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660 lines
25 KiB
HTML
660 lines
25 KiB
HTML
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
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<HTML>
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<HEAD>
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<META http-equiv="Content-Type" content="text/html; charset=UTF-8">
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<META name="GENERATOR" content="IBM WebSphere Studio Homepage Builder Version 9.0.3.0 for Windows">
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<META http-equiv="Content-Style-Type" content="text/css">
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<TITLE>怪物猎人2解析情报 对怪物的攻击【弓编】</TITLE>
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<LINK rel="stylesheet" href="./table.css" type="text/css">
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<SCRIPT src="./scripts/links.js"></SCRIPT>
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</HEAD>
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<BODY>
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<HR>
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<TABLE border="0" width="910">
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<TBODY>
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<TR>
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<TD width="300" valign="middle" align="center" height="66"><SPAN id="logo"></SPAN></TD>
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<TD valign="top" class="tb-cell0"><SPAN id="links"></SPAN></TD>
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<TD width="150" class="tb-cell0"><SPAN id="counter"></SPAN></TD>
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</TR>
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</TBODY>
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</TABLE>
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<SCRIPT language="JavaScript">
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<!--
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ShowLinks(0, 99);
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// -->
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</SCRIPT>
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<HR>
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<H3>对怪物的攻击 【弓编】</H3>
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<P class="tb-cell0">表示本作追加的弓对怪物造成的伤害。</P>
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<b>弓伤害计算公式:</b><BR>
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<b><font size=2>注:由于硬件原因以及各种数值在计算中可能出现的取整机制,所有涉及小数与乘法的计算结果可能产生偏差</font></b><BR><BR>
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箭矢通常伤害(期望值)=武器倍率×箭矢威力%×强击瓶箭矢倍率×蓄力阶段威力修正×飞行时间威力修正×肉质(弹)%×状态追加倍率×全体防御率×会心期望<BR>
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箭矢属性伤害=面板属性值÷10×属性蓄力倍率×对应属性肉质%×全体防御率<BR>
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近战通常伤害=武器倍率×近战威力%×强击瓶近战倍率×近战攻击吸收率×状态追加倍率×全体防御率×会心期望<BR>
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近战属性伤害=面板属性值÷10×属性近战倍率×对应属性肉质%×全体防御率<BR>
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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>
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近战攻击吸收率=对应部位肉质(切断)%与肉质(打击)%较高者 <b>(近战攻击吸收率小于25%时发生弹刀)</b><BR><BR>
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<TABLE border="0" width="894">
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<TBODY>
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<TR>
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<TD colspan="3" class="zb-cell0">● <B>武器倍率</B></TD>
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</TR>
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<TR>
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<TD width="250"></TD>
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<TD class="tb-cell0" width="150"></TD>
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<TD class="tb-cell0" width="480"></TD>
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</TR>
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<TR>
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<TD valign="top" class="tb-cell0">
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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="110">武器的种类</TD>
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<TD class="tb-th2" width="70">倍率</TD>
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</TR>
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<TR>
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<TD class="tb-cell1">大剑/太刀</TD>
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<TD class="tb-cell2">4.8</TD>
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</TR>
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<TR>
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<TD class="tb-cell1">片手剑/双剑</TD>
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<TD class="tb-cell2">1.4</TD>
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</TR>
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<TR>
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<TD class="tb-cell1">大锤/狩猎笛</TD>
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<TD class="tb-cell2">5.2</TD>
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</TR>
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<TR>
