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【Injury field】Word meaning analysis

This appendix explains and analyzes some of the terms related to the injury field, which is suitable for ordinary people to read. Please cooperate with the original chapter to understand.

01

Basic analysis

Damage space: That is, the damage vector space, which is composed of two sets of damage-related variables (elemental amount, damage amount) and a set of variables unrelated to damage (recovery amount). Three sets of variables within the damage space satisfy the vector summation law.

Three-dimensional space: that is, damage occupies space, the three sets of basic variables of the space are length, width, height, by distance, enemy, maneuver, range, etc., and its instantaneous expression form is a shape equation.

Timeline: The output timeline is one of the embodiments of the true magnification.

Time Field: A damage vector model built on top of the damage vector space and timeline.

Space Field: A damage occupancy model built on the damage occupancy space and timeline.

Damage Field: Is a new model in which the time field and the space field have an effective overlap, and are not limited to a single game system.

Injury Field Theory: A high-dimensional damage model that unifies the time field with the space field. This model integrates and frames elemental theories such as elemental theory and injury theory, and is a new theory that combines theory with practice and continues to put forward theory.

illustration:

1. Application of damage and elements in broken shields.

2. The correlation between non-quantitative military factors such as air superiority, deterrence, and mobility and injury.

3. The relationship between true magnification and frequency and cooling.

4. Paper and non-practical calculation of wooden stakes.

【Injury field】Word meaning analysis

02

Gathering monsters to distinguish between them

Monster Gathering (Classic Damage Theory): Refers to a forced or non-coercive means that use means to bring monsters closer to the center point.

Monster Gathering (Damage Field Theory): Refers to the use of means to make the number density of monsters increase.

Instantaneous Monster Density: The density of instantaneous monsters centered on the character.

Instantaneous micro-element monster density: Generally the instantaneous monster number density centered on the center of the circle, micro-element can also be called ectopic.

Base Monster Density: The mean of instantaneous base monster density.

Micro Element Monster Density: The mean of instantaneous micro element monster density.

Anti-Control Level: The strongest control a monster can resist.

Control Energy Level: The maximum value that can be used to control.

Collapse potential energy: Due to the minimum/maximum potential energy generated by the gathering/scattering monster, this potential energy is independent of the three-dimensional space position.

Divergence: The overall motion trend caused by the collapse potential energy.

The zeroth theorem for gathering monsters: Whether it is a single monster or a group monster, it can be gathered by means.

The first theorem of the monster: flying, controlling, adsorbing, mocking, and blocking are the five major means of gathering monsters.

The second theorem of the polygon: the local density has a difference with the micro element density, but maneuvering can make up for the difference.

The third theorem of gathering monsters: Any means of gathering monsters can also be a means of scattering monsters when they are not operated properly.

The fourth theorem of the monster: the monster is a necessary means to improve the efficiency of the output.

1. The differences between Manyo and Wendy's monsters/the limitations of team mobility.

2. The wall of the magic puppet sword ghost blocks the improvement of output efficiency.

3. Walnut one-way strike flight changes the density of the battlefield-based monsters.

4, Gan Yu mocked the improvement of its own output efficiency.

03

Enemy and maneuver identification

Enemy: A strategic prerequisite for accurate observation of the enemy's position and the delivery of an artificial or coercive directional strike. The most basic ones are divided into artificial enemy (experience targeting) and automatic enemy attack (accurate guidance).

Directional Enemy: Enemy generated after performing a directional attack.

Trigger Guided Cable Enemy: The guided cable enemy is generated after the trigger condition is determined.

Placed Enemy: Automatic enemies generated by placing entities or fields.

Radical variant enemy: The local or heterotopic (micro-element) undifferentiated enemy field produced by fusion reaction.

Aiming Enemy: Enemy Bastion generated by the player's experience and judgment.

The zeroth theorem of the enemy: the greater the space occupied by the damage of the enemy, the stronger the deterrent of the enemy.

The first theorem: the less the enemy decays, the higher the amount of damage to the team.

The second theorem: the more elements of the enemy, the better the adaptability of the team.

The third theorem: the greater the number of enemies, the better the team's resistance to pressure.

The fourth theorem: the more enemies the team automatically claims, the better the comfort of the team.

Maneuvering: From long range to short range.

Maneuver metrics: speed, angular velocity, distance, angle during maneuvering.

Motorized carrier: The material carrier at the time of maneuvering.

Maneuver process output: The output produced by the maneuver process.

Maneuver Consumption: Any consumption incurred during the maneuvering process.

Maneuvering and Enemies: Accurate maneuvering and enemies are necessary to inflict damage.

Hit Rate: The percentage of successful enemies and hits.

