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DNF Trivia: Based on assumptions, provides an idea for estimating the value of the "harm increase" entry

Author: Poetry Eternal

Inspired by the Demon Emperor gangster hamster. Thanks to the hamsters and reefers for their help during the discussion.

Thanks to the test video provided by The Hand of God 120 pieces of fashion 20 pets to trigger the effect, warm player custom equipment _DNF (bilibili.com)

Thanks to the data provided by the Nameless Empty Island website https://www.skycity.top:8016/experience?from=toplink

The process and rationality of the algorithm

The following screenshot is from the B station video of the Hand of God:

DNF Trivia: Based on assumptions, provides an idea for estimating the value of the "harm increase" entry
DNF Trivia: Based on assumptions, provides an idea for estimating the value of the "harm increase" entry

This is a 105 pair of pants that increase damage based on the number of costumes, compared to the attributes of the equipment level 1 in the Nameless Island

1297/808=1.605

2377/1482=1.6039

4279/2668=1.6038

It can be guessed that the value of "Damage Increase" in the entry effect will grow in proportion to the entry level.

One example does not guarantee the accuracy of this conclusion, so let's look at another.

DNF Trivia: Based on assumptions, provides an idea for estimating the value of the "harm increase" entry
DNF Trivia: Based on assumptions, provides an idea for estimating the value of the "harm increase" entry

This is a 105-fold slot that increases damage based on the number of pet hatches, and then uses its level 1 attribute as a comparison

1690/1078=1.5677

2324/1482=1.5681

3254/2075=1.5681

Properties of the Desert Hermit Top provided by Bear:

DNF Trivia: Based on assumptions, provides an idea for estimating the value of the "harm increase" entry
DNF Trivia: Based on assumptions, provides an idea for estimating the value of the "harm increase" entry

1277/1186=1.0767

383/356=1.0758

Because there is less information about the Hanbok experience suit that can be obtained, only these 3 examples can be found for the time being, and if there are other positive or counter-examples, they can also be added later.

In the only examples where this law can be found to be applicable, then assuming that the law is correct, according to the following formula we can use the existing level 1 term to estimate the value of the "harm increase" term.

DNF Trivia: Based on assumptions, provides an idea for estimating the value of the "harm increase" entry

Example: Calculate the difference between a standard and a decisive weapon

I will demonstrate below an estimate of the gap between standard weapons and CP weapons.

DNF Trivia: Based on assumptions, provides an idea for estimating the value of the "harm increase" entry

First of all, I counted the value of the "damage increase" entry in each part of the 105 equipment based on the data in the nameless empty island, and obtained the data in the figure above.

Because some parts have large numerical differences, the median value of each part is also calculated.

concentrate:

For each object in the range of XX anomalous states, the damage increased by one layer increases K

I only consider the single monster situation in the boss and elite for this kind of entry, because the mob damage should be relatively small and people care

During the Bear Test, I found that this entry would count characters, so I counted it as a superposition of 2 layers, except for abnormal states such as petrification and freezing that hindered their output.

Summon beasts don't count, and teammates still need to be tested.

"Each time an attack deals HP 10% damage to a lord, it increases damage by +593",

My formula is 0.1* (593+593*2+593*3+593*4) +0.5*593*5 (refer to the previous assassination ring algorithm)

For every teammate with a +XXX increase in damage, I also count 1 layer, because the difficulty of getting together 4 teammates to wear this equipment is estimated to be not small

https://bbs.colg.cn/thread-8412141-1-1.html

Take the median value of 47981 in the preceding figure

, combined with two data from my previous collation post:

The sum of the "Damage Increase" entry values for Level 1 standard weapons is 5336

The sum of the "Damage Increase" entry values for Battle Weapons summoned at level 1 is 8300

Then the benefits that summoned duel weapons relative to standard weapons on the "damage increase" entry are:

(47981+8300+1000)/(47981+5336+1000) = 1.054569, i.e. about 5.4569%

DNF Trivia: Based on assumptions, provides an idea for estimating the value of the "harm increase" entry

It is best to multiply the value of the "damage increase" entry next to a number to reduce the error, which represents the growth rate of the entry from level 1 to full level.

