Toughness 和 Vitality 取捨 - 線上

By Heather
at 2012-09-26T19:49
at 2012-09-26T19:49
Table of Contents
最近很好奇Toughness和Vitality的取捨,於是做了一些計算,試圖找出答案。
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前提:
80等的基本屬性:
Power : 916
Precision: 916
Toughness: 916
Vitality : 916
Attack : 916 (Power 916 + Weapon Damage 0 + Condition 0)
Critical %: 4% (Critical Chance 4 + Critical Damage 0)
Armor : 916 (Toughness 916 + Defense 0)
Health : 10,805 (Health 10,805 + Healing Power 0) for Guardian
根據國外數據分析,傷害公式為:
(P+M*35)*(WS/1000)*SC/(T+D) = True Damage
P=Power, M=Might層數, WS=Weapon Strength, SC=技能係數, T=Toughness, D=Defense
簡單說就是攻擊方數值除以承受方防禦即最後造成的傷害。
這篇的重點在於Toughness和Vitality的取捨,Defense在滿裝的情況下是固定的,
不影響結果。
例外:
Condition Damage和 Healing 這兩點先不考慮,會在文章最後做說明。
Vulnerable 和 Critical 根據國外數據顯示為係數關係,所以並不影響這次
的分析。
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開始分析:
由於防禦並不是直接將數值轉為百分比減傷,因此我們只能使用相對減傷比。
如果先簡化上列公式,假設攻擊方數值相同,分子不變簡寫N,
T+D即為Armor(以下簡寫A):
N/(T+D) = N/A
則減傷比可寫為:
(變化前的承受傷害 - 變化後的承受傷害) / 變化前的承受傷害)
= [N/A - N/(A+x)] / N/A
= x/(A+x)
簡稱 R。
這裡可以用80等的基本屬性A = 916帶入作為比較基準,不過對於後面的計算不重要。
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如果想像每加1點Vitality就會增加10點HP,提升率為:
(HP+10) - HP / HP
= 10 / HP
而每加1點Toughness,表示能夠承受的傷害增加,以總血量HP來說,等於可以多承受
HP/(1-R),即HP/[1-1/(A+1)],提升率為:
(HP/[1-1/(A+1)] – HP) / HP。
為了計算Toughness和Vitality的取捨條件,所以重點在於「下一點」的效益,
和基礎數值並沒有直接關係。
由這兩條式子可求:
(HP/[1-1/(A+1)] – HP) / HP = 10 / HP。
經過計算後得
A = (1/10)HP
這表示當A達到HP的十分之一時,下一點選擇Toughness 或 Vitality的效益是相當的。
當 A < (1/10)HP時,增加A(或T)的效益大於V;
而 A > (1/10)HP時,增加V的效益大於A。
--------------------------------------------------------------------------
拿基本素質驗算,HP = 10,805,A = 916。
目前 A < (1/10)HP,故理論上增加A應該效益大於V。
增加1點A:(10805/[1-1/(916+1)] – 10805) / 10805 = 0.0010917 = 0.10917%
增加1點V:10/10805 = 0.0009255 = 0.09255%
表示此時增加A比V好。
若A = 1081,略大於HP的1/10:
增加1點A:(10805/[1-1/(1081+1)] – 10805) / 10805 = 0.0009251 = 0.09251%
增加1點V:10/10805 = 0.0009255 = 0.09255%
可見此時增加V會比較好。
===========================================================================
結論 & 補充說明:
盡量平衡HP和Armor在10:1的比例,才能完整發揮兩數值的效益。
根據文獻,Condition Damage由於不吃Armor,所以實際上,Armor的效益會有所打折。
然而Vitality的效用必須靠Healing來發揮,就目前而言Healing的效果無法讓玩家隨
時處於滿血狀態,是當前的「瓶頸」,表示實際上Vitality能發揮的程度有限。
之後希望對Healing和Vitality做分析,如果已經有研究的大大歡迎提出來分享^^
現在看來,如果有帶解Condition的技能,還是可以盡量把Armor拉到(1/10) HP,
效果較佳。
參考文獻:
http://www.reddit.com/r/Guildwars2/comments/v3bxg/math_might_vulnerability_and_toughness_isnt_good/
http://www.guildwars2guru.com/topic/60838-math-damage-reduction-toughness-and-vitality/
http://www.guildwars2guru.com/topic/66433-defensive-healing-power-real-effect/
--
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