破例發第二篇文教大家微風恐懼傷害算法 - 仙境傳說

By Faithe
at 2016-12-13T16:04
at 2016-12-13T16:04
Table of Contents
我還是回個文,確認我的算法有沒有錯,有錯誤還請幫我指正
首先暴擊的基礎傷害倍數是1.4,暴傷算法是1.4*(1+額外暴傷%數)
我們只比發動微風的30%,因為其他70%沒發動都當作是一般普攻(也就是有無開傷害相同)
微風恐懼機率
3%額外4HIT(含原本普射共5HIT)
6%額外3HIT(含原本普射共4HIT)
9%額外2HIT(含原本普射共3HIT)
12%額外1HIT(含原本普射共2HIT)
在發動的情況下期望值為三次普攻傷害這原原po算過了 我們就當300%
所以原po的意思應該是你暴擊的傷害要達到300%普傷起打平
要達到這%數的話,前面推文有提到115%,1.4*(1+1.15)=3.01
所以額外暴傷加成達115%左右開始可以不用微風恐懼(前提是必暴擊)
(我想是這邊原po用n=爆擊傷害倍率=3打平才有後面的各種互相誤會)
大概是這樣 其實我覺得後面一些其他人的計算應該是對的了不知道為何原po堅持是錯的
--
首先暴擊的基礎傷害倍數是1.4,暴傷算法是1.4*(1+額外暴傷%數)
我們只比發動微風的30%,因為其他70%沒發動都當作是一般普攻(也就是有無開傷害相同)
微風恐懼機率
3%額外4HIT(含原本普射共5HIT)
6%額外3HIT(含原本普射共4HIT)
9%額外2HIT(含原本普射共3HIT)
12%額外1HIT(含原本普射共2HIT)
在發動的情況下期望值為三次普攻傷害這原原po算過了 我們就當300%
所以原po的意思應該是你暴擊的傷害要達到300%普傷起打平
要達到這%數的話,前面推文有提到115%,1.4*(1+1.15)=3.01
所以額外暴傷加成達115%左右開始可以不用微風恐懼(前提是必暴擊)
(我想是這邊原po用n=爆擊傷害倍率=3打平才有後面的各種互相誤會)
大概是這樣 其實我覺得後面一些其他人的計算應該是對的了不知道為何原po堅持是錯的
--
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仙境傳說
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