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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
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<HTML>
<HEAD>
<META http-equiv="Content-Type" content="text/html; charset=UTF-8">
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<TITLE>怪物猎人2解析情报 对怪物的攻击【近战武器编】</TITLE>
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<LINK rel="stylesheet" href="./table.css" type="text/css">
<SCRIPT src="./scripts/links.js"></SCRIPT>
</HEAD>
<BODY>
<HR>
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<TABLE border="0" width="910">
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<TBODY>
<TR>
<TD width="300" valign="middle" align="center" height="66"><SPAN id="logo"></SPAN></TD>
<TD valign="top" class="tb-cell0"><SPAN id="links"></SPAN></TD>
<TD width="150" class="tb-cell0"><SPAN id="counter"></SPAN></TD>
</TR>
</TBODY>
</TABLE>
<SCRIPT language="JavaScript">
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<HR>
<H3>对怪物的攻击 【近战武器编】</H3>
<P class="tb-cell0">表示玩家的攻击对怪物造成的伤害。</P>
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<b>近战武器伤害计算公式:</b><BR>
通常伤害(期望值)=武器倍率×威力%×武器威力修正×会心期望×锋利度倍率×斩击修正值×状态追加倍率×对应攻击类型肉质%×全体防御率<BR>
属性伤害=面板属性值÷10×属性锋利度倍率×对应属性肉质%×全体防御率<BR>
炮击伤害=(爆炸威力+(附加火属性×火属性肉质%))×炮击锋利度倍率×全体防御率<BR>
会心期望(正)=1+会心率×0.25<BR>
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会心期望(负)=1-会心率×0.5<BR>
斩击吸收率=武器威力修正×锋利度倍率×斩击修正值×对应攻击类型肉质% <b>斩击吸收率小于25时发生弹刀</b><BR>
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<TABLE border="0" width="894">
<TBODY>
<TR>
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<TD id="0001" colspan="3" class="zb-cell0">● <B>武器倍率</B></TD>
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</TR>
<TR>
<TD width="250"></TD>
<TD class="tb-cell0" width="150"></TD>
<TD class="tb-cell0" width="480"></TD>
</TR>
<TR>
<TD valign="top" class="tb-cell0">
<TABLE border="1" cellspacing="0" cellpadding="2" class="cnt-tb2">
<TBODY>
<TR>
<TD class="tb-th2" width="110">武器的种类</TD>
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<TD class="tb-th2" width="70">倍率</TD>
</TR>
<TR>
<TD class="tb-cell1">大剑/太刀</TD>
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<TD class="tb-cell2">4.8</TD>
</TR>
<TR>
<TD class="tb-cell1">片手剑/双剑</TD>
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<TD class="tb-cell2">1.4</TD>
</TR>
<TR>
<TD class="tb-cell1">大锤/狩猎笛</TD>
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<TD class="tb-cell2">5.2</TD>
</TR>
<TR>
<TD class="tb-cell1">长枪/铳枪</TD>
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<TD class="tb-cell2">2.3</TD>
</TR>
<TR>
<TD class="tb-cell1">枪弩/弓</TD>
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<TD class="tb-cell2">1.2</TD>
</TR>
</TBODY>
</TABLE>
<BR>
例:龍刀【红莲】 攻击力816<BR>
   816÷4.8170 即为武器倍率</TD>
<TD class="tb-cell0" valign="top" colspan="2">对怪物的攻击造成的伤害计算不是依据状态面板显示的攻击力,而是将<B>攻击力</B>除以一定的倍率后<BR>获得的<B>武器倍率</B>为基准。<BR>
各武器的倍率请参考左表。<BR>
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<BR>
料理效果与使用物品造成的攻击力上升,全部为直接对<B>武器倍率</B>的数值提升。<BR>
因此,就状态面板而言,攻击力的提升量根据武器种类的不同有所差异。</TD>
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</TR>
<TR>
<TD height="30"></TD>
<TD></TD>
<TD class="tb-cell0"></TD>
</TR>
<TR>
<TD id="0002" colspan="3" class="zb-cell0">● <B>攻击动作的威力</B></TD>
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</TR>
<TR>
<TD></TD>
<TD class="tb-cell0"></TD>
<TD class="tb-cell0"></TD>
</TR>
<TR>
<TD valign="top" class="tb-cell0"></TD>
<TD class="tb-cell0" valign="top" colspan="2">同种武器的威力根据其攻击的动作存在差异。<BR>
<B>武器倍率</B>与各动作的<B>威力(以%计算)</B>相乘,就得到了该武器在该动作下的<B>基本威力</B><BR>
各动作的威力参考下表。(对于存在多次打击判定的动作,列出每个判定的威力)<BR>
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<BR>
此外,<B>基本威力</B>根据武器种类的不同,还要乘以特殊的<B>武器威力修正</B>,数值如下:<BR>
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<BR>
  大剑的蓄力斩(阶段1)修正为 110蓄力斩阶段为 120蓄力斩阶段为 130<BR>
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  片手剑固有威力修正 120长枪打击属性修正为 72计算通常伤害时以斩打二者较高值为准<BR>
  铳枪固有威力修正 95 (铳枪没有打击属性)<BR>
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<BR>
除上述情况以外,武器威力修正一律按照 100 进行计算。</TD>
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</TR>
<TR>
<TD></TD>
<TD class="tb-cell0"></TD>
<TD class="tb-cell0"></TD>
</TR>
<TR>
<TD colspan="2" class="tb-cell0" valign="top">
<TABLE border="1" cellspacing="0" cellpadding="2" class="cnt-tb2">
<TBODY>
<TR>
