Numerical test, Zhang Mowgli vs segment Reputation _ test

Source: Internet
Author: User

Yachy gave a game to combat calculation formula, more complex ...

Complex system is difficult to balance, so in order to test the suitability of the formula, I wrote a test machine, to achieve two robots based on the set PK, temporarily given a man: Zhang Mowgli second: Duan Yu.

The test results were not very satisfactory, and then I modified the formula. It looks pretty good now.

Quite an interesting numerical game.

The following are the same two abilities,

Duan Yu Gao Qinggong, Zhang Mowgli high output,


Specific combat information




Data Script settings


Data content


The formula is as follows:

Attack Capability Assessment G = weapon damage + (skill damage * skill proficiency * skill and internal strength) * (1 + internal strength ratio * Current force/upper limit)

Defense Capability Assessment S = anti-Defensive force + (skill 1 defensive strength * Skill proficiency * skill and internal competence + Skill 2 defensive force * ...) * (1 + internal Force ratio * current inner forces/internal force limit)

Qinggong Ability Evaluation Q1 = Qinggong * (1 + strength ratio * current internal force/internal force limit)
Defensive side Qinggong Ability Evaluation Q2 = Qinggong * (1 + internal strength ratio coefficient * current force/internal force limit)


Damage Force Assessment c = G-s (if c<0 is c=10)

Damage force injury layer capability Calculation X = g/(g + s)

Attack decision Qinggong Correction y = (Q1-Q2)/Q2

Hit Probability w = x + y * 0.3

If hit:

Injury degree m = Current life value hp/Shou Life limit Hpmax

Damage Value damage = C/10 * (1/m) * (The attacker's current life hp/Attacker's life limit Hpmax)

First give the general calculation set: (Text by Yachy)

Demo version of the character's attribute definition:
In order to calculate the game in the past, we want to design a more close to the Yu Wuxia mode of the property calculation method.

Life: The same as the body state of the characters in martial arts novels, 100% for health, 0% for death, the middle is divided into minor, serious injury, near death. Injuries follow the following principles
First: Whether the injury is based on one attack, the percentage of loss of life has a probability of occurrence. That is to say, encounter a master injury probability is big, encounter small people also not necessarily not be injured.
Second: There are no gyrus drugs in the game. After the injury can only be recovered through the passage of time, such as a day to restore 1%. But with a panacea or meditation in a place to meditate, the recovery is worth more than 1% a day. This recovery rate is also more relevant to the inner force of the protagonist.
Third: The aftermath of the injury is very serious, tapping, guarding, light, and so on attributes need to be multiplied by the percentage of life, internal force decline very quickly. If you fight again in the event of an injury, the likelihood of injury is greater.

Internal force: The value has no upper limit. There are several principles:
First: The internal force has attributes, such as learning nine Yin canon, can not learn nine Yang Martial.
Second: Through the acquisition of internal strength and fighting increased, lower internal strength of the daily increase of less, higher internal strength per day increased more. So the protagonist can begin to slowly cultivate lower internal strength, can also wait for the opportunity to learn the higher internal strength to say, but the risk is relatively large.
Third: The internal strength of the fighting will continue to lose, to launch the moves, regardless of attack, guarding, light, will also be a large number of losses.
Four: The possibility of injury is related to internal forces, the more the residual internal force is less likely to be injured. Internal forces can also affect the level of martial arts, only 50% internal forces, the addition of the moves will become very low.
Five: Internal force can recover very quickly, also can take medicine, also can meditate, as time can reply. The recovery rate is 10% as the baseline.

Attack: Offensive ability, no limit. Includes the underlying value and the actual value, the principles are as follows:
First: The basis value is determined by two aspects, internal force weapon and moves. Pure chop, only with internal force multiplied by proportional + weapon calculation, in combat each round of loss of internal forces also to the minimum. Use of the words, the attack = internal force multiplied by the ratio + Weapon + Force for the addition of the form, the damage must be large, but consumes more internal forces.
Second: Offensive moves can be used in combat or normal practice to upgrade, the former rise faster.
Third: After the foundation value, we need to calculate the actual value by "life", multiplied by the percentage of the life, get the actual attack value. If you're dying, multiply the percentage of your life by 1/2, because it's dying.

Guard: Defensive ability, no limit. Includes the underlying value and the actual value, the principles are as follows:
First: The basis value is determined by two aspects, internal force and passive moves. Guard = internal force multiplied by proportional + anti-force + internal forces for passive 1 plus + internal force for passive moves 2 + ...
Second: After the foundation value is calculated, it is necessary to calculate the actual value by the "life", multiplied by the percentage of the life, to get the actual guard value. If you're dying, multiply the percentage of your life by 1/2, because it's dying.
Third: Keep the technology is passive, but the protagonist can be selective equipment, because in principle, different internal forces for different passive defensive moves added to different, the loss of internal forces are also different, multiple equipment internal force loss is big, but more insurance.
Four: Passive defensive moves can be used in combat or practice upgrades, the former rise faster.

Light: Qinggong ability, no upper limit. Related to the attributes of martial Arts. Also includes the underlying value and the actual value, as follows:
First: Qinggong basic value of internal forces, more related to the Qinggong cheats. Light = internal Force ratio + Qinggong 1+ qinggong ..... Pay attention to the proportion of internal force should be a little lower, 30%.
Second: After calculating the base value, we need to calculate the actual value by "life", multiplied by the percentage of the life, to get the actual light value. If you're dying, multiply the percentage of your life by 1/2, because it's dying.
Third: Qinggong is passive, but the protagonist can be selective equipment, because in principle, different internal forces for different Qinggong add different, loss of internal force is also different, multiple equipment internal force loss.
IV: The role of Qinggong: to reduce the proportion of the hero injured, in proportion to increase the hero's attack on the chance of injury, shorten the turn of the cooling time. (in contrast to the guard, the guard is added in absolute value to calculate injury).
V: Qinggong can also be upgraded by fighting or practicing, the former rising faster.


