Esim - 裝備淺論
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裝備淺論 (Military)
Posted 10 years ago by
Isost    
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大家好,這是小弟我第一次寫文章,請各位多多指教!

會想寫這篇文章主要是因為看到有些新人對裝備有些錯誤的想法
所以想以數學的角度來討論裝備的各個屬性的優劣
當然,或許對許多老人而言我要說的事情都早就知道了
不過我寫這篇文章另一個目的是刷一下存在感,所以覺得無聊也請V完再關掉 ( 被揍飛


好啦,進入正題吧,首先先介紹一下裝備的各個屬性
*註 : 以下裝備的數值皆參考自官方維基
*補充 : 以下皆以各項屬性的開頭字母當作變數,例如damage的數值假設為D,maximum damage的數值假設為M

Increased hit & Increased strength ( 增加傷害值 & 增加力量 )
有這兩個屬性的裝備通常被大家稱為垃圾,我直接以我自己舉例說明好了
我力量2635,基礎傷害值6218,Q5裝備增加力量平均30,增加傷害值平均65
所以效益分別是 30 / 2635 = 1.1% 和 65 / 6218 = 1.0%
真的是垃圾到不行呢!
雖然對一個力量100的新人來說,增加30等於增加30%,效益非常高
不過穿個幾天後就會變成垃圾,所以這兩種屬性的裝備完全不適合使用

Reduce miss chance ( 降低失誤機率 )
失誤 = 零傷害,所以通常都會優先把失誤降到零,兩個Q5的降低失誤就足夠達成了

Increase damage ( 增加傷害輸出 )
這個和"增加傷害值"不同的地方在於這個是以比例增加的
也就是你的傷害越高它就增加越多,Q5的數值是 4-6%
效益就是使傷害變為原本的 ( 1 + D ) 倍

Increase maximum damage ( 增加最大傷害輸出 )
相信大家都知道,在輸出的時候打出來的傷害並不是固定的,而是在理論傷害值的80%到120%跳動
而這個屬性就是使那個120%提高,Q5的數值是 8-12%
效益則是 ( 0.8 + 1.2 * ( 1 + M ) ) / 2 = ( 1 + 0.6M ) 倍

Increase critical chance ( 增加暴擊機率 )
爆擊就是使傷害變為原本的兩倍,Q5的數值是 4-6%
效益是 1 * ( 1 - C ) + 2 * C = ( 1 + C ) 倍

Chance to avoid damage ( 降低體力耗損機率 )
發動降體時你不會損失任何體力,也就是你還可以再多打一次
而多出來的那一次也有可能再發動降體,因此可以打出很多的傷害
不過畢竟槍還是會被使用掉,所以會比較花錢
Q5的數值是 4-6%
而效益則是 1 / ( 1 - A ) 倍 ( 不清楚為何是這樣的可以去查一下"等比級數求和" )


至此裝備各種屬性已介紹完畢,接下來會提出幾點"直覺上想不到,但實際上卻是如此"的事情


1.各種屬性的效益比較:

"增加傷害值"和"增加力量"就不說了,其他都以Q5平均值為例的話
增加傷害輸出 1 + 0.05 = 1.05
增加最大傷害輸出 1 + 0.6 * 0.1 = 1.06
增加暴擊機率 1 + 0.05 = 1.05
所以這三個是 "大傷" > "爆擊" = "傷害"
而"降低體力耗損"由於計算方式的不同,在數量少的時候效益會比"大傷"低,但要是在都很多的情況下,"降體"的效益則是會比"大傷"多很多
這裡要注意的是,有些人直覺上認為"大傷"和"傷害"的期望值一樣
但是實際上,就"大傷"的數值通常是"傷害"的兩倍這點來看,"大傷"的期望值比"傷害"還要高
(當然,數值封頂的增加傷害會比數值很爛的最大傷害好就是了...)
總而言之,如果想要藉由衝高其中一個屬性來衝高傷害的話,優先順序是 "減體" > "大傷" > "爆擊" = "傷害"
而例外狀況是在"爆擊增加100%"的bonus time和使用"pain dealer"這個buff的時候,爆擊的效益會比其他高
不過bonus time不是天天有,pain dealer也要花錢去買,所以我個人是不去考慮這一點

順帶一提,現在比較流行的是爆擊大傷流
原因在於"減體"需要消耗比較多槍,而且壓秒的時候"減體"太高有可能會打不完
所以要選擇哪種屬性還是得看自己的需求


2.失誤率一 定要降到零?

