How to calculate the percentage of attack power of the game
All attack power = (basic damage + critical damage + white damage + additional state damage + weapon's independent attack) * percentage
all attack power is the final damage. As the name suggests, it means that your large base damage, including small base damage, yellow critical damage, white damage, and even abnormal state damage, is calculated together, and then the percentage is added. Then the damage after ascension is called final damage
this is a new damage mechanism, which is the last multiplication in the damage calculation formula. Instead of what some people think of as physical magic independence. However, this is the final multiplication. So it's not the higher you stack it, the better. Because if you don't have the yellow white explosion, it's basically no different from the Yellow word's promotion. Its use is to enhance all the attack power, so the higher the attack power of other items, the higher the cost performance
for example, you have only these two with empty tears and shadow. Then you burst out the stone of non silence. You think 18 is better than 18. However, your output is lower, because 18 white characters will be affected by daggers to 25.56

2. If there is a person who is more proficient, the attack power is calculated by the above formula * [1 + percentage of proficient]
3. The power corresponds to the physical attack; If you use a spear, there are two spears for you to choose. The physical attack of one spear is 2 points higher than that of the other, but the strength is 2 points less. At this time, you should choose the one with high strength but low attack. In fact, the relationship between attack and strength is just a formula when you use a stick. You can calculate it by yourself, which will give you some inspiration, Enhancing power is more effective than enhancing weapon physical attack; When the weapon's physical attack is less than strength plus 250, the weapon's physical attack effectiveness will be improved. Some people may ask
4. The ignored defense attack of strengthened weapons is not included in this formula. What's the use of these? Let's take an example. 004 * weapon attack] than the size of the problem. After the above calculation: when the weapon attack is 250 points higher than its own strength; There are two different choices
the attack increased by 1 point of strength is 0.004 * weapon attack.
note: 1; In this way, the total damage value (the final damage value in the game attribute)
increases the attack after weapon attack by 1 point = [weapon attack + 1] * [1 plus force * 0. Total damage value = weapon attack * [1 plus force * 0.004]. If you are proficient in weapons, you can use this formula × 1 + mastery percentage) finally, after strengthening, ignore the damage. When the above two sticks appear, choose the one with high attack and low strength
attack power + skill attack + skill attack × Martial arts attack power increased - opponent defense - strange martial arts defense = skill damage
conclusion 1: the attack damage is composed of six items: basic physical damage + five types of element damage. Each attack is composed of one or more items of damage. All your equipment has several attributes, which are composed of several kinds of damage. Conclusion 2: each kind of damage is calculated separately, and the damage value of this attack can be obtained by randomly taking the value between the minimum value and the maximum value and adding the corresponding armor resistance
conclusion 3: there are four results after each attack: A & gt; Normal injury B & gt; Critical hit: each type of damage is multiplied by the critical hit damage bonus and then added to get the critical hit damage. The calculation method of critical hit damage bonus is to add all the attributes that increase the critical hit damage to get C & gt; Glanning blow, your attack is too low. If you don't break the defense, you will just attack glanning blow. Give 1 damage to comfort you d & gt; Blocked by a monster, no damage at all
conclusion 4: the damage value displayed in the character attribute panel is a pseudo value, which is quite different from the actual calculation. Conclusion 5: physical does not participate in the calculation of basic physical damage of weapons. Every time you enter the game, the Weapon Combat correction coefficient of each weapon is different, and the value changes around 1
conclusion 6: Weapon Specialization bonus is only used to calculate the basic physical damage of weapons, while al holding bonus is applicable to all types, provided you have to hold weapons in both hands
