How to calculate the attack power of ff14
Publish: 2021-05-20 15:51:11
1. League of heroes damage is divided into three types: physical damage, magic damage, and real damage. Physical damage is the usual attack power, which is the first one in the character's attribute column. It is the same as the equipment bonus that increases the attack power. Ordinary attack is physical damage (except for the winder and other special cases with skills), and magic damage is in skills, (some physical hero skills are physical damage) this is improved by adding spell strength equipment. There are only a few hero skills for real damage, such as R of void fear and W of blade will. The difference between them and the former two is that when you hit a person with physical damage, the real damage is to subtract his armor from his attack power, In terms of spell damage, the spell damage minus its magic resistance, while the real damage is as much as it says, which can't be offset. There are two kinds of attacks, one is ad attack and the other is AP attack. The first and second characters on the left of the corresponding panel have two kinds of attack modes: ordinary attack (that is, the damage caused by right clicking on the enemy) skill attack (hero's passivity, 4 attack skills and item's special effects). Skill attack is usually divided into three types of damage: 1. Physical damage, The bonus of physical damage is calculated according to the ad value of your left panel (the icon is a sword) as a parameter. You can rece physical damage by armor. 2: magic damage. The bonus of magic damage is calculated according to the AP value of your left panel (the icon is a staff). You can rece magic damage by magic resistance. 3: real damage, Real damage causes 100% of the damage, ignoring armor and magic resistance. That is to say, the amount of damage that will be caused by the description on the skill panel can't be offset. You can take a look at the skill rection of each hero. The skill damage is divided into two parts in the manual, one is the basic damage of the current level skill, the other is the equipment bonus damage, Equipment bonus damage is shown in (). Red represents physical bonus, and green (also seems to be blue) represents magic bonus. So you should understand a little bit?
2. First of all, the base of attack power is X. x is a number between the upper and lower limits of your attack. According to you, you can choose any number between 20 and 30, Both are possible. Then calculate two coefficients. The first coefficient a is to calculate the relationship between attack and defense. Light medium heavy enhanced hero unarmed ordinary 100% 150% 100% 70% 100% 100% piercing 200% 75% 100% 35% 50% 150% siege 100% 50% 100% 150% 150% magic 125% 75% 200% 35% 50% chaos 100% 100% 100% 100% 100% 100% 100% 100% spell 100% 100% 100% 100% 100% 100% 70% 100% Hero 100% 100% 100% 50% 100% 100% according to what you give, piercing is 100% for heavy armor, that is 1. The second factor B is to consider the rection of damage caused by defense value on armor or increase of damage caused by specific armor = ((armor) * 0.06) /) (1 + 0.06 * (armor) is reced for armor, The calculation formula of additional attack is: attack increase = 2-0.94 ^ (armor rection). A 1 point increase in armor reces damage taken by 5.7%. 10 points armor rection will increase the damage by 46.1% (1) if the defense is greater than 0: the percentage of damage reced = (armor value * 0.06) / (armor value * 0.06 + 1) (2) if the defense is less than 0: the increased damage = 2-0.94 ^ (- armor value) according to the value you give, the armor damage of 3 is reced by 15%. The actual damage is x * a * b = x * 1 * 0.85, X is one of 20 to 30
3. Note: STR = strength, DEX = agility, int = intelligence, Luk = luck
physical attack:
[warrior]: {str ×( Weapon type correction) + DEX / 4} ×( Weapon attack power) / 25
[Feixia]: {Luk ×( Weapon type correction) + (STR + DEX) / 4} ×( Weapon attack power) / 25
[Archer]: {Dex ×( Weapon type correction) + STR / 4} ×( Weapon attack power) / 25
weapon type correction:
Dagger (0.9) one handed sword (0.9) one handed axe (1.1) one handed blunt weapon (1.1)
two handed sword (1.15) two handed axe (1.2) two handed blunt weapon (1.2) spear (1.25)
bow (0.85) crossbow (0.9)
magic attack power:
int + (item added value)
Magic Legal Defense:
int + (item added value)
hit rate:
[novice] [warrior] [magician]: Dex × 0.8+LUK × 0.5 + (added value of items)
[Archer] [Feixia]: Dex × 0.6+LUK × 0.3 + (added value of items)
avoidance rate:
DEX / 4 + Luk / 2 + (added value of items)
hand skill:
DEX + int + Luk
about upgrading with a person:
