含格擋之韌性 - 暗黑

By Christine
at 2014-03-10T08:55
at 2014-03-10T08:55
Table of Contents
用最直觀的思考來定義韌性:"怪物對你發出多少原始傷害的攻擊,你才會死掉"
如此,還是可以找出含格檔之韌性公式,
但,除了格檔機率及格檔平均值外,還要加上第三個新變數-怪物每擊傷害。
(先認定格檔不作用於DoT技能,如地板技)
介紹變數如下:
HP:血量
DR:格檔前的所有減傷(甲、抗、遠程近戰、菁英、技能),單位為%
D:Dodge:閃避率
BC (Block Chance):格檔機率
BA (Block Amount):格檔平均值
MH (Monster Hit):單擊怪物傷害
在直接算答案前,要先知道,格檔是在閃避失敗後,才會發動的,
因此,真正有效的格檔機率,要校正閃避率:
有效格檔機率BC'=BC*(100-D)/100-------->這告訴我們,閃避越高,拿盾的效益越低
韌性=怪物每擊傷害 x 怪物把你打到死會打幾下
你死前被怪物打了幾下=怪物真正打的次數*(1-D/100),
因此,韌性=怪物每擊傷害 x 你死前被怪物打了幾下/(1-D/100).......(1)
怪物傷害作用到角色身上的數值=MH*(1-DR/100)-BA..... 有格檔,此計算之結果最小為0
MH*(1-DR/100).......無格檔
令DR'=(1-DR/100)
因此,怪物傷害的期望值為 (MH*DR'-BA)*BC' + MH*DR'*(1-BC')
HP
被怪物打到死打幾下=-------------------------
(MH*DR'-BA)*BC'+MH*DR'*(1-BC')
將上式代回(1)式:
HP
韌性=(------------------)/(1-D/100) ==========>格檔後仍有傷害
BA
DR'-----*BC'
MH
或
HP
=(-----------------)/(1-D/100) ===========>格檔後傷變0
DR'*(1-BC')
翻成中文,就是說,若怪物傷害,在減傷後之數值小於格檔值,則格檔韌性為:
生命/[(1-總減傷%)*(1-有效格檔率%)]/(1-閃避率%)
若怪物傷害變大,減傷後之數值仍大於格檔值,則格檔韌性為:
生命/[(1-總減傷%)-(格檔值/怪物傷)*有效格檔率%]/(1-閃避率%)
--
如此,還是可以找出含格檔之韌性公式,
但,除了格檔機率及格檔平均值外,還要加上第三個新變數-怪物每擊傷害。
(先認定格檔不作用於DoT技能,如地板技)
介紹變數如下:
HP:血量
DR:格檔前的所有減傷(甲、抗、遠程近戰、菁英、技能),單位為%
D:Dodge:閃避率
BC (Block Chance):格檔機率
BA (Block Amount):格檔平均值
MH (Monster Hit):單擊怪物傷害
在直接算答案前,要先知道,格檔是在閃避失敗後,才會發動的,
因此,真正有效的格檔機率,要校正閃避率:
有效格檔機率BC'=BC*(100-D)/100-------->這告訴我們,閃避越高,拿盾的效益越低
韌性=怪物每擊傷害 x 怪物把你打到死會打幾下
你死前被怪物打了幾下=怪物真正打的次數*(1-D/100),
因此,韌性=怪物每擊傷害 x 你死前被怪物打了幾下/(1-D/100).......(1)
怪物傷害作用到角色身上的數值=MH*(1-DR/100)-BA..... 有格檔,此計算之結果最小為0
MH*(1-DR/100).......無格檔
令DR'=(1-DR/100)
因此,怪物傷害的期望值為 (MH*DR'-BA)*BC' + MH*DR'*(1-BC')
HP
被怪物打到死打幾下=-------------------------
(MH*DR'-BA)*BC'+MH*DR'*(1-BC')
將上式代回(1)式:
HP
韌性=(------------------)/(1-D/100) ==========>格檔後仍有傷害
BA
DR'-----*BC'
MH
或
HP
=(-----------------)/(1-D/100) ===========>格檔後傷變0
DR'*(1-BC')
翻成中文,就是說,若怪物傷害,在減傷後之數值小於格檔值,則格檔韌性為:
生命/[(1-總減傷%)*(1-有效格檔率%)]/(1-閃避率%)
若怪物傷害變大,減傷後之數值仍大於格檔值,則格檔韌性為:
生命/[(1-總減傷%)-(格檔值/怪物傷)*有效格檔率%]/(1-閃避率%)
--
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