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<TD class="tb-th2" colspan="2">攻击动作</TD>
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<TD class="tb-th2" width="165">威力</TD>
</TR>
<TR>
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<TD class="tb-cell1" rowspan="7" width="60">大剑</TD>
<TD class="tb-cell1" width="120">拔刀攻击</TD>
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<TD class="tb-cell2">48</TD>
</TR>
<TR>
<TD class="tb-cell1">纵斩</TD>
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<TD class="tb-cell2">48</TD>
</TR>
<TR>
<TD class="tb-cell1">横斩</TD>
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<TD class="tb-cell2">36</TD>
</TR>
<TR>
<TD class="tb-cell1">上斩</TD>
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<TD class="tb-cell2">46</TD>
</TR>
<TR>
<TD class="tb-cell1">蓄力斩(阶段1)</TD>
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<TD class="tb-cell2">65</TD>
</TR>
<TR>
<TD class="tb-cell1">蓄力斩(阶段2)</TD>
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<TD class="tb-cell2">80</TD>
</TR>
<TR>
<TD class="tb-cell1">蓄力斩(阶段3)</TD>
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<TD class="tb-cell2">110</TD>
</TR>
<TR>
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<TD class="tb-cell1" rowspan="8">片手剑</TD>
<TD class="tb-cell1">拔刀攻击</TD>
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<TD class="tb-cell2">18</TD>
</TR>
<TR>
<TD class="tb-cell1">跳斩</TD>
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<TD class="tb-cell2">18</TD>
</TR>
<TR>
<TD class="tb-cell1">前斩</TD>
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<TD class="tb-cell2">14</TD>
</TR>
<TR>
<TD class="tb-cell1">横斩</TD>
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<TD class="tb-cell2">12</TD>
</TR>
<TR>
<TD class="tb-cell1">剑盾连击</TD>
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<TD class="tb-cell2">8・12</TD>
</TR>
<TR>
<TD class="tb-cell1">回旋斩</TD>
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<TD class="tb-cell2">24</TD>
</TR>
<TR>
<TD class="tb-cell1">上斩</TD>
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<TD class="tb-cell2">15</TD>
</TR>
<TR>
<TD class="tb-cell1">防御攻击</TD>
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<TD class="tb-cell2">14</TD>
</TR>
<TR>
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<TD class="tb-cell1" rowspan="10">长枪</TD>
<TD class="tb-cell1">拔刀攻击</TD>
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<TD class="tb-cell2">28</TD>
</TR>
<TR>
<TD class="tb-cell1">中段突刺1</TD>
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<TD class="tb-cell2">23</TD>
</TR>
<TR>
<TD class="tb-cell1">中段突刺2</TD>
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<TD class="tb-cell2">23</TD>
</TR>
<TR>
<TD class="tb-cell1">中段突刺3</TD>
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<TD class="tb-cell2">30</TD>
</TR>
<TR>
<TD class="tb-cell1">上段突刺1</TD>
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<TD class="tb-cell2">28</TD>
</TR>
<TR>
<TD class="tb-cell1">上段突刺2</TD>
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<TD class="tb-cell2">28</TD>
</TR>
<TR>
<TD class="tb-cell1">上段突刺3</TD>
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<TD class="tb-cell2">30</TD>
</TR>
<TR>
<TD class="tb-cell1">突进</TD>
<TD class="tb-cell2">20 ×每次判定</TD>
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</TR>
<TR>
<TD class="tb-cell1">终结突刺</TD>
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<TD class="tb-cell2">40</TD>
</TR>
<TR>
<TD class="tb-cell1">防御攻击</TD>
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<TD class="tb-cell2">20</TD>
</TR>
<TR>
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<TD class="tb-cell1" rowspan="9">大锤</TD>
<TD class="tb-cell1">拔刀攻击</TD>
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<TD class="tb-cell2">20</TD>
</TR>
<TR>
<TD class="tb-cell1">纵敲1</TD>
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<TD class="tb-cell2">52</TD>
</TR>
<TR>
<TD class="tb-cell1">纵敲2</TD>
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<TD class="tb-cell2">20</TD>
</TR>
<TR>
<TD class="tb-cell1">上敲</TD>
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<TD class="tb-cell2">100</TD>
</TR>
<TR>
<TD class="tb-cell1">横敲</TD>
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<TD class="tb-cell2">15</TD>
</TR>
<TR>
<TD class="tb-cell1">回旋攻击</TD>
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<TD class="tb-cell2">20・10・10・10・10・10・40</TD>
