2012年10月23日火曜日

GW2 ダメージについて

Damage

Call it whatever you like—DPS, damage per second—we just call it DAMAGE, and when it comes to making red bars go down, you can never have enough of it. Don't trivialize it though; damage is a very versatile aspect of combat. There are so many ways that a character can do damage.
— GuildWars2.com promotional material

Contents

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Damage.png Damage is any effect from an action which results in a target losing health. Damage is considered to be one of the three facets theGuild Wars 2 combat system is built around, the others being support and control. All professions are able to deal damage in a useful way, mostly by using skills.
There are three types of damage in Guild Wars 2:
  • Direct damage. This damage is inflicted by skills and/or traits directly, can crit, and is mitigated by the target's armor.
  • Condition damage. This damage is inflicted primarily by conditions, does not crit and is not mitigated by the target's armor.
  • Falling damage. This damage is taken from falling. When taken below zero health by falling damage, the player does not enter adowned state but instead dies immediately. Falling damage scales with height fallen and is not mitigated by armor or any skills that reduce or prevent damage.

Direct damage

Base direct damage is given by the following equation:
Damage done = (weapon damage) * Power * (skill-specific coefficient) / (target's Armor)
  • Weapon damage: a uniformly distributed random number taken from within the range listed as "Weapon Strength" on the equipped weapon. The weapon damage used for a skill will typically be that of the weapon associated with that skill; utility and elite skills are typically not affected by weapon damage and use a range based on the player's level.
  • Power: The current Power as listed on the Hero tab, and as modified by might.
  • Armor: The current Armor as listed on the Hero tab. Armor is the sum of defense and Toughness.
This base direct damage can then be modified by the following effects:
  • Critical hits do increased damage. Critical hits default to 150% of base damage and this amount can be increased by the Critical Damage player attribute. Critical hit chance is governed by the Precision player attribute and the fury boon.
  • Glancing blows, as caused by either level difference or weakness, only do 50% of regular damage.
  • Vulnerability increases direct damage on a target.
  • Protection decreases the damage received by a target by 33%.
  • Other various passive effects that increase the attacker's outgoing damage or a target's incoming damage, including those from upgrade componentstraits,nourishment, etc

In order for a skill to do direct damage, it first must hit. The following will result in a skill missing:
  • The blind condition.
  • The target blocks or dodges.
  • The target is out of range of the skill or is obstructed by terrain.
  • The target is invulnerable.

Direct damage is listed on skills' tooltip, as marked by Damage.png Damage. Level 80 tooltip damage is given by the following equation:
Tooltip damage = (average weapon damage) * Power * (skill-specific coefficient) / (level-based Armor value)
  • Some skills do not calculate their tooltip damage based on the equipped weapon. These are frequently the same skills that are unaffected by weapon strength.
  • At level 80, the Armor value used is 2600.

Condition damage

The damage done by conditions is governed by the character level, the condition inflicted, and the player's Condition Damage attribute.
ConditionDamage per stack per second or activationLevel 80 baseCondition damage per +10% increase at level 80
Burning.png Burning8 + (4 * Level) + (0.25 * Condition Damage)328131
Bleeding.png Bleeding2.5 + (0.5 * Level) + (0.05 * Condition Damage)4385
Poison.png Poison4 + Level + (0.1 * Condition Damage)8484
Confusion.png Confusion10 + (1.5 * Level) + (0.15 * Condition Damage)13087
Note that confusion does half damage in Structured PvP.
Additionally, the total amount of damage done can be increased by the player's Condition Duration attribute, although burningpoison, and bleeding only deal damage once per second, meaning that any fractional duration is wasted for these conditions. Note that poison and burning stack in duration, so fractional duration may come into play if the duration can be extended. Damage dealt from retaliation is also considered condition damage, although its damage is based upon Powerrather than Condition Damage.

Critical Damage
(Redirected from Critical damage)
Critical Damage.png Critical Damage, also known as Prowess, is a secondary attribute that improves the damage multiplier on critical hits.
A character's current Critical Damage value can be seen in the tooltip for Critical Chance on the Hero panel.
Critical Damage is added to the default 1.5x bonus (rather than multiplied). For example, +50% Critical Damage results in 2.0x critical hits.クリティカルダメージは基本で1.5倍の威力ボーナスを得て、+クリティカルダメージボーナスはこれに加算される。ex)+50%クリティカルダメージを得た場合のクリティカルダメージは基本威力の2.0倍となる。

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