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Force bonus

Publish: 2021-03-22 13:33:14
1. 1: Attack power formula
physical attack = Weapon basic physical attack x (1 + 0.004x strength) x (1 + mastery) + enhanced ignore damage
magic attack = Weapon basic magic attack x (1 + 0.004x Intelligence) x (1 + mastery) + enhanced ignore damage
fixed damage physical skill = skill basic physical attack x (1 + 0.004x strength) x (1 + buff effect)
fixed damage Magic skill = skill base magic attack x (1 + 0.004x Intelligence) x (1 + buff effect)
note: buffs such as violent capture, potential explosion, etc. Fixed damage skills are determined only by strength and are not affected by weapon attack and enhancement. As a result, some buffs that enhance attack power have no effect on fixed damage skills
2: Defense damage rection formula
percentage of damage rection = self defense / (attacker's level X200 + self defense)
final defense effect = opponent's basic attack x (1-total percentage of self defense) + opponent's enhanced ignore attack x (1-percentage of self enhanced damage rection) - self enhanced pursuit, increase and decrease - physical strength / 5
note: in PVP, attacker's level system is set to about 100
3: Attack effect damage formula
critical hit damage = total damage x (100% + 50%)
breaking move damage = total damage x (100% + 25%)
back strike damage = total damage x (100% + 0) no damage effect
miss damage = 0 no damage effect
note: 250 points of strength doubles the damage of fixed damage skill
2. Additional physical damage = (weapon physical attack + weapon physical attack x weapon enhancement percentage) x 0.002x force
additional spell damage = (weapon spell attack + weapon spell attack x weapon enhancement percentage) x 0.002x intelligence
total physical damage = (weapon physical attack + weapon physical attack x weapon enhancement percentage) x (0.002x force + 1)
total spell damage = (weapon spell damage) Attack power + weapon spell attack power X weapon enhancement percentage) x (0.002x intelligence + 1)
offset physical damage points = physical strength x0.2
offset spell damage points = will x0.2
3.

If there is a soul chain, it can be calculated. If there is no soul chain, it can be calculated like this:

(130 + original independence) ÷ Original independence = 1

[(30 + originally strong) ÷ 220 +1] ÷[ The original is strong ÷ 220 + 1] = 1

< H2 > extended data:

DNF red eye strength and independent damage calculation method:

the general algorithm is that for every 250 points of strength increase, the fixed damage value will double. For example, if your fixed damage is 100, then your 250 strength is 100 fixed damage. 500 force is 200 fixed damage, 750 force is 300 fixed damage

this is the key to strength improvement, and independence is to increase your fixed damage directly. Originally, the fixed damage is 100. At home, the fixed damage is changed from 100 to 110. Then the fixed damage and strength calculation are the priority to calculate the independent damage and then the strength. That is, if you have 1000 strength, 1000 fixed damage and 100 independent attack, then your final damage is 4400

in this case, every 100 points of independence is equivalent to 100 points of strength. That is to say, when the power is high enough, the bonus of independent attack is higher than that of power

when you break 2000 strength, the output bonus of the fixed damage skill brought by that 35 independent card is about equal to the output bonus of 60 strength. Fixed attack only

4.

Basically speaking, the fixed injury profession depends on strength, intelligence and independence, and the strong is equally important. About 22 genera impose 10% attack power, which is about 100 independence. In addition, there are yellow characters to increase damage, white characters to add damage, broken move damage and so on

