How to calculate the combat effectiveness of Qigong
Publish: 2021-05-20 12:29:01
1.
In King's glory, combat effectiveness is calculated by using a hero to participate in qualifying. Generally speaking, victory will increase combat effectiveness, while failure will rece combat effectiveness. However, if you perform very well in failure, you have a chance to gain points, but the actual measurement shows that this possibility is very small
2. How to calculate the combat effectiveness of the king's glory
1.
initial combat effectiveness evaluation rules:
the system inherits the historical data of the Summoner's hero qualifying match last season, and the inheritance model is built by the number of games won by the hero in each stage, the winning rate of the hero in each stage, and the use frequency of the hero in the hero cycle, and finally obtains the initial combat effectiveness of the Summoner's hero. The initial strength of unused heroes in qualifying last season was 100<
2.
rules for increasing or decreasing points:
the hero can increase or decrease points only when he participates in qualifying. The increase or decrease model is built by comparing the expected performance calculated by the summoner using the hero's historical score with the score of this match, the opponent's combat power score, and the average performance of the hero's current stage and other players. For victory, the higher the settlement score, the higher the score; Even if you fail, as long as the Summoner's score is high, you can add a small amount of points; In case of failure and low score, the score will be dected. The higher the level of the hero participating in the qualifying match, the higher the bonus of the glory combat power and the more points he gets
3.
how to improve the combat effectiveness of glory theater
after qualifying, players can see the data of glory combat power in the settlement panel, which is calculated according to the performance of the game, recent achievements and glory coefficient. Generally speaking, the better the performance in a single game (killing, more assists, no hang up behavior, etc.) and the more combat power they can increase if they win. So there is only one way to improve their combat power, It's always using heroes in qualifying< Since the launch of the S6 season, the glory combat effectiveness system has basically reached the original design expectations. However, e to some loopholes in the combat effectiveness calculation design, there are also some cases of brushing the glory combat effectiveness of the B hero by dropping the score of the a hero and then using the score of the B hero
the calculation rules of glory combat power are very complex, so let me briefly describe the situation after the next update:
1,
glory combat power points will be inherited according to the fixed rules in each season, similar to the inheritance of ranking in the season update
2,
S8 season update, Some heroes (such as Li luna) in the worst hit areas will have a great decline in their fighting power after inheritance, which is equivalent to squeezing out the previous water; However, some heroes (such as Bai Qi and Sun Bin) who are not affected by the brush points will have relatively small changes after inheriting their combat power points.
3,
after the S8 season, a hero will not increase his performance points after winning 250 games in the platinum Bureau (700 games before), and a hero can only get 2500 performance points in the platinum bureau at most; In short, if you have been in the platinum Bureau, it is almost impossible to reach the strongest level of national service
in general, we hope that for most players, this system is valuable. No matter how many ranks you have, you can have a hero to compare and rank in your school / company (or even district / municipal level). But for the top national service, the strongest one needs at least the strength of the king rank.
1.
initial combat effectiveness evaluation rules:
the system inherits the historical data of the Summoner's hero qualifying match last season, and the inheritance model is built by the number of games won by the hero in each stage, the winning rate of the hero in each stage, and the use frequency of the hero in the hero cycle, and finally obtains the initial combat effectiveness of the Summoner's hero. The initial strength of unused heroes in qualifying last season was 100<
2.
rules for increasing or decreasing points:
the hero can increase or decrease points only when he participates in qualifying. The increase or decrease model is built by comparing the expected performance calculated by the summoner using the hero's historical score with the score of this match, the opponent's combat power score, and the average performance of the hero's current stage and other players. For victory, the higher the settlement score, the higher the score; Even if you fail, as long as the Summoner's score is high, you can add a small amount of points; In case of failure and low score, the score will be dected. The higher the level of the hero participating in the qualifying match, the higher the bonus of the glory combat power and the more points he gets
3.
