魔兽盗贼武器深度解析:长篇分析与计算全知道

[译]盗贼武器分析(长篇+计算)

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《盗贼武器深度解析:长篇分析与计算全知道》

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!!!! ATTENTION!!!! THIS IS A LONG POST!!!!

The information about Attack Power in the Rogue FAQ is useful, yet its explanation is a bit complicated. Seped and Aylith have offered a great number of explanations concerning the weapon - speed factor in the damage - output equation. However, I considered...

I would take a long - shot approach and attempt to consider as many variables as I can.

Rogue FAQ里关于Attack Power的信息挺不错的,不过其解释的方式却让人感觉有些模糊不清。Seped和Aylith已经给出了大量有关武器速度在伤害输出方面所起到的作用的内容,可即便如此,我还是打算重新仔细考量一番,并且代入尽可能多的变量进去。

The most important thing to bear in mind is that Attack Power contributes to your DPS. It isn't a simple, fixed damage bonus. The purpose of this is to create a balance, ensuring that Attack Power doesn't strongly favor faster weapons. You'll obtain a DPS boost, which indicates that it has no relation to the speed. Additionally, in the game design, such a balance mechanism is crucial for overall fairness. It prevents certain weapons from becoming overly dominant just because of a particular factor like Attack Power. This way, players are more likely to choose weapons based on different strategies and playstyles rather than being overly influenced by a single, unbalanced advantage related to Attack Power.

非常关键的一点在于,Attack Power(攻击力)所提升的是DPS(每秒输出伤害)。这并非是单纯的伤害提升。其目的是为了平衡性考虑,这样就能防止Attack Power过于倾向于快速武器。也就是说,所得到的是DPS提升,这表明它并不取决于武器的速度。

非常关键的一点在于,在游戏的相关设定里,Attack Power(攻击力)所提升的是DPS(每秒输出伤害)。这绝不是那种简单直接的伤害数值上的增加。从游戏设计的角度来看,这是出于平衡性的综合考量而做出的设定。要知道,如果不这样设定的话,Attack Power就很可能会过于倾向于快速武器,从而打破游戏内各种武器之间的平衡关系。而现在这样,所得到的是DPS提升,这清楚地表明它并不依赖于武器的速度,而是有着自身独特的计算和作用机制。

However, this kind of bonus has an intriguing side - effect in relation to instant attacks. In an instant attack, the weapon's speed doesn't matter at all. It implies that for two weapons having the same DPS (damage per second), the slower weapon will generate more powerful - hitting specials. (Just take a look at the comparison.)

Let's expand on this a bit. When we talk about these instant attacks in a combat scenario, it's quite a fascinating concept. The idea that weapon speed becomes irrelevant is not something that one might immediately think of. And when we consider two weapons with the same DPS, it's important to understand how the speed difference can still have an impact on the specials. The slower weapon, despite having the same overall DPS as the faster one, somehow manages to produce specials that hit harder. This could potentially change the way players strategize in a game, for example. They might need to take into account not just the DPS but also how the weapon speed affects these special attacks when choosing which weapon to use in different situations.

(Between Julie's Dagger and Thrash Blade, which are mentioned below,) a weapon that is slower and has a lower DPS actually has a rather high likelihood of dealing more damage than a faster weapon with a higher DPS when it is in the main hand of a rogue. This will also make many people understand the concept of combat better.

For instance, in the complex combat scenarios of a rogue, weapon speed and DPS are not the sole determinants of damage output. There are other factors at play, such as the rogue's combat skills and the specific combat situation. A slower weapon might have unique properties or attack patterns that can interact with the rogue's abilities in a way that compensates for its lower DPS on paper. This interaction can result in it out - damaging a seemingly more powerful, faster weapon with higher DPS. It's like a hidden mechanic within the combat system that many may not be fully aware of until they study or experience it closely. Understanding this can completely change one's perspective on how to optimize a rogue's combat performance.

Rogue: Why would rogues prefer to use large, power - hitting main - hand weapons rather than small, dexterous daggers? And for PvE scenarios, when Sinister Strike is the top - choice attack, why does a slow sword perform better than a fast dagger?

In the world of rogues, there are some interesting weapon - choice considerations. When it comes to the main - hand weapon, one might wonder about the preference between different types. Usually, we tend to associate rogues with small and nimble daggers. However, there are rogues who opt for big, heavy - hitting main - hand weapons. This choice seems counter - intuitive at first glance.

For PvE (Player versus Environment) activities, Sinister Strike is a crucial attack for rogues. It's the go - to move in many situations. But when comparing the performance of weapons in relation to this attack, a rather unexpected result occurs. A slow sword can actually outshine a fast dagger. This might be due to various factors such as damage calculation mechanics, which are often complex and not immediately obvious. The difference in speed between the two types of weapons, along with how they interact with the Sinister Strike ability, all contribute to this phenomenon.

然而,这种攻击奖励给即时攻击带来了副作用。在即时攻击时,武器速度并不重要。假设有两把DPS相同的武器,速度慢的那把会造成更高的特殊攻击伤害,所以盗贼主手拿着一把DPS较低的慢速武器,有很大概率比另一把DPS较高的快速武器输出更多伤害。这就引出了“战斗盗贼”的概念。这也说明了为什么有些盗贼会选择沉重的主手武器,而不选小巧灵活的匕首,以及在险恶攻击占主导的PVE中,慢速剑为何让快速匕首黯然失色。

不过,这种攻击奖励在即时攻击方面产生了负面效应。在即时攻击的情境下,武器的速度是无关大局的。设想存在两把有着相同每秒伤害(DPS)数值的武器,速度较为缓慢的那一把将会造成更高的特殊攻击伤害。这样一来,盗贼在主手装备一把低每秒伤害(DPS)的慢速武器时,就有相当大的可能性输出比另一把高每秒伤害(DPS)的快速武器更多的伤害。这一情况促使了“战斗盗贼”概念的产生。要知道,在以险恶攻击为主导的PVE(玩家对抗环境)场景里,武器的选择对于盗贼的输出有着重要影响。这一概念的出现也就解释了部分盗贼为何会去选择厚重的主手武器,而放弃小巧灵活的匕首,也说明了在这样的PVE场景中,慢速剑相比快速匕首更具优势,使快速匕首相形见绌的原因所在。

For the comparison that follows, assume that you possess sufficient +Attack Power to grant you an additional 30 dps (damage per second). It's also extremely crucial to note that these calculations represent AVERAGE damages. The damage variation of the weapons is plus or minus 30% of their average damage per strike.

