怎样查看未命中和偏斜在战斗中的百分比?
- 游戏八卦
- 2024-11-10 09:50
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魔兽世界怎样查看未命中和偏斜在战斗中的百分比?
在插件里打开战斗统计 即可
怎样查看未命中和偏斜在战斗中的百分比?
怎样查看未命中和偏斜在战斗中的百分比?
怎样查看未命中和偏斜在战斗中的百分比?
怎样查看未命中和偏斜在战斗中的百分比?
点击自己的伤害统计会显示所有DPS构成因素
鼠标放上去每个因素都会显示 命中 未命中 没暴击 暴击 躲闪 招架的次数和覆盖率
魔兽世界中怪物仇恨怎么计算??
具体的计算公式很烦琐的
总的来说 只要不超过MT累积的仇恨就不会OT
不同的法术的仇恨也不同 一些高仇恨的法术都是有说明的(就是威胁值,例如嘲讽 魔法反制 等打断法术) 暴击 比一般仇恨要高出不少 有很多天赋和装备减仇恨 具体的仇恨计算 没有公布 但是一些老鸟 都是能很好的控制仇恨的 你要是新手的话就用楼上几位提供的插件吧
有仇恨统计插件
但必须整个团都安装才行。。。
每个技能有固定的仇恨计算公式,特定技能有固定仇恨值,不是1DPS=1仇恨这么简单
例如战士
一个盾猛大概是1220的仇恨值
毁灭打击的仇恨计算则更为复杂,毁灭打击有破甲效果,毁灭包含了破甲的仇恨,另外还有受AP加成的伤害的仇恨
另外战士的防御姿态,DK的冰脸,本身就提升仇恨产生的速度
具体公式,数据,可以去百度edwin的帖子,仇恨计算有很复杂的一套公式
DPS的仇恨,近战超过T
110%
OT,远程130%仇恨OT
,这是人尽皆知的
魔兽世界中怪物仇恨怎么计算??
分类: 游戏 >> 网络游戏 >> 魔兽世界
问题描述:
武器攻击和法术攻击 对怪物的仇恨是怎么计算的 ,是不是计算秒伤??还是怎么算的??
解析:
It's often said that we will nr be able to work out the way threat and hate lists and mobs' AI works, because it's too plicated and unknowable, that we'll only r he crude approximations and guesses. I've conducted some decent, rigorous tests, and i he what i beli is a good list of hate values and explanations of gaining and losing aggro and the behiour of taunt. I am also able to debunk a few myths about how threat works.
大家普遍认为我们永远无法解算出仇恨以及仇恨列表以及怪物的AI,因为这个系统复杂未知,所以我们只能推导和得到一些粗略的近似值.我做了一些正规严格的测试,并且得出了我认为很的包括仇恨列表,对获得和失去aggro以及嘲讽的合理解释. 本文将揭开关于仇恨系统的神秘面纱.
1) Definitions 定义
We define "aggro" to be who the mob is attacking. We define "threat" to be a numeric value that each mob has towards each player on it's hate list. Note, as we shall soon see, n for a normal mob, the target who has aggro is not necessarily the player on it's threat list with the most threat.
我们定义aggro为怪物正在攻击的目标,我们定义“仇恨”为怪物对于每个玩家在仇恨列表中的量化数值。需要注意的是,如我们下面要讲的,任何一个怪物,在仇恨列表里位并不是取得aggro的必要条件。
We define arbitratily that 1 point of unmodified damage gives 1 point of threat.
我们定义1点 伤害产生1点仇恨
2) 如何取得aggro(aggr成为boss的目标)- 超越10%仇恨
Simply put, for a mob to change aggro to a new target, the new target must he over 10% more threat than the mob's current target. E.g. mob is attacking player x. x does 100 damage to mob, then stops. Player y starts hitting the mob. The mob will start attacking y when y does over 110 damage.
想使怪物目标转到一个新目标上,那么新目标必须超过现有目标对该怪物仇恨的10%. 例如:怪物正在攻击玩家x, x对怪物造成100伤害,然后停止. 玩家y开始攻击怪物,当造成110伤害后怪物开始攻击y.
Proof: this is easy to demonstrate. Get o players both doing autoattack on a mob (not warriors of rogues; we'll see later they plicate things). He player 1 do a certain amount of damage, then stop. He player 2 keep attacking till he gets aggro. You he an upper and lower bound on the threat required to get aggro - 1 attack before he got aggro was not enough, but the attack that he got aggro was at least enough. With low damage attacks (i.e. fists only), you will get a very good value of 10%.
