191 The Doomsday Judgment of the Giant Wheel War (Part II)
The Fire Meteor's troops are all level 12 purple vampire archmages. Level 12 can learn two-star Gathering Thaumaturgy, and the quality of Purple Name can improve the magic effect of one star, so the magic resurrection effect of each vampire archmage's Gathering Thaumaturgy is 1500, counting the strength attribute bonus of the law class, one Gathering Spirit Thaumaturgy can resurrect 267 skeleton soldiers, and it only takes 33 Gathering Soul Thaumaturgy to resurrect all skeleton soldiers.
How many times can a vampire archmage cast a soul gathering thaumaturgy?
The knowledge attribute of the twelfth-level vampire archmage itself is 7, the talent of the fire meteor adds 10 points of knowledge, the knowledge attribute of the fire meteor is as high as 80 points, and the expert-level intelligence sub-skill intelligence leader can add another 5%, that is, 4 points, a total of 21 points of knowledge, that is, 210 points of mana.
A Soul Gathering thaumaturgy costs 15 mana, and 210 mana can be cast 14 times.
And Fire Meteor has 120 vampire archmages, which means that Doomsday Judgment will kill nearly 9,000 skeleton cannon fodder more than 50 times. In other words, the Last Judgment will kill more than 450,000 skeletons and cannon fodder.
Suppose that all forces of Doomsday are fully involved in attacking the skeleton cannon fodder:
The scythe of 120 demons has a horizontal slash perk, which can attack two enemies side by side in front of them, assuming that the big demon can perform a horizontal slash every turn, and can kill 240 skeleton cannon fodder per turn, including counterattacks, a total of 480.
Cerberus can attack three enemies side by side, and 120 Cerberus kills 360 skeleton cannon fodder per turn, for a total of 720 if you count counterattacks.
The fire elf's intermediate fire shield can only reflect 20% of the damage, but Grace is only level eleven, and his attributes are not high, his skeleton cannon fodder can't break the defense of the thirteenth level troops, and can only cause a forced amount of damage, and similarly, the rebound damage is only one point, and it can't bounce the skeleton cannon fodder to death, so the fire elf troops can only kill one cannon fodder per turn, counting the counterattack is two, and 120 fire elves kill 240 skeleton cannon fodder per round.
The evil god is also a single damage, and like the fire elves, it can also kill 240 skeleton cannon fodder per turn, including counterattacks.
The most output is the Flame Gog Mage, which can release four burst fireballs every five turns (one turn casts magic) and has a damage area of 3×3, which means that one burst fireball can kill 9 skeleton cannon fodder. Doomsday Judgment leads 130 Flame Gog Mages, which is 1170 per turn, of course, this is in a state where the Fire Gog Mage's magic is drained, and before the magic is absorbed, it can only attack 4 times every five turns (the remaining turn is to release the magic).
In this way, Doomsday can kill 2,850 skeleton cannon fodder per turn, which is almost one-third of the total number of skeleton cannon fodder.
For the total amount of cannon fodder, which is as high as more than 450,000, it will take nearly 200 rounds to sweep it away.
But in fact, the number of rounds that Doomsday will last for will be much higher.
First of all, it is impossible for Doomsday to expose all troops to skeleton cannon fodder, not that they can't, but they don't dare. The reason for this is simple, as the Flame Gog Mage is a ranged class.
Ranged units can only attack enemies outside 5 squares to deal straight arrow damage, and if there are enemies within 2-5 squares, they cannot attack (belonging to the state of ranged attack interference), and if they are close to the enemy, they will be punished by melee combat, and they will also be injured by the covering damage of the bursting fireball.
And Doomsday Judgment is a mage professional specialization, with very low offensive and defensive attributes, and it will be broken by skeleton cannon fodder.
Therefore, in order to protect the Flame Gorg Mage and allow the Flame Gorg Mage to maximize its output, the Doomsday Judgment needs to be deployed at least five layers outside the Flame Gorg Mage, and there can be no empty space, because the skeletons are resurrected in random locations.
The Flame Gog Mage is a small creature that only occupies one square, and 130 Fire Gog Mages also occupy 130 squares, and if they stand on a square, they will have at least 11 × 11 more than 9 squares.
No matter how you stand in formation, if you want to ensure that 130 Flame Gogo Mages can be output, then the outermost front-line troops will be about 100 at most. Factoring in factors such as hero magic, then Doomsday Judgment can only deal a maximum of about 2000 damage per turn. In the end, the Last Judgment will require at least two or three hundred rounds of resistance.
But what is the concept of two or three hundred rounds?
First of all, thirteen seventh-level arrow towers can deal 6,500 damage per turn, and even a thirteenth-level soldier can kill two and a half. More than 200 rounds are enough to wipe out the forces of Doomsday.
In addition, Zhao Feng also has 120 thirteenth-level corpse witches, and the death cloud of the corpse witch is still a covering attack, in the state of concentrated fire, 120 corpse witches can kill more than 20 enemies per round, how many can be killed in more than 200 rounds?
Therefore, the final outcome of the Last Judgment must end in failure.
Speaking of which, the Doomsday Judgment is embarrassing, and in order to break the undead natural disaster, there must be a means of group attack, and the strongest group attack of the Hell Clan is Gog's bursting fireball.
In order to give full play to Gog's coverage attack ability, it is necessary to protect Gog, but the result of protecting Gog is that the output of other classes cannot be used.
You can't do it if you don't protect Gog, Gog's bursting fireball is a thing that hurts others and hurts yourself, and if you don't protect it, at most, Gog will kill herself, and maybe some teammates.
Even if you know that you will be sucked by the resentful spirit, the legal troops must also play, because even if the legal troops can only release healing magic once, it can greatly extend the continuous combat ability of the troops, not to mention, as a legal professional giant who was born in a guild and cultivated by the power of the whole country, there must be magic of reincarnation and rebirth.
However, as a giant-level master, especially a master who is still a top-level operation stream, the loss caused by the Doomsday Trial to Zhao Feng is not small.
Originally, the guilds had not considered that they could conquer the level with a single Doomsday Judgment, so their requirement for the Doomsday Judgment was to destroy the living forces of the Skull Sea as much as possible.
It's just that Doomsday Judgment thinks about relying on its own operation and consciousness to see if it can steal a machine, and after seeing that it can't break the city, Doomsday Judgment changes its strategy.
At the beginning of Doomsday, the phalanx was maintained and passively defensive. When more than half of the Cerberus, Evil God and Fire Spirit troops died, Zhao Feng felt that he was in control of the victory and lowered his vigilance, and at this time, the Doomsday Judgment moved.
Suddenly, all of a spook from the Judgment of Doom Gog attacked the skeleton cannon fodder closest to his own flesh shield unit in the innermost circle, and blasted several rows of gaps with the fireballs that hurt others and themselves.
Then the remaining fire spirits and evil gods quickly attacked, and cleared out a row of skeletons and cannon fodder.
Then the remaining Cerberus forces struck again over the Cerberus and the Evil God, clearing another row of gaps.
Finally, the demon troops attacked, teleporting directly to the periphery of the fire elves, swinging their scythes and killing a row of cannon fodder again.