cehua_wcy
2018-09-11 271f87260276f2650e13d4726a13ae2995bc3a4e
3374 【版本1.0.15】和主干 增加pve附加伤害属性丹药
1个文件已修改
18 ■■■■ 已修改文件
ZoneServerGroup/map1_8G/MapServer/MapServerData/MapServerConfig/PlayerAttack/CalcAttackValue.txt 18 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ZoneServerGroup/map1_8G/MapServer/MapServerData/MapServerConfig/PlayerAttack/CalcAttackValue.txt
@@ -45,7 +45,7 @@
#    FinalHurtPer            最终伤害百分比        万分率
#    aOnlyFinalHurt            附加伤害        固定值
#    aReFightPower            等级表参考战力        固定值
#
#    aNPCHurtAddPer            pve附加伤害        百分比
# 防守方:
#    dMinAtk        最低攻击
#    dMaxAtk        最高攻击
@@ -82,7 +82,7 @@
    
    #常规公式-通用
    "PVP_1"    :"int(SuppressValueRealmRate/10000.0*max((((max((aMaxAtk if isLuckyHit else (aMinAtk + (aMaxAtk - aMinAtk)*rand))- dDef*(1-max(aIgnoreDefRate - dIgnoreDefRateReduce,0)/10000.0),0))*(1+(aLuckyHit/10000.0 if isLuckyHit else 0))+ (aSuperHit*max(1-dSuperHitReduce/10000.0,0) if isSuperHit else 0)+ max(aIceAtkSuperHit*aIceAtk - dIceDef, 0))*(atkSkillPer+max(aSkillAtkRate-dSkillAtkRateReduce,0)/10000.0)*(1+(aDamagePer+aDamagePerPVP)/10000.0)*(1-min(dDamReduce,8000)/10000.0)*(1-min(dDamagePerPVPReduce,8000)/10000.0)*(1-min(dDamChanceDef,8000)/10000.0)+max(aFinalHurt+aOnlyFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0),(aMinAtk+aMaxAtk)/2*0.05 + (aMinAtk+aMaxAtk)/2*0.1*rand))",
    "PVE_1"    :"int(max((((max((aMaxAtk if isLuckyHit else (aMinAtk + (aMaxAtk - aMinAtk)*rand))-dDef*max(1-aIgnoreDefRate/10000.0,0),1))*(1+(aLuckyHit/10000.0 if isLuckyHit else 0))+(aSuperHit if isSuperHit else 0)+ max(aIceAtkSuperHit*aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1+aDamagePer/10000.0)+max(aFinalHurt+aOnlyFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0)*max(1+aFinalHurtPer/10000.0,1),(aMinAtk+aMaxAtk)/2*0.05 + (aMinAtk+aMaxAtk)/2*0.1*rand))",
    "PVE_1"    :"int(max((((max((aMaxAtk if isLuckyHit else (aMinAtk + (aMaxAtk - aMinAtk)*rand))-dDef*max(1-aIgnoreDefRate/10000.0,0),1))*(1+(aLuckyHit/10000.0 if isLuckyHit else 0))+(aSuperHit if isSuperHit else 0)+ max(aIceAtkSuperHit*aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1+aDamagePer/10000.0)+max(aFinalHurt+aOnlyFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0)*max(1+aFinalHurtPer/10000.0,1)+aNPCHurtAddPer*(aMinAtk+aMaxAtk)/2.0,(aMinAtk+aMaxAtk)/2*0.05 + (aMinAtk+aMaxAtk)/2*0.1*rand))",
    "EVP_1"    :"int(max(((max((aMinAtk+aMaxAtk)/2.0*(1+suppressValueLV)-dDef,0)+max(aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1-min(dDamReduce,8000)/10000.0)*(1-min(dDamChanceDef,8000)/10000.0)+max(aFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0)*(1+suppressValueFP),aMaxAtk*0.05+rand*aMaxAtk*0.05))",
    "EVE_1"    :"max(aMaxAtk-dDef,1)",
    "PetVE_1":"max(((aMinAtk + aMaxAtk)/2.0-dDef)*(atkSkillPer+aSkillAtkRate/10000.0)*(1+aDamagePer/10000.0),(aMinAtk+aMaxAtk)/2.0*0.05 + (aMinAtk+aMaxAtk)/2.0*0.1*rand)",
@@ -101,7 +101,7 @@
    #渡劫
