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<HR>
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<H3>对怪物的攻击 【近战武器编】</H3>
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<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>
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<b>近战伤害计算公式:</b><BR>
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<b><font size=2>注:由于硬件原因以及武器倍率/面板攻击力显示值在计算中的取整机制,所有涉及小数与乘法的计算结果可能产生偏差</font></b><BR>
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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>
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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>
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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>
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<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>
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各武器的倍率请参考左表。<BR>
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<BR>
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内部伤害计算全部以武器倍率为基准,面板攻击力的数值为武器倍率×倍率后<b>取整</b>。<BR>
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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>
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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>
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<TBODY>
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<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>
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<TD class="tb-th2" width="165">威力(%)</TD>
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</TR>
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<TR>
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<TD class="tb-cell1" rowspan="7" width="60">大剑</TD>
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<TBODY>
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<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>
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<TD class="tb-th2" width="165">威力(%)</TD>
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</TR>
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<TR>
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<TD class="tb-cell1" rowspan="8" width="60">双剑<BR>
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该倍率与基本威力相乘计算。<BR>
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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>
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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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一角龙、角龙由于音爆等效果在地下挣扎的状态不属于落穴状态。<BR>
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<BR>
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(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>
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@ -991,78 +994,88 @@ ShowLinks(0, 99);
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<TABLE border="1" cellspacing="0" cellpadding="2" class="cnt-tb2">
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<TBODY>
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<TR>
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<TD class="tb-th2" width="154">提升攻击力的手段</TD>
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<TD class="tb-th2" width="70">武器倍率<BR>
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<TD class="tb-th2" width="140">提升攻击力的手段</TD>
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<TD class="tb-th2" width="20">类别<BR>
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<TD class="tb-th2" width="60">武器倍率<BR>
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提升量</TD>
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</TR>
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<TR>
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<TD class="tb-cell1">攻击力UP【小】技能</TD>
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<TD class="tb-cell2">+3</TD>
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<TD class="tb-cell2" rowspan="6">1<BR>
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<TD class="tb-cell3">+3</TD>
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</TR>
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<TR>
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<TD class="tb-cell1">攻击力UP【中】技能</TD>
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<TD class="tb-cell2">+5</TD>
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<TD class="tb-cell3">+5</TD>
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</TR>
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<TR>
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<TD class="tb-cell1">攻击力UP【大】技能</TD>
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<TD class="tb-cell2">+10</TD>
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<TD class="tb-cell3">+10</TD>
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</TR>
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<TR>
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<TD class="tb-cell1">火场怪力+2技能<br>(体力低于40%发动)</TD>
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<TD class="tb-cell3">x1.5</TD>
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</TR>
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<TR>
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<TD class="tb-cell1">持有力之护符</TD>
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<TD class="tb-cell2">+6</TD>
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<TD class="tb-cell3">+6</TD>
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</TR>
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<TR>
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<TD class="tb-cell1">持有力之爪</TD>
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<TD class="tb-cell2">+9</TD>
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<TD class="tb-cell3">+9</TD>
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</TR>
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<TR>
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<TD class="tb-cell1">料理效果</TD>
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<TD class="tb-cell2">+3或+5</TD>
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<TD class="tb-cell2" rowspan="3">2<BR>
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<TD class="tb-cell3">+3或+5</TD>
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</TR>
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<TR>
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<TD class="tb-cell1">鬼人药</TD>
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<TD class="tb-cell2">+3</TD>