实验:很容易的证明,2个玩家都自动攻击一个怪(不要是战士或者盗贼,等会说明更为复杂的东西),玩家1先造成一定数量的伤害然后停止,玩家2继续攻击直到他取得aggro。你可以得到一个带有上下限范围的仇恨来取得aggro---玩家1攻击到造成怪物aggro的最少伤害,使用攻击(比如空手攻击),你可以得到一个非常准确的10%。
This is only a deion of the normal mob targetting. Obviously there are mobs who will attack secondary targets with special abilities, ignoring their current threat / aggro.
以上只能用来描述普通怪,显然有些怪物有特殊技能忽略当时的仇恨或者aggro而攻击第2目标。
3) Threat modifiers from Warrior Stances 战士姿态的仇恨修正
In Battle Stance and Berserker Stance, all threat from a Warrior is multiplied by 80%. In defensive stance, the multiplier is 130%. With Defiance, it is 145%.
战斗和狂爆姿态,战士的所有仇恨值为80%.防御姿态为130%,如果有defiance天赋为145%。
Proof: a modification of the above proof. Get a warrior to do, say, 1000 damage in defensive stance, without defiance. Get a non-warrior to take aggro with white damage. You will find it does not happen before 1430 damage. The warrior's 1000 damage caused 1300 threat in defensive stance, and the 10% barrier means you need more than 1430 to gain aggro.
实验:让一个战士在防御姿态造成1000伤害,且没有defiance.一个非战士职业通过普通攻击取得aggro,你将发现在造成1430伤害前aggro无法取得. 防御姿态战士的1000伤害达到了1300的仇恨,而10%的设置需要高于1430的伤害来获得aggro。
4) 仇恨不会随时间消退
Threat nr, r decays. Here is test data. Warrior does 83 damage on mob in battle stance, gains aggro. From above, we know it will take more than 83 0.8 1.1 = 73.04 threat to gain aggro. Warrior waits for 5 minutes getting beat on. Then mage starts attacking slowly. Mage does 73 damage, but does not gain aggro! Mage does another 2 damage, and does gain aggro. From the warrior's initial hit to losing aggro, the time taken was 496 seconds.
仇恨不会消退.这里有测试数据. 战斗姿态战士对怪物造成83点伤害,取得了aggro. 从上我们知道需要造成83x0.8x1.1=73.04仇恨才能抢到aggro. 战士等待了5分钟在攻击,然后法师开始缓慢攻击. 法师造成73点伤害带市未能获得aggro.法师又造成了2点伤害后,取得了aggro.。从战士开始攻击到失去aggro,全过程一共用了496秒。
As an upper bound, assume maximal threat decay. i.e. the mage only needed 73. threat to gain aggro. Then the warrior's threat had decayed to 66., from 66.4. This means he went down to 99.945% threat in 496 seconds.
设仇恨衰减达到(73是临界值的话). 法师只需要73.仇恨来取得aggro. 然后战士仇恨从66.4衰减到66.. 这意味着他在496秒里失去了99.945%的仇恨。
At this maximal rate of hate decay, the time taken for the warrior's threat to decay to 90% of the original value would be 26.5 hours. In fact, if a warrior logged in as soon as the server came online after the weekly reset and hit a mob, his threat would not decay to 50% before the server reset next week. I think this is enough to rule out threat decay.
根据这个仇恨衰减率,这个战士仇恨衰减到90%需要26.5小时.实际上,如果一个战士在开始时候登陆,在下个星期维护时也无法衰减50%仇恨.我认为这个足够可以无视仇恨衰减了。
5) 战士技能产生的仇恨值
the following list is not exhaustive, but includes all the major tanking abilities.
下面的列表不够全面,但是包括了战士的几个主要拉仇恨技能。
Note: the following values are given in raw terms. In reality the warrior must he either a 1.3 or 0.8 or 1.45 modifier on these, depending on his stance and talents.
注:下面的数值排列顺序不分先后,实际上战士有1.3或者0.8或者1.45的修正,取决于姿态和天赋
Note: All abilities do not include threat generated by their damage. This will be discussed more later.
注:带的技能仇恨不包括伤害带来的仇恨,这个以后讨论。
破甲: 260 (258.0 - 260.8)
英勇: 145 (143.9 - 148.8)
复仇: 315 (313.9 - 318.3)
复仇昏迷: 25 (23.4 - 29.1)
盾击: 180 (175.4 - 180.3)
盾牌猛击: ?? (estimated from Cop's data. More on that later)
盾档: 0 (0 - 0. Can be higher - more on this later)
雷霆一击: 130 (126.9 - 134.8)
挫志吼叫: 43 (42.8 - 43.8)
6) Healing, "you gain x ___", etc 治疗,“你获得xxxx”等
Each point of healing, when pley unmodified by talents, gives 0.5 threat. Replace the proof for (2) by the second person only healing.
