当前等级 | 理智上限 | 升级所需声望 | 累计声望 |
---|---|---|---|
1 | 127 | 500 | 0 |
2 | 129 | 800 | 500 |
3 | 131 | 1240 | 1300 |
4 | 133 | 1320 | 2540 |
5 | 135 | 1400 | 3860 |
6 | 136 | 1480 | 5260 |
7 | 137 | 1560 | 6740 |
8 | 138 | 1640 | 8300 |
9 | 139 | 1720 | 9940 |
10 | 140 | 1800 | 11660 |
11 | 141 | 1880 | 13460 |
12 | 142 | 1960 | 15340 |
13 | 143 | 2040 | 17300 |
14 | 144 | 2120 | 19340 |
15 | 145 | 2200 | 21460 |
16 | 146 | 2280 | 23660 |
17 | 147 | 2360 | 25940 |
18 | 148 | 2440 | 28300 |
19 | 149 | 2520 | 30740 |
20 | 150 | 2600 | 33260 |
21 | 151 | 2680 | 35860 |
22 | 152 | 2760 | 38540 |
23 | 153 | 2840 | 41300 |
24 | 154 | 2920 | 44140 |
25 | 155 | 3000 | 47060 |
26 | 156 | 3080 | 50060 |
27 | 157 | 3160 | 53140 |
28 | 158 | 3240 | 56300 |
29 | 159 | 3350 | 59540 |
30 | 160 | 3460 | 62890 |
31 | 161 | 3570 | 66350 |
32 | 162 | 3680 | 69920 |
33 | 163 | 3790 | 73600 |
34 | 164 | 3900 | 77390 |
35 | 165 | 4200 | 81290 |
36 | 165 | 4500 | 85490 |
37 | 165 | 4800 | 89990 |
38 | 165 | 5100 | 94790 |
39 | 165 | 5400 | 99890 |
40 | 166 | 5700 | 105290 |
41 | 166 | 6000 | 110990 |
42 | 166 | 6300 | 116990 |
43 | 166 | 6600 | 123290 |
44 | 166 | 6900 | 129890 |
45 | 167 | 7200 | 136790 |
46 | 167 | 7500 | 143990 |
47 | 167 | 7800 | 151490 |
48 | 167 | 8100 | 159290 |
49 | 167 | 8400 | 167390 |
50 | 168 | 8700 | 175790 |
Fundamental Mechanisms and Algorithms
请注意,部分内容可能尚未完成或存在错误。您也可以编辑页面帮助我们完善内容。
请注意,部分内容可能尚未完成或存在错误。您也可以编辑页面帮助我们完善内容。
This page is translated from 游戏数据基础.
This page is translated from 游戏数据基础.
Doctor's Level
博士等级由已获得的声望决定。
声望,即博士经验值,在作战结束时发放,积累一定数量后可以提升博士等级。
一般地,作战通关时(剿灭作战则为行动结束时)按10倍实际消耗理智的比例(1:10)给予声望。
- 如果是三星或四星通关,声望获取提升至1.2倍(即变为1:12)。
- 剿灭作战的任何歼灭数均固定为1.0倍(1:10)。
- 不消耗理智的作战、使用演习券进行的演习均不会产生声望奖励。
当声望积累到一定量即会升级,升级时会回复等同于新理智上限等量的-45的等量理智。不同的博士等级对应的理智上限及升级升级所需声望见下表。
- 自揭幕者们(2024「感谢庆典」)版本起,所有声望等级提升45理智上限。
- 升级时回复的理智量与此版本之前相等(即改为新等级理智上限-45)。
- 在此版本之前已注册登录的玩家在本版本上线后将立即获得45理智作为上限提升补偿。
博士等级达到最高等级时,不再掉落声望。
当前等级 | 理智上限 | 升级所需声望 | 累计声望 |
---|---|---|---|
51 | 168 | 9000 | 184490 |
52 | 168 | 9500 | 193490 |
53 | 168 | 10000 | 202990 |
54 | 168 | 10500 | 212990 |
55 | 169 | 11000 | 223490 |
56 | 169 | 11500 | 234490 |
57 | 169 | 12000 | 245990 |
58 | 169 | 12500 | 257990 |
59 | 169 | 13000 | 270490 |
60 | 170 | 13500 | 283490 |
61 | 170 | 14000 | 296990 |
62 | 170 | 14500 | 310990 |
63 | 170 | 15000 | 325490 |
64 | 170 | 15500 | 340490 |
65 | 171 | 16000 | 355990 |
66 | 171 | 17000 | 371990 |
67 | 171 | 18000 | 388990 |
68 | 171 | 19000 | 406990 |
69 | 171 | 20000 | 425990 |
70 | 172 | 21000 | 445990 |
71 | 172 | 22000 | 466990 |
72 | 172 | 23000 | 488990 |
73 | 172 | 24000 | 511990 |
74 | 172 | 25000 | 535990 |
75 | 173 | 26000 | 560990 |
76 | 173 | 27000 | 586990 |
77 | 173 | 28000 | 613990 |
78 | 173 | 29000 | 641990 |
79 | 173 | 30000 | 670990 |
80 | 174 | 31000 | 700990 |
81 | 174 | 32000 | 731990 |
82 | 174 | 33000 | 763990 |
83 | 174 | 34000 | 796990 |
84 | 174 | 35000 | 830990 |
85 | 175 | 36000 | 865990 |
86 | 175 | 37000 | 901990 |
87 | 175 | 38000 | 938990 |
88 | 175 | 39000 | 976990 |
89 | 175 | 40000 | 1015990 |
90 | 175 | 41000 | 1055990 |
91 | 175 | 42000 | 1096990 |
92 | 175 | 43000 | 1138990 |
93 | 175 | 44000 | 1181990 |
94 | 175 | 45000 | 1225990 |
95 | 175 | 46000 | 1270990 |
96 | 175 | 47000 | 1316990 |
97 | 175 | 48000 | 1363990 |
98 | 175 | 49000 | 1411990 |
99 | 175 | 50000 | 1460990 |
100 | 175 | 51000 | 1510990 |
当前等级 | 理智上限 | 升级所需声望 | 累计声望 |
---|---|---|---|
101 | 176 | 52000 | 1561990 |
102 | 176 | 54000 | 1613990 |
103 | 176 | 56000 | 1667990 |
104 | 176 | 58000 | 1723990 |
105 | 177 | 60000 | 1781990 |
106 | 177 | 62000 | 1841990 |
107 | 177 | 64000 | 1903990 |
108 | 177 | 66000 | 1967990 |
109 | 178 | 68000 | 2033990 |
110 | 178 | 70000 | 2101990 |
111 | 178 | 73000 | 2171990 |
112 | 178 | 76000 | 2244990 |
113 | 179 | 79000 | 2320990 |
114 | 179 | 82000 | 2399990 |
115 | 179 | 85000 | 2481990 |
116 | 179 | 88000 | 2566990 |
117 | 180 | 91000 | 2654990 |
118 | 180 | 94000 | 2745990 |
119 | 180 | 97000 | 2839990 |
120 | 180 | 100000 | 2936990 |
