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芙蕾雅(Freya)(フレイ)资料总汇专栏 v1.9 [女神侧身像2] 1楼新增公式计算

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终结者

星の数よりキスして~

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发表于 2007-2-4 15:41  ·  天津 | 显示全部楼层
下面是引用土崩瓦解于2007-02-04 14:21发表的:
正常的话是2、3000左右/每次/每人→对本气,当然不是用エクスプロージョン啦,プリズミックミサイル有5000的样子,不过比较难用。

魔法实际上是“属性物理攻击”这只是个形象的说法,魔法本来就靠MAG的,不过偏偏VP2里的魔法攻击靠ATK还比较厉害些,所以说它其实是“物理攻击”的......

高周目,最有效率?——LV1的魔法师不错;能力高的话还是培养路法斯吧,无论物理还是属性都是最强的。
LV1的魔法师,难道是用1级的魔法师去自虐么..........
果然还是男主角最实惠呀,如果能有一把附加属性陪率在高点的弓(好象最高就50%了,还只有土和圣),就更逆天了~~~~~~~~

终结者

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发表于 2007-2-4 16:49  ·  天津 | 显示全部楼层
土崩大大能说说到底什么才是MISS战术呀,到现在也一直没有明白,比如弓手男主,用レイティングソーン打出一串MISS以后要怎么办,难道是去用RP拼下一次出会心攻击.然后利用会心两倍伤害.....
饰品是不是要有会心上升,会心2倍,普功MISS就不说了,技能是不是要有1HIT三次判定呀......
还有MISS1HIT上升的攻击力多少?10%????最高又是多少........

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发表于 2007-2-4 16:50  ·  四川 | 显示全部楼层

Re:Re:芙蕾雅(Freya)(フレイ)资料总汇专栏 v1.8 [女神侧身像2]

下面是引用jason2000于2007-02-04 15:11发表的Re:芙蕾雅(Freya)(フレイ)资料总汇专栏 v1.8  [女神侧身像2]:
土崩,有点事拜托一下。

1。Burst Shot(バーストショット)的计算,确实有问题;可否写个完整的修整,我好补正原文。(如果能推出新高当然更好。)

2。Heavenly Punishment(ヘブンリィパニッシュメント)的属性计算,其中的属性伤害既然和武器的属性伤害一样,为何不乘16 hit。(武器不就砍一次,属性伤害就算一次的吗?)——望指教。
.......

要给个标准的配置是在有够难,因为属性攻击的针对性很强,只能给个大概。

[B]我方配备[/B]


[B]饰品[/B]
[B]Drgon Rib(ドラゴンリブ)[/B][/COLOR][B]Bone Mask(ボーンマスク)[/B][/COLOR][B]Evil Eye of Death(視殺の魔眼)×2[/B][/COLOR]
ATK+10%、
战斗中随着HP减少各参数上升,最大1.5倍
MAG+10%、
RST+10%、
衰弱状态中对敌方伤害上升1.5倍、爆击率上升
MAG+30%、
RST+30%、
一定确率令敌方即死





[B]封印石[/B]
[B]Yggdrasil Blessing
理纺ぐ大树の加护[/COLOR][/B]
角色全能力提升1.2倍[/COLOR]
[B]Fire Blessing
炎の加护[/COLOR][/B]
炎属性威力1.5倍[/COLOR]
冰属性威力减半[/COLOR]
[B]Stone Hurler Wrath
投石器の戒[/COLOR][/B]
射击伤害 200%[/COLOR]
行动缓慢[/COLOR]
[B]業炎の理[/COLOR][/B]
炎属性化[/COLOR]
(非必要)[/COLOR]




[B]技能[/B]
Mental Boost
(マインドバースト)
MAG×1.2
Solitary Struggle
(ソリタリィストラグル)
死人后全能力提升
(种族伤害技能)
对种族伤害×1.5


[B]敌方配备[/B]

[B]封印石[/B]
[B]氷塊の理[/COLOR][/B]
冰属性化[/COLOR]


我方状态:99级,衰弱,hp少于20%,3名队员阵亡,装备武器。[/SIZE]
敌方状态:属抗初始0%。[/SIZE]


效应后的我方MAG[/SIZE]=[/SIZE]玩家MAG×1.2(大树)。。。[封印石]
。。。。×1.5(hp20%+龙助骨)×{1.3+0.3(視殺魔眼)}×1.1(衰弱)。。。[饰品]
。。。。×1.2(加MAG)×1.6(死人参数上升)。。。[技能]

计算
{[(效应后的我方MAG-敌方RST)×1.2+(5×99)]×30%×4HIT×[100%-(-100%)]
+[(效应后的我方MAG-敌方RST)×1.2+(5×99)]×(0+10%+0+10%)×[100%-(-100%)]}
×1.5(衰弱)×1.5(炎加护 封印石)×2(投石器)
×1.5(背后击打)×1.5(吃药)

