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Eldon's Ring of Law Weapon Anomaly State Accumulation Value Preliminary Study (Poison Blood)

Author: Little Black Box - Last Lone Shadow Crowd

1. Abnormal status

Abnormal state refers to the situation within the game, so that the player or enemy into a certain disadvantage, get some debuff, we usually refer to it as an abnormal state.

Exception states include the following:

Bleeding; frostbite; poisoning; sleep; madness; scarlet decay; sudden death

Today we have chosen the two most complex of the above seven, and the most commonly used abnormal states: bleeding and poisoning.

Eldon's Ring of Law Weapon Anomaly State Accumulation Value Preliminary Study (Poison Blood)

II. Bleeding & Poisoning Effect

1. Bleeding

Bleeding refers to the act of emptying the enemy's bleeding bar and the enemy falling into an abnormal state.

For bleeding damage many people are actually clear, for general weapons, that is, qualitatively variable weapons, the bleeding damage hit is 100 + 15% of the enemy's maximum HP damage.

Eldon's Ring of Law Weapon Anomaly State Accumulation Value Preliminary Study (Poison Blood)

For some special weapons (backstabbing, etc.) and all blood-changing weapons, they deal 200+15% of the enemy's maximum HP damage.

Eldon's Ring of Law Weapon Anomaly State Accumulation Value Preliminary Study (Poison Blood)
Eldon's Ring of Law Weapon Anomaly State Accumulation Value Preliminary Study (Poison Blood)

2. Poisoning

Poisoning is actually similar to bleeding, the enemy's poison resistance is empty, the enemy can be poisoned, and we generally reduce the enemy's poison resistance this behavior is called poisoning.

There are more types of poisoning damage, although there is no such thing as severe poison in the Legal Ring, but the types of poison are not less at all.

The first is the lowest damage poison, dealing 7+0.07% hp damage per second of the enemy's maximum health for 90s.

This is considered a chronic weak poison, if the general weapon itself has a toxic attribute accumulation, then the poisoning effect played is chronic weak poison, of course, the poisoning effect obtained by the player eating raw meatballs is also this poison (but the special effect number is different)

Of course, there is also a high poison in the game, which can deal twice as much damage as weak poison, which is 14+0.14% of the hp damage of the enemy's maximum health, but only for 30 seconds.

This is what we call acute poison, and when the player uses a special weapon (snake bone knife, etc.) or a fecal pot that has accumulated its own poisonous attributes, the enemy is poisoned, and the debuff obtained by the enemy is acute poison.

Eldon's Ring of Law Weapon Anomaly State Accumulation Value Preliminary Study (Poison Blood)

After the general weapon has been poisoned, the weapon will also have a poison attribute accumulation value, if you use these poisoned weapons to poison the enemy, then the enemy will get a chronic highly toxic debuff, that is, 14 +0.14% of the hp damage of the enemy's maximum health per second, lasting 90s. Therefore, the advantages of poison transformation weapons are reflected in the fact that they are poisoned twice as badly as ordinary, but the duration is unchanged.

Eldon's Ring of Law Weapon Anomaly State Accumulation Value Preliminary Study (Poison Blood)

Finally, there is the Acute Poison, which is the strongest and the most damaged: deals 21+0.21% hp damage to enemies per second for 30s. After we poison an enemy with poison spray, the enemy gets this debuff.

Eldon's Ring of Law Weapon Anomaly State Accumulation Value Preliminary Study (Poison Blood)

3. Detailed rules of bleeding & poisoning

According to the tradition of the FS Society, all bleeding & poison accumulation is replaced by special effects, when we cut the enemy with a weapon with poison attribute accumulation, the enemy's poison resistance is reduced (the accumulation of poison attributes increases), essentially, the weapon will apply the corresponding poisoning effect to the enemy when it attacks the enemy, and the enemy's poison resistance is reduced according to the corresponding poison attribute accumulation value of the special effect.

So this brings with it a rule: the debuff that the enemy gets is determined by the attack the player takes that causes the enemy to fall into an abnormal state.