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<TD class="tb-cell1">鬼人药/鬼人弹</TD>
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<TD class="tb-cell3">+3</TD>
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</TR>
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<TR>
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<TD class="tb-cell1">鬼人药G</TD>
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<TD class="tb-cell2">+5</TD>
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</TR>
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<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>
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</TR>
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<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>
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<TD class="tb-cell3">+5</TD>
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</TR>
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<TR>
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<TD class="tb-cell1">鬼人笛 (180秒)</TD>
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<TD class="tb-cell2">+10</TD>
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<TD class="tb-cell2" rowspan="3">3<BR>
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<TD class="tb-cell3">+10</TD>
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</TR>
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<TR>
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<TD class="tb-cell1">怪力之种 (180秒)</TD>
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<TD class="tb-cell3">+10</TD>
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</TR>
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<TR>
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<TD class="tb-cell1">怪力药丸 (21秒)</TD>
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<TD class="tb-cell3">+25</TD>
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</TR>
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<TR>
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<TD class="tb-cell1">笛旋律攻击小 (90秒)</TD>
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<TD class="tb-cell2">x1.1(近似)</TD>
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<TD class="tb-cell2" rowspan="4">4<BR>
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<TD class="tb-cell3">x1.1</TD>
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</TR>
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<TR>
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<TD class="tb-cell1"> 进一步强化 (+60秒)</TD>
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<TD class="tb-cell2">x1.15(近似)</TD>
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<TD class="tb-cell3">x1.15</TD>
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</TR>
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<TR>
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<TD class="tb-cell1">笛旋律攻击大 (60秒)</TD>
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<TD class="tb-cell2">x1.15(近似)</TD>
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<TD class="tb-cell3">x1.15</TD>
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</TR>
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<TR>
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<TD class="tb-cell1"> 进一步强化 (+30秒)</TD>
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<TD class="tb-cell2">x1.25(近似)</TD>
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<TD class="tb-cell3">x1.25</TD>
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</TR>
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</TR>
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</TBODY>
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</TABLE>
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</TD>
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<TD class="tb-cell0" valign="top" colspan="2">提升玩家攻击力的手段多种多样,大体可分为4个类别。<BR>
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<BR>
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1: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>
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2:料理效果、鬼人药・鬼人药G的使用<BR>
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3:怪力之种・怪力药丸・鬼人笛的使用<BR>
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1:攻击力UP、火场怪力+2技能效果的发动、持有提升攻击力的特殊道具(力之护符・力之爪)<BR>
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2:料理效果、鬼人药/鬼人弹・鬼人药G的使用<BR>
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3:鬼人笛・怪力之种・怪力药丸的使用<BR>
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4:狩猎笛旋律效果(参考 <A href="./senritsu.html">狩猎笛旋律一览</A>)<BR>
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<BR>
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类别1在任务中即使力尽倒地效果也不会消失。<BR>
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<BR>
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对武器倍率的提升量如左表所示。<BR>
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<BR>
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类别2与3各组内的效果无法重复叠加。<BR>
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发生重复的场合下,类别2以同组内效果更高者优先,类别3则是新效果覆盖旧效果。<BR>
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类别2、3、4各组内的效果无法重复叠加,每组只能存在1个。<BR>
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发生重复的场合下,类别2以同组内提升效果更高者优先,类别3则是新效果覆盖旧效果,<BR>
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类别4以同组内等级更高者优先,表格中效果等级为升序排列。<BR>
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<BR>
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例如,在料理效果增加5点武器倍率的状态下使用鬼人药,武器倍率的提升量仍然是+5。<BR>
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但是,在料理效果增加3点武器倍率的状态下使用鬼人药G,武器倍率的提升量将变为+5。<BR>
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使用怪力药丸增加25点武器倍率后使用怪力种子,武器倍率的提升量将变为+10。<BR><BR>
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注:太刀的满练气槽触发的武器倍率提升量等同于怪力药丸,持续时间至练气槽开始自然下降(30秒)。</TD>
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使用怪力药丸增加25点武器倍率后使用怪力种子,武器倍率的提升量将变为+10。<BR>
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在玩家A的笛旋律攻击大(x1.15)效果即将结束时,玩家B吹奏笛旋律攻击小+进一步强化(x1.15),<BR>
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不会更新提升效果,攻击提升将在A效果结束时消失,B效果不会生效。<BR>
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相反,玩家B吹奏笛旋律攻击小+进一步强化(x1.15)的效果即将结束时,玩家A吹奏笛旋律攻击大(x1.15),此时A效果将立即覆盖B效果,并更新持续时间为60秒。<BR><BR>
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注:太刀满练气槽触发的武器倍率提升量等同于怪力药丸,属类别3,持续时间至练气槽自然下降(30秒)。</TD>
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</TR>
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</TBODY>
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</TABLE>
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