Gameres Hot Money Network Authorized release text/Zhang Feng
How should the value of the attribute be evaluated? What are some attributes that are far more valuable than those that are not associated with each other?
What should I do with 100 physical attack and 5% critical hits? Let's discuss the "attribute value system" with this question.
Effective life
Effective life targets are usually not completely harmed after being attacked, but are subject to a certain amount of relief based on the power of the system.
1, the relief ratio is called the reduction rate, in the physical attack and the magical attack, called the physical attack remission rate (physical relief) referred to as the PR and the magical attack remission rate (magic Relief) abbreviation MR, has the probability to have the value, often the large-scale game may be affected by many kinds of relief. Because of the existence of the system, Survival Capacity (blood volume) is often higher than the attribute value, called effective life, endurance, survival ability, recorded as EHP.
2, in the same vein, because of the evasion rate (AGL) existence, survivability will become more than the attribute value enhancement.
3, such as open, it will also be blocked, Parry, and other probabilistic properties, numerical properties of the common impact, here only the simplest model.
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Under the influence of Dodge
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Effective damage
Effective damage (effective DPS) in the design thinking we analyzed the output and survival complementary, since there is the concept of effective life, then there will be a concept of effective output. The effective output is affected by a variety of properties such as critical, penetrating, counterattack, combo, extra damage, and more.
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Active rounds
Effective round (effective round) effective round is to judge the survival and output ratio.
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Upgrade Properties
Upgrade variable properties are generally defined by ΔHPΔSPΔPATK, generally linear functions, easy to calculate and deduce, δδ delta change meaning, Greek alphabet, generally used in mathematical formulas.
Understanding costs
Any attribute proposed and function development takes into account understanding cost, profit, attenuation, entropy value. The understanding of the cost should be put in the first place, as the designer can not meet their own yy and create a lot of potentially ambiguous elements.
Attribute deduction
Take the multiplication formula as an example: Each attribute is associated with a combat formula, which creates a connection.
There are two types of war properties known:
Survival attributes: Life, Defense, Dodge, block, Parry, neglect ...
Output properties: Attack, Crit, counterattack, combo, Pierce, add injury ...
All the attributes of the war can form the mathematical Logic Association, we establish the value evaluation system based on the effective life.
※ We value function with value (x), then V (EHP) is the attribute value of the valid life, set V (Ehp) = 1
※ Attribute deduction is related to the type of combat formula, the result of different formula deduction is different, but the method is similar.
Dodge Value
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Other value
The same can be calculated by means of derivation of other values, where space is limited to a few examples. Attribute deduction is just one of the methods to verify the value of attribute, and the method of combat effectiveness and dynamic fitting are reasonable.
Same price attribute
Due to the large number of games developed, Japan, Europe and the United States play a mixture, resulting in a lot of real value of exactly the same attributes appear.
General must kill equivalent critical hit, Parry and other price block, combo equivalent counterattack, but the formula will not be equivalent to each look at the design. For example, a hit can be an alias for a critical hit, or an independent attribute to participate in a round-table throw decision.
Property growth
The formula is based on the actual game, with the purpose of operation and result-oriented. Must rely on the actual needs to consider, can not be divorced from the game environment, game set is to pursue a stable battle rhythm, it is necessary to be expected, is the intuitive combat experience. Excellent formula to abide by simple, easy to understand the principle of good maintenance. To stabilize the attribute value, to solve the marginal effect, so that the game to achieve benign development.
Attribute growth curve
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Description: F (level) represents the "growth curve of role attributes with the scale growth", there are straight lines, parabolic, pure reading table rules and other practices. As long as you can meet the adjustment expression when the values in all formulas are equal to the increase, it will not affect the battle rhythm.
PS: The growth attribute due to its particularity, should Tanliwan document independent elaboration, please see "value-related-growth attribute".
Game Numerical Planning attribute chapter (ii): attribute value evaluation