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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">
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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>
<LINK rel="stylesheet" href="./table.css" type="text/css">
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<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>
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</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">表示玩家的近战攻击对怪物造成的伤害。</P>
<b>近战伤害计算公式:</b><BR>
<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>
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>
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>
<TABLE border="0" width="894">
<TBODY>
<TR>
<TD id="0001" colspan="3" class="zb-cell0">● <B>武器倍率</B></TD>
</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>
<TD class="tb-th2" width="70">倍率</TD>
</TR>
<TR>
<TD class="tb-cell1">大剑/太刀</TD>
<TD class="tb-cell2">4.8</TD>
</TR>
<TR>
<TD class="tb-cell1">片手剑/双剑</TD>
<TD class="tb-cell2">1.4</TD>
</TR>
<TR>
<TD class="tb-cell1">大锤/狩猎笛</TD>
<TD class="tb-cell2">5.2</TD>
</TR>
<TR>
<TD class="tb-cell1">长枪/铳枪</TD>
<TD class="tb-cell2">2.3</TD>
</TR>
<TR>
<TD class="tb-cell1">枪弩/弓</TD>
<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>
<BR>
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>
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>
</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>
</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>
<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>
<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>
  片手剑固有威力修正 120长枪“打”类型修正为 72铳枪固有威力修正 95<BR>
<BR>
除上述情况以外,武器威力修正一律按照 100 进行计算。</TD>
</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>
<TD class="tb-th2" colspan="2">攻击动作</TD>
<TD class="tb-th2" width="165">威力(%</TD>
<TD class="tb-th2" width="52">类型</TD>
</TR>
<TR>
<TD class="tb-cell1" rowspan="7" width="60">大剑</TD>
<TD class="tb-cell1" width="120">拔刀攻击</TD>
<TD class="tb-cell2">48</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">纵斩</TD>
<TD class="tb-cell2">48</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">横斩</TD>
<TD class="tb-cell2">36</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">上斩</TD>
<TD class="tb-cell2">46</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">蓄力斩(阶段1)</TD>
<TD class="tb-cell2">65</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">蓄力斩(阶段2)</TD>
<TD class="tb-cell2">80</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">蓄力斩(阶段3)</TD>
<TD class="tb-cell2">110</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1" rowspan="8">片手剑</TD>
<TD class="tb-cell1">拔刀攻击</TD>
<TD class="tb-cell2">18</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">跳斩</TD>
<TD class="tb-cell2">18</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">前斩</TD>
<TD class="tb-cell2">14</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">横斩</TD>
<TD class="tb-cell2">12</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">剑盾连击</TD>
<TD class="tb-cell2">8+12</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">回旋斩</TD>
<TD class="tb-cell2">24</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">上斩</TD>
<TD class="tb-cell2">15</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">防御攻击</TD>
<TD class="tb-cell2">14</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1" rowspan="10">长枪</TD>
<TD class="tb-cell1">拔刀攻击</TD>
<TD class="tb-cell2">28</TD>
<TD class="tb-cell2">斩+打</TD>
</TR>
<TR>
<TD class="tb-cell1">中段突刺1</TD>
<TD class="tb-cell2">23</TD>
<TD class="tb-cell2">斩+打</TD>
</TR>
<TR>
<TD class="tb-cell1">中段突刺2</TD>
<TD class="tb-cell2">23</TD>
<TD class="tb-cell2">斩+打</TD>
</TR>
<TR>
<TD class="tb-cell1">中段突刺3</TD>
<TD class="tb-cell2">30</TD>
<TD class="tb-cell2">斩+打</TD>
</TR>
<TR>
<TD class="tb-cell1">上段突刺1</TD>
<TD class="tb-cell2">28</TD>
<TD class="tb-cell2">斩+打</TD>
</TR>
<TR>
<TD class="tb-cell1">上段突刺2</TD>
<TD class="tb-cell2">28</TD>
<TD class="tb-cell2">斩+打</TD>
</TR>
<TR>
<TD class="tb-cell1">上段突刺3</TD>
<TD class="tb-cell2">30</TD>
<TD class="tb-cell2">斩+打</TD>
</TR>
<TR>
<TD class="tb-cell1">突进</TD>
<TD class="tb-cell2">20 ×每次判定</TD>
<TD class="tb-cell2">斩+打</TD>
