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在日攻看到某人帖出的国外高人们的研究~~全是鸟语……谁能翻译一下??
Hitting a dead end with my OpenGL... so I did some tests on this one. Might be relevant to anyone making a SF clone... or whatever.
Each character+class combination has a base stat, a projected stat, and a stat growth type for each of the statistics (HP, MP, ATT, DEF, and AGI).
The base stat is used when a character is first spawned. It is the value the character is given for that class at Level 1.
The projected stat is sort of the intended lowest value that stat can be at level 30. The amount of actual lowest stat gain you can get over this time is simply Projected Stat - Base Stat.
The growth types are linear, early, late, middle, late+early and none. These are just names I've given the growth curves, for the peak growth levels.
After level 30, every stat that CAN grow, will do so at a 50/50 chance of +1 or +2 each level. For many characters this is a (bad) kick in the stats (I know Bowie mellows out as a swordyguy after 30), for others (Kiwi) it can be a massive gain. Simply multiply 1.5 times the level over 30 to estimate stat gain over that time. This is true as of basic classes and promoted classes.
Following is a chart that's a rough estimate of the rates of growth for the various growth types. The format is Level, Percentage of the Projected Gain (Projected Stat - Base Stat) attained, and the Rate of Change in (parentheses). The RoC just makes it easier to see the slight difference between these types.
Linear
Level - Percentage (Rate of Change)
1 - 0
5 - 16 (+16)
10 - 34 (+18)
15 - 52 (+18)
20 - 70 (+18)
25 - 87 (+17)
30 - 106 (+19)
Late
1 - 0
5 - 11 (+11)
10 - 26 (+15)
15 - 43 (+17)
20 - 61 (+18)
25 - 81 (+20)
30 - 102 (+21)
Early
1 - 0
5 - 17 (+17)
10 - 36 (+19)
15 - 54 (+18)
20 - 71 (+17)
25 - 86 (+15)
30 - 101 (+15)
Middle
1 - 0
5 - 12 (+12)
10 - 29 (+17)
15 - 48 (+19)
20 - 69 (+21)
25 - 87 (+18)
30 - 101 (+14)
Early+Late
1 - 0
5 - 18 (+18)
10 - 35 (+17)
15 - 49 (+14)
20 - 62 (+13)
25 - 79 (+17)
30 - 101 (+22)
These numbers were derived by taking Jaha, changing his projected HP to 109 (Making his projected gain a simple 100, which yielded these nice whole percentage numbers since the game won't give you decimal gains, obviously), and leveling him to level 40 over and over with the various growth types, recording his HP at every_single_level. I set medical herbs to cause a level up on use without a possibility of breaking - would have driven me nuts otherwise, clearly, clearly.
I also leveled him up to level 99 as a Gladiator once to see if promotion made any difference to how this system works - it doesn't. Percentages appear about the same. The 1.5 gain after level 30 held true.
A more accurate estimate could be yielded by repeating the test over and over and averaging the results, but I'd rather not do it myself.
This post has been edited by Space King on Tue Jun 26, 2007 6:20 am
貌似归结起来成长率有一个上限~~前面长得高了~后面就难长了…… |
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