每点治疗,无天赋修正情况下造成0.5的仇恨值,通过(2)的实验中一个只负责治疗的人证明。
Note: overhealing doesn't count, only the actual amount healed. This is easy to demonstrate.
注:过量治疗不被计算。,计算实际治疗量。这个很容易论证。
Abilities that put "you gain x mana" in the bat log give 0.5 threat per point gained; life is the same. Examples would be drinking potions, but not natural regen, or the Shaman's mana spring totem.
战斗日志里的“你获得x法力”每点获得0.5仇恨值,生命值也一样。喝水等都算,但是人物的自然回复的那部分以及撒满图腾提供的回复都无仇恨。
Abilities that put "you gain x rage" in the bat log give 5 threat per point gained. Howr, this is not modified by warrior stance. Such abilities include bloodrage, improved blocking talent, unbridled wrath, and 5/8 Might.
战斗日志里“你获得x点怒气”每点获得5点仇恨值。但是,这些不会因为战士姿态而修正。获得怒气的技能包括包括嗜血狂怒,增强盾挡天赋,无尽怒气,5件力量套等。
Like healing, these only give threat if you are below the maximum.
和治疗一样,状态满时候增加不会造成仇恨。
7) Explaining Cop's 4.0 damage to heal ratio 解释cop的关于4:1的伤害与治疗换算比率
Cop stated that in his tests, each point of damage by the warrior took approximay 4 points of healing by the priest, for the priest to get aggro. Here's how:
cop通过测试得到一个规律:战士1点伤害仇恨=牧师4点治疗仇恨,以下分析原因:
Warrior in defensive stance, with defiance: 1.45 multiplier
Gaining aggro from Warrior: 1.1 multiplier
Priest with discipline: 80% threat
Healing: each point gives 0.5 threat
战士在防御姿态,并且有defiance天赋:1.45修正
战士获得aggro:1.1修正
牧师有discipline天赋:80%仇恨
治疗:每点增加0.5仇恨
Toger, 1.45 1.1 / 0.8 / 0.5 = 3.9875. Pretty darn close to 4.
综合:1.45x1.1/0.8/0.5=3.9875 非常接近4。
8) Threat from pulling? add的仇恨?
There is no threat associated with pulling. The allest amouts of threat we could generate drew aggro from a body pull, no matter how long we waited after the pull. Pulling with damage did not effect the results of tests such as in section (2) at all.
拉怪本身并不产生仇恨。无论在引到怪后我们等待多久,我们通过用身体引到怪产生aggro都只产生一个最小化的仇恨。而用攻击拉怪不影响(2)的测试结果。(意即为拉怪本身不产生额外仇恨,只有攻击制造的仇恨,计算量同(2)的测试结果)
9) Taunt 嘲讽
The behiour of taunt appears at first randomised or plicated. For instance, if you taunt a mob off another player, then do nothing, the mob will go back to the player as soon as the debuff wears off. It appears to be giving temporary hate, then. The following experiment disproves this: take any class, do 1000 damage or so to a mob, then stop. Then he a warrior taunt the mob, taking no action until the debuff has worn off. The mob will return to the original player. Now he the warrior iddle his thu, he a beer, read the , etc, for as long as he likes (not too long or his buddy will probably die). Then he the warrior deal white damage until he gains aggro. You will find that in defensive stance with defiance, the first hit over 69 damage will score the warrior aggro. With battle stance, still only 125 damage is needed.
最初嘲讽被认为是随机且难解的,例如你嘲讽一个怪,然后什么都不做,这个怪会一直攻击你直到嘲讽debuff消失,看起来似乎是给了一个临时的仇恨,那么,这个实验将对此观点予以反驳:任意一个职业对怪造成1000伤害然后停止。然后一个战士嘲讽这个怪物,什么都不做等到嘲讽debuff消失。怪物将会重新攻击开始那个玩家,此时战士开始做各种表情等等来拖段时间(当然不能太长以免他的伙伴挂了)然后战士用普通攻击直到他获得aggro。你将发现防御姿态切有defiance的战士在达到69伤害后开始获得aggro,战斗姿态则需要125伤害。
The behiour of taunt is surprisingly , once yoemember the 10% rule. It will give you exactly the threat of the player on top of the threat list - but not the 10% needed for the mob to change aggro, only a temporary aggro from the debuff! If you do nothing, you will stay at of the mob's old target's threat, and will lose aggro with the taunt debuff. With a relatively all effort, you can gain aggro.
