Pinnacle player

1493. Rules for calculating weapon attack power

Rules for calculating weapon attack power
Gray<White<Green<Blue<Purple<Yellow<Orange>Red<Dark Gold<Bright Gold<Platinum Gold<Blood Gold
Inferior "Ordinary" Excellent "Excellent" Excellent "Perfect" Epic "Legend" Ancient "Immortal" Holy Relic "God-given"

Attack power coefficient: 0.5 "1 "1.2 "1.4 "1.6 "1.8 "2.1 "2.5 "3 "The coefficients of immortality and immortality are still under consideration.

标准武器攻击力=装备等级档次(比如43级就是45,51级就是50)*攻击力系数*20
20 is the equipment type coefficient. Different types of weapons have different coefficients. For example, the coefficient of daggers is relatively low.Two-handed weapons will have a higher coefficient, and a small amount of armor will also increase attack power, and the coefficient will be lower.

Some weapons are particularly good, and then multiplied by a correction factor, which is 1.05 if it is better than the standard weapon of this quality, 1.1 if it is better, 1.15 if it is better than the standard weapon of that quality, and 1.2 for the best weapon.
The level 43 orange epic quality [Thunder Claw Blade] is a magic knife, so its attack power is only slightly better than standard orange weapons, but its advantage is that magic attack is the same as physical attack, not like most swords, physical attack is significantly higher Yu Mogong.

【雷爪之刃】的物攻(魔攻)=45*2.1*20*1.1=2079。

1 point of strength = 1 point of physical attack, 1 point of intelligence or wisdom = 1 point of magic attack (this may be revised in the future)

I've done the math, at least before level 60, weapons below epic quality, one level lower in quality and five levels lower in equipment level, have little difference in attack power, as described in my book.

有了武器攻击力,62级堵门时的罩子耐久就能算出来了,空间罩耐久={75260+3*7489+1.5*(7489+2079)*1.65(战役成就双攻加成)}*1.5(空幻法灵强化)=(75260+22467+23680)*1.5=182110
该空间屏障将拥有(25%*自身生命上限+3*智力+1.5*魔法攻击力)的耐久度,【空幻法灵】强化:空间罩耐久额外增加了50%,内对外攻击削减降低至15%法术伤害和7.5%物理伤害。

Data and algorithm design takes too much time, OCD can't afford it, and equipment defense is too much to do, and I don't plan to do it.

I also made the damage calculation rules. I did it before, but I still feel that it is not perfect, and I feel that a lot of changes are needed. You can take a look at it as a reference. I designed it for reference and self-limitation, saving money The data written in my book is beyond the design framework.

Actual damage = damage calculated by the skill damage formula * passive skill or equipment increase / 2 (theoretical damage data is halved) * (1 - skill level and enemy level difference / 40) * defensive means damage reduction ratio * double defense damage reduction Bi-Physical Injury Free
If the player hits the player, he must divide by 2 again.

I feel that most readers don’t have the patience to look at this thing, and they will feel dizzy when they see it. With just such a little thing, it will take me a long time to make it, which is really thankless.

(End of this chapter)

Tap the screen to use advanced tools Tip: You can use left and right keyboard keys to browse between chapters.

You'll Also Like