How to calculate skill attack power
Publish: 2021-04-04 00:41:04
1. 1: Attack power formula
physical attack = Weapon basic physical attack x (1 + 0.004x strength) x (1 + mastery) + enhanced ignore damage
magic attack = Weapon basic magic attack x (1 + 0.004x Intelligence) x (1 + mastery) + enhanced ignore damage
fixed damage physical skill = skill basic physical attack x (1 + 0.004x strength) x (1 + buff effect)
fixed damage Magic skill = skill base magic attack x (1 + 0.004x Intelligence) x (1 + buff effect)
note: buffs such as violent capture, potential explosion, etc. Fixed damage skills are determined only by strength and are not affected by weapon attack and enhancement. As a result, some buffs that enhance attack power have no effect on fixed damage skills
2: Defense damage rection formula
percentage of damage rection = self defense / (attacker's level X200 + self defense)
final defense effect = opponent's basic attack x (1-total percentage of self defense) + opponent's enhanced ignore attack x (1-percentage of self enhanced damage rection) - self enhanced pursuit, increase and decrease - physical strength / 5
note: in PVP, attacker's level system is set to about 100
3: Attack effect damage formula
critical hit damage = total damage x (100% + 50%)
breaking move damage = total damage x (100% + 25%)
back strike damage = total damage x (100% + 0) no damage effect
miss damage = 0 no damage effect
physical attack = Weapon basic physical attack x (1 + 0.004x strength) x (1 + mastery) + enhanced ignore damage
magic attack = Weapon basic magic attack x (1 + 0.004x Intelligence) x (1 + mastery) + enhanced ignore damage
fixed damage physical skill = skill basic physical attack x (1 + 0.004x strength) x (1 + buff effect)
fixed damage Magic skill = skill base magic attack x (1 + 0.004x Intelligence) x (1 + buff effect)
note: buffs such as violent capture, potential explosion, etc. Fixed damage skills are determined only by strength and are not affected by weapon attack and enhancement. As a result, some buffs that enhance attack power have no effect on fixed damage skills
2: Defense damage rection formula
percentage of damage rection = self defense / (attacker's level X200 + self defense)
final defense effect = opponent's basic attack x (1-total percentage of self defense) + opponent's enhanced ignore attack x (1-percentage of self enhanced damage rection) - self enhanced pursuit, increase and decrease - physical strength / 5
note: in PVP, attacker's level system is set to about 100
3: Attack effect damage formula
critical hit damage = total damage x (100% + 50%)
breaking move damage = total damage x (100% + 25%)
back strike damage = total damage x (100% + 0) no damage effect
miss damage = 0 no damage effect
2. The percentage is the weapon attack multiplied by the percentage
the actual output of fixed damage skill is related to strength
the actual output of fixed damage skill is related to strength
3. Immediate damage = original damage * skill coefficient * (1 + elite damage) * (1 + element damage) * (1 + vulnerable a + vulnerable B + skill damage increase + strong and horizontal +...)
so you should say that the affixes of fire skill damage are all self addition and superposition, and the affixes of elite damage are also self addition and superposition, and the addition of fire skill damage and elite monster damage is multiplication and superposition
the DPS damage in the panel refers not to immediate damage, but to the mathematical expectation of damage combined with the original damage and probability type damage (mainly explosive damage) (simple example is to hit once per second, general attack is 10, critical hit is 20, 50% probability critical hit, which is converted into
15dps, which is the mathematical expectation, from the infinite time period, Spread the probability equally to each part).
so you should say that the affixes of fire skill damage are all self addition and superposition, and the affixes of elite damage are also self addition and superposition, and the addition of fire skill damage and elite monster damage is multiplication and superposition
the DPS damage in the panel refers not to immediate damage, but to the mathematical expectation of damage combined with the original damage and probability type damage (mainly explosive damage) (simple example is to hit once per second, general attack is 10, critical hit is 20, 50% probability critical hit, which is converted into
15dps, which is the mathematical expectation, from the infinite time period, Spread the probability equally to each part).
