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【杀怪技能】选择分析
有千手的肯定用千手,这个太强了,所以不讨论拳脚功夫,
这里只看兵器功夫,万一千手没了就得抄家伙了。 chaofeng杀怪很好用,讨论的很多,据说因为内力问题20m以后就不太好用了。 而且不需要基本sword,所以不讨论。 挑哪个基本技能学呢?一般都选stick,这个没错,pk的时候busy+p6命中很高! 但对于和平主义者(比如我)来说,杀怪好用才是最重要的。 内力高了以后,技能的damage属性作用就不大了,所以只考虑命中率问题。 整理了一下各个技能平砍时候的命中率,发现skyriver-rake才是最强技能(24.01%)。 现在更有了perform daoda,无busy 如果daoda不减精神的话,杀怪应该很爽!(没用过,不知道) qianjun-bang命中率(13.51%)太低了。 如果你学了基本stick,用哭丧棒(15.29%)比千钧棒要好。 perform qiankun虽然命中率(45.23%)最高,但是这个技能费精神,平均150 精神状态对命中率影响非常大 精神80%的时候,命中率大概也是80% 杀怪的时候吸气,会有busy,每次qiankun以后都吸气似乎不划算。 以下都是怪没busy,并且玩家跟怪的精神100%的时候 假设玩家 武学:21.6m skills:600 last怪 [技能]-------[成功率] 三清剑-------9.33% 三板斧-------11.02% 开山锤-------11.67% 混天锤-------11.67% 无私锏法-----11.80% 轮回杖-------12.82% 七修剑法-----13.51% 千钧棒-------13.51% 风波十二叉---14.02% 晓风残月剑---14.17% 雁歌刀法-----14.17% 百鸟剑法-----14.20% 惊雷鞭法-----14.28% 绝情鞭法-----14.42% 枯骨刀-------14.69% 哭丧棒-------15.29% 两仪剑法-----16.86% 烈火鞭-------17.08% 追魂剑-------17.50% 风回雪舞剑法-19.55% 天河钯法-----24.01% <p>霹雳三打--36.9% (打中1下:31.40%, 2下:5.21%, 3下:0.29%) <p>乾坤一棒--45.23% <p>神·人·鬼---48.13% (打中1下:38.06%, 2下:9.31%, 3下:0.76%) 做了个粗超的计算器,在公司附件传不上去 把3楼的保存成html格式就可以了。 to fengyue:#2可能文字太多了,我点编辑,服务器就出错... 帮我把#2的删掉吧,谢谢! |
回复: 【杀怪技能】选择分析
<HTML><HEAD><TITLE>skills</TITLE>
<META charset="utf-8"> <script type="text/javascript"> function func_onload() { // this.form_skill.disable="true"; attack_onChange(); yaoLev_onChange(); var skillProp = new Array(); var idx=0; skillProp[idx++]="bainiao-jian"; skillProp[idx++]="-9.17"; skillProp[idx++]="-0.83"; skillProp[idx++]="23.33"; skillProp[idx++]="fengbo-cha"; skillProp[idx++]="-1.25"; skillProp[idx++]="-7.92"; skillProp[idx++]="28.33"; skillProp[idx++]="hellfire-whip"; skillProp[idx++]="-10"; skillProp[idx++]="-10.83"; skillProp[idx++]="20.83"; skillProp[idx++]="huntian-hammer"; skillProp[idx++]="12.5"; skillProp[idx++]="-15"; skillProp[idx++]="28.33"; skillProp[idx++]="jinglei-mace"; skillProp[idx++]="-5"; skillProp[idx++]="-5"; skillProp[idx++]="25"; skillProp[idx++]="jueqingbian"; skillProp[idx++]="-9.17"; skillProp[idx++]="-1.67"; skillProp[idx++]="24.58"; skillProp[idx++]="kaishan-chui"; skillProp[idx++]="7.5"; skillProp[idx++]="-7.5"; skillProp[idx++]="26.67"; skillProp[idx++]="kugu-blade"; skillProp[idx++]="-5.83"; skillProp[idx++]="-5.83"; skillProp[idx++]="25.83"; skillProp[idx++]="kusang-bang"; skillProp[idx++]="-4.17"; skillProp[idx++]="-10"; skillProp[idx++]="25"; skillProp[idx++]="liangyi-sword"; skillProp[idx++]="-10"; skillProp[idx++]="-10"; skillProp[idx++]="15"; skillProp[idx++]="lunhui-zhang"; skillProp[idx++]="5"; skillProp[idx++]="-10"; skillProp[idx++]="25"; skillProp[idx++]="qianjun-bang"; skillProp[idx++]="3.57"; skillProp[idx++]="-11.43"; skillProp[idx++]="30"; skillProp[idx++]="qiankun"; skillProp[idx++]="-50"; skillProp[idx++]="-50"; skillProp[idx++]="200"; skillProp[idx++]="pili"; skillProp[idx++]="-1.67"; skillProp[idx++]="-8.33"; skillProp[idx++]="31.67"; skillProp[idx++]="qixiu-jian"; skillProp[idx++]="5"; skillProp[idx++]="-13.33"; skillProp[idx++]="30.83"; skillProp[idx++]="sanban-axe"; skillProp[idx++]="10"; skillProp[idx++