</TR>
<TR>
<TD class="tb-cell1">终结突刺</TD>
<TD class="tb-cell2">40</TD>
<TD class="tb-cell2">斩+打</TD>
</TR>
<TR>
<TD class="tb-cell1">防御攻击</TD>
<TD class="tb-cell2">20</TD>
<TD class="tb-cell2">斩+打</TD>
</TR>
<TR>
<TD class="tb-cell1" rowspan="9">大锤</TD>
<TD class="tb-cell1">拔刀攻击</TD>
<TD class="tb-cell2">20</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">纵敲1</TD>
<TD class="tb-cell2">52</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">纵敲2</TD>
<TD class="tb-cell2">20</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">上敲</TD>
<TD class="tb-cell2">100</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">横敲</TD>
<TD class="tb-cell2">15</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">回旋攻击</TD>
<TD class="tb-cell2">20+10+10+10+10+10+40</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">蓄力(小)攻击</TD>
<TD class="tb-cell2">45</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">蓄力(中)攻击</TD>
<TD class="tb-cell2">45+35</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">蓄力(大)攻击</TD>
<TD class="tb-cell2">20+76</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1" rowspan="2"></TD>
<TD class="tb-cell1">横扫</TD>
<TD class="tb-cell2">10</TD>
<TD class="tb-cell2">斩+打</TD>
</TR>
<TR>
<TD class="tb-cell1">纵斩</TD>
<TD class="tb-cell2">18</TD>
<TD class="tb-cell2">斩+打</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>
<TD class="tb-cell0" valign="bottom">
<TABLE border="1" cellspacing="0" cellpadding="2" class="cnt-tb2">
<TBODY>
<TR>
<TD class="tb-th2" colspan="2">攻击动作</TD>
<TD class="tb-th2" width="165">威力(%</TD>
<TD class="tb-th2" width="52">类型</TD>
</TR>
<TR>
<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>
<TD class="tb-cell2">12+6</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">切裂斩</TD>
<TD class="tb-cell2">12+6</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">下斩</TD>
<TD class="tb-cell2">14</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">斜向斩1</TD>
<TD class="tb-cell2">8+6</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">斜向斩2</TD>
<TD class="tb-cell2">5+7+16</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">左回旋斩</TD>
<TD class="tb-cell2">10+8+6</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">右回旋斩</TD>
<TD class="tb-cell2">10+8+6</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">上斩</TD>
<TD class="tb-cell2">15</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1" rowspan="7">双剑<BR>
(鬼人)</TD>
<TD class="tb-cell1">下斩</TD>
<TD class="tb-cell2">18</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">斜向斩1</TD>
<TD class="tb-cell2">10+8</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">斜向斩2</TD>
<TD class="tb-cell2">6+9+21</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">左回旋斩</TD>
<TD class="tb-cell2">13+10+8×2回</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">右回旋斩</TD>
<TD class="tb-cell2">13+10+8×2回</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">上斩</TD>
<TD class="tb-cell2">20</TD>
<TD class="tb-cell2"></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>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1" rowspan="10">太刀</TD>
<TD class="tb-cell1">拔刀攻击</TD>
<TD class="tb-cell2">28</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">踏步斩</TD>
<TD class="tb-cell2">28</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">纵斩</TD>
<TD class="tb-cell2">23</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">袈裟斩</TD>
<TD class="tb-cell2">24</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">突刺</TD>
<TD class="tb-cell2">14</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">上斩</TD>
<TD class="tb-cell2">18</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">气刃斩(无气)</TD>
<TD class="tb-cell2">16</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">气刃斩1</TD>
<TD class="tb-cell2">30</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">气刃斩2</TD>
<TD class="tb-cell2">36</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">气刃斩3</TD>
<TD class="tb-cell2">18+24+10</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1" rowspan="9">铳枪</TD>
<TD class="tb-cell1">拔刀攻击</TD>
<TD class="tb-cell2">34</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">踏步上突刺</TD>