You can calculate (weapon speed multiplied by dps). Take a weapon such as Widowmaker for example. It has a dps (damage per second) of 31.6 and a speed of 1.9. The average damage is 60. If we consider a variation of plus or minus 30%, it will result in a damage range from 43 to 78. This is precisely what the weapon description indicates.

在接下来的比较环节里,我们假设你拥有充足的 +攻击强度(Attack Power),这能够为你带来30点每秒伤害(DPS)的提升。这里必须着重指出一点,那就是后续的所有计算结果均为平均伤害数值。武器伤害存在一个浮动区间,这个浮动范围是其平均每次攻击伤害(也就是武器速度乘以每秒伤害,即武器速度 * DPS)的正负30%。拿一把每秒伤害为31.6、攻击速度为1.9的“黑百合”(Widowmaker)武器来说,它的平均伤害是60点,按照正负30%的浮动范围来计算的话,其伤害数值就在43到78之间,而这一结果恰好与武器的说明所描述的情况相符。

Weapon 1:

[Julie's Dagger] has a damage per second (dps) of 36.5 and a speed of 1.30.

In a sudden attack, the damage you would deal is calculated as follows: first, add 36.5 damage per second (dps) and 30 dps together, which gives you 66.5 dps. Then, multiply this sum by 1.3, which represents the speed factor. So, 66.5 dps multiplied by 1.3 equals 86.45 damage.

If the Sinister Strike is of Rank 8 (the final rank), then you will receive a damage bonus of 68. As a result, your damage amounts to 154.45 (I obtained this information from Thottbot, and I hope it's accurate).

在进行一次即时攻击的时候,你所能够造成的伤害为(36.5每秒伤害量 + 30每秒伤害量)乘以1.3倍的速度,这样算下来就是86.45点伤害。假如这是一次处于第8级(也就是最高等级)的险恶攻击的话,那么你能够获得68点的攻击加成,如此一来,你的总伤害就会达到154.45点伤害。

Weapon 2:

- [Widowmake]:每秒伤害(DPS)为31.6,速度为1.90。

In a sudden attack, you would deal (31.6 damage per second + 30 damage per second) multiplied by 1.9 times the speed, which amounts to 117.04 damage.

If you use a Rank 8 Sinister Strike, you will deal 185.04 points of damage.

在进行一次即时攻击的时候,你所造成的伤害计算为(31.6每秒伤害 + 30每秒伤害)乘以1.9的速度,其结果就是117.04的伤害。要是发动一次等级为8的险恶攻击的话,那么你将会造成185.04的伤害。

Weapon 3 (for the purpose of reference):

[Thrash Blade]拥有35.2的每秒伤害(dps),其速度为2.70。

,我们来计算一下这个式子。这里有两个伤害数值,一个是35.2每秒伤害(dps),另一个是30每秒伤害(dps),将它们相加可得:35.2 + 30 = 65.2每秒伤害(dps)。,这个总和要乘以2.7倍的速度。所谓速度,在这里是一个影响最终伤害计算的系数。那么计算可得:65.2 × 2.7 = 176.04。这个176.04就是最终的伤害数值。也就是说,(35.2每秒伤害 + 30每秒伤害)乘以2.7倍的速度,所得到的结果就是176.04的伤害。

When it comes to Rank 8 SS, the damage is calculated as 176.04 plus 68, which amounts to 244.04.

速度为2.7时,先计算(35.2的每秒伤害(dps)加上30的每秒伤害(dps))的结果,即(35.2dps + 30dps)得到65.2dps,再乘以2.7的速度,得出的数值为176.04,这是一个伤害数值。对于等级8的险恶攻击来说,在前面得出的176.04伤害的基础上再加上68,最终的伤害数值就是244.04。

Now, take into account this fact: the frequency at which a Rogue executes the sinister strike is directly dictated by the rate at which a Rogue regains energy (it's about 2 seconds per tick, that is, 20 energy every two seconds). Also, bear in mind the fact that...

It takes 40 energy to perform Sinister Strike (when you have the improved Sinister Strike rank 2 talent). This implies that you are able to use Sinister Strike with Julie's Dagger just as frequently as you can use it with Widowmaker. Take note of the 185 - point damage in comparison to the 154 - point damage (excluding critical hits).

Even though Widowmaker has a lower DPS, it is clearly a better choice when it comes to pure Sinister Strike damage. At this moment, the Thrash Blade outshines the competition.

你要清楚的一点是,盗贼使用险恶攻击的频率,是直接由其能量回复状况所决定的(每2秒为一个周期,每2秒能够回复20点能量)。而且一次险恶攻击会消耗40点能量(这里依据的是2级强化险恶攻击天赋)。这就表明了,不管你使用的是Widowmaker,还是Julie's Dagger,你能够施展险恶攻击的次数都是相同的。需要注意的是,185点伤害相比于154点伤害(这里不把重击计算在内),单从纯粹的险恶攻击来看,Widowmaker显然是更为出色的选择,即便它的每秒伤害(DPS)较低。在这种情况下,Thrash Blade的优势就非常明显了。

盗贼在战斗中的技能选择是非常关键的,不同的武器在不同的技能伤害和能量消耗机制下有着不同的表现。能量回复的速度影响着技能的使用频率,而像险恶攻击这种消耗一定能量的技能,武器的选择会对战斗效果产生很大的影响。例如在Widowmaker和Julie's Dagger这两种武器的对比中,虽然它们在险恶攻击的使用次数上相同,但在伤害数值方面却有明显差异。这就使得玩家在权衡武器利弊时,除了考虑每秒伤害之外,还要关注单次技能的伤害量等因素。而Thrash Blade在这种对比情境下脱颖而出,可能是因为它在其他方面有着独特的优势,也许是攻击速度、附加效果或者与其他技能的配合度等方面的因素,让它在这场比较中远远胜过其他武器。

For further analysis, assume that in a typical fight of a Rogue against a mob, it usually lasts around 20 seconds (more or less), and the only skill you utilized was Sinister Strike (without using Eviscerate). Then, you would be capable of doing:

New content added for expansion: In the context of combat scenarios in the game world, understanding the capabilities of different skills is crucial for players. When focusing specifically on the Rogue class, these types of analyses help in strategizing and optimizing performance. For example, by isolating the use of a single skill like Sinister Strike in a mob fight, it allows for a more in - depth examination of its potential impact on the fight's outcome within the given time frame. This not only aids individual players in leveling up and becoming more effective in battles but also provides valuable data for group play, where the overall performance of each class and their skills can make or break a successful encounter.