</TR>
<TR>
<TD class="tb-cell1">蓄力(小)攻击</TD>
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<TD class="tb-cell2">45</TD>
</TR>
<TR>
<TD class="tb-cell1">蓄力(中)攻击</TD>
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<TD class="tb-cell2">45・35</TD>
</TR>
<TR>
<TD class="tb-cell1">蓄力(大)攻击</TD>
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<TD class="tb-cell2">20・76</TD>
</TR>
<TR>
<TD class="tb-cell1" rowspan="2"></TD>
<TD class="tb-cell1">横扫</TD>
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<TD class="tb-cell2">10</TD>
</TR>
<TR>
<TD class="tb-cell1">纵斩</TD>
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<TD class="tb-cell2">18</TD>
</TR>
</TBODY>
</TABLE>
<BR>
例:龍刀【红莲】 的踏步斩<BR>
   170×28%47 即为基本威力</TD>
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<TD class="tb-cell0" valign="bottom">
<TABLE border="1" cellspacing="0" cellpadding="2" class="cnt-tb2">
<TBODY>
<TR>
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<TD class="tb-th2" colspan="2">攻击动作</TD>
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<TD class="tb-th2" width="165">威力</TD>
</TR>
<TR>
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<TD class="tb-cell1" rowspan="8" width="60">双剑<BR>
(通常)</TD>
<TD class="tb-cell1" width="120">拔刀攻击</TD>
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<TD class="tb-cell2">12・6</TD>
</TR>
<TR>
<TD class="tb-cell1">切裂斩</TD>
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<TD class="tb-cell2">12・6</TD>
</TR>
<TR>
<TD class="tb-cell1">下斩</TD>
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<TD class="tb-cell2">14</TD>
</TR>
<TR>
<TD class="tb-cell1">斜向斩1</TD>
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<TD class="tb-cell2">8・6</TD>
</TR>
<TR>
<TD class="tb-cell1">斜向斩2</TD>
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<TD class="tb-cell2">5・7・16</TD>
</TR>
<TR>
<TD class="tb-cell1">左回旋斩</TD>
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<TD class="tb-cell2">10・8・6</TD>
</TR>
<TR>
<TD class="tb-cell1">右回旋斩</TD>
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<TD class="tb-cell2">10・8・6</TD>
</TR>
<TR>
<TD class="tb-cell1">上斩</TD>
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<TD class="tb-cell2">15</TD>
</TR>
<TR>
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<TD class="tb-cell1" rowspan="7">双剑<BR>
(鬼人)</TD>
<TD class="tb-cell1">下斩</TD>
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<TD class="tb-cell2">18</TD>
</TR>
<TR>
<TD class="tb-cell1">斜向斩1</TD>
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<TD class="tb-cell2">10・8</TD>
</TR>
<TR>
<TD class="tb-cell1">斜向斩2</TD>
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<TD class="tb-cell2">6・9・21</TD>
</TR>
<TR>
<TD class="tb-cell1">左回旋斩</TD>
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<TD class="tb-cell2">13・10・8 ×2回</TD>
</TR>
<TR>
<TD class="tb-cell1">右回旋斩</TD>
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<TD class="tb-cell2">13・10・8 ×2回</TD>
</TR>
<TR>
<TD class="tb-cell1">上斩</TD>
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<TD class="tb-cell2">20</TD>
</TR>
<TR>
<TD class="tb-cell1">乱舞</TD>
<TD class="tb-cell2">28・5・5・5・5・5・5・5・5・33</TD>
</TR>
<TR>
<TD class="tb-cell1" rowspan="10">太刀</TD>
<TD class="tb-cell1">拔刀攻击</TD>
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<TD class="tb-cell2">28</TD>
</TR>
<TR>
<TD class="tb-cell1">踏步斩</TD>
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<TD class="tb-cell2">28</TD>
</TR>
<TR>
<TD class="tb-cell1">纵斩</TD>
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<TD class="tb-cell2">23</TD>
</TR>
<TR>
<TD class="tb-cell1">袈裟斩</TD>
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<TD class="tb-cell2">24</TD>
</TR>
<TR>
<TD class="tb-cell1">突刺</TD>
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<TD class="tb-cell2">14</TD>
</TR>
<TR>
<TD class="tb-cell1">上斩</TD>
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<TD class="tb-cell2">18</TD>
</TR>
<TR>
<TD class="tb-cell1">气刃斩(无气)</TD>
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<TD class="tb-cell2">16</TD>
</TR>
<TR>
<TD class="tb-cell1">气刃斩1</TD>
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<TD class="tb-cell2">30</TD>
</TR>
<TR>
<TD class="tb-cell1">气刃斩2</TD>
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<TD class="tb-cell2">36</TD>
