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2020-10-10 07:15
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英语单词怎么读-临时身份证怎么办理

2020年10月10日发(作者:朱乃正)
WOW的最新物品等级计算公式
资料下载——游戏魂http:

原帖地址 [ http:15t44718-item_level_mechanics ]
作者: Seratha
Equations
The item level for all items begin calculation the same way by taking the various
stats on an item and multiplying them by their corresponding stat mods. Most stats
have a stat mod of 1, including Strength, Agility, Intellect, Spirit, Resistances,
and all rating stats. Stamina is the only “white” stat that has a stat mod of 23.
The table below lists the various stats and their corresponding modifiers.
Stat
Strength
Agility
Stamina
Intellect
Spirit
Ratings
Attack Power
Spell Power
Mana per 5

The item value is determined by taking a stat multiplied by its modifier and raising
it to the power of log(2)log(1.5), which is approximately 1.7095, and adding it
to the rest of the stats on the item each multiplied similarly. Once all stats are
added up, the resulting value is raised to the 11.7095 power. The resulting equation
is:

Modifier
1
1
23
1
1
1
12
67
52

等式

所有物品的物品等级 的计算方法都是一样的,即把物品上的每个属性都乘以相对应的修正
值,再累加起来。大多数属性的修正 值都是1,包括力量,敏捷,智力,精神以及所有XX
等级(爆击等级,命中等级等等)。耐力是唯一一 个修正值为23的基础属性。下面的表格列
出了不同属性和它们相对应的修正值
属性
力量
敏捷
耐力
智力
精神
XX等级
修正值
1
1
23
1
1
1
攻击强度 12
法术强度 67
MP5

物品价值的计算方法 :每个属性乘以相对应的修正值的log(2)log(1.5)的次方,这个值大
约是1.7095, 然后累加起来。当所有的属性都累加完了以后,计算出来的值再做一次
11.7095的次方运算。计算 公式如下:

For most items this is the same item value that will go in to equation to determine
the item level, but not all slots of equipment are created equal. When it comes to
helms, chests, pants, and two handed weapons, their slot modifier is 1. Other slots
have a different modifier.
Slot
Chest
Head
Legs
Modifier
1.00
1.00
1.00
52
Two Handed Weapon 1.00
Shoulder 34
Hands
Waist
Feet
Wrist
Neck
Back
Finger
Off Hand
Shield
Trinket
34
34
34
916
916
916
916
916
916
1725*
One Handed Weapon 2764
Ranged



对 于大多数物品来说,决定物品等级的价值都是相同的,但并非所有部位的装备都是相同的。
头,胸,腿和 双手武器的修正值是1,而其它部位有不同的修正值。
部位



修正值
1.00
1.00
1.00
81256
双手武器 1.00




手腕


手指
副手
盾牌
饰品
34
34
34
34
916
916
916
916
916
916
1725
单手武器 2764
远程

81256


Dividing the item value by the slot modifier yields the item slot value. This is
the raw value that will go into equation to determine item level and weapon DPS.
Depending on the quality of the gear and the suggested item level, one of many
different formulas could be used. Originally in vanilla WoW, the formula to calculate
the item level was a linear formula that had three different equations depending
on the quality of the item.
Uncommon:

Rare:

Epic:

Starting with item level 100 epics, however, the linear formula was replaced with
a logarithmic formula that allowed greater scaling as item levels increased.
Similarly, in Wrath of the Lich King, rare items and uncommon items from quest rewards
shifted into using a logarithmic equation as well. Interestingly, uncommon and rare
items with random enchants calculate their item level using the original linear
formula.
Uncommon:

Rare:

Epic:



物品价值除以部位修正值就是物品部位价值了。这个原始的值可以决定物品等级和 武器
DPS。根据装备的好坏采用不同的计算公式。在最初的WOW中,计算物品等级的公式是个线形的公式,根据装备的好坏有3个不同的公式

优秀的:

精良的:

史诗的:

从物品等级100以上的史诗装备开始,这个线形的公式被对 数公式所取代。同样,在WLK
中,任务奖励的绿装和蓝装也会使用这个公式计算。有趣的是,随机FM 的绿装和蓝装仍然
用线形公式计算。
优秀的:

精良的:

史诗的:


Sockets
Sockets take up a flat amount of an items budget. The common belief behind sockets
is that an item is initially created without sockets and adding a socket takes out
an amount equivalent to a primary color rare gem from the highest corresponding stat.
The socket bonus seems to be just that, a bonus that consumes no portion of the item’s
budget.

宝石插槽

宝石插槽占 了一定数量的物品等级。普遍的观点是一件装备最初是没有插槽的,加上插槽后
会占用物品等级,数值和 相对应的最高属性的单色(即红,黄,蓝,非橙,紫,绿)蓝色品质
的宝石相当。插槽奖励不占用物品等 级。

Set Bonuses

Like socket bonuses, they’re free and consume no portion of the item’s budget.