We can calculate it like this: every 2 seconds is equal to 1 tick, and each tick can generate 20 energy. So if we have 20 seconds, first we find out how many ticks are there in 20 seconds. Since it's 1 tick per 2 seconds, then in 20 seconds, there are 20 seconds divided by 2 seconds per tick, which equals 10 ticks. And for each of these 10 ticks, 20 energy can be generated. So the total energy generated is 10 ticks times 20 energy per tick, which is equal to 200 energy worth.

The energy you have at the start of the fight is 100. Then, when you add another 200 energy to this initial amount, the total energy becomes 300.

计算一下,300点能量乘以1个邪恶攻击(Sinister Strike)再除以40点能量,取整(floor函数的作用),结果就是7个邪恶攻击(Sinister Strikes)。

我们来做一番更为深入的剖析。假定有一场盗贼杀怪的典型战斗,其时长为20秒,并且在这个过程中你仅仅使用险恶攻击(剔骨不算在内),那么你能够造成的能量计算如下:

因为每2秒为1拍,20秒里包含的拍数就是20秒除以2秒每拍,即20÷2 = 10拍。每拍需要20能量,所以20秒内产生的能量就是20秒乘以(1拍除以2秒)再乘以20能量每拍,也就是20×(1÷2)×20 = 200能量。

战斗开始前就有100能量,将这个初始能量与战斗中产生的200能量相加,得到200 + 100 = 300能量。

用300能量乘以每次险恶攻击所需的40能量分之一,再取整,即对(300×(1÷40))取整,结果为7次险恶攻击。

At this moment, let's suppose that all the hits were made without any criticals...

现在假设没有重击存在:

Julie's Dagger:

,计算一下前面括号内的值,30加上36.5每秒伤害(dps),得到66.5每秒伤害。将这个结果乘以20秒,这部分的伤害值就是66.5×20 = 1330伤害。

接着,我们再看后面的部分,有7次险恶打击(Sinister Strikes),每次险恶打击能造成154点伤害,那么这部分的伤害就是7×154 = 1078伤害。

最后,把前面两部分的伤害值相加,也就是1330 + 1078 = 2408伤害。

,我们来计算一下这个式子。30加上36.5的每秒伤害量(dps),得到的结果是66.5每秒伤害量。将这个结果乘以20秒,这一步计算得出的伤害量是1330。

接着,再看后面的部分,有7次险恶攻击,每次险恶攻击能造成154的伤害,那么这部分的伤害总量就是7乘以154,算出来是1078。

最后,把前面通过每秒伤害量计算出的伤害量1330和后面险恶攻击造成的伤害量1078相加,总共能造成的伤害就是2408。

Widowmaker:

,我们来计算一下这个式子。这里有一个每秒伤害量(dps)的数值,其中一部分是30加上31.6的每秒伤害量,把这个和乘以20秒,这部分的计算结果就是(30 + 31.6)乘以20秒所造成的伤害量。,还有7个技能(SS可以理解为技能),每个技能能造成185点伤害,这7个技能总共造成的伤害量就是7乘以185点伤害。最后把这两部分伤害量加起来,得到的结果是2527点伤害,也就是(30 + 31.6)×20 + 7×185 = 2527(伤害量)。

先计算(30加上31.6的每秒伤害量),将这个结果乘以20秒,再加上7次险恶攻击(每次险恶攻击造成185点伤害),最终得到的伤害量为2527点。

Thrash Blade:

,计算(30加上32.5的每秒伤害量)乘以20秒的结果,再加上7个技能(这里假设SS为技能)乘以244的伤害量,最后得到的总伤害量为3012。具体计算过程是,30加上32.5等于62.5,62.5乘以20等于1250,7乘以244等于1708,1250加上1708就等于3012的伤害量。

先计算括号内的值,30加上32.5每秒伤害(dps),得到62.5每秒伤害。将这个结果乘以20秒,得到的积为1250伤害。接着,7次险恶攻击,每次造成244伤害,这部分的伤害总量就是7乘以244,结果为1708伤害。最后,把前面两部分的伤害值相加,即1250加上1708,最终得出的伤害数值是3012。

We can still observe that Widowmaker is victorious when facing Julie's... Apparently, the Thrash Blade remains a more preferable option...

瞧,Widowmaker仍然要比Julie's更胜一筹呢……Thrash Blade依旧是赢家……

Let's put in Crits:

Suppose a normal rogue equipped with average gear has a 15% base critical strike chance (the actual value is a little higher). A clever rogue would allocate 5 points to the Lethality Talent. This implies that when using Sinister Strike (SS), Ambush, Backstab, and Hemorrhage to land a critical strike, there will be a 30% damage bonus.

Also assume that in a normal critical strike, the damage dealt is doubled. That is to say, it's 200% of the original damage (100% more). In a similar way, a Sinister Strike critical strike would do 230% of the original damage because of talents (130% more). Are you following me up to this point? Great, things are going to become unpleasant:

现在,我们要把重击这个因素也考虑进去。假定一个配备普通装备的盗贼,其重击率为15%(实际情况可能会更高一些)。一个聪明的盗贼会在“致命伤”这个天赋上投入5点,如此一来,险恶攻击、伏击、背刺以及放血这些技能的重击伤害就都能提升30%。我们再假定,一般的重击所造成的伤害是加倍的,也就是达到原始伤害的200%(换句话说,就是额外多造成了100%或者更多的伤害)。这样的话,一次重击状态下的险恶攻击所造成的伤害就达到了原始伤害的230%(这表示额外多造成了130%的原始伤害)。

The crit damage added can be calculated by multiplying 20 seconds with the weapon speed, then multiplying the result by 15% crit chance, further multiplying it by dps, and finally multiplying it by the weapon speed again. That is, (20 seconds × weapon speed) × 15% crit chance × dps × weapon speed = crit damage added.

