Online Games: Me! The Only Beta Player
Chapter 28 Huanxue Official Website (Issue 1)
(This chapter has nothing to do with the main plot and can be skipped without any impact)
[Fantasy Snow] Announcement of the first phase of the official website
1: What attributes can be added to each part of the equipment?
2: Experience mechanism
3: Weapons, occupations, second transfer
4: Critical hit rate, critical hit damage
5: Hit rate, dodge rate
——
1: Equipment mechanism
【arms】
Attack proportion: 100%
Attribute proportion: 90% (main attributes 50%, secondary attributes 20%)
Maximum mana ratio: 50%
The best equipment will have additional effects.
Note: Attack, attributes, and maximum magic are not calculated according to player attributes, but based on weapon level.
The calculation method of total attack = weapon level * equipment quality * weapon type * score (weapon 100 reviews * 120%, equipment 100 reviews 110%)
Example: Level 20 Green Wolf King Crossbow
Basic attack=20
Green equipment coefficient=6~8
It can be concluded that the approximate fluctuation range of the attack is: 20*6~20*8=120~160
Crossbow, cane, sword coefficient = 1.15
It can be concluded that the specific fluctuation range of the attack is: 120*1.15~160*1.15=138~184
Specific attack = (maximum attack value - minimum attack value) * score + minimum attack
Rating=90
Then: (184-138)*0.9+138=180
Rating=100
Then: (184-138)*1.2+138=194
Attributes, maximum magic value, maximum health value, maximum armor value, etc. also have a set of calculation methods, which will not be detailed here.
[Helmet] Physical defense equipment
Blood volume ratio: 10%
Physical defense proportion: 30%
Legal defense ratio: 5%
Attribute proportion: 15%
(Note: If a level 20 green outfit can add a total of 1,000 points of life, then the helmet can add 100 points of life)
(If a level 20 green suit can add a total of 1,000 points of armor, then the helmet can add 300 points of armor)
[Cloak] Magic defense equipment
Blood volume ratio: 10%
Magic proportion: 40%
Physical defense proportion: 5%
Legal defense ratio: 30%
Attribute proportion: 15%
[Breastplate] Double defense equipment
Blood volume ratio: 20%
Physical defense proportion: 50%
Legal defense ratio: 50%
Attribute proportion: 10%
[Belt] blood-increasing equipment
HP ratio: 50%
Physical defense ratio: 5%
Spell defense ratio: 5%
Attribute proportion: 10%
[Handguard] Attribute equipment
Physical defense proportion: 3%
Legal defense ratio: 3%
Attribute proportion: 40%
.[Greaves] All-round equipment, but not much added.
Blood volume ratio: 7%
Magic proportion: 10%
Physical defense proportion: 5%
Legal defense ratio: 5%
Attribute proportion: 10%
[Boots] Movement speed equipment
Blood volume ratio: 3%
Physical defense proportion: 2%
Legal defense ratio: 2%
Movement speed ratio: 100%
[Total proportion of seven-piece sets of weapons and armor]
Attack: 100%
Health: 90%
Double defense: 100%
Properties: 190%
Movement speed: 100%
2: Experience mechanism
【Common monster】
Killing monsters alone: total experience * 100%
Single brush dungeon: total experience *80%
【Elite Monster】
Generally, a large amount of experience is fixed
【BOSS monster】
Fixed experience, small dungeons and above are rewarded with head kill, waist kill, and tail kill.
The calculation formula for multi-person team is (within 100 people):
Total experience*(100%+10*number of people%)/number of people
Example 1: Team of 2 people, total experience is 50
Experience is: 50*(100%+2*10%)/2=30
30/50=0.6, accounting for 60%
Example 2: Team of 3 people, total experience is 50
The experience is: 50*1.3/3=21.6
21.6/50=0.43, accounting for 43%
Example 3: Team of 4 people, total experience is 50
The experience is: 50*1.4/4=17.5
17.5/50=0.35, accounting for 35%
…
Team of 100 people, total experience is 50
Experience is: 50*11/100=5.5, accounting for 11%
For more than 100 people, experience is fixed at 10%
For more than 200 people, experience is fixed at 9%
For more than 300 people, experience is fixed at 8%
and so on
[BOSS, elite monster]
Behead
Hand blade players: BOSS experience * 10 * experience ratio, other rewards are random (attributes, equipment, titles, consumables, etc.)