5. 1、 Hero's movement force points:
in H3, the ability to move a tile corresponds to a point of movement force. Because there is no decimal calculation, the value in memory is multiplied by 100. That is, the ability to move 15 squares is 1500
the hero's movement power is calculated at the beginning of the new day. The factors that participate in the calculation are: the speed of the slowest arms in the team, the correction value of movement power (including the correction of treasures and visiting buildings) and logistics skills
assuming that the slowest branch speed is SPD, the movement force correction value is m points, the logistics level LV (0: normal, 1: basic, 2: advance, 3: expert), and the logistics special level special, the calculation formula is:
basic movement force = min (1500 + (SPD - 3) * 20 / 3 * 10, 2000)
logistic coefficient = 10 * LV * (100 + 5 * specail) / 100
actual movement force = basic movement force * (100 + logistics coefficient) / 100 + m * 100
examples are as follows:
heroes with long guns (SPD = 4), wearing shoes (M = 6), advanced logistics skills (LV = 2), logistics super level 10
then the basic moving force = min (1500 + (4 - 3) * 20 / 3 * 10, 2000) = 1560
logistic coefficient = 10 * 2 * (100 + 5 * 10) / 100 = 30
actual moving force = 1560 * (100 + 30) / 100 + 6 * 100 = 2628
the ability to move 26 spaces< Second, the consumption of surface movement force:
a tile consumes 100 (multiplied by 100) movement points. The actual consumption value is calculated based on this basic value, taking into account the hero race, Pathfinder level, surface type and other factors. Please refer to H3 help for details
if you walk on the road, 50% means that you consume 50 mobile points. In addition, oblique walking costs 41% more than horizontal walking
for example, it costs 175 points to move one grid horizontally on a swamp, and 175 * 141 / 100 = 246 points to move one grid obliquely
there is another detail to explain: the number of move points consumed is based on the starting grid, and has nothing to do with the grid to which they are moved. For example, it costs 100 points to move from grassland to swamp instead of 175 points<

3. Display of current movement points:
there is a green indicator on the left side of the hero list, indicating the movement points owned by the current hero
I measured and found that the full value is 22, (+) 23 ~ 24, (+ +) 25 ~ 27, (+ +) 28 or more This value refers to the movable tile.)
if the current mobile number is 2472, that is, 24 (tiles), a plus sign will be displayed.
6. 1 physical strength: the general's life bonus, 1 point of physical strength = 1 point of life. In addition, the higher the physical strength is, the more the number of basic guards will be
2 strategy: management. As a prefect, it is effective to increase urban income (1 point of wisdom is about 2%) and public security. It can also increase the number of rounds a city can hold when it is besieged
3 Commander: equals to the number of stars in unified army operations - 1. Because even if the general has zero stars, he can also increase his morale within a certain range. The more stars, the larger the range. So the basic value of commander is 0, while the basic value of management and influence is 1
4 age: this attribute does not have no effect. In fact, the bribe of the Three Kingdoms is to claim an adopted son. That is to say, the age of the general you bribe must be less than that of your monarch or a pillar of power who does not have four adopted sons. Of course, this is only one of the necessary conditions for bribe
5 Influence: increase the number of general guards. When he was a prefect, he increased public security in his city
6 attack: the morale bonus value of the general to the soldiers within the incentive range ring offensive operations
7 defense: the morale bonus value of the general to the soldiers within the incentive range ring defense operations
8 cavalry: to punish the morale of cavalry within the scope of encouragement. Pay attention to the ability of arms, the highest is 0 punishment, the lowest is - 3 morale
9 infantry: punish the morale of infantry within the incentive range. Pay attention to the ability of arms, the highest is 0 punishment, the lowest is - 3 morale
10 Ambush: when launching an ambush against the enemy, it will punish the morale of the soldiers within the incentive range. Pay attention to the ability of arms, the highest is 0 punishment, the lowest is - 3 morale
11 Navy: the morale punishment of the Navy when they are in the boat. Pay attention to the ability of arms, the highest is 0 punishment, the lowest is - 3 morale
12 Siege: the morale punishment of soldiers when launching siege. Pay attention to the ability of arms, the highest is 0 punishment, the lowest is - 3 morale
13 garrison: the morale punishment of soldiers ring garrison. Pay attention to the ability of arms, the highest is 0 punishment, the lowest is - 3 morale
14 benevolence: the legal addition to the city. 1 point benevolence + 5% law
15 loyalty: increases the buying cost of generals. 1 point loyalty buying costs increased 10 times
16 potential: after meeting certain conditions, it can be transformed into the above abilities For example, if you often lead cavalry in combat, the potential will be converted to the eighth attribute: cavalry)
7.