For example: we have two knives in our hands, the left hand is a snake bone knife, and the right hand is our poisonous knife. According to the content discussed above, we know that the debuff obtained by the snake bone knife poisoning the enemy is acute poison; and the debuff obtained by the poisoning knife that poisons the enemy is chronic poison, then the enemy is the kind of poison in the end, that is, the attack that cuts the enemy out of the poisoning, if the enemy is cut out of the poison, that is, the poison resistance is cut by the snake bone knife, then the poison in the enemy is calculated according to the acute poison, and it is also a truth for the poison change knife.

Of course, the example only says poisoning, in fact, for all abnormal states is such a truth, if there is a difference in the abnormal state, such as bleeding and scarlet corruption, then the calculation rules are the same as the poisoning mentioned above, according to the attack that makes the enemy fall into an abnormal state to determine what the enemy gets debuff is.

Eldon's Ring of Law Weapon Anomaly State Accumulation Value Preliminary Study (Poison Blood)

3. Systematic research

The previous is all a side dish, the focus of this article is still this third part: how is the abnormal state accumulation value of the weapon calculated? That's what the average player cares about: How do I increase the abnormal state accumulation value of my weapon? How to match the quality change to maximize the performance of the weapon. (Of course, I don't know, after all, I am a bad value, just looking at the value can not determine the strength of the weapon)

1. Classification of weapons

Then, according to the convention, we also have to classify weapons today

First of all, weapons can be divided into two categories: general weapons and special weapons, the difference between them is whether the weapons can be qualitatively changed, of course, more intuitive is that general weapons can be upgraded to level 25, special weapons can only be upgraded to level 10. (However, there are also weapons that can be +25 and cannot be qualitatively changed, which is a special case)

General weapons generally do not have abnormal state accumulation values, but a small number of them do, so we classify them.

2. Underlying outliers

Base outlier is a term I have defined myself to refer to the accumulation of values in the underlying anomaly state of the weapon without induction correction.

For example, the base outlier of the knife, that is, the base bleed value is 45, and the bifurcation axe, his base outlier is 50

Eldon's Ring of Law Weapon Anomaly State Accumulation Value Preliminary Study (Poison Blood)
Eldon's Ring of Law Weapon Anomaly State Accumulation Value Preliminary Study (Poison Blood)

It can be understood that the base bleed value and the base poison value are the values accumulated by the player in the abnormal state of the weapon table when the induction is 0. Because the player sense is 0, the abnormal state accumulation value will not be corrected, so it will be equal to the base value.

The analysis of the underlying outliers is also cumbersome, and I divide them into four categories:

General weapons with anomalous state accumulation values; special weapons with abnormal state accumulation values; poison/blood change weapons; mysterious/ice change weapons

(1) A general weapon with an abnormal state accumulation value

For the abnormal state values of such weapons, there are actually rules to follow. Suppose a weapon has a bleed value, then if the weapon is a miniature weapon, that is, a dagger. Their base bleeding value is generally 38.

Eldon's Ring of Law Weapon Anomaly State Accumulation Value Preliminary Study (Poison Blood)

If the weapon is a small weapon, such as a punch, etc., their base health value is generally 45. (The knife and the corpse stripping sword are also 45, which is a special point)

Eldon's Ring of Law Weapon Anomaly State Accumulation Value Preliminary Study (Poison Blood)

Further, medium weapons such as knives, bifurcated axes, flails, etc., have a base bleed value of 50 and a base poison value of 66 (snake bone knife).

Eldon's Ring of Law Weapon Anomaly State Accumulation Value Preliminary Study (Poison Blood)

Finally, there are large weapons, generally large mallets, large axes, large swords, etc., and their base bleed value is 55.

Eldon's Ring of Law Weapon Anomaly State Accumulation Value Preliminary Study (Poison Blood)

Of course, there is a class of exceptions, that is, hook claws, although they look small, but their base bleed value is very high, all 60; and the base venom value is 72 (snake fangs).

