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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<HTML>
<HEAD>
<META http-equiv="Content-Type" content="text/html; charset=UTF-8">
<META name="GENERATOR" content="IBM WebSphere Studio Homepage Builder Version 9.0.3.0 for Windows">
<META http-equiv="Content-Style-Type" content="text/css">
<TITLE>怪物猎人2解析情报 玩家所受伤害</TITLE>
<LINK rel="stylesheet" href="./table.css" type="text/css">
<SCRIPT src="./scripts/links.js"></SCRIPT>
</HEAD>
<BODY>
<HR>
<TABLE border="0" width="910">
<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">
<!--
ShowLinks(0, 99);
// -->
</SCRIPT>
<HR>
<H3>玩家所受伤害</H3>
<P class="tb-cell0">表示玩家受到怪物等攻击时所受伤害。</P>
<TABLE border="0" width="894">
<TBODY>
<TR>
<TD colspan="3" class="zb-cell5">● <B>伤害计算公式</B></TD>
</TR>
<TR>
<TD width="250"></TD>
<TD class="tb-cell0" width="80"></TD>
<TD class="tb-cell0" width="550"></TD>
</TR>
<TR>
<TD class="tb-cell0"></TD>
<TD valign="top" class="tb-cell0" colspan="2">受到怪物攻击时,玩家所受伤害按照如下公式进行计算。 </TD>
</TR>
<TR>
<TD class="tb-cell0" height="14" rowspan="7"><IMG src="./images/damage.gif" border="0"><BR>
<BR>
特定攻击下防御力与伤害的关系</TD>
<TD valign="top" class="tb-cell0" colspan="2"></TD>
</TR>
<TR>
<TD class="tb-cell0"></TD>
<TD valign="top" class="tb-cell0">A × B × 80 ÷ P 80 <BR>
<BR>
A怪物的攻击力<BR>
B怪物的攻击力倍率<BR>
P玩家防御力的一半</TD>
</TR>
<TR>
<TD valign="top" class="tb-cell0" colspan="2"></TD>
</TR>
<TR>
<TD valign="top" class="tb-cell0" colspan="2">通常来说计算结果代表玩家所受的伤害,但在属性攻击的情况下,还要考虑玩家防具的属性耐性值,<BR>
会减轻或增加最终的伤害。<BR>
例如,耐性值为 +10 时会减轻 10的伤害-5 时会增加 5的伤害。<BR>
<BR>
<BR>
<B>例1</B><BR>
炎王龍的火炎吐息攻击 攻击力100、火属性、攻击力倍率以150计算<BR>玩家防御力为 186火耐性+10时</TD>
</TR>
<TR>
<TD class="tb-cell0"></TD>
<TD valign="top" class="tb-cell0">100 ×150 × 80 ÷ 93 80 × 90 62 伤害</TD>
</TR>
<TR>
<TD valign="top" class="tb-cell0" colspan="2"><BR>
<B>例2</B><BR>
雌火龙的突进攻击 攻击力64无属性攻击力倍率以150计算<BR>
玩家防御力为 186时</TD>
</TR>
<TR>
<TD class="tb-cell0"></TD>
<TD valign="top" class="tb-cell0">64 ×150 × 80 ÷ 93 80 44 伤害</TD>
</TR>
<TR>
<TD height="30"></TD>
<TD></TD>
<TD class="tb-cell0"></TD>
</TR>
</TBODY>
</TABLE>
<TABLE border="0" width="894">
<TBODY>
<TR>
<TD colspan="3" class="zb-cell5">● <B>伤害的自然回复</B></TD>
</TR>
<TR>
<TD width="250"></TD>
<TD class="tb-cell0" width="80"></TD>
<TD class="tb-cell0" width="550"></TD>
</TR>
<TR>
<TD class="tb-cell0"></TD>
<TD valign="top" class="tb-cell0" colspan="2">受到伤害导致体力下降时,大约一半的下降量(红色部分)会随着时间经过自然回复。<BR>
通常情况下,每 2 秒体力自然回复 1 点,以下技能会影响自然回复的速度。<BR>
<BR>伤害回复速度+1 每 2/3 秒回复 1 点<BR>
