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【原神】用科学计算告诉你,为什么暴击率和暴伤的最佳比例是 1:2

来源:网络 时间:2023-07-27 23:02:17
导读我们使用 Python3 编写程序进行测试,测试用脚本如下: CRIT_RATE_ADD: int = 30 # 暴击头的增益,此处为方便计算使用近似值 CRIT_DMG_ADD : int = 60 # 暴伤头的增益,此处为方便计算使用近似值 BASIC_DMG: int =…

我们使用 Python3 编写程序进行测试,测试用脚本如下:

CRIT_RATE_ADD: int = 30 # 暴击头的增益,此处为方便计算使用近似值 CRIT_DMG_ADD : int = 60 # 暴伤头的增益,此处为方便计算使用近似值 BASIC_DMG: int = 1000 # 基础伤害(假定) # 暴击造成伤害计算 def crit_dmg_calc(crit_dmg: int) -> float : return BASIC_DMG + BASIC_DMG * crit_dmg / 100 # 伤害期望计算 暴击率 暴伤系数 def expectation_calc(crit_rate: int, crit_dmg: int) -> float : return ( crit_dmg_calc(crit_dmg) * crit_rate / 100 + BASIC_DMG * (100 - crit_rate) / 100 ) # 测试函数 def test(basic_crit_rate: int, basic_crit_dmg: int): print("CRIT_RATE_ADD: ", expectation_calc( basic_crit_rate + CRIT_RATE_ADD, basic_crit_dmg )) print("CRIT_DMG_ADD: ", expectation_calc( basic_crit_rate, basic_crit_dmg + CRIT_DMG_ADD ))

我们先对从暴击率为5,暴伤为10到暴击率为70,暴伤为140的数据进行测试,此时,每组数据的暴击-暴伤比均为 1 : 2,我们测试其使用暴击头与使用暴伤头时的伤害期望。

for i in range(5, 75, 5): test(i, i * 2) print("--- --- --- --- --- ---")

得到结果如下:

CRIT_RATE_ADD: 1035.0 CRIT_DMG_ADD: 1035.0 --- --- --- --- --- --- CRIT_RATE_ADD: 1080.0 CRIT_DMG_ADD: 1080.0 --- --- --- --- --- --- CRIT_RATE_ADD: 1135.0 CRIT_DMG_ADD: 1135.0 --- --- --- --- --- --- CRIT_RATE_ADD: 1200.0 CRIT_DMG_ADD: 1200.0 --- --- --- --- --- --- CRIT_RATE_ADD: 1275.0 CRIT_DMG_ADD: 1275.0 --- --- --- --- --- --- CRIT_RATE_ADD: 1360.0 CRIT_DMG_ADD: 1360.0 --- --- --- --- --- --- CRIT_RATE_ADD: 1455.0 CRIT_DMG_ADD: 1455.0 --- --- --- --- --- --- CRIT_RATE_ADD: 1560.0 CRIT_DMG_ADD: 1560.0 --- --- --- --- --- --- CRIT_RATE_ADD: 1675.0 CRIT_DMG_ADD: 1675.0 --- --- --- --- --- --- CRIT_RATE_ADD: 1800.0 CRIT_DMG_ADD: 1800.0 --- --- --- --- --- --- CRIT_RATE_ADD: 1935.0 CRIT_DMG_ADD: 1935.0 --- --- --- --- --- --- CRIT_RATE_ADD: 2080.0 CRIT_DMG_ADD: 2080.0 --- --- --- --- --- --- CRIT_RATE_ADD: 2235.0 CRIT_DMG_ADD: 2235.0 --- --- --- --- --- --- CRIT_RATE_ADD: 2400.0 CRIT_DMG_ADD: 2400.0 --- --- --- --- --- ---

可以看到,每组数据中,其使用暴击头与使用暴伤头时的伤害期望相同。

那么,如果暴击-暴伤比不为 1 : 2,应该如何选择暴击/暴伤头呢?请接着往下看。

for i in range(40, 125, 5): print("CRIT_RATE: ", 40) print("CRIT_DMG: ", i) test(40, i) print("--- --- --- --- --- ---")