]="-7.5"; skillProp[idx++]="35"; skillProp[idx++]="sanqing-jian"; skillProp[idx++]="-5"; skillProp[idx++]="15"; skillProp[idx++]="20"; skillProp[idx++]="skyriver-rake"; skillProp[idx++]="-30"; skillProp[idx++]="-15"; skillProp[idx++]="25"; skillProp[idx++]="snowsword"; skillProp[idx++]="-20"; skillProp[idx++]="-10"; skillProp[idx++]="15"; skillProp[idx++]="wusi-mace"; skillProp[idx++]="5"; skillProp[idx++]="-5"; skillProp[idx++]="25"; skillProp[idx++]="xiaofeng-sword"; skillProp[idx++]="-10"; skillProp[idx++]="0"; skillProp[idx++]="20"; skillProp[idx++]="yange-blade"; skillProp[idx++]="-10"; skillProp[idx++]="0"; skillProp[idx++]="20"; skillProp[idx++]="zhuihun-sword"; skillProp[idx++]="-14.17"; skillProp[idx++]="-8.33"; skillProp[idx++]="26.67"; skillProp[idx++]="three"; skillProp[idx++]="-15"; skillProp[idx++]="-15"; skillProp[idx++]="30"; this.HiddenSkillProp=skillProp; skill_onChange(); } function skill_onChange(){ var index = this.skillNames.selectedIndex; if (index == 0){ this.dodge.value = ""; this.parry.value = ""; this.damage.value = ""; return; } var str = this.skillNames.options[index].value; var getStr; for(var i = 0; i < this.HiddenSkillProp.length; i++) { if(this.HiddenSkillProp[i] == str) { this.HiddenSkillProp[i]; this.dodge.value = this.HiddenSkillProp[++i]; this.parry.value = this.HiddenSkillProp[++i]; this.damage.value = this.HiddenSkillProp[++i]; click_success(0); return; } } alert("木有找到技能!!!"); } function attack_onChange(){ var exp = (this.attack_exp.value); var enable = (this.attack_skill_enable.value); if ( exp == "" || enable == ""){ return; } exp = parseInt(exp); enable = parseInt(enable); var skillPower = 0; skillPower = parseInt(enable*enable/3*enable + exp); this.attack_skill_power.value = skillPower; click_success(0); } function victim_onChange(){ var exp = (this.victim_exp.value); var enable = (this.victim_skill_enable.value); if ( exp == "" || enable == ""){ return; } exp = parseInt(exp); enable = parseInt(enable); var skillPower = 0; skillPower = parseInt(enable*enable/3*enable + exp); this.victim_skill_power.value = skillPower; click_success(0); } function yaoLev_onChange(){ var index = this.yao_level.selectedIndex; var yaoLevel = parseInt(this.yao_level.options[index].value); var beilv = (20-4+yaoLevel)/20; var attackSkillLev = this.attack_skill_lev.value; if (attackSkillLev != ""){ attackSkillLev = parseInt(attackSkillLev); this.victim_skill_lev.value = parseInt(attackSkillLev*beilv) + 14; this.victim_skill_enable.value = parseInt(parseInt(this.victim_skill_lev.value)*3/2); } var attackExp = this.attack_exp.value; if (attackExp != ""){ attackExp = parseInt(attackExp); this.victim_exp.value = parseInt(attackExp*beilv); } victim_onChange(); } function click_success(buttonFlg){ var attackPower = this.attack_skill_power.value; var victimPower = this.victim_skill_power.value; if (attackPower=="" || victimPower == ""){ if (buttonFlg == "1"){ alert("请填写[武学],[有效技能]"); } return; } attackPower = parseInt(attackPower); victimPower = parseInt(victimPower); var actionDodge = this.dodge.value; var actionParry = this.parry.value; if (actionDodge=="" || actionParry == ""){ if (buttonFlg == "1"){ alert("请选择 [攻击 技能]"); } return; } var successDodge = mathSuccessRate(attackPower,victimPower,actionDodge,"1"); var successParry = mathSuccessRate(attackPower,victimPower,actionParry,"0"); this.success_dodge_AB.value = parseInt(successDodge*10000)/100; this.success_parry_AB.value = parseInt(successParry*10000)/100; this.success_all_AB.value = parseInt(successDodge*successParry*10000)/100;; successDodge = mathSuccessRate(victimPower,attackPower,actionDodge,"1"); successParry = mathSuccessRate(victimPower,attackPower,actionParry,"0"); this.success_dodge_BA.value = parseInt(successDodge*10000)/100; this.success_parry_BA.value = parseInt(successParry*10000)/100; this.success_all_BA.value = parseInt(successDodge*successParry*10000)/100;; } function mathSuccessRate(attackPower,victimPower,actionDP,dodgeFlg){ var retRate = 1; var index = this.victim_status.selectedIndex; var status = this.victim_status.options[index].value; if (status == "1"){ // 正常 retRate = (attackPower-victimPower*(actionDP/100))/(attackPower+victimPower); } else if (status == "2"){ // busy retRate = (attackPower-victimPower/3*(actionDP/100))/(attackPower+victimPower/3); } else if (status == "3"){ // 没拿武器 if (dodgeFlg == "1"){ retRate = (attackPower-victimPower*(actionDP/100))/(attackPower+victimPower); } } else if (status == "4"){ // busy&没拿武器 if (dodgeFlg == "1"){ retRate = (attackPower-victimPower/3*(actionDP/100))/(attackPower+victimPower/3); } } return retRate; } </script> <body onload="func_onload()"> <input type="hidden" name="HiddenSkillProp"> <table bgcolor border="0"> <tr> <td> <input type="button" value="init" name="skill_init_button" onclick="func_onload(1)"> </td> </tr> </table> <table border="1"> <tr> <td> <table bgcolor> <tr> <td> </td> </tr> </table> </td> <td> <table bgcolor align="center"> <tr> <td> 角色A </td> </tr> </table> </td> <td> <table bgcolor align="center"> <tr> <td> 角色B </td> </tr> </table> </td> </tr> <tr> <td> <table bgcolor> <tr> <td> 最高等级: </td> </tr> </table> </td> <td> <table bgcolor> <tr> <td> <input name="attack_skill_lev" value="600" size= 10> </td> </tr> </table> </td> <td> <table bgcolor> <tr> <td> <input name="victim_skill_lev" size= 10> </td> </tr> </table> </td> </tr> <tr> <td> <table bgcolor> <tr> <td> 武学: </td> </tr> </table> </td> <td> <table bgcolor> <tr> <td> <input name="attack_exp" size= 10 value="21600000" onchange="attack_onChange()"> </td> </tr> </table> </td> <td> <table bgcolor> <tr> <td> <input name="victim_exp" size= 10 onchange="victim_onChange()"> </td> </tr> </table> </td> </tr> <tr> <td> <table bgcolor> <tr> <td> 有效技能(enable): </td> </tr> </table> </td> <td> <table bgcolor> <tr> <td> <input name="attack_skill_enable" value="900" size= 10 onchange="attack_onChange()"> </td> </tr> </table> </td> <td> <table bgcolor> <tr> <td> <input name="victim_skill_enable" size= 10 onchange="victim_onChange()"> </td> </tr> </table> </td> </tr> <tr> <td> <table bgcolor> <tr> <td> skill_power<br>(=有效技能^3/3+武学): </td> </tr> </table> </td> <td> <table bgcolor> <tr> <td> <input