Different weapons in The Legend of Zelda: Breath of the Wild have different damage, and there are many types of weapons. The damage will also change according to the different weapons used. Next, I will give you the damage analysis of all weapons. The details are as follows.
One-handed sword
Ordinary single-shot bow
Two-handed Sword
Gun
Attribute weapons
Ancient bow
p>
Two consecutive bows
Three consecutive bows, taking the Great Eagle Bow as an example
Five-line Centaur Bow
About time-stopping, freezing (ice-breaking), and headshots
Time-stopping attribute weapons and three-attribute arrows are not It will add attribute damage, but will not exert attribute effects.
Time Stop
The fixed explosion damage of the explosive arrows will be retained when time stops, because when time stops, the explosive arrows will still explode on the immobilized monster, which is essentially the same as a weapon. of blows. Theoretically, the subsequent burning damage of explosive arrows will not be retained when stopped, but the stop time of black/silver/gold wild mobs is really very short.
Except for the peregrine bow or the great eagle bow, which draw the bow very quickly (they cannot guarantee it), ordinary bows will cause subsequent burning damage. After all, you stop very quickly. It's over. The explosive arrow may have just finished blowing up or may even be still blowing up.
The damage and effects of ancient arrows are not affected by time stop at all.
The double damage of headshots during pauses is effective.
Monsters cannot recover blood when stopped.
Stop when frozen = stop when you stop, break ice when stop = stop attack when you stop. That is to say, the time-stop state and the frozen state are in conflict. The time-stop state takes precedence. The time-stop ice-breaking will not cause 3 times the ice-breaking damage. As long as the damage is caused, the monster will be thawed immediately after the time-stop is over.
The time stop does not affect the freezing duration, that is, the time stop after freezing. If the monster is not hit, the monster will still be in the frozen state after the time stop ends.
Ice breaking and headshot
When breaking ice, you will enjoy 3 times the damage of ice breaking, but you will not enjoy 2 times the damage of headshot. That is, the ice breaking action conflicts with the headshot action, and ice breaking takes priority.
When breaking the ice, the first hit/first arrow enjoys 3 times the ice-breaking damage, the three attack BUFFs + ancient sets take effect, and the guardian weapons/ancient weapons (including ancient bows and ancient arrows) do not enjoy the protection against the guardian. 1.3/1.5 times damage bonus. The calculation method of each subsequent hit will still strictly follow the basic rules.
For example: A repeating bow is equipped with ancient arrows to break ice. The first arrow does not enjoy the bonus against the guardian and does not enjoy the headshot bonus. The second arrow should be a headshot, enjoy the bonus against the guardian, and enjoy the 0.56 times weakening.
Fire attribute weapons/arrows will still add 10 points of fire attribute damage when breaking ice.
Ice attribute weapons/arrows will not add 10 points of ice attribute damage when breaking ice.
When a thunder attribute weapon breaks ice, it will add 60 points of thunder attribute damage (equivalent to the same as on a rainy day). To deduce it, ice is made of water solidified. What falls in rainy days is water. Although ice does not conduct electricity, But under the scorching thunderbolt blow of the thunder sword, the ice turned into water, and water conducts electricity.
The main thunder attribute weapon will add 60 points of thunder attribute damage on rainy days, but even if it is in a place without rain (for example, where the mobs are in the arena, and there is a floor blocking the rain), 60 points of thunder attribute damage will be added. Thunder attribute damage.
Thunder attribute arrows are always worth 20 points in all weather and ice breaking.
Bow and Arrow
This game is actually called Zelda Breath of the Bow. The arrows in this game are roughly divided into 5 levels.
Level 5
Wooden arrows, the most common arrows, have no bonus, and the damage depends entirely on the bow you are holding. In fact, it is also the most unpretentious and practical arrow. It has no bells and whistles, no gimmicks, no unpleasant sound effects, and it does real damage.
Level 4
Rockets and thunder arrows are used against wild monsters/temple guardians. Rockets will apply burning attribute effects, adding 10 points of fixed burning damage + 5 depending on the situation. *N burning damage, instantly kills ice monsters. Thunder arrows will exert the attribute effect of electric numbness and add 20 points of fixed thunder damage.
Generally speaking, it is not much better than wooden arrows. I believe many people are more willing to use endless electric arrows instead of wooden arrows when shooting eyes with 5 consecutive bows.
Tier 3
Ice arrows are much stronger than their two brothers. There are two reasons. First, the damage of repeating bows equipped with ice arrows is obviously higher than those of them. It is a level higher. Secondly, the control effect of freezing is obviously much more powerful than burning and electric anesthesia. Adds 10 points of ice attribute damage. In addition, it can instantly kill fire monsters.
