【漢化】YEP.33 – Armor Scaling

YEP.33 – Armor Scaling

Scale defensive stats relative to a universal scale and gives your players a way to increase and decrease damage without having to provide pure stats. Adds new gameplay mechanics such as Armor Penetration and Armor Reduction into your game!

分級(jí)是一個(gè)很大的范圍浑塞,并且可以給玩家提供更多或者更少的傷害情组∧重ぃ可以制作裝備穿透力或者減傷效果

This plugin requires Damage Core.

這個(gè)插件需要Damage Core


Introduction


This plugin requires YEP_DamageCore. Make sure this plugin is located under YEP_DamageCore in the plugin list.

這個(gè)插件需要YEP_DamageCore兼贸,確保插件在YEP_DamageCore下面

This plugin serves as a damage balancing plugin to make numbers across the battlefield more universal for both actors and enemies alike and gets past the flaws that ATK – DEF formulas have.

這個(gè)插件用來調(diào)整傷害


Armor Scaling


Armor Scaling allows the damage formula to be rid of “b.def * 2” and similar calculations in favor of scaling the damage relative to the armor values that the attack target has. The following is the armor scaling formula for both positive and negative armor values:

裝備分級(jí)允許傷害公式擺脫內(nèi)置公式,并且?guī)椭鸀檠b備傷害值進(jìn)行分級(jí)饥脑。下面是裝備分級(jí)公式

Positive Armor

Rate = 100 / (100 + Armor)

Negative Armor

Rate = 2 – (100 / [100 – Armor])

To get an idea of how armor scaling will affect damage, here’s a table on how 1,000 base damage is affected.

為了理解裝備分級(jí)是如何影響傷害的阿蝶,這里有一個(gè)基于100傷害的列表作為例子

Using the default base armor formula of 2 defense points is equal to 1 armor, this means at 200 defense, a battler will take only 50% damage. At 999 defense, the battler will take a little bit more than 16.67% damage. At those values without armor scaling, damage can be entirely undone for that very matter. This goes to show how effective armor scaling can be to maintain long-term balancing.

使用默認(rèn)的裝備公式,2點(diǎn)防御等于1點(diǎn)護(hù)甲柬甥。這意味著200防御饮六,敵方盡可以造成一半傷害。在999防御的時(shí)候苛蒲,戰(zhàn)斗者將會(huì)造成接近16.67%的傷害卤橄。如果沒有裝備分級(jí),傷害就會(huì)這樣造成臂外,現(xiàn)在我們看一下分級(jí)后的效果


Armor Reduction and Armor Penetration


There are various modifiers that can alter the armor level before the armor scaling rate is applied to damage. Armor goes through four main steps and they are as follows.

這里有很多裝備等級(jí)的可調(diào)整項(xiàng)窟扑。裝備將會(huì)按照下面四步進(jìn)行計(jì)算

  1. Armor Reduction, Flat
  2. Armor Reduction, Percentage
  3. Armor Penetration, Percentage
  4. Armor Penetration, Flat

In step 1 (Armor Reduction, Flat), the target’s armor is reduced by a value. Flat armor reduction stacks additively. Flat armor reduction can reduce a target’s armor below zero. For example, if an enemy with 10 armor has their armor reduced by 25, the enemy will have -15 armor. Armor reduction values are provided by target and not the attacker.

護(hù)甲減少定值

In step 2 (Armor Reduction, Percentage), the target’s armor is multiplied by a percentage (100% – the listed value). Percentage armor reduction stacks multiplicatively and is ignored if the target’s armor is 0 or less. Percentage armor reduction makes a bigger difference on targets with higher armor. For instance, with 40% armor reduction, a target with 200 armor will lose 80 while a target with only 50 armor will lose 20. Armor reduction values are provided by the target and not the attacker.