when upgrading with a person, only when the level of the monster is no more than level 5 of the person, can the person get experience. That is to say, the person who is taken to level 1 can fight monsters below level 6 (including level 6). Refer to the monster guide for monster level. According to the experience, the difference between the person being taken and the person being taken is more than 5 levels. It depends on the difference between the level of the person being taken and the monster being hit
the top 30 monsters are listed below Fast refers to the level of people with high energy, easy to kill the following monsters)
level 1-7 water spirit level 7-10 three eyed Octopus level 10-17 green mushroom / blue water spirit
level 17-19 thorn mushroom level 19-27 thorn mushroom zombie mushroom / wild boar
physical attack:
[warrior]: {str ×( Weapon type correction) + DEX / 4} ×( Weapon attack power) / 25
[Feixia]: {Luk ×( Weapon type correction) + (STR + DEX) / 4} ×( Weapon attack power) / 25
[Archer]: {Dex ×( Weapon type correction) + STR / 4} ×( Weapon attack power) / 25
weapon type correction:
Dagger (0.9) one handed sword (0.9) one handed axe (1.1) one handed blunt weapon (1.1)
two handed sword (1.15) two handed axe (1.2) two handed blunt weapon (1.2) spear (1.25)
bow (0.85) crossbow (0.9)
magic attack power:
int + (item added value)
Magic Legal Defense:
int + (item added value)
hit rate:
[novice] [warrior] [magician]: Dex × 0.8+LUK × 0.5 + (added value of items)
[Archer] [Feixia]: Dex × 0.6+LUK × 0.3 + (added value of items)
avoidance rate:
DEX / 4 + Luk / 2 + (added value of items)
hand skill:
DEX + int + Luk
about upgrading with a person:
when upgrading with a person, only when the level of the monster is no more than level 5 of the person, can the person get experience. That is to say, the person who is taken to level 1 can fight monsters below level 6 (including level 6). Refer to the monster guide for monster level. According to the experience, the difference between the person being taken and the person being taken is more than 5 levels. It depends on the difference between the level of the person being taken and the monster being hit
the top 30 monsters are listed below Fast refers to the level of people with high energy, easy to kill the following monsters)
level 1-7 water spirit level 7-10 three eyed Octopus level 10-17 green mushroom / blue water spirit
level 17-19 thorn mushroom level 19-27 thorn mushroom zombie mushroom / wild boar
4. Ark: there is a calculation formula for the effect of pet attack power in survival evolution. Knowing the calculation formula, you can accurately calculate the effect of pet attack power. The following editor will introce the ark: the calculation method of pet attack power in survival evolution. I hope it can help you<
calculation method:
pig level 1 is 102 + 0.5 per level
Tyrannosaurus Rex is 602 + 3 per level
this is the basis
after domestication, the upgrade is based on the percentage
for example, if you domesticate a lv10 pig
then his attack power is 102 + 5 and multiplied by the percentage of your attribute panel
calculation method:
pig level 1 is 102 + 0.5 per level
Tyrannosaurus Rex is 602 + 3 per level
this is the basis
after domestication, the upgrade is based on the percentage
for example, if you domesticate a lv10 pig
then his attack power is 102 + 5 and multiplied by the percentage of your attribute panel
5. Unknown_Error
6. Where does the character have a limit defense? Just as the name suggests, the two upstairs just said that the character's defense and attack are extremely unstable, such as the increase of the kind of patience, the playing of the hunting flute, and the decrease of the monster's attack defense. Limit refers to the follower cat. When the defense reaches a high front limit after training, the training can no longer be increased without improving the equipment
7. Damage = hit / 3
3 strength + 2 damage
SUN
agate + damage
there is no definite formula for defense
resist 2% damage
3 strength + 2 damage
SUN
agate + damage
there is no definite formula for defense
resist 2% damage
8. Diagram of the relationship between attack and armor type
light medium heavy reinforced hero without armor
ordinary 100% 150% 100% 70% 100% 100%
piercing 200% 75% 100% 35% 50% 150%
siege 100% 50% 100% 150% 50% 150%
Magic 125% 75% 200% 35% 50% 100%
confusion 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 70% 100%
charm 100% 100% 100% 100% 100% 100% 70% 100%
Magic Hero 100% 100% 100% 100% 50% 100% 100%
damage rection or increase on armor
for specific armor, damage rection = ((armor) * 0.06) /) (1 + 0.06 * (armor)
for armor rection, additional attack calculation formula is: attack increase = 2-0.94 ^ (armor rection)
1 point armor increase will rece the damage taken by 5.7%. (1) if the defense power is greater than 0:
the percentage of damage reced = (armor value * 0.06) / (armor value * 0.06 + 1)
do you think this formula is very boring? In fact, Blizard is set for a reason.