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<TD class="tb-cell1">长枪/铳枪</TD>
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<TD class="tb-cell2">2.3</TD>
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</TR>
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<TR>
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<TD class="tb-cell1">枪弩/弓</TD>
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<TD class="tb-cell2">1.2</TD>
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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">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。对弓而言是攻击力除以 1.2 。<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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因此,弓面板攻击力的增加量为武器倍率增加量的 1.2倍。</TD>
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</TR>
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<TR>
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<TD height="30"></TD>
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<TD></TD>
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<TD class="tb-cell0"></TD>
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</TR>
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<TR>
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<TD colspan="3" class="zb-cell0">● <B>箭矢威力</B></TD>
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</TR>
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<TR>
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<TD></TD>
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<TD class="tb-cell0"></TD>
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<TD class="tb-cell0"></TD>
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</TR>
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<TR>
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<TD valign="top" class="tb-cell0">
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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="85">类型</TD>
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<TD class="tb-th2" width="105">威力(%)</TD>
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</TR>
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<TR>
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<TD class="tb-cell2">连射LV1</TD>
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<TD class="tb-cell2">12</TD>
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</TR>
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<TR>
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<TD class="tb-cell2">连射LV2</TD>
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<TD class="tb-cell2">12+5</TD>
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</TR>
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<TR>
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<TD class="tb-cell2">连射LV3</TD>
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<TD class="tb-cell2">12+5+4</TD>
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</TR>
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<TR>
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<TD class="tb-cell2">连射LV4</TD>
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<TD class="tb-cell2">12+5+4+2</TD>
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</TR>
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<TR>
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<TD class="tb-cell2">扩散LV1</TD>
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<TD class="tb-cell2">4+3+3</TD>
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</TR>
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<TR>
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<TD class="tb-cell2">扩散LV2</TD>
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<TD class="tb-cell2">5+4+4</TD>
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</TR>
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<TR>
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<TD class="tb-cell2">扩散LV3</TD>
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<TD class="tb-cell2">4+4+4+3+3</TD>
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</TR>
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<TR>
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<TD class="tb-cell2">扩散LV4</TD>
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<TD class="tb-cell2">5+4+4+3+3</TD>
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</TR>
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<TR>
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<TD class="tb-cell2">贯通LV1</TD>
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<TD class="tb-cell2">6×3次判定</TD>
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</TR>
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<TR>
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<TD class="tb-cell2">贯通LV2</TD>
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<TD class="tb-cell2">6×4次判定</TD>
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</TR>
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<TR>
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<TD class="tb-cell2">贯通LV3</TD>
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<TD class="tb-cell2">6×5次判定</TD>
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</TR>
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<TR>
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<TD class="tb-cell2">贯通LV4</TD>