4. Lol damage algorithm
tank damage rection formula
we know that in addition to the intuitive HP, tanks have two damage rection attributes: armor and magic resistance. Their principle of action is different from that of attack and defense. Armor and magic resistance cause a percentage of physical and magic damage rection. The specific formula is as follows:
let's call armor and magic resistance defense value together for the time being, then damage rection = defense value / (defense value + 100)
for example, if a hero has 50 armor, his physical damage rection is 50 / (50 + 100) = 33.3% without other interference factors
If a hero has 50 magic resistance, his magic damage rection is 50 / (50 + 100) = 33.3% without other interference factors
just because of such a formula, As a result, tanks need armor and magic resistance to achieve the balance of survivability. Because of this formula, you can find that no matter how high the defense value is, you can't achieve complete damage rection, and the higher the defense value is, the lower the benefit is. Now the tipping point I've heard of is 160
there are 8 kinds of defense breaking attributes
the attack attributes that weaken the defense value can be divided into two categories, rection rection and penetration penetration. They are: percentage armor rection, fixed value armor rection; Percentage mana rection, colonization mana rection; Percentage armor penetration, constant armor penetration; Percentage magic resistance penetration and fixed value magic resistance penetration. It's easy for many players to ignore the difference between cuts and penetrations, which will be explained in more detail later
the commonness of rection and penetration
the commonness of rection and penetration is that their calculation formulas are the same without other interference factors
suppose that the defending hero has 100 armor / magic resistance, and the attacking hero has 30 penetration (or rection), then in fact he has 70 armor / magic resistance. It's easy to understand that if the penetration (or rection) is 45%, then the actual armor / magic resistance is 55
the difference between rection and penetration
when armor rection and magic resistance rection reach a certain amount, the target's defense value will be negative. However, armor penetration and magic resistance penetration can't make the target's defense value negative even if they are piled up a lot< When these attributes act on a target at the same time, Their calculation follows the following priority:
percentage armor rection > constant armor rection > constant armor penetration > percentage armor penetration
percentage magic resistance rection > constant magic resistance rection > constant magic resistance penetration > percentage magic resistance penetration
you can find that this priority affects armor and magic resistance, and the priority is the same. Let's take magic resistance as an example to make a small explanation
for example: the attacking hero has 10% magic resistance rection, 20 magic resistance fixed value rection, 29 fixed value magic resistance penetration and 15% magic resistance penetration. Defense heroes have 80 magic resistances
the first calculation is 80 - (80 * 0.1) = 72
the second calculation is 72-20 = 52
the third calculation is 52-29 = 23
the fourth calculation is 23 - (23 * 15%) = 19.55. So far, the actual magic resistance of the defense is only 19.55, and the magic damage rection is only 16.6% after the damage rection formula is put in.
tank damage rection formula
we know that in addition to the intuitive HP, tanks have two damage rection attributes: armor and magic resistance. Their principle of action is different from that of attack and defense. Armor and magic resistance cause a percentage of physical and magic damage rection. The specific formula is as follows:
let's call armor and magic resistance defense value together for the time being, then damage rection = defense value / (defense value + 100)
for example, if a hero has 50 armor, his physical damage rection is 50 / (50 + 100) = 33.3% without other interference factors
If a hero has 50 magic resistance, his magic damage rection is 50 / (50 + 100) = 33.3% without other interference factors
just because of such a formula, As a result, tanks need armor and magic resistance to achieve the balance of survivability. Because of this formula, you can find that no matter how high the defense value is, you can't achieve complete damage rection, and the higher the defense value is, the lower the benefit is. Now the tipping point I've heard of is 160
there are 8 kinds of defense breaking attributes
the attack attributes that weaken the defense value can be divided into two categories, rection rection and penetration penetration. They are: percentage armor rection, fixed value armor rection; Percentage mana rection, colonization mana rection; Percentage armor penetration, constant armor penetration; Percentage magic resistance penetration and fixed value magic resistance penetration. It's easy for many players to ignore the difference between cuts and penetrations, which will be explained in more detail later
the commonness of rection and penetration
the commonness of rection and penetration is that their calculation formulas are the same without other interference factors
suppose that the defending hero has 100 armor / magic resistance, and the attacking hero has 30 penetration (or rection), then in fact he has 70 armor / magic resistance. It's easy to understand that if the penetration (or rection) is 45%, then the actual armor / magic resistance is 55
the difference between rection and penetration
when armor rection and magic resistance rection reach a certain amount, the target's defense value will be negative. However, armor penetration and magic resistance penetration can't make the target's defense value negative even if they are piled up a lot< When these attributes act on a target at the same time, Their calculation follows the following priority:
percentage armor rection > constant armor rection > constant armor penetration > percentage armor penetration
percentage magic resistance rection > constant magic resistance rection > constant magic resistance penetration > percentage magic resistance penetration
you can find that this priority affects armor and magic resistance, and the priority is the same. Let's take magic resistance as an example to make a small explanation
for example: the attacking hero has 10% magic resistance rection, 20 magic resistance fixed value rection, 29 fixed value magic resistance penetration and 15% magic resistance penetration. Defense heroes have 80 magic resistances
the first calculation is 80 - (80 * 0.1) = 72
the second calculation is 72-20 = 52
the third calculation is 52-29 = 23
the fourth calculation is 23 - (23 * 15%) = 19.55. So far, the actual magic resistance of the defense is only 19.55, and the magic damage rection is only 16.6% after the damage rection formula is put in.