護(hù)甲減少百分比

In step 3 (Armor Penetration, Percentage), the target’s armor is multiplied by a percentage (100% – the listed value). Percentage armor penetration stacks multiplicatively and is ignored if the target’s armor is 0 or less. Percentage armor penetration makes a bigger difference on targets with higher armor. For instance, with 40% armor penetration, a target with 200 armor will be considered as having 80 less while a target with only 50 armor will be considered as having 20 less. Armor penetration values are provided by the attacker and not the target.

護(hù)甲穿透百分比

In step 4 (Armor Penetration, Flat), the target’s armor is treated as being reduced by an amount for purposes of damage calculation, but cannot be reduced below 0. Flat armor penetration stacks additively. Armor penetration values are provided by the attacker and not the target.

護(hù)甲穿透定值


Notetags


You may use these notetags to adjust various factors for armor scaling rates and calculations.

你可以使用下面標(biāo)簽來調(diào)整裝備升級(jí)概率

Skill and Item Notetags:

<Armor Reduction: x>

Causes the skill/item to reduce the target’s armor level by x. This is calculated first above everything else.

按定值減少護(hù)甲等級(jí)

<Armor Reduction: x%>

Causes the skill/item to reduce the target’s armor level by x%. This is calculated second but is ignored if the armor level is less than 0.

按百分比減少護(hù)甲等級(jí)

<Armor Penetration: x%>

Causes the skill/item to reduce the target’s armor level by x% (but will not go past 0). This is calculated third.

按百分比進(jìn)行護(hù)甲穿透

<Armor Penetration: x>

Causes the skill/item to reduce the target’s armor level by x (but will not go past 0). This is calculated last.

按定值進(jìn)行護(hù)甲穿透

<Bypass Armor Scaling>

This notetag allows you to bypass the armor scaling process for this individual skill/item.

忽略裝備分級(jí)

Actor, Class, Enemy, Weapon, Armor, State Notetags:

<Physical Armor Reduction: x>

Causes this actor to lose x armor when targeted by physical skills/items. This is calculated first.

物理護(hù)甲減少

<Magical Armor Reduction: x>

Causes this actor to lose x armor when targeted by magical skills/items. This is calculated first.

魔法護(hù)甲減少

<Certain Armor Reduction: x>

Causes this actor to lose x armor when targeted by certain skills/items. This is calculated first.

真實(shí)護(hù)甲減少

<Physical Armor Reduction: x%>

Causes this actor to lose x% armor when targeted by physical skills/items. This is calculated second.

物理護(hù)甲減少百分比

<Magical Armor Reduction: x%>

Causes this actor to lose x% armor when targeted by magical skills/items. This is calculated second.

魔法護(hù)甲減少百分比

<Certain Armor Reduction: x%>

Causes this actor to lose x% armor when targeted by certain skills/items. This is calculated second.

真實(shí)護(hù)甲減少百分比

<Physical Armor Penetration: x%>

Causes this actor to cause the target to lose x% armor when using a physical skills/items. This is calculated third.

物理護(hù)甲穿透百分比

<Magical Armor Penetration: x%>

Causes this actor to cause the target to lose x% armor when using a magical skills/items. This is calculated third.

魔法護(hù)甲穿透百分比

<Certain Armor Penetration: x%>

Causes this actor to cause the target to lose x% armor when using a physical skills/items. This is calculated third.

真實(shí)護(hù)甲穿透百分比

<Physical Armor Penetration: x>

Causes this actor to cause the target to lose x armor but not drop below 0 armor when using a physical skills/items. This is calculated last.

物理護(hù)甲穿透

<Magical Armor Penetration: x>

Causes this actor to cause the target to lose x armor but not drop below 0 armor when using a magical skills/items. This is calculated last.

魔法護(hù)甲穿透

<Certain Armor Penetration: x>

Causes this actor to cause the target to lose x armor but not drop below 0 armor when using a certain skills/items. This is calculated last.

真實(shí)護(hù)甲穿透


Happy RPG Making!

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