<TD class="tb-cell2">34</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">前方突刺1</TD>
<TD class="tb-cell2">21</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">前方突刺2</TD>
<TD class="tb-cell2">21</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">前方突刺3</TD>
<TD class="tb-cell2">28</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">上斩</TD>
<TD class="tb-cell2">30</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">上方突刺1</TD>
<TD class="tb-cell2">24</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">上方突刺2</TD>
<TD class="tb-cell2">24</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">上方突刺3</TD>
<TD class="tb-cell2">24</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1" rowspan="12">狩猎笛</TD>
<TD class="tb-cell1">拔刀攻击</TD>
<TD class="tb-cell2">21</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">大地叩击</TD>
<TD class="tb-cell2">10+28</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">左旋敲击</TD>
<TD class="tb-cell2">21</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">右旋敲击</TD>
<TD class="tb-cell2">21</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">柄殴打1</TD>
<TD class="tb-cell2">9</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">柄殴打2</TD>
<TD class="tb-cell2">9</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">柄殴打3</TD>
<TD class="tb-cell2">9</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">开始演奏</TD>
<TD class="tb-cell2">12</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">演奏1</TD>
<TD class="tb-cell2">23</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">演奏2</TD>
<TD class="tb-cell2">18</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">演奏3</TD>
<TD class="tb-cell2">21</TD>
<TD class="tb-cell2"></TD>
</TR>
<TR>
<TD class="tb-cell1">结束演奏</TD>
<TD class="tb-cell2">16</TD>
<TD class="tb-cell2"></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>
</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>
<TABLE border="1" cellspacing="0" cellpadding="2" class="cnt-tb2">
<TBODY>
<TR>
<TD class="tb-th2" width="110">类型</TD>
<TD class="tb-th2" width="50">爆炸<BR>
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>
<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>
<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>
<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>
<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>
<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>
<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>
<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>
<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>
<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>
<TABLE border="1" cellspacing="0" cellpadding="2" class="cnt-tb2">
<TBODY>
<TR>
<TD class="tb-th2" width="65">类型</TD>
<TD class="tb-th2" width="50">爆炸<BR>
威力</TD>
<TD class="tb-th2" width="50">火属性</TD>
</TR>
<TR>
<TD class="tb-cell1">炮击LV1</TD>
<TD class="tb-cell2">12</TD>
<TD class="tb-cell2">18</TD>
</TR>
<TR>
<TD class="tb-cell1">炮击LV2</TD>
<TD class="tb-cell2">16</TD>
<TD class="tb-cell2">24</TD>
</TR>
<TR>
<TD class="tb-cell1">炮击LV3</TD>
<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>
<BR>
爆炸威力属于“无”类型攻击,不受怪物肉质影响,但火属性部分会根据<BR>
肉质(火)减轻伤害。<BR>
<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>
<BR>
炮击在锋利度等级1(橙)及以下时,爆炸威力・火属性值<BR>
均下降至 0.75 倍,即炮击锋利度倍率为 0.75 。<BR>
<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>
</TR>
</TBODY>
</TABLE>
</TD>
</TR>
<TR>
<TD height="30"></TD>
<TD></TD>
<TD class="tb-cell0"></TD>
</TR>
<TR>
<TD id="0004" colspan="3" class="zb-cell0">● <B>会心率</B></TD>
</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">近战攻击存在会心率的设定。<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>
<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>
<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>
</TR>
<TR>
<TD height="30"></TD>
<TD></TD>
<TD class="tb-cell0"></TD>
</TR>
<TR>
<TD id="0005" colspan="3" class="zb-cell0">● <B>锋利度倍率</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="110">锋利度等级</TD>
<TD class="tb-th2" width="70">倍率</TD>
</TR>
<TR>
<TD class="tb-cell1">等级0 (赤)</TD>
<TD class="tb-cell3">0.5倍&nbsp;</TD>
</TR>
<TR>
<TD class="tb-cell1">等级1 (橙)</TD>
<TD class="tb-cell3">0.75倍&nbsp;</TD>
</TR>
<TR>
<TD class="tb-cell1">等级2 (黄)</TD>