Suppose x is the doctor's level, and y is the upper limit of sanity. Then x and y have the following functional relationship:
\(y = \begin{cases} 2x + 80 ( 0 < x \leqslant 5 ) \\ x + 85 ( 5 < x \leqslant 35 ) \\ trunc( x / 5 + 113 ) ( 35 < x \leqslant 85 ) \\ 130 ( 85 < x \leqslant 100 ) \\ trunc( x / 4 + 105.75) ( 100 < x \leqslant 120 ) \\ \end{cases}\)
Suppose x is the doctor's level, and z is the exp required for upgrading. Then x and z have the following functional relationship:
\(z = \begin{cases} 500 ( 0 < x \leqslant 1 ) \\ 800 ( 1 < x \leqslant 2 ) \\ 80x + 1000 ( 2 < x \leqslant 28 ) \\ 100x + 160 ( 28 < x \leqslant 34 ) \\ 300x - 6300 ( 34 < x \leqslant 50 ) \\ 500x - 16500 ( 50 < x \leqslant 65 ) \\ 1000x - 49000 ( 65 < x \leqslant 101 ) \\ 2000x - 150000 ( 101 < x \leqslant 110 ) \\ 3000x - 260000 ( 110 < x \leqslant 120 ) \\ \end{cases}\)
Operator Trust
干员的信赖值由干员的信赖点数确定,而在游戏中外显的百分比数值实为信赖值而非信赖点数,两者之间的对应关系如本节末尾列出的表格内容所示。
当前,干员获取信赖点数的途径共有两种:完成关卡与进驻基建。
- 每次行动完成后,行动编队中的所有干员,每人获得等量的信赖点数,其数值等于下述算法得出的结果。
- 关卡三星以上通关时,获得的信赖点数 = 消耗的理智数量。
- 主线关卡或活动关卡二星以下通关时,获得的信赖点数 = 消耗的理智数量-1。
- 资源收集关卡二星以下通关时,获得的信赖点数 = 已消耗的理智数*1/2(数值向下取整,小数点后舍去)。
- 剿灭关卡战斗结束时,获得的信赖点数 = 实际消耗的理智数量(不含全权代理,参考PRTS剿灭代理卡)。
- 每天04:00,进驻基建任意设施的干员会获得少量可收取的信赖点数(以下称为橙色信赖);每天04:00与16:00,被指定为基建副手的最多5名干员会获得较多可收取的信赖点数(以下称为蓝色信赖)。
- 橙色信赖与中枢基建副手的蓝色信赖会根据所有宿舍氛围总值提供对应的信赖点数,楼层基建副手的蓝色信赖则只根据对应的楼层的宿舍氛围值提供信赖点数。
- 橙色信赖上限为100信赖点数,楼层基建副手的蓝色信赖上限为125信赖点数,中枢副手的蓝色信赖上限为500信赖点,以上均为单次可获得的数值上限。
- 同一干员单次可获得多种信赖(如进驻任意设施的基建副手),但无法单次获得多个同种信赖。未收取的信赖会在其对应的获取时间直接被新的同种信赖替换。
随着干员信赖点数的增加,干员的信赖值也会逐渐提高,每个干员也会获得各自不同的信赖属性加成。同时,信赖值还会影响该干员的资料、语音、干员密录和模组等的解锁。
- 干员信赖值达到100%后,属性加成达到上限。
- 计算助战干员的属性加成时,要先将其信赖值除以2再向下取整,以此计算对应的信赖属性加成。
也即只有提供200%信赖值的干员,该干员才能以100%信赖加成的状态供好友使用,反之同理。- 需要注意的是,若因助战干员处于精英阶段0或队伍中没有精英化干员使得助战干员被限制至精英阶段0时,助战干员的最终信赖加成将存在50%信赖值的上限。
当一个干员拥有异格时,该干员和其异格的信赖值共享;同时参与行动/进驻基建时将会各自独立计算产生的信赖值。
累计信赖点数 | 提升所需点数 | 信赖值 |
---|---|---|
0 | 8 | 0% |
8 | 8 | 1% |
16 | 12 | 2% |
28 | 12 | 3% |
40 | 16 | 4% |
56 | 16 | 5% |
72 | 20 | 6% |
92 | 20 | 7% |
112 | 25 | 8% |
137 | 25 | 9% |
162 | 30 | 10% |
192 | 30 | 11% |
222 | 33 | 12% |
255 | 33 | 13% |
288 | 37 | 14% |
325 | 37 | 15% |
362 | 42 | 16% |
404 | 42 | 17% |
446 | 45 | 18% |
491 | 45 | 19% |
536 | 50 | 20% |
586 | 50 | 21% |
636 | 55 | 22% |
691 | 55 | 23% |
746 | 58 | 24% |
804 | 58 | 25% |
862 | 62 | 26% |
924 | 62 | 27% |
986 | 66 | 28% |
1052 | 66 | 29% |
1118 | 66 | 30% |
1184 | 66 | 31% |
1250 | 66 | 32% |
1316 | 66 | 33% |
1382 | 75 | 34% |
1457 | 75 | 35% |
1532 | 75 | 36% |
1607 | 75 | 37% |
1682 | 75 | 38% |
1757 | 75 | 39% |
1832 | 85 | 40% |
1917 | 85 | 41% |
2002 | 85 | 42% |
2087 | 85 | 43% |
2172 | 85 | 44% |
2257 | 95 | 45% |
2352 | 95 | 46% |
2447 | 95 | 47% |
2542 | 95 | 48% |
2637 | 95 | 49% |
2732 | 108 | 50% |
累计信赖点数 | 提升所需点数 | 信赖值 |
---|---|---|
2840 | 120 | 51% |
2960 | 120 | 52% |
3080 | 120 | 53% |
3200 | 120 | 54% |
3320 | 130 | 55% |
3450 | 130 | 56% |
3580 | 130 | 57% |
3710 | 130 | 58% |
3840 | 130 | 59% |
3970 | 140 | 60% |
4110 | 140 | 61% |
4250 | 140 | 62% |
4390 | 140 | 63% |
4530 | 140 | 64% |
4670 | 150 | 65% |
4820 | 150 | 66% |
4970 | 150 | 67% |
5120 | 150 | 68% |
5270 | 150 | 69% |
5420 | 155 | 70% |
5575 | 155 | 71% |
5730 | 155 | 72% |
5885 | 155 | 73% |
6040 | 155 | 74% |
6195 | 155 | 75% |
6350 | 155 | 76% |
6505 | 155 | 77% |
6660 | 155 | 78% |
6815 | 155 | 79% |
6970 | 155 | 80% |
7125 | 155 | 81% |
7280 | 155 | 82% |
7435 | 155 | 83% |
7590 | 155 | 84% |
7745 | 155 | 85% |
7900 | 155 | 86% |
8055 | 155 | 87% |
8210 | 155 | 88% |
8365 | 155 | 89% |
8520 | 155 | 90% |
8675 | 155 | 91% |
8830 | 155 | 92% |
8985 | 155 | 93% |
9140 | 155 | 94% |
9295 | 155 | 95% |
9450 | 155 | 96% |
9605 | 155 | 97% |
9760 | 155 | 98% |
9915 | 155 | 99% |
10070 | 155 | 100% |
累计信赖点数 | 提升所需点数 | 信赖值 |
---|---|---|
10225 | 155 | 101% |
10380 | 155 | 102% |
10535 | 155 | 103% |
10690 | 155 | 104% |
10845 | 155 | 105% |
11000 | 155 | 106% |
11155 | 155 | 107% |
11310 | 155 | 108% |
11465 | 155 | 109% |
11620 | 155 | 110% |
11775 | 155 | 111% |
11930 | 155 | 112% |
12085 | 155 | 113% |
12240 | 155 | 114% |
12395 | 155 | 115% |
