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回复:eb 近战武器初步分析

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理论最大肉搏输出
精锐级别的满经验双手破甲,加铁匠铺加成 对超重甲目标
2550
相当于白板短矛13倍以上的效率


IP属地:北京19楼2013-05-29 12:14
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    其它材料也继续放到这里好了。
    “有效防御力”定义: 单位实际生效的防御力
    之前武器分析中用的标靶有10点有效防御力
    那么面对11点有效防御力的目标,标准输出1000的武器只能提供 1000/1.1=909 点输出
    而对9点有效防御的目标,标准输出1000的武器将打出 1000*1.1=1100 点输出


    IP属地:北京23楼2013-05-30 15:11
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      举例:
      假设一个士兵10甲防10防技5盾防
      从正面进攻他,有效防御力为25点
      从背后进攻,有效防御力为10点
      用远程攻击,第一击有效防御力为10点,举盾后为20点


      IP属地:北京24楼2013-05-30 15:13
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        有效防御力 受损占基础输出的百分比
        10 100%
        15 62%
        20 38.5%
        30 14.9%
        40 5.7%


        IP属地:北京25楼2013-05-30 15:18
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          兵种甲对阵兵种乙
          甲对乙的实际输出=甲的基础输出*乙的减伤比例
          肉搏交换比=甲的实际输出/乙的实际输出=甲的基础输出*乙的减伤比例/乙的基础输出*甲的减伤比例


          IP属地:北京28楼2013-05-31 19:56
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            举例
            Bataroas (Northern Gallic Swordsmen)
            10 攻 0.225致死长剑
            防御结构 5甲3盾12防技
            Gund-î Nîzagân (Parthian Spearmen)
            14攻 0.13致死短矛
            防御结构 4甲4盾9防技
            北高卢剑士对帕提亚矛的实际输出=225*1.1^(10-4-4-9+4)=225*1.1^(-3)=169
            肉搏交换比=169/{190.33*1.1^(10-5-3-12)}=169/{190*1.1(-10)}=2.307
            大约是10个高卢剑士换23个帕提亚矛


            IP属地:北京29楼2013-05-31 20:09
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              Hypaspistai (Hellenistic Royal Guard)
              12攻0.225致死 长剑/ 17攻0.13致死 短矛
              14甲4盾11防技
              在肉搏战中对
              Sahiya Hadabara (Saka Late Cataphract)
              10攻 0.165破甲锤
              21甲12防技
              应该用那种武器?


              IP属地:北京30楼2013-05-31 20:15
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                从输出的角度
                长剑实际输出=225*1.1^(10-21-12+2)=30.5
                短矛实际输出=190*1.1^(10-21-12+3)=28.3
                从自身损失考虑
                使用长剑时对方输出=292.3*1.1^(10-14-4-11)=47.9
                使用短矛时对方输出=292.3*1.1^(10-14-4-11-8)=24.4
                交换比
                长剑=0.637
                短矛=1.16


                IP属地:北京33楼2013-05-31 20:44
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                  题外话
                  如果没有双武器切换bug,Hypaspistai绝对是全能的强力兵种
                  理想状态对步兵用长剑,对骑兵用短矛
                  这里提出一个简单的修正法
                  1把主副武器统一为12攻的长剑
                  2添加对骑兵5点加成,这样用长剑作战时将获得和短矛近似的交换比


                  IP属地:北京34楼2013-05-31 20:49
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                    再来看一下Elite Liby-Phoenician Infantry的表现
                    17攻 0.13短矛/11攻 0.165ap斧
                    14甲4盾11防技


                    IP属地:北京35楼2013-05-31 21:09
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                      还是在肉搏战中对
                      Sahiya Hadabara (Saka Late Cataphract)
                      10攻 0.165破甲锤
                      21甲12防技
                      从输出的角度
                      斧头实际输出=408*1.1^(10-21-12+2)=55.3
                      短矛实际输出=190*1.1^(10-21-12+3)=28.3
                      从自身损失考虑
                      使用长剑时对方输出=292.3*1.1^(10-14-4-11)=47.9
                      使用短矛时对方输出=292.3*1.1^(10-14-4-11-8)=24.4
                      交换比
                      斧=1.15
                      短矛=1.16
                      交换比很接近,用破甲斧有利于迅速解决对手