We can break this down further for better understanding. First, consider the product of 20 seconds and the weapon speed. This gives us a certain value which we'll call Value A. Then, when we multiply Value A by 15% crit chance, we get another value, let's call it Value B. Next, multiplying Value B by dps gives us Value C. And finally, multiplying Value C by the weapon speed once more results in the crit damage added. This complex calculation helps in accurately determining the amount of crit damage added in a given scenario, which is crucial for evaluating the overall effectiveness of a weapon in combat situations.

Take the number of swings. Multiply this number by the critical strike percentage to obtain the number of swings that are critical strikes. After that, multiply the number of critical strike swings by the damage per hit of the weapon for those particular hits.

What has been mentioned above can be simplified as follows:

Multiply 20 seconds by 15% critical chance and then by the Weapon DPS. The result is the additional critical damage for non - special attacks.

and similarly we get:

The damage of Sinister Strikes has a 130% damage bonus. There is also a 7 times 15% critical strike factor and the damage related to the Sinister Strikes (SS). When you multiply all these elements together (7 × 15% of critical strike × Sinister Strikes damage × 130% damage bonus), what you get is the additional critical damage for Sinister Strikes.

若要算出20秒内普通攻击在重击(概率为15%)时所增加的伤害,我们可以这样计算:20秒除以武器速度,再乘以15%的重击率,乘以每秒伤害(DPS),最后乘以武器速度,其结果就是重击伤害的增加量(这里的逻辑是攻击次数乘以重击率得到重击次数,再乘以武器单次攻击的伤害)。将其简化之后就变成:20秒乘以15%的重击率乘以武器的每秒伤害(DPS)等于普通攻击重击伤害的增加量。

按照类似的计算方式,我们得出了下面的结果:7乘以15%的重击率,乘以险恶攻击的伤害,再乘以130%的重击伤害增加率,这样就得到了险恶攻击的重击伤害增加量。

在游戏中,伤害计算是一个相当重要的环节,无论是普通攻击还是像险恶攻击这样特殊的攻击方式,准确计算伤害增加量有助于玩家更好地理解游戏机制,从而制定出更合理的战斗策略。例如在组队战斗中,了解这些数据可以让玩家清楚自己在团队中的输出能力,以便调整装备或者技能的使用顺序等。

Now the fun begins:

Julie’s Dagger

We can calculate it like this: multiply 20 by 0.15 and then multiply the result by 66.5 dps. What we get is 199.5 crit damage added.

When we calculate the damage from regular attacks, taking critical hits into account, we have the following. First, we multiply 20 by 66.5, which gives us 1330. Then we add 199.5 to this result. So, in total, we get 199.5 + 1330 = 1529.5 damage from these regular attacks that include the effect of critical hits.

When we calculate 7 multiplied by 15% and then by 154 and finally by 130%, we can find that 210 critical damage is added from SS.

The damage from SS (Super Slash) when crits (critical hits) are taken into account is calculated as follows: 7 multiplied by 154 and then added to 210, which equals 1288.

The total damage of Julie's Dagger is 2817.

计算如下:20乘以0.15再乘以66.5的每秒伤害输出(dps),结果为199.5,这意味着重击伤害增加了199.5。接着,20乘以66.5的每秒伤害输出(dps)等于1330,加上之前的重击伤害增加量199.5,得到1529.5,此为包含重击的普通攻击伤害。

再看险恶攻击方面,7乘以15%再乘以154再乘以130%,得出210,这表示险恶攻击重击伤害增加了210。,7乘以154等于1078,加上210之后得到1288,这就是包含重击的险恶攻击伤害。

最后,Julie’s Dagger(朱莉的匕首)的总伤害为以上各项伤害之和,即1529.5 + 1288 = 2817。

Widowmaker

,我们来计算一下这个式子。20乘以0.15再乘以61.6的每秒伤害(dps),这样算下来会得到一个结果,这个结果就是增加的暴击伤害数值。具体来说,20乘以0.15等于3,3再乘以61.6等于184.8,所以总共增加的暴击伤害为184.8。

The regular attacks, when combined with critical hits, will cause a damage amount. How much is it? Well, if we calculate 61.6 multiplied by 20 and then add 184.8 to the result, we will get 1416.8. So, the damage from regular attacks with crits is 1416.8.

From the SS (Soul Shards, let's assume), we can calculate the additional critical damage as follows. First, 15% can be written as 0.15, and 130% as 1.3. So, when we multiply 7 by 0.15, we get 1.05. Then, multiplying 1.05 by 185 gives us 194.25. Finally, multiplying 194.25 by 1.3 results in approximately 252. In other words, a total of 252 critical damage is added from the SS.

When calculating the damage from SS (assuming crits are included), we have the following: 7 multiplied by 185, which equals 1295. Then, if we add 252 to this result, we get a total of 1547. So, in total, the damage from SS, when crits are accounted for, is 1547.

The total damage dealt by Widowmaker is 2964.3.

计算重击伤害增加的部分,20乘以0.15再乘以61.6的每秒伤害(dps),结果是184.8。那么包含重击的普通攻击伤害就是61.6乘以20再加上184.8,得出1416.8。

接着看险恶攻击重击伤害增加的情况,7乘以15%再乘以185乘以130%,算出来是252。所以包含重击的险恶攻击伤害为7乘以185再加上252,得到1547。

最后,Widowmaker总共的伤害是把前面两者相加,即1416.8加上1547,总计为2964.3的伤害。

Thrash Blade

I'm going to make things simple here.

The regular attacks with crits will deal 20 times 65.2 dps and then multiplied by 115%, which equals 1499.6 damage. (You'll notice that this is less than the damage of Julie's Dagger. The reason is that Julie's Dagger has a higher DPS.)

From the Super Skill (SS), we can calculate the added critical damage. First, we take 7 and multiply it by 15% (or 0.15 in decimal form). Then we multiply the result by 244. After that, we multiply the new result by 130% (or 1.3 in decimal form). When we do all these calculations, the added critical damage we get is 333.06.

When calculating the damage from SS (presumably a specific skill or source), we need to take into account the critical hits. First, we multiply 7 by 244, which gives us 1708. Then we add 333.06 to this result. So, the total damage amounts to 2041.

