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All guides Charms

Cómo se decide la recomendación de charms

Los puntos de charm son lentos de conseguir e incómodos de mover, así que el plan se resuelve para la hunt entera de una vez, no criatura por criatura.

Este es el consejo más opinable de la web, y el que más cuesta si se equivoca — los puntos de charm tardan mucho en conseguirse y mover uno después es un gasto real. Así que conviene saber cómo se llega al plan y, igual de importante, qué no sabe de ti.

  • Cobra Assassin Zap Vampiric Embrace
  • Cobra Scout Wound Void's Call
  • Cobra Vizier Divine Wrath
Example Cobra Bastion

Un plan, no una respuesta por criatura

Lo obvio es preguntar "cuál es el mejor charm para cada criatura de aquí" y apuntar las respuestas. Da malos consejos, porque las respuestas se solapan: tres criaturas pueden estar mejor servidas por tres charms distintos que resuelven el mismo tercio del spawn, y seguir los tres gasta puntos tres veces en un solo problema.

Así que la hunt se resuelve como un todo. El plan es el conjunto de charms que juntos cubren lo máximo de lo que vas a pelear de verdad — lo que a veces significa que la recomendación para una criatura suelta de la hunt no es el charm que esa criatura elegiría sola.

Los charms Major siguen de qué está hecha la hunt

Un charm Major hace daño elemental, así que su valor es la sensibilidad de la criatura a ese elemento, ponderada por cuánto de la hunt es esa criatura. Un charm que pega fuerte a algo que te encuentras seis veces por hora pierde contra uno que pega decentemente a las cuatrocientas que de verdad matas.

Por eso el plan puede cambiar por completo entre dos hunts que comparten criaturas. La mezcla es la entrada, no la lista de criaturas.

Los charms Minor responden otra pregunta

Los cuatro charms Minor no son Majors pequeños — responden a lo que la hunt te hace a ti, no a lo que tú le haces. Por eso se planifican junto a los Majors y no después, con su propio razonamiento, porque ordenarlos por daño haría que perdieran siempre.

Un mana drain se juzga por cuánto tiempo la hunt te deja dentro de él, no por si ocurre. Una criatura que drena poco a lo largo de la mayor parte de la vida del spawn es peor problema que una que drena mucho y muere al instante — y la segunda es la que parece peor en una lista de habilidades.

La misma lógica decide un charm que castiga la huida, o uno que devuelve vida: lo que importa es la parte de la hunt en la que la condición es realmente cierta, que es un hecho sobre la mezcla y no sobre una criatura concreta.

Lo que el plan no sabe

No sabe qué charms tienes desbloqueados, cuántos puntos tienes, ni en qué los has gastado. Asume que la elección está abierta, lo que lo convierte en un objetivo y no en una instrucción.

Tampoco sabe que los martes cazas en otro sitio. Un charm es un compromiso duradero y esta página va de una hunt — si repartes tu tiempo, la lectura honesta es comparar los planes de los dos sitios y quedarte con lo que coinciden.

De dónde salen estas cifras

Qué criaturas contiene una hunt y en qué proporción se lee de sesiones reales grabadas. Sensibilidades y puntos de vida son de las wikis. Cómo se comporta un charm es lo que CipSoft ha publicado. Cuánto vale un drain una vez tienes en cuenta el tiempo que pasas en él es la parte que salió de hunt, y es la razón por la que el plan de los Minor no se parece a una clasificación directa de daño.

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