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<TD class="tb-cell2">6×6次判定</TD>
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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">弓的箭矢分为连射、扩散、贯通3种,各自还有LV1〜LV4的等级之分。<BR>
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<BR>
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连射: 沿准星方向同时射出1〜4支箭矢。射出的箭矢数随连射等级提高而增加<BR>
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扩散: 以放射形态射出多支箭矢。射出的箭矢数随扩散等级提高而增加<BR>
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贯通: 射出具有贯通能力的箭矢。箭矢的命中判定次数随贯通等级提高而增加<BR>
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<BR>
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弓的种类决定了可发射的箭矢种类/等级。<BR>
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箭矢种类与等级对应的威力参考左表。<BR>
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<B>武器倍率</B>与各弹种的<B>威力(以%计算)</B>相乘,就得到了<B>基本威力</B>。<BR>
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(射出多支箭矢时,每支的威力单独列出)<BR>
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<BR>
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安装强击瓶时,箭矢的威力提升至 1.5倍。</TD>
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</TR>
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<TR>
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<TD height="30"></TD>
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<TD></TD>
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<TD class="tb-cell0"></TD>
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</TR>
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<TR>
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<TD colspan="3" class="zb-cell0">● <B>蓄力阶段的基本威力修正</B></TD>
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</TR>
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<TR>
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<TD></TD>
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<TD class="tb-cell0"></TD>
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<TD class="tb-cell0"></TD>
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</TR>
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<TR>
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<TD valign="top" class="tb-cell0">
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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="90">蓄力阶段</TD>
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<TD class="tb-th2" width="100">基本威力倍率</TD>
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</TR>
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<TR>
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<TD class="tb-cell2">1</TD>
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<TD class="tb-cell2">0.4</TD>
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</TR>
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<TR>
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<TD class="tb-cell2">2</TD>
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<TD class="tb-cell2">1.0</TD>
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</TR>
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<TR>
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<TD class="tb-cell2">3</TD>
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<TD class="tb-cell2">1.5</TD>
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</TR>
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<TR>
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<TD class="tb-cell2">4</TD>
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<TD class="tb-cell2">1.5</TD>
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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">同种类/等级的箭矢,基本威力会随着蓄力等级而变化。<BR>
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左表为蓄力阶段的基本威力倍率。<BR>
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(蓄力阶段4在装填数UP技能发动时可用)</TD>
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</TR>
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<TR>
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<TD height="30"></TD>
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<TD></TD>
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<TD class="tb-cell0"></TD>
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</TR>
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<TR>
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<TD colspan="3" class="zb-cell0">● <B>飞行时间的基本威力修正</B></TD>
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</TR>
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<TR>
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<TD></TD>
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<TD class="tb-cell0"></TD>
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<TD class="tb-cell0"></TD>
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</TR>
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<TR>
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<TD valign="top" class="tb-cell0" height="25"></TD>
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<TD class="tb-cell0" valign="top" colspan="2">箭矢在射出后,威力随时间的变化如下图所示。</TD>
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</TR>
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<TR>
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<TD></TD>
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<TD colspan="2"><IMG src="./images/yumi.gif"border="0"></TD>