5. League of heroes damage is divided into three types: physical damage, magic damage, and real damage. Physical damage is the usual attack power, which is the first one in the character's attribute column. It is the same as the equipment bonus that increases the attack power. Ordinary attack is physical damage (except for the winder and other special cases with skills), and magic damage is in skills, (some physical hero skills are physical damage) this is improved by adding spell strength equipment. There are only a few hero skills for real damage, such as R of void fear and W of blade will. The difference between them and the former two is that when you hit a person with physical damage, the real damage is to subtract his armor from his attack power, In terms of spell damage, the spell damage minus its magic resistance, while the real damage is as much as it says, which can't be offset< There are two kinds of attacks, one is ad attack and the other is AP attack. The first and the second character attack on the left of the corresponding panel value can be divided into two ways:
ordinary attack (that is, the damage caused by right clicking on the enemy)
skill attack (hero's passive, 4 attack skills, 4 attack skills, 4 attack skills, 4 attack skills, 4 attack skills) Special effects of items)
and skill attacks are usually divided into three types of damage:
1: physical damage. The bonus of physical damage is calculated according to the ad value on your left panel (the icon is a sword). Physical damage can be reced through armor
2: magic damage, The bonus of magic damage is calculated according to the AP value (the icon is a staff) on the left panel as a parameter,
magic damage can be reced through magic resistance
3: real damage, real damage causes 100% damage, ignoring armor and magic resistance. That is to say, how much damage will be caused according to the description on the ability panel, which can't be offset, Reced
you can take a look at each hero's skill. Skill damage is divided into two parts in the manual. One part is the basic damage of the current level skill, and the other part is the equipment bonus damage. The equipment bonus damage is displayed in (). Red represents physical bonus, and green (also like blue) represents magic bonus
ordinary attack (that is, the damage caused by right clicking on the enemy)
skill attack (hero's passive, 4 attack skills, 4 attack skills, 4 attack skills, 4 attack skills, 4 attack skills) Special effects of items)
and skill attacks are usually divided into three types of damage:
1: physical damage. The bonus of physical damage is calculated according to the ad value on your left panel (the icon is a sword). Physical damage can be reced through armor
2: magic damage, The bonus of magic damage is calculated according to the AP value (the icon is a staff) on the left panel as a parameter,
magic damage can be reced through magic resistance
3: real damage, real damage causes 100% damage, ignoring armor and magic resistance. That is to say, how much damage will be caused according to the description on the ability panel, which can't be offset, Reced
you can take a look at each hero's skill. Skill damage is divided into two parts in the manual. One part is the basic damage of the current level skill, and the other part is the equipment bonus damage. The equipment bonus damage is displayed in (). Red represents physical bonus, and green (also like blue) represents magic bonus
6. If you want to increase the attack, this is not difficult, but you need more money, you can point out the evil law (resistance), you can increase your intelligence, you can practice your skills, then you can upgrade your skills by using all kinds of skills, and you can eat pure or other props. This is not permanent. You can go to Jiangling to find Tai Lao Lao Jun to use intelligence to improve your intelligence. You can open a HJ number and make an apprentice.