conclusion 7: the damage of enchants in weapons increases linearly with the increase of attributes, while the damage bonus of gems increases nonlinearly e to the special bonus of gems. Final fixed damage = basic damage of the skill level * (1 + corresponding bonus attribute% * x%). Note: 1. The final damage displayed on the skill is the final fixed damage that has been calculated, not recalculated on this value. 2. Some skills are not marked to receive a certain attribute bonus in the skill description, but actually have a certain attribute bonus. 3. The fixed damage part of the skill will not display the damage data on the console
conclusion 8: the damage of X% weapon is similar to the sum of X% of the damage caused by the six types of damage when using this weapon
conclusion 9: skill use is based on the right hand of the character. Conclusion 10: the damage of X% weapon damage skill attack includes the damage of ring and necklace, which is also not affected by X%. Weapon display DPS = sum of all damage on weapon attribute * K. generally speaking, if the attack speed displayed in gray white text on weapon basic attribute is the same, then the K value is the same, and the speed factor of different weapon speed is different. Generally speaking, the fastest is about 1.7, the average is about 1.5, and the slow is about 1.2, The slowest is about 1.0, but there will also be damage caused by special
x% DPS skill = the sum of six damage types * k * x% when using this weapon for ordinary attack. Conclusion 11: the damage caused by X% DPS skill is not the DPS value * x% of the weapon. The damage caused by X% DPS skill is the sum of six damage types * k * x% when using this weapon for ordinary attack, Bow MM's freeze shot and burst Nova skills will change all elemental damage to ice or fire. The higher the K value of weapon, the higher the skill damage
supplement:
conclusion 1: in the game, the damage of each attack is floating. There may be a big difference between good luck and bad luck
conclusion 2: when players attack, each damage type is calculated separately, and the corresponding resistance of monsters is filtered
conclusion 3: inlaying damage gems in weapons can greatly increase the actual total damage of weapons
conclusion 4: the addition of long-range specialization has no effect on elemental damage on weapons. Conclusion 5: the DPS of the two weapons are the same, but the speed factor is different. Inlaid with gems of the same damage, the damage bonus of the fast weapon is greater, because the actual damage of the weapon is related to the indivial DPS of each damage type in the weapon and the corresponding resistance of the monster. Ranged specialization and melee specialization have no bonus to elemental damage in weapons. Strength or agility has a bonus to all damage in a weapon. Double hold specialization has a bonus to all damage in weapons. Mana attribute has a bonus to element damage in weapons. Gem damage works in a special way
total damage of ordinary attack = maximum physical damage of weapon [(maximum basic physical damage of using hand weapon * (1 + corresponding attribute bonus + corresponding Weapon Specialization bonus + double holding bonus + corresponding attack mode bonus + damage bonus) * Weapon Combat correction coefficient + physical damage of using hand weapon inlaid with gem] +
maximum physical damage of element [physical damage of enchanting weapon * (1)+ Corresponding attribute bonus + corresponding attack method bonus + double holding bonus + damage bonus) + physical damage of gem inlay with hand weapon * (1 + corresponding attribute bonus + corresponding attack method bonus + double holding bonus + damage bonus + special gem bonus) + physical damage of jewelry + physical damage of gem inlay without hand weapon] +
elements fire, ice, electric Poison maximum damage [(maximum damage from basic elements of using hand weapons + damage from enchanting elements of using hand weapons) * (1 + corresponding attribute bonus + magic attribute bonus + double hold bonus + corresponding attack mode bonus + damage bonus) + damage from gem inlaid elements of using hand weapons * (1 + magic attribute bonus + corresponding attack mode bonus + double hold bonus + damage bonus + gem special bonus) + jewelry Incidental element damage + gem inlaid element damage of non used hand weapon]
total damage of skill attack = final fixed damage part [basic damage of skill level * (1 + corresponding bonus attribute% * x%)] +
y% * weapon damage [approximate total damage of ordinary attack] +
z% DPS damage [sum of damage caused by six types of damage when using this weapon for ordinary attack * k * z%, That is (weapon physical damage MAX + element fire, ice, electric, poison damage MAX + element physical damage max) * k * z%, but you should also refer to the specific instructions of skills. If the damage is converted to fire, ice, electric, poison elements, the element physical damage will also be increased by magic attributes, It is necessary to recalculate the maximum physical damage of the element]