</TR>
<TR>
<TD class="tb-cell1">气刃斩3</TD>
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<TD class="tb-cell2">18・24・10</TD>
</TR>
<TR>
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<TD class="tb-cell1" rowspan="9">铳枪</TD>
<TD class="tb-cell1">拔刀攻击</TD>
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<TD class="tb-cell2">34</TD>
</TR>
<TR>
<TD class="tb-cell1">踏步上突刺</TD>
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<TD class="tb-cell2">34</TD>
</TR>
<TR>
<TD class="tb-cell1">前方突刺1</TD>
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<TD class="tb-cell2">21</TD>
</TR>
<TR>
<TD class="tb-cell1">前方突刺2</TD>
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<TD class="tb-cell2">21</TD>
</TR>
<TR>
<TD class="tb-cell1">前方突刺3</TD>
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<TD class="tb-cell2">28</TD>
</TR>
<TR>
<TD class="tb-cell1">上斩</TD>
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<TD class="tb-cell2">30</TD>
</TR>
<TR>
<TD class="tb-cell1">上方突刺1</TD>
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<TD class="tb-cell2">24</TD>
</TR>
<TR>
<TD class="tb-cell1">上方突刺2</TD>
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<TD class="tb-cell2">24</TD>
</TR>
<TR>
<TD class="tb-cell1">上方突刺3</TD>
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<TD class="tb-cell2">24</TD>
</TR>
<TR>
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<TD class="tb-cell1" rowspan="12">狩猎笛</TD>
<TD class="tb-cell1">拔刀攻击</TD>
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<TD class="tb-cell2">21</TD>
</TR>
<TR>
<TD class="tb-cell1">大地叩击</TD>
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<TD class="tb-cell2">10・28</TD>
</TR>
<TR>
<TD class="tb-cell1">左旋敲击</TD>
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<TD class="tb-cell2">21</TD>
</TR>
<TR>
<TD class="tb-cell1">右旋敲击</TD>
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<TD class="tb-cell2">21</TD>
</TR>
<TR>
<TD class="tb-cell1">柄殴打1</TD>
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<TD class="tb-cell2">9</TD>
</TR>
<TR>
<TD class="tb-cell1">柄殴打2</TD>
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<TD class="tb-cell2">9</TD>
</TR>
<TR>
<TD class="tb-cell1">柄殴打3</TD>
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<TD class="tb-cell2">9</TD>
</TR>
<TR>
<TD class="tb-cell1">开始演奏</TD>
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<TD class="tb-cell2">12</TD>
</TR>
<TR>
<TD class="tb-cell1">演奏1</TD>
<TD class="tb-cell2">23</TD>
</TR>
<TR>
<TD class="tb-cell1">演奏2</TD>
<TD class="tb-cell2">18</TD>
</TR>
<TR>
<TD class="tb-cell1">演奏3</TD>
<TD class="tb-cell2">21</TD>
</TR>
<TR>
<TD class="tb-cell1">结束演奏</TD>
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<TD class="tb-cell2">16</TD>
</TR>
</TBODY>
</TABLE>
</TD>
</TR>
<TR>
<TD height="30"></TD>
<TD></TD>
<TD class="tb-cell0"></TD>
</TR>
<TR>
<TD id="0003" colspan="3" class="zb-cell0">● <B>铳枪的炮击・龙击炮的威力</B></TD>
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</TR>
<TR>
<TD></TD>
<TD class="tb-cell0"></TD>
<TD class="tb-cell0"></TD>
</TR>
<TR>
<TD valign="top" class="tb-cell0" colspan="3">
<TABLE border="0">
<TBODY>
<TR>
<TD class="tb-cell0" width="240"><B>炮击的威力</B>
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<TABLE border="1" cellspacing="0" cellpadding="2" class="cnt-tb2">
<TBODY>
<TR>
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<TD class="tb-th2" width="110">类型</TD>
<TD class="tb-th2" width="50">爆炸<BR>
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威力</TD>
<TD class="tb-th2" width="50">火属性</TD>
</TR>
<TR>
<TD class="tb-cell1">通常型 炮击LV1</TD>
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<TD class="tb-cell2">7</TD>
<TD class="tb-cell2">7</TD>
</TR>
<TR>
<TD class="tb-cell1">扩散型 炮击LV1</TD>
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<TD class="tb-cell2">16</TD>
<TD class="tb-cell2">16</TD>
</TR>
<TR>
<TD class="tb-cell1">放射型 炮击LV1</TD>
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<TD class="tb-cell2">14</TD>
<TD class="tb-cell2">14</TD>
</TR>
<TR>
<TD class="tb-cell1">通常型 炮击LV2</TD>
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<TD class="tb-cell2">12</TD>
<TD class="tb-cell2">12</TD>
</TR>
<TR>
<TD class="tb-cell1">扩散型 炮击LV2</TD>
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<TD class="tb-cell2">22</TD>