伤害回复速度+2 每 1/2 秒回复 1 点<BR>
伤害回复速度-1 每 6 秒回复 1 点<BR>
伤害回复速度-2 每 8 秒回复 1 点<BR>
<BR>活力剂的效果为每次自然回复体力加倍(变为 2 点)。</TD>
</TR>
<TR>
<TD height="30"></TD>
<TD></TD>
<TD class="tb-cell0"></TD>
</TR>
</TBODY>
</TABLE>
<TABLE border="0" width="894">
<TBODY>
<TR>
<TD colspan="3" class="zb-cell5">● <B>攻击附带的威力值与气绝值</B></TD>
</TR>
<TR>
<TD width="250"></TD>
<TD class="tb-cell0" width="80"></TD>
<TD class="tb-cell0" width="550"></TD>
</TR>
<TR>
<TD class="tb-cell0"></TD>
<TD valign="top" class="tb-cell0" colspan="2">怪物的攻击还会附带威力值或气绝值。<BR>
威力值影响以下武器在防御攻击时的反应。<BR>
<BR>
<TABLE border="1" cellspacing="0" cellpadding="2" class="cnt-tb1">
<TBODY>
<TR>
<TD class="tb-th1" width="80">武器种类</TD>
<TD class="tb-th1" width="90">威力值0〜14</TD>
<TD class="tb-th1" width="90">威力值15〜39</TD>
<TD class="tb-th1" width="90">威力值40以上</TD>
</TR>
<TR>
<TD class="tb-cell1">重弩+盾</TD>
<TD class="tb-cell1">原地不动</TD>
<TD class="tb-cell1">大后退</TD>
<TD class="tb-cell1">大后退</TD>
</TR>
<TR>
<TD class="tb-cell1">片手剑</TD>
<TD class="tb-cell1">小后退</TD>
<TD class="tb-cell1">大后退</TD>
<TD class="tb-cell1">大后退</TD>
</TR>
<TR>
<TD class="tb-cell1">大剑</TD>
<TD class="tb-cell1">微后退</TD>
<TD class="tb-cell1">小收招</TD>
<TD class="tb-cell1">大后退</TD>
</TR>
<TR>
<TD class="tb-cell1">长枪</TD>
<TD class="tb-cell1">原地不动</TD>
<TD class="tb-cell1">原地不动</TD>
<TD class="tb-cell1">大后退</TD>
</TR>
</TBODY>
</TABLE>
<BR>
防御性能技能发动时,会导致威力值减少或增加(重弩+盾不受防御性能技能影响)。<BR>
<BR>防御性能+1 威力值减少 10<BR>
防御性能+2 威力值减少 20<BR>
防御性能-1 威力值增加 5<BR>
防御性能-2 威力值增加 10 <BR>
<BR>
<BR>
气绝值会随着受到攻击而在玩家体内蓄积。蓄积值会随着时间经过而降低,<BR>
蓄积量达到 50 玩家就会进入气绝状态。<BR>
<BR>
气绝技能发动时,会影响蓄积量。<BR>
<BR>
气绝概率半减: 受到攻击时产生的气绝蓄积量减半<BR>
气绝无效:    不会蓄积气绝值<BR>
<BR>
气绝倍加技能不是影响蓄积量,而是将摆脱气绝状态所需的按键操作量加倍。</TD>
</TR>
<TR>
<TD height="30"></TD>
<TD></TD>
<TD class="tb-cell0"></TD>
</TR>
</TBODY>
</TABLE>
<TABLE border="0" width="894">
<TBODY>
<TR>
<TD colspan="3" class="zb-cell5">● <B>怪物的攻击力・属性・威力・气绝值</B></TD>
</TR>
<TR>
<TD width="250"></TD>
<TD class="tb-cell0" width="80"></TD>
<TD class="tb-cell0" width="550"></TD>
</TR>
<TR>
<TD class="tb-cell0"></TD>
<TD valign="top" class="tb-cell0" colspan="2">怪物的各攻击攻击力・属性・威力・气绝值,将会依次加入 <A href="./monslist/index.html">怪物数据</A> 页面中,<BR>
由于数量较多,可能需要一些时间完成,请耐心等待。<BR>
<BR>
前作登场的怪物,相关数据几乎没有变动。<BR>
本作登场的炎王龍/钢龍等古龍种,突进等大部分物理攻击似乎都带有<B>龍属性</B><BR>
与这些怪物战斗时,一定程度上要考虑龍耐性的问题。</TD>
</TR>
<TR>
<TD height="30"></TD>
<TD></TD>
<TD class="tb-cell0"></TD>
</TR>
</TBODY>
</TABLE>
<BR>
<BR>
Last update : 2006/05/22<BR>
<BR>
<BR>
<BR>
<BR>
</BODY>
</HTML>