suppose that a unit has the defensive power of a:
then the enemy can only deal 1 - [a * 6% / (1 + A * 6%)] damage to it.
that is, only 1 / (1 + A * 6%) damage can be done to it.
therefore, the enemy has to pay 1 + A * 6% damage to have the original effect.
in other words, This unit has the original 1 + 6% * a health value
that is, it increases a * 6% health value
so we get a conclusion:
every increase of armor is equivalent to an increase of 6% health value
note that magic ignores defense, so the "health value" increased by defense bonus is not applicable to magic; In other words, the higher the defense, the greater the impact of magic on it
note that this theory is not applicable to negative defense value, because there are few cases of negative defense value in general games; Therefore, the formula of negative defense value is not important, just take a look at it...
(2) if defense power < 0:
increased damage = 2-0.94 ^ (- armor value)
decimal point in the game is included in the calculation, For example, when the attack power is 6.3:
6 drops of blood are dected in the first attack
6 drops in the second attack
6 drops in the third attack
7 drops in the fourth attack
6 drops in the fifth attack
6 drops in the sixth attack
7 drops in the seventh attack
6 drops in the eighth attack
6 drops in the ninth attack
7 drops in the tenth attack
light medium heavy reinforced hero without armor
ordinary 100% 150% 100% 70% 100% 100%
piercing 200% 75% 100% 35% 50% 150%
siege 100% 50% 100% 150% 50% 150%
Magic 125% 75% 200% 35% 50% 100%
confusion 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 70% 100%
charm 100% 100% 100% 100% 100% 100% 70% 100%
Magic Hero 100% 100% 100% 100% 50% 100% 100%
damage rection or increase on armor
for specific armor, damage rection = ((armor) * 0.06) /) (1 + 0.06 * (armor)
for armor rection, additional attack calculation formula is: attack increase = 2-0.94 ^ (armor rection)
1 point armor increase will rece the damage taken by 5.7%. (1) if the defense power is greater than 0:
the percentage of damage reced = (armor value * 0.06) / (armor value * 0.06 + 1)
do you think this formula is very boring? In fact, Blizard is set for a reason.
suppose that a unit has the defensive power of a:
then the enemy can only deal 1 - [a * 6% / (1 + A * 6%)] damage to it.
that is, only 1 / (1 + A * 6%) damage can be done to it.
therefore, the enemy has to pay 1 + A * 6% damage to have the original effect.
in other words, This unit has the original 1 + 6% * a health value
that is, it increases a * 6% health value
so we get a conclusion:
every increase of armor is equivalent to an increase of 6% health value
note that magic ignores defense, so the "health value" increased by defense bonus is not applicable to magic; In other words, the higher the defense, the greater the impact of magic on it
note that this theory is not applicable to negative defense value, because there are few cases of negative defense value in general games; Therefore, the formula of negative defense value is not important, just take a look at it...