name="attack_skill_power" disabled="disabled" size= 20> </td> </tr> </table> </td> <td> <table bgcolor> <tr> <td> <input name="victim_skill_power" disabled="disabled" size= 20> </td> </tr> </table> </td> </tr> </table > <br> <br> <table border="1"> <tr> <td> 选择[怪物等级]计算[角色B]的状态: <SELECT size="1" name="yao_level" style="width: 50px" onchange="yaoLev_onChange()"> <OPTION value="0">0</OPTION> <OPTION value="1">1</OPTION> <OPTION value="2">2</OPTION> <OPTION value="3">3</OPTION> <OPTION value="4">4</OPTION> <OPTION value="5">5</OPTION> <OPTION value="6">6</OPTION> <OPTION value="7">7</OPTION> <OPTION value="8">8</OPTION> <OPTION value="9" selected>9</OPTION> </SELECT> <br> 怪物的技能=玩家最高技能*(20-4+怪物等级)/20+random(15)。<br> random(15)按最高的14算。 </td> </tr> </table> <br> <br> <table border="1"> <tr> <td> 攻击技能: <SELECT size="1" name="skillNames" onchange="skill_onChange()"> <OPTION value="none">(清除)</OPTION> <OPTION value="bainiao-jian">百鸟剑法</OPTION> <OPTION value="fengbo-cha">风波十二叉</OPTION> <OPTION value="hellfire-whip">烈火鞭</OPTION> <OPTION value="huntian-hammer">混天锤</OPTION> <OPTION value="jinglei-mace">惊雷鞭法</OPTION> <OPTION value="jueqingbian">绝情鞭法</OPTION> <OPTION value="kaishan-chui">开山锤</OPTION> <OPTION value="kugu-blade">枯骨刀</OPTION> <OPTION value="kusang-bang">哭丧棒</OPTION> <OPTION value="liangyi-sword">两仪剑法</OPTION> <OPTION value="lunhui-zhang">轮回杖</OPTION> <OPTION value="pili">霹雳三打</OPTION> <OPTION value="qianjun-bang">千钧棒</OPTION> <OPTION value="qiankun" selected>乾坤一棒</OPTION> <OPTION value="qixiu-jian">七修剑法</OPTION> <OPTION value="sanban-axe">三板斧</OPTION> <OPTION value="sanqing-jian">三清剑</OPTION> <OPTION value="skyriver-rake">天河钯法</OPTION> <OPTION value="snowsword">风回雪舞剑法</OPTION> <OPTION value="three">神·人·鬼</OPTION> <OPTION value="wusi-mace">无私锏法</OPTION> <OPTION value="xiaofeng-sword">晓风残月剑</OPTION> <OPTION value="yange-blade">雁歌刀法</OPTION> <OPTION value="zhuihun-sword">追魂剑</OPTION> </SELECT> </td> <td> <table> <tr> <td align="center" colspan="2"> 技能属性 </td> </tr> <tr> <td> dodge: </td><td><input name="dodge" size= 10> </td> </tr> <tr> <td> parry: </td><td><input name="parry" size= 10> </td> </tr> <tr> <td> damage: </td><td><input name="damage" size= 10> </td> </tr> </table> </td> </tr> </table> <br> <br> <table bgcolor border="1"> <tr> <td> <input type="button" value=" 計算 " onclick="click_success(1)"> </td> <td> <table> <tr> <td align="center" colspan="2"> A 攻击 B </td> </tr> <tr> <td> 破dodge率: </td><td><input name="success_dodge_AB" disabled="disabled" size= 10> </td> </tr> <tr> <td> 破parry率: </td><td><input name="success_parry_AB" disabled="disabled" size= 10> </td> </tr> <tr> <td> 总成功率: </td><td><input name="success_all_AB" disabled="disabled" size= 10> </td> </tr> </table> </td> <td> <table> <tr> <td align="center" colspan="2"> B 攻击 A </td> </tr> <tr> <td> 破dodge率: </td><td><input name="success_dodge_BA" disabled="disabled" size= 10> </td> </tr> <tr> <td> 破parry率: </td><td><input name="success_parry_BA" disabled="disabled" size= 10> </td> </tr> <tr> <td> 总成功率: </td><td><input name="success_all_BA" disabled="disabled" size= 10> </td> </tr> </table> </td> <td> <table> <tr> <td align="center" colspan="2"> 被攻击者状态 </td> </tr> <tr> <td> <SELECT size="1" name="victim_status" onchange="click_success()"> <OPTION value="1" selected>正常</OPTION> <OPTION value="2">busy</OPTION> <OPTION value="3">没拿武器</OPTION> <OPTION value="4">busy&没拿武器</OPTION> </SELECT> </td> </tr> </table> </td> </tr> </table> </body> </html> |