12550 | 155 | 116% |
12705 | 155 | 117% |
12860 | 155 | 118% |
13015 | 155 | 119% |
13170 | 155 | 120% |
13325 | 155 | 121% |
13480 | 155 | 122% |
13635 | 155 | 123% |
13790 | 155 | 124% |
13945 | 155 | 125% |
14100 | 155 | 126% |
14255 | 155 | 127% |
14410 | 155 | 128% |
14565 | 155 | 129% |
14720 | 155 | 130% |
14875 | 155 | 131% |
15030 | 155 | 132% |
15185 | 155 | 133% |
15340 | 155 | 134% |
15495 | 155 | 135% |
15650 | 155 | 136% |
15805 | 155 | 137% |
15960 | 155 | 138% |
16115 | 155 | 139% |
16270 | 155 | 140% |
16425 | 155 | 141% |
16580 | 155 | 142% |
16735 | 155 | 143% |
16890 | 155 | 144% |
17045 | 155 | 145% |
17200 | 155 | 146% |
17355 | 155 | 147% |
17510 | 155 | 148% |
17665 | 155 | 149% |
17820 | 155 | 150% |
累计信赖点数 | 提升所需点数 | 信赖值 |
---|---|---|
17975 | 155 | 151% |
18130 | 155 | 152% |
18285 | 155 | 153% |
18440 | 155 | 154% |
18595 | 155 | 155% |
18750 | 155 | 156% |
18905 | 155 | 157% |
19060 | 155 | 158% |
19215 | 155 | 159% |
19370 | 155 | 160% |
19525 | 155 | 161% |
19680 | 155 | 162% |
19835 | 155 | 163% |
19990 | 155 | 164% |
20145 | 155 | 165% |
20300 | 155 | 166% |
20455 | 155 | 167% |
20610 | 155 | 168% |
20765 | 155 | 169% |
20920 | 155 | 170% |
21075 | 155 | 171% |
21230 | 155 | 172% |
21385 | 155 | 173% |
21540 | 155 | 174% |
21695 | 155 | 175% |
21850 | 155 | 176% |
22005 | 155 | 177% |
22160 | 155 | 178% |
22315 | 155 | 179% |
22470 | 155 | 180% |
22625 | 155 | 181% |
22780 | 155 | 182% |
22935 | 155 | 183% |
23090 | 155 | 184% |
23245 | 155 | 185% |
23400 | 155 | 186% |
23555 | 155 | 187% |
23710 | 155 | 188% |
23865 | 155 | 189% |
24020 | 155 | 190% |
24175 | 155 | 191% |
24330 | 155 | 192% |
24485 | 155 | 193% |
24640 | 155 | 194% |
24795 | 155 | 195% |
24950 | 155 | 196% |
25105 | 155 | 197% |
25260 | 155 | 198% |
25415 | 155 | 199% |
25570 | —— | 200% |
Operator Level
XP Values Corresponding to Level
Current level | XP required for level up | Accumulated experience | LMD required for level up | Accumulated LMD |
---|---|---|---|---|
1 | 100 | 0 | 30 | 0 |
2 | 117 | 100 | 36 | 30 |
3 | 134 | 217 | 43 | 66 |
4 | 151 | 351 | 50 | 109 |
5 | 168 | 502 | 57 | 159 |
6 | 185 | 670 | 65 | 216 |
7 | 202 | 855 | 73 | 281 |
8 | 219 | 1057 | 81 | 354 |
9 | 236 | 1276 | 90 | 435 |
10 | 253 | 1512 | 99 | 525 |
11 | 270 | 1765 | 108 | 624 |
12 | 287 | 2035 | 118 | 732 |
13 | 304 | 2322 | 128 | 850 |
14 | 321 | 2626 | 138 | 978 |
15 | 338 | 2947 | 149 | 1116 |
16 | 355 | 3285 | 160 | 1265 |
17 | 372 | 3640 | 182 | 1425 |
18 | 389 | 4012 | 206 | 1607 |
19 | 406 | 4401 | 231 | 1813 |
20 | 423 | 4807 | 258 | 2044 |
21 | 440 | 5230 | 286 | 2302 |
22 | 457 | 5670 | 315 | 2588 |
23 | 474 | 6127 | 346 | 2903 |
24 | 491 | 6601 | 378 | 3249 |
25 | 508 | 7092 | 411 | 3627 |
26 | 525 | 7600 | 446 | 4038 |
27 | 542 | 8125 | 482 | 4484 |
28 | 559 | 8667 | 520 | 4966 |
29 | 574 | 9226 | 557 | 5486 |
30 | 589 | 9800 | 595 | 6043 |
31 | 605 | 10389 | 635 | 6638 |
32 | 621 | 10994 | 677 | 7273 |
33 | 637 | 11615 | 720 | 7950 |
34 | 653 | 12252 | 764 | 8670 |
35 | 669 | 12905 | 809 | 9434 |
36 | 685 | 13574 | 856 | 10243 |
37 | 701 | 14259 | 904 | 11099 |
38 | 716 | 14960 | 952 | 12003 |
39 | 724 | 15676 | 992 | 12955 |
40 | 739 | 16400 | 1042 | 13947 |
41 | 749 | 17139 | 1086 | 14989 |
42 | 759 | 17888 | 1131 | 16075 |
43 | 770 | 18647 | 1178 | 17206 |
44 | 783 | 19417 | 1229 | 18384 |
45 | 804 | 20200 | 1294 | 19613 |
46 | 820 | 21004 | 1353 | 20907 |
47 | 836 | 21824 | 1413 | 22260 |
48 | 852 | 22660 | 1474 | 23673 |
49 | 888 | 23512 | 1572 | 25147 |
50 | — | 24400 | — | 26719 |
Current level | XP required for level up | Accumulated experience | LMD required for level up | Accumulated LMD |
---|---|---|---|---|
1 | 120 | 0 | 48 | 0 |
2 | 172 | 120 | 71 | 48 |
3 | 224 | 292 | 95 | 119 |
4 | 276 | 516 | 120 | 214 |
5 | 328 | 792 | 146 | 334 |
6 | 380 | 1120 | 173 | 480 |
7 | 432 | 1500 | 201 | 653 |
8 | 484 | 1932 | 231 | 854 |
9 | 536 | 2416 | 262 | 1085 |
10 | 588 | 2952 | 293 | 1347 |
11 | 640 | 3540 | 326 | 1640 |
12 | 692 | 4180 | 361 | 1966 |
13 | 744 | 4872 | 396 | 2327 |