套装奖励

和插槽奖励一样,套装奖励不占用物品等级

Weapon DPS
Weapon DPS is an interesting property of items as there seems to be multiple ways
of calculating it. The recently introduced Heirloom items managed to answer and raise
questions. Prior to level 57, making them equivalent to rare items from vanilla WoW,
the Heirloom weapons do not scale linearly, but instead seem to alternate between
linear and polynomial increases. From levels 58 to 67, the Heirloom weapons increase
DPS exponentially as item level increases. From 68 to 80, the weapon DPS also
increases exponentially, but at a different rate. Epic items from item level 100
to item level 226 all hold the same exponential scaling.

The equation for item level from item slot is a logarithmic equation and the equation
from item level to weapon DPS would require an exponential equation, therefore an
equation from item slot value, the value prior to item level, to weapon DPS would
be a linear equation.

For rare items past item level 134, the following equation can determine one handed
weapon DPS:




To calculate two handed weapon DPS, just multiply the result by 1.3, as a two handed
weapon will have 30% more weapon DPS than a one handed weapon.

For epic items from item level 100 onward, the following equation determines one
handed weapon DPS:



The fact that epic items from TBC and WotLK share the same formula for weapon DPS
leads me to believe that the formula for rare items in TBC may not be the same as
the formula for rare items in WotLK.

A caveat about using the item slot value to calculate weapon DPS is that certain
weapons, like [Cataclysm's Edge], are under budget according to their item level
and will display a lower weapon DPS than properly budgeted items at the same level.

武器DPS

武器DPS是物品等级中一个很有 趣的属性,因为它似乎有多种计算方法。最近加入的传家宝
物品可以提出和回答这个问题。物品等级在5 7以前的时候,它的计算方法和蓝装的线形公
式一样,传家宝武器不是线形增长的,似乎是介于线形和多 项式增长之间。在58-67的时候,
传家宝武器的DPS随物品等级成指数增长。在68-80的时候 ,武器DPS也是成指数增长,但
是速度不同。在100-226之间的史诗物品成相同的指数增长。

非武器的物品等级公式是个对数公式,而武器的物品等级公式是个指数公式。

物品等级在134以后的蓝装,下面的公式决定了武器DPS:


要计算 双手武器的DPS,只要将这个结果乘以1.3,因为双手武器比单手武器多30%的武器
DPS。

物品等级在100以前的紫装,下面的公式决定了武器DPS:


TBC和WLK的紫装在计算武器DPS时用同一个公式使我相信蓝装的公式应该是不同的。

DPS Sacrifice
For caster weapons the inherent DPS in a weapon is mostly useless. To overcome this
problem, Blizzard began sacrificing some of the DPS on a weapon in order to allow
it to be traded for Spell Power at a rate of 4 Spell Power to 1 Weapon DPS. From
Molten Core to Sunwell, Blizzard had been sacrificing enough DPS to bring a one handed
weapon down to approximately 41.4 DPS.

In WotLK sacrificing DPS works differently than previously. It appears that Blizzard
is intending to make Spell Power intrinsic to a weapon in much the same way that
weapons have a natural DPS. The calculation to determine a weapon's Spell Power is
similar to the calculation for a weapon's DPS. Only the equation for rare quality
items is listed as there aren't enough data points to reliably determine the equation
for epic items.

The only exception to this that I’ve found is the [Netherbreath Spellblade] that
has a higher than expected DPS. Unlike their melee counterparts, Heirloom items do
not use the same Spell Power equation as rare quality items. They have a higher
coefficient which explains their higher Spell Power compared to an equal item level
rare.


DPS的牺牲

对法系的武 器来说武器的DPS毫无用处。为了解决这个问题,暴雪牺牲了武器的一些DPS,
为了可以使1武器D PS和4法术强度进行交换。从MC到SW,暴雪已经牺牲了足够的DPS让
一个单手武器的DPS降到 41.4左右。

在WLK中,牺牲DPS的做法和以前不同。暴雪似乎使法术强度成为武器 的内在属性,就好像
武器有DPS一样。决定武器法术强度的计算和决定武器DPS的计算相似。目前只 有蓝装可以
证明这一点,因为还没有足够的紫装的数据。



唯一的例外就是我发现[Netherbreath Spellblade]比预期的DPS要高。和 近战武器不同,
传家宝不使用蓝装的法术强度公式。它们有更高的加成,这点可以解释它们为什么比相同 物
品等级的蓝装的法术强度要高。

Legendary Items
The only legendary items I've checked were the Twin Blades of Azzinoth and they were
itemized as if they were an equivalent item level epic. The DPS calculation and item
level all came out as if they were a 156 epic. The set bonus is what pushes the item
from being a normal epic item into being legendary item.

传说物品

我 检查的唯一一个传说物品就是蛋刀,它的物品等级的计算和一个相同等级的紫装一样。它
的DPS和物品 等级和一个156物品等级的紫装计算结果相同。套装奖励就是让它从紫装变成
橙装的原因。

Procs
Items that have chance on hit mechanics or other special effects will have those
counted towards the item’s budget. These fall under the same problem that trinkets
have in that they are hard to quantify with a number and most likely have an assumed
cost based on their theoretical benefit.

触发效果

有 几率在命中之后触发或者其它特殊效果的物品会将这些效果计算到物品等级中去。饰品也
有相同的问题, 因为它们很难去量化,并且很可能有一个基于它们理论上收益的假设成本在
里面。

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