how to improve the combat effectiveness of glory theater
after qualifying, players can see the data of glory combat power in the settlement panel, which is calculated according to the performance of the game, recent achievements and glory coefficient. Generally speaking, the better the performance in a single game (killing, more assists, no hang up behavior, etc.) and the more combat power they can increase if they win. So there is only one way to improve their combat power, It's always using heroes in qualifying< Since the launch of the S6 season, the glory combat effectiveness system has basically reached the original design expectations. However, e to some loopholes in the combat effectiveness calculation design, there are also some cases of brushing the glory combat effectiveness of the B hero by dropping the score of the a hero and then using the score of the B hero
the calculation rules of glory combat power are very complex, so let me briefly describe the situation after the next update:
1,
glory combat power points will be inherited according to the fixed rules in each season, similar to the inheritance of ranking in the season update
2,
S8 season update, Some heroes (such as Li luna) in the worst hit areas will have a great decline in their fighting power after inheritance, which is equivalent to squeezing out the previous water; However, some heroes (such as Bai Qi and Sun Bin) who are not affected by the brush points will have relatively small changes after inheriting their combat power points.
3,
after the S8 season, a hero will not increase his performance points after winning 250 games in the platinum Bureau (700 games before), and a hero can only get 2500 performance points in the platinum bureau at most; In short, if you have been in the platinum Bureau, it is almost impossible to reach the strongest level of national service
in general, we hope that for most players, this system is valuable. No matter how many ranks you have, you can have a hero to compare and rank in your school / company (or even district / municipal level). But for the top national service, the strongest one needs at least the strength of the king rank.
3.
Their own rank, winning rate and hero score of each set, the higher these things are, the higher their combat effectiveness is. Like the king's, they are generally 4.5w< br />
4. Comprehensive combat effectiveness refers to:
all-round combat effectiveness and diversified combat effectiveness. As for how to calculate the comprehensive combat effectiveness, I am not very clear! But I can tell you, playing chariot is to follow the car, the less death the better! I usually score 33 points and die three times! Comprehensive combat effectiveness has a lot to do with your death! I dare not say that my comprehensive combat effectiveness is the highest in North China Netcom, but I haven't met anyone higher than me when playing games! My comprehensive combat effectiveness is 2.856! As long as there are few deaths, the comprehensive combat effectiveness will be very high! What this netizen said is too wrong
the less you die, the better! I don't know if what you're talking about here is the combat effectiveness in the game or in the actual combat. The combat effectiveness of the game depends on the experience of constantly upgrading and playing the game. Characters and armored vehicles can be resurrected when they are dead or destroyed. High fighting power of characters in the game means that the longer the game players play, the higher the fighting power. For example, in the two kinds of games of counter war and call of ty! The longer you play, the higher you get. And the tank world is the same
the comprehensive combat effectiveness in the actual combat is not the same as that in the game. The comprehensive combat effectiveness in the actual combat depends on the commander's command ability, the officers' and soldiers' combat ability and other combat abilities. oh In actual combat, we need to rely on playing for a long time in the game. When we die, we can revive. In a team mode, we can end the battle in a few minutes or dozens of minutes. This is not the case
in actual combat and real combat, a campaign and a war, both sides of the enemy and us after many contests and seesaw battles, fighting tactics, actual combat time is generally in a few days or years, in actual combat (real combat) comprehensive combat effectiveness depends on whether the commander has a smart mind and thinking ability And whether the soldiers have the spirit of fearing death, or whether the soldiers have all-round and diversified combat effectiveness.