Level 2
Explosive arrows, single-shot bows have 40 points of fixed explosion damage, and will also add 5*N subsequent burning damage. This subsequent damage is stronger than the burning damage of rockets. .
Enjoy the 1.5 times bonus of the ancient bow against the temple guardian. That is, when the ancient bow is equipped with explosive arrows against the temple guardian, the fixed damage increases to 40*1.5=60. When holding a repeating bow, the fixed damage will increase to 40*1.5=60. The fixed damage is reduced to 40*0.6=24 per arrow. In summary, except for the fixed damage bonus of 1.5 times when shooting guardians with an ancient bow, the damage of explosive arrows does not receive any bonus.
When facing four large-scale guardians, unfortunately, the fixed damage of explosive arrows is reduced by 10 times to 4 points. It still suffers from the bonus of ancient bows against guardians, that is, the ancient bow is equipped with When exploding arrows, this value becomes 4*1.5=6 points. When holding a repeating bow, this value continues to shrink, becoming 2 points per arrow.
Among them, when the five-shot bow is used for precise headshots, it can take 2 times the headshot * 5 arrows = 10 times the basic damage, but it can only take 2 points of fixed damage from 5 explosive arrows. 4 times, it was a precise headshot at the closest distance to the face. It is speculated that it is impossible to take the damage of all 5 explosive arrows manually.
Obviously, the damage added when using explosive arrows to hit large guardians is pitifully low, and the damage is not as good as wooden arrows. The smoke caused by the explosion affects the judgment of subsequent actions.
Please note that because the crawling guardian has extra legs, the explosive arrows will always affect the feet. The actual damage will be higher than the given data. It is temporarily impossible to measure the impact of the explosive arrows on the feet. Damage formula. In short, the simple firecrackers (single-pointed arrows) of the natives of Hyrule are basically scratching the itch of the high-tech large-scale metal machines of super-ancient civilizations.
Summary: It is obvious that compared to other arrows, the damage increase of explosive arrows is relatively limited. However, firstly, it is still higher than other arrows after all, and secondly, as its name suggests, Naturally, its effect cannot be measured solely by damage value.
Level 1
Ancient arrows, reaching into the sky and into the earth, are extremely powerful. The time travel ticket + high damage that must be weakened separately is not at the same level as other arrows.
When holding a repeating bow, arrows with three attributes will only add the corresponding attribute damage once.
The fixed damage of a single bow with explosive arrows is 40, and the ancient bow's bonus to temple guardians is 40*1.5=60. Each arrow of a repeating bow is 40*0.6=24. When fighting four large guardians, the single-shot bow has 4 points. The ancient bow has a bonus of 4*1.5=6 against temple guardians. Each arrow of the repeating bow has 4*0.6=2.4?2.
The ancient arrow single-shot bow has a fixed damage of 20, and the repeating bow has a fixed damage of 20*0.6=12 per arrow. Receives a 1.8x bonus from ancient sets, a 1.5x bonus to temple guardians from one's own, a 1.5x bonus to temple guardians from ancient bows, and a 2x bonus to headshots. No
Received three attack BUFF bonuses. When holding a repeating bow, in order to weaken the damage of the second arrow and subsequent arrows, the weakening multiplier will be multiplied by 0.56 before calculating the 2x headshot.
Data organization chart
Don’t look at the test data of explosive arrows and excitedly use the five-bow explosive arrow to hit the head. This is only a very close range. According to the theoretical test results, it is well known that a repeating bow can hit all the headshots only if it is close to the face/stops close to the face.
There is only one result for firing explosive arrows at close range. Needless to say, I don’t need to say more, so the test damage value of the explosive arrows from the repeating bow is of little practical significance. Compared with the five consecutive wooden arrows that stop hitting the head, the damage is also limited.
Maximum output of five consecutive bows + ice arrows
Normal headshot: (32*1.5*2+10)+(32*1.5*3)+32*1.5*2 *3=538 (1 headshot, freezing, 2 icebreaker, 3 normal headshot, 4 normal headshot, 5 normal headshot).
Headshot to break the ice: (32*1.5*3)+(32*1.5*2+10)+(32*1.5*3)+32*1.5*2*2=586(1 to break the ice 2 Headshot, frozen, 3 icebreaker, 4 normal headshot, 5 normal headshot).
To test the operation in actual combat, I had to find an angle close to my face for a while before I could hit all five consecutive arrows in the head. But in short, repeating bow + ice arrow + close headshot is indeed a very practical and high-damage move.
I’m too lazy to study the damage of bows and arrows against sentries. A headshot of a sentry itself is 10 times the damage. Basically, it will kill you with one arrow. It doesn’t stack up with other multiplications, just like in the temple. The shrunken guardian who is the worst has only a dozen drops of blood in total. He will die if he touches it. The damage cannot be measured, so it is meaningless.
