Foreword
This article will introduce the damage computing mechanism in the magic metal module.Defense and other damage reduction mechanisms are independent and are not in the scope of discussion in this article.
First of all, players need to know that there are many influencing factors of damage calculations, and it is not simply plus reduction.
Generally speaking, damage = basic damage*multiple rate*final damage*level damage reduction*penetration injury reduction*difficulty injury reduction*toughness reduction.
Basic damage parts: including players' attack power and skill basic damage.If it is chopped by handheld items, it is regarded as (1+ items melee panel damage).Most skill basic damage is coefficient*weapon basic panel value, but there are special cases, such as swordsman's sword air waves.5.5.3 The effect of refining and dietary balance in version 5.5.3 will be directly added in the basic part.All reinforcements to weapons, such as strengthening volume, quality star, blue treasure jade, etc., will be added in the basic damage, not being added by the skill coefficient, equivalent to attack power.
By -rate part: Including damage%, crit damage%, occupational applicable weapons hidden bonus+50%, Baoyu bonus%, etc.Basic crit damage is 100%, and no crit is considered 0.Most of the damage percentage bonus effects and BUFF bonuses in the module include the damage of -30%in the multiplier rate, such as stress, such as stress.All bonuses are added, and finally form a multiplier.
Final damage: Version 5.7.2 increases, similar to the multiplier. When using dark power skills, it will increase the final damage by 30%and calculate it with other factors.
Level injury reduction part: Each player's professional level is lower than the target level 1, the loss is 5%damage, and less than 20 levels cannot cause damage.
Through the injury reduction part: When the player's penetrating value is insufficient, the damage will be reduced, and the minimum can only cause 20%.The reduction rate is (1-player penetrating value/target penetration defense).For example, when 30 players who penetrate the value attack the 40 penetrating defense monsters, they can only cause 75%damage; 1 When penetrating the value attack 40 penetrating defense monsters, it can only cause 20%damage.
Difficult damage reduction part: Starting from difficulty 0, every level of difficulty increases the loss by 10%.
Tough injury reduction part: The 5.6.7 version increases. When players attack monsters with toughness, the damage will be reduced; for example, when attacking a monster with 30%toughness, the loss will be 30%damage.
Note 1: When the player game, the damage occasionally reduces the damage. After a period of time, the normal situation is returned. The reason is that the difficulty reduction occasionally fails.
Note 2: Version 5.4.3 or earlier, when the player penetrates the value lower than the target monster penetrating defense, the damage causes -80%.
Regarding the way of harm improvement, you can refer to the magic metal damage enhancement chapter.
The following will take different types of damage, taking different occupations as an example to simulate the damage value.
Close combat
In terms of physical melee, swordsmen are used as templates.
The legendary weapon of the swordsman will cause armor -breaking effect on the target. The equivalent effect is that the damage increases by 30%/40%/50%/70%, corresponding to the armor -breaking level of 1/2/3/4.
There is a swordsman who has a physical melee attack power of 154 points, causing damage to 150%, penetrating value of 17, and holding the giant's teeth (panel damage 80), as follows:
When the difficulty is 6 (all monsters comes with 24 penetration defense), they attack the scarecrow.
Although the teeth of the giant beast have a 1 -point penetration value, there is a BUG during testing (version 5.4.9), which causes efficiency. This problem has been fixed in version 5.5.2.
Theoretical damage: (154+1+80)*(150%+50%+30%)*40%*(17/24) = 153.1416.
The actual effect (the scarecrow prompts the basic attack is 81, that is, 1+ weapon panel):
In the same case, use sword air waves, theoretical damage: (154+ (154+80*2.6))*(150%+50%+30%)*40%*(17/24) = 336.26.
Note that sword qi wave is a more special skill, and it will count the player's attack power when calculating.If you replace it with any other skills, the basic part should be (154+80*coefficient).
Actual situation:
By the way, the jumping mechanism in the original version is still effective for melee weapons. You can refer to the damage#crit page of Wikipedia.
The bonus will be 50%of the basic damage part, which is affected by the magnification.