14 | 796 | 5616 | 432 | 2723 |
15 | 848 | 6412 | 470 | 3155 |
16 | 900 | 7260 | 508 | 3625 |
17 | 952 | 8160 | 548 | 4133 |
18 | 1004 | 9112 | 589 | 4681 |
19 | 1056 | 10116 | 631 | 5270 |
20 | 1108 | 11172 | 675 | 5901 |
21 | 1160 | 12280 | 719 | 6576 |
22 | 1212 | 13440 | 765 | 7295 |
23 | 1264 | 14652 | 811 | 8060 |
24 | 1316 | 15916 | 859 | 8871 |
25 | 1368 | 17232 | 908 | 9730 |
26 | 1420 | 18600 | 958 | 10638 |
27 | 1472 | 20020 | 1010 | 11596 |
28 | 1524 | 21492 | 1062 | 12606 |
29 | 1576 | 23016 | 1116 | 13668 |
30 | 1628 | 24592 | 1171 | 14784 |
31 | 1706 | 26220 | 1245 | 15955 |
32 | 1784 | 27926 | 1322 | 17200 |
33 | 1862 | 29710 | 1400 | 18522 |
34 | 1940 | 31572 | 1480 | 19922 |
35 | 2018 | 33512 | 1562 | 21402 |
36 | 2096 | 35530 | 1645 | 22964 |
37 | 2174 | 37626 | 1731 | 24609 |
38 | 2252 | 39800 | 1817 | 26340 |
39 | 2330 | 42052 | 1906 | 28157 |
40 | 2408 | 44382 | 1996 | 30063 |
41 | 2584 | 46790 | 2171 | 32059 |
42 | 2760 | 49374 | 2349 | 34230 |
43 | 2936 | 52134 | 2531 | 36579 |
44 | 3112 | 55070 | 2717 | 39110 |
45 | 3288 | 58182 | 2907 | 41827 |
46 | 3464 | 61470 | 3100 | 44734 |
47 | 3640 | 64934 | 3298 | 47834 |
48 | 3816 | 68574 | 3499 | 51132 |
49 | 3992 | 72390 | 3705 | 54631 |
50 | 4168 | 76382 | 3914 | 58336 |
51 | 4344 | 80550 | 4127 | 62250 |
52 | 4520 | 84894 | 4344 | 66377 |
53 | 4696 | 89414 | 4565 | 70721 |
54 | 4890 | 94110 | 4807 | 75286 |
55 | 5326 | 99000 | 5294 | 80093 |
56 | 6019 | 104326 | 6049 | 85387 |
57 | 6312 | 110345 | 6413 | 91436 |
58 | 6505 | 116657 | 6681 | 97849 |
59 | 6838 | 123162 | 7098 | 104530 |
60 | 7391 | 130000 | 7753 | 111628 |
61 | 7657 | 137391 | 8116 | 119381 |
62 | 7823 | 145048 | 8378 | 127497 |
63 | 8089 | 152871 | 8752 | 135875 |
64 | 8355 | 160960 | 9132 | 144627 |
65 | 8621 | 169315 | 9518 | 153759 |
66 | 8887 | 177936 | 9909 | 163277 |
67 | 9153 | 186823 | 10306 | 173186 |
68 | 9419 | 195976 | 10709 | 183492 |
69 | 9605 | 205395 | 11027 | 194201 |
70 | 9951 | 215000 | 11533 | 205228 |
71 | 10448 | 224951 | 12224 | 216761 |
72 | 10945 | 235399 | 12926 | 228985 |
73 | 11442 | 246344 | 13639 | 241911 |
74 | 11939 | 257786 | 14363 | 255550 |
75 | 12436 | 269725 | 15097 | 269913 |
76 | 12933 | 282161 | 15843 | 285010 |
77 | 13430 | 295094 | 16599 | 300853 |
78 | 13927 | 308524 | 17367 | 317452 |
79 | 14549 | 322451 | 18303 | 334819 |
80 | — | 337000 | — | 353122 |
Current level | XP required for level up | Accumulated experience | LMD required for level up | Accumulated LMD |
---|---|---|---|---|
1 | 191 | 0 | 76 | 0 |
2 | 303 | 191 | 124 | 76 |
3 | 415 | 494 | 173 | 200 |
4 | 527 | 909 | 225 | 373 |
5 | 639 | 1436 | 279 | 598 |
6 | 751 | 2075 | 334 | 877 |
7 | 863 | 2826 | 392 | 1211 |
8 | 975 | 3689 | 451 | 1603 |
9 | 1087 | 4664 | 513 | 2054 |
10 | 1199 | 5751 | 577 | 2567 |
11 | 1311 | 6950 | 642 | 3144 |
12 | 1423 | 8261 | 710 | 3786 |
13 | 1535 | 9684 | 780 | 4496 |
14 | 1647 | 11219 | 851 | 5276 |
15 | 1759 | 12866 | 925 | 6127 |
16 | 1871 | 14625 | 1001 | 7052 |
17 | 1983 | 16496 | 1079 | 8053 |
18 | 2095 | 18479 | 1159 | 9132 |
19 | 2207 | 20574 | 1240 | 10291 |
20 | 2319 | 22781 | 1324 | 11531 |
21 | 2431 | 25100 | 1410 | 12855 |
22 | 2543 | 27531 | 1498 | 14265 |
23 | 2655 | 30074 | 1588 | 15763 |
24 | 2767 | 32729 | 1680 | 17351 |
25 | 2879 | 35496 | 1773 | 19031 |
26 | 2991 | 38375 | 1869 | 20804 |
27 | 3103 | 41366 | 1967 | 22673 |
28 | 3215 | 44469 | 2067 | 24640 |
29 | 3327 | 47684 | 2169 | 26707 |
30 | 3439 | 51011 | 2273 | 28876 |
31 | 3602 | 54450 | 2413 | 31149 |
32 | 3765 | 58052 | 2556 | 33562 |
33 | 3928 | 61817 | 2702 | 36118 |
34 | 4091 | 65745 | 2851 | 38820 |
35 | 4254 | 69836 | 3003 | 41671 |
36 | 4417 | 74090 | 3158 | 44674 |
37 | 4580 | 78507 | 3316 | 47832 |
38 | 4743 | 83087 | 3477 | 51148 |
39 | 4906 | 87830 | 3640 | 54625 |
40 | 5069 | 92736 | 3807 | 58265 |
41 | 5232 | 97805 | 3976 | 62072 |
42 | 5395 | 103037 | 4149 | 66048 |
43 | 5558 | 108432 | 4324 | 70197 |
44 | 5721 | 113990 | 4502 | 74521 |
45 | 5884 | 119711 | 4684 | 79023 |
46 | 6047 | 125595 | 4868 | 83707 |
47 | 6210 | 131642 | 5055 | 88575 |
48 | 6373 | 137852 | 5245 | 93630 |
49 | 6536 | 144225 | 5438 | 98875 |
50 | 6699 | 150761 | 5634 | 104313 |
51 | 6902 | 157460 | 5867 | 109947 |
52 | 7105 | 164362 | 6103 | 115814 |
53 | 7308 | 171467 | 6343 | 121917 |
54 | 7511 | 178775 | 6587 | 128260 |
55 | 7714 | 186286 | 6835 | 134847 |
56 | 7917 | 194000 | 7086 | 141682 |
57 | 8120 | 201917 | 7340 | 148768 |
58 | 8323 | 210037 | 7599 | 156108 |
59 | 8526 | 218360 | 7861 | 163707 |
60 | 8729 | 226886 | 8127 | 171568 |
61 | 9163 | 235615 | 8613 | 179695 |
62 | 9597 | 244778 | 9108 | 188308 |
63 | 10031 | 254375 | 9610 | 197416 |
64 | 10465 | 264406 | 10120 | 207026 |
65 | 10899 | 274871 | 10637 | 217146 |
66 | 11333 | 285770 | 11163 | 227783 |
67 | 11767 | 297103 | 11696 | 238946 |
68 | 12201 | 308870 | 12238 | 250642 |
69 | 12729 | 321071 | 12882 | 262880 |
70 | 13069 | 333800 | 13343 | 275762 |
71 | 13747 | 346869 | 14159 | 289105 |
72 | 14425 | 360616 | 14988 | 303264 |
73 | 15103 | 375041 | 15828 | 318252 |
74 | 15781 | 390144 | 16681 | 334080 |
75 | 16459 | 405925 | 17545 | 350761 |
76 | 17137 | 422384 | 18422 | 368306 |
77 | 17815 | 439521 | 19311 | 386728 |
78 | 18493 | 457336 | 20213 | 406039 |
79 | 19171 | 475829 | 21126 | 426252 |
80 | 19849 | 495000 | 22092 | 447378 |
81 | 21105 | 514849 | 23722 | 469470 |
82 | 22361 | 535954 | 25380 | 493192 |
83 | 23617 | 558315 | 27065 | 518572 |
84 | 24873 | 581932 | 28778 | 545637 |
85 | 26129 | 606805 | 30519 | 574415 |
86 | 27385 | 632934 | 32287 | 604934 |
87 | 28641 | 660319 | 34083 | 637221 |
88 | 29897 | 688960 | 35906 | 671304 |
89 | 31143 | 718857 | 37745 | 707210 |
90 | — | 750000 | — | 744955 |
Maximum Level Corresponding to Rarity/Promotion Stage
★6 | ★5 | ★4 | ★3 | ★2 | ★1 | |
---|---|---|---|---|---|---|
精英阶段0 | 50 | 50 | 45 | 40 | 30 | 30 |
精英阶段1 | 80 | 70 | 60 | 55 | — | — |
精英阶段2 | 90 | 80 | 70 | — | — | — |
- 注:部分关卡被动携带的干员可能超出其精英化阶段的最高等级,该情况下所有属性均为该阶段最高等级的数据。
Operator Traits
Under normal circumstances:
- Sniper operators that deal AoE physical damage have a splash radius of 1 tile.
- Caster operators that deal AoE Arts damage have a splash radius of 1.1 tiles.
- Caster operators that deal Arts damage that bounces between n enemies have a bounce radius of 1.5 tiles.
XP Values of XP Records
XP Record type | Experience given |
---|---|
200 | |
400 | |
1000 | |
2000 |
LMD Needed for elite promotion
★6 | ★5 | ★4 | ★3 | ★2 | ★1 | |
---|---|---|---|---|---|---|
0→1 | 30,000 | 20,000 | 15,000 | 10,000 | — | — |
1→2 | 180,000 | 120,000 | 60,000 | — | — | — |
Total | 210,000 | 140,000 | 75,000 | 10,000 | — | — |
Attributes
All entities in battles in the game have their own attributes.
For more information and experiments on the attributes and corresponding basic formulas, this NGA thread,NGA:从源头解析单位数值运算方式与运算公式, could be helpful.
Definitions of attributes
Definitions of basic attributes
It is defined as the fundamental information, which usually would be the data directly taken from the gamedata on these attributes.
Raw value
It is defined as the value after calculations using attribute calculator and runes. You might refer to the actual details of attribute calculators and runes in the following subsections.
Attributes Modifiers
- fetchBaseValueFromSourceEntity
- This is the special case of modifiers. When it is applied, the corresponding attributes modifier(s) would be overwritten.
- The entity using this modifier: Sora
- This is the special case of modifiers. When it is applied, the corresponding attributes modifier(s) would be overwritten.
Original modifier | After overwriting | Values after overwriting |
---|---|---|
addition/final_addition | No changes | Corresponding values of attributes from source entity + values from modifier |
multiplier | addition | Corresponding values of attributes from source entity + values from modifier |
final_scaler | final_addition | Corresponding values of attributes from source entity * corrected[Note 1]values from modifier |
Basic formulas on attributes
- There are 4 different types of modifiers applying on attributes (numeric operations).
