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发表于 2007-2-4 19:25 · 湖北
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09.4 - Calculating Attack Damage
Attack here refers to physical attacks done by characters and enemies, whether
they're elemental or not, special or not. So basically it's everything EXCEPT
Soul Crushes and Spells.
This is simpler than in some games, but still much more complex than all other
tri-Ace games so far. There's a basic formula, but knowing it is not enough, as
there are several special effects that can change stats or add extra
multipliers to the formula.
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09.4.01 - Full formula
First, 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.
-ATK, MAG and Level are the attacker's stats.
-RDM, RST and Elemental Resistance are the target's.
-Attack Multiplier is the Attack's innate strength. This is different for each
Attack and cannot be changed or even seen in the game. For a full list of
Attack multipliers, check Section 14.
There are 3 steps in the formula. A simplified version would look like this:
(ATK Calculation) + (MAG calculation) x Element Calculation = Potential Damage
Let's look at each step separately:
--- ATK Calculation ---
This step happens in all attacks. The formula is simple:
(ATK - RDM) x Attack Multiplier
Those 3 stats were explained above, so there's not much else to say here.
Future updates will include a list of things that can affect ATK and RDM in
battle.
If the Attack used is Mirage Pierce or a Critical hit, then RDM is ignored, or
considered to be 0. Just consider the formula to be (ATK x Multiplier) in those
cases.
If the result of (ATK - RDM) is less than 0, it simply becomes zero, not a
negative number.
If the Attack is NOT elemental, then the result of this calculation will be
your Potential Damage. Just skip the next two steps. To know what makes an
Attack elemental, check the next Section.
--- MAG Calculation ---
This second step only applies to elemental Attacks. It's what makes them so
much more powerful than non-elemental ones. A more complex formula here:
(MAG - RST) x 1.2 + (Level x 5)
The x 1.2 is part of the formula. It cannot be changed or affected in any way.
If the Attack is a Critical hit, then RST is ignored, or considered to be 0.
Just consider the formula to be (MAG x 1.2 + Level x 5) in those cases. Mirage
Pierce DOESN'T ignore RST.
If the result of (MAG - RST) is less than 0, it simply becomes zero. In those
cases, just consider the formula to be (Level x 5). The level part means that
elemental Attacks will always have a chance of dealing damage, even if the
attacker's MAG is lower than the target's RST. This is part of what makes them
dangerous.
Any Attack that goes through this step will go through the next as well.
--- Element Calculation ---
This is only for elemental Attacks as well. Now it gets tricky, as you can have
several elements in one attack. Each element will go through this calculation:
(Elemental Multiplier x Target's Elemental Resistance or Weakness)
-Elemental Multiplier is the same as Multiplier, but for Elemental Attacks.
-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.
If you have 2 sources of the same element, they are simply added together. So
assuming you've got a weapon with a 0.3 Holy Elemental Multiplier and are using
an Attack with innate 0.3 Holy Elemental Multiplier, the total Holy Elemental
Multiplier will be 0.3 + 0.3 = 0.6. They're added BEFORE being multiplied by
the target's Elemental Resistance or Weakness.
In this case, with an enemy with -30% Holy resistance, you'd have (0.6 x 1.3)
in the formula. The result would be 0.78.
Now, if you were using a weapon with 0.5 Fire Elemental Multiplier and the same
0.3 Holy Elemental Multiplier Attack, they would be tested against the target's
Resistance separately, and then added to each other. So if the enemy had -30%
Holy, +50% Fire, you'd have (0.5 x 0.5 + 0.3 x 1.3) = 0.64.
--- Potential Damage ---
Now it's time to put everything together.
If the Attack isn't elemental, then all you've got is (ATK - RDM) x Multiplier.
That's your Potential Damage.
If the Attack is elemental, then you'll take the MAG Calculation and multiply
it by the Element Calculation, and then add it to the ATK Calculation. In
short:
(ATK - RDM) x Attack Multiplier + {(MAG - RST) + Level x 5} x Elements
The result will be the Potential Damage. It's only "Potential" because this can
still go through other changes (from skills, sealstones and such) until you get
to the Final Damage.