Under the same conditions, jump theoretical damage: (154+ (1+80)*1.5)*(150%+50%+30%)*40%*(17/24) = 179.5341.
The actual actual: as follows:
Physical remote
In terms of physical remote, the magic shooter is the template.
It should be noted that the passive skill bow of the Sagittarius will bring a 100%crit damage improvement, and the skill is not learned during testing.
In the creative mode, the player is unlimited to the weapon enchanting, but he cannot enjoy the damage bonus of the arrow.
The legendary weapon of the Sagittarius will give its own arrow effect, which is equivalent to increasing the physical remote damage by 30%. The additional arrows are the corresponding coefficient of the weapon panel*, which is not affected by the magnification and does not enjoy the arrow damage bonus.
The existing physical remote attack power 207, which causes 160%of the damage, the penetrating value of 22, the magic shooter holding the dust industry (panel damage 260), as follows:
With the difficulty of 6 (all monsters comes with 24 penetration defense), use Broken Magica (Arrow Occasion 24) to attack the Scarecrow.Theoretical damage: (207+260+24)*(160%+50%+30%)*40%*(22/24) = 432.08.
Added: (207+260*1.5)*0.4*(22/24) = 218.9.
Actual situation:
Under the same case, the theoretical damage is used with five steras: (207+260*210%)*(160%+50%+30%)*40%*(22/24) = 662.64.
Actual situation:
Magic damage
In terms of magic damage, the master is a template.
It should be noted that the master's specialized passive skills will bring 15%of the damage improvement, and the potion effect of the legendary weapon will bring 15%of the damage improvement.
The existing magic attack power is 200, causing 185%of the damage, 22 penetrating value, and the master of the spiritual beast (panel damage 34), as follows:
With the difficulty of 6 (all monsters comes with 24 penetration defense), use Ping A (Magic Element, Tracking Bouncing) to attack the Scarecrow.
Theoretical damage: (200+34)*(185%+50%+15%)*40%*((22+1)/24) = 224.25.
Actual situation:
Under the same circumstances, using magic arrows, theoretical damage: (200+34*160%)*(185%+50%+15%)*40%*((22+1)/24) = 243.8.
Actual situation:
After the master of the big mage turned and learned the magic skills, the damage caused by using the element that restrained the target was used.
Note: The effect of element restraint has been improved many times. The restraint effect in this test is 20%.
Under the same circumstances, the theoretical damage is used to use the tracking bomber (source water/storm) with the scarecrow, the theoretical damage: (200+34)*(185%+50%+15%+20%)*40%*(22+ (22+ 22+1)/24) = 242.19.
Actual situation:
Summon
Summoning attack power is a more special attack power, which has a similar calculation formula as the player's damage, but it is not exactly the same; summoned beasts, totems, etc. are summoned.
Summoning attack power = (magic attack power+weapon panel magic attack power+basic damage bonus)*(0.2*Demon world call level +0.3 summoner passive+legendary weapon bonus rate+player damage multiplier)*Summon attack multiplier rate.
Among them, the multiplier part cannot enjoy the 50%bonus of the occupational applicable weapon, and the crit damage bonus will not take effect.In addition, the summoned beast will inherit the penetration value of the summoner, and will also be affected by the difficulty of the world when it is damaged.
At the beginning of version 5.6.4, when the owner of the summoned beast or totem has a silent Debeff, the summoning object can only cause 1 damage.
The following will be summoned with 200%and 250%attack beasts, respectively:
The existing magic attack power is 100, which causes 150%of the damage, the penetrating value is 12, the summoner who has learned is passive, and the summoner holding the light moon suspension is as follows:
In the case of difficulty 6, summon 200%and 250%of the attacking beasts, summoned beasts to use ordinary attacks to attack the scarecrow.
200%attack power theoretical damage: (100+200)*(0.2+0.3+0.5+1.5)*40%*(12/24)*2 = 300.
250%attack power theoretical damage: (100+200)*(0.2+0.3+0.5+1.5)*40%*(12/24)*2.5 = 375.
Actual situation: