add 背刺和伏击系数

master
dustoair 3 years ago
parent a989a33b16
commit c4af40f55c

@ -0,0 +1,36 @@
/*
*
@author: sre
@date: 2022/11/6 0006
@desc: todo
*
*/
package main
import "fmt"
//关于盗贼伏击暴击伤害计算公式
//https://ngabbs.com/read.php?tid=20736838
//https://ngabbs.com/read.php?tid=19912134
//暴击伤害=({(AP*1.7/14+DPH)*150%+210}*1.2)2.3
// backStackDmg伏击DPH
func amBushDmg(dps, speed, ap float64) float64 {
//背刺伤害={(AP*1.7/14+DPH)*150%+210}
return 290.0 + 2.5*(ap*1.7/14+dps*speed)
}
func amBushDPH(myAP, myCrit float64) {
//帝陨
fmt.Println("帝陨 ", DesirBloodBackSTackDmg(amBushDmg(73.1, 1.8, myAP+16), myCrit+1))
//死亡之钉
fmt.Println("死亡之钉 ", DesirBloodBackSTackDmg(amBushDmg(66.4, 1.8, myAP+38), myCrit))
//麦芽
fmt.Println("麦芽 ", DesirBloodBackSTackDmg(amBushDmg(65.3, 1.8, myAP+36), myCrit+1))
//末日先驱
fmt.Println("末日先驱 ", DesirBloodBackSTackDmg(amBushDmg(65.3, 1.6, myAP+8), myCrit+1))
//大元帅
fmt.Println("大元帅 ", DesirBloodBackSTackDmg(amBushDmg(59.5, 2.0, myAP+28), myCrit+1))
}

@ -0,0 +1,28 @@
/*
*
@author: sre
@date: 2022/11/6 0006
@desc: todo
*
*/
package main
import "fmt"
//关于盗贼背刺暴击伤害计算公式
//https://ngabbs.com/read.php?tid=20736838
//https://ngabbs.com/read.php?tid=19912134
//暴击伤害=({(AP*1.7/14+DPH)*150%+210}*1.2)2.3
// backStackDmg背刺DPH
func backStackDmg(dps, speed, ap float64) float64 {
//背刺伤害={(AP*1.7/14+DPH)*150%+210}
return 225.0 + 1.5*(ap*1.7/14+dps*speed)
}
func bckStackDPH(myAP, myCrit float64) {
//帝陨
fmt.Println("帝陨 ", DesirBloodBackSTackDmg(backStackDmg(73.1, 1.8, myAP+16), myCrit+1))
}

@ -0,0 +1,50 @@
/*
*
@author: sre
@date: 2022/11/6 0006
@desc: todo
*
*/
package main
import "fmt"
func DesirBloodBackSTackDmg(dmg, crit float64) float64 {
//恶意 致命偷袭 增加了 5% 30% 的暴击伤害
crit = crit + 5
critDmg := 2 + 0.3
//谋杀增加了2%的所有伤害
if crit > 100 {
crit = 100
}
baseDmg := (100-crit)/100*dmg + crit/100*dmg*critDmg
return baseDmg * 1.02
}
// bloodDmg出血DPH
func bloodDmg(dps, speed, ap float64) float64 {
//https://www.gamersky.com/neta/200701/53511.shtml
//剑普攻或出血DPH公式强度/14+武器DPS*武器速度=(1000/14+59)*2.9≈380
return speed * (dps + ap/14)
}
func bloodDPH(myAP, myCrit float64) {
//大王剑
fmt.Println("大王剑 ", DesirBloodBackSTackDmg(bloodDmg(73.1, 2.7, myAP+40), myCrit))
//大元帅
fmt.Println("大元帅 ", DesirBloodBackSTackDmg(bloodDmg(59.5, 2.9, myAP+28), myCrit+1))
//电锤
fmt.Println("电锤 ", DesirBloodBackSTackDmg(bloodDmg(65.4, 2.8, myAP), myCrit))
//咸鱼
fmt.Println("咸鱼 ", DesirBloodBackSTackDmg(bloodDmg(59.5, 2.8, myAP+20), myCrit+1))
//谴责着
fmt.Println("谴责着 ", DesirBloodBackSTackDmg(bloodDmg(65.4, 2.6, myAP+16), myCrit+1))
//多彩
fmt.Println("多彩 ", DesirBloodBackSTackDmg(bloodDmg(58.5, 2.6, myAP+28), myCrit+0.5))
//提布
fmt.Println("提布 ", DesirBloodBackSTackDmg(bloodDmg(47.2, 2.9, myAP), myCrit))
}

@ -0,0 +1,62 @@
/*
*
@author: sre
@date: 2022/11/6 0006
@desc: todo
*
*/
package main
import "fmt"
func boneDPH(myAP, myCrit float64) {
//大王剑
fmt.Println("大王剑 ", DesirBoneDmg(boneDmg(5, myAP+40), myCrit))
//大元帅
fmt.Println("大元帅 ", DesirBoneDmg(boneDmg(5, myAP+28), myCrit+1))
//电锤
fmt.Println("电锤 ", DesirBoneDmg(boneDmg(5, myAP), myCrit))
//咸鱼
fmt.Println("咸鱼 ", DesirBoneDmg(boneDmg(5, myAP+20), myCrit+1))
//谴责着
fmt.Println("谴责着 ", DesirBoneDmg(boneDmg(5, myAP+16), myCrit+1))
//多彩
fmt.Println("多彩 ", DesirBoneDmg(boneDmg(5, myAP+20), myCrit+1))
}
// boneDmg骨骼攻击
func boneDmg(point int, ap float64) float64 {
//https://ngabbs.com/read.php?tid=24062151
//8级剔骨技能伤害=(技能描述伤害值+0.15×AP)×伤害系数
low, high := 0.0, 0.0
switch point {
case 2:
low, high = 394, 502
case 3:
low, high = 564, 672
case 4:
low, high = 734, 842
case 5:
low, high = 904, 1012
default:
// point = 1
low, high = 224, 332
}
// 伤害系数 天赋强化剔骨15% 5t2.5 15%
dmgRate := BONERATE
dmgLow := (low + 0.15*ap) * dmgRate
dmgHigh := (high + 0.15*ap) * dmgRate
return (dmgLow + dmgHigh) / 2
}
func DesirBoneDmg(dmg, crit float64) float64 {
//谋杀增加了2%的所有伤害
if crit > 100 {
crit = 100
}
baseDmg := (100-crit)/100*dmg + crit/100*dmg*2
return baseDmg * 1.02
}