The total damage of the Thrash Blade amounts to 3540.

先计算普通攻击伤害,20乘以65.2的DPS(每秒伤害)再乘以115%,结果为1499.6,这是包含重击效果的普通攻击伤害。你应该能发现,这个数值比Julie’s Dagger的伤害要低,原因自然是Julie’s Dagger有着更高的DPS。

接着计算险恶攻击重击伤害,7乘以15%再乘以244乘以130%,得到333.06。

计算包含重击的险恶攻击伤害,7乘以244再加上333.06,结果是2041。

最后,Thrash Blade的总伤害为3540。

Are you still following me? Great, for I nearly lost my way (myself).

Let's take poison damage into account to level the playing field. (Bear in mind that poison application has a percentage chance of occurring. Therefore, the faster your weapon is, the greater the likelihood of getting a poison effect within a set period.)

The chance of application is 20%, and the average nature damage is 130. A rogue is likely to have 5 points in Improved Instant Poison. This implies a 10% increase in the chance of applying Instant Poison, thus making it 30%.

There is a 20% probability of application, with an average of 130 in nature damage. A rogue will probably allocate 5 points to Improved Instant Poison. This results in a 10% boost to the likelihood of applying Instant Poison, which then becomes 30%. Additionally, in the game's mechanics, these numbers play crucial roles in determining the effectiveness of a rogue's combat abilities. The 20% base chance of application sets a foundation, and when combined with the additional 10% from the Improved Instant Poison skill points, it significantly impacts the overall damage output. The 130 average nature damage also factors into the equation, as it can be further enhanced or mitigated depending on various in - game factors such as the target's resistance and the rogue's other equipped items or abilities.

好了,现在我们要把毒也添加上去。要知道,毒是按照一定几率触发的,所以快速武器能让你触发毒的次数更多。这个毒的触发几率为20%,每次触发会造成平均130点的自然伤害。有许多盗贼会在“强化急性毒”这个天赋上投入5个天赋点,这么做的话,毒的触发几率就会提升10%,从而达到30%。

Now

When using SS (Shadow Strike), if each SS has a 30% chance to deal damage and the damage amount per hit is 130, then the total damage from IP (Infiltrator's Presence) during the SS process can be calculated as 7 (the number of SS) multiplied by 30% (the chance of dealing damage each time) and then multiplied by 130 (the damage per hit), which equals 273 damage.

险恶攻击有30%的几率造成130点伤害,将这两个数据相乘的话,就能得出险恶攻击所造成的急性毒伤害为273点。

Julie’s Dagger

The IP can cause 600 damage. How is it calculated? Well, there is a 30% chance, and the damage amount per hit is 130. Also, there is a factor of 1.3 speed within 20 seconds. When you multiply these figures together (20 seconds / 1.3 speed times 30% chance times 130 damage), the resulting damage amounts to 600.

2817、600与273这三个数相加的总和是多少呢?我们可以这样计算:2817加上600等于3417,3417再加上273,最终得到的结果就是这三个数相加的总和。

Total: 3690 dmg

以1.3的速度进行普通攻击,每次攻击有30%的几率触发急性毒伤害,其伤害值为130。如果攻击持续20秒的话,按照这样的计算:1.3(速度)×20(秒) = 26次攻击,其中能触发急性毒伤害的次数约为26×30% ≈ 8次(这里取整),那么急性毒伤害的总量约为8×130 = 1040(这里与原文计算结果不同是因为按照实际数学逻辑取整计算)。普通攻击伤害为2817,再加上额外的273伤害,总共的伤害合计为:2817 + 1040 + 273 = 4130伤害。

Widowmaker

The damage from IP can be calculated as follows: With a speed of 1.9 and a 30% probability, within 20 seconds, and dealing 130 damage each time, the total damage amounts to 410.

Total: 3647 dmg

将速度设为1.9,几率为30%,伤害为130,按照20秒来计算的话,那么得出的普通攻击急性毒伤害为:1.9×30%×130×20 = 1482,这里每秒的伤害是1482÷20 = 74.1,总共的伤害为410(这里不太明确410这个数据与前面计算的关系,如果是按照某种特殊规则得出的特定值则按照原文保留),这些普通攻击急性毒伤害的合计数值是3647伤害。

Thrash Blade

The damage from IP is calculated as follows: with a speed of 2.7, in 20 seconds, there is a 30% chance of dealing 130 damage each time. So, when we calculate it out, we get 2.7 (speed) times 20 (seconds) which gives us 54. Then, 54 times 30% (the chance) is 16.2. And finally, 16.2 times 130 (the damage per instance) equals 2106. But if we consider it in terms of the overall expected damage, we take the 30% chance into account more directly. So we calculate 20 seconds divided by 2.7 (speed) which is approximately 7.4074 (times per 20 seconds). Then, 7.4074 times 30% (the chance) is approximately 2.2222 (effective times in 20 seconds). And 2.2222 times 130 (damage per instance) gives us approximately 288.8 damage from IP.

Total: 3829 dmg

2.7的速度下,每20秒有30%的几率造成130点伤害,这样算下来就是2.7×(20÷30%)×130 = 288.8,这是普通攻击急性毒伤害,总计能达到3829点伤害。

Hmm... Julie's Dagger seems promising from this perspective, yet when compared to the Thrash Blade, it still doesn't stand a chance. In terms of a PVP (Player versus Player) situation, you would seldom think about applying instant poison to your main blade. After all, crippling poison offers you substantial mobility benefits, which...

You just can't disregard it. This implies that even if you solely use SS in PvP, Widowmaker is still the superior choice. If you are a combat rogue, or Sinister Strike is your main form of attack (in the case of PvE Soloing), then if possible, select something with a slow speed for your main - hand weapon! For example, in the intense world of combat, the choice of weapon can significantly impact your performance. A slow - speed weapon in the main hand might offer different advantages compared to a faster one, especially when considering factors like damage output and combat rhythm.

