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重击与闪避的平衡

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ou99孽缘 title=
发表于 2010-12-14 20:53:55
This Tutorial is about balancing Critical strike/Bash and Evasion and their big differences.
Sounds easy but Evasion is tricky and im sure many didnt know
这玩意是使重击和闪避平衡的,还有介绍他们之间的区别。听起来貌似是挺简单的,但实际上闪避这玩意可是相当的麻烦~我想很多人也不清楚这玩意。
Examples of Bash / Critical Strike

致命一击/重击的示例


Critical Strice or Bash is easy to balance because with their percentage value you can calculate a representative damage value within seconds.

致命一击和重击都是个派,它们如此容易平衡是因为你可以通过计算他们提供的百分比数值来在几秒钟内计算出他们的伤害代表值。

e.g Critical Strike :
20% to deal 2x damage / 100% more dmg
=> 0.2*1.0 = 0,2
=> equivalent with 20% damage bonus

如:致命一击

20%几率造成2倍伤害/造成100%额外伤害

=>0.2*1.0 = 0.2

=>相当于每次伤害提升20%


or Bash :
15% to deal 50 damage
=> 0.15*50 = 7.5
=> equivalent with an 7.5 dmg bonus

又如:重击

15%几率造成额外50伤害

=>0.15*50 = 7.5

=>相当于每次伤害提升7.5


Of course these are just representative values because the randomness cannot be calculated. But these values can already help a lot to balance it

当然这不过是代表值罢了,因为这实际游戏中的随机是不能被完美计算出来的。但这些代表值能够对平衡起到很大作用。

What makes these two Skills easy to balance is that a linear increasing change leads in linear increasing "Strength" or "Value" of it

让这两个技能容易被平衡是因为这两者的“牛叉度”和“伤害代表值”呈现出以一个线性变化。
e.g. Doubling the Chance OR Bonus damage of Bash leads in doubling its Strentgh (if we waive the stun because this is impossible to calculate and depends on ingame situations)

如。一个重击有双倍发生几率或是双倍的伤害奖励会导致双倍的强度(如果我们取消击昏~因为击昏可能会计算并由游戏中的情况决定。)

The only thing which should be beared in mind is that an increasing damage will make Critical Strike stronger and a faster attackspeed leads into a stronger Bash but i think thats obvious.

我们应该记住,攻击伤害的提高会导致致命一击更加牛叉,而更加快速的攻击会使重击更强力。当然这玩意完全是显而易见的嘛。


Balancing Evasion

平衡闪避

Evasion is way more difficult.

闪避这玩意就悲剧了。
Because doubling an Evasions change does not lead in doubling its "Use" in a fight.

因为闪避率翻一番不会导致战斗中闪避的发生翻倍。
Simple example 50% -> 100% (would mean the unit is invuleable if we waive any spellsdamage)

简单的例子。50%闪避到100%闪避(这似乎意味着单位物理免疫了咩!)
But most times Evasion Abilities in Spells are build up linear increasing per level which will make the higher levels stronger

但是经常地闪避这一技能的闪避率是每等级线性增长,这样就可以让随着等级越来越牛。

e.g. Demonhunters Evasion :
Level 1 : 10%
Level 2 : 20%
Level 3 : 30%

例:恶魔猎手的闪避

等级1 10%

等级2 20%

等级3 30%


I thought of expressing the "strength"/"Use" of Evasion with an equivalent percentage of its Health because if the unit gets attacked it can stand more attackts because of dodging some

我曾经认为这啥闪避的“牛叉度”和在实际应用中都是由对等的百分比决定并影响了单位的生命值(如果有闪避的单位被攻击可以存活更久因为他可以闪避掉一些攻击)。

After thinking a bit i came to this function :

想了想以后我跑来研究痛苦的函数。

HP(x) = 1/(1-x)

1.png


In the Demon hunters example it would be arround this
HP(0.10) = 1.11
HP(0.20) = 1.25
HP(0.30) = 1.43