note: k = the sum of all the damage on the DPS / weapon attribute displayed by the weapon
set
the maximum physical damage of the weapon = a physical damage = P elements fire, ice, electric Sum of poison's maximum damage = F + I + e + P = s, corresponding Weapon Specialization bonus = 0.4 (1 + corresponding attribute bonus + double holding bonus + corresponding attack mode bonus + damage bonus) = (1 + corresponding attribute bonus + 0.6 + corresponding attack mode bonus + damage bonus) = m magic attribute bonus = I weapon DPS = D, final fixed damage part = B, y% = y, z% = Z
k = D / (a + P + s) ≥ 1 < B It is impossible for y% * weapon injury and z% DPS injury to appear at the same time, so the total damage of skill attack is as follows:
the total damage of skill attack = B + [a (M + 0.4) + PM + s (M + s (M + I)] y or B + [a (M + 0.4) + PM + s (M + 0.4) + PM + s (M + 0.4) + PM + s (M + s (M + s (M + s (M + m + 0.4) + PM + S + s (M + S (M + 0 (M + 0.4) + PM + s (M + s (M + P + s (M + P + s (M + s (M + P + s (M + P + s (M + s (M + s (M + P + s (M + P + s (M + s (M + s (M + P + s (M + m + S + S + s (M + s (M + s (M + it's not easy, Among them, 0.4A + is has some choices according to different occupations and attributes< The last part of this part is the part of B + ZD [M (a + P + s) + 0.4A + is [M (a + P + s) + 0.4A + is (a + P + s) / (a + P + s)
the following part is the part of B + ZD [M (a + P + s) + 0.4A + is (m (a + P + s) + 0.4A + is) / / (a + P + s)
assuming that the fixed value of D, P is not big, and I is far less than 0.4.4, we can know < br /
the last part of this part of this part is the following part of the following part of the part of this part of this part of the last part of the part of the part of the part of this part of the part of the part of the part of the part of the last part of B + ZD = B + ZD (B + ZD (B + ZD (B + ZD (B + ZD 4), only related to d, It has nothing to do with weapon speed and all kinds of damage
assume that D is not a fixed value
the latter part = B + Z [DM + 0.4ad / (a + P + s) + is / (a + P + s)]
= B + Z (DM + 0.4ak + isk), which can be brought into the calculation.
first of all, the critical hit bonus of equipment. You can see that the attribute of an equipment is critical hit 3, which means to increase critical hit by 3%. This is calculated by percentage and can be added up to 100%. If the critical hit probability is added up to a certain amount, it is possible to hit a critical hit with a high probability, and the total critical hit is 100%. Then let's take Shuang as an example, because Shuang is a total transportation point
double swords can increase the critical hit rate when they are upgraded. As you may know, how much more critical hit rate can be increased? Shuang's critical hit rate is 70% when it is lucky in 411 (the result of many tests). After calculation, every lucky point will increase the critical hit rate by 0.17. Therefore, the author defines double sabres plus one luck as increasing critical hit rate by 0.17, which is also calculated by percentage. If you are using Rubik's cube to wash out new attributes for equipment, such as critical hit attributes, you can greatly stack the critical hit probability< br />
When it comes to critical attack power, let's talk about the value of critical attack power
because critical attack power is brought by equipment, suppose a weapon attribute provides 20 points of critical attack power, that is 20%. Then the damage of a character's critical attack is: general attack damage * (1 + 20%) * 2. Therefore, the benefit of critical attack power is a percentage benefit, which is far greater than the benefit of attack power. With 100% critical attack, the damage output can be greatly improved
assuming that the author's general attack damage is 1000, the current critical attack power of the equipment is 20, and the critical hit rate is 100%, then my critical hit damage per time is 1000 * (1 + 0.2) * 2 = 2400. Now the author has two pieces of equipment, one can provide 15 points of attack power (Rubik's cube can provide the maximum attack power), one can add 10 points of critical attack power. 15 points of attack is about 18 points of general attack damage (I don't know why, about 1.2 times). Then the final damage of 15 points of attack power: 1018 * (1 + 0.2) * 2 = 2443.2. Equip with 10 critical attack power. The final damage: 1000 * (1 + 0.3) * 2 = 2600
take another example: my current equipment has 153 critical attack power, so the actual critical damage is about five times of the general attack damage. Calculation method: (1.53 + 1) * 2.