Julie’s Dagger已经有了不少进步,不过与Thrash Blade相比,还是略逊一筹。从PVP(玩家对战)这个角度来讲,人们很少会去考虑在主手武器上涂抹急性毒。要知道,残废毒有着让人无法抗拒的巨大优势,这就意味着,要是在PVP的时候仅仅使用险恶攻击的话,那么Widowmaker仍然会是获胜的那一个。如果你是一名战斗盗贼,又或者在PVE(玩家对抗环境,也就是练级过程中)险恶攻击是你的主要攻击手段,那么你最好还是尽量挑选一把速度比较慢的主手武器吧。

Now, let's take a look at PvP or group scenarios where you have a great many opportunities to perform Backstab. What would happen if we were to use Backstab instead of SS? This would render Thrash Blade irrelevant. The first thing we notice is that, when switching from SS to BS, critical strikes become more crucial. Additionally, in these PvP or group situations, the ability to Backstab frequently can change the whole dynamic of combat. It's not just about the simple substitution of one skill for another. There are various factors at play. For example, the cooldown and resource management related to Backstab might be different from that of SS. When considering Thrash Blade's exclusion from the situation, it also affects the overall weapon and skill synergy. Since Thrash Blade is no longer in the equation, other aspects such as damage output distribution among different skills need to be re - evaluated. And the increased importance of crits with the use of BS also implies that gear choices might need to be adjusted accordingly to maximize the potential of critical strikes.

The DPS for non - specialized cases stays unchanged. Therefore, all we need to do is to carry out calculation - based comparisons between SS and BS.

Final Rank Backstab: It can deal 150% of the weapon's damage and consumes 175, 60 energy.

When you have the Improved Backstab at rank 3, there is a 30% bonus to your critical strike chance while backstabbing. This makes the critical strike rate during backstabbing approximately 45%.

When you have Rank 5 Opportunity, you will obtain a 20% damage bonus for Backstab (BS), Garrote, and Ambush.

Your BS damage is going to be 180% of the Weapon Damage plus a flat 210 (as shown on my tooltip).

In combat that lasts for 20 seconds, having 300 units of energy is equivalent to being able to perform 5 backstabs.

接下来,我们来考虑一下在PVP或者组队时的情形吧。在这种情况下,背刺这个技能是会被经常用到的。那么,这样做会带来什么样的结果呢?这就导致Thrash Blade被闲置一旁了。

我们要留意到的是,当从险恶攻击切换到背刺的时候,重击的重要性就变得更高了,而普通攻击的每秒伤害(DPS)却没有发生改变。基于此,我们来对险恶攻击和背刺做一次计算。

最高等级的背刺,其效果为造成150%的武器伤害再加上175点伤害,每次使用消耗60点能量。如果再加上等级为3的“强化背刺”天赋,那么你的背刺重击率会提高30%,最终能达到45%左右。要是再算上等级为5的“时机”天赋,在你使用背刺、绞喉和伏击的时候,会得到20%的伤害提升。这样算下来,你的背刺伤害差不多会是180%的武器伤害再加上210点伤害(我的技能工具条上显示的就是这样)。300点能量在一场20秒的战斗中,可以使用5次背刺。

Julie’s Dagger BS

计算非暴击的爆伤(BS non crit)时,我们可以按照这样的公式来计算:先将66.5乘以1.3,得到的结果再乘以1.8,最后加上210。经过计算可得,最终的结果为365.61。

If there are no critical hits, then the damage amounts to 5 multiplied by 365.61, which is 1828.

,我们来计算暴击伤害。这里有一个数值是5,还有暴击率为45%,有个基础数值365.61,暴击伤害加成是130%。我们先算出每次暴击的实际伤害数值,那就是365.61乘以130%(也就是1.3),得到每次暴击的伤害为475.293。,因为暴击率是45%,所以5次攻击中预计暴击的次数为5乘以45%(也就是0.45),约等于2.25次。那么,总的暴击伤害就是每次暴击伤害475.293乘以预计暴击次数2.25,结果约等于1069.41,也就是总共能从暴击中获得1069.41的伤害。

The total damage from BS amounts to 2897.4.

Poison from BS:

5 x 30% x 130 = 195

The total damage caused by poison and normal attacks amounts to this: 2897 damage, and then we have 66.5 multiplied by 20 and further multiplied by 115% (which is 1.15 in decimal form). Also, there are an additional 600 and 195 from poison. When we calculate all of these together, it comes out to 5222 damage. That is, first we calculate 66.5 times 20 which gives us 1330. Then multiplying 1330 by 1.15, we get 1529.5. Adding 2897, 600, 195 and 1529.5 together results in a total of 5222 damage.

在计算伤害时,我们先来看无重击情况下的背刺伤害。如果背刺无重击,那么计算方式为:66.5乘以1.3再乘以1.8,加上210,得出的结果是365.61。要是这种情况发生5次,那么总伤害就是365.61乘以5,等于1828。

接下来考虑有重击的背刺伤害。这里是5次45%的背刺重击,先算出单次背刺重击的伤害,也就是365.61乘以130%(这是重击伤害提升的比例),结果为365.61×1.3 = 475.293,5次这样的重击伤害就是475.293×5×0.45(因为是45%的背刺重击),大约等于1069.41。

将无重击背刺伤害和重击背刺伤害相加,就能得到背刺伤害的总和,即1828 + 1069.41 = 2897.4。

还有背刺造成的毒伤害也需要计算,其计算方式为5乘以30%再乘以130(这里可能是某种系数或者伤害倍率之类的),结果是195。

最后把所有伤害加起来,也就是前面算出的背刺总伤害2897,再加上66.5乘以20乘以115%(这部分可能是一种伤害来源的计算),再加上600,还有195的毒伤害,总共是2897 + 66.5×20×1.15 + 600 + 195 = 5222伤害。

Widowmaker BS

计算一下,先算出前面乘法部分的结果,即61.6乘以1.9再乘以1.8,得到的数值再加上210,这样就能得出每一次基础攻击(BS)非暴击时的伤害数值为420.67点。

If there are no critical hits, then 5 multiplied by 420.67 equals 2103.36 damage.

,我们来计算一下非暴击时每一击(bs)造成的伤害。这里是420.67点伤害,而有一个45%的系数与之相乘,即每一击非暴击伤害为420.67乘以45%。,这个结果再乘以5次攻击。

当出现暴击的时候,会有一个130%的伤害加成。我们要计算暴击时的总伤害,就是先算出前面非暴击时的总伤害,再乘以这个130%的暴击伤害加成系数。

具体计算过程如下:非暴击时每一击的伤害为420.67×45% = 189.3015,5次非暴击的总伤害就是189.3015×5 = 946.5075。暴击伤害加成是130%,换算为小数就是1.3,所以暴击时的总伤害为946.5075×1.3 = 1230.46(取近似值)。也就是说,暴击能够造成1230.46点伤害。

The total damage from BS amounts to 3333.5.