The point is, the damage calculation ...
The damage calculation method is divided into two levels.
First: the injured layer. This part is calculated by the attack, the guard and so on the property calculation probability obtains. Decide whether or not to be injured in one attack.
Second: The injury level. This section is determined by the first level of calculation, which is how much damage is calculated.

Then describe the design source of the damage calculation.
Tianlong eight part of the early period of reputation. Because the study of the limbo, coupled with the less weak internal force (north of the Underworld), can greatly reduce the probability of their injury, offensive (although he would not attack the move) can greatly improve the success rate of attack. But this part is limited to only one or several levels higher than his strength, or a high level of internal skills, or a strong line of moves. Once met the absolute strength of the opponent, the initial section of the Qinggong believe that the reputation is completely without effect.

Injured layer:
In a single attack.
The absolute power gap c= The actual value of the attack-the actual value of guarding the side
Make the strength gap relative to the value of the x=c/the actual value of guarding the party (c is negative, to 0)
Qinggong gap q= Qinggong Actual value-the actual value of the guarding side Qinggong
Qinggong the actual value of the relative y=q/value (q is negative, continue to calculate)
The probability of injury is w=x+y*10%
(The following is a test of the data.)
Example 1: When the strength is greatly stronger than the opponent. Attack the actual 1000, guarding the actual 500, the attack side light 200, guard side light 100
c=500,x=1,q=100,y=1,x=1.1, absolutely injured.
Example 2: When the strength is slightly stronger than the opponent. Order ditto, same below. 600,500,200,100
c=100,x=20%,q=100,y=1,w=30%
Example 3: When the force is slightly stronger than the opponent, the Qinggong is weak (about the time when the reputation is attacked). 600,500,100,200
c=100,x=20%,q=-100,y=-1,w=20%-10%=10%
Example 4: When the force is slightly weaker than the opponent, the Qinggong is strong (about the attack of the goodwill). 500,600,200,100
c= Negative, x=0%,q=100,y=1,w=10%
Example 5: Both weaker than the opponents, x=0,w mainly affected by Qinggong.

To sum up, greatly stronger than the opponent damage 100%, slightly stronger than the opponent, light function to a certain degree of role, which is weaker than the probability of the opponent will become lower, are weaker than the opponent's frame or rely on qinggong.

Injury level:
If it is determined to be injured. The injuries are calculated for the time being:
If the damage occurs and occurs at x percent probability, the loss of life is x%*80%. If x%<10%, the damage is 10% meters.
At this point if the attacker has been injured, the damage received will be greater, if the life value is already m%, the damage value multiplied by 1/m%.
That is, if the life value is 50%, then the injury is 20%, then multiplied by 1/50%=2, 40% damage.


Next to talk about attack, Shou, light base value calculation: (The beginning of the middle K parameters are proportional, is open to discussion, preliminary k1=k2=50%,k3=30%)
Attack g= Internal Strength Current Value XK1 (+ weapon attack) (+ moves harm x moves the skill x the strength and the moves the coordination degree x internal strength current value/internal strength maximum value)
Shou s= The current value of XK2 (+ defense) (+ 1 defensive force X moves the degree of proficiency X skills and the combination of the level of x internal strength of the current value/maximum value) (+ moves 2 defensive force ...) )......
Light q= Internal Strength Current Value XK3 (+ qinggong 1x moves proficiency x internal strength and the match degree x internal strength current value/internal strength maximum) (+ Qinggong 2 ...) )......

The actual value is the base value x life Value, the life value below 20% is near death, and the actual value is divided by 2.

Why multiply the current value of the internal strength/strength of the maximum value. The algorithm is based on martial arts fiction:
First: The maximum value of internal strength may be very large, but if the current value is very small, then can not play all the power, like a long son to the virtual bamboo after the force is very low, the martial arts and subtle moves are not used.
Second: Highlight the importance of the moves. If someone's internal force is 1098/1100, and a master is 1098/10000. In this way, although the internal force is the same, someone can send out the learned 100%, and the master can only send out the study of 10%, this is unreasonable, because the two people have equal internal force, master can rely on the moves to win. This we can understand this: the Master of the moves to hurt X-way Proficiency x force and the combination of a very high level, even if 10% is enough to contend with. If you have to ask: why the same internal force, the master is more than a pinch B 10 times times to make a tie. I will say: First, highlight the importance of the moves, "moves hurt X-level proficiency x force and the degree of coordination of the moves" increase 10 times times not easy, it is not difficult. The level of understanding 3 layer can be 10 times times the gap, if the cultivation to 10000 internal force, the moves or 1000 people understand the same words, then please do not play. Second, the attribute or the internal force for the head. In the fight, the preservation of internal forces is also necessary. Third, the way of fighting is limited, see the following "third".
Third: In the fight, the internal forces will be reduced to a certain number, such as a turn down 20 points, moves 100 points and so on. The internal force of recovery is recovered as a percentage, very fast. So there are advantages of high internal force, 10,000 points of internal force and 1000 points of internal force, fighting, basic seconds to kill each other, it is impossible to appear later 1098/1100 to 1098/10000 of the situation, in addition to wheels off, or players have not been replenishment. But if this is the case, the second setting is reasonable, and continuous fatigue requires a higher skill to compensate.

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