<TD class="tb-cell2">22</TD>
</TR>
<TR>
<TD class="tb-cell1">放射型 炮击LV2</TD>
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<TD class="tb-cell2">18</TD>
<TD class="tb-cell2">18</TD>
</TR>
<TR>
<TD class="tb-cell1">通常型 炮击LV3</TD>
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<TD class="tb-cell2">15</TD>
<TD class="tb-cell2">15</TD>
</TR>
<TR>
<TD class="tb-cell1">扩散型 炮击LV3</TD>
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<TD class="tb-cell2">26</TD>
<TD class="tb-cell2">26</TD>
</TR>
<TR>
<TD class="tb-cell1">放射型 炮击LV3</TD>
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<TD class="tb-cell2">22</TD>
<TD class="tb-cell2">22</TD>
</TR>
</TBODY>
</TABLE>
</TD>
<TD valign="top" class="tb-cell0" width="200"><B>龙击炮的威力</B>
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<TABLE border="1" cellspacing="0" cellpadding="2" class="cnt-tb2">
<TBODY>
<TR>
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<TD class="tb-th2" width="65">类型</TD>
<TD class="tb-th2" width="50">爆炸<BR>
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威力</TD>
<TD class="tb-th2" width="50">火属性</TD>
</TR>
<TR>
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<TD class="tb-cell1">炮击LV1</TD>
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<TD class="tb-cell2">12</TD>
<TD class="tb-cell2">18</TD>
</TR>
<TR>
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<TD class="tb-cell1">炮击LV2</TD>
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<TD class="tb-cell2">16</TD>
<TD class="tb-cell2">24</TD>
</TR>
<TR>
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<TD class="tb-cell1">炮击LV3</TD>
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<TD class="tb-cell2">20</TD>
<TD class="tb-cell2">30</TD>
</TR>
</TBODY>
</TABLE>
※1次判定的威力</TD>
<TD width="430" valign="top" class="tb-cell0">铳枪的炮击与龙击炮的威力参考左表。<BR>
这部分的威力与武器攻击力无关。<BR>
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<BR>
虽然爆炸威力不受怪物肉质影响,但火属性部分会根据肉质减轻伤害。<BR>
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<BR>
龙击炮最多有4次判定全部命中的话按照表中数值的4倍计算威力。<BR>
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<BR>
炮击在锋利度等级1(橙)及以下时,爆炸威力・火属性值<BR>
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均下降至 0.75 倍,即炮击锋利度倍率为 0.75 。<BR>
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<BR>
例:<BR>
对于蓝速龙王火属性减轻50、全体防御率100<BR>
炮击LV3的龙击炮攻击全部命中的情况为<BR>
2030×50×4140 点伤害。</TD>
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</TR>
</TBODY>
</TABLE>
</TD>
</TR>
<TR>
<TD height="30"></TD>
<TD></TD>
<TD class="tb-cell0"></TD>
</TR>
<TR>
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<TD id="0004" colspan="3" class="zb-cell0">● <B>会心率</B></TD>
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</TR>
<TR>
<TD></TD>
<TD class="tb-cell0"></TD>
<TD class="tb-cell0"></TD>
</TR>
<TR>
<TD valign="top" class="tb-cell0"><BR>
<BR>
<BR>
<BR>
<BR>
<BR>
<BR>
例:龍刀【红莲】 的踏步斩<BR>
   发生会心一击的情况时,<BR>
   170×28%×1.2559 即为基本威力</TD>
<TD class="tb-cell0" valign="top" colspan="2">武器存在会心率的设定。<BR>
会心率表示造成会心一击的概率。会心一击的情况下,基本威力提高至 1.25倍。<BR>
会心率大于 0的情况下还会受到锋利度等级的影响而变动。<BR>
(青色锋利度时提升 5白色锋利度时提升 10<BR>
会心率为 0的武器锋利度等级对会心率没有影响。<BR>
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<BR>
心眼、识破+1、识破+2技能发动时会心率分别有 5、10、15的提升。<BR>
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<BR>
会心率为负数的情况下,反过来会有概率造成威力的下降。<BR>
发生负会心一击时,基本威力将下降至 0.5倍。</TD>
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</TR>
<TR>
<TD height="30"></TD>
<TD></TD>
<TD class="tb-cell0"></TD>
</TR>
<TR>
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<TD id="0005" colspan="3" class="zb-cell0">● <B>锋利度倍率</B></TD>
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</TR>
<TR>
<TD></TD>
<TD class="tb-cell0"></TD>
<TD class="tb-cell0"></TD>
</TR>
<TR>
<TD valign="top" class="tb-cell0">
<TABLE border="1" cellspacing="0" cellpadding="2" class="cnt-tb2">
<TBODY>
<TR>
<TD class="tb-th2" width="110">锋利度等级</TD>
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<TD class="tb-th2" width="70">倍率</TD>
</TR>
<TR>
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<TD class="tb-cell1">等级0 (赤)</TD>
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<TD class="tb-cell3">0.5倍&nbsp;</TD>
</TR>
<TR>
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<TD class="tb-cell1">等级1 (橙)</TD>
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<TD class="tb-cell3">0.75倍&nbsp;</TD>
</TR>
<TR>
