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229 lines
8.0 KiB
HTML
229 lines
8.0 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 玩家所受伤害</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>玩家所受伤害</H3>
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<P class="tb-cell0">表示玩家受到怪物等攻击时所受伤害。</P>
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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-cell5">● <B>伤害计算公式</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="80"></TD>
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<TD class="tb-cell0" width="550"></TD>
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</TR>
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<TR>
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<TD class="tb-cell0"></TD>
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<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>
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</TR>
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<TR>
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<TD class="tb-cell0" height="14" rowspan="7"><IMG src="./images/damage.gif" border="0"><BR>
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<BR>
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特定攻击下防御力与伤害的关系</TD>
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<TD valign="top" class="tb-cell0" colspan="2"></TD>
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</TR>
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<TR>
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<TD class="tb-cell0"></TD>
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<TD valign="top" class="tb-cell0">A × B × 80 ÷ ( P + 80 )<BR>
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<BR>
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A:怪物的攻击力<BR>
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B:怪物的攻击力倍率<BR>
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P:玩家防御力的一半</TD>
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</TR>
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<TR>
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<TD valign="top" class="tb-cell0" colspan="2"></TD>
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</TR>
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<TR>
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<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>
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会减轻或增加最终的伤害。<BR>
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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>
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<BR>
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<BR>
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<B>例1</B>:<BR>
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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>
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</TR>
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<TR>
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<TD class="tb-cell0"></TD>
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<TD valign="top" class="tb-cell0">100 ×150% × 80 ÷ ( 93 + 80 ) × 90% = 62 伤害</TD>
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</TR>
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<TR>
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<TD valign="top" class="tb-cell0" colspan="2"><BR>
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<B>例2</B>:<BR>
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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>
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玩家防御力为 186时</TD>
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</TR>
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<TR>
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<TD class="tb-cell0"></TD>
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<TD valign="top" class="tb-cell0">64 ×150% × 80 ÷ ( 93 + 80 ) = 44 伤害</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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</TBODY>
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</TABLE>
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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-cell5">● <B>伤害的自然回复</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="80"></TD>
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<TD class="tb-cell0" width="550"></TD>
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</TR>
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<TR>
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<TD class="tb-cell0"></TD>
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<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>
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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>
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<BR>伤害回复速度+1: 每 2/3 秒回复 1 点<BR>
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伤害回复速度+2: 每 1/2 秒回复 1 点<BR>
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伤害回复速度-1: 每 6 秒回复 1 点<BR>
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伤害回复速度-2: 每 8 秒回复 1 点<BR>
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<BR>活力剂的效果为每次自然回复体力加倍(变为 2 点)。</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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</TBODY>
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</TABLE>
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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-cell5">● <B>攻击附带的威力值与气绝值</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="80"></TD>
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<TD class="tb-cell0" width="550"></TD>
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</TR>
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<TR>
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<TD class="tb-cell0"></TD>
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<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>
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威力值影响以下武器在防御攻击时的反应。<BR>
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<BR>
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<TABLE border="1" cellspacing="0" cellpadding="2" class="cnt-tb1">
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<TBODY>
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<TR>
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<TD class="tb-th1" width="80">武器种类</TD>
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<TD class="tb-th1" width="90">威力值0〜14</TD>
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<TD class="tb-th1" width="90">威力值15〜39</TD>
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<TD class="tb-th1" width="90">威力值40以上</TD>
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</TR>
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<TR>
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<TD class="tb-cell1">重弩+盾</TD>
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<TD class="tb-cell1">原地不动</TD>
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<TD class="tb-cell1">大后退</TD>
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<TD class="tb-cell1">大后退</TD>
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</TR>
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<TR>
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<TD class="tb-cell1">片手剑</TD>
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<TD class="tb-cell1">小后退</TD>
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<TD class="tb-cell1">大后退</TD>
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<TD class="tb-cell1">大后退</TD>
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</TR>
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<TR>
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<TD class="tb-cell1">大剑</TD>
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<TD class="tb-cell1">微后退</TD>
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<TD class="tb-cell1">小收招</TD>
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<TD class="tb-cell1">大后退</TD>
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</TR>
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<TR>
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<TD class="tb-cell1">长枪</TD>
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<TD class="tb-cell1">原地不动</TD>
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<TD class="tb-cell1">原地不动</TD>
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<TD class="tb-cell1">大后退</TD>
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</TR>
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</TBODY>
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</TABLE>
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<BR>
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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>
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<BR>防御性能+1: 威力值减少 10<BR>
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防御性能+2: 威力值减少 20<BR>
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防御性能-1: 威力值增加 5<BR>
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防御性能-2: 威力值增加 10 <BR>
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<BR>
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<BR>
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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>
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蓄积量达到 50 玩家就会进入气绝状态。<BR>
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<BR>
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气绝技能发动时,会影响蓄积量。<BR>
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<BR>
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气绝概率半减: 受到攻击时产生的气绝蓄积量减半<BR>
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气绝无效: 不会蓄积气绝值<BR>
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<BR>
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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>
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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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</TBODY>
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</TABLE>
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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-cell5">● <B>怪物的攻击力・属性・威力・气绝值</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="80"></TD>
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<TD class="tb-cell0" width="550"></TD>
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</TR>
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<TR>
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<TD class="tb-cell0"></TD>
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<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>
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由于数量较多,可能需要一些时间完成,请耐心等待。<BR>
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<BR>
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前作登场的怪物,相关数据几乎没有变动。<BR>
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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>
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与这些怪物战斗时,一定程度上要考虑龍耐性的问题。</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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</TBODY>
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</TABLE>
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<BR>
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<BR>
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Last update : 2006/05/22<BR>
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<BR>
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<BR>
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<BR>
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<BR>
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</BODY>
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</HTML>
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