当你想到10%规则后会发觉嘲讽原理如此简单! 它将给你仇恨使你位于仇恨列表顶端,但并不给你aggro需要的10%仇恨,在debuff存在下让你获得临时的aggro!如果你什么都不做,你的仇恨将停留在怪物之前目标的仇恨数值上,并且失去aggro。仍需要相当的努力,才能获得aggro。
The behiour can be described as "temporary aggro, permament threat". It is easy to show that taunt does not give the warrior any constant amount of threat. He player 1 body pull a mob, but do no damage to it. He now has 0 threat, but has aggro. Now he the warrior taunt, and do nothing. After the 3 seconds, the warrior will lose aggro. He is now on 0 threat, but does not he the more than 0 required to gain aggro, by the 10% rule.
嘲讽可以被描述为“临时的aggro,的仇恨” 很容易就证明嘲讽不是给战士一个恒量的仇恨值:玩家1拉一个怪,但是不攻击他,那么此时他仇恨为0,但是他有aggro。然后一个战士嘲讽,什么都不做,3秒后战士将失去aggro。此时战士仇恨是0,但是根据10%规则,他没有大于0的仇恨值来获得aggro。
10) Implications 推论
a) Regaining aggro. Considering the 10% rule, if you lose aggro naturally, someone will he at least 110% of your current threat. To regain it, you need 10% of that, or 121% of your current threat, at an absolute minimum. So don't lose aggro, it's hard to get back! Not that you didn't already know this, but still.
获得aggro,根据10%规则,你失去了aggro,必然有人造成了至少相当于你110%的仇恨值。为了拉回目标,你最少需要那个人110%的仇恨值,或者121%你自己的当前仇恨值。因此不要失去aggro,想拉回来很难。
b) Taunt is potentially your highest threat move, because it gives permanent threat. The longer other people he been beating on a mob while you were not, the more threat you will gain by taunting. But from the 10% rule, you will need to do a lot of work to get aggro if the mob has been attacked for a decent amount of time without you.
嘲讽会把你移到仇恨列表位置,因为它带来的是仇恨。你不攻击而别人攻击怪物的时间越长,你通过嘲讽获得的仇恨就越多,但是根据10%规则,你需要在怪物转移目标前做大量事情来获取aggro。
c) Heroic Strike should not be used as a primary threat ability. Supe you are tanking a ll 62 mob. Let's give him 8,000 ac raw, and n assume he has 5 sunders stacked, for 5750 final ac, so he will take 48.89% of damage. A 15% crit rate is balanced by the 10% penalty to damage in defensive stance, and a 10% chance of a glancing blow chance for 50% damage. Then you can expect the 138 damage from Heroic Strike to contribute 67.5 damage on erage, for a total of 212 unmodified threat. This is still only 82% of the threat a sunder would give. Even with a 1.3 speed weapon, you will still do 94% the threat of sunder per time interval.
英勇打击不是主仇恨技能。设你在tank一个62级的怪,它有8000护甲,并且有5个破甲效果,然后实际为5750的护甲,因此他将受到48.89%的伤害。 15%的致命一击率并受到防御姿态10%的伤害调整,以及10%的格挡率格挡50%伤害。那么你可以预算HS造成的138伤害换算成67.5的平均伤害。212的 仇恨值。可是仍然只有1个破甲的82%仇恨效果。即使是1.3攻击速度的武器,仍然只有94%的破甲的TPS。(月猪:罗嗦半天就是说破甲比hs更好拉怪)
Best pract is to spam sunder, and use HS in beeen to soak up excess rage.
实际效果是破甲和hs一起使用来消耗掉过量的怒气
d) Rnge f. You can expect to do about 345 unmodified threat with Rnge, including damage, against the mob in the example above, which is exceptional for the low rage cost, n throwing in 10 for a shield block. Howr, there is a rage cost of shield block, in that you will block more attacks, so take less damage, so gain less rage from damage. Two blocks for 180 damage and you can say goodbye to another 4 rage.
复仇,通过复仇可以获得345的 仇恨值,还有伤害造成的仇恨,这一切只需要少量的怒气,甚至已经花费10怒用在盾挡上。但是在盾挡上消耗怒气,承受伤害也下降了。2次格挡180伤害你可以跟4怒气说再见了。
e) Demo Shout ftl. Demoralising shout does one sixth the threat of a sunder. Even spammed in defensive stance with defiance, you're doing no more threat than 42dps on each mob. Besides picking up ws in Onyxia and tanking panthers in the Panther boss encounter in ZG, i can't see a pelling reason to use this.