我们通过程序计算出了如下几组数据。其中,每组数据的基础暴击率均为40%,基础暴伤为 40 ~ 120 不等,并且列出每组带暴击/暴伤头的伤害期望。

CRIT_RATE: 40 # 此为基础暴击率 CRIT_DMG: 40 # 此为基础暴伤 CRIT_RATE_ADD: 1280.0 # 此为带暴击头的伤害期望 CRIT_DMG_ADD: 1400.0 # 此为带暴伤头的伤害期望 --- --- --- --- --- --- CRIT_RATE: 40 CRIT_DMG: 45 CRIT_RATE_ADD: 1315.0 CRIT_DMG_ADD: 1420.0 --- --- --- --- --- --- CRIT_RATE: 40 CRIT_DMG: 50 CRIT_RATE_ADD: 1350.0 CRIT_DMG_ADD: 1440.0 --- --- --- --- --- --- CRIT_RATE: 40 CRIT_DMG: 55 CRIT_RATE_ADD: 1385.0 CRIT_DMG_ADD: 1460.0 --- --- --- --- --- --- CRIT_RATE: 40 CRIT_DMG: 60 CRIT_RATE_ADD: 1420.0 CRIT_DMG_ADD: 1480.0 --- --- --- --- --- --- CRIT_RATE: 40 CRIT_DMG: 65 CRIT_RATE_ADD: 1455.0 CRIT_DMG_ADD: 1500.0 --- --- --- --- --- --- CRIT_RATE: 40 CRIT_DMG: 70 CRIT_RATE_ADD: 1490.0 CRIT_DMG_ADD: 1520.0 --- --- --- --- --- --- CRIT_RATE: 40 CRIT_DMG: 75 CRIT_RATE_ADD: 1525.0 CRIT_DMG_ADD: 1540.0 --- --- --- --- --- --- CRIT_RATE: 40 CRIT_DMG: 80 CRIT_RATE_ADD: 1560.0 CRIT_DMG_ADD: 1560.0 --- --- --- --- --- --- CRIT_RATE: 40 CRIT_DMG: 85 CRIT_RATE_ADD: 1595.0 CRIT_DMG_ADD: 1580.0 --- --- --- --- --- --- CRIT_RATE: 40 CRIT_DMG: 90 CRIT_RATE_ADD: 1630.0 CRIT_DMG_ADD: 1600.0 --- --- --- --- --- --- CRIT_RATE: 40 CRIT_DMG: 95 CRIT_RATE_ADD: 1665.0 CRIT_DMG_ADD: 1620.0 --- --- --- --- --- --- CRIT_RATE: 40 CRIT_DMG: 100 CRIT_RATE_ADD: 1700.0 CRIT_DMG_ADD: 1640.0 --- --- --- --- --- --- CRIT_RATE: 40 CRIT_DMG: 105 CRIT_RATE_ADD: 1735.0 CRIT_DMG_ADD: 1660.0 --- --- --- --- --- --- CRIT_RATE: 40 CRIT_DMG: 110 CRIT_RATE_ADD: 1770.0 CRIT_DMG_ADD: 1680.0 --- --- --- --- --- --- CRIT_RATE: 40 CRIT_DMG: 115 CRIT_RATE_ADD: 1805.0 CRIT_DMG_ADD: 1700.0 --- --- --- --- --- --- CRIT_RATE: 40 CRIT_DMG: 120 CRIT_RATE_ADD: 1840.0 CRIT_DMG_ADD: 1720.0 --- --- --- --- --- ---

从数据可以看出,在暴伤小于两倍暴击时,带暴伤头的伤害期望更高;在暴伤大于于两倍暴击时,则带暴击头的伤害期望更高。

for i in range(20, 65, 5): print("CRIT_RATE: ", i) print("CRIT_DMG: ", 80) test(i, 80) print("--- --- --- --- --- ---")

类似地,我们锁定暴伤,改变暴击,可得到如下结果:

CRIT_RATE: 20 CRIT_DMG: 80 CRIT_RATE_ADD: 1400.0 CRIT_DMG_ADD: 1280.0 --- --- --- --- --- --- CRIT_RATE: 25 CRIT_DMG: 80 CRIT_RATE_ADD: 1440.0 CRIT_DMG_ADD: 1350.0 --- --- --- --- --- --- CRIT_RATE: 30 CRIT_DMG: 80 CRIT_RATE_ADD: 1480.0 CRIT_DMG_ADD: 1420.0 --- --- --- --- --- --- CRIT_RATE: 35 CRIT_DMG: 80 CRIT_RATE_ADD: 1520.0 CRIT_DMG_ADD: 1490.0 --- --- --- --- --- --- CRIT_RATE: 40 CRIT_DMG: 80 CRIT_RATE_ADD: 1560.0 CRIT_DMG_ADD: 1560.0 --- --- --- --- --- --- CRIT_RATE: 45 CRIT_DMG: 80 CRIT_RATE_ADD: 1600.0 CRIT_DMG_ADD: 1630.0 --- --- --- --- --- --- CRIT_RATE: 50 CRIT_DMG: 80 CRIT_RATE_ADD: 1640.0 CRIT_DMG_ADD: 1700.0 --- --- --- --- --- --- CRIT_RATE: 55 CRIT_DMG: 80 CRIT_RATE_ADD: 1680.0 CRIT_DMG_ADD: 1770.0 --- --- --- --- --- --- CRIT_RATE: 60 CRIT_DMG: 80 CRIT_RATE_ADD: 1720.0 CRIT_DMG_ADD: 1840.0 --- --- --- --- --- ---

从数据可以看出,在暴击小于二分之一暴伤时,带暴击头的伤害期望更高;在暴击小于二分之一暴伤时,则带暴伤头的伤害期望更高。

故我们可以得出结论:暴击率和暴伤的最佳比例是 1:2,且这个比值是对资源利用率最高的比值。

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