7. Common attack: physical damage value * (target armor * armor penetration percentage - Fixed armor penetration) / ((target armor * armor penetration percentage - Fixed armor penetration) + 100)
skill physical damage: (skill basic damage value + basic attack * physical bonus percentage) * (target armor * armor penetration percentage - Fixed armor penetration) / ((target armor * armor penetration percentage) Ratio - Fixed armor penetration) + 100)
skill spell damage: (skill basic damage value + spell damage intensity * percentage of spell damage bonus) * (target magic resistance * percentage of Spell Penetration - Fixed Spell Penetration) / ((target magic resistance * percentage of Spell Penetration - Fixed Spell Penetration) + 100)
real damage: as much as possible, ignoring target magic resistance.
skill physical damage: (skill basic damage value + basic attack * physical bonus percentage) * (target armor * armor penetration percentage - Fixed armor penetration) / ((target armor * armor penetration percentage) Ratio - Fixed armor penetration) + 100)
skill spell damage: (skill basic damage value + spell damage intensity * percentage of spell damage bonus) * (target magic resistance * percentage of Spell Penetration - Fixed Spell Penetration) / ((target magic resistance * percentage of Spell Penetration - Fixed Spell Penetration) + 100)
real damage: as much as possible, ignoring target magic resistance.
8. League of heroes damage is divided into three types: physical damage, magic damage, and real damage. Physical damage is the usual attack power, which is the first one in the character's attribute column. It is the same as the equipment bonus that increases the attack power. Ordinary attack is physical damage (except for the winder and other special cases with skills), and magic damage is in skills, (some physical hero skills are physical damage) this is improved by adding spell strength equipment. There are only a few hero skills for real damage, such as R of void fear and W of blade will. The difference between them and the former two is that when you hit a person with physical damage, the real damage is to subtract his armor from his attack power, In terms of spell damage, the spell damage minus its magic resistance, while the real damage is as much as it says, which can't be offset< There are two kinds of attacks, one is ad attack and the other is AP attack. The first and the second character attack on the left of the corresponding panel value can be divided into two ways:
ordinary attack (that is, the damage caused by right clicking on the enemy)
skill attack (hero's passive, 4 attack skills, 4 attack skills, 4 attack skills, 4 attack skills, 4 attack skills) Special effects of items)
and skill attacks are usually divided into three types of damage:
1: physical damage. The bonus of physical damage is calculated according to the ad value on your left panel (the icon is a sword). Physical damage can be reced through armor
2: magic damage, The bonus of magic damage is calculated according to the AP value (the icon is a staff) on the left panel as a parameter,
magic damage can be reced through magic resistance
3: real damage, real damage causes 100% damage, ignoring armor and magic resistance. That is to say, how much damage will be caused according to the description on the ability panel, which can't be offset, Reced
you can take a look at each hero's skill. Skill damage is divided into two parts in the manual, one is the basic damage of the current level skill, the other is the equipment bonus damage. The equipment bonus damage is displayed in (), and red represents the physical bonus, Green (also like blue) represents magic bonus
so you should understand a little bit?
ordinary attack (that is, the damage caused by right clicking on the enemy)
skill attack (hero's passive, 4 attack skills, 4 attack skills, 4 attack skills, 4 attack skills, 4 attack skills) Special effects of items)
and skill attacks are usually divided into three types of damage:
1: physical damage. The bonus of physical damage is calculated according to the ad value on your left panel (the icon is a sword). Physical damage can be reced through armor
2: magic damage, The bonus of magic damage is calculated according to the AP value (the icon is a staff) on the left panel as a parameter,
magic damage can be reced through magic resistance
3: real damage, real damage causes 100% damage, ignoring armor and magic resistance. That is to say, how much damage will be caused according to the description on the ability panel, which can't be offset, Reced
you can take a look at each hero's skill. Skill damage is divided into two parts in the manual, one is the basic damage of the current level skill, the other is the equipment bonus damage. The equipment bonus damage is displayed in (), and red represents the physical bonus, Green (also like blue) represents magic bonus
so you should understand a little bit?
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