all-round combat effectiveness and diversified combat effectiveness. As for how to calculate the comprehensive combat effectiveness, I am not very clear! But I can tell you, playing chariot is to follow the car, the less death the better! I usually score 33 points and die three times! Comprehensive combat effectiveness has a lot to do with your death! I dare not say that my comprehensive combat effectiveness is the highest in North China Netcom, but I haven't met anyone higher than me when playing games! My comprehensive combat effectiveness is 2.856! As long as there are few deaths, the comprehensive combat effectiveness will be very high! What this netizen said is too wrong
the less you die, the better! I don't know if what you're talking about here is the combat effectiveness in the game or in the actual combat. The combat effectiveness of the game depends on the experience of constantly upgrading and playing the game. Characters and armored vehicles can be resurrected when they are dead or destroyed. High fighting power of characters in the game means that the longer the game players play, the higher the fighting power. For example, in the two kinds of games of counter war and call of ty! The longer you play, the higher you get. And the tank world is the same
the comprehensive combat effectiveness in the actual combat is not the same as that in the game. The comprehensive combat effectiveness in the actual combat depends on the commander's command ability, the officers' and soldiers' combat ability and other combat abilities. oh In actual combat, we need to rely on playing for a long time in the game. When we die, we can revive. In a team mode, we can end the battle in a few minutes or dozens of minutes. This is not the case
in actual combat and real combat, a campaign and a war, both sides of the enemy and us after many contests and seesaw battles, fighting tactics, actual combat time is generally in a few days or years, in actual combat (real combat) comprehensive combat effectiveness depends on whether the commander has a smart mind and thinking ability And whether the soldiers have the spirit of fearing death, or whether the soldiers have all-round and diversified combat effectiveness.
5. Detailed algorithm of combat effectiveness
1. Basic score
for all players participating in qualifying, the game will initialize their qualifying score (also known as rank score) to 1200 by default, which can be divided into three types: team 3v3, team 5v5 and single 5v5 (two person team is considered as single person); Scores below 1200 will not be displayed and can be found in the game
the basic score in combat effectiveness is converted based on the official rank score of the game. The detailed rules are as follows:
(1) take the highest score of three kinds of qualifying competitions (5v5 single row, 5v5 group row, 3v3 group row) as the rank value; If a player has never played a qualifying game, the average rank score is 1150
(2) basic score = rank weighted average score * 1.2 * (1 + (rank weighted average score-1000) / 2000) ^ 1.6
in brief, if the player's rank score is higher, the basic score is higher, showing exponential growth. A 1300 player's rank bonus is 1900, while a 2000 player's rank bonus is 4600
in addition, rank also has a bonus effect in the calculation of the other two combat effectiveness components, so the most effective way to improve combat effectiveness is to play qualifying
in addition, if a player only plays computer games, his basic score is 1.2 * (600 + level * 10)
2. Winning field plus component
the more winning games, the more bonus points
the score of this game will increase steadily, mainly reflecting whether a player is old enough. The upper limit is 3800 points (increased to 3800 points on November 29, 2012)
the formula is: 2 * match winning games ^ 0.9 + 3 * total winning games ^ 0.9 in various qualifying matches of the current season
computer only players' winning games plus composition is winning games * 1.5
3. Winning rate plus composition
winning rate is winning games / total games, which is represented by winratio below
the detailed rules are as follows:
(1) first calculate the win ratio of the match match and all season qualifying
(2) if the winning rate exceeds 70%, it will be only 70%; It is extremely rare to win more than 70% of matches in more than 100 matches
(3) if the winning rate is more than 50%, the formula of winning rate plus component is 750 + 100 * (winratio-50) ^ 0.7; If the winning rate is less than 50%, the formula of winning rate plus composition is 750 - (100 * (50 - $winratio) ^ 0.7). (4) based on the third step above, adjust the winning field:
- if the winning field is less than 40, the winning rate plus component is winratioscore * winning field / 40
- further increase winratioscore according to the total number of winning games
(5) on the basis of the fourth step above, calculate the rank addition. Players with more than 1500 rank points have a graal increase in the winning rate (about 1.6 increase to 2500 points)
(6) finally multiply by 1.2 (optimize on May 5, 2012 to increase the proportion of winning points)
(7) players who only play computer games do not calculate the winning rate