    "PVE_1_31110"    :"int(SuppressValueRealmRate/10000.0*max((((max((aMaxAtk if isLuckyHit else (aMinAtk + (aMaxAtk - aMinAtk)*rand))-dDef*max(1-aIgnoreDefRate/10000.0,0),1))*(1+(aLuckyHit/10000.0 if isLuckyHit else 0))+(aSuperHit if isSuperHit else 0)+ max(aIceAtkSuperHit*aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1+aDamagePer/10000.0)+max(aFinalHurt+aOnlyFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0),(aMinAtk+aMaxAtk)/2*0.05 + (aMinAtk+aMaxAtk)/2*0.1*rand))",
    "PVE_1_31110"    :"int(SuppressValueRealmRate/10000.0*max((((max((aMaxAtk if isLuckyHit else (aMinAtk + (aMaxAtk - aMinAtk)*rand))-dDef*max(1-aIgnoreDefRate/10000.0,0),1))*(1+(aLuckyHit/10000.0 if isLuckyHit else 0))+(aSuperHit if isSuperHit else 0)+ max(aIceAtkSuperHit*aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1+aDamagePer/10000.0)+max(aFinalHurt+aOnlyFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0)+aNPCHurtAddPer*(aMinAtk+aMaxAtk)/2.0,(aMinAtk+aMaxAtk)/2*0.05 + (aMinAtk+aMaxAtk)/2*0.1*rand))",
    "EVP_1_31110"    :"int(max(min(SuppressValueRealmRate/10000.0,1.1),0.9)*max(((max((aMinAtk+aMaxAtk)/2.0*(1+suppressValueLV)-dDef,0)+max(aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1-min(dDamReduce,8000)/10000.0)*(1-min(dDamChanceDef,8000)/10000.0)+max(aFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0)*(1+suppressValueFP),aMaxAtk*0.05+rand*aMaxAtk*0.05))",
    #符印塔特殊公式等级压制
@@ -110,27 +110,27 @@
    #_101 后10座塔,等级压制
    "EVP_1_101"    :"int(SuppressValueRealmRate/10000.0*max(((max((aMinAtk+aMaxAtk)/2.0*(1+min(max((suppressLV-5)*0.025,0),2))-dDef,0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1-min(dDamReduce,8000)/10000.0)*(1-min(dDamChanceDef,8000)/10000.0)+max(aFinalHurt+min(max((suppressLV-10)*0.01,0),0.25)*dMaxHP+suppressValueFP-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0),aMaxAtk*0.05+rand*aMaxAtk*0.05))",
    #符印塔境界压制
    "PVE_1_31130"    :"int(SuppressValueRealmRate/10000.0*max((((max((aMaxAtk if isLuckyHit else (aMinAtk + (aMaxAtk - aMinAtk)*rand))-dDef*max(1-aIgnoreDefRate/10000.0,0),1))*(1+(aLuckyHit/10000.0 if isLuckyHit else 0))+(aSuperHit if isSuperHit else 0)+ max(aIceAtkSuperHit*aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1+aDamagePer/10000.0)+max(aFinalHurt+aOnlyFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0),(aMinAtk+aMaxAtk)/2*0.05 + (aMinAtk+aMaxAtk)/2*0.1*rand))",
    "PVE_1_31130"    :"int(SuppressValueRealmRate/10000.0*max((((max((aMaxAtk if isLuckyHit else (aMinAtk + (aMaxAtk - aMinAtk)*rand))-dDef*max(1-aIgnoreDefRate/10000.0,0),1))*(1+(aLuckyHit/10000.0 if isLuckyHit else 0))+(aSuperHit if isSuperHit else 0)+ max(aIceAtkSuperHit*aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1+aDamagePer/10000.0)+max(aFinalHurt+aOnlyFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0)+aNPCHurtAddPer*(aMinAtk+aMaxAtk)/2.0,(aMinAtk+aMaxAtk)/2*0.05 + (aMinAtk+aMaxAtk)/2*0.1*rand))",
    #娲皇遗迹
    "PVE_1_51010"    :"int(SuppressValueRealmRate/10000.0*max((((max((aMaxAtk if isLuckyHit else (aMinAtk + (aMaxAtk - aMinAtk)*rand))-dDef*max(1-aIgnoreDefRate/10000.0,0),1))*(1+(aLuckyHit/10000.0 if isLuckyHit else 0))+(aSuperHit if isSuperHit else 0)+ max(aIceAtkSuperHit*aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1+aDamagePer/10000.0)+max(aFinalHurt+aOnlyFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0),(aMinAtk+aMaxAtk)/2*0.05 + (aMinAtk+aMaxAtk)/2*0.1*rand))",
