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Eldon's Ring of Law Data Flow Analysis - Combat Technique Calculation

Author: Little Black Box - Last Lone Shadow Crowd, (Authorized)

Recently, I have been studying the damage of combat techniques, but there are many helpless parameters, coupled with complex calculations, the formula is very difficult to deduce, and the factors affecting the damage can only be detected by continuous control tests.

First, combat skills

The so-called combat skills are the combat skills attached to the weapons, which everyone knows, special weapons have special combat skills, such as Marlenia's prosthetic knife combat skills are water birds dancing.

And general weapons also come with their own combat skills, but the old man ring has an additional system, that is, the war ash system, allowing players to use war ash to arbitrarily change the combat skills of general weapons.

Combat techniques can be divided into three categories:

The first category is physical combat techniques, which are relatively simple to calculate, and it is enough to look at the panels that use the combat weapon.

The second category is magical combat skills, such as storm blade, falling thunder, old cold legs and so on. This kind of combat technique is very complicated, and there are many influencing factors, so our main research is this type of combat technique.

The third category is physics + magic combat skills, this is actually both magic and physics in combat techniques, it should be noted that the magic here does not mean that the combat techniques have magic damage, but this type of combat skills is relatively small. They are generally the weapon of this question to deal physical damage, and the special effects of the weapon to cause non-physical damage.

Eldon's Ring of Law Data Flow Analysis - Combat Technique Calculation

2. Magic combat skills

In this section, I will share my research history and how I came to conclusions.

1. Influencing factors

First of all, we must consider these effects on magical combat skills: the player's ability value, the weapon base panel that releases the combat skill, the ability correction of the release of the combat weapon, the qualitative change type of the release of the combat weapon, the enhancement level of the release of the combat weapon, what the combat skill eats, the basic damage of the combat skill, whether the combat skill has a unique correction curve, etc., there are many influencing factors, but we can all eliminate step by step in the experiment.

Eldon's Ring of Law Data Flow Analysis - Combat Technique Calculation

2. Preparations

To prepare, first of all we have to use yapped to create a whiteboard npc, why not use ready-made enemies? Quite simply, because enemies have defense, this causes the attack power and the damage caused are not proportional (I talked about the concept of attack and defense ratio before), so we have to design a whiteboard pair of npcs, so that his defense power is 0, eliminating the impact of defense on damage.

Secondly, we have to change the ability value of the weapon to be tested to 0, because we want to test the relationship between the damage of the combat skill and the player's ability value, so when the player's ability value is 0, the damage of the combat skill is his basic damage (of course, this basic damage can be found), but if the player's ability value is 0, we will not be able to pick up the weapon, nor can we release the combat skill normally, so the weapon ability value must be changed to 0.

Then we have to play all the combat skills again, and then use the ce's attack id recorder to find the attack pc number corresponding to the combat skills, so that we can query the data of the combat skills.

Eldon's Ring of Law Data Flow Analysis - Combat Technique Calculation

3. Data query

When querying data, we can judge the type of combat skills through the attack pc bar, the physical combat skills are relatively simple, all of which are the total weapon panel multiplied by a certain multiplier as the panel attack power, which is simple and easy to understand and the same as the soul three.

Magic skills only give the player a few stats, the most important of which are: the basic damage of the combat skills and the number of the combat skills correction.

We can find the corresponding curve in the Intercept Element CorrectParam, for example, the 51060 combat technique correction is used for the thunder.

Eldon's Ring of Law Data Flow Analysis - Combat Technique Calculation

In the Battle Skill Correction we can get the following data: the combat skill gets the bonus from what ability value of the player, the amplitude of the bonus obtained from the player's ability value, the correction multiplier of the combat skill, these three data.

Among them, I compared the correction numbers of various combat techniques and found that the correction can be roughly divided into seven categories: pure strength, pure dexterity, pure faith, pure intelligence, pure induction correction method, as well as double correction of strength and dexterity, double correction of dexterous faith, and a correction of everything, which we will not talk about.

But the difficulty is that we don't know how to match the data of the weapon to form a calculation formula, so at this time we have to experiment in the game, and the data alone cannot solve the problem.

Eldon's Ring of Law Data Flow Analysis - Combat Technique Calculation

4. Control experiments

Next, I conducted a lot of control experiments, and I used the war ash: Falling Thunder, and his combat skills were corrected by pure dexterity, that is, only related to the dexterity of the player or weapon.

Experimenting with different weapons with the same ashes test for example, I found that the Ashes Magic Battle Technique panel had nothing to do with our weapons, because daggers and swords were the same as the damage that unleashed falling thunder.

Then I conducted a controlled test of weapon capability bonuses, and found that after modifying the weapon's correction rate, the combat damage remained unchanged.

These two experiments illustrate that the panel of magic skills has nothing to do with weapons and the basic correction of weapons.

Next, I attached a strong 0 dagger and a +10 dagger to the thunder, and found that the +10 dagger thunder damage was very high; then I changed the dagger thunder texture and found that the damage changed.

These two controlled tests illustrate that combat skills and weapon levels, qualitative changes in weapons are related, but how to correlate and how to contact us requires further testing.

Eldon's Ring of Law Data Flow Analysis - Combat Technique Calculation

5. Injury test

So I used the game's ashes mechanic to summon the whiteboard enemies I had designed in advance and deprived them of their AI, which means that they are all dead and can't move, and test them for damage.

