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回复:魔法门678的各种运算公式

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Might and Magic Mechanics
Statistics
All statistics give bonusaccording to the table below.
The first row is statistic barrier (or breakpoint). The second is effect youget from getting equal or bigger statistic.
Example: If 400 <= Might < 500, then you will get +25 to melee damage.
Statistic Effect
500 30
400 25
350 20
300 19
275 18
250 17
225 16
200 15
175 14
150 13
125 12
100 11
75 10
50 9
40 8
35 7
30 6
25 5
21 4
19 3
17 2
15 1
13 0
11 -1
9 -2
7 -3
5 -4
3 -5
0 -6
I'll call values obtained from this table "MightEffect","IntellectEffect" and so on.
Might effect is added tomelee damage.
Intellect and/or Personality effects are multiplied by mana multiplier ofcharacter class and added to SP.
Accuracy effect is addedto Attack and Shoot.
Endurance effect is multiplied by HP multiplier of theclass and added to HP. It alsodecreases time of recovery from enemy attacks. The formula is 20 -EnduranceEffect. So, with Endurance of 350 and more therecovery is immediate.
Speed effect is added toArmor Class and subtracted from recovery time.
Luck effect is added toall non-zero resistances, although this is not shown in your character screen.It also protects you from bad things monsters can do to you.
Experience
N'th level takes N*1000 more experience points to achieve. For level 1 youneed 1000 exp, for level 2 you need 2000 more exp, which means 3000 in total.For level 3 you'll need another 3000 on top of that.
Here's the formula for total experience for N'th level: TotalExp(N)= N*(N+1)*500
Chance To Hit and Resistances
Chance that your characterwill hit monster is (15+ PlayerAttack*2)/(30 + PlayerAttack*2 + MonsterArmorClass).
Chance that monster will hit your character in a physic attack is (5 +MonsterLevel*2)/(10 + MonsterLevel*2+ PlayerArmorClass).
Chance of spells like Paralyze or Slow to succeed is 30/(30+ MonsterResistance + MonsterLevel/4) inMM7 and MM8, but it's 30/(30+ MonsterResistance + MonsterLevel) inMM6.
Chance that enemy will to do some bad thing to you (poison, break item and soon) is 30/(30+ LuckEffect + OtherEffect), where OtherEffect depends on that particularthing:
Weak, Asleep, Drunk,Disease, Unconscious, Age: EnduranceEffect
Curse: PersonalityEffect
DrainSP, Dispel Magic: (PersonalityEffect+ IntellectEffect)/2
Insane, Paralyze, Afraid: MindResistance
Stone: EarthResistance
Poison, Dead, Eradicated: BodyResistance
Break or Steal Item: Itemstrength
In MM6 it's different:
Weak, Asleep, Drunk, Disease,Unconscious, Afraid: EnduranceEffect
Curse: PersonalityEffect
Insane: IntellectEffect
Poison: PoisonResistance
Paralyze, Stone, Dead,Eradicated, DrainSP, Age: MagicResistance
Break or StealItem: Item strength
Resistances
When your character getshit by magic, there is 1- 30/(30 + Resistance + LuckEffect) chanceof reducing damage on each 'dice drop'. Here's what happens:
Dice is dropped. If you are unlucky, you get full 100% damage.
If you are lucky, dice is dropped again. If you are unlucky this time, you get 1/2 (50%) damage.
If you are lucky, dice is dropped again. If you are unlucky this time, you get 1/4 (25%) damage.
If you are lucky, dice is dropped again. If you are unlucky this time, you get 1/8 (12.5%) damage.
If you are lucky, you get 1/16(6.25%) damage.
To put it simple, I've calculated averagedamage for some values of resistance (with LuckEffect added toit):
0 100%
20 75%
40 60%
60 50%
100 39%
150 31%
200 26%
300 20%
When you hit enemy, he has the same chances to reduce damage, except he doesn'thave bonus from Luck statistic. So, the chance is 1 -30/(30 + Resistance). Unlike you, monsters can also haveresistance to physical damage.
Recovery Time
Recoverytime is delay between your strikes. It is the sum of factors described below,but it can't go lower than 30 (except for blasters and bows).
Base recovery times of weapons
Staff:100
Sword: 90
Dagger: 60
Axe: 100
Spear: 80
Bow: 100
Mace: 80
Blaster: 30
Unarmed combat: If you have Unarmed skill, recovery time will be the same asthat of Dagger = 60. If you don't, recovery time will be the same as that ofStaff = 100.
Clubs have recovery time of 100 in MM6. In MM7 and MM8 developers forgot aboutthem and clubs got recovery time 0 and 6 respectively. So, with a club you willalways have recovery time of 30.
Recovery times of armor andshield
Shield:10
Leather: 10
Chain: 20
Plate: 30
Armor skills can reduce or eliminate this penalty.
Skills with 'reduces recoverytime' feature
-1*skill
(-2*skill for GM Armsmaster)
Note that items that increase Bow/Axe/Sword skills are ignored here (only theskill of character is used). This bug is fixed in my patches. Armsmaster itemsare always included.
Speed
TheSpeedEffect is subtracted fromrecovery time.
Special effects
Haste:-25 (in MM7 and MM8 it didn't work before Mok's patch)
Swift: -20 (some artifacts and 2 'increases weapon speed' enchantments)
Slow: 20 (artifact sword 'Finality' only)
Also note that Herald's Boots were meant to reduce recovery time, but theycannot be used as a weapon, so they don't effect recovery time. This bug isfixed with my patch.
Final Value
Sumup these factors and you'll get the final value. If it is lower than 30,recovery time will be 30. However, this doesn't apply to Blaster and Bow in real time mode. Their lower limit is 0 in real time.
Example 1:
Mace, Shield, Leather, 15 Speed. All skills are at initial level, noArmsmaster.
Recovery time will be 80 + 10 + 10 - 1 = 99.
Example 2:
Axe will be slower than Spear until Axe skill is more than 20. Only after thatit will be faster.
Dual Weapons
Recovery time
Whenwielding 2 weapons the one with higher base recovery time is used incalculations. If both weapons have the same recovery time, the one in the main(right) hand is used.
Only skill and properties of this weapon are used. The other weapon doesn'teffect recovery time at all.
Example 1: if you wield a Spear and a Sword, the Sword skill determinesrecovery time.
Example 2: if you have 2 swords one of which has Swift property, put the Swiftone in the right hand. Otherwise swiftness will be ignored.
In MM6 recovery time of the weapon in the second hand was added to thecalculated value. Thus, wielding second weapon was useless. Starting withversion 1.4 of my patch this is fixed (but you can turn thefix off if you wish).
Attack & Damage effects ofskills
Whenusing dual weapons only skill of the weapon in your second (left) hand is usedin calculation of attack and damage.
In MM6 the first (right) hand weapon skill is used for damage and the second(left) hand weapon skill is used for attack.
Example 1: in MM7 and MM8 if you wield a Spear and a Sword, the Spear skillwill only effect Armor Class if you are GM. Attack, Damage and recovery timewould be taken from Sword skill.
Example 2: in MM6 if you wield a Spear and a Sword, the Spear skill will onlyeffect Damage. Attack and recovery time would be taken from Sword skill.
Other
Dagger Specifics
Chanceto do tripple damage by dagger is 10%. It doesn't depend on the skill. Only thedamage of the dagger itself is tripled. In MM7 and MM8 damage of a dagger inthe second hand can be trippled (with the same 10% probability)even if you are just Expert (it's a bug).
Both problems are fixed in my patches.
'Increases rate of Recovery'enchantment
This enchantment was supposed to make recovery1.5 times (that's a huge bonus), but due to rounding it doesn't work on today'scomputers. In my MM6 patch itworks and increases recovery rate by 10%.
Vampiric weapons
Vampiric weapons add 1/5of whole physical damage done to monster (by both weapons, including Heroismand skills bonuses). If you have 2 vampiric weapons, they both work. You don'tget HP when you kill a monster, only non-lethal strikes add you HP.
In MM8 you get min(damage/5,LeftHP/5) where LeftHP isamount of HP monster has after you hit him.


