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重新回去读了下PN
Character Balance- Shock and Chill calculations have been changed. In general, it is much easier to Shock and Chill monsters with low values of the ailment, but harder to reach high values of Shock and Chill. The formula used to calculate Shock and Chill magnitudes is now: 1/2*[Damage % of Ailment Threshold (see below) ]^0.4
- We've added an Ailment Threshold to monsters. In the great majority of cases, the Ailment Threshold matches the monster's Maximum Life. It primarily differs for especially high-life monsters (such as The Shaper), where the threshold is reduced to allow ailments to be applied with hits that wouldn't ordinarily reach the required Life thresholds.
- The minimum Shock and Chill value is now 5% (from 1%). To reach the minimum, you must deal 0.4% of a monster's Ailment Threshold with the associated element in a single hit. To inflict a 10% Chill you must deal 1.8% of a monster's Ailment Threshold with the associated element in a single hit. A 30% Chill requires a hit of 28% of the monster's Ailment Threshold.
改变了计算方式,增加一个异常阈值(数值范围)用于计算感电/冰缓效应,我们暂且当成1200W吧(剔除感电效用计算器后,击中所要完成的血量部分----我的理解)。
来看看下面给出的数值计算:
0.004^0.4 / 2 = 0.055 , 5%的感电效果,记录此怪物的感电效应用于下次被击中时的计算。
0.018^0.4 /2 = 0.1 , 10%
0.28 ^0.4 /2 = 0.3 , 30%
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对于 闪电箭部分,
比如闪电箭描述是这样:现在 1 级技能石感电敌人的效果等同于造成100%更多伤害时的感电效果,在 20 级时达到最高 195%
这句话的英文原文没找到,是否可以提供下?
deal X% more damage, 这个还是得重新分析下,怎么才是合理的运算方式,不过也不要紧,很快会更新POB了。
这种复杂的浮点运算,我预感服务器会更卡。
本帖最后于 2019-12-13 00:15 编辑
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