present, there is no role of the eye of the grass element in the game. On the element reaction level, grass element only reacts with fire element. In the battle, when the fire element attacks the grass mud horse, the grass mud horse will continue to be hurt by the fire element until the flowers (grass elements) on the top of the head are exhausted. Therefore, we can infer that the combustion reaction is a reaction that consumes a certain amount of grass elements.
Wind and rocks on the right:
Diffusion: Wind elements will be transformed when they come into contact with fire/thunder/ice/water elements, which will not only cause damage to the original wind elements, but also cause additional damage to the corresponding transformed elements.
Crystallization: When rock elements contact with fire/thunder/ice/water elements, they will generate fragments of corresponding elements. When characters pick up the fragments, they will generate shields of corresponding elements, which can absorb damage and provide protection for the characters.
Strategy formulation ideas:
Here are just a few examples to help you understand the idea of choice, and you can experience specific choices in the game.
Example 1: thunder mucus (immune thunder element, permanently attached to thunder element)
Fire: fire+thunder = overload, causing additional fire element damage, strong.
Ice: ice+thunder = superconductivity, which causes extra damage to ice elements.
Water: water+thunder = induced electricity, which causes extra damage to thunder element and is weak.
Wind: wind+thunder = diffusion, causing extra damage to thunder element, weak.
Example 2: fire mucus (fire element immunity, fire element permanent attachment)
Ice: ice+fire = melting, 1.5 times damage, average.
Water: water+fire = evaporation, 2 times damage, strong.
Ray: Ray+Fire = overload, causing additional fire damage, weak.
Wind: wind+fire = diffusion, causing additional fire element damage, weak.
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