2007年11月18日

翻译文:关于armor的实际效果:




来源:wowwiki
护甲 0 5k 10k 15k 20k 25k 30k
受到的伤害 1000 666 500 410 350 300 260
5k点护甲所减免的的伤害 0 333 166 90 60 50 40
5k护甲的相对dps减免提升 0 33% 25% 18% 15% 14% 13%






图:lv70的护甲和伤害减免的关系

上面这个表格是根据lv70的护甲公式,受到1000点“标称”伤害后受到的伤害。

就如同我们直观看到的的那样,每5k点护甲的边际效应是在不断降低的,这也就是我们一般常被误解的
“护甲效果的递减”。从最后一行看,每5千点护甲的边际效果从33%降低到了13%。这意味着,从一开始,提升每点护甲的作用3倍于最后的效果。所以,看
上去,护甲的提高对降低治疗需求的作用是在不停的递减。





图:lv 70的伤害和生存时间的对比。

(为方便理解,白天根据原表格得到如下行,根据第一行数据算出,由于第一行数据有偏差,所以我这里也有些)

击倒100000血需要的次数: 10 15 20 24 28 33 38



但是以面对dps的实际tank效果来看,护甲并没有实际上的递减。以相同的dps来说,每一点护甲提升的tank效果是相同的(从0-1 和
从30000-30001)。每一千点护甲都提升9.47%的伤害减免(白天注:可以参照我添加的最后一样,每5k点护甲可以很稳定的让你多挨4下)。下
面这个公式是计算tank的实际效果(白天注:没有治疗的生存时间,也就是每点血的质量)。



有效生存时间 = 1/(1-物免%) * 基本生存时间



根据这个公式,物免%的边际效果是不断提升的,以物免上限75%来说,生存时间和原来比提升了4倍(白天注:还记得说的3倍的递减效果吗?)

所以,在到达护甲上限之前,护甲一直是tank非常重要的属性,而且非常难以提升。大部分紫装和蓝装的装备都是基础护甲值,而额外提升护甲的(白天注:就是绿字护甲的)非常稀有。







原文:



Consider the following table which can be derived from the above formula for a lvl 70 tank taking 1000 DPS of "raw" damage:
can be seen, the effectiveness of adding another 5k of armor isgetting
lower, there is a "diminishing returns" effect with respect tothe DPS
reduction. It isn't as pronounced as it may seem looking at theabsolute
numbers, though. The last line shows that the relative valueof 5k armor
drops from 33% to 13%, meaning that at the start, one pointof AC will
be about three times as effective in terms of DPS reductionas near the
end. Thus, armor exhibits diminishing returns with respectto the total
amount of healing needed to keep a tank alive.


Armor vs. Effective Time to Live for Level 70 Characters





However, in terms of absolute time to live with respect to
meleeattacks, armor has no diminishing return effect. Given a constant
meleeDPS amount, each additional point of armor (whether it be from 0
to 1or from 30000 to 30001) will increase the tanks time to live by
thesame effective amount. 1k additional armor increases time to live
byapproximately 9.47%, as shown by the graph. The formula for
calculatingtime to live with respect to melee attacks is:

Effective time to live = 1/(1-DR%) * Base time to live

Where DR% is calculated according to the above formula. In thisway,
armor can be thought of as increasing the effective health of thetank
with respect to melee attacks. Since DR caps at 75%, effectivetime to
live caps at 400% of the tanks base time to live (time to liveif the
tank had no armor).

Prior to hitting the cap, armor is certainly a very desirablestat for
tanks, but difficult to find. Most items of similar qualityand rarity
have similar armor values, and extra armor can be found onlyvery rarely.


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