回复: 【杀怪技能】选择分析
把下面的内容考下来,做个skills.html文件就可以用了。好像只能用IE打开的时候正常...:em02:
<HTML><HEAD><TITLE>skills</TITLE> <META charset="gbk"> <script type="text/javascript"> function func_onload() { attack_onChange(); yaoLev_onChange(); var skillProp = new Array(); var idx=0; skillProp[idx++]="bainiao-jian"; skillProp[idx++]="-9.17"; skillProp[idx++]="-0.83"; skillProp[idx++]="23.33"; skillProp[idx++]="fengbo-cha"; skillProp[idx++]="-1.25"; skillProp[idx++]="-7.92"; skillProp[idx++]="28.33"; skillProp[idx++]="hellfire-whip"; skillProp[idx++]="-10"; skillProp[idx++]="-10.83"; skillProp[idx++]="20.83"; skillProp[idx++]="huntian-hammer"; skillProp[idx++]="12.5"; skillProp[idx++]="-15"; skillProp[idx++]="28.33"; skillProp[idx++]="jinglei-mace"; skillProp[idx++]="-5"; skillProp[idx++]="-5"; skillProp[idx++]="25"; skillProp[idx++]="jueqingbian"; skillProp[idx++]="-9.17"; skillProp[idx++]="-1.67"; skillProp[idx++]="24.58"; skillProp[idx++]="kaishan-chui"; skillProp[idx++]="7.5"; skillProp[idx++]="-7.5"; skillProp[idx++]="26.67"; skillProp[idx++]="kugu-blade"; skillProp[idx++]="-5.83"; skillProp[idx++]="-5.83"; skillProp[idx++]="25.83"; skillProp[idx++]="kusang-bang"; skillProp[idx++]="-4.17"; skillProp[idx++]="-10"; skillProp[idx++]="25"; skillProp[idx++]="liangyi-sword"; skillProp[idx++]="-10"; skillProp[idx++]="-10"; skillProp[idx++]="15"; skillProp[idx++]="lunhui-zhang"; skillProp[idx++]="5"; skillProp[idx++]="-10"; skillProp[idx++]="25"; skillProp[idx++]="qianjun-bang"; skillProp[idx++]="3.57"; skillProp[idx++]="-11.43"; skillProp[idx++]="30"; skillProp[idx++]="qiankun"; skillProp[idx++]="-50"; skillProp[idx++]="-50"; skillProp[idx++]="200"; skillProp[idx++]="pili"; skillProp[idx++]="-1.67"; skillProp[idx++]="-8.33"; skillProp[idx++]="31.67"; skillProp[idx++]="qixiu-jian"; skillProp[idx++]="5"; skillProp[idx++]="-13.33"; skillProp[idx++]="30.83"; skillProp[idx++]="sanban-axe"; skillProp[idx++]="10"; skillProp[idx++]="-7.5"; skillProp[idx++]="35"; skillProp[idx++]="sanqing-jian"; skillProp[idx++]="-5"; skillProp[idx++]="15"; skillProp[idx++]="20"; skillProp[idx++]="skyriver-rake"; skillProp[idx++]="-30"; skillProp[idx++]="-15"; skillProp[idx++]="25"; skillProp[idx++]="snowsword"; skillProp[idx++]="-20"; skillProp[idx++]="-10"; skillProp[idx++]="15"; skillProp[idx++]="wusi-mace"; skillProp[idx++]="5"; skillProp[idx++]="-5"; skillProp[idx++]="25"; skillProp[idx++]="xiaofeng-sword"; skillProp[idx++]="-10"; skillProp[idx++]="0"; skillProp[idx++]="20"; skillProp[idx++]="yange-blade"; skillProp[idx++]="-10"; skillProp[idx++]="0"; skillProp[idx++]="20"; skillProp[idx++]="zhuihun-sword"; skillProp[idx++]="-14.17"; skillProp[idx++]="-8.33"; skillProp[idx++]="26.67"; skillProp[idx++]="three"; skillProp[idx++]="-15"; skillProp[idx++]="-15"; skillProp[idx++]="30"; this.HiddenSkillProp=skillProp; skill_onChange(); } function