(2) if defense power < 0:
increased damage = 2-0.94 ^ (- armor value)
decimal point in the game is included in the calculation, For example, when the attack power is 6.3:
6 drops of blood are dected in the first attack
6 drops in the second attack
6 drops in the third attack
7 drops in the fourth attack
6 drops in the fifth attack
6 drops in the sixth attack
7 drops in the seventh attack
6 drops in the eighth attack
6 drops in the ninth attack
7 drops in the tenth attack
9. Calculation formula of swordsman's actual combat attack power
maximum actual combat attack power:
equipped with two handed sword: (strength * 1.15 + agility / 4 / 25 * weapon's physical attack power
equipped with one handed sword: (strength * 1.10 + agility / 4 / 25 * weapon's physical attack power
equipped with one handed Axe: (strength * 1.10 + agility / 4 / 25 * weapon's physical attack power
equipped with two handed Axe: (strength) Quantity * 1.20 + agility / 4 / 25 * weapon physical attack power
minimum actual combat attack power:
equipped with two handed sword: (strength * 0.90 * 4.6 * proficiency + agility / 100 * weapon physical attack power
equipped with one handed sword: (strength * 0.90 * 4.0 * proficiency + agility / 100 * weapon physical attack power 'youyou Xiaoyu' &; Provide
equipment with one handed Axe: (strength * 0.90 * 3.2 * proficiency + agility / 100 * weapon physical attack power "youyou Xiaoyu & Chen 39; Provide
equipment with two handed Axe: (strength * 0.90 * 3.4 * proficiency + agility / 100 * weapon physical attack power "youyou Xiaoyu & Chen 39; Provide
comparative analysis of two handed sword and two handed axe
maximum attack power of two handed sword (0.046 strength + 0.01 agility) × Weapon attack power
minimum attack power of two handed sword (0.02484 strength + 0.01 agility) × Weapon attack power
maximum attack power of two handed axe (0.048 strength + 0.01 agility) × Weapon attack power
minimum attack power of two handed axe (0.01836 strength + 0.01 agility) × Weapon attack power
calculate:
average attack value of two handed sword: (0.03542 strength + 0.01 agility) × Weapon attack power
two handed axe attack average: (0.03318 strength + 0.01 agility) × Weapon attack power
calculation of maximum attack power of each class
calculation method of professional weapon
soldier's Dagger (STR * 0.9 + DEX / 4) / 25 * weapon attack power
one handed sword (STR * 1.0 + DEX / 4) / 25 * weapon attack power
one handed axe (STR * 1.1 + DEX / 4) / 25 * weapon attack power
one handed blunt weapon (STR * 1.1 + DEX / 4) / 25 * weapon attack power
two handed sword (STR * 1.15 + DEX / 4) / 25 * weapon Weapon attack power
two handed axe (STR * 1.2 + DEX / 4) / 25 * weapon attack power
two handed blunt weapon (STR * 1.2 + DEX / 4) / 25 * weapon attack power
gun / gun (STR * 1.25 + DEX / 4) / 25 * weapon attack power
robber's dagger / small hand (Luk * 0.9 + (STR + DEX) / 4) / 25 * weapon attack power
archer's bow (DEX * 0.85 + STR / 4) / 25 * weapon attack power
crossbow (Dex * 0.9 + STR / 4) / 25 * weapon attack power
magic weapon attack power FA (grind mana * 0.8 + luck / 4) / 25 * skill attack power
conjecture: standard flying: (Luk * 0.9 + DEX / 4) / 25 * (boxing attack + flying target attack power)
the attack power of weapons is important, but the speed can't be underestimated. Someone takes a level 40 two handed sword. I asked him if the level 35 plateau sword is good or not, and the speed is fast. He said that the attack is too low, can't the level 35 5 sword be better than the level 40 4 sword, In my opinion, many soldiers of level 40 are armed with plateau swords, which should be rolled up.
some people can't understand it, so I'll explain it to you.
OK, explain it.
STR is strength, dew is agility, Luk is luck, int is intelligence.