Eldon's Ring of Law Weapon Anomaly State Accumulation Value Preliminary Study (Poison Blood)

In general, the weapons with their own bleeding are still the most, and there are very few weapons with poison, just a few.

Eldon's Ring of Law Weapon Anomaly State Accumulation Value Preliminary Study (Poison Blood)

(2) A special weapon with an abnormal state accumulation value

As we all know, many special weapons come with abnormal state accumulation values, such as the corpse mountain blood sea that was very powerful some time ago, which comes with bleeding, as well as Meng gert's spell sword and so on.

Eldon's Ring of Law Weapon Anomaly State Accumulation Value Preliminary Study (Poison Blood)

The base bleed value of these special weapons has no regularity to follow, so it can only be enumerated. Take a look at the image below.

Eldon's Ring of Law Weapon Anomaly State Accumulation Value Preliminary Study (Poison Blood)
Eldon's Ring of Law Weapon Anomaly State Accumulation Value Preliminary Study (Poison Blood)
Eldon's Ring of Law Weapon Anomaly State Accumulation Value Preliminary Study (Poison Blood)
Eldon's Ring of Law Weapon Anomaly State Accumulation Value Preliminary Study (Poison Blood)
Eldon's Ring of Law Weapon Anomaly State Accumulation Value Preliminary Study (Poison Blood)
Eldon's Ring of Law Weapon Anomaly State Accumulation Value Preliminary Study (Poison Blood)
Eldon's Ring of Law Weapon Anomaly State Accumulation Value Preliminary Study (Poison Blood)
Eldon's Ring of Law Weapon Anomaly State Accumulation Value Preliminary Study (Poison Blood)

(3) Poison/Blood Change Weapon

For this type of weapon, his basic bleeding value rule is similar to the previous general weapon with its own abnormal state accumulation value, which is also classified according to the type of weapon.

The details are as follows:

If the weapon is a hook-claw, miniature, small and medium weapon, their basic bleed value after blood quality change is generally 57, and the basic poison value after poison change is generally 66.

The base bleed value of large weapons after blood quality change is 69, and the base poison value after poison change is 80.

Here to say about the hook and claw class, the basic bleeding value of the blood mass before the change of 60, the blood mass change is reduced, only 57, indicating that the bleeding value of this thing is controlled by special effects, classified by the type of weapon, not that the basic bleeding value before the weapon quality change is high, and the basic bleeding value after the blood quality change will be high.

Eldon's Ring of Law Weapon Anomaly State Accumulation Value Preliminary Study (Poison Blood)

In fact, according to the special effects, there seems to be a third category, but I have not found the corresponding weapon at present.

(4) Mysterious/Ice-like weapons

As we all know, the mystical metamorphosis does not add a new anomaly state accumulation value to the weapon, while the cold ice metamorphism only adds a frozen value to the weapon.

But if the general weapon itself has an abnormal state accumulation value, which is the first major category we said above, how will the original bleeding/poison value change after they are mysterious or ice-like?

The answer is to reduce, and how to reduce is also to be classified:

For micro and small weapons, the base bleed value is reduced to 38 after the mysterious or ice change

For medium weapons, after the Mysterious or Ice Change, the base bleed value is reduced to 45, and the base poison value is reduced to 66 (Viper Tooth).

For large weapons, the base bleed value is reduced to 50 after the mysterious or cold ice change.

Eldon's Ring of Law Weapon Anomaly State Accumulation Value Preliminary Study (Poison Blood)

3. Growth of underlying outliers

Earlier we introduced the underlying outliers of the four types of weapons. But this is only the value of the weapon 0 enhancement, for some weapons, the weapon level increase will increase their base outlier.

After my research, I found that the basic outliers of the blood and poison weapons will increase with the change of the weapon level, and the following is the base bleed/poison value of the weapon when the corresponding level of the weapon.