The first is the damage of the dexterity when 0, the dagger, the +10 dagger, the thunderbolt dagger, the +10 thunderbolt dagger, because the whiteboard enemy may have some damage reduction buff that I do not know, so the purpose of this experiment is to determine the basic damage of the combat skill, when the player's dexterity is 0, the combat skill will not have any bonus, and the natural damage is played.

I then adjusted the dexterity to 99 and conducted a further damage test on the four weapons, the main point of this experiment was to adjust the dexterity to 99, so that regardless of the situation of the weapon, his correction coefficient must be 1, and we can take into account the impression of damage by one factor less.

In the end, we choose a more special number of points for the test, generally this point of the choice to see the curve, we called up the 0 type correction curve of the ordinary weapon and the No. 4 correction curve code of the thunder change weapon, their correction coefficient is a relatively good calculation of the multiplier when the player is 60 points, so that it is convenient for us to calculate.

Eldon's Ring of Law Data Flow Analysis - Combat Technique Calculation
Eldon's Ring of Law Data Flow Analysis - Combat Technique Calculation

Of course, the experiment is cumbersome, I will directly say the final conclusion here, I came to some conclusions:

1. The combat technique itself has a correction, and this correction rate is also a sub-attribute of the combat technique, such as the thunder we have here, his combat skill correction is pure dexterity, and his correction rate is 25%.

2. Combat techniques have a combat technique correction multiplier, which is also self-contained and has a fixed value, but this combat technique correction multiplier is generally 1, so there is not much discussion.

3. The basic damage of the combat skill will increase with the increase of the weapon level, and the correction rate of the combat skill will also increase with the level of the weapon.

The base damage of the combat skill can be increased by the weapon enhancement of the last parameter in the Regeneration ParamWeapon: Reinforcement Cost %, which is the multiplier of the base damage of the combat skill at different levels of different weapons, for example, +10 is 2.2 times.

The multiplier change of the correction is the same as the qualitative change type of the weapon, and the same number is used as the weapon qualitative change, for example, the thunder quality change dagger I have here, the change in the correction rate of his combat skills is strengthened by the thunder change dagger, that is, 600.

Eldon's Ring of Law Data Flow Analysis - Combat Technique Calculation

For example, when the thunder quality change dagger is strong, the correction rate of the combat technique is 25% (basic correction rate) × 1.3 (corresponding to the dexterous correction when the strong is 0)

The +10 Thunderbolt Dagger is 25% (base correction rate) × 1.7 (corresponding to the dexterous correction at +10).

So here the calculation of the battle skill panel is about to come out, he is related to the qualitative change of the weapon, the level of the weapon, the player's ability value, the basic damage of the combat skill, and the basic correction rate of the basic battle skill.

Combat Skill Basic Panel = Combat Skill Initial Panel× Panel Enhancement Multiplier (related to weapon enhancement level);

Combat skill total correction multiplier =

[Combat Skill Initial Correction Rate× Weapon Corresponding Enhancement Attribute Correction Rate× Combat Technique Correction Rate (this is generally 1) × Attribute Correction Multiplier];

And the total battle skill panel = the battle skill base panel × (1 + the total battle skill correction multiplier)

It's actually a bit of a hassle to calculate, but if you bring in the calculation against the formula one by one, it is very convenient, I will now calculate a player's dexterity 60 points, using the +10 thunder change dagger thunder damage as an example:

First of all, the initial panel of the combat skill is 120, the panel enhancement multiplier corresponding to the +10 dagger is 2.2, and the basic panel of the combat skill is 264, which is a type;

Combat skill initial correction magnification is 25%, record correction magnification is 100%, these can be obtained directly by looking up the table, the weapon corresponding to the strengthening attribute correction magnification is 1.7, the attribute correction magnification we have to bring in the 4 attribute correction curve, because it is a thunderous change, when the player is 60 dexterous, the corresponding correction multiplier is 85%, then we calculate the total correction magnification of the combat skill = (25% × 1×85% ×1.7) = 0.36125, which is the second form.

The total panel of the final combat skill = 264× (1 + 0.36125) = 359.37, rounded down to get 359.

This is the player's 60 dexterity, using the +10 Thunder Transformation Weapon, the panel of the falling thunder, of course, the final hit to the enemy is definitely not this damage value, after all, it also has to go through the enemy's defense and damage multiplier reduction.

Other magic combat techniques are the same calculation method, I have done three sets of big experiments on falling thunder, phantom gun and storm blade, they correspond to the correction of pure dexterity correction, pure induction correction and power dexterity double correction, the result data and the data I calculated are not bad, so I think the formula is basically no problem, of course, it is best to need further calculation.

As for why the old man ring to use this method of combat skill calculation, so that the combat skill damage away from the weapon panel, is to make the war ash system more flexible can be used in a variety of weapons, if you look at the panel to determine the magic combat skill damage, then everyone takes a giant sword crazy to put the combat skill, high damage, no meaning at all.

Eldon's Ring of Law Data Flow Analysis - Combat Technique Calculation

As for the specific combat technology data, I will explain it in the next article, but it seems that no one has read this kind of article recently, so let's talk about it later.

Eldon's Ring of Law Data Flow Analysis - Combat Technique Calculation
Eldon's Ring of Law Data Flow Analysis - Combat Technique Calculation

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