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</TR>
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<TR>
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<TD height="30"></TD>
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<TD></TD>
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<TD class="tb-cell0"></TD>
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</TR>
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<TR>
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<TD colspan="3" class="zb-cell0">● <B>会心率</B></TD>
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</TR>
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<TR>
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<TD></TD>
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<TD class="tb-cell0"></TD>
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<TD class="tb-cell0"></TD>
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</TR>
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<TR>
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<TD valign="top" class="tb-cell0"></TD>
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<TD class="tb-cell0" valign="top" colspan="2">弓存在会心率的设定。<BR>
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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>
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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>
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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>
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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>
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<TR>
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<TD height="30"></TD>
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<TD></TD>
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<TD class="tb-cell0"></TD>
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</TR>
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<TR>
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<TD colspan="3" class="zb-cell0"><B>● 通常属性的追加伤害</B></TD>
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</TR>
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<TR>
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<TD></TD>
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<TD class="tb-cell0"></TD>
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<TD class="tb-cell0"></TD>
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</TR>
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<TR>
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<TD valign="top" class="tb-cell0">
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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="90">蓄力阶段</TD>
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<TD class="tb-th2" colspan="2">蓄力倍率</TD>
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</TR>
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<TR>
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<TD class="tb-cell2">1</TD>
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<TD class="tb-cell31" width="72">0.5 倍</TD>
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<TD class="tb-cell3" width="20"> </TD>
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</TR>
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<TR>
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<TD class="tb-cell2">2</TD>
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<TD class="tb-cell31">0.75 倍</TD>
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<TD class="tb-cell3"> </TD>
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</TR>
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<TR>
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<TD class="tb-cell2">3</TD>
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<TD class="tb-cell31">1.0 倍</TD>
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<TD class="tb-cell3"> </TD>
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</TR>
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<TR>
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<TD class="tb-cell2">4</TD>
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<TD class="tb-cell31">1.125 倍</TD>
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<TD class="tb-cell3"> </TD>
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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">附带通常属性(火/水/雷/龍/冰)的弓在攻击时,在通常伤害的基础上还会追加属性伤害。<BR>
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状态面板显示的属性值为实际属性值的10倍。<BR>
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因此,属性伤害量按照 显示属性值÷10×蓄力倍率 进行计算。<BR>
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蓄力倍率如左表所示。</TD>
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</TR>
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<TR>
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<TD height="30"></TD>
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<TD></TD>
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<TD class="tb-cell0"></TD>
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</TR>
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<TR>
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<TD colspan="3" class="zb-cell0">● <B>状态异常属性瓶的安装</B></TD>
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</TR>