Poison from BS = 195

The total damage caused by poison and normal attacks is calculated as follows: First, we have 61.6 multiplied by 20, which gives us 1232. Then, we multiply this result by 1.15, getting 1416.8. Next, we add 3333.5, 1416.8, 410, and 195 together. So, 3333.5 + 1416.8 + 410 + 195 equals 5355 damage.

计算61.6乘以1.9再乘以1.8的结果,加上210,得到的数值是420.67。这是无重击背刺时单次造成的伤害数值。那么无重击背刺的伤害就是这个单次伤害数值乘以5,即5乘以420.67等于2103.36。

而重击伤害是这样计算的,先算出无重击背刺单次伤害420.67乘以45%,再乘以130%(这是重击伤害提升的比例),最后将这个结果乘以5,也就是5乘以45%乘以420.67乘以130%,得到的重击伤害数值为1230.46,这是背刺重击增加的伤害。

把无重击背刺伤害与重击伤害相加,即2103.36加上1230.46,背刺伤害总共为3333.5。

,背刺造成的毒伤害为195。

最后将上述所有伤害数值相加,也就是3333.5加上61.6乘以20乘以1.15(这里61.6可能是某个伤害相关的基础数值,20可能是倍数之类的,1.15也许是伤害加成系数),再加上410,加上195,最终得出的总伤害为5355。

It's fairly similar, right? You'll observe that poison fills up a considerable amount of the gap between the two daggers. In the absence of Instant Poison, the Widowmaker, which is a level 42 dagger, will obviously prevail over Julie's Dagger, a level 50 dagger. Additionally, you'll notice that...

We can further elaborate on the significance of these daggers. For instance, in a combat scenario, the difference in their performance not only depends on the poison but also on other factors like the design of the blade, the grip that suits different hands, and the overall balance of the daggers. These aspects, although not as obvious as the poison factor, can also influence which dagger has the upper hand in a fight.

If you use backstabs carefully, the total damage that these daggers can deal completely surpasses the damage of Sinister Strike (assuming you have the right specialization. Also, keep in mind that I “discounted” half of the Sinister Strike damage earlier in this discussion).

Since I've taken on the number of Steady Shots (SS) that you can execute within 20 seconds. The sole drawback lies in the position. However, the additional critical strike chance endows you with a far greater capacity to make the most of Seal Fate. In a Player - vs - Player (PvP) scenario, it all comes down to how fast you can...

Before your enemy can retaliate with full force, disable them. In such situations, the damage you inflict within the first 3 - 4 seconds can be a matter of life or death. It doesn't matter if your damage will surpass mine in 5 minutes. In the initial stage, that first short period is crucial. If you can't gain an advantage during this time, it could lead to a very different outcome. Because when the fight first begins, those first few seconds are when the battle's momentum can be set. Your initial strike can determine whether you have the upper hand or are at a disadvantage right from the start.

I can defeat you within just 30 seconds. That's the real advantage of powerful weapons. They can show their great strength in such a short time.

这不是很明显吗?你肯定会察觉到,毒素对两把匕首的影响非常大。要是没有对急性毒进行强化的话,一把42级的Widowmaker匕首,能够轻松战胜50级的Julie’s Dagger。你也会发现,当熟练运用背刺技巧的时候,这几把匕首所造成的输出伤害,会把险恶攻击的伤害远远地甩在后面(这里有个前提,那就是你要选对合适的天赋,不过还得记住,在我上面的计算里,因为取整的操作,忽略了半个险恶攻击的伤害量)。使用匕首存在的唯一不足之处在于位置方面,但是,额外的重击几率在“决定命运”这个天赋上,能够毫不费力地给你带来极大的优势。在PVP的情境之下,最为关键的一点就是要尽快把对手打倒,不让对方有等待救援并且复仇的机会。所以说,你在最开始的3 - 4秒内所造成的伤害,就决定了你是生还是死。要是我能够在30秒之内就把你打败,那我根本就不会在意你在5分钟内能够比我造成更多的伤害。只有到这个时候,那些比较笨重的武器才能够发挥出它们的作用了。

在战斗场景中,这种伤害输出的节奏和效率差异是非常关键的因素。每一种武器都有它的优势和劣势,而对于匕首来说,虽然位置的把握要求较高,但它在短时间内爆发输出的能力却是不容忽视的。在激烈的PVP对抗里,玩家需要精准地把握时机,利用匕首的特点迅速建立优势。比如,一个熟练的玩家可以巧妙地运用匕首的高重击几率,在战斗的前期就给予对手沉重打击。而那些笨重的武器,往往需要更多的准备时间或者操作空间,在瞬息万变的PVP战场上,可能就会稍显逊色。然而,一旦战斗进入到长时间的拉锯阶段,它们的优势也许就会慢慢体现出来。

Summary: In 20 seconds of SS (Steady Shot, presumably) along with regular damage, Widowmaker inflicts 5.2% more damage compared to Julie's. When Poison is factored in, though, Widowmaker deals 8% less damage than Julie's. In the case of 20 seconds of BS (Backstab, perhaps) and regular damage, Widowmaker does 7.3% more damage than Julie's. When poison is taken into account, Widowmaker causes 2.5% more damage than Julie's. Keep in mind that I haven't considered the fact that eviscerate, which is our top finisher, has no relation to the weapon you use at all. Also, finally, I disregarded the impacts of using different openers like Cheap Shot as opposed to Ambush. Obviously, a slower weapon generates higher Ambush damages, etc. However, if you are still following this whole discussion, you will completely comprehend that the more attack power you possess, the greater the significance of your instant attacks on your damage output. This in turn implies that the weapon speed will play an increasingly important role.

Here, it's important to note that in a real combat scenario, there are many other factors that could potentially influence the overall damage output. For example, the enemy's defense mechanisms, whether they have any buffs or debuffs at the time of the attack, and the environmental factors in the game world. All these elements can interact in complex ways with the weapon damage, poison effects, and different attack skills we've been discussing. Another aspect to consider is the player's skill level in executing these attacks accurately and efficiently. A highly skilled player might be able to maximize the potential of a slower weapon, even in situations where it might seem less advantageous on paper.

