[心得] 伏擊試算
伏擊的OP點,在於它是乘法增傷,那麼,要如何精確推估其效益?
本文用的方法,叫做"本來打4下,後來打3下,因此增傷效果為33.3%"之推算方法,
也就是說,先算出沒有用伏擊,需要幾發打死怪,再算有用伏擊,需幾發打死怪物。
在此,只需要一個變數,就是每一擊削減怪物多少血量,
有了此變數,就可算出伏擊的增傷效果,公式如下:
單擊削減怪血量(%)=a
無伏擊打幾下=ROUNDUP(100/a)
有伏擊打幾下=ROUNDUP(25/(a*1.4))+
ROUNDUP((100-MIN(ROUNDUP(25/(a*1.4))*a*1.4,100))/a)
結果如下:
單擊削 無伏擊 有伏擊
減怪血 打幾下 打幾下
量(%) 伏擊增傷效果
1 100 93 7.53%
2 50 47 6.38%
3 34 31 9.68%
4 25 23 8.70%
5 20 19 5.26%
6 17 16 6.25%
7 15 14 7.14%
8 13 12 8.33%
9 12 11 9.09%
10 10 10 0.00%
11 10 9 11.11%
12 9 8 12.50%
13 8 7 14.29%
14 8 7 14.29%
15 7 6 16.67%
16 7 6 16.67%
17 6 6 0.00%
18 6 6 0.00%
19 6 5 20.00%
20 5 5 0.00%
21 5 5 0.00%
22 5 5 0.00%
23 5 4 25.00%
24 5 4 25.00%
25 4 4 0.00%
26 4 4 0.00%
27 4 4 0.00%
28 4 4 0.00%
29 4 4 0.00%
30 4 3 33.33%
31 4 3 33.33%
32 4 3 33.33%
33 4 3 33.33%
34 3 3 0.00%
35 3 3 0.00%
36 3 3 0.00%
37 3 3 0.00%
38 3 3 0.00%
39 3 3 0.00%
40 3 3 0.00%
41 3 3 0.00%
42 3 2 50.00%
43 3 2 50.00%
44 3 2 50.00%
45 3 2 50.00%
46 3 2 50.00%
47 3 2 50.00%
48 3 2 50.00%
49 3 2 50.00%
50 2 2 0.00%
51 2 2 0.00%
52 2 2 0.00%
53 2 2 0.00%
54 2 2 0.00%
55 2 2 0.00%
56 2 2 0.00%
57 2 2 0.00%
58 2 2 0.00%
59 2 2 0.00%
60 2 2 0.00%
61 2 2 0.00%
62 2 2 0.00%
63 2 2 0.00%
64 2 2 0.00%
65 2 2 0.00%
66 2 2 0.00%
67 2 2 0.00%
68 2 2 0.00%
69 2 2 0.00%
70 2 2 0.00%
71 2 2 0.00%
72 2 1 100.00%
73 2 1 100.00%
74 2 1 100.00%
75 2 1 100.00%
76 2 1 100.00%
77 2 1 100.00%
78 2 1 100.00%
79 2 1 100.00%
80 2 1 100.00%
81 2 1 100.00%
82 2 1 100.00%
83 2 1 100.00%
84 2 1 100.00%
85 2 1 100.00%
86 2 1 100.00%
87 2 1 100.00%
88 2 1 100.00%
89 2 1 100.00%
90 2 1 100.00%
91 2 1 100.00%
92 2 1 100.00%
93 2 1 100.00%
94 2 1 100.00%
95 2 1 100.00%
96 2 1 100.00%
97 2 1 100.00%
98 2 1 100.00%
99 2 1 100.00%
100 1 1 0.00%
以上,可以看出來,伏擊的增傷效果是有區間的,
不過,我們必須記住,傷害是不可能固定,因此,一個比較合理的估算法,
是將這些數值做(加權)平均去計算。
比如,用10等分區間來分,結果如下:
單擊削怪(%) 伏擊平均增傷(%)
1~10 6.84
11~20 10.55
21~30 8.33
31~40 10
41~50 40
51~60 0
61~70 0
71~80 90
81~90 100
91~100 90
這個結果,就比較有參考性了:
如果單擊打怪損血小於4成,則伏擊增傷小於10%;
在4~5成的小區間,伏擊可造成40%的增傷,
但,在5~7成的區間,伏擊毫無效果,
也就是說,在4~7成這個大區間,伏擊的效果是很不穩定的。
而若單擊傷害在7成以上,伏擊的效果最顯著,可達到兩倍的增傷。
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06/13 10:27, , 1F
06/13 10:27, 1F
是的,能1發秒才是最好,若要打2發,幾乎等於完全沒用
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我剛才又算了,將1~100%全部加起來,平均為35.57%,竟然也很接近40%!
這個的意義是,如果面對的怪物血量是平均分佈,讓你可以單擊削血1~100%都有,
那麼,伏擊的平均增傷,還是會有將近40%......
這個東西,要怎麼解讀,就見人見智了.......
不過,對我的觀點而言,伏擊OP不是在40%,而是在乘法
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我個人認為是乘法運算IMBA,DH唯二的乘法被動,就是伏擊跟導彈,
我也是把這兩個放在一起比的。
(尤其當你裝備好到將技能增傷撐很高時,掛個乘法被動,就會飛上天)
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啊,都忘了窮追猛打....對吼,提醒了我可以用它...XDD
之前測過,直接用冰箭射沒被緩速的敵人,該擊也會觸發窮追猛打,
因此,最理想應該是掛冰傷,只是似乎沒有什麼冰DH的BD可以用....
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