100 independent attack = 10% skill damage. The formula of independent attack is: 100 independent attack increases 10% fixed skill attack

for example: if a skill attack is 10000, the number of 100 independent attacks will increase to 1000, that is, the skill attack will become 11000; The percentage + fixed attack skill only increases the fixed attack part. The attack increased by 500% + 10000100 independent attack is 10000 * 10% = 1000, that is, the attack of this skill is 500% + 11000

The main improvement is fixed skill damage, judo and Asura are the most suitable skills to wear, such as Wushen, roaming, blue fist and Jiansheng are all the characters who attack percentage damage. If you enchant the independent attack card, you will get the following effects:

extended data:

the calculation method of physical attack power is as follows:

power, Increase physical attack, the increase is equal to weapon attack x0.004x strength, such as weapon attack 100, 1 strength is equivalent to 0.4 attack, weapon attack 200, 1 strength is equivalent to 0.8 attack, when the weapon attack reaches 500, 1 strength is equivalent to 2 attack

the role of other attributes in the game is as follows:

1. The role of spirit attribute is to counteract magic attack, 1 point spirit counteracts 5 points magic attack

2. The function of physical strength attribute is to counteract physical damage, 1 point of constitution is to counteract 5 points of physical attack

8.

1. Attack bonus: take dagger as an example. Awakening has a 10% attack bonus. At this time, the panel directly displays the value of 10% * basic attack. When you bring the No. 1 Royal spirit to the big dog, the panel properties will change, and the changed value is actually added to the panel. For example, if the No. 1 Royal spirit + 100 attack, the red letter + 100 value will be used on the big dog's panel

that is to say, the attack plus achievement is only added to the basic value of the attack power of the panel, for example, 10% attack plus 25% attack plus of awakening + Royal soul, which can be directly calculated as: basic attack power + basic attack power * 35%

2. Damage bonus: take the two faced Buddha (guhuoniao) as an example. After awakening, there is a 10% damage bonus, but there is no additional attack on the panel. You can bring the above-mentioned No.1 Royal soul to the two faced Buddha, enter the friend competition test, and test the defensive two star full naked Bodhidharma

damage estimation before test: two faced Buddha's panel attack is 551 + 304 = 855, general attack level is level 2, 105% attack bonus and white egg defense is 113. Without considering damage bonus, attack effect can be obtained according to the formula = (panel attack * Skill Bonus) * 300 / (defense value + 300) = 855 * 1.05 * 300 / (133 + 300) = 621.9977

attack effect after damage bonus = 621.9977 * 1.1 = 684.1975, if critical hit = 684.1975 * 1.58 = 1081.0320

extended data:

in the game, the benefit of damage bonus is obviously greater than that of attack bonus when it is not calculated as needle girl. In the case of full violence, damage bonus can be directly understood as critical injury, while attack bonus is the basic value

but the damage bonus can only appear in the skill bonus of Shi Shen, not every one, and the attribute of attack bonus can appear in every Royal soul. For example, the main attribute of position 1 is attack, and position 2, 4 and 6 can also appear, and the main attribute is attack bonus

9.

Attack bonus of Yin Yang division = basic damage x skill damage rate X skill extra damage x Royal soul damage bonus x critical damage (critical hit) - basic damage

basic damage = attack x (1 - (defense / (400 + defense)))

in the game, the battle of the scenario can automatically generate different formations according to the plot ring the battle, such as the scenario of the confrontation between the two sides, so is the battle; If the plot is majority to one, the formation of majority surrounding one is adopted. This design is not very helpful to the strategy and order of the battle (players can also change the position of the characters in the preparation stage), but it does not damage the players' impression of the previous plot, and also ensures the subsequent succession

extended materials

in the game, players need to click to select the skill use of the role, and players can click the screen to slide left and right to control the battle perspective. In a word, all the operations in the game basically need to be completed by clicking the screen

based on the classic semi instant round card RPG, Yin Yang master adds the "ghost fire" skill release setting. All characters in the player's team share the ghost fire. Every skill cast by each type God character will consume the ghost fire, and the skill consumption of different types of God is different“ The setting of "ghost fire" promotes the cooperation of team members

in the battle scene of the game, the whole team of the player and the enemy takes turns to cast spells, and the player initially has two ghost fires at the beginning of the game

when the player side is the action side, each action of the player's character will make the "ghost fire action value" + 1 grid. When the progress bar (a total of five grids) is full, ghost fire will be added (after the progress bar is full, a certain number of ghost fire will be added. In a game, 3 points will be added for the first time, 4 points will be added for the second time, 5 points will be added for the third time, and the maximum will be 5 points [32]). The maximum number of ghost fire is 8, Use skill to consume ghost fire

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