Eldon's Ring of Law Weapon Anomaly State Accumulation Value Preliminary Study (Poison Blood)
Eldon's Ring of Law Weapon Anomaly State Accumulation Value Preliminary Study (Poison Blood)

Here I've put together an additional ice change in the base ice value of the weapon that changes with the weapon level.

Therefore, except for the blood/poison/ice change weapons, all other weapons with abnormal state accumulation cannot make the base outlier change with the weapon level, that is, the base outlier of these weapons is fixed and unchanged.

Eldon's Ring of Law Weapon Anomaly State Accumulation Value Preliminary Study (Poison Blood)

4. Abnormal accumulation correction

As we all know, players who have used the blood or poison change should know that the abnormal state accumulation value of the weapon is related to the induction correction of the weapon. If the weapon has induction correction, the weapon can benefit from the player's induction points, thereby increasing the weapon's abnormal state accumulation value. (Of course, only blood and poison eat induction correction in the outliers, and other madness, freezing, sleep and so on are not eaten to correct)

(1) Formula extrapolation

But what specific changes, how to improve this value is not very clear, after my small research, summed up such a formula:

Abnormal State Accumulation Value = Base Outlier + Base Outlier × Weapon Induction Correction Magnification × Anomaly Correction Multiplier = Base Outlier × (1 + Weapon Induction Correction Magnification × Abnormal Correction Multiplier)

Suppose we want to calculate the bleed value of a weapon, then we can think of it as:

Bleed value = Base Bleed Value × (1 + Weapon Induction Correction Rate× Bleed Correction Multiplier)

Eldon's Ring of Law Weapon Anomaly State Accumulation Value Preliminary Study (Poison Blood)

(2) Weapon induction correction rate

Among them, the weapon induction correction rate is the induction correction of the weapon, that is to say, for the weapon with induction correction, his panel is added by induction, and his abnormal state accumulation value is also inducted by the induction, and the correction rate of the two is the same.

It should be noted that the induction correction rate of the weapon is not set in stone, according to the weapon enhancement table, the induction correction rate of the weapon will increase with the increase of the weapon level, so the weapon level not only impresses the basic outlier, but also affects the correction rate, which is very important. Of course, it is not troublesome, we turned out the enhancement data table of poison/blood/mysterious qualitative weapons summarized in the past period, and compared them one by one.

Eldon's Ring of Law Weapon Anomaly State Accumulation Value Preliminary Study (Poison Blood)
Eldon's Ring of Law Weapon Anomaly State Accumulation Value Preliminary Study (Poison Blood)

Why only look at these three tables, because only poison, blood and mysterious qualitative changes will add induction correction to the weapon, while bleeding and poisoning value only eat induction correction, if the weapon does not have induction correction magnification, then the abnormal state accumulation value of the weapon will not be affected by the player's induction points.

(3) Abnormal correction multiplier

The anomaly correction multiplier refers to a magnification of less than one obtained by calculating the function of bringing in the player's induction points, which is a very simple segmentation function, called the sixth curve. (Bleeding and poisoning are both the six-gauge curve)

Eldon's Ring of Law Weapon Anomaly State Accumulation Value Preliminary Study (Poison Blood)

We can find the corresponding abnormal correction multiplier by bringing in the player's induction points into the segment function, for example, if the player's induction points are 45, the player's bleeding correction multiplier and poison correction multiplier are both 75%.

Eldon's Ring of Law Weapon Anomaly State Accumulation Value Preliminary Study (Poison Blood)

At this point, we can start to calculate the accumulated value of the abnormal state of the weapon at different levels and at different qualitative changes.

(4) Practice

Below we can take a few weapons at random to verify the correctness of the formula, such as +10 blood quality change knife, the player's induction point is 60.

First of all, the basic bleed value before the knife quality change is 45, after the blood quality change, the basic bleed value should be 57 (belonging to small and medium-sized weapons), and then the blood knife +10, so the basic bleed value should be 67.

Then there is the induction correction rate of the weapon, the induction correction rate of the blood knife we can query through the yapped, can get 0.3, and the blood knife enhancement level is 10, according to the enhancement table we can get the induction correction rate of the current weapon 0.3× 1.3 = 0.39.