- addition: Add the number given to the basic attributes directly.
- multiplier: Multiply the results from addition by the number given.
- final_addition: Add the number given to the results after addition and multiplier.
- final_scaler: In lowest priority. That is, Multiply the results after addition, multiplier, and final_addition by the number given.
- Layering of multiple modifiers: Except final_scaler (values from each modifier are multiplying with each other), the rest of the modifiers are adding to each other. Thus, if multiple modifiers are applied:
- Final value: defined as the result after applying limitations from Gamedata Basis#Range of Values[Note 4]
- Final value = ((Raw value + result from addition) * (1 + result from multiplier) + result from final_addition) * result from final_scaler
- ↑ Check out the explanation 2 on final_scaler
- ↑ When the result is less than 0, it is automatically corrected to be 0
- ↑ When any term is less than 0, it is automatically corrected to be the original value+1
- ↑ When the result is less than the corresponding lower bound of the value, the lower bound is taken as a result, and vice versa
Attribute Calculator
- Attribute calculator is only used for the first step of calculations on basic attributes values. The result is referred as basic status.
- Attribute calculator is only used for operators. Other non-operator values would not invoke in these calculations (for example, traps).
- Attribute calculator is based on elite phases, levels, potential level and trust value.
The detailed steps on the attribute calculator are:
- 1.Based on the elite phases and levels, calculate the value for 2nd step
- 2.Get the trust level from the trust level table based on the current trust value. Then based on the pre-defined add-on values of this operator for the trust level, add that add-on value on the result from the 1st step, and use that as the input of the 3rd step.
- 3.Substitute the number from 2nd step to the basic formulas as the basic value, after corrections from potential level(usually it would be Addition), which is the basic value of the operator(shown as the attributes in the profile)
Rune
Rune is a general term for a special type of buff/debuff. It is usually used in extra data in the stages, such as buff/debuff in challenge mode and in contingency contract events.
Rune is based on predefined values to change the in-game data. It could be used to change the settings of the stage, properties of the stage, basic status of operators and enemies, and tiles in the stage.
Basic status used in calculations of runes are coming from the attributes calculator (of operators) or basic attributes of other units except for operators. The basic status in the following formulas are all referring to these values.
Rune itself is not only used to calculate attributes, so its rules of calculations could not be fitted into the basic formulas of the attributes.
In rune calculations, there are 2 types of modifiers: addition and multiplication. The priority of addition is higher than multiplication. The detailed steps are listed as follows:
- When multiple modifiers in the same type are layering up each other, then the result would be:
- Rune addition = addition A + addition B+...
- Rune multiplication = multiplication A * multiplication B*...
- Thus, the result(termed as Raw values) based on the rune calculations is:
- Raw value(rune calculation applied) = (Basic status form attribute calculator + result from Rune Addition) * result in Rune Multiplication
Examples
Truesilver Slash | Auto RecoveryManual | |||
Level | Detail | Initial SP | SP Cost | Duration |
---|---|---|---|---|
Rank Ⅲ | Def-70%[Analysis 1], Atk +200%[Analysis 2], increase attack range and attack up to 6 targets simultaneously (treated as melee attacks). | 75 | 90 | 30 |
Since final_scaler has the lowest priority in modifiers, Silverash's Def would be calculated as 30% of the result after implementation of other attribute modifiers. Silverash's Atk would be influenced by following modifiers in lower or equal priorities, final_addition ,final_scaler and other modifiers announced as multiplier.
Scratch | Offensive RecoveryAuto | |||
Level | Detail | Initial SP | SP Cost | Duration |
---|---|---|---|---|
Rank Ⅲ | The next attack deals+75% damage and inflicts-40% Atk to the target for 5 seconds[Analysis 1] | 0 | 4 |
One-inch Punch | Passive | |||
Level | Detail | Initial SP | SP Cost | Duration |
---|---|---|---|---|
Rank Ⅲ | Atk +70% after deployment, additionally attacks inflict -40% Atk to target for 3 seconds. [Analysis 2] | 0 | 0 | 10 |
Hence, assume enemy's atk is 1000, when Mousse's and Waai Fu's skills are in effect, the enemy's atk would be lowered to:
- 1000 * (1 - 40%) * 60% = 360
At the same time, let's assume an impossible situation, when Mousse's and Waai Fu's skills are in effect on Silverash who also has True Silver Slash activated(and again, for convenience of calculation, assume atk of Silverash is 1000), his atk would be:
- 1000 * (1 - 40% + 200%) * 60% = 1560
Hymn of Battle | Auto RecoveryManual | |||
Level | Detail | Initial SP | SP Cost | Duration |
---|---|---|---|---|
Rank Ⅲ | All allies within attack range gain Atk equal to 70% of Sora's Atk in100%[Analysis 1] | 25 | 45 | 30 |
- ↑ This is declared as a final_scaler modifier
Sora's skill could be described as an aura buff. The value associated with this aura buff is the value applied as final_scaler modifier. Assume her atk is 500, then the buffed value on the allies would be:
- 500 * 100% = 500
At the same time, from the definition of status, the modifier of Sora's aura buff is fetchBaseValueFromSourceEntity. Thus, the buff value would be overwritten as final_addition modifier. Hence, when Silverash (as the same assumptions in example 2) is buffed with this aura, his atk would be:
- 1000 + 500 = 1500
Let's assume one more situation, if True Silver Slash is activated(other assumptions are the same, where Silverash's atk is 1000), along with the buff from Sora's aura, and Silverash is debuffed by skill 1 of Mousse and Waai Fu at the same time, then his atk would be:
- (1000 * (1 - 40% + 200%) + 500) * 60% = 1860
Basic Formula
- All damage, buff, and debuff calculations should be viewed as calculations involving only attributes.
- The basic formula refers to formulas using attributes as the core variable to calculate the result.
- All of the formulas below have attribute variables bolded. The attribute variable’s value should be a calculated value based on the attribute calculation method listed in Fundamental Mechanisms and Algorithms#Attributes
- MAX function takes the largest of given values.[Mathf.Max 1];CLAMP function takes min, max, or a value between min and max values.[Mathf.Clamp 1]。
- ↑ Refer to MAX Function Implementation
- ↑ Refer to CLAMP Function Implementation
Scales
The scale is a variable that can be affected by external factors, such as skills. Its initial value is set to 1.0.
Attack Scale
Note: Attack Scale itself isn't an attribute.