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<TR>
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<TD></TD>
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<TD class="tb-cell0"></TD>
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<TD class="tb-cell0"></TD>
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</TR>
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<TR>
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<TD valign="top" class="tb-cell0">
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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="85">类型</TD>
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<TD class="tb-th2" width="105">属性值</TD>
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</TR>
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<TR>
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<TD class="tb-cell2">连射LV1</TD>
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<TD class="tb-cell2">13</TD>
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</TR>
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<TR>
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<TD class="tb-cell2">连射LV2</TD>
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<TD class="tb-cell2">7×2支</TD>
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</TR>
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<TR>
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<TD class="tb-cell2">连射LV3</TD>
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<TD class="tb-cell2">5×3支</TD>
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</TR>
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<TR>
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<TD class="tb-cell2">连射LV4</TD>
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<TD class="tb-cell2">4×4支</TD>
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</TR>
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<TR>
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<TD class="tb-cell2">扩散LV1</TD>
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<TD class="tb-cell2">5×3支</TD>
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</TR>
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<TR>
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<TD class="tb-cell2">扩散LV2</TD>
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<TD class="tb-cell2">6×3支</TD>
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</TR>
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<TR>
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<TD class="tb-cell2">扩散LV3</TD>
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<TD class="tb-cell2">4×5支</TD>
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</TR>
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<TR>
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<TD class="tb-cell2">扩散LV4</TD>
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<TD class="tb-cell2">4×5支</TD>
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</TR>
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<TR>
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<TD class="tb-cell2">贯通LV1</TD>
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<TD class="tb-cell2">5×判定数</TD>
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</TR>
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<TR>
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<TD class="tb-cell2">贯通LV2</TD>
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<TD class="tb-cell2">4×判定数</TD>
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</TR>
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<TR>
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<TD class="tb-cell2">贯通LV3</TD>
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<TD class="tb-cell2">4×判定数</TD>
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</TR>
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<TR>
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<TD class="tb-cell2">贯通LV4</TD>
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<TD class="tb-cell2">4×判定数</TD>
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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">弓在安装状态异常属性 (毒・麻痹・睡眠) 瓶时,射出的箭矢会附加状态异常属性。<BR>
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(安装状态异常属性瓶时,弓原本附带的通常属性会被覆盖而无效化)<BR>
|
||
属性值如左表所示。 射出多支箭矢时,每支都会附带属性值。<BR>
|
||
<BR>
|
||
发动状态异常攻击强化技能时,状态异常属性值上升至 1.125倍。<BR>
|
||
此外,蓄力阶段为1时状态异常属性值减半(状态异常蓄力倍率=0.5)。</TD>
|
||
</TR>
|
||
<TR>
|
||
<TD height="30"></TD>
|
||
<TD></TD>
|
||
<TD class="tb-cell0"></TD>
|
||
</TR>
|
||
<TR>
|
||
<TD colspan="3" class="zb-cell0">● <B>弓的近战攻击</B></TD>
|
||
</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="105">动作</TD>
|
||
<TD class="tb-th2" width="85">威力(%)</TD>
|
||
</TR>
|
||
<TR>
|
||
<TD class="tb-cell1">横扫</TD>
|
||
<TD class="tb-cell2">10</TD>
|
||
</TR>
|
||
<TR>
|
||
<TD class="tb-cell1">纵劈</TD>
|
||
<TD class="tb-cell2">18</TD>
|
||
</TR>
|
||
</TBODY>
|
||
</TABLE>
|
||
</TD>
|
||
<TD class="tb-cell0" valign="top" colspan="2">弓的近战攻击,同时具有“切断”与“打击”的攻击系统,需按照对应肉质分别计算二者的伤害,<BR>
|
||
以较高值为最终的通常伤害。<BR>
|
||
<BR>
|
||
近战攻击的威力威力如左表所示。<B>武器倍率</B>与<B>威力(以%计算)</B>相乘,就得到了<B>基本威力</B>。<BR>
|
||
附带通常属性时也会追加属性伤害。<BR>
|
||
属性伤害基本威力为 面板显示属性值÷10×0.5 ,即 属性近战倍率=0.5。<BR>
|
||
<BR>
|
||
安装强击瓶时,近战攻击的威力提升至 1.5倍。<BR>
|
||
安装状态异常属性瓶时,近战攻击与箭矢一样,原本的通常属性会被覆盖无效化,变为附加状态异常属性。<BR>
|
||
