| | |
| | | },
|
| | |
|
| | | # 等级成长属性公式
|
| | | {0:
|
| | | [
|
| | | ["Hit","0.95*ReMiss/(1-HitRate/10000.0)-ReMiss"],
|
| | | ["Miss","ReHit*MissRate/10000.0/(0.95-MissRate/10000.0)"],
|
| | |
| | | ["MaxHP","((ReAtk-Def*(1-ReIgnoreDefRate/10000.0))*ReSkillAtkRate/10000.0*(1+ReDamagePer/10000.0)*(1-ReLuckyHitRate/10000.0+ReLuckyHitRate/10000.0*(1.2+ReLuckyHit/10000.0))+max((RePetAtk-Def)*(1+RePetDamPer/10000.0)*RePetSkillAtkRate/10000.0,0)+max((ReIceAtk-IceDef)*ReSkillAtkRate/10000.0*(1+ReDamagePer/10000.0)*(1-ReLuckyHitRate/10000.0+ReLuckyHitRate/10000.0*(1.2+ReLuckyHit/10000.0)),0)+ReFinalHurt)*HitTime/100.0*math.sqrt((ReAtkSpeed+10000)/10000.0)+(ReAtk-Def*(1-ReIgnoreDefRate/10000.0))*ReBleedDamage/10000.0*(1+ReDamagePer/10000.0)*(1-ReLuckyHitRate/10000.0+ReLuckyHitRate/10000.0*(1.2+ReLuckyHit/10000.0))*HitTime/100.0"],
|
| | |
|
| | | ],
|
| | | 1:
|
| | | [
|
| | | ["Hit","0.95*ReMiss/(1-HitRate/10000.0)-ReMiss"],
|
| | | ["Miss","ReHit*MissRate/10000.0/(0.95-MissRate/10000.0)"],
|
| | | ["IceAtk","IceAtkCoefficient/10000.0*ReIceAtk"],
|
| | | ["IceDef","IceDefCoefficient/10000.0*ReIceDef"],
|
| | | ["Def","ReAtk*AtkCoefficient/10000.0"],
|
| | | ["MinAtk","(((ReAtk-Def*(1-ReIgnoreDefRate/10000.0))*ReSkillAtkRate/10000.0*(1+ReDamagePer/10000.0)*(1-ReLuckyHitRate/10000.0+ReLuckyHitRate/10000.0*(1.2+ReLuckyHit/10000.0))+max((RePetAtk-Def)*(1+RePetDamPer/10000.0)*RePetSkillAtkRate/10000.0,0)+max((ReIceAtk-IceDef)*ReSkillAtkRate/10000.0*(1+ReDamagePer/10000.0)*(1-ReLuckyHitRate/10000.0+ReLuckyHitRate/10000.0*(1.2+ReLuckyHit/10000.0)),0)+ReFinalHurt)*HitTime/100.0*math.sqrt((ReAtkSpeed+10000)/10000.0)+(ReAtk-Def*(1-ReIgnoreDefRate/10000.0))*ReBleedDamage/10000.0*(1+ReDamagePer/10000.0)*(1-ReLuckyHitRate/10000.0+ReLuckyHitRate/10000.0*(1.2+ReLuckyHit/10000.0))*HitTime/100.0)*max((1-max(strengthenLV-350,0)/10*0.03),0.75)/60.0"],
|
| | | ["MaxAtk","(((ReAtk-Def*(1-ReIgnoreDefRate/10000.0))*ReSkillAtkRate/10000.0*(1+ReDamagePer/10000.0)*(1-ReLuckyHitRate/10000.0+ReLuckyHitRate/10000.0*(1.2+ReLuckyHit/10000.0))+max((RePetAtk-Def)*(1+RePetDamPer/10000.0)*RePetSkillAtkRate/10000.0,0)+max((ReIceAtk-IceDef)*ReSkillAtkRate/10000.0*(1+ReDamagePer/10000.0)*(1-ReLuckyHitRate/10000.0+ReLuckyHitRate/10000.0*(1.2+ReLuckyHit/10000.0)),0)+ReFinalHurt)*HitTime/100.0*math.sqrt((ReAtkSpeed+10000)/10000.0)+(ReAtk-Def*(1-ReIgnoreDefRate/10000.0))*ReBleedDamage/10000.0*(1+ReDamagePer/10000.0)*(1-ReLuckyHitRate/10000.0+ReLuckyHitRate/10000.0*(1.2+ReLuckyHit/10000.0))*HitTime/100.0)*max((1-max(strengthenLV-350,0)/10*0.03),0.75)/60.0"],
|
| | | ["FireAtk","0"],
|
| | | ["MaxHP","(((ReAtk-Def*(1-ReIgnoreDefRate/10000.0))*ReSkillAtkRate/10000.0*(1+ReDamagePer/10000.0)*(1-ReLuckyHitRate/10000.0+ReLuckyHitRate/10000.0*(1.2+ReLuckyHit/10000.0))+max((RePetAtk-Def)*(1+RePetDamPer/10000.0)*RePetSkillAtkRate/10000.0,0)+max((ReIceAtk-IceDef)*ReSkillAtkRate/10000.0*(1+ReDamagePer/10000.0)*(1-ReLuckyHitRate/10000.0+ReLuckyHitRate/10000.0*(1.2+ReLuckyHit/10000.0)),0)+ReFinalHurt)*HitTime/100.0*math.sqrt((ReAtkSpeed+10000)/10000.0)+(ReAtk-Def*(1-ReIgnoreDefRate/10000.0))*ReBleedDamage/10000.0*(1+ReDamagePer/10000.0)*(1-ReLuckyHitRate/10000.0+ReLuckyHitRate/10000.0*(1.2+ReLuckyHit/10000.0))*HitTime/100.0)*max((1-max(strengthenLV-350,0)/10*0.03),0.75)"],
|
| | |
|
| | | ],
|
| | | },
|
| | |
|
| | | # 地图人数对应属性额外成长系数 {mapID:{"属性名":{组队进入人数:系数, ...}, ...}, ...} 或 {mapID:{"属性名":"人数成长系数公式", ...}, ...}
|
| | | # key支持两个格式:1-直接配,2-范围用小括号(min,max); 公式人数参数名: strengthenPlayerCnt
|
| | |
| | | },
|
| | |
|
| | | # 动态等级的地图ID列表,默认已刷新出来的NPC等级不会再变更,下次刷出来的怪物等级变更 [地图ID, ...]
|
| | | [31170,31080],
|
| | | [31160,31170,31080],
|
| | |
|
| | | # 动态人数系数的地图ID {地图ID:是否马上刷新属性, ...}
|
| | | {31170:1, 51010:1, 31210:1},
|