Skull Crusher | Auto RecoveryManual | |||
Level | Detail | Initial SP | SP Cost | Duration |
---|---|---|---|---|
Rank Ⅲ | Attack Interval increases(+1.0s); Increases ATK to 380%[Explanation 1]when attacking; Has a 40% chance to Stun the targets for 1.5 second. | 25 | 30 | 25 |
- ↑ The current attack scale is set to 380%.
Damage Scale
Most damage amplification buffs belong to this type.
The damage scale will only work on the correct corresponding damage type.
Note: Damage Scale itself isn't an attribute.
Calcification | Auto RecoveryManual | |||
Level | Detail | Initial SP | SP Cost | Duration |
---|---|---|---|---|
Rank Ⅲ | Restores the HP of all nearby allies by 35% of Saria's ATK each second. The Arts damage taken by nearby enemies +55%[Explanation 1] and their Movement Speed -60% |
70 | 80 | 30 |
- ↑ The current Magical Damage Scale is set to 155%. Here, the game uses an arbitrary value to show the value of 55%, while it is actually 155%.
Heal Scale
Note: Heal Scale itself isn't an attribute.
Healing Wings | Auto RecoveryManual | |||
Level | Detail | Initial SP | SP Cost | Duration |
---|---|---|---|---|
Rank Ⅲ | Stops attacking and recovers 16 over the skill duration, healing a nearby friendly unit's HP equal to 50%[Explanation 1] of Myrtle's ATK every second. | 10 | 24 | 16 |
- ↑ The current Heal Scale is set to 50%.
If there are multiple scales of the same type, the result is:
- Final Scale = Scale 1 * Scale 2 * ...
Damage Formula
Physical Damage
Basic Physical Damage = MAX(0.05 * Attack * Attack Scale, Attack * Attack Scale - (1 - Defense Ignore Percentage) * MAX(0, Target’s final Defense - flat Defense Ignore)
Magical Damage
Basic Magical Damage = MAX(0.05 * Attack * Attack Scale, 0.01 * Attack * Attack Scale * MAX(0, 100 - (1 - RES Ignore Percentage) * MAX(0, Target’s final RES - flat RES Ignore)
Pure Damage
Basic Pure Damage = Attack * Attack Scale
- Final Damage = Basic Damage * Damage Scale corresponding to the type of damage inflicted
Healing
Heal Amount = Attack * Heal Scale
※ Heal Amount is not affected by Damage Scale.
攻速公式
实际攻击间隔 = 理论攻击间隔/(CLAMP( 攻击速度,10[解释 1], 600)/100) [解释 2]
- 其中攻击速度的基础值为100。
每秒攻击次数 = 1/实际攻击间隔
- ↑ 虽然基本下限为10,但攻击速度属性被限制了下限为20。见游戏数据基础#数值范围
- ↑ CLAMP函数在此处表示若攻击速度在10-600之间,则输出攻击速度 ,否则输出两端的极值,小于10则输出10,大于600则输出600。
同时,如果不确定干员的理论攻击间隔,除了查询数据外,还可根据干员页面的攻速显示来确定攻击间隔区间。
描述 | 区间 |
---|---|
非常快 | <0.8s |
快 | 0.8s-1.0s |
中等 | 1.0s-1.2s |
较慢 | 1.2s-1.6s |
慢 | ≥1.6s |
重量公式
力度对应表
描述 | 力度 |
---|---|
微小力(稍微) | -1 |
小力 | 0 |
中力 | 1 |
较大力 | 2 |
大力 | 3 |
推力
- 推力和重量和位移时间以及位移长度的关系如下表
力度减重量 | 位移长度(格) | 位移时间(秒) |
---|---|---|
≤-3 | 0 | 0 |
-2 | 0.102 | 0.204 |
-1 | 0.406 | 0.408 |
0 | 1.633 | 0.816 |
1 | 2.066 | 0.918 |
2 | 2.866 | 1.082 |
3 | 3.433 | 1.184 |
- 公式:位移=0.5*初速度^2/加速度,其中加速度的值为4.9
拉力
[测试数据来源 1]力度减重量 | 拉力 | 位移长度(格) | 位移时间(秒) |
---|---|---|---|
≤-3 | 0.0 | 0.0 | 0.0 |
-2 | 2.0 | 0.03[1] | 0.5 |
-1 | 10.0 | 0.35倍初始距离[2] | max(0.65*sqrt(初始距离),1.0)[3] |
0 | 40.0 | 必定拉至身前[4] | |
1 | 42.0 | 必定拉至身前 | |
2 | 44.0 | 必定拉至身前 | |
3 | 46.0 | 必定拉至身前 |
移速公式
- 标注为“停顿”的实际攻击效果为最终降低80%的移动速度。
- 在没有明确标注持续时间的前提下,停顿效果默认持续0.8秒。
- 移动速度计算公式请参阅属性基本公式,但无论如何,敌方单位的移动速度不会低于其下限0.1。
闪避公式
- 闪避与其他抵消伤害类BUFF之间的叠加问题为概率学问题,按照触发技能或天赋中优先定义的行为节点来决定先后顺序。
闪避成功率=1-(1-A)×(1-B)×(1-n)
Maintain Skill Status
Time Mode
Skills that maintain skill status need to set a time mode to determine their attack interval during the said skill. Currently, the known time modes are:
- Follow attack speed
- Follow animation
- Special
Follow attack speed: the skill's attack interval is determined by attack speed and follows the normal attack interval.
Follow animation: the skill's attack interval is determined by a Spine animation cycle. Every time the Spine animation cycle for the skill is played, it deals its damage or effect.
Special: unknown.
Differences
Unlike normal skills, "maintain skill status" has the following properties:
- Immune to changes in attack speed (Frost, Frostnova, [Cold]'s attack speed reduction and Active Originium's attack speed buff has no effect);
- Hard crowd control such as [Stun] and frozen [Frozen] will end "maintain skill status" prematurely, causing it to enter SP recovery time.
Aggro Formula
Aggro filtering in-game is divided into two parts: Weighted Calculation and Rule Ordering. Weighted Calculation is further divided into "postFilter Rules Calculation" and "Aggro Value Calculation".