近战攻击的状态异常属性值固定为 2 ,与其他近战武器不同,每次攻击都会发动。<BR>
|
||
<BR>
|
||
进行近战攻击时,不会消耗安装的各种瓶。</TD>
|
||
</TR>
|
||
<TR>
|
||
<TD height="30"></TD>
|
||
<TD></TD>
|
||
<TD class="tb-cell0"></TD>
|
||
</TR>
|
||
<TR>
|
||
<TD colspan="3" class="zb-cell0">● <B>伤害的状态追加</B></TD>
|
||
</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>
|
||
<TD class="tb-th2" width="55">倍率<BR>(存疑)</TD>
|
||
</TR>
|
||
<TR>
|
||
<TD class="tb-cell1">麻痹状态中</TD>
|
||
<TD class="tb-cell3">1.1倍 </TD>
|
||
</TR>
|
||
<TR>
|
||
<TD class="tb-cell1">岩石拟态中 (岩龙)</TD>
|
||
<TD class="tb-cell3">1.1倍 </TD>
|
||
</TR>
|
||
<TR>
|
||
<TD class="tb-cell1">进食中<BR>(大名盾蟹/将军镰蟹)</TD>
|
||
<TD class="tb-cell3">1.1倍 </TD>
|
||
</TR>
|
||
<TR>
|
||
<TD class="tb-cell1">落穴 (陷落期间)</TD>
|
||
<TD class="tb-cell3">1.1倍 </TD>
|
||
</TR>
|
||
<TR>
|
||
<TD class="tb-cell1">睡眠状态中 (首次攻击)</TD>
|
||
<TD class="tb-cell3">3.0倍 </TD>
|
||
</TR>
|
||
<TR>
|
||
<TD class="tb-cell1">待补充…</TD>
|
||
<TD class="tb-cell3">… </TD>
|
||
</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>
|
||
该倍率影响除属性伤害外的其他所有攻击伤害系统。<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>
|
||
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>
|
||
<BR>
|
||
(2006/04/25 追记)<BR><BR>
|
||
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3倍伤害的来源有:小桶爆弹、小桶爆弹G、大桶爆弹、大桶爆弹G、<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>
|
||
<BR>
|
||
(2024/03/15 追记)<BR><BR>
|
||
进一步测试发现状态追加倍率可能因怪物而异,例如角龙/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>
|
||
</TR>
|
||
<TR>
|
||
<TD height="30"></TD>
|
||
<TD></TD>
|
||
<TD class="tb-cell0"></TD>
|
||
</TR>
|
||
<TR>
|
||
<TD colspan="3" class="zb-cell0">● <B>肉质与全体防御率对伤害的减轻</B></TD>
|
||
</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">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,通常会减轻受到的伤害。<BR>
|
||
弓的通常伤害、属性伤害都会受到肉质影响。<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><BR>
|
||
弓射出的箭矢全部按照“弹”系统进行肉质计算。<BR>
|
||
<BR>
|
||
根据肉质对伤害的影响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>
|
||
<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>
|
||
(具体是否降低与降低程度因怪物而异)</TD>
|
||
</TR>
|
||
<TR>
|
||
<TD height="30"></TD>
|
||
<TD></TD>
|
||
<TD class="tb-cell0"></TD>
|
||
</TR>
|
||
<TR>
|
||
<TD colspan="3" class="zb-cell0">● <B>玩家的攻击力提升</B></TD>
|
||
</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="140">提升攻击力的手段</TD>
|
||
<TD class="tb-th2" width="20">类别<BR>
|
||
<TD class="tb-th2" width="60">武器倍率<BR>
|
||
提升量</TD>
|
||
</TR>
|
||
<TR>
|
||
<TD class="tb-cell1">攻击力UP【小】技能</TD>
|
||
<TD class="tb-cell2" rowspan="6">1<BR>
|
||
<TD class="tb-cell3">+3</TD>
|
||
</TR>
|
||
<TR>
|
||
<TD class="tb-cell1">攻击力UP【中】技能</TD>
|
||
<TD class="tb-cell3">+5</TD>
|
||
</TR>
|
||
<TR>
|
||
<TD class="tb-cell1">攻击力UP【大】技能</TD>
|
||
<TD class="tb-cell3">+10</TD>
|
||
</TR>
|
||
<TR>
|
||
<TD class="tb-cell1">火场怪力+2技能<br>(体力低于40%发动)</TD>
|
||
<TD class="tb-cell3">x1.5</TD>
|
||
</TR>
|
||
<TR>
|
||
<TD class="tb-cell1">持有力之护符</TD>
|
||
<TD class="tb-cell3">+6</TD>
|
||
</TR>
|
||
<TR>
|
||
<TD class="tb-cell1">持有力之爪</TD>
|
||
<TD class="tb-cell3">+9</TD>
|
||
</TR>
|
||
<TR>
|
||
<TD class="tb-cell1">料理效果</TD>
|
||
<TD class="tb-cell2" rowspan="3">2<BR>
|
||
<TD class="tb-cell3">+3或+5</TD>
|
||
</TR>
|
||
<TR>
|
||
<TD class="tb-cell1">鬼人药/鬼人弹</TD>
|
||
<TD class="tb-cell3">+3</TD>
|
||
</TR>
|
||
<TR>
|
||
<TD class="tb-cell1">鬼人药G</TD>
|
||
<TD class="tb-cell3">+5</TD>
|
||
</TR>
|
||
<TR>
|
||
<TD class="tb-cell1">鬼人笛 (180秒)</TD>
|
||
<TD class="tb-cell2" rowspan="3">3<BR>
|
||
<TD class="tb-cell3">+10</TD>
|
||
</TR>
|
||
<TR>
|
||
<TD class="tb-cell1">怪力之种 (180秒)</TD>
|
||
<TD class="tb-cell3">+10</TD>
|
||
</TR>
|
||
<TR>
|
||
<TD class="tb-cell1">怪力药丸 (21秒)</TD>
|
||
<TD class="tb-cell3">+25</TD>
|
||
</TR>
|
||
<TR>
|
||
<TD class="tb-cell1">笛旋律攻击小 (90秒)</TD>
|
||
<TD class="tb-cell2" rowspan="4">4<BR>
|
||
<TD class="tb-cell3">x1.1</TD>
|
||
</TR>
|
||
<TR>
|
||
<TD class="tb-cell1">└ 进一步强化 (+60秒)</TD>
|
||
<TD class="tb-cell3">x1.15</TD>
|
||
</TR>
|
||
<TR>
|
||
<TD class="tb-cell1">笛旋律攻击大 (60秒)</TD>
|
||
<TD class="tb-cell3">x1.15</TD>
|
||
</TR>
|
||
<TR>
|
||
<TD class="tb-cell1">└ 进一步强化 (+30秒)</TD>
|
||
<TD class="tb-cell3">x1.25</TD>
|
||
</TR>
|
||
</TBODY>
|
||
</TABLE>
|
||
</TD>
|
||
<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>
|
||
<BR>
|
||
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>
|
||
2:料理效果、鬼人药/鬼人弹・鬼人药G的使用<BR>
|
||
3:鬼人笛・怪力之种・怪力药丸的使用<BR>
|
||
4:狩猎笛旋律效果(参考 <A href="./senritsu.html">狩猎笛旋律一览</A>)<BR>
|
||
<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、4为限时效果,经过一定的时间后消失。<BR>
|
||
<BR>
|
||
对武器倍率的提升量如左表所示。<BR>
|
||
<BR>
|
||
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>
|
||
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>
|
||
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>
|
||
<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,武器倍率的提升量仍然是+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G,武器倍率的提升量将变为+5。<BR>
|
||
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>
|
||
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>
|
||
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>
|
||
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>
|
||
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>
|
||
</TR>
|
||
</TBODY>
|
||
</TABLE>
|
||
<BR>
|
||
<BR>
|
||
Last update : 2011/11/05<BR>
|
||
<BR>
|
||
<BR>
|
||
<BR>
|
||
<BR>
|
||
|
||
|
||
</BODY>
|
||
</HTML>
|