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    June 02

    关于Tomb Viper巨大伤害来源的分析

    关于Tomb Viper巨大伤害来源的分析

    作者:Wind_Force
    版权所有,未经许可,严禁转载

    在Hell Act V的Nilathak神殿中出现的大量Tomb Viper和在World Stone Keep中出现的Claw Viper,Salamander等,同属于Claw Viper系列的怪物,但是和在Act II中的Claw Viper Temple中出现的Vipers并不相同,相比之下,他们有更强的战斗能力,更危险.

    为什么同样属于一个族的怪物,只因为等级差异就会带来如此大的战斗能力差异?

    以下为了区分,我用Claw Viper表示Act II出现的,用Tomb Viper表示Act V出现的.
    首先我们来看一下Claw Viper和Tomb Viper的一些基础属性:
    Tomb Viper (Hell)
    Level 77
    Life:2763~3750
    Damage1(Missile):44~53 (Poision Damage:22,Duration 50 Frame)
    Damage2(Missile):57~79 (Poision Damage:29,Duration 125 Frame)
    SkillDamage:87~114
    SkillRating:4656
    Skill:Charge(Level 12)

    Claw Viper (Hell)
    Level 76
    Life:2895~4246
    Damage1(Melee):53~70
    Damage2(Melee):53~92
    Skill:Serpent Charge(Level 8)

    也许有的朋友有疑惑:Tomb Viper明明是还有个技能毒矛,为什么不写出来?而且也从来没看过Tomb Viper用过远程攻击?
    问题很简单,Tomb Viper包括其他同类怪物,他们的远程攻击就是Viper_PosiJav,Viper_FireSpear,Viper_BoneSpear.

    即使这样,为什么Tomb Viper能对玩家造成如此大的伤害?伤害并不高啊,还未过百?
    下面我们分析以下从missile.txt中得到的一个重要的信息.

                                        SrcDamage  Half2HSrc SrcMissDmg
    649 viper_poisjav                 128
    650 viper_poisjavcloud                                         128

    我们上面也看到了,Tomb Viper的伤害要比Claw Viper多一项,就是SrcDamage,在这里,为玩家造成巨大的伤害就由它决定了.
    这个参数值我不多赘言解释,我只说明一下作用机理,当SrcDamage和SrcMissDmg值为128时,表示调用monstats.txt的值附值于missile.txt中的MinDmg和MaxDmg列,优先级高于本身的元素伤害(毒素,火焰),并造成持续伤害!我们知道,持续性伤害(如Inferno)可以造成可观的累积伤害,而在这里,MeleeDamage同样造成了持续时间25帧(1秒),每帧伤害等于MeleeDamage的伤害.
    我们计算一下,每帧的伤害有44~53,那么25帧,总计是1100~1325伤害!再加上Tomb Viper本身的Missile Damage,那么合计就是1144~1378的物理伤害!这仅仅是一只Tomb Viper放出的1只Viper_PoisJav的伤害.

    所幸的是,这1144~1378的伤害并不是都能命中的,虽然Damage1不存在Attack Rating,即不通过命中检定,但Viper_PosiJav本身作为投射物型的Missile攻击,是要同样在命中检定后通过格档检定的.

    通过以上分析,我们可以看出,对玩家造成巨大伤害的,并非来自于魔法伤害,毒素伤害或是火焰伤害.纯粹的物理伤害是可怕的,要想抵御这大幅度的伤害,手段来源于提升自身格档,防御(假设为脉冲伤害,见下文)以及物理抗性.

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