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楼主 |
发表于 2007-2-14 10:44 · 湖北
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感谢 atsusitee 的支持。
附带法师的极限伤害计算,如有错误或遗漏的欢迎指正。
[死人][人数][种族][MAG1.2]。。。[技能]
[1.1ATK+爆机][丝巾][1.1MAG+衰弱][1.1ATK+龙肋骨]。。。[饰品]
[3倍ATK,1/5碎剑][1.5圣][随意][宇宙树]。。。[石头]
。实体伤害:ATK(5000)X1.6(死人技能)X1.6(人数技能)。。。[技能]
。。。。。。X{1.1(爆机饰品)+0.1(龙肋骨饰品)}。。。[饰品]
。。。。。。X1.2(宇宙树)X3(1/5碎剑)。。。[石头]
。。。。。。=ATK(5000)X11.059倍
圣魔法伤害:MAG(5000)X1.6(死人技能)X1.6(人数技能)X1.2(MAG1.2)。。。[技能]
。。。。。。X1.1(衰弱饰品)。。。[饰品]
。。。。。。X1.2(宇宙树)X1.5(1.5圣)。。。[石头]
。。。。。。X1.6(圣魔的倍率)X231%(招式自带的倍率)
。。。。。。=MAG(5000)X22.481倍
伤害数总汇:(实+魔)=ATK(5000)X11.059倍+MAG(5000)X22.481倍=MAG(5000)X33.54倍
。。。。。。MAG(5000)X33.54倍X1.5(种族)。。。[技能]
。。。。。。X2(爆机)X2(丝巾)X1.5(衰弱)X1.5(龙肋骨)。。。[饰品]
。。。。。。X1.5(吃药)X1.5(背击)
。。。。。。=MAG(5000)X1018.778倍
附注1:其中的实体伤害未实测过;如果火星了,伤害数总汇数还会下降。
。。2:还有元素之理对魔法师似乎无效(实测过5遍)。
。。3:MAG+ATK技能在这里待测,不知是(MAG+ATK)X一些列加成,还是(MAG或ATK)X一些列加成+MAG或ATK。请大家实测后能给于答案,方便下一步跟进的计算。(YY和猜想就不要啦。)
。。4:魔法攻击的计算请参考以下原文。其中的有关公式,我就先给大家翻译一下吧。
(MAG 最后值) x 环境最后值 = 最后可能性伤害值
。(MAG 最后值)=(MAG - RST) x 元素倍率 + (等级 x 等级倍率)
。环境最后值=(招式魔法倍率 x 敌人元素防御百分比)
1。这里所指的MAG=所有加成后的MAG。
2。这里所指的RST=所有效应后的敌方RST。
3。元素倍率=圣,火,圣,土,雷,冰,暗,各自的倍率。
4。等级=玩家现有的人物等级。
5。等级倍率=圣,火,圣,土,雷,冰,暗,各自针对的等级加成。
6。招式魔法倍率=再用招式魔法时天生的招式倍率。
7。敌人元素防御百分比=所有效应后的敌人元素防御百分比。
计算中本气MM被爆击后RST为0,所以就忽略不计了。
===============================================================================
09.5 - Calculating Spell Damage [09500]
There are only a few Spells in the game compared to Attacks. The main
difference is that all Spells are Elemental, and each element uses a different
formula. They're all similar, though.
-------------------------------------------------------------------------------
09.5.01 - Full formula [09501]
Again, consider stats here as they are shown in the character's status screen.
Effects that change them in battle will be detailed in a future update.
-MAG and Level are the attacker's stats.
-RST and Elemental Resistance are the target's.
-Spell Multipliers are the Spell's innate strength. This is different for each
Spell and cannot be changed or even seen in the game. For a full list of
Spell multipliers, check Section 14.
The formula is simpler than the one for Attacks, but there are small changes
in it according to element of the spell. There are only 2 steps in the formula.
A simplified version would look like this:
(MAG Calculation) x Element Calculation = Potential Damage
Let's look at each step separately:
--- MAG Calculation ---
This is the part that changes according to the element. The general formula is:
(MAG - RST) x Element Multiplier + (Level x Level Multiplier)
Element Multiplier and Level Multiplier depend on the element of the spell.
Rather than list just the different multipliers, here's what the formula looks
like for each element:
-Fire Spells (Fire Storm and Explosion):
(MAG - RST) x 1.4 + (Level x 3)
-Ice Spells (Frigid Damsel and Glacial Blizzard):
(MAG - RST) + (Level x 7)
-Lightning Spells (Lightning Bolt and Thunder Storm):
(MAG - RST) + (Level x 5)
-Earth Spells (Poison Blow and Earth Grave):
(MAG - RST) x 1.2 + (Level x 5)
-Holy Spells (Prismatic Missile):
(MAG - RST) x 1.6
-Darkness Spells (Dark Savior):
(MAG - RST) x 0.5 + Level x 15
If the Spell used is a Critical hit, then RST is ignored, or considered to be
0. If the result of (MAG - RST) is less than 0, it simply becomes zero, not a
negative number. In those cases, just consider the formula to be
(Level x Level Multiplier), except for Holy, which will be just 0.
As you can see, each element focuses on dealing damage in a different way. Fire
and Holy are heavily based on MAG (Holy doesn't even include Level), making
them easier to boost, but an enemy with high RST will block most of the damage.
Earth is a good middle ground, getting a good boost from both. Ice and Darkness
(especially Darkness) are heavily based on Level, which makes most of their
damage unblockable, but boosting that damage is harder.
Lightning doesn't seem that special, but it has the added bonus of giving +2
to your Critical Rank. This means it can often ignore RST completely, which can
be very helpful with Critical Skills or on enemies with high RST.
The overall ranking of Spells by element, based on overall damage and number of
enemies weak to it, is:
1st: Fire
2nd: Holy
3rd: Earth
4th: Lightning
5th: Ice
6th: Darkness
--- Element Calculation ---
This is the same for all elements. It's very similar to the Element Calculation
from Attacks, but only the Spell's innate element counts. Weapons and
accessories do not add extra Elemental Multipliers to the formula at all, so
it's simpler:
(Spell Multiplier x Target's Elemental Resistance or Weakness)
-If the target has -30% Resistance to the element, then it takes 130% damage
from that element, so you'd put 1.3 in the formula above. If it has 30%
resistance, that's 70% damage, so the number would be 0.7.
-If the target ABSORBS the element used, then it's -1.
--- Potential Damage ---
Now just multiply the MAG Calculation by the Element Calculation and you've got
the Potential Damage. Again, it's only "Potential" because this can still go
through other changes until you get to the Final Damage.
If the Potential Damage is negative (due to the target absorbing the element
used), then the Spell will heal the opponent.
=============================================================================== |
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