What is a sentry? It is a sentry that stands on a high platform with a broken bow and arrow and looks around. It is an inferior creature with the lowest status in the ethnic group. While others are dancing, it is on sentry duty. In the middle of the night, while others are sleeping, it is still there. While on guard duty, he was not allowed to sleep.
For the only wild mobs + temple guardians that can add fire attribute damage
Fire attribute weapons/arrows add a fixed 10 points of fire attribute damage + 5*N burning damage. This N is generally 0~3, and the temple guardian is usually 0. If the terrain is grass, 5*M of burning damage from the grass will be added. Of course, strictly speaking, the burning of the grass cannot be counted into the damage of the rocket.
The fixed explosion damage added to the explosive arrow + 5*N subsequent burning damage, this N is generally 3~5.
Of course, this is only what has been actually observed, and there is no guarantee that this is the rule.
Damage multiplier
First of all, the damage BUFF multipliers are calculated in order, roughly as follows:
1. 1.8 times of the ancient set.
2. Three attack BUFF1.5 times.
3. The debuff of continuous ancient arrows is 0.56 times.
4. Headshots are twice as effective.
5. Guardian weapons have a 1.3 times bonus to temple guardians, and ancient weapons (including ancient bows and ancient arrows) have a 1.5 times bonus to temple guardians.
Secondly, the damage calculation of Breath of the Wild is to round off the decimals generated in each step before calculating the next step. Note that it is rounded off, not rounded.
The damage is first * ancient set 1.8, after rounding off the decimal, then * third attack BUFF 1.5, after rounding off the decimal, then * ancient arrow debuff 0.56, after rounding off the decimal, * headshot 2, then * Round to the decimal point and * adds 1.3/1.5 to Temple Guardian.
Of course, there are exceptions. If you are interested, you can find them from the list. In short, referring to the list, the order of the multipliers in all calculation formulas listed cannot be changed at will.
It is worth mentioning that there is only one situation for dual-wielding ancient weapons: ancient bow + ancient arrow. At this time, the 1.5 times bonus for the temple guardian is counted twice, that is, 2.25 times. Ancient technology is awesome after all.
I admit that Dr. Luo is the greatest man of all time. It is true that his research relies on ancient technology, but the ancient arrows he imitated surpassed the Xika Palm Tablet, which integrates ancient technology.
When the monster was stopped, the unparalleled ancient arrow completely penetrated the great power of Mokobotemo who had frozen time. The power of stopping time was completely unable to stop the terrifying and amazing power of the ancient arrow.
That is: the damage and effects of ancient arrows are not affected by time stop at all. Even when time stops, monsters that can be sent away by ancient arrows can still be sent away on the spot. No matter when it stops, whether it freezes, or whether it freezes and stops, it cannot prolong the life of the monster even for a while.
For enemies that cannot be sent away, the damage will be completely retained until the timeout ends.
Ancient arrows have a fixed additional damage of 20. This fixed damage is multiplied by 1.8 times by ancient sets, by 1.5 times by oneself against temple guardians (ancient arrows are also ancient weapons), and by ancient bows against temple guardians. 1.5 times bonus for those who get hit, and 2 times bonus for headshots.
When holding a repeating bow, in order to balance the damage, the fixed damage is reduced to 12, that is, 20*0.6=12 (refer to the explosive arrow, the debuff multiple is 0.6). At this time, because the power of ancient arrows is still Too powerful.
In order to balance the game, it needs to be further weakened. The developer's weakening of it is very simple and straightforward, that is, directly multiplying it by a number less than 1 to reduce its damage.
Only the first arrow can deal full damage. The damage of each subsequent arrow is 0.56 times that of the first arrow. 2x headshots will still be settled. Only those who can get this treatment An ancient arrow with unparalleled power.
When either ancient bow or ancient arrow is present, you will enjoy the 1.8x damage bonus of the ancient set. However, even if you dual-wield ancient bow + ancient arrow, this 1.8x will only be settled once.
Ancient arrows hitting the crawling guardian's feet are the same as weapons cutting off the feet, both causing 100 damage. In other words, the damage caused by tearing off the feet has nothing to do with the damage method, so be careful to shoot accurately and don't waste ancient arrows. on the feet.
When ancient arrows hit the four large guardians, their health will be deducted by a percentage, fixed at 1/3. Even the most rubbish rusty guardian with 500 health, one ancient arrow will only deduct 1/ With 3*500=167 blood, the damage caused by the ancient arrows against the four large guardians has nothing to do with the bow and arrow panel or any BUFF.
When holding a repeating bow, the percentage of blood will be deducted for several hits from ancient arrows. As long as one of the four large guardians is hit in the eye by an ancient arrow, it will be a weak attack that will kill them in one hit.