总伤害约为我方MAG×207[/COLOR](未计算种族加成的情况下)

附注1:バーストショット的命中判定为地上1+低浮1,最好在敌人倒地的瞬间攻击,不然会无法全中。
附注2:后两招和第一招区别不大,只是附属属性略有不同,总的伤害值大概是这招的1.5倍。
附注3:属性伤害讲求多次攻击,所以要使用武器,3招的总回合倍率约1200倍(未计算种族加成的情况下)[/COLOR]

实际上还可以配出更实用的方案来,不过就这样也不错,反正可变性很强。

招式的附加属性伤害和武器的附加属性伤害是不同的,前者是按每HIT来计算,而后者是按每招来计算的。如果招式和武器的附加倍率都是100%,5HIT的招式,则实际招式附加为500%,每HIT100%;而武器方面则是每HIT20%,共100%的。

atk乘3的石头对魔法师有效的,不过要在装备フェイント的情况下
至于属性赋予石是把物理攻击变成属性了,而不是魔法攻击(我都说魔法实际上是属性物理攻击了嘛),当然ATK对它没影响啦。

其实最大伤害也分类的,像纯物理攻击就不用考虑太多,而像属性、MISS、决技要考虑的就多了。

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发表于 2007-2-4 17:46  ·  四川 | 显示全部楼层
下面是引用liushichun于2007-02-04 15:19发表的:
鲁法斯就是强。不管他了。
魔法的问题,记得我用火魔法装了一块冰石头,atk没加,伤害基本恒定了。atk加了伤害应该会上升吧?当然atk+mag的技能会装上的

加ATK提升魔法伤害实际是利用了ATK的加成比较高的原因,其实魔法算是游戏里最单纯的攻击了,没法附加任何伤害,所以利用ATk的加成比较高的原因,把魔法换成受ATk影响后的攻击力要可观的多。
再加上魔法倍率高,又能被属性石头修正,当然就慢慢厉害起来啦。

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发表于 2007-2-4 18:05  ·  四川 | 显示全部楼层
下面是引用荒野渡鸟于2007-02-04 15:41发表的:

LV1的魔法师,难道是用1级的魔法师去自虐么..........
果然还是男主角最实惠呀,如果能有一把附加属性陪率在高点的弓(好象最高就50%了,还只有土和圣),就更逆天了~~~~~~~~

LV1死得快,所以嘛......

武器附加的属性主要是影响浮动,除了某把轻剑外对最后伤害的都影响不大,高不高点也就那样了。你嫌他属性不好用就往物理方面强化嘛,这样还可以利用MISS和决技的。

“MISS战术”基本还是概念性的东西,实用性不高,优点是加成可以无限大(理论上),不过打起来实在不好看,同另一种加成无限大的“决技战术”比起来还是后一种比较有意义。
具体的嘛,俺懒,你就直接去这里看看吧:http://bbs.levelup.cn/bbs/dispbb ... D=325738&page=2

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发表于 2007-2-4 18:11  ·  澳大利亚 | 显示全部楼层
其实我是这个意思:因为鋭剣の理的加成是1.5,如果魔法师的atk也可以再次变成属性的话,换成圣属性石头不是更好吗?没准还可以在敌方那面再装一块暗石头,可惜我没吃过人,也没吃过蛋,到底可不可以呢

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发表于 2007-2-4 18:29  ·  四川 | 显示全部楼层
下面是引用liushichun于2007-02-04 18:11发表的:
其实我是这个意思:因为鋭剣の理的加成是1.5,如果魔法师的atk也可以再次变成属性的话,换成圣属性石头不是更好吗?没准还可以在敌方那面再装一块暗石头,可惜我没吃过人,也没吃过蛋,到底可不可以呢

     这个,那个......你是说把火魔法变成圣火吗?

你别说,我还真试过,不过最后以失败告终

得出的结果就是魔法攻击没法附加任何伤害

(当初还妄想过装上SR剑的魔法师能连续使用两种魔法呢)

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发表于 2007-2-4 19:05  ·  澳大利亚 | 显示全部楼层
说说芙蕾呀。miss16次如果不装必定miss的装备不是很困难吗?所以我就想,是不是可以弄个低等级的人物,(芙蕾刚出来是多少级来着?)这样就少装了一个垃圾饰品,迪兰好,是2级吧。实在不行再强化敌人的回避。

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 楼主| 发表于 2007-2-4 19:25  ·  湖北 | 显示全部楼层
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.



-------------------------------------------------------------------------------
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.



-------------------------------------------------------------------------------
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。)

终结者

星の数よりキスして~

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发表于 2007-2-4 19:36  ·  天津 | 显示全部楼层
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。(还没有实测过)
几乎就是这样了吧,直接看装与不装的ATK数值就知道了~~~~~~~~~~
你弄出一堆英文也不给适当的译一下.................
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