                      IP属地:北京36楼2013-05-31 21:16
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                        古典方阵对古典方阵开保持阵型
                        双方的实际输出=190.33/1.1^(10-11-4-8-4)=37.75
                        按照实际经验古典方阵对戳很难分出胜负
                        正规军承受37.75级别的输出可以坚持很久


                        IP属地:北京37楼2013-05-31 21:28
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                          如果受打击方的人数,士气等因素相同
                          那么输出翻倍就意味着崩溃前能支持的时间减半


                          IP属地:北京39楼2013-05-31 21:37
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                            存放数据
                            Morale States:
                            --------------
                            Impetuous: 10 and above
                            Steady: 2 to 14
                            Uncertain: -5 to 5
                            Wavering: -14 to -5
                            Routing: Less than -6
                            Rout point is -18 in MTW/VI for MP.
                            Routed units will keep routing until their morale rises to -6 or above.
                            Hitting the rally key pumps +8 morale into the unit.
                            Impetuous units will pursue enemies for longer, and may disregard orders to hold position. #Some troop types may charge without orders.
                            Uncertain or wavering units which are not fighting are less likely to charge, and those who are fighting are more likely to fall back.
                            Negative Morale Effects:
                            -----------------------
                            Loose or disordered formation: -2
                            Outnumbered 2 to 1: up to -4 (range = about 75 meters)
                            Outnumbered 10 to 1: up to -12 (range = about 75 meters)
                            Outclassed in quality and speed: modifies the outnumbered penalty.
                            One flank threatened: -2 (range = about 60 meters)
                            Two flanks threatened: -6 (range = about 60 meters
                            Charged in flank: -4
                            Infantry charged by cavalry in flank or while disordered: -6
                            Charged in flank by unit hidden in forest: -8
                            General's death (for first few seconds): -8 to all his units except highly disciplined units
                            General's death (after first few seconds): -2 to all his units except highly disciplined units
                            Routing Friends: up to -12 for seeing 2 equal or higher level friendly units routing. #Elite and disciplined units consider lesser types as 1/2 a unit for this calculation.
                            10% of unit is dead: -2
                            50% of unit is dead: -8
                            80% of unit is dead: -12
                            Taking casualties from enemy missle fire: -2 for a duration less than the reload of the firing unit (additional -4 for gunpowder weapons)
                            Unit is very tired: -2
                            Unit is exhausted: -6
                            Unit is totally exhausted: -8
                            Losing: Up to -8 (up to -14 if losing to cavalry)
                            Skirmishing without ammo: -6
                            Skirmisher pursued for a long distance by equal speed unit: -6
                            Positive Morale Effects:
                            ----------------------
                            Two flanks protected: +4
                            No retreat possible (usually castle sieges): +8
                            No enemies around: +4
                            Two enemies routing: up to +8
                            Uphill Position: +2
                            Winning: up to +6
                            Unordered charge: +4 (such as when impetuous knights charge automatically)
                            Outnumber Enemy 3 to 1: +4
                            General's unit: +2
                            Within 50 meters of general: +1 morale per command star
                            Beyond 50 meters from general: +1 morale per 2 command stars


                            IP属地:北京41楼2013-06-01 10:25
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                              罗马的士气系统据我推测大致如下
                              按照士气的高低
                              10以上 eager/Impetuous 对应有纪律/无纪律部队
                              6到10 steady
                              -5到5 shaken
                              -5到?wavering
                              ?是部队溃退的判定点 应该是-14到-18
                              部队一旦溃退,士气必须恢复到-6才能停止逃跑


                              IP属地:北京42楼2013-06-02 19:32
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