@ -11,13 +11,6 @@ import (
"fmt"
)
// bloodDmg出血DPH
func bloodDmg(dps, speed, ap float64) float64 {
//https://www.gamersky.com/neta/200701/53511.shtml
//剑普攻或出血DPH公式强度/14+武器DPS*武器速度=(1000/14+59)*2.9≈380
return speed * (dps + ap/14)
}
// evilDmg邪恶攻击
func evilDmg(dps, speed, ap float64) float64 {
speed = 2.4
@ -25,55 +18,6 @@ func evilDmg(dps, speed, ap float64) float64 {
}
// boneDmg骨骼攻击
func boneDmg(point int, ap float64) float64 {
//https://ngabbs.com/read.php?tid=24062151
//8级剔骨技能伤害=(技能描述伤害值+0.15×AP)×伤害系数
low, high := 0.0, 0.0
switch point {
case 2:
low, high = 350, 446
case 3:
low, high = 501, 597
case 4:
low, high = 652, 748
case 5:
low, high = 803, 899
default:
// point = 1
low, high = 199, 295
}
// 伤害系数 天赋强化剔骨15% 5t2.5 15%
dmgRate := BONERATE
dmgLow := (low + 0.15*ap) * dmgRate
dmgHigh := (high + 0.15*ap) * dmgRate
return (dmgLow + dmgHigh) / 2
}
func DesirBoneDmg(dmg, crit float64) float64 {
//谋杀增加了2%的所有伤害
if crit > 100 {
crit = 100
}
baseDmg := (100-crit)/100*dmg + crit/100*dmg*2
return baseDmg * 1.02
}
func DesirBloodDmg(dmg, crit float64) float64 {
//恶意 致命偷袭 增加了 5% 30% 的暴击伤害
crit = crit + 5
critDmg := 2 + 0.3
//谋杀增加了2%的所有伤害
if crit > 100 {
crit = 100
}
baseDmg := (100-crit)/100*dmg + crit/100*dmg*critDmg
return baseDmg * 1.02
}
func DesirAttackDmg(dmg, crit float64) float64 {
//恶意 增加了 5% 的暴击
@ -92,8 +36,10 @@ func main() {
fmt.Println("4t3 =========================================")
dmg4t3()
fmt.Println("9t3 =============================================")
fmt.Println("9t3 blood=============================================")
dmg9t3()
fmt.Println("9t3 dagger=============================================")
dmg9t3Drager()
}
func dmg4t3() {
@ -122,6 +68,27 @@ func dmg4t3() {
//fmt.Println("邪恶DPH")
//evilDPH()
}
func dmg9t3Drager() {
// 9t3 萨迪斯的项圈 堕落神明披风 灵魂之弦 清算戒指 冰龙爪
// 护甲2236防御300 未命中5% 闪避24.62%招架5%
// ap 951
// crit 26.31
// hit 8%
myAP := 951.0
myCrit := 26.31
fmt.Println("背刺最大DPH")
bckStackDPH(myAP, 100.0)
fmt.Println("背刺DPH")
bckStackDPH(myAP, myCrit)
fmt.Println("伏击最大DPH")
amBushDPH(myAP, 100.0)
fmt.Println("伏击DPH")
amBushDPH(myAP, myCrit)
}
func dmg9t3() {
@ -137,6 +104,8 @@ func dmg9t3() {
fmt.Println("出血DPH")
bloodDPH(myAP, myCrit)
fmt.Println("出血最大DPH")
bloodDPH(myAP, 100.0)
fmt.Println("平砍DPH")
attackDPH(myAP, myCrit)
@ -149,22 +118,7 @@ func dmg9t3() {
//evilDPH()
}
func boneDPH(myAP, myCrit float64) {
//大王剑
fmt.Println("大王剑 ", DesirBoneDmg(boneDmg(5, myAP+40), myCrit))
//大元帅
fmt.Println("大元帅 ", DesirBoneDmg(boneDmg(5, myAP+28), myCrit+1))
//电锤
fmt.Println("电锤 ", DesirBoneDmg(boneDmg(5, myAP), myCrit))
//咸鱼
fmt.Println("咸鱼 ", DesirBoneDmg(boneDmg(5, myAP+20), myCrit+1))
//谴责着
fmt.Println("谴责着 ", DesirBoneDmg(boneDmg(5, myAP+16), myCrit+1))
//多彩
fmt.Println("多彩 ", DesirBoneDmg(boneDmg(5, myAP+20), myCrit+1))
}
func attackDPH(myAP, myCrit float64) {
//大王剑
@ -181,23 +135,3 @@ func attackDPH(myAP, myCrit float64) {
fmt.Println("多彩 ", DesirAttackDmg(evilDmg(58.5, 2.6, myAP+28), myCrit+0.5))
}
func bloodDPH(myAP, myCrit float64) {
//大王剑
fmt.Println("大王剑 ", DesirBloodDmg(bloodDmg(73.1, 2.7, myAP+40), myCrit))
//大元帅
fmt.Println("大元帅 ", DesirBloodDmg(bloodDmg(59.5, 2.9, myAP+28), myCrit+1))
//电锤
fmt.Println("电锤 ", DesirBloodDmg(bloodDmg(65.4, 2.8, myAP), myCrit))
//咸鱼
fmt.Println("咸鱼 ", DesirBloodDmg(bloodDmg(59.5, 2.8, myAP+20), myCrit+1))
//谴责着
fmt.Println("谴责着 ", DesirBloodDmg(bloodDmg(65.4, 2.6, myAP+16), myCrit+1))
//多彩
fmt.Println("多彩 ", DesirBloodDmg(bloodDmg(58.5, 2.6, myAP+28), myCrit+0.5))
//提布
fmt.Println("提布 ", DesirBloodDmg(bloodDmg(47.2, 2.9, myAP), myCrit))
}

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