每個裝備有兩個欄位,總共五個裝備共10個欄位
以很流行的爆擊大傷流來舉例 ( 以下沒特別說的皆以Q5平均值計算 )
先拿2個欄位來把失誤降到0
再拿5個欄位把爆擊衝到37.5% ( 因為爆擊最高40,再多一個欄位就浪費了 )
剩下3個欄位放大傷,共30%
期望值是 1.375 ( 爆擊 ) * ( 1 + 0.6 * 0.3 ) ( 大傷 ) / 0.95 ( 減體基本值 ) = 1.708
而要是你只使用一個封頂的Q5降低失誤 ( 甚至是Q6的降低失誤更好 )
失誤率會有5%,多出來的欄位拿來放一個減體5%的話
期望值是 1.375 ( 爆擊 ) * ( 1 + 0.6 * 0.3 ) ( 大傷 ) / 0.9 ( 減體 ) * 0.95 (失誤) = 1.713
沒錯! 你沒看錯! 期望值變高了!
不過要特別注意的是,那個唯一的降低失誤一定要接近Q5封頂或是Q6,不然期望值算出來還是會比較低
總而言之,除非你是像某輕小說主角一樣有著超強的不幸體質,5%失誤能放大成50%
不然"長久來看",這種只有一個降低失誤的組合打出來的總傷害一定會比正常的高
當然,你還是得面對失誤出現時那種不爽的心情就是了


3.要集中衝高某項屬性?

以上面那個爆擊大傷流為例,5個爆擊把爆擊衝到最高,剩下3個放大傷,期望值是1.708
但是如果把1個爆擊換成增加輸出,雖然爆擊變低了,不過期望值
1.325 ( 爆擊 ) * ( 1 + 0.6 * 0.3 ) ( 大傷 ) / 0.95 ( 減體基本值 ) * 1.05 ( 增加輸出 ) = 1.728
沒錯! 你沒看錯! 期望值又變高了!
再把1個爆擊換成增加輸出
1.275 ( 爆擊 ) * ( 1 + 0.6 * 0.3 ) ( 大傷 ) / 0.95 ( 減體基本值 ) * 1.1 ( 增加輸出 ) = 1.742
沒錯! 你沒看錯! 期望值又變得更高了!
再把1個爆擊換成增加最大輸出
1.225 ( 爆擊 ) * ( 1 + 0.6 * 0.4 ) ( 大傷 ) / 0.95 ( 減體基本值 ) * 1.1 ( 增加輸出 ) = 1.759
沒錯! 你沒看錯! 期望值又變得更加的高了!
總而言之,如果是"爆擊" "大傷" "傷害"這種省槍而且適合壓秒的裝備的話
並不是把單一屬性衝到最高就好
,約略計算的話大約是"大傷"多一點點,"傷害"少一點點,"爆擊"少一點點的組合能打出最多傷害
不過實際數目還得在搭配裝備時自己算一下
另外如果是減體流的話,把減體衝到最高 ( 40% ) 就是打出最多傷害的方法,不能分散到其他屬性
不過消耗的槍枝也相當可觀就是了
順便給一下減體的期望值,7個減體加1個大傷
1.125 ( 爆擊基本值 ) * ( 1 + 0.6 * 0.1 ) ( 大傷 ) / 0.6 ( 減體 ) = 1.988


以上是我對裝備搭配的一些看法,希望對各位能有些參考價值,如有錯誤的地方也請各位不吝指教


另外,聽說文章一定要附圖?



這隻QB超性感的,你們不覺得嗎 (*´∀`)

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