    "PVE_1_51010"    :"int(SuppressValueRealmRate/10000.0*max((((max((aMaxAtk if isLuckyHit else (aMinAtk + (aMaxAtk - aMinAtk)*rand))-dDef*max(1-aIgnoreDefRate/10000.0,0),1))*(1+(aLuckyHit/10000.0 if isLuckyHit else 0))+(aSuperHit if isSuperHit else 0)+ max(aIceAtkSuperHit*aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1+aDamagePer/10000.0)+max(aFinalHurt+aOnlyFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0)+aNPCHurtAddPer*(aMinAtk+aMaxAtk)/2.0,(aMinAtk+aMaxAtk)/2*0.05 + (aMinAtk+aMaxAtk)/2*0.1*rand))",
    "EVP_1_51010"    :"int(SuppressValueRealmRate/10000.0*max(((max((aMinAtk+aMaxAtk)/2.0*(1+suppressValueLV)-dDef,0)+max(aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1-min(dDamReduce,8000)/10000.0)*(1-min(dDamChanceDef,8000)/10000.0)+max(aFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0)*(1+suppressValueFP),aMaxAtk*0.05+rand*aMaxAtk*0.05))",
    #BOSS境界压制公式
    "PVE_1_3"    :"int(SuppressValueRealmRate/10000.0*max((((max((aMaxAtk if isLuckyHit else (aMinAtk + (aMaxAtk - aMinAtk)*rand))-dDef*max(1-aIgnoreDefRate/10000.0,0),1))*(1+(aLuckyHit/10000.0 if isLuckyHit else 0))+(aSuperHit if isSuperHit else 0)+ max(aIceAtkSuperHit*aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1+aDamagePer/10000.0)+max(aFinalHurt+aOnlyFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0),(aMinAtk+aMaxAtk)/2*0.05 + (aMinAtk+aMaxAtk)/2*0.1*rand))",
    "PVE_1_3"    :"int(SuppressValueRealmRate/10000.0*max((((max((aMaxAtk if isLuckyHit else (aMinAtk + (aMaxAtk - aMinAtk)*rand))-dDef*max(1-aIgnoreDefRate/10000.0,0),1))*(1+(aLuckyHit/10000.0 if isLuckyHit else 0))+(aSuperHit if isSuperHit else 0)+ max(aIceAtkSuperHit*aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1+aDamagePer/10000.0)+max(aFinalHurt+aOnlyFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0)+aNPCHurtAddPer*(aMinAtk+aMaxAtk)/2.0,(aMinAtk+aMaxAtk)/2*0.05 + (aMinAtk+aMaxAtk)/2*0.1*rand))",
    "EVP_1_3"    :"int(SuppressValueRealmRate/10000.0*max(((max((aMinAtk+aMaxAtk)/2.0*(1+suppressValueLV)-dDef,0)+max(aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1-min(dDamReduce,8000)/10000.0)*(1-min(dDamChanceDef,8000)/10000.0)+max(aFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0)*(1+suppressValueFP),aMaxAtk*0.05+rand*aMaxAtk*0.05))",
    #宗门试炼
    "PVE_1_60010"    :"int(SuppressValueRealmRate/10000.0*max((((max((aMaxAtk if isLuckyHit else (aMinAtk + (aMaxAtk - aMinAtk)*rand))-dDef*max(1-aIgnoreDefRate/10000.0,0),1))*(1+(aLuckyHit/10000.0 if isLuckyHit else 0))+(aSuperHit if isSuperHit else 0)+ max(aIceAtkSuperHit*aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1+aDamagePer/10000.0)+max(aFinalHurt+aOnlyFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0),(aMinAtk+aMaxAtk)/2*0.05 + (aMinAtk+aMaxAtk)/2*0.1*rand))",