skill_onChange(){ var index = this.skillNames.selectedIndex; if (index == 0){ this.dodge.value = ""; this.parry.value = ""; this.damage.value = ""; return; } var str = this.skillNames.options[index].value; var getStr; for(var i = 0; i < this.HiddenSkillProp.length; i++) { if(this.HiddenSkillProp[i] == str) { this.HiddenSkillProp[i]; this.dodge.value = this.HiddenSkillProp[++i]; this.parry.value = this.HiddenSkillProp[++i]; this.damage.value = this.HiddenSkillProp[++i]; click_success(0); return; } } alert("木有找到技能!!!"); } function attack_onChange(){ var exp = (this.attack_exp.value); var enable = (this.attack_skill_enable.value); if ( exp == "" || enable == ""){ return; } exp = parseInt(exp); enable = parseInt(enable); var skillPower = 0; skillPower = parseInt(enable*enable/3*enable + exp); this.attack_skill_power.value = skillPower; click_success(0); } function victim_onChange(){ var exp = (this.victim_exp.value); var enable = (this.victim_skill_enable.value); if ( exp == "" || enable == ""){ return; } exp = parseInt(exp); enable = parseInt(enable); var skillPower = 0; skillPower = parseInt(enable*enable/3*enable + exp); this.victim_skill_power.value = skillPower; click_success(0); } function yaoLev_onChange(){ var index = this.yao_level.selectedIndex; var yaoLevel = parseInt(this.yao_level.options[index].value); var beilv = (20-4+yaoLevel)/20; var attackSkillLev = this.attack_skill_lev.value; if (attackSkillLev != ""){ attackSkillLev = parseInt(attackSkillLev); this.victim_skill_lev.value = parseInt(attackSkillLev*beilv) + 14; this.victim_skill_enable.value = parseInt(parseInt(this.victim_skill_lev.value)*3/2); } var attackExp = this.attack_exp.value; if (attackExp != ""){ attackExp = parseInt(attackExp); this.victim_exp.value = parseInt(attackExp*beilv); } victim_onChange(); } function click_success(buttonFlg){ var attackPower = this.attack_skill_power.value; var victimPower = this.victim_skill_power.value; if (attackPower=="" || victimPower == ""){ if (buttonFlg == "1"){ alert("请填写[武学],[有效技能]"); } return; } attackPower = parseInt(attackPower); victimPower = parseInt(victimPower); var actionDodge = this.dodge.value; var actionParry = this.parry.value; if (actionDodge=="" || actionParry == ""){ if (buttonFlg == "1"){ alert("请选择 [攻击 技能]"); } return; } var successDodge = mathSuccessRate(attackPower,victimPower,actionDodge,"1"); var successParry = mathSuccessRate(attackPower,victimPower,actionParry,"0"); this.success_dodge_AB.value = parseInt(successDodge*10000)/100; this.success_parry_AB.value = parseInt(successParry*10000)/100; this.success_all_AB.value = parseInt(successDodge*successParry*10000)/100;; successDodge = mathSuccessRate(victimPower,attackPower,actionDodge,"1"); successParry = mathSuccessRate(victimPower,attackPower,actionParry,"0"); this.success_dodge_BA.value = parseInt(successDodge*10000)/100; this.success_parry_BA.value = parseInt(successParry*10000)/100; this.success_all_BA.value = parseInt(successDodge*successParry*10000)/100;; } function