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<TD class="tb-cell1">等级2 (黄)</TD>
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<TD class="tb-cell3">1.0倍&nbsp;</TD>
</TR>
<TR>
<TD class="tb-cell1">等级3 (绿)</TD>
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<TD class="tb-cell3">1.125倍&nbsp;</TD>
</TR>
<TR>
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<TD class="tb-cell1">等级4 (青)</TD>
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<TD class="tb-cell3">1.25倍&nbsp;</TD>
</TR>
<TR>
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<TD class="tb-cell1">等级5 (白)</TD>
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<TD class="tb-cell3">1.5倍&nbsp;</TD>
</TR>
</TBODY>
</TABLE>
<BR>
例:绿色锋利度等级的龍刀【红莲】<BR>
   发动踏步斩时,<BR>
   170×28%×1.12553 即为基本威力</TD>
<TD class="tb-cell0" valign="top" colspan="2">基本威力会受到武器的锋利度等级影响。<BR>
各等级的锋利度倍率见左表。</TD>
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</TR>
<TR>
<TD height="30"></TD>
<TD></TD>
<TD class="tb-cell0"></TD>
</TR>
<TR>
<TD id="0006" colspan="3" class="zb-cell0">● <B>斩击修正值</B></TD>
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</TR>
<TR>
<TD></TD>
<TD class="tb-cell0"></TD>
<TD class="tb-cell0"></TD>
</TR>
<TR>
<TD valign="top" class="tb-cell0">限锋利度等级2(黄)及以下时
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<TABLE border="1" cellspacing="0" cellpadding="2" class="cnt-tb2">
<TBODY>
<TR>
<TD class="tb-th2" width="120">动作</TD>
<TD class="tb-th2" width="60">修正值</TD>
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</TR>
<TR>
<TD class="tb-cell1">动作起始</TD>
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<TD class="tb-cell3">0.3倍&nbsp;</TD>
</TR>
<TR>
<TD class="tb-cell1">通常命中</TD>
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<TD class="tb-cell3">1.0倍&nbsp;</TD>
</TR>
<TR>
<TD class="tb-cell1">动作结束</TD>
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<TD class="tb-cell3">0.5倍&nbsp;</TD>
</TR>
</TBODY>
</TABLE>
</TD>
<TD class="tb-cell0" valign="top" colspan="2">斩击修正值,表示攻击动作在何时命中怪物造成的威力值的变化。<BR>
锋利度等级2(黄)及以下的场合,如左表所示,武器在动作的起始与结束时威力较低。<BR>
保持等级绿及以上的话无论动作何时命中都按照1.0倍计算,因此不必多虑。<BR>
大剑的中段部分命中时1.0倍的部分按照1.05倍来计算)</TD>
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</TR>
<TR>
<TD height="30"></TD>
<TD></TD>
<TD class="tb-cell0"></TD>
</TR>
<TR>
<TD id="0007" colspan="3" class="zb-cell0">● <B>属性追加伤害</B></TD>
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</TR>
<TR>
<TD></TD>
<TD class="tb-cell0"></TD>
<TD class="tb-cell0"></TD>
</TR>
<TR>
<TD valign="top" class="tb-cell0">
<TABLE border="1" cellspacing="0" cellpadding="2" class="cnt-tb2">
<TBODY>
<TR>
<TD class="tb-th2" width="110">锋利度等级</TD>
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<TD class="tb-th2" width="70">倍率</TD>
</TR>
<TR>
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<TD class="tb-cell1">等级0 (赤)</TD>
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<TD class="tb-cell3">0.25倍&nbsp;</TD>
</TR>
<TR>
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<TD class="tb-cell1">等级1 (橙)</TD>
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<TD class="tb-cell3">0.5倍&nbsp;</TD>
</TR>
<TR>
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<TD class="tb-cell1">等级2 (黄)</TD>
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<TD class="tb-cell3">0.75倍&nbsp;</TD>
</TR>
<TR>
<TD class="tb-cell1">等级3 (绿)</TD>
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<TD class="tb-cell3">1.0倍&nbsp;</TD>
</TR>
<TR>
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<TD class="tb-cell1">等级4 (青)</TD>
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<TD class="tb-cell3">1.0625倍&nbsp;</TD>
</TR>
<TR>
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<TD class="tb-cell1">等级5 (白)</TD>
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<TD class="tb-cell3">1.125倍&nbsp;</TD>
</TR>
</TBODY>
</TABLE>
</TD>
<TD class="tb-cell0" valign="top" colspan="2">附带属性的武器攻击时,在通常伤害的基础上还会追加属性伤害。<BR>
状态面板显示的属性值为实际属性值的10倍。<BR>
因此属性伤害量按照 显示属性值÷10×属性锋利度倍率 进行计算。<BR>
属性锋利度倍率如左表所示。</TD>
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</TR>
<TR>
<TD height="30"></TD>
<TD></TD>
<TD class="tb-cell0"></TD>
</TR>
<TR>
<TD id="0008" colspan="3" class="zb-cell0">● <B>伤害的状态追加</B></TD>
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</TR>
<TR>
<TD></TD>
<TD class="tb-cell0"></TD>
<TD class="tb-cell0"></TD>
</TR>
<TR>
<TD valign="top" class="tb-cell0">