Because the increase from level 1 to level 21 is about 56% to 57%, this growth rate can be estimated from 2.5 to 3 upwards.

(The growth rate of level 21 is about 1.567, and the growth rate of level 42 is about 2.096)

If you apply an algorithm that reduces the error, the call becomes

[3*(47981+8300)+1000]/[3*(47981+5336)+1000)] = 1.055247, or about 5.5247%, the advantage is slightly expanded.

Then the standard weapon is 35% Skill Attack, +1 (10% increased) in non-Awakening Skill Levels from 1-100, and +10% Attack Damage from 1-100

The decisive weapon is a 50% technical attack

so

1.35*1.1*1.1/1.5/1.055247=1.031986

On average, if the effect can have a damage increase of about 3.1986%, the strength of the summoned duel weapon is equal to the strength of the standard weapon (unfortunately this is difficult)

Changing the base values used in the calculation can also calculate what the best case and worst case look like.

Best-case scenarios (i.e. the other equipment selected have the lowest Damage Increase value):

[3*(32731+8300)+1000]/[3*(32731+5336)+1000)]=1.077187

1.35*1.1*1.1/1.5/1.077788=1.010967

That is, in this case, if the effect has a damage increase of about 1.0967%, then the decisive weapon is summoned = the standard weapon

Worst-case scenarios (i.e. the other equipment selected have the highest Damage Increase value):

[3*(103198+8300)+1000]/[3*(103198+5336)+1000)]=1.027226

1.35*1.1*1.1/1.5/1.027226=1.060137

That is, in this case, if the special effect has a damage increase of about 6.01%, the summoning battle weapon = standard weapon

epilogue

This idea is not very complicated and profound, mainly for the things written later to summon 110 to make a preparation,

Due to the lack of information such as the unknown base value of the custom equipment and the growth rate from level 1 to full level, there will be certain errors.

But personally feels that it is acceptable to the range.

According to your own collocation, you can use it to estimate the value of the damage increase entry on a single part of the equipment (equivalent to how much boost), to help judge the strength and choice of equipment.

Decisive weapons are higher than standard weapons and have use value of the class, in the collocation can consider as little as possible to use high value equipment, to expand the advantages of the decisive weapons, and vice versa.

Or how much boost it provides for special effects equipment to beat pure high damage increase value equipment, etc.

Below I will release the statistical screenshots of my various parts, you can see if there is a need to use.

coat

DNF Trivia: Based on assumptions, provides an idea for estimating the value of the "harm increase" entry

Bottoms

DNF Trivia: Based on assumptions, provides an idea for estimating the value of the "harm increase" entry

Head and shoulders

DNF Trivia: Based on assumptions, provides an idea for estimating the value of the "harm increase" entry

sash

DNF Trivia: Based on assumptions, provides an idea for estimating the value of the "harm increase" entry

shoe

DNF Trivia: Based on assumptions, provides an idea for estimating the value of the "harm increase" entry

bracelet

DNF Trivia: Based on assumptions, provides an idea for estimating the value of the "harm increase" entry

necklace

DNF Trivia: Based on assumptions, provides an idea for estimating the value of the "harm increase" entry

ring

DNF Trivia: Based on assumptions, provides an idea for estimating the value of the "harm increase" entry

Left slot

DNF Trivia: Based on assumptions, provides an idea for estimating the value of the "harm increase" entry

Right slot

DNF Trivia: Based on assumptions, provides an idea for estimating the value of the "harm increase" entry

earring

DNF Trivia: Based on assumptions, provides an idea for estimating the value of the "harm increase" entry
DNF Trivia: Based on assumptions, provides an idea for estimating the value of the "harm increase" entry

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