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双持两把武器的狂乱攻速计算十分复杂,为了便于理解,下面先举一个实例:
1 n# e5 a h7 F4 h8 ~% w5 J[] 20级狂乱:SIAS=42
) w! `4 J# |; O: s' h; S[] 幻化之刃(PB):WSM=-30;IAS=0
, x6 L: k1 g9 F1 o0 ^[] 巨神之剑(CS):WSM=10;IAS=0# t4 Y0 A& C6 V$ F% Z; W7 c
在动画初始时,系统会计算出一个具体的动画播放速率,具体步骤如下:
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5 Y, ?1 K4 J. W' }, q5 s[] 首先获取当前的attackrate,也就是StatID=68(ItemStatCost.txt)。
! E9 J0 D9 q# @+ z8 R7 G/ Dattackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 172
( P. Y7 ]) @: m9 b! l' d2 y6 [# B: c[] 这里需要注意的是Right_Hand指的是游戏角色的右手(手套上方),接下是计算全部武器的WSM_factor。+ d g: k, l; n* Z( q9 f3 M0 ]
WSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -20' L# B7 w# d0 N! g- Y- c; i7 N
[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。
/ W: b2 j! J6 k7 ?0 Z5 L b$ n+ @/ rEIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 0
8 J3 a \# }! \[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。: c0 Q, [+ T& k: S
a***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 122
3 i1 O2 @ J2 l0 Q, h+ W! d[] 这里需要注意的是a***tion_rate的上下限为别为175/15,最后开始计算实际动画播放速度。
4 M$ s6 q) o, R' N' ma***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 312
6 p$ z. `3 _0 Q" Q( b! H' {[] 这里需要注意的是256并不是常数,而是animdata.d2中动画的特定值,不过玩家大部分攻击相关的动画都是使用256,在游戏中的每个Tick与a***tion_speed相加作为a***tion_position的增量,直到a***tion_position>=a***tion_length*256为止。- b; y# K/ S5 a- ]5 T0 j- Q5 z- U
a***tion_position = a***tion_position + a***tion_speed
2 s3 L1 `1 e: b9 _2 ^, u8 h1 D[] 起始位置的a***tion_position从0开始计,然后将a***tion_position/256,以便获取当前的sequence_Frame并播放,当前的序列帧如下:' x# _5 g4 r. [$ j7 z- Q* f
Frame = 1;a***tion_position = 0;sequence_Frame = 0
" z& X+ A. ^* ]$ }Frame = 2;a***tion_position = 312;sequence_Frame = 1
# _( }& J% o4 }. qFrame = 3;a***tion_position = 624;sequence_Frame = 27 T% w: |8 d& k( L$ _& P
Frame = 4;a***tion_position = 936;sequence_Frame = 3; o+ a8 h0 d4 T/ `+ M/ ?
[] 现在可以看到,下一个sequence_Frame = (882+312)/256 = 4,同时这也是一个action_Frame,也就是说此时狂乱序列的第一个攻击帧为4F,所以此时会发动攻击(call技能srvdo函数)。对于狂乱来说,这是在增加SIAS,然后重新计算a***tion_speed,这里需要使用新的SIAS。如果攻击命中了目标,则切换武器,相当于激活了左手武器并参加攻速计算过程,下面假定达到最大值后的理想状态。
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Frame = 5;a***tion_position = 1248;sequence_Frame = 4# s+ `( h- _. ~
Frame = 6;a***tion_position = 1560;sequence_Frame = 66 X1 Y6 N! r/ N! C
Frame = 7;a***tion_position = 1872;sequence_Frame = 7
6 W+ A$ z# U$ m' qFrame = 8;a***tion_position = 2184;sequence_Frame = 8
% |6 T' \5 H+ c# m, {" c[] 下一个sequence_Frame = (2184+312)/256 = 9,同时这也是一个action_Frame。接下来假定为理想状态,此后的步骤使用Lefr_Hand_WSM,这时会得到一个新的a***tion_speed=209,并继续播放动画。
( C7 N7 @7 P7 j) iFrame = 9;a***tion_position = 2393;sequence_Frame = 9. n: w$ \/ H5 X/ P0 h6 F
Frame = 10;a***tion_position = 2602;sequence_Frame = 102 n& z) [/ `( k1 o8 L$ d
Frame = 11;a***tion_position = 2811;sequence_Frame = 10
! L2 W5 n! k0 k' T, CFrame = 12;a***tion_position = 3020;sequence_Frame = 11& {$ _& r/ H& r1 @" ` A7 f
Frame = 13;a***tion_position = 3229;sequence_Frame = 12
$ [% M9 H+ p) y7 e; B4 y/ Z4 \Frame = 14;a***tion_position = 3438;sequence_Frame = 13' |" ^! f' B) C7 X" a9 H
Frame = 15;a***tion_position = 3647;sequence_Frame = 14
# c5 t4 L: X4 D( _4 \" R9 oFrame = 16;a***tion_position = 3856;sequence_Frame = 15' |% d, a# M, x& p
3 r; l, d0 a: @7 Y5 @+ O% N6 xFrame = 17;a***tion_position = 4065;sequence_Frame = 15
% e) o/ c* H! E4 JFrame = 18;a***tion_position = 4274;sequence_Frame = 16$ h$ g6 z( X, a) m6 v
[] 下一个a***tion_position = 4274+312 = 4586,而狂乱的a***tion_length=17,则17*256 = 4352,而4586>4352,所以动画至此结束,总长度为18F。6 o' @, q9 V2 m0 P
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结合上文,可以简单推导出双持狂乱的完整攻速计算公式为:
: p ?$ w% a5 A8 z ?! r4 W[] 如果主手武器装备在左侧:% w+ W+ ~# I# A, }6 k3 D1 f
WSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/28 @/ E) r; I; X1 s% u
WSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/2
' Y0 {" E/ Q$ X$ W$ T[] 如果主手武器装备在右侧: 5 ], H* a7 D! N8 P7 Q) v* t
WSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary
) f( z8 S- ?' @$ J rWSM2 = (WSM_primary + WSM_secondary)/2: J( J9 D2 I; [7 h
[] EIAS部分的计算:
% P$ g1 m7 L R3 CEIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)]' @' `- F; Q/ J( `7 O: f6 w; f
EIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]' X4 q3 R3 r7 d
[] Acceleration部分的计算:& c# Z, b2 O4 \# B6 y2 ^+ _8 d
Acceleration1 = 70 + SIAS + IAS1 - WSM1
. L9 Z# ~# L/ L, |5 Q. ~$ ?: \Acceleration2 = 70 + SIAS + IAS2 - WSM2
* q9 o- k0 t; Q. W[] FPA部分的计算:' X1 J6 g0 f _
FPA_1 = {256*9/[256*Acceleration1/100]} - 1
I4 I& k0 S8 C$ j, SFPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}) m. Q2 `3 K, i- M8 `
FPA = FPA_1 + FPA_2
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