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RK interprets the content of the new version of the "Romance of the Three Kingdoms 11" game SIR to introduce you to the concept of battlefield width

In yesterday's article, we introduced the new version of SIRE 2.02 to be updated content, although the content has been announced before the separation of strength and morale values, while adding functions such as grain road jump tickets, but also there are new content battlefield width and remote DEBUFF and other content to join, the adjustment of these functional orders, or let the SIRE 2.02 version is full of points of view.

RK interprets the content of the new version of the "Romance of the Three Kingdoms 11" game SIR to introduce you to the concept of battlefield width

In addition to announcing many adjustments and modified functions, the author RK also uses two exquisite PPTs to give you a very detailed and meticulous detailed interpretation of the new version of the functional adjustments. However, these two PTSPs are too professional and not very easy for players to read and understand, so RK also immediately gave a more grounded explanation for the new version of SIRE, so that more friends can understand the changes in the new version.

RK interpretation of the original text:

Let's talk about the new damage formula. PPT is a very complex overall damage calculation process, which is of little use to the average player, so it is better to say it simply.

The first effect is the range effect:

RK interprets the content of the new version of the "Romance of the Three Kingdoms 11" game SIR to introduce you to the concept of battlefield width

1. It is used for long-distance general attack (including riding and shooting, boat) and crossbow system tactics (three kinds of fire arrows, cross-firing, and random shooting), and is not used for catapulting

2, each block of damage attenuation of 20%, multiplication superposition, that is, close to the body 100% damage (through the shot, random shot can hit), empty one block 80% damage, empty two blocks 64% damage, and so on.

3, the "wrench" technology under the new technology tree can reduce this damage decay, into each grid decay of 10%, that is, empty one block 90%, empty two square 81%.

4. There is a "eliminate remote debuff" stunt effect (the blood-colored crown should give the shooter a stunt), there is no remote attenuation.

Then the second point is the impact of force strength on damage:

It turns out that everyone knows that the impact of damage on the attacking side is smaller and smaller after the strength of the attacking party is greater than 7,000 people, and the strength of the defender will have some defensive effect (the larger the strength of the troops, the corresponding reduction of the damage of the opponent), and this new damage formula mainly changes this logic

1, the offensive strength and damage is linear, strictly speaking, according to the attack and defense of both sides and tactics damage to get a proportional value, the offensive side's strength is directly multiplied by this proportion value.

2, the strength of the defender and the attack and defense are no longer half a cent relationship (of course, when the counter-injury is actually the defense side as the attacker to calculate the general attack damage)

3, since this is the case, it is foreseeable that the damage of 18,000 troops is 9 times the damage of 2,000 troops, which is obviously unreasonable, so a concept called battle line width (old EU) was introduced, and the width of the front line determines the upper limit of the troops that can be invested in an attack, and this value is set to 4000 by default. This means that the attack damage of more than 4000 troops is fixed.

4. What is apportionment? That is, when a team contacts multiple teams at the same time, the strength of the battle line will be divided equally, assuming that my 1 team has 6000 people, in the case of 1 hit 1, because there will be 4000 people participating in the attack, and in the case of 2 teams adjacent to the enemy, the battle line is divided into 2, each front is 3000 people, because it is less than the width of the battle line 4000, so when attacking the enemy, it will be calculated with 3000 troops, then the single damage is 75% of 4000 people.

So we go back and look at the Halberds, assuming that a Halberd force of 6,000 men, with 3 enemy troops next to it, can be swept away. For the sake of convenience, suppose that these three units attack and defend the same, and this unit attacks any one of the troops, and the proportion calculated according to the attack and defense coefficient is 0.5. Then, the damage of this unit attacking any of the opposing units with bear hands is 2000*0.5 = 1000, and the total damage of attacking 3 units at the same time with sweeping is 2000*0.5*3 =3000.

When this unit is 12,000 people, we see that after the 3 lines are divided, each line is 4,000 people, then the damage of this unit attacking any unit of the opponent with a bear's hand is 4000 *0.5 = 2000, and the total damage of attacking 3 troops at the same time with a sweep is 6000.

When these 12,000 people are surrounded by 3 more troops and 6 enemy troops are adjacent, then 6 lines are divided, and each line is only 2,000 people. Then the damage of this unit attacking any of the opposing units with bear hands becomes 2000 *0.5 = 1000, while the total damage of attacking 3 units at the same time with sweeping is 3000, and the total damage of 6 units with a whirlwind is 6000.

RK interprets the content of the new version of the "Romance of the Three Kingdoms 11" game SIR to introduce you to the concept of battlefield width

Finally, there are two cases where the battle line is not apportioned (but still limited by the width of the front).

1. It is cavalry

2. There is a stunt effect that does not have to share the battle line

Finally, a short answer question: Under what circumstances does not apportioning the battle line produce a damage gain?

A: Our strength X>4000, the number of adjacent enemy troops Y, X/Y4000 does not matter.

In addition, some players have given their own interpretation of the calculation method of the crossbowman, which is also confirmed by RK, and the calculation method is in line with the setting concept. Specific calculation methods

The ranged attack is calculated by the attacking neighboring unit + the attacked unit, assuming that our crossbowmen are adjacent to 2 enemy units A B, and there are 3 enemy troops C D E 2 blocks away from our crossbowmen, when attacking A B, it is divided into 2 units, when attacking C D E, it is divided into 3 partial spreads, and when AOE attacks A B C D E, each unit is calculated independently.

Through RK's interpretation of the new damage formula, it is presumably to give everyone a simpler and more intuitive understanding of the concept of battle line width, and use a few more representative numbers to directly deduce the "apportionment calculation data" that is very tolerant in the game. I don't know if you have enough understanding of the two new game concepts of battlefield width and remote DEBUFF?

RK interprets the content of the new version of the "Romance of the Three Kingdoms 11" game SIR to introduce you to the concept of battlefield width

Here are also some of my brief views and understandings of the new version. The halberd and the crossbowmen are weakened to a certain extent, the halberds are weakened by the new damage calculation formula, that is, the width of the line, and the crossbowmen will not only face the same width of the line, but also have the effect of long-range attack DEBUFF, which greatly reduces the damage ability of the crossbowmen. But the number 4,000, which has always been mentioned in the breadth of the front, has also made the military reform technology, which is already very important in science and technology, become more gold-rich in the new version. Although the military reform will only add an additional 3,000 troops to the troops, and will not provide more attack damage to troops above 7000, it will greatly fill the average of the troop strength when the troops attack the apportionment, thereby increasing the damage of AOE tactics such as halberds and crossbowmen.

Finally, RK also announced the approximate release date of SIRE version 2.02, which will be released within this week. Although the new version is still quite big for the changes to the game, most of the changes are the kernel, and there is not much sensory content improvement for players. See if any MOD authors will be the first to introduce this version of the content into their MODs.

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