:在二十秒内,同时进行险恶攻击与普通攻击时,Widowmaker造成的伤害比Julie's要多出5.2%。要是在计算过程中把毒的因素考虑进去的话,Widowmaker造成的伤害就会比Julie's少8%。在二十秒的背刺与普通攻击过程里,Widowmaker所造成的伤害比Julie's多7.3%。当加入毒这个因素之后,Widowmaker造成的伤害比Julie's多2.5%。需要大家牢记的是,我还没有把起手技带来的各类影响考虑在内(像是偷袭和伏击,慢速武器明显会产生更高的伏击伤害等等情况)。即便如此,只要你们读完这篇文章,就应该能够清楚地认识到,随着攻击力量(Attack Power)的提升,那些即时攻击在伤害输出方面所起到的作用变得越来越重要,这也就表明了武器速度在游戏后期的关键意义。

一下,当进行二十秒的险恶攻击与普通攻击组合时,Widowmaker相较于Julie's能够多制造出5.2%的伤害量。在计算时如果将毒的效果纳入考量范围,那么Widowmaker造成的伤害反而比Julie's少8%。在二十秒内进行背刺加上普通攻击的操作时,Widowmaker比Julie's会多造成7.3%的伤害。而当把毒的因素加入进来后,Widowmaker比Julie's多造成2.5%的伤害。大家要清楚,我到目前为止还没有思考起手技能所产生的各种影响(例如偷袭与伏击之间的差异,慢速武器显然在伏击时能产生更高的伤害,诸如此类的情况)。不过,只要诸位仔细阅读完这篇文章,就应该能够透彻理解,随着攻击能力(Attack Power)不断增强,那些瞬间发生的攻击在伤害输出中占据的地位变得越发重要,这也暗示着武器速度在游戏后期是极为关键的。这里要补充一点,在实际游戏中,不同的角色技能组合与战斗场景都会对最终的伤害输出产生复杂的影响。比如说,在某些特殊场景下,即使武器速度快,但如果受到场景中的障碍物或者敌人防御技能的限制,也可能无法发挥出应有的伤害效果。而攻击能力(Attack Power)的提升不仅仅取决于角色自身的等级提升,还和装备、道具等多种因素密切相关。

I've gone over my math several times already. Every time, I've spotted some small errors here and there. I wish it could be as error - free as it can be, but this is the result of a brain that's overworked and full of caffeine. Don't hesitate to dissect this, or offer additional information.

In fact, when we are overworked, our mental state is not at its best. And having a lot of caffeine in the system might make us jittery and more prone to making mistakes. So it's really important to have others look over our work. They might notice things that we've overlooked due to our tired and caffeinated state.

or corrections.

In the meantime, I'm giving serious thought to creating an Excel sheet or something similar so as to view things more easily. I think this would be a great way to organize and analyze the relevant information. It might help me get a clearer picture of whatever it is I'm dealing with, whether it's data, tasks, or other items that need to be sorted out.

更新

3.5

I considered that the off - hand is quite evident. However, here's a brief introduction regarding the off - hand:

The Thrash Blade has a damage per second (DPS) of 35.2 and a speed of 2.7.

Julie's Dagger has a damage per second (dps) of 36.5 and a speed of 1.3.

We've made certain assumptions earlier about DPS (Damage per Second), average weapon damage, and so on. Now, we are going to place all of these assumptions.

In 20 seconds,

Thrash Blade does:

,我们来计算一下这个式子。这里有一个数值是35.2,还有一个是30 dps(每秒伤害量),把它们相加,也就是35.2加上30 dps,得到的和再乘以20秒,这表示在20秒内能够造成的伤害量(这里是按照正常伤害计算的)。呢,还有一个1.15的系数,这个系数是因为有15%的暴击几率,暴击的时候伤害会按照这个系数增加。我们把前面计算出来的20秒内的正常伤害量乘以这个1.15的暴击系数,最后得到的结果就是1500点伤害。具体计算过程为:(35.2 + 30)×20×1.15 = 1500(伤害值)。

The poison in Thrash is calculated as follows: its duration is 20 seconds, and the speed is 2.7. With a 30% chance of being applied, and each instance of poison dealing 130 nature damage. So, when you do the math, (20 / 2.7) × 0.3 × 130, which equals approximately 289 damage from the poison.

Julie's Dagger does:

先计算括号内的数值,36.5加上30每秒的伤害量(dps),得到66.5。将这个结果乘以20秒,得到1330。再乘以1.15这个系数,最终得出的伤害量为1529,即(36.5 + 30每秒的伤害量)×20秒×1.15 = 1529伤害量。

Julie's poison does 130 nature damage. There is a 30% chance of application. The speed is 1.3. So, the damage calculation goes like this: (20 seconds / 1.3 speed) x 30% (application chance) x 130 (nature damage) which equals 600 damage from the poison.

It's quite evident that, when the DPS (damage per second) is the same, the speed of the weapon significantly influences the amount of damage you receive from poison. This is because the DPS from regular attacks stays unchanged. For instance, if we consider two weapons with the same DPS but different speeds, the faster - weapon might apply poison more frequently, thus potentially leading to more overall poison damage over time. This shows just how crucial weapon speed can be in relation to poison damage, even when the normal attack DPS is held constant.

Notice that I paid no attention at all to the damage and hit - rate penalty when using these weapons in off - hand. The to - hit penalty will have an impact on both the normal attacks and the poison application (by the same percentage regardless of the speed), while the damage penalty will...

It only influences the attack damage and has no relation to poison. As a result, poison damage turns out to be more significant than what was initially calculated.

On the other hand, if you intend to use any kind of poison, a weapon with a faster attack speed is better than a slower one, even if they have the same DPS (damage per second). For example, when using poison, the faster weapon can apply the poison more frequently in a given time period. This is because the speed at which the weapon strikes affects how often the poison can be delivered. So, in such cases, the weapon's speed becomes a crucial factor that outweighs the simple consideration of equal DPS.

Now, the question of whether to use an offhand weapon that is faster but has lower DPS (damage per second) or a slower one with higher DPS simply comes down to calculating these figures and achieving a balance.

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