IP属地:广东18楼2015-12-19 07:41
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    资词


    IP属地:浙江来自Android客户端19楼2015-12-19 07:58
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      2026-10-19 13:54:18
      广告
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      欢迎下次再来



      IP属地:江苏20楼2015-12-19 08:22
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        刚来贴吧是这样的    
        后来就变成这样了    
        现在都是这样子的    


        23楼2015-12-19 09:37
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          好东西啊!必须顶一下


          IP属地:山东来自Android客户端24楼2015-12-19 11:34
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            这些数据做游戏的话还是比较有用的。


            IP属地:宁夏25楼2015-12-20 19:25
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              感觉350 +22更合理


              26楼2015-12-20 19:30
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                经典不再啊!


                IP属地:西藏27楼2015-12-20 20:57
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                  2026-10-19 13:48:18
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                  技术贴。。看完了看不懂。。


                  IP属地:福建来自Android客户端28楼2015-12-20 21:49
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                    觉得很有帮助,感谢楼主!


                    IP属地:重庆29楼2015-12-23 09:56
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                      知名度(Fame)
                      MM6和MM7,知名度(向下取整)=四名队员经验值总和/1000
                      MM8,知名度(向下取整)=主角经验值/250
                      在MM6和MM7里面,每个队员出生都有200多到300多经验值,四名队员经验值总和总是会略高于1000,于是游戏一开始知名度就有1,今后会通过做任务、杀怪得到经验值从而提高知名度,如果知名度为0,NPC将不会加入玩家。
                      在MM8里,主角出生经验值为0,于是知名度为0,不过由于NPC雇佣系统已经不同于MM6和MM7了,所以并没有什么影响。


                      IP属地:广东本楼含有高级字体31楼2015-12-23 17:22
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                        这才是真的理科男~顶


                        IP属地:云南32楼2016-01-10 20:35
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                          最怕一堆中文的公式


                          33楼2016-01-12 11:51
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                            看完该帖,我的感想是,不要玩菜刀队。本来就弱,还这么多bug。喜欢自虐的可以考虑。


                            IP属地:湖南34楼2016-08-17 09:48
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                              2026-10-19 13:42:18
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                              回复 nickzqz :如果吸血可以叠加,是不是大部分效果都能叠加?除了增加技能等级的词缀不叠加而是取效果最高的那个,只有of Shielding词缀的说明里明确说了该效果不叠加,反言之就是说其他效果都能叠加?比如2个of recovery词缀的装备减少20点被打硬直时间、两把对龙特效的武器变成4倍克龙、带6个of plenty的戒指恢复速度6倍?甚至再极端点,把全身能带的装备都改成of dragon词缀(10-20点火系伤害),最终输出额外附加150-300点火系伤害?
                              另外不知道是不是bug,吸血弓貌似不起作用,of acid词缀显示造成12点肢体伤害(电子书显示毒系伤害),按照逻辑来不应该是土系伤害么?

                              注:
                              of Recovery (-10) points on recovery from being hit
                              of Shielding (1/2)damage from all missile attacks (not cumulative)
                              of Plenty Regenerate 1 hit point/x and 1 spell point/x while walking, etc
                              of The Dragon (10-20) Fire damage, Might (+25)


                              IP属地:上海35楼2016-12-20 22:12
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