<TABLE border="1" cellspacing="0" cellpadding="2" class="cnt-tb2">
<TBODY>
<TR>
<TD class="tb-th2" width="170">状态</TD>
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<TD class="tb-th2" width="55">倍率<BR>(存疑)</TD>
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</TR>
<TR>
<TD class="tb-cell1">麻痹状态中</TD>
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<TD class="tb-cell3">1.1倍&nbsp;</TD>
</TR>
<TR>
<TD class="tb-cell1">岩石拟态中 (岩龙)</TD>
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<TD class="tb-cell3">1.1倍&nbsp;</TD>
</TR>
<TR>
<TD class="tb-cell1">落穴 (仅限自陷落开始<BR>
到结束的时间)</TD>
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<TD class="tb-cell3">1.1倍&nbsp;</TD>
</TR>
<TR>
<TD class="tb-cell1">睡眠中 (首次攻击)</TD>
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<TD class="tb-cell3">3.0倍&nbsp;</TD>
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</TR>
</TBODY>
</TABLE>
</TD>
<TD class="tb-cell0" valign="top" colspan="2">怪物在特定的状态下受到攻击时,其伤害根据左表进行追加。<BR>
该倍率与基本威力相乘计算。<BR>
顺便一提,本作中怪物在麻痹状态下所受伤害会固定增加。<BR>
但麻痹陷阱造成的并非麻痹状态而是麻木状态,因此不会增加伤害。<BR>
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<BR>
2006/04/25 追记)<BR><BR>
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另外经过测试发现睡眠状态似乎不会影响武器伤害(眠斩无用?),只影响部分特殊伤害。<BR>
已确认睡眠状态下有3倍伤害的来源有小桶爆弹、小桶爆弹、大桶爆弹、大桶爆弹<BR>
支给专用大桶爆弹、电击熊爆弹、爆雷针、击龍枪(战斗街&修雷德城)。<BR>
大型弩弹、大炮弹、飞空爆弹/飞空爆弹G伤害不受睡眠状态影响。<BR>
据此推测睡眠3倍伤害可能限定为“静态伤害来源”具体情况仍需进一步研究。<BR>
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<BR>
2024-03-16 15:22:42 +08:00
2024/03/15 追记)<BR><BR>
进一步测试发现麻痹状态倍率可能因怪物而异,例如一角龙在麻痹测试中未检测到状态追加倍率……<BR>
对所有怪物进行状态追加倍率测试可能较为困难……<BR>
<BR>
2024/03/16 追记)<BR><BR>
</TD>
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</TR>
<TR>
<TD height="30"></TD>
<TD></TD>
<TD class="tb-cell0"></TD>
</TR>
<TR>
<TD id="0009" colspan="3" class="zb-cell0">● <B>肉质与全体防御率对伤害的减轻</B></TD>
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</TR>
<TR>
<TD></TD>
<TD class="tb-cell0"></TD>
<TD class="tb-cell0"></TD>
</TR>
<TR>
<TD valign="top" class="tb-cell0"><BR>
<BR>
<BR>
<BR>
<BR>
<BR>
例:绿色锋利度的龍刀【红莲】对<BR>
雌火龙的头部发动踏步斩时<BR>
170×28%×1.125×90%48.195(通常)<BR>
480÷10×35%16.8(属性)<BR>
合计 64点伤害<BR>
(计算结果舍去小数点以下部分)</TD>
<TD class="tb-cell0" valign="top" colspan="2">根据到此为止的计算结果,计算对怪物的粗伤害,<BR>
要考虑到怪物存在肉质的设定,会减轻受到的伤害。<BR>
通常伤害、属性伤害都会受到肉质影响而减轻。<BR>
减轻程度因不同的怪物部位而异。详情参考 <A href="./monslist/index.html">怪物数据</A> 中肉质相关项目。<BR>
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<BR>
根据肉质对伤害的减轻计算通常伤害与属性伤害合计得到粗伤害后,要得到最终对怪物的总伤害,<BR>
还要考虑怪物在肉质以外还有着全体防御率的设定。<BR>
全体防御率在单机模式下几乎均为100即吸收100%粗伤害,不发生减轻),但在联机模式下以及<BR>
上位等级时会逐渐降低,进一步提高减轻程度,降低受到的总伤害值。<BR>
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<BR>
怪物在愤怒状态下,全体防御率还会降低至约 5/6进一步减轻所受伤害。<BR>
(具体降低程度因怪物而异)</TD>
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</TR>
<TR>
<TD height="30"></TD>
<TD></TD>
<TD class="tb-cell0"></TD>
</TR>
<TR>
<TD id="0010" colspan="3" class="zb-cell0">● <B>打击武器对怪物的气绝效果</B></TD>
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</TR>
<TR>
<TD></TD>
<TD class="tb-cell0"></TD>
<TD class="tb-cell0"></TD>
</TR>
<TR>
<TD valign="top" class="tb-cell0">
<TABLE border="1" cellspacing="0" cellpadding="2" class="cnt-tb2">
<TBODY>
<TR>
<TD class="tb-th2" width="60">武器</TD>
<TD class="tb-th2" width="110">动作</TD>
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<TD class="tb-th2" width="50">气绝值</TD>
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</TR>
<TR>
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<TD class="tb-cell1" rowspan="8">大锤</TD>
<TD class="tb-cell1">拔刀攻击</TD>
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<TD class="tb-cell2">15</TD>
</TR>
<TR>
<TD class="tb-cell1">纵敲1</TD>
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<TD class="tb-cell2">15</TD>
</TR>
<TR>
<TD class="tb-cell1">纵敲2</TD>
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<TD class="tb-cell2">15</TD>
</TR>
<TR>
<TD class="tb-cell1">上敲</TD>
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<TD class="tb-cell2">48</TD>
</TR>
<TR>
<TD class="tb-cell1">横敲</TD>
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<TD class="tb-cell2">15</TD>
</TR>
<TR>
<TD class="tb-cell1">蓄力(小)攻击</TD>
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<TD class="tb-cell2">15</TD>
</TR>
<TR>
<TD class="tb-cell1">蓄力(中)攻击</TD>
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<TD class="tb-cell2">15・15</TD>
</TR>
<TR>
<TD class="tb-cell1">蓄力(大)攻击</TD>