Weapons
Why is the ice and snow gun mentioned in the list? If you press Y to stab the attribute gun, the attributes will disappear after 2 or 3 hits, but if it is a first-level charge If you perform a continuous thrust, you can perform three consecutive rounds of thrusts. The attributes will disappear only on the 4th and 5th hits of the third round.
The ice gun is more powerful than its brothers in that it can freeze and break the ice cycle. It is known that the damage of breaking ice is 3 times. In the actual measurement, it was found that the monsters hit 2, 3, and 4 in the third round will always be in a frozen state, and they are all added with 3 times the ice breaking and 10 points of additional ice attribute damage. The principle is unknown.
It is speculated that a single attack will cause 3 times the ice breaking + re-freezing effect at the same time. The theoretical value of the ice gun with full attack can reach 117 per hit, but it is obviously extremely difficult to obtain, and the use method is limited to charging and connecting. The stabbing is more annoying.
Generally speaking, there is no need to pay too much attention to this gun. It is just a pleasure to get a high-attack ice and snow gun to stab the mobs. The mainstream of spearmen still buys ancient guns, thunder guns and flame guns. I haven't tested it, but thinking about it, I know it's not as powerful as the ice and snow gun.
Regarding the Light Scale Spear, it is inconsistent with its status. It is the most rubbish among high-level guns, with the lowest dps, which is terrible. Fortunately, it has the highest durability and can be used to stab bats. I was reluctant to open the box with the original full-pack and took a look at it, so I went directly to the craftsman to make it. This method is not feasible for other heroic weapons. You must unbox it first if you want to use it.
Regarding the maximum attack of the Guardian Ax ++, it is truly the most powerful weapon, and it is also the weapon that the truly strongest person immediately carries.
Its shortcoming is its low durability, but it still cannot hide its dazzling brilliance. You use the 75 attack ax to enlarge the windmill, it’s really cool.
PS: It is recommended not to use it to defeat group enemies.
Matching
Referring to the list, it is obvious, and unfortunately, different from the mainstream thinking. Ancient sets + three attack medicines, and holding guardian weapons/ancient weapons are the real high dps For matching, let alone the difficulty of obtaining the Guardian Ax++ and its low durability. When the blood moon comes, harvest the 9 final temples, plus the ancient weapons and swords you can buy, it is completely sufficient.
If you are reluctant to buy laboratory equipment or use three attack medicines, then it is good to always carry the Barbarian + Centaur Hammer.
When you are reluctant to give up anything, that is to say, for the 13 people, the strongest weapon at this time is the Guards two-handed sword 116*1.5=174, why does this sword not appear? In the list, personally it is more hip-stretching.
Others
8 times the damage during a sneak attack, there will be no additional attribute damage, and the monster will not be burned, frozen, or electrocuted. All three attack BUFFs + ancient sets are valid.
60 attack guardian weapons: guardian dagger++_max attack, basic guardian ax++, etc., only with the three attack BUFF bonus, the guardian can be beaten 60*1.5*1.3 =117?116, theoretically it should be 117. This is the only bug found. I still don’t know where the missing 1 point went. The whole calculation process did not produce any decimals.
Recommended gameplay
Quickly kill the guardian of the final temple
Stop five consecutive bows 2 times for a total of 6 rounds of headshots with wooden arrows + 1 chop at will .
The fastest way to kill the guardian of the final temple
Stop when you meet, shoot 3 consecutive headshots with ancient arrows from the five-bow bow, the time is completely enough, obviously 1044*3>3000, full health Complete kill.
Consumes 3 ancient arrows.
We were in Hyrule, and as soon as we got off the elevator, the guardian walked up to him with a happy face, smashed Varudo and sent it to see Mifa.
When fighting against the four large guardians, if you do not want to use ancient arrows for bow and arrow weapons, it is only recommended to use centaur bow + wooden arrows (use electric arrows if there are more electric arrows) for eye shooting, three-attribute arrows and explosions Arrows are all a waste, the damage of three-attribute arrows and wooden arrows is exactly the same, and no matter what bow is used, explosive arrows only do 10 more damage than wooden arrows at most.
When playing against rusty and turret guardians, if you want to slash with a sword, the old rules and the damage calculation formula for temple guardians fully apply to them.
Use guardian weapons or ancient weapons. The 75-attack Guardian Ax++ can cause 262 damage. Two swords can kill the rusty type. The turret type can face the big windmill in just a few turns. If you hit it, you will die. I recommend this method to those who are reluctant to use ancient arrows.
What else, after the shield is reversed, it will be normal/continuously close to the face with five consecutive bows + headshots with various arrows/continuous headshots.