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您现在的位置: QQ个性门户 >> QQ网页游戏 >> q宠大乐斗

Q宠大乐斗敏捷的计算公式合理分配各种属性点之详解

日期:2017/6/29 10:34:24录入:FF63

   玩家知道Q宠大乐斗敏捷的计算公式是如何合理分配的呢?西儿就来介绍Q宠大乐斗敏捷的计算公式合理分配各种属性点之详解。

  玩?#19968;?#21487;以看看:q大乐斗钻天鼠效果及获得方法q大乐斗怎么结婚 辅助工具下载阅历地图详解 阅历值有什么用

  首先,我要为大家介绍乐斗中的重要理论:圆桌理论。

  所谓圆桌理论,打个比方,就是你有一堆水果,要在一个桌子上摆放,那么你便按你指定的一定顺序放?#20808;ィ?#26700;子大小有限,多余的放不?#20808;?#34987;挤下圆桌。

  乐斗中,攻击别人的结果有3种情况

  1.躲闪

  2.会心一击(即暴击)

  3.普通攻击

  而这三种情况就是三种水果,合计概率(即桌子大小)为100%。

  它们的判定优先状况是(躲闪——》会心一击——》普通攻击),意思是,具有优先的结果会将后排结果挤下圆桌。比如一个活动只允许100名玩家参加,那么黄钻粉钻用户将优先参加,剩下的位置才是普通玩家,普通玩家就被挤掉了。

  如上举例:

  1.对方的躲闪是50%,你的会心一击是10%,那么你攻击他,就有50%躲闪,10%会心一击,剩余40%普通攻击。

  2.对方的躲闪是95%,你的会心一击是10%,那么你攻击他,就有95躲闪,5%会心一击,没有普通攻击。

  如上例2中,因为躲闪拥有优先,所以尽管你有10%会心一击的面板数值,但是实?#25163;?#21482;会出现5%的会心一击,至于剩下的会心一击和普通攻击,就被躲闪挤掉了。

  在?#39034;?#28165;强调一点如下,请认真读懂下面带引号的一句话。

  乐斗单次攻击的判定“不是先判定是否躲闪,再判定是否会心一击,而是一?#38395;?#23450;此次攻击是 (躲闪/会心一击/普通攻击) 3者中的哪一个”,所以严格遵守了圆桌理论,具有优先的躲闪会挤掉后排的会心一击和普通攻击。

  而在攻击结束后,将判定是否连击。(即连击另开判定时点)

  解释完圆桌理论后,我将为大家深入分析敏捷和躲闪。

  首先,大家必须了解一点:1敏捷【小于等于】1%躲闪。

  举个例子,源大侠178的敏捷,依然能用非必中武器打中他,?#24471;?#20182;的躲闪不是178%。

  根据2010年6月大乐斗更新公告,敏捷加入了收益递减系统,意思是,你的敏捷越高时,每增加一点额外的敏捷,你获得的躲闪越少。

  打个比方,如果你0敏,此时你升级加了1敏捷,你会从中获得1%躲闪;如果你70敏,此时你升级加了1敏捷,你从中只能获得小于0.4%躲闪。?#27604;唬?#36825;个不是具体数据。

  大家需要明白的一点是,这个(敏捷/躲闪)递减系统的加入,并不意味着高敏捷后敏捷就是废属性。原因如下:

  同样是?#36824;?#20987;100次,?#30475;?点的伤害,有如下的数学期望(即平均值)

  1.当你0躲闪的时候增加1躲闪,你受到的伤害从100变成99,减免了1%

  2.当你80躲闪的时候增加1躲闪,你受到的伤害从20变成19,减免了5%

  如果不加入递减系统,那么敏捷越高,每获得一点额外的敏捷,减免的伤害将非常恐怖,敏捷就变?#38378;?#36234;堆越变态的属性。所以递减系统只是为了平衡高敏捷时带来的过高收益,而非让敏捷变成垃圾。

  这个递减系统存在内部公式把敏捷换算成躲闪,使得敏捷接近于线性收益,每一点额外的敏捷都减免该点敏捷增加前受到伤害的1%左右。

  如此可见,敏捷没有所谓废属性之称,也不是玩家们猜度的高敏无用或者高敏无敌,而是一个具有平稳收益的免伤属性。

  希望能在?#23435;?#22823;家解惑,使大家不用瞎找各种资?#24076;?#28982;后对敏捷发表过于主观的看法。

  轻松过关,快乐游戏,感谢玩家一直以来的支持,更多更好的资讯请登录5068QQ游戏网。

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