<TD class="tb-cell3">1.0倍&nbsp;</TD>
</TR>
<TR>
<TD class="tb-cell1">等级3 (绿)</TD>
<TD class="tb-cell3">1.125倍&nbsp;</TD>
</TR>
<TR>
<TD class="tb-cell1">等级4 (青)</TD>
<TD class="tb-cell3">1.25倍&nbsp;</TD>
</TR>
<TR>
<TD class="tb-cell1">等级5 (白)</TD>
<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>
</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>
</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
<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>
</TR>
<TR>
<TD class="tb-cell1">动作起始</TD>
<TD class="tb-cell3">0.3倍&nbsp;</TD>
</TR>
<TR>
<TD class="tb-cell1">通常命中</TD>
<TD class="tb-cell3">1.0倍&nbsp;</TD>
</TR>
<TR>
<TD class="tb-cell1">动作结束</TD>
<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>
</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>
</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>
<TD class="tb-th2" width="70">倍率</TD>
</TR>
<TR>
<TD class="tb-cell1">等级0 (赤)</TD>
<TD class="tb-cell3">0.25倍&nbsp;</TD>
</TR>
<TR>
<TD class="tb-cell1">等级1 (橙)</TD>
<TD class="tb-cell3">0.5倍&nbsp;</TD>
</TR>
<TR>
<TD class="tb-cell1">等级2 (黄)</TD>
<TD class="tb-cell3">0.75倍&nbsp;</TD>
</TR>
<TR>
<TD class="tb-cell1">等级3 (绿)</TD>
<TD class="tb-cell3">1.0倍&nbsp;</TD>
</TR>
<TR>
<TD class="tb-cell1">等级4 (青)</TD>
<TD class="tb-cell3">1.0625倍&nbsp;</TD>
</TR>
<TR>
<TD class="tb-cell1">等级5 (白)</TD>
<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>
</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>
</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&nbsp;</TD>
</TR>
<TR>
<TD class="tb-cell1">岩石拟态中 (岩龙)</TD>
<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>
<TD class="tb-cell3">1.1倍&nbsp;</TD>
</TR>
<TR>
<TD class="tb-cell1">睡眠中 (首次攻击)</TD>
<TD class="tb-cell3">3.0倍&nbsp;</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>
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>
<BR>
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>
</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>
</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,通常会减轻受到的伤害。<BR>
除爆炸等“无”类型攻击伤害外,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>
<BR>
同时具备“斩”与“打”两种类型的攻击,需按照对应肉质分别计算二者的伤害,以较高值为最终的通常伤害。<BR>
<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>
<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>
</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>
</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>
<TD class="tb-th2" width="50">气绝值</TD>
</TR>
<TR>
<TD class="tb-cell1" rowspan="8">大锤</TD>
<TD class="tb-cell1">拔刀攻击</TD>
<TD class="tb-cell2">15</TD>
</TR>
<TR>
<TD class="tb-cell1">纵敲1</TD>
<TD class="tb-cell2">15</TD>
</TR>
<TR>
<TD class="tb-cell1">纵敲2</TD>
<TD class="tb-cell2">15</TD>
</TR>
<TR>
<TD class="tb-cell1">上敲</TD>
<TD class="tb-cell2">48</TD>
</TR>
<TR>
<TD class="tb-cell1">横敲</TD>
<TD class="tb-cell2">15</TD>
</TR>
<TR>
<TD class="tb-cell1">蓄力(小)攻击</TD>
<TD class="tb-cell2">15</TD>
</TR>
<TR>
<TD class="tb-cell1">蓄力(中)攻击</TD>
<TD class="tb-cell2">15+15</TD>
</TR>
<TR>
<TD class="tb-cell1">蓄力(大)攻击</TD>
<TD class="tb-cell2">15+48</TD>
</TR>
<TR>
<TD class="tb-cell1" rowspan="4">狩猎笛</TD>
<TD class="tb-cell1">拔刀攻击</TD>
<TD class="tb-cell2">10</TD>
</TR>
<TR>
<TD class="tb-cell1">大地叩击</TD>
<TD class="tb-cell2">0+14</TD>
</TR>
<TR>
<TD class="tb-cell1">左旋敲击</TD>
<TD class="tb-cell2">10</TD>
</TR>
<TR>
<TD class="tb-cell1">右旋敲击</TD>
<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>
<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>
<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>
<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>
<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"><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"><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"><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"><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>
  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>
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持续时间至练气槽自然下降30秒</TD>
</TR>
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</TABLE>
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Last update : 2006/05/02<BR>
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