If the Potential Damage is negative (due to a negative Elemental Multiplier
caused by the target absorbing the element used), then the Attack will heal the
opponent.
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09.4.02 - Sources of elemental damage and how they work
To be elemental, an Attack must have an Elemental Multiplier. There are three
different ways this can happen, and they're the following:
--- Innate Property ---
Some Attacks have Elemental Multipliers by default. For a full list, check
Section 14.
Innate Elemental Multiplier are applied for every hit. Let's take Aiming Wisp,
for example: it's a 3 hit Attack with 0.2 Holy Elemental Multiplier. This means
the 3 hits have 0.2 Holy each, so it can be said that Aiming Wisp has 0.6 Holy
Elemental Multiplier total. The Elemental Multiplier does not change from one
hit to another in any case.
--- Elements From Equipment ---
Some weapons and accessories will add an Elemental Multiplier to all Attacks.
They work differently from Innate Elements: they're applied per Attack, not per
hit.
What this means is, say you have a weapon with 0.4 Holy Elemental Multiplier
and are using a 1-hit Attack. That's 1 hit of 0.4 Holy as expected. However, if
you're using a 2-hit Attack the 0.4 Holy will be shared by the hits, resulting
in 0.2 Holy for each hit. The result is a 0.4 Holy Attack, instead of 0.8 like
it would be with an Innate Element.
So, just divide the Elemental Multiplier by the number of hits. This is done
before adding the same elements of different sources in the calculation shown
before. So, if you've got a 0.4 Innate Holy Multiplier and a 0.4 Holy Equipment
Multiplier with a 2-hit attack, that's (0.4 / 2) + 0.4 per hit, not (0.8 / 2).
It is unknown how this works with Attacks that do a random number of hits, like
Killing Thorn and Blinding Distortion.
--- Turn To Element ---
There are six Sealstones that "turn" you into an element, applying it to all
attacks. They are:
-Brimstone Law: Turn To Fire
-Iceberg Law: Turn To Ice
-Mudbank Law: Turn To Earth
-Thundercloud Law: Turn To Lightning
-Dark Night Law: Turn To Darkness
-Holy Light Law: Turn to Holy
When using one of those Sealstones, your Attack Multiplier will count as 0 for
the ATK Calculation and will be used as an Elemental Multiplier instead.
For example, if you were using an Attack that normally would be non-elemental,
with a 1.8 multiplier, with one of those Sealstones the calculation would be:
(ATK - RDM) x 0 + {(MAG - RST) + Level x 5} x 1.8
There are not many situations in which this is good, especially with the
Psychosoma skill adding MAG to ATK. You could accumulate a huge Elemental
Multiplier with this (adding from Innate or Equipment Elements), but even so
you're still missing a stat that is really easy to boost.
大家在计算非魔法师角色伤害时,有两个误区。
1。上面提到,加ATK饰品里,同种饰品的倍率相加;而不同种饰品的倍率相乘。(已实测通过)
每一个饰品都有1,2,3,三个属性,这里所指的相同是指同一个项目,而不是增加值是否相同。
eg: 龙的逆鳞ATK10% 和 魔龙的角ATK30% 其后的总值为40%
伟大鹰的心ATK15% 和 魔龙的角ATK30% 其后的总值就是 49.5%
2。附属属性攻击,只分两种。一是招数自带;二是物品所加(这里指饰品和武器)
其中招数自带的,是将所拥有元素的百分比值,乘以hit数。(将远远高于物品所加的附属属性伤害)
而物品所加的,则只是所拥有元素的百分比值。
例:物品所加中有40%的圣,招数自带中也有40%的圣。招数为2hit。
它的倍率计算将是(0.4/2+0.4)X2hit=1.2倍。
(其中的英文部分,以陆续编入原文。) |
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