I'm a crossbow player, so use the formula of attack power of crossbow (DEX * 0.9 + STR / 4) / 25 * weapon.
for example, agility 100, Strength 40, crossbow attack 60
then the attack power is: (100 * 0.9 + 40 / 4) / 25 * 60 = 240. Get it, you press s in the game, and there are details
this formula tells you that for a crossbow player, the effect of agility on attack power is 0.9 * 4 = 3.6 times that of strength on attack power. You can also see the archer, is agile * 0.85 Oh, so the attack of the archer is higher than that of the hunter.
maximum actual combat attack power:
equipped with two handed sword: (strength * 1.15 + agility / 4 / 25 * weapon's physical attack power
equipped with one handed sword: (strength * 1.10 + agility / 4 / 25 * weapon's physical attack power
equipped with one handed Axe: (strength * 1.10 + agility / 4 / 25 * weapon's physical attack power
equipped with two handed Axe: (strength) Quantity * 1.20 + agility / 4 / 25 * weapon physical attack power
minimum actual combat attack power:
equipped with two handed sword: (strength * 0.90 * 4.6 * proficiency + agility / 100 * weapon physical attack power
equipped with one handed sword: (strength * 0.90 * 4.0 * proficiency + agility / 100 * weapon physical attack power 'youyou Xiaoyu' &; Provide
equipment with one handed Axe: (strength * 0.90 * 3.2 * proficiency + agility / 100 * weapon physical attack power "youyou Xiaoyu & Chen 39; Provide
equipment with two handed Axe: (strength * 0.90 * 3.4 * proficiency + agility / 100 * weapon physical attack power "youyou Xiaoyu & Chen 39; Provide
comparative analysis of two handed sword and two handed axe
maximum attack power of two handed sword (0.046 strength + 0.01 agility) × Weapon attack power
minimum attack power of two handed sword (0.02484 strength + 0.01 agility) × Weapon attack power
maximum attack power of two handed axe (0.048 strength + 0.01 agility) × Weapon attack power
minimum attack power of two handed axe (0.01836 strength + 0.01 agility) × Weapon attack power
calculate:
average attack value of two handed sword: (0.03542 strength + 0.01 agility) × Weapon attack power
two handed axe attack average: (0.03318 strength + 0.01 agility) × Weapon attack power
calculation of maximum attack power of each class
calculation method of professional weapon
soldier's Dagger (STR * 0.9 + DEX / 4) / 25 * weapon attack power
one handed sword (STR * 1.0 + DEX / 4) / 25 * weapon attack power
one handed axe (STR * 1.1 + DEX / 4) / 25 * weapon attack power
one handed blunt weapon (STR * 1.1 + DEX / 4) / 25 * weapon attack power
two handed sword (STR * 1.15 + DEX / 4) / 25 * weapon Weapon attack power
two handed axe (STR * 1.2 + DEX / 4) / 25 * weapon attack power
two handed blunt weapon (STR * 1.2 + DEX / 4) / 25 * weapon attack power
gun / gun (STR * 1.25 + DEX / 4) / 25 * weapon attack power
robber's dagger / small hand (Luk * 0.9 + (STR + DEX) / 4) / 25 * weapon attack power
archer's bow (DEX * 0.85 + STR / 4) / 25 * weapon attack power
crossbow (Dex * 0.9 + STR / 4) / 25 * weapon attack power
magic weapon attack power FA (grind mana * 0.8 + luck / 4) / 25 * skill attack power
conjecture: standard flying: (Luk * 0.9 + DEX / 4) / 25 * (boxing attack + flying target attack power)
the attack power of weapons is important, but the speed can't be underestimated. Someone takes a level 40 two handed sword. I asked him if the level 35 plateau sword is good or not, and the speed is fast. He said that the attack is too low, can't the level 35 5 sword be better than the level 40 4 sword, In my opinion, many soldiers of level 40 are armed with plateau swords, which should be rolled up.
some people can't understand it, so I'll explain it to you.
OK, explain it.
STR is strength, dew is agility, Luk is luck, int is intelligence.
I'm a crossbow player, so use the formula of attack power of crossbow (DEX * 0.9 + STR / 4) / 25 * weapon.
for example, agility 100, Strength 40, crossbow attack 60
then the attack power is: (100 * 0.9 + 40 / 4) / 25 * 60 = 240. Get it, you press s in the game, and there are details
this formula tells you that for a crossbow player, the effect of agility on attack power is 0.9 * 4 = 3.6 times that of strength on attack power. You can also see the archer, is agile * 0.85 Oh, so the attack of the archer is higher than that of the hunter.
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