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<TD class="tb-cell2">15・48</TD>
</TR>
<TR>
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<TD class="tb-cell1" rowspan="4">狩猎笛</TD>
<TD class="tb-cell1">拔刀攻击</TD>
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<TD class="tb-cell2">10</TD>
</TR>
<TR>
<TD class="tb-cell1">大地叩击</TD>
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<TD class="tb-cell2">0・14</TD>
</TR>
<TR>
<TD class="tb-cell1">左旋敲击</TD>
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<TD class="tb-cell2">10</TD>
</TR>
<TR>
<TD class="tb-cell1">右旋敲击</TD>
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<TD class="tb-cell2">10</TD>
</TR>
</TBODY>
</TABLE>
上述以外的攻击气绝值全部为0</TD>
<TD class="tb-cell0" valign="top" colspan="2">本作追加了一个机制,即使用打击武器对怪物头部反复攻击后,<BR>
能够使怪物进入气绝状态。概要如下:<BR>
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<BR>
  攻击头部会使怪物蓄积 <B>气绝值</B> ,蓄积的气绝值超过气绝耐性时,怪物进入气绝状态<BR>
  随着时间推移,蓄积的气绝值会逐渐减少<BR>
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<BR>
这一点与玩家受到怪物的连续攻击后进入气绝状态的机制类似。<BR>
对怪物而言,进入气绝状态后,气绝状态的耐性会上升。<BR>
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<BR>
攻击动作的气绝值如左表所示。气绝值与武器的攻击力无关。<BR>
对气绝值蓄积的耐性变化,根据怪物不同而有所差异。<BR>
耐性值与耐性变化请参考 <A href="./monslist/index.html">怪物数据</A><BR>
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<BR>
<BR>
</TD>
</TR>
<TR>
<TD height="30"></TD>
<TD></TD>
<TD class="tb-cell0"></TD>
</TR>
<TR>
<TD id="0011" colspan="3" class="zb-cell0">● <B>玩家的攻击力增加</B></TD>
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</TR>
<TR>
<TD></TD>
<TD class="tb-cell0"></TD>
<TD class="tb-cell0"></TD>
</TR>
<TR>
<TD valign="top" class="tb-cell0">
<TABLE border="1" cellspacing="0" cellpadding="2" class="cnt-tb2">
<TBODY>
<TR>
<TD class="tb-th2" width="154">增加攻击力的手段</TD>
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<TD class="tb-th2" width="70">武器倍率<BR>
增加量</TD>
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</TR>
<TR>
<TD class="tb-cell1">攻击力UP【小】技能</TD>
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<TD class="tb-cell2">3</TD>
</TR>
<TR>
<TD class="tb-cell1">攻击力UP【中】技能</TD>
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<TD class="tb-cell2">5</TD>
</TR>
<TR>
<TD class="tb-cell1">攻击力UP【大】技能</TD>
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<TD class="tb-cell2">10</TD>
</TR>
<TR>
<TD class="tb-cell1">持有力之护符</TD>
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<TD class="tb-cell2">6</TD>
</TR>
<TR>
<TD class="tb-cell1">持有力之爪</TD>
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<TD class="tb-cell2">9</TD>
</TR>
<TR>
<TD class="tb-cell1">料理效果</TD>
<TD class="tb-cell2">3或5</TD>
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</TR>
<TR>
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<TD class="tb-cell1">鬼人药</TD>
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<TD class="tb-cell2">3</TD>
</TR>
<TR>
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<TD class="tb-cell1">鬼人药G</TD>
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<TD class="tb-cell2">5</TD>
</TR>
<TR>
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<TD class="tb-cell1">怪力之种 (180秒)</TD>
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<TD class="tb-cell2">10</TD>
</TR>
<TR>
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<TD class="tb-cell1">怪力药丸 (21秒)</TD>
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<TD class="tb-cell2">25</TD>
</TR>
<TR>
<TD class="tb-cell1">鬼人笛 (180秒)</TD>
<TD class="tb-cell2">10</TD>
</TR>
</TBODY>
</TABLE>
</TD>
<TD class="tb-cell0" valign="top" colspan="2">增加玩家攻击力的手段多种多样大体可分为3个类别。<BR>
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<BR>
  攻击力UP技能的发动、持有提升攻击力的特殊道具力之护符・力之爪<BR>
  2:料理效果、鬼人药・鬼人药G的使用<BR>
  3:怪力之种・怪力药丸・鬼人笛的使用<BR>
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<BR>
类别1在任务中即使力尽倒地效果也不会消失。<BR>
类别2在任务中的效果会由于力尽倒地而消失。<BR>
类别3为限时效果,经过一定的时间后消失。<BR>
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<BR>
对武器倍率的增加量如左表所示。<BR>
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<BR>
类别2与3各组内的效果无法重复叠加。发生重复的场合下,以同组内效果更高者优先。<BR>
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<BR>
例如在料理效果增加5点武器倍率的状态下使用鬼人药武器倍率的增加量仍然是5。<BR>
但是在料理效果增加3点武器倍率的状态下使用鬼人药武器倍率的增加量将变为5。</TD>
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</TR>
</TBODY>
</TABLE>
<BR>
<BR>
Last update : 2006/05/02<BR>
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