The player has 60 induction points, and the segment function corresponding to the sixth curve can obtain a bleeding correction multiplier of 90%.

Therefore, it can be obtained that the bleeding value of blood knife + 10 at this time is: 67× (1 + 0.39×90%) = 90.517, and the normal data is normal in 90 or 91. Then let's go to the game to verify it, as shown in the following figure, we can see that the data derived from our formula is completely consistent, and you can also find your own weapon to verify several times.

Eldon's Ring of Law Weapon Anomaly State Accumulation Value Preliminary Study (Poison Blood)

Next, we can calculate the abnormal state accumulation value of special weapons, such as the Corpse Mountain Blood Sea.

But here is a point that everyone needs to pay attention to, the basic blood value of the corpse mountain blood sea is ordinary means we can not know, one is that the corpse mountain blood sea itself has induction point requirements, the player in the case of induction less than 20, the bleed value displayed in the panel has been 30, no matter how high the weapon level, this value will not change, this is the punishment that does not meet the weapon ability requirements.

Eldon's Ring of Law Weapon Anomaly State Accumulation Value Preliminary Study (Poison Blood)

Secondly, even if we reach the 20 sensing points required by the weapon, the weapon can correctly display the bleed value, but at this time, the player's induction points have affected the bleed value, and the bleed value displayed in the panel is not the basic bleed value, but the bleed value after induction correction.

Therefore, if you want to know the basic bleed value, you need some special means, such as changing the induction requirement of the weapon to 0 with ce, which can solve this problem very well, and you can know that the basic bleed value of the corpse mountain blood sea is 50.

Then we calculate the bleeding value of +10 corpse mountain blood sea when the player's induction point is 60.

According to the formula and various tables, we can know that the bleeding correction magnification is 90%, the initial induction correction magnification of the weapon is 0.33, the weapon induction correction magnification of +10 is 0.33× 1.8 = 0.594; at this point, we calculate the corpse mountain blood sea + 10 bleeding value = 50 × (1 + 0.594×90%) = 76.73, the real data should float around 76, and the control game result is correct.

Eldon's Ring of Law Weapon Anomaly State Accumulation Value Preliminary Study (Poison Blood)

It should be noted here that the base bleed value of special weapons is fixed and does not increase with the increase of weapon level, so there is some simplification in the calculation, but the trouble is that the basic bleed value of special weapons has no rules to follow, and can only be enumerated.

Fourth, harvest

So what can we get out of the above research?

For poison/blood-changing weapons, if we want to increase their bleeding/poison value, we can prioritize the level of the weapon, because the weapon affects not only the weapon's base bleed value, but also the weapon's induction correction multiplier.

For special weapons that have their own bleeding/poisoning value, it is naturally important to increase the weapon level, but the base bleed value of such weapons does not change with the change of weapon level, so we can prioritize our induction points.

In short, you can choose the optimal enhancement route according to the type of weapon you use.

Eldon's Ring of Law Weapon Anomaly State Accumulation Value Preliminary Study (Poison Blood)

Then there is the understanding of the No. 6 curve, the no. 6 curve is a segmented function, his soft upper limit is that when the number of induction points is 45, the corresponding correction multiplier is 75%, and the return at this time is the highest, and if we want to play the bleeding stream, the induction point to 45 is the most profitable.

The hard upper limit of the curve is 60, corresponding to the correction multiplier of 90%, which is generally used for players who play dragon prayer, such players will sense points to 60, and the blood flow will basically reach the upper limit.

Eldon's Ring of Law Weapon Anomaly State Accumulation Value Preliminary Study (Poison Blood)
Eldon's Ring of Law Weapon Anomaly State Accumulation Value Preliminary Study (Poison Blood)
Eldon's Ring of Law Weapon Anomaly State Accumulation Value Preliminary Study (Poison Blood)
Eldon's Ring of Law Weapon Anomaly State Accumulation Value Preliminary Study (Poison Blood)

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