Esim - [琪露諾的數學教室] 裝備屬性試算
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a_stranger


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[琪露諾的數學教室] 裝備屬性試算 (Statistics)
Posted 10 years ago by
a_stranger    
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大家好,合裝是一件很令人苦惱的事......既緩慢又費錢
正巧碰上有人在宣傳減傷流而不是命中,合不上去的小編手癢算了一下......反正吃不到,看看也好XD

先跳過煩死人的計算直接說結論:

         1衝命中和衝爆擊的效率 相差無幾

         2衝減傷前前期效率 略輸 命中&爆擊,中、後期大贏......不計較武器消耗的話

         3考量到數值上限從最肥的開始依序是
          減傷衝滿(40%)→命中衝滿(97%以上)→剩下的衝爆擊

         4最後,考慮到裝備合成後屬性是隨機的,所以Q6裝的屬性才是真的....其它都是浮雲

附圖:
各自衝的效率:




各自衝的效率圖


理論上的最高(?)成長
=======================================(分隔鳥)=======================================


一定要來一首der


=======================================(分隔鳥)=======================================
計算推導詳見下列:

首先,傷害公式分成三個部分 失誤率爆擊率減傷率

我們從Tool Tip說明可以知道,爆擊就是 2倍 傷害(寒酸

因此每次按攻擊的期望值就是------------------基礎傷害 x (1-失誤率) x (1+爆擊率)..........公式1

而因為減傷而能再來一次的機機率是---------減傷率

因為減傷而能多輸出的傷害自然就是---------減傷率 x (公式1)...........公式2

為什麼要特別列出公式2呢?相信許多朋友有過手氣順的時候吧?
不斷地出減傷、出減傷、出減傷,出到天荒地老,出到海枯石爛(妄想wwww

正因減傷能再創造減傷,於是這部分的增益只好用無窮數列來算了,我們先令(公式1)的值為A

第一次輸出為:  A
算上減傷效果:  A+ (減傷率 x A)
算上狗屎運又減傷:A+ {減傷率 x [ A+ (減傷率 xA) ] }
...
...
...
整理下來,會出現無窮數列:A x (1 + 減傷率 + 減傷率^2 + 減傷率^3 + 減傷率^4 + 減傷率^5 + 減傷率^6 + ........)

套極限值公式來消掉無窮數列就會得到:
A /(1-減傷率)..............編按:打不出分數符號,用「1/(1-減傷率)」頗礙眼XD

所以,我們最後的輸出公式為:
基礎傷害 x (1-失誤率) x (1+爆擊率) / (1-減傷率)

可見降失誤與增爆擊都是線性上升,+1%機率就加成1%,而且最高 x 140% 就極限了(命中最高到100%就極限了)
(Q6裝單件有約15%的強化點數,最多可穿5件)

而減傷則是曲線成長,25%減傷時加成 x133.33%、40%減傷時加成 x160%
越後面,減傷成長越是驚人yo

所以,一起朝打不死的火星蟑螂努力吧!(啾唧--

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