挫志吼叫,1/6的破甲仇恨值。即便是防御姿态+defiance天赋,降低每个怪42dps也无法带来更多仇恨。除非了黑龙蛋的那些小龙和zg里的一些豹子,真看不出有什么理由用这个技能。
f) Shield Slam ftl. Given the 6 second cooldown, there is no improvement in threat per second by using shield slam. With shield slam: 3 sunders and 1 shield slam ry 6 seconds. About 212 threat per second, unmodified. With the 30 rage from the shield slam you can cast 1 sunder and about 1.2 ic strikes, assuming you he the talents (which you would with any shield slam build), and are losing 3 rage per Heroic Strike from lost white damage rage (i.e. assuming 90 modified damage per hit). The 4 sunders and 1.2 ic strikes ry 6 seconds gives about 215 threat per second.
盾牌猛击,6秒的cd,使用盾牌猛击无法对TPS有任何改善。3破甲1盾牌猛击每6秒,大概212的 TPS。但是30怒的盾牌猛击可以使用1破甲和1.2的英勇,设你有盾牌猛击天赋(无论你怎样的天赋树结构),每次英勇都从普通攻击中损失3怒。4破甲1.2英勇每6秒带来215点TPS。
The only improvement is if you are spamming both sunder and HS, and want n more threat. Supe we he a 2.0 speed weapon, HS spam and sunder spam. That's about 280 unmodified tps. Changing one sunder for a shield slam gives us 318 unmodified. Howr, the same effect would be achid by changing to a 1.4 speed weapon and casting HS more often. And these values aren't taking into account autoattack damage, which makes the margins paratively aller.
的好处是,当你一直在使用破甲和英勇打击,仍然希望获得更多的仇恨。
设我们使用一个2s攻击速度的武器,英勇打击和破甲一直使用,这大概造成280的仇恨/秒。
如果把一个破甲换成盾牌猛击将给我们提供318点的额外怒气。当然,这个效果也可以通过换成1个1.4秒攻击速度的武器而更频繁的使用英勇打击来实现。但是,这个结果并没有考虑自动攻击的伤害造成的仇恨,实际上,使用一个1.4速度的武器,会使自动攻击的仇恨变小一些。
g) There's no amazing super secret randomised blizzard aggro algorithm. The concepts are and the values can be fitted with n numbers. Even formulas for threat-reducing knockbacks can conceivably be worked out, if threat values are carefully monitored.
实际上,BLZ的怪物攻击目标的计算公式并没有什么特别秘密的计算方法。这个概念是很简单的,数值也很容易计算。甚至仇恨建立的数值和公式,也可以准确地计算出来----如果仇恨被很仔细的监视着。
Well, i hope some of you are still awake, and are feeling somewhat enlightened. And if you skipped to the bottom, i can't exactly blame you after my essay above.
好吧,我希望你们之中的有些人还是清醒的,能够从我的文章中发现一些有价值的东西。如果你。不好好看而只是扫了一遍,我鄙视你
魔兽世界怎样查看未命中和偏斜在战斗中的百分比?
用recount插件,伤害输出统计里面。点击具体的一个输出类型,比如“肉搏”就会显示出“肉搏”的具体数据。其中“MISS”代表的是未命中。“dodged”表示被躲闪。“immune”表示免疫。“parry”表示被格挡。“glancing”表示偏斜。百分比都会显示在数据次数的后面。
account插件如果你用的大脚,打开团队插件里面就有
魔兽世界 伤害统计里crit hit glancing parry 是什么意思 谁有个说明 就是那里边的英文都是什么意思
crit 暴击
hit 命中
glancing 偏斜 (不能靠命中和精准来避免。。。首领级的boss天生40%的偏斜。。。 完全看脸。。。25%左右属于正常)
parry 招架 格挡
有时间提问,没时间查字典啊?
crit 暴击
hit 击中
glancing 偏斜
parry 招架
block 格挡
包括偏斜和招架的暴击吧……
魔兽世界双刀的问题
你也知道,偏斜之类的是由你的精准值决定,和武器无关,野蛮之刃并不加精准可以确定,所以,的可能就是双刀的急速效果使你在一定时间攻击次数增加反而多了那么点偏斜,另外由于脸不好,导致了偏斜增加。。。。。。。开打前洗个脸吧! PS。是不是拿到副手过头了,站位有点偏了,注意看看自己站位呗,还有无偏斜是不可能的,最多以前比较少!
LZ说的偏斜是打BOSS时候出现的吧,打骷髅级或者比你高3级(含3级)的怪的近战平砍会有25%的偏斜。偏斜无法避免。
精准是减少BOSS的闪躲和招架几率。
拿野蛮没出现偏斜估计是你打的是小怪。
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