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本帖最后由 aac32 于 2010-7-24 20:52 编辑
一下内容根据官方说明书第69-70页内容翻译整理,欢迎探讨具体数值。注意,伤害说明原帖(下称原帖)http://bbs.52pcgame.net/oldbbs/viewthread.php?tid=57636里头没有提到楼主整编的公式,他说的基本上都是正确的,只是hoi3还有微调。
首先攻击的方式
The Firing Phase consists of a series of Shots, the number of which may vary from hour to hour, depending on the capability of the units involved. These are numbered as “Shot
1,” then “Shot 2,” and so on. The Firing Phase will continue until there are no more Divisions eligible to fire a Shot in the one-hour Round.
说明:这里提到了开火,也就是发起攻击,并且定义了一个关键概念,shots。你可以简单的认为,shots就是一次攻击。从shot 1开始,到shotX结束。特别注意,shot 后边的“编号”是一个重要变量,不是一个没有意义的编号。
关于shot的总数的确定,官方只有这么一段说明:
Each Division has a number of shots it may be able to fire during a single Firing Phase. This number is largely dependent on its Soft and Hard Attack values, modified by its Effectiveness. It is also lightly affected by random factors.
大意是:shot数量主要取决于 软攻击和硬攻击加上效率修正。一些随机状况也会产生小量影响。效率概念在后文。
Every round, each Division will randomly select an enemy Division upon which to fire. Then, it randomly determines whether it will fire at that Division’s Soft or Hard portion, the likelihood of which is determined by the target’s Softness value. A Division firing on an Infantry Division with 70% Softness has a 70% chance of selecting its Soft portion,and a 30% chance of selecting its Hard portion. Oncetargets are selected for the round, it is determined whether
that Division is allowed to fire that round.
这里提到了【Round】(回合)的概念,参照前文,是指的一小时的Round。这段话说明攻击目标选择方式和“攻击点”选择方式。假设是4V4,攻击方中的每个队伍,都会随机选择对方的一个目标(没说不能相同,我理解就是可以相同)。具体参看【原帖】(上文链接),其中这块说明是很详细了。官方说明最后一句话就是说,目标确定之后,接下来将决定这个进攻方的这个师,在此1小时的回合内能否开火。下面是重点也是楼主总结里头的最大错误的地方。
To determine firing allowance, the firing unit’s Hard Attack or Soft Attack is modified by its Effectiveness, depending on whether it is firing at the target’s Hard or Soft portion; Attackers have Attack Effectiveness and Defenders have Defensive Effectiveness. If the Attack value, modified by Attack Effectiveness, is greater than the number of the Shot, then it may fire (i.e. if a unit’s modified Hard Attack is 7.8, rounded down, then it may fire if it is Shot 5, but not if it is Shot 8).
说明:要点一,打中软部位就用软攻击,计算,打中硬部位就用硬攻击计算。要点而,能否开火只和攻击数值和攻击效率有关,具体就是用攻击值*攻击效率得到实际攻击值,然后对比其是否大于shot 编号,大于则允许开火。举例,攻击软部位,软攻击是5,攻击效率120%,通过计算得出:这个单位可以发射shot 1-5 五次有效攻击。(是不是只有5次攻击机会?未必,因为上文提到了随机因素,但是可以肯定的是,即使存在第六次攻击机会,也无法攻击),请留意是shot 1-shot 5,编号非常重要。另外,小数部分向下取整。
小结,以上是攻击的确定,但是有效攻击不代表就能造成伤害,因为还要看防御。另外,进攻方和防守方的都是根据上面所述情况来决定“开火”情况的,只是在下面提到的“闪避”中,使用数值不同。
Once eligibility (“allowance”) has been determined, those units fire at their targets. The target then has a chance to avoid being hit. Defending Divisions use their Defensiveness value, multiplied by their Defence Effectiveness. Attacking Divisions use their Toughness value, multiplied by their Defence Effectiveness. Similar to the way the resulting Attack values determine for how many rounds a Division can fire, the resulting Defensiveness or Toughness values allow a Division to avoid that number of shots from enemy Divisions during a single Firing Phase. So if a defending Division’s modified Defensiveness is 6.3, it may avoid being hit by the first six shots aimed at it, while any additional shots would hit.
说明:这里谈的就是防御了,这里讨论的【防御】决定是是否被打中,是否受到伤害,如果受到,多少伤害会在后边有解释。文章首先解释了,防守方用防御值*防御效率得出“实际防御值”,攻击方则用硬度*防御效率决定他的实际防御值。实际防御决定你能防御多少号shot的攻击,向下取整。
原文举例,如果实际防御值是6.3,那么这个单位能对shot1到shot6 的攻击做出成功防御,如果攻击方有shot7及以上的攻击,则会完全命中。
总结,附加部分定义,确定简述攻击过程和部分公式:
总攻击数(AH)定义为攻击者能开火的总次数。
DH=防御方有效防御掉的攻击次数
ODH=未被防御的攻击次数
攻击值记做AT,攻击效率记做ATE,防御值记DF,防御效率记DE。
得出AH=AT*ATE (向下取整)
DH=DF*DE(向下取整)
ODH=AH-DH
实际造成伤害的概率是就是一个公式:DH*20%+ODH*60% 即DF*DE*20%+(AT*ATE-DH*DE)*60%
注:80%与20%为常数,但是可能根据具体兵种改变,且两者之和可以不等于100%
一个公式解决问题:DF*DE*20%【向下取整】+(AT*ATE[向下取整]-DH*DE[向下取整])*80%【向下取整】=造成伤害的攻击次数 DN
分别用软硬攻击计算出DNS和DNH,在计算选择目标可能性,就可以得出最终伤害计算。然后具体伤害值则是未知。
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