Team players: BOSS experience*5*experience ratio,
cut in half
Hand-blade players: BOSS experience * 5 * experience ratio, other rewards are random
Team players: BOSS experience*2*experience ratio
tail cut
Hand blade player: BOSS experience*2*experience ratio
Team players: BOSS experience*1*experience ratio
The fourth time and after
Hand blade player: BOSS experience*1*experience ratio
Team players: BOSS experience*0.5*experience ratio
(Note: BOSS experience is related to level, quality, race, and identity)
——
The full experience gain range is 100 meters. Beyond 100 meters, the experience is reduced by 10% for every 10 meters beyond. The experience is 0 after 200 meters.
The monster is 10 levels higher or lower than the player: experience is reduced to 50%
Above level 15, experience is reduced to 10%
Level 20 or above, mandatory 1 point of experience or no experience
(Summary: There is no experience in spawning monsters with too many levels, and there is no experience in abusing low-level monsters.)
Total experience for upgrading (before level 50): Level*Level*100
Example 1: Experience required for level 15 upgrade: 15*15*100=22500
Example 2: Experience required for level 30 upgrade: 30*30*100=90000
Example 3: Experience required for level 50 upgrade: 50*50*100=250000
3. Weapons and occupations
[Strength System] (before level 50)
1 point of strength can increase the maximum life limit by 15 points
10 points of strength increases 1 point of battle blood recovery
arms:
[Taunt] Hammer: Tank, Guardian
[Taunt] Ax: Tank, Destroyer
[Warrior] Sword: Warrior, Paladin
[Warrior] Spear: Warrior, sword wielder
Second career change and talent: Level 50
Guardian【Injury-free Taunt】
Destroyer [Destruction Taunt]
Paladin [Charge]
Sword wielder [Sword Qi]
Career Awakening:
Guardian【Holy Guardian】
Destroyer【Raging Destroyer】
Paladin [Gun Master]
Sword Master [Sword Master]
——
[Agility] (before level 50)
Agility can additionally increase attack speed and movement speed
Every 10 points of agility increases physical armor by 1
arms:
【Hunting】Dagger: Assassin, Assassin
【Hunting】Double Thorn: Assassin, Instant Killer
[Accurate] Bow: Archer, Archer
[Accurate] Crossbow: Archer, Crossbowman
Career second transfer talent: level 50
Assassin【Stealth】
Instant Killer【Combo】
Archer [Headshot]
Crossbowman【Scatter】
Career Awakening:
Assassin [King of the Night]
Instant Killer [King of Thunder]
Archer [Sky Arrow Kills Gods]
Crossbowman [Slay Demons with Earth Arrows]
——
[Intelligence Department] (before level 50)
1 point of intelligence increases maximum magic by 15 points
Every 10 points of intelligence adds 1 point of magic defense
Weapons: staff, magic book, broom, cane, feather fan,
[Magic Strengthening] Staff: Mage, Sage
[Magic Strengthening] Magic Book: Mage, Summoner
[Dark Healing] Cane: Mage, Priest
[Dark Healing] Broom (Feather Fan): Mage, Wizard (Poison Master)
Career second transfer talent: level 50
Sage【Magic Explosion】
Summoner【Magic Shield】
Pastor: [Song of Redemption]
Poison Master (Wizard): [Death Corruption]
Career Awakening:
Sage [Oracle]
Summoner【Spirit Speaker】
Priest【Redeemer】
Poison Master【Judge】
4::Crit rate, critical damage
The initial critical hit rate of players and monsters is 1%, and the initial critical hit damage is 200%.