    "PVE_1_60010"    :"int(SuppressValueRealmRate/10000.0*max((((max((aMaxAtk if isLuckyHit else (aMinAtk + (aMaxAtk - aMinAtk)*rand))-dDef*max(1-aIgnoreDefRate/10000.0,0),1))*(1+(aLuckyHit/10000.0 if isLuckyHit else 0))+(aSuperHit if isSuperHit else 0)+ max(aIceAtkSuperHit*aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1+aDamagePer/10000.0)+max(aFinalHurt+aOnlyFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0)+aNPCHurtAddPer*(aMinAtk+aMaxAtk)/2.0,(aMinAtk+aMaxAtk)/2*0.05 + (aMinAtk+aMaxAtk)/2*0.1*rand))",
    "EVP_1_60010"    :"int(SuppressValueRealmRate/10000.0*max(((max((aMinAtk+aMaxAtk)/2.0*(1+suppressValueLV)-dDef,0)+max(aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1-min(dDamReduce,8000)/10000.0)*(1-min(dDamChanceDef,8000)/10000.0)+max(aFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0)*(1+suppressValueFP),aMaxAtk*0.05+rand*aMaxAtk*0.05))",
    #麒麟之府
    "PVE_1_31190"    :"int(SuppressValueRealmRate/10000.0*max((((max((aMaxAtk if isLuckyHit else (aMinAtk + (aMaxAtk - aMinAtk)*rand))-dDef*max(1-aIgnoreDefRate/10000.0,0),1))*(1+(aLuckyHit/10000.0 if isLuckyHit else 0))+(aSuperHit if isSuperHit else 0)+ max(aIceAtkSuperHit*aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1+aDamagePer/10000.0)+max(aFinalHurt+aOnlyFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0),(aMinAtk+aMaxAtk)/2*0.05 + (aMinAtk+aMaxAtk)/2*0.1*rand))",
    "PVE_1_31190"    :"int(SuppressValueRealmRate/10000.0*max((((max((aMaxAtk if isLuckyHit else (aMinAtk + (aMaxAtk - aMinAtk)*rand))-dDef*max(1-aIgnoreDefRate/10000.0,0),1))*(1+(aLuckyHit/10000.0 if isLuckyHit else 0))+(aSuperHit if isSuperHit else 0)+ max(aIceAtkSuperHit*aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1+aDamagePer/10000.0)+max(aFinalHurt+aOnlyFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0)+aNPCHurtAddPer*(aMinAtk+aMaxAtk)/2.0,(aMinAtk+aMaxAtk)/2*0.05 + (aMinAtk+aMaxAtk)/2*0.1*rand))",
    "EVP_1_31190"    :"int(SuppressValueRealmRate/10000.0*max(((max((aMinAtk+aMaxAtk)/2.0*(1+suppressValueLV)-dDef,0)+max(aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1-min(dDamReduce,8000)/10000.0)*(1-min(dDamChanceDef,8000)/10000.0)+max(aFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0)*(1+suppressValueFP),aMaxAtk*0.05+rand*aMaxAtk*0.05))",
    #抢boss
    "PVE_1_5"    :"int(wReFightPower/15.0+SuppressValueRealmRate/10000.0*max((((max((aMaxAtk if isLuckyHit else (aMinAtk + (aMaxAtk - aMinAtk)*rand))-dDef*max(1-aIgnoreDefRate/10000.0,0),1))*(1+(aLuckyHit/10000.0 if isLuckyHit else 0))+(aSuperHit if isSuperHit else 0)+ max(aIceAtkSuperHit*aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1+aDamagePer/10000.0)+max(aFinalHurt+aOnlyFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0),(aMinAtk+aMaxAtk)/2*0.05 + (aMinAtk+aMaxAtk)/2*0.1*rand))",
    "PVE_1_5"    :"int(wReFightPower/15.0+SuppressValueRealmRate/10000.0*max((((max((aMaxAtk if isLuckyHit else (aMinAtk + (aMaxAtk - aMinAtk)*rand))-dDef*max(1-aIgnoreDefRate/10000.0,0),1))*(1+(aLuckyHit/10000.0 if isLuckyHit else 0))+(aSuperHit if isSuperHit else 0)+ max(aIceAtkSuperHit*aIceAtk - dIceDef, 0))*(atkSkillPer+aSkillAtkRate/10000.0)*(1+aDamagePer/10000.0)+max(aFinalHurt+aOnlyFinalHurt-dFinalHurtReduce, 0)+atkSkillValue)*(1+dBeHurtPer/10000.0)+aNPCHurtAddPer*(aMinAtk+aMaxAtk)/2.0,(aMinAtk+aMaxAtk)/2*0.05 + (aMinAtk+aMaxAtk)/2*0.1*rand))",
}