the highest score of this item is about 5000 points; If a person's winning rate is less than 35%, he may only get 0 points. The more games a player plays, the higher the score of winning games
1. Basic score
for all players participating in qualifying, the game will initialize their qualifying score (also known as rank score) to 1200 by default, which can be divided into three types: team 3v3, team 5v5 and single 5v5 (two person team is considered as single person); Scores below 1200 will not be displayed and can be found in the game
the basic score in combat effectiveness is converted based on the official rank score of the game. The detailed rules are as follows:
(1) take the highest score of three kinds of qualifying competitions (5v5 single row, 5v5 group row, 3v3 group row) as the rank value; If a player has never played a qualifying game, the average rank score is 1150
(2) basic score = rank weighted average score * 1.2 * (1 + (rank weighted average score-1000) / 2000) ^ 1.6
in brief, if the player's rank score is higher, the basic score is higher, showing exponential growth. A 1300 player's rank bonus is 1900, while a 2000 player's rank bonus is 4600
in addition, rank also has a bonus effect in the calculation of the other two combat effectiveness components, so the most effective way to improve combat effectiveness is to play qualifying
in addition, if a player only plays computer games, his basic score is 1.2 * (600 + level * 10)
2. Winning field plus component
the more winning games, the more bonus points
the score of this game will increase steadily, mainly reflecting whether a player is old enough. The upper limit is 3800 points (increased to 3800 points on November 29, 2012)
the formula is: 2 * match winning games ^ 0.9 + 3 * total winning games ^ 0.9 in various qualifying matches of the current season
computer only players' winning games plus composition is winning games * 1.5
3. Winning rate plus composition
winning rate is winning games / total games, which is represented by winratio below
the detailed rules are as follows:
(1) first calculate the win ratio of the match match and all season qualifying
(2) if the winning rate exceeds 70%, it will be only 70%; It is extremely rare to win more than 70% of matches in more than 100 matches
(3) if the winning rate is more than 50%, the formula of winning rate plus component is 750 + 100 * (winratio-50) ^ 0.7; If the winning rate is less than 50%, the formula of winning rate plus composition is 750 - (100 * (50 - $winratio) ^ 0.7). (4) based on the third step above, adjust the winning field:
- if the winning field is less than 40, the winning rate plus component is winratioscore * winning field / 40
- further increase winratioscore according to the total number of winning games
(5) on the basis of the fourth step above, calculate the rank addition. Players with more than 1500 rank points have a graal increase in the winning rate (about 1.6 increase to 2500 points)
(6) finally multiply by 1.2 (optimize on May 5, 2012 to increase the proportion of winning points)
(7) players who only play computer games do not calculate the winning rate
the highest score of this item is about 5000 points; If a person's winning rate is less than 35%, he may only get 0 points. The more games a player plays, the higher the score of winning games
6. Ordinary civil action goes directly to court
7. Unknown_Error
8. It's impossible to calculate, it's not clear, because not only WG, WF, attack and defense, but also the interference of fire attribute
you play less than bow, not because your WG is lower, It's because the attack of bow is high
if it must be calculated... Algorithm:
damage = the power of JN + the WG of weapon + your total attack power - the monster's defense power (I didn't mention the problem of fire attribute, fire 6 is to rece the monster's defense by 6%)
you play less than bow, not because your WG is lower, It's because the attack of bow is high
if it must be calculated... Algorithm:
damage = the power of JN + the WG of weapon + your total attack power - the monster's defense power (I didn't mention the problem of fire attribute, fire 6 is to rece the monster's defense by 6%)
9. Name consumption magic effect Qigong bullet LV 15 attack on 1 object Qigong bullet LV 210 attack on 1 ~ 2 objects Qigong bullet LV 315 attack on 2 objects Qigong bullet LV 420 attack on 2 ~ 3 objects Qigong bullet LV 525 attack on 3 objects Qigong bullet LV 630 attack on 3 ~ 4 objects Qigong bullet LV 735 attack on 3 ~ 5 objects Qigong bullet LV 840 attack on 4 ~ 5 objects Attack Qigong bomb LV 945 attack 4 ~ 6 objects, kill Qigong bomb 50 attack 5 ~ 7 objects
10. It's estimated that it should be less than 1000, because the instruments for measuring combat effectiveness only have combat effectiveness when Saiya people come out. At that time, many of the leading camp who couldn't even beat vegetarians (1200 battles) would deflate the qigong wave. Earlier, Wukong would have Qigong wave when he was a child. It was even weaker at that time, so it was inferred that qigong wave could be used when the combat effectiveness was less than 1000.
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