Difference between revisions of "骰子系统"

From World of Dungeons - Enzykloplaedia
Jump to: navigation, search
(新页面: = 该页面涉及地下城世界的伤害命中计算等内容(测试,未完成) = ==攻击投掷== 平均攻击投掷为 2 * 主要攻击属性 + 1 * 次要攻击属性 + 2 * 技...)
 
(以魔法飞弹作为例子说明)
Line 19: Line 19:
 
=23
 
=23
 
</pre>
 
</pre>
(注意:一些物品给予攻击上的奖励与惩罚,种族特色亦会影响这个值)
+
(注意:一些物品给予投掷上的奖励与惩罚,种族特色亦会影响这个值;平均投掷只反映期望,每次的投掷结果高低不定)
  
Your opponents defense [[Combat System - Parry Attacks|defense roll]] is calculated in a similar manner.
+
对手的防御投掷也使用相同的计算方式,此处若以 [https://wca11.world-of-dungeons.org/wod/spiel/hero/skill.php?key=5oqX6a2U 抗魔] 抵抗飞弹,平均防御投掷为:
  
Your opponent may use 2 skills for parrying your attack([http://info.world-of-dungeons.net/wod/spiel/hero/skill.php?key=ZG9kZ2UgYmxvdyAg Dodge blow], 
+
(假设对手属性为5意志4智力并拥有等级7的抗魔)
[http://info.world-of-dungeons.net/wod/spiel/hero/skill.php?key=dXNlIHNoaWVsZCAg Use shield]) or just natural defenses. See [[Combat System - Parry Attacks|defense roll]] to find out which attributes are used.
 
  
If your opponent is using [http://info.world-of-dungeons.net/wod/spiel/hero/skill.php?key=ZG9kZ2UgYmxvdyAg Dodge blow] and has 4 dexterity, 6 agility and rank 6 dodge blow, the average defense roll is:
 
 
<pre>
 
<pre>
(2*dexterity + 1*agility + 2*dodge blow)*1.1
+
(2*意志 + 1*智力 + 2*抗魔)*1.2
=(2*4 + 1*6 + 2*6)*1.1
+
=(2*5 + 1*4 + 2*7)*1.2
=(8 + 6 + 12)*1.1
+
=33[33.6] (地下城世界的所有投掷都使用去尾处理,小数部分忽略)
=26*1.1=28 (calculations in WoD are always rounded down)
 
 
</pre>
 
</pre>
(note: some items lend an additional bonus or malus to this value)
+
(注意:一些物品给予投掷上的奖励与惩罚,种族特色亦会影响这个值;平均投掷只反映期望,每次的投掷结果高低不定)
(note: each roll will deviate randomly up or down)
 
  
If the attackers roll is higher than the defenders, the damage roll will be initiated.
+
当攻击投掷(实际投掷结果,并非平均投掷)高于防御投掷时攻击有效。
  
 
==Damage Roll==
 
==Damage Roll==

Revision as of 06:09, 27 June 2008

该页面涉及地下城世界的伤害命中计算等内容(测试,未完成)

攻击投掷

平均攻击投掷为

2 * 主要攻击属性 + 1 * 次要攻击属性 + 2 * 技能等级


以魔法飞弹作为例子说明

魔法飞弹以感知作为主要攻击属性,智力为次要攻击属性。

一个拥有4感知与3智力的角色如果将他的魔法飞弹等级至6,那么他施展魔法飞弹时的平均攻击投掷便是:

2*感知 + 1*智力 + 2*魔法飞弹
=2*4 + 1*3 + 2*6
=23

(注意:一些物品给予投掷上的奖励与惩罚,种族特色亦会影响这个值;平均投掷只反映期望,每次的投掷结果高低不定)

对手的防御投掷也使用相同的计算方式,此处若以 抗魔 抵抗飞弹,平均防御投掷为:

(假设对手属性为5意志4智力并拥有等级7的抗魔)

(2*意志 + 1*智力 + 2*抗魔)*1.2
=(2*5 + 1*4 + 2*7)*1.2
=33[33.6] (地下城世界的所有投掷都使用去尾处理,小数部分忽略)

(注意:一些物品给予投掷上的奖励与惩罚,种族特色亦会影响这个值;平均投掷只反映期望,每次的投掷结果高低不定)

当攻击投掷(实际投掷结果,并非平均投掷)高于防御投掷时攻击有效。

Damage Roll

The basic damage roll is:

primary damage attribute / 2 + secondary damage attribute / 3 + skill level / 2


Example: Brawling

Brawling has strength as its primary damage attribute, and constitution as its secondary damage attribute.

If your hero has 4 strength, 6 constitution and level 8 brawling, the average damage roll is:

strength/2 + constitution/3 + brawling/2
=4/2 + 6/3 + 8/2 
= 2 + 2 + 4 
= 8

(note: some items lend an additional bonus or malus to this value)

Effects of spells and skills are calculated in a similar manner.


Test Rolls

After the average value has been determined, there will be a simulated dice roll. Different dice with values from 0 up to a maximum value will be rolled. Fractions are rounded down.

Example:

die average value
D3 1 0, 1, 2
D5 2 0 - 4
D7 3 0 - 6
D9 4 0 - 8
D11 5 0 - 10
D13 6 0 - 12
D15 7 0 - 14
... ... ...
D (2 X +1) X 0 - 2 X


Depending on the average value of the test roll more than one die will be used. A D15 is usually the maximum dice value (dice value from 0 to 14) There will never be more than 6 similar dice at any given time. To make sure that the average roll equals the average value, an additional smaller die will be used in the calculation.


Example:

average die
1 D3
2 D5
... ...
7 D15
8 D15 + D3
9 D15 + D5
10 D15 + D7
... ...
14 2 D15
15 2 D15 + D3
16 2 D16 + D3
... ...
42 6 D15
43 6 D15 + D3
44 6 D15 + D5
46 6 D15 + D7
47 6 D15 + D9
48 6 D17
49 6 D17 + D3
50 6 D17 + D5
... ...
53 6 D17 + D11
54 6 D19
55 6 D19 + D3
... ...
Personal tools