Median position: the single piece with extremely high upper limit is fire scar, which depends on the "combo number" and has the highest value among the three pieces.
Next level: strengthen "ignition state" and "ignition damage". At present, there is no single use occasion, and three are bound together.
2-piece set: the total damage of self-summoning is greatly improved (the source of Judas passive damage is the carrier, not Judas summoning). Because the summoner's output ability is limited (the main output is the role itself), the promotion of the two-piece set is also general.
3-piece set: On the field (the background is invalid), each additional summoner will increase the total damage of the character by 20%, up to 5 times. Although the upper limit is very high, the superposition conditions are harsh and the practical occasions are not wide. Only under certain circumstances would Judas kill BOSS.
Skills: Attacking the ignited enemy will generate an explosion, causing 82% fire damage to nearby enemies, CD 1.5 seconds, and attacking the ignited enemy will increase the total damage by 20%.
Evaluation: To bind the "lit" state, the trigger premise is "lit the enemy". Therefore, in order to exert the effect of this sacred seal, carriers need to have the ability to continuously light it, such as: Sakura Fire Wheel Dance, Blood Rose, Zhen Hong Knight, etc., or rely on auxiliary teammates and checkpoints to provide lighting environment, such as: fireworks suits, quantum singularity abyss specific skills.
In addition, although it is a total injury, the value of 20% is really average, not to mention there is a Thales who denies his mother next door. Extra fire damage, limited effect. Therefore, the monolithic upper position can only be used as a transitional scar at best.
Skills: Every time the combo number increases by 1, the damage caused by the flame element increases by 1%, and the maximum superposition is 102 times.
Evaluation: The limit bonus is very high and can be maintained for a long time. It is a strong single product fire scar, but it depends largely on the number of combo. The following two situations are not easy to use: ① The character hits the combo slowly, and then starts to slow down (such as rose). (2) it is easy to break, or the operation is not good, and the combo cannot be stabilized.
Specific damage bonus comparison can refer to the past: which is better to teach scar lighters? The most comprehensive guide to matching fire marks
Skills: Fire element damage increased by 103% and duration increased by 103%.
Evaluation: It can keep the "bright" state better. As far as the upper level is concerned, the meaning is average (because of the upper level). At present, people who eat "lighting" can basically maintain the lighting effect by themselves, such as: Blood Rose, Zhen Hong Knight, etc., so as an auxiliary, it is only a "potential" scar, which needs to be explored.
On the other hand, at present, no character in the game is output by lighting (Lin Chi-ling's Away from the Fire is not "lighting"). So the single piece is basically useless.
Evaluation: Although the bonus is high, the summoner's output is really insufficient (in most cases, it is less than 65438+ 00% of the total output), and the summoner's total damage increases by 60%, which may not be as good as the character's own total damage. The source of Judas' passive injury is the carrier, not Judas' call.
The two-piece set must have one piece up and down, but the chicken rib effect of up and down may appear: the one-piece+two-piece set is not as good as the promotion of a sacred mark (Thales) of others. So there is generally no need to make a two-piece Dani.
PS: The source of Judas' passive injury is the vehicle itself, so Dani's two-piece suit cannot add Judas' passive.
Evaluation: the maximum total damage 100% is scary, but it is not as stable as the median value, so it is very difficult to maintain the summoner. Because the calling duration is generally lower than the cooling time, the long vacuum period cannot maintain a stable bonus.
Moreover, in single-player combat, in order to get five times the total damage superposition, the "double body" of the shadow dance impact trick is basically necessary (it takes 3S to unlock the "ultimate energy"). As high as 85SP, the energy consumption of the big move can be said to limit the output cycle and rely heavily on a wave flow. In actual combat, if you can't kill a wave of outbreaks, you have to wait a long time.
Generally speaking, the scope of application of the three-piece suit is also very narrow (currently only applicable to Jewish BOSS dancing in the abyss of low temperature). Although the output of extreme explosion is terrible, if it can't kill the enemy, it will be seriously weakened, and its sustained combat capability is extremely low, which is not suitable for the current environment (sustained combat capability is dominant).
Current situation:
1. Although Yanba has been slightly improved, it can cope with the battlefield BOSS and crab dad trapped in the abyss in some terminal areas, but it requires high operational skills.
2, the temperature of the abyss rises, and it is difficult for the Jewish brigade of Sakura Fire to kill BOSS. In addition, the strong performance of the rational law (which can also kill the BOSS and is not afraid of high temperature) has also lowered the status of the Jewish brigade.
3. Thales is extremely strong, and roses of 2S and above are simpler and ruder than Yan Ba.
To sum up, it is not recommended to extract Danzhu from the egg pool because the upper and lower limit values are too low and the risk is too high. If you really want to be in the middle, the garbage room may be a safer choice.