The critical hit rate is based on hitting the enemy.
Critical hit damage is based on triggering a critical hit.
If none of them can hit, then naturally there is no critical hit.
Critical hit rate is calculated as follows:.
For every level difference (critical hit rate factor) between the two parties, the original critical hit rate will be increased by 1 times or reduced by 1 times.
The calculation method of critical hit rate factor is: (level + 100) / 33
example 1:
Player 1 (level 10): Critical hit rate 5%, critical hit rate factor is: (100+10)/33=3.3
Player 2 (level 15): Critical hit rate 2%, critical hit rate factor is: (100+15)/33=3.4
The actual critical hit rate of player 1 attacking player 2 is:
(10-15)/3.3=-1 (positive multiplication and negative division, round to 0, take absolute value)
Then: divide by 1 times 2 times
That is: 5%/2
=2.5%
The actual critical hit rate of player 2 attacking player 1 is:
(15-10)/3.4=1
Then: multiply by 1 times 2 times
That is: 2%*2
=4%
Example 2:
Player 1 (level 10): Critical hit rate 5%, critical hit rate factor is: (100+10)/33=3.3
Player 2 (level 25): Critical hit rate 2%, critical hit rate factor is: (100+25)/33=3.7
The actual critical hit rate of player 1 attacking player 2 is:
(10-25)/3.3=-4
Then: divide by 4 times 2 times
That is: 5%/2/2/2/2
=0.31%
The actual critical hit rate of player 2 attacking player 1 is:
(25-10)/3.7=4
Then: multiply 4 times 2 times
That is: 2%*2*2*2*2
=32%
Example 3:
Player 1 (level 100): Critical hit rate 5%, critical hit rate factor is: (100+100)/33=6
Player 2 (level 105): Critical hit rate 2%, critical hit rate factor is: (100+105)/33=6.2
The actual critical hit rate of player 1 attacking player 2 is:
(100-105)/6=0
Then: divide by 0 times 2 times
That is: critical hit rate remains unchanged = 5%
The actual critical hit rate of player 2 attacking player 1 is:
(105-100)/6.2=0
Then: multiply by 0 times 2 times
That is: critical hit rate remains unchanged = 2%
To sum up: the challenge of leapfrogging in the early stage is difficult
Note: The maximum critical hit rate for strength and intelligence cannot exceed 50%, and the agility cannot exceed 75%. The instant kill king can be 100%, except for special circumstances, such as [Stealth] will definitely hit a critical hit after appearing. This situation is a skill effect.
The above situation only applies to player vs. player. If it is player vs. monster, it will only change the hit rate, but the critical hit rate will not change. It is calculated according to the same level.
5: Dodge rate, hit rate (tentative)
The initial hit rate of monsters and players is 100%, and the dodge rate is 1%.
Actual hit rate = own hit rate - opponent's dodge rate + (level difference)%
example 1:
Player 1 has a hit rate of 100%, an evasion rate of 1%, and a level of 10
Player 2 has a hit rate of 99%, an evasion rate of 2%, and a level of 15.
Player 1 attacks Player 2
Actual hit rate=100%-2%+(10-5)%
=98%-5%
=93%
Player 2 attacks Player 1
Actual hit rate=99%-1%+(15-10)%
=98%+5%
=103% (must hit)
In one sentence: for every level your opponent is higher than you, your hit rate will decrease by 1%.
Note 1: If the target is a monster, the hit rate will be reduced by 0.5% per level.
Note 2: When the normal attack causes less than 1 point of damage to the target, the hit rate remains unchanged at 75%.
Note 3: Under normal circumstances, the hit rate will not be 0%, the minimum is 20%, the crossbowman's hit rate is at least 40%, and the archer's hit rate is at least 60%, but skills such as blinding can make the hit rate to 0%.
Note 4: Under normal circumstances, the dodge rate is up to 30%, and that of the crossbowman is 40%. However, some skills can increase the dodge rate to 100%, temporarily ignoring the hit rate, unless using skills with a certain hit effect.
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