1. The adaptability problem caused by the maneuver measurement, process and consumption of walnut and carved qing.

2. The influence of the mobile carriers of Xinhai and Keli on the distance between the enemy.

3. The relationship between the autumn sword rain and the damage occupied by the enemy.

4. The discomfort of Lei Guo's full-sighted enemy.

【Injury field】Word meaning analysis

04

Injury identification

Damage attributes: Refers to the attributes of damage, which are composed of eight types: physics, water, fire, ice, rock, wind, thunder, and grass.

Damage: Refers to the eight attribute numbers or hidden numbers that can affect the health bar or shield.

Damage Vector: A vector that divides the magnification by element attribute.

Damage Matrix: The diagonal matrix obtained by calculating each cell according to four algorithms and diagonalization.

Total Damage (Classical Damage Theory): A damage representation scheme for information loss, which is the trace of this diagonal matrix. The same is true of seconds injury.

Total Damage (Damage Field Theory): The damage matrix itself. The same is true of seconds injury.

Matrix Interval: A true representation of the amount of damage.

Damage Range (Classic Damage Theory): Basic, Multiplier, Critical Hit, Mastery, etc.

Damage range (damage field theory): Self-attribute amplification zone (Zone A), Normal Upheaval Zone (Zone B), Wind Double Upheaval Zone (Zone C), Grass Double Upheaval Zone (Zone D), Extra Accumulation Zone (Zone E), Proportional and Solid Injury Zone (Zone F).

Same Color Damage: The amount of damage that can be reacted to in addition to physical.

Heterochromatic Damage: The amount of damage that cannot be reacted to.

Large number: Adds the vast majority of the diagonal values of the damage matrix to a value, and the amount of single attribute damage generated by the loss of a large number of elements.

Expectation: The ideal average amount of damage in classical injury theory. Ignore the effect of the upper health limit on numbers versus number sums.

Payoff: The actual average amount of damage in damage field theory. Overall planning of global numbers and health levels.

Attack frequency: Refers to the number of attacks generated per second, the higher the attack frequency, the more stable the damage.

Effective Frequency: The attack frequency multiplied by the hit rate, the higher the effective frequency, the closer the damage amount is to the expected value.

Critical Strike Chance: The probability of collapse that is barely observable before damage is inflicted. The high critical strike chance at the same expectation has a benefit closer to the expected.

True magnification: It is related to charging, cooling, and frequency.

Base magnification matrix interval: Covers eight attributes and three basic magnification regions, magnification correction and attenuation coefficient regions, attribute transformation regions, base bonus areas, and large related intervals of the basic attribute areas.

Elemental quantity: Refers to the amount that can only affect the shield.

Differential element theory: Based on the theory of elementary elements and higher elemental theory, it is intended to illustrate the influence of elemental incalculability on the amount of harm.

Elemental Damage Transformation Theorem: Elements and damage can be transformed into each other according to the law.

Heavy Attack: Refers to the weakening ability of characters, reactions, etc. to the rock shield and ice shield, and the ice breaker has a heavy attack threshold.

Toughness: That is, anti-interruption ability, refers to the flying resistance of characters or monsters, which can be restored.

Toughness: Refers to the reduction of a character's or monster's resistance to flying blows.

Heavy attack and toughness: Nothing.

Recovery amount: That is, the amount of milk, is a precondition for the perpetuation of the injury. Compounded with toughness and toughness improvement is a shield (or shield-like).

1. The lack of element quantity or element type is powerless to break the shield.

2. The team composition that cannot be explained by the classical injury theory is such as "enemy electrofreeze" and "restraint overload".

3. The feasibility of damage breaking the shield and the fact that the elemental upheaval causes damage.

4. Crystallization and rock ice breaking are heavy attacks, but there is less toughness. The amount of blowing heavy attacks is insufficient, but the toughness is more.

05

Other discernments

Classical injury theory: It is a classical theory that discusses the amount of damage, which mainly discusses the sum of numbers in the amplification zone of the self-attribute and the size of the number, and cannot discuss the output comfort and the situation that covers more intervals.

Abyss Lab: Refers to the abyss is a laboratory environment that can amplify the advantages and disadvantages in a targeted manner.

Militarization concept: refers to the collaborative output concept of the output process and the concept of environmental pressure resistance.

Damage Field Solution: The pointer has a more comprehensive solution to the great world and the abyss environment (broken shield / enemy / damage / perpetual, etc.).

Injury Zero Theorem: Practice is the only test of truth, and harm does not arise on simple numerical calculations.

The first theorem of damage: The sufficient necessary condition for causing damage is the effective overlap of time and space in actual combat, that is, the damage is related to time and space.

The second theorem of damage: the average damage of multiple times in actual combat is the damage itself, otherwise it is only the embodiment of the damage.

1. The long-term effectiveness of the plane output window period limitation and the three-dimensional synergy of the enemy.

2. The simple dps stake calculation is seriously inconsistent with the actual combat of high-altitude maneuvers such as bleeding dogs.

3. Some teams are seriously separated from the current laboratory environment and the real environment.

4, take a video as the damage itself, in fact, is only the embodiment of the damage.

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