这玩意是恶魔猎手的例子。

当闪避为10%的时候,恶魔猎手的生命相当于提升了11%

当闪避为20%的时候,恶魔猎手的生命相当于提升了25%

当闪避为30%的时候,恶魔猎手的生命相当于提升了43%


So on level 3 the demonhunter has a representative Health of 143% (against attacks)

所以恶魔猎手在拥有等级3闪避之后,面对物理攻击时就相当于有了143%生命值。
If we assume the case that the demonhunter is on level 5 with 800 Hp when he skilled Evasion of level 3 he would have a representative health of arround 1144 hp.

如果我们假设这样的情况:恶魔猎手在5级时候有800HP,那他学了3级闪避就是相当于有了1144HP

Or even at level 10 in Metamorphosis he has 1600 Hp which would give him a representative health of arround 2244 hp in a fight. impressive :P even more health than a Tier 2 main building.

这样说来,恶魔猎手10级变身后有1600HP,这样的话他就相当于是有了2244HP在战斗中。真是IMBA得让人印象深刻。甚至比一个2级基地还要厚。

If you want to balance Evasion it would always be useful to calculate this value. I know the difference is really minor due the function is nearly linear at its start. (Hp(0.2) = 1.25 ; a simplification would be the chance of evasion as a healh bonus - in the case of 20% evasion 120% health. would have only 5% difference to the function)

如果你希望平衡闪避,它通常对计算这数值很有用。我知道这区别真的很细微,这函数在开始的时候非常接近线性函数。(闪避为20%的时候,125%生命,可以视作闪避率对生命值的奖励的一个简化。就20%的闪避来说可以看做是120%HP,和函数中的显示只有5%的区别。)

But using higher values of Evasion would lead in really imbalanced Abilities. (e.g. the step from 90% evasion to 95% would double the representative health !!! from 1000% to 2000% !! ... and ive seen enought maps with up to 90% evasion !)

但是当闪避的值较高时,这就是个非常IMBA的技能了。(比如说,闪避率从90%95%的时候,你生命的代表值就是那样恐怖的1000%2000%……而我在很多的地图中都见过90%的闪避率。)


an easy way would be taking steps for a healhbonus and then calculating the evasion the unit must have

这是一个简单的方法可以计算出这样带来的生命奖励所需要的闪避。

e.g. 125% health , 150% health , 175% health
would be :

如,125%150%175%的生命值

那将需要:
1.25 = 1/(1-x)
<=> 1.25(1-x) = 1
<=> -1.25x = -0.25
<=> x = 0.2 ; means 20% Evasion

125%的生命意味需要着20%闪避
fortunately its the same exampe as above just inverted :P so the calculation should be right

幸运的是,我们也同样可以反过来算。所以我们这样证明了计算的值是正确的。

To make it easier and faster to calculate, this is the inverse function of the HP(x) one above :

为了让它更容易计算,这是个关于HP和闪避的函数反过来的啥(不知道怎么讲,数学渣泪奔而去)

Evasion(Hp(x)) = -(1/x) + 1

2.jpg
It makes the calculation quite easy

Hmmm
,这就简单了。
Evasion(1.25) = 0.200 , Evasion(1.5) = 0.333 , Evasion(1.75) = 0.429

125%生命时,20%闪避;150%生命时,33.3%闪避;175%生命值时,42.9闪避

this would result in a Spell giving arround : 20% / 33% / 42% Evasion
This Spell would have a linear increasing "Worth" :)

I hope this little tutorial was helpfull. i though it could be interesting

Thanks for reading :)


邪恶柚子
发表于 2011-8-13 22:25:11
晕  以前从没算过
发表于 2011-10-3 16:24:58
我真的该平衡一下了
浪过无痕
发表于 2011-10-26 17:34:23
果然是两个数相乘等于一个固定值
发表于 2016-9-12 19:58:58
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