mathSuccessRate(attackPower,victimPower,actionDP,dodgeFlg){ var retRate = 1; var index = this.victim_status.selectedIndex; var status = this.victim_status.options[index].value; if (status == "1"){ // 正常 retRate = (attackPower-victimPower*(actionDP/100))/(attackPower+victimPower); } else if (status == "2"){ // busy retRate = (attackPower-victimPower/3*(actionDP/100))/(attackPower+victimPower/3); } else if (status == "3"){ // 没拿武器 if (dodgeFlg == "1"){ retRate = (attackPower-victimPower*(actionDP/100))/(attackPower+victimPower); } } else if (status == "4"){ // busy&没拿武器 if (dodgeFlg == "1"){ retRate = (attackPower-victimPower/3*(actionDP/100))/(attackPower+victimPower/3); } } return retRate; } </script> <body onload="func_onload()"> <input type="hidden" name="HiddenSkillProp"> <table border="1"> <tr> <td> <table bgcolor> <tr> <td> </td> </tr> </table> </td> <td> <table bgcolor align="center"> <tr> <td> 角色A </td> </tr> </table> </td> <td> <table bgcolor align="center"> <tr> <td> 角色B </td> </tr> </table> </td> </tr> <tr> <td> <table bgcolor> <tr> <td> 最高等级: </td> </tr> </table> </td> <td> <table bgcolor> <tr> <td> <input name="attack_skill_lev" value="600" size= 10> </td> </tr> </table> </td> <td> <table bgcolor> <tr> <td> <input name="victim_skill_lev" size= 10> </td> </tr> </table> </td> </tr> <tr> <td> <table bgcolor> <tr> <td> 武学: </td> </tr> </table> </td> <td> <table bgcolor> <tr> <td> <input name="attack_exp" size= 10 value="21600000" onchange="attack_onChange()"> </td> </tr> </table> </td> <td> <table bgcolor> <tr> <td> <input name="victim_exp" size= 10 onchange="victim_onChange()"> </td> </tr> </table> </td> </tr> <tr> <td> <table bgcolor> <tr> <td> 有效技能(enable): </td> </tr> </table> </td> <td> <table bgcolor> <tr> <td> <input name="attack_skill_enable" value="900" size= 10 onchange="attack_onChange()"> </td> </tr> </table> </td> <td> <table bgcolor> <tr> <td> <input name="victim_skill_enable" size= 10 onchange="victim_onChange()"> </td> </tr> </table> </td> </tr> <tr> <td> <table bgcolor> <tr> <td> skill_power<br>(=有效技能^3/3+武学): </td> </tr> </table> </td> <td> <table bgcolor> <tr> <td> <input name="attack_skill_power" disabled="disabled" size= 20> </td> </tr> </table> </td> <td> <table bgcolor> <tr> <td> <input name="victim_skill_power" disabled="disabled" size= 20> </td> </tr> </table> </td> </tr> </table > <br> <br> <table border="1"> <tr> <td> 选择[怪物等级]计算[角色B]的状态: <SELECT size="1" name="yao_level" style="width: 50px" onchange="yaoLev_onChange()"> <OPTION value="0">0</OPTION> <OPTION value="1">1</OPTION> <OPTION value="2">2</OPTION> <OPTION value="3">3</OPTION> <OPTION value="4">4</OPTION> <OPTION value="5">5</OPTION> <OPTION value="6">6</OPTION> <OPTION value="7">7</OPTION> <OPTION value="8">8</OPTION> <OPTION value="9" selected>9</OPTION> </SELECT> <br> 怪物的技能=玩家最高技能*(20-4+怪物等级)/20+random(15)。<br> random(15)按最高的14算。 </td> </tr> </table> <br> <br> <table border="1"> <tr> <td> 攻击技能: <SELECT size="1" name="skillNames" onchange="skill_onChange()"> <OPTION value="none">(清除)</OPTION> <OPTION value="bainiao-jian">百鸟剑法</OPTION> <OPTION value="fengbo-cha">风波十二叉</OPTION> <OPTION value="hellfire-whip">烈火鞭</OPTION> <OPTION value="huntian-hammer">混天锤</OPTION> <OPTION value="jinglei-mace">惊雷鞭法</OPTION> <OPTION value="jueqingbian">绝情鞭法</OPTION> <OPTION value="kaishan-chui">开山锤</OPTION> <OPTION value="kugu-blade">枯骨刀</OPTION> <OPTION value="kusang-bang">哭丧棒</OPTION> <OPTION value="liangyi-sword">两仪剑法</OPTION> <OPTION value="lunhui-zhang">轮回杖</OPTION> <OPTION value="pili">霹雳三打</OPTION> <OPTION value="qianjun-bang">千钧棒</OPTION> <OPTION value="qiankun" selected>乾坤一棒</OPTION> <OPTION value="qixiu-jian">七修剑法</OPTION> <OPTION value="sanban-axe">三板斧</OPTION> <OPTION value="sanqing-jian">三清剑</OPTION> <OPTION value="skyriver-rake">天河钯法</OPTION> <OPTION value="snowsword">风回雪舞剑法</OPTION> <OPTION value="three">神·人·鬼</OPTION> <OPTION value="wusi-mace">无私锏法</OPTION> <OPTION value="xiaofeng-sword">晓风残月剑</OPTION> <OPTION value="yange-blade">雁歌刀法</OPTION> <OPTION value="zhuihun-sword">追魂剑</OPTION> </SELECT> </td> <td> <table> <tr> <td align="center" colspan="2"> 技能属性 </td> </tr> <tr> <td> dodge: </td><td><input name="dodge" size= 10> </td> </tr> <tr> <td> parry: </td><td><input name="parry" size= 10> </td> </tr> <tr> <td> damage: </td><td><input name="damage" size= 10> </td> </tr> </table> </td> </tr> </table> <br> <br> <table bgcolor border="1"> <tr> <td> <input type="button" value=" 計算 " onclick="click_success(1)"> </td> <td> <table> <tr> <td align="center" colspan="2"> A 攻击 B </td> </tr> <tr> <td> 破dodge率: </td><td><input name="success_dodge_AB" disabled="disabled" size= 10> </td> </tr> <tr> <td> 破parry率: </td><td><input name="success_parry_AB" disabled="disabled" size= 10> </td> </tr> <tr> <td> 总成功率: </td><td><input name="success_all_AB" disabled="disabled" size= 10> </td> </tr> </table> </td> <td> <table> <tr> <td align="center" colspan="2"> B 攻击 A </td> </tr> <tr> <td> 破dodge率: </td><td><input name="success_dodge_BA" disabled="disabled" size= 10> </td> </tr> <tr> <td> 破parry率: </td><td><input name="success_parry_BA" disabled="disabled" size= 10> </td> </tr> <tr> <td> 总成功率: </td><td><input name="success_all_BA" disabled="disabled" size= 10> </td> </tr> </table> </td> <td> <table> <tr> <td align="center" colspan="2"> 被攻击者状态 </td> </tr> <tr> <td> <SELECT size="1" name="victim_status" onchange="click_success()"> <OPTION value="1" selected>正常</OPTION> <OPTION value="2">busy</OPTION> <OPTION value="3">没拿武器</OPTION> <OPTION value="4">busy&没拿武器</OPTION> </SELECT> </td> </tr> </table> </td> </tr> </table> </body> </html> |
回复: 【杀怪技能】选择分析
引用:
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回复: 【杀怪技能】选择分析
感想:
1. 居然地府的 神人鬼 三种武功都那么靠前…… 2. 剑果然是王道 |
回复: 【杀怪技能】选择分析
这个命中率是怎么算出来的?
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回覆: 回复: 【杀怪技能】选择分析
引用:
求真相~ |
回复: 回覆: 回复: 【杀怪技能】选择分析
加精。全力支持此类讨论。
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回复: 【杀怪技能】选择分析
喜欢手动灭妖,支持楼主分析。
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回复: 【杀怪技能】选择分析
最近比较忙,过两天把详细的贴上去。
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所有时间均为格林尼治时间 +9, 现在的时间是 05:18. |
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