- Calculate the Aggro value:
- Enemy Target's Aggro value = 1000 * Taunt level - Enemy distance to endpoint
- Allied Target's Aggro value = 10000 * Taunt level + Creation time (an absolute value, with units in seconds, bounded by [0, 10000])
- Substitute into postFilter Rules for secondary calculations and ordering:
postFilter Classification and Formulas Implemented In-Game | ||||
---|---|---|---|---|
Number | Name | Explanation | Typical User | Weighted Calculation Formula |
0 | ALL | All | Splash attacks | Unknown |
1 | DIST_TO_EXIT_ASC | Distance to the endpoint, in ascending order | None | Distance to endpoint |
2 | HP_RATIO_ASC | Health ratio, in ascending order | Absinthe Skill 1 | Health percentage |
3 | HP_RATIO_NOT_FULL_ASC | Health ratios of targets that are not at full health, in ascending order | All kinds of heals | Health percentage |
4 | HATRED_DES | Aggro, in descending order | Normal attacks | Aggro Value's additive inverse |
5 | HP_RATIO_NOT_FULL | Only selects targets whose health is not full | None | None |
6 | HATRED_DES_FLY_FIRST | Prioritizes aerial targets, Aggro in descending order | Adnachiel only; normal snipers does not use this | Aggro value's additive inverse; non-aerial units have +1000000 weight |
7 | HATRED_DES_RANGED_FIRST | Prioritizes ranged units, Aggro in descending order | None | Aggro value's additive inverse; non-ranged units have +1000000 weight |
8 | DEF_DES | Defense, in descending order | Steward, Ceobe Skill 2 | Defense value's additive inverse * 1000 - Aggro value |
9 | DEF_ASC | Defense, in ascending order | Firewatch | Defense value * 1000 - Aggro value |
10 | DIST_TO_SOURCE_DES | Distance to the source, in descending order | Pull Operators | Additive inverse of the distance to source squared |
11 | DIST_TO_SOURCE_ASC | Distance to the source, in ascending order | Shaw | Distance to source squared |
12 | NOT_STUNNED_HATRED_DES | Only selects targets that are not stunned; Aggro in descending order | Sarkaz Casters' bind skill | Additive inverse of Aggro |
13 | DIRECTIONAL_DIST_TO_SOURCE_ASC | Directional distance to the source, in ascending order | FEater Skill 2 | Vector of the source to enemy's projection on source direction |
14 | RANDOM | Random | Cutter Skill 1; Volcano and Spirit Burst does not belong to this category | Random |
15 | HP_DES | Health, in descending order | W Skill 3 | Health's additive inverse * 1000 - Aggro value |
16 | HP_ASC | Health, in ascending order | None | Health * 1000 - Aggro value |
17 | ATK_DES | Attack, in descending order | None | Attack's additive inverse * 1000 - Aggro value |
18 | ATK_ASC | Attack, in ascending order | None | Attack * 1000 - Aggro value |
19 | MAX_HP_DES | Maximum health, in descending order | Rat King's Singing Sands | Max health's additive inverse * 1000 - Aggro value |
20 | MAX_HP_ASC | Maximum health, in ascending order | Rat King's Sand Tomb | Max health * 1000 - Aggro value |
21 | FORWARD_FIRST_MANHATTAN_ASC | Prioritizes frontal direction, Manhattan distance in ascending order | Aak's Skill 2, 3 | 1000 * Manhattan distance[1] - Aggro Value; 1000 becomes 1000000 when not directly in front |
22 | HATRED_DES_UNBLOCKED_FIRST | Prioritizes unblocked targets, Aggro in descending order | Ceobe Skill 1 | Aggro value's additive inverse; blocked units have +1000000 weight |
23 | HP_NOT_FULL_RANDOM | Random targets whose health is not full | Purestream Skill 2 | Random |
24 | HATRED_DES_INVISIBLE_FIRST | Prioritizes invisible targets, Aggro in descending order | Elysium Skill 2 | Aggro value's additive inverse; non-invisible units have +1000000 weight |
25 | HATRED_DES_DIST_FARTHER_FIRST | Prioritizes the furthest target, Aggro in descending order | Patriot's javelin throw | -1000000 * Distance - Aggro value |
26 | HATRED_DES_DIST_NEARER_FIRST | Prioritizes the nearest target, Aggro in descending order | None | 1000000 * Distance - Aggro value |
27 | MASS_DES | Mass, in descending order | Poca/Rosa | Weight level's additive inverse * 1000 - Aggro level |
28 | MASS_ASC | Mass, in ascending order | None | Weight level * 1000 - Aggro level |
29 | HATRED_DES_SLEEPING_FIRST | Prioritize sleeping units, Aggro in descending order | Blemishine | Aggro value's additive inverse; Aggro value stay fixed on units with ID0 effect (Sleep) in AbnormalCombo, otherwise +1000000 weight |
30 | HP_RATIO_ASC_CONTAINS_STATUS_RESISTABLE_BUFF_FIRST | Prioritize low HP ratio units, Aggro in ascending order | Whisperain | Aggro value equals to remaining HP ratio, units without Resistable Buff +1000000 weight |
- The calculated result is a 32-bit float variable, and the smallest value will be prioritized.
- Since the allied Aggro value without Taunt is equal to the creation time, and creation time is bounded within [0, 10000], therefore all allied units deployed after 10000s (≈2.78h) can be considered to be deployed at the same time. At this point, enemies will prioritize (what we consider to be) the first deployed units after 10000 seconds, unless an allied unit increases its own Taunt level.
- Next is Rule Ordering, or sometimes secondaryFilter. There are three types:
ID | Name | Explanation |
---|---|---|
0 | FLY_FIRST | Prioritize aerial units (all anti-air snipers) |
1 | RANGED_APPLYWAY_FIRST | Prioritize ranged units (Adnachiel) |
2 | SPECIFIED_FILTER_TAG | Prioritize XXTag (tag needs to be filled in conjunction with the filterTag variable, such as Glaucus) |
3 | SPECIFIED_BUFF | Prioritize units with specified buff (distinguish by BuffKey) |
- ↑ The distance in the North-South direction plus the distance in the East-West direction between two points; in other words, the absolute value of the difference between the abscissas + the distance between the ordinates.
Range of Values
- The latest update of this page referred to the game client version 1.5.60 (Simplified Chinese Client). There are 30 attributes (4 of them are placeholders that haven't been implemented into the game or haven't been used) in this version.
- All the lower/upper limits of attributes that marked None in the following table apply the lower/upper limit of type "float".
ID | Internal ID | Common/Official Name | Lower Limit | Upper Limit |
---|---|---|---|---|
0 | MAX_HP | Max HP | 0 | None |
1 | ATK | ATK | 0 | None |
2 | DEF | DEF | 0 | None |
3 | MAGIC_RESISTANCE | RES | 0 | 100.0 |
4 | COST | DP | 0 | None |
5 | BLOCK_CNT | Block | 0 | None |
6 | MOVE_SPEED | Movement Speed | 0.1 | None |
7 | ATTACK_SPEED | ASPD | 20.0 | None |
8 | BASE_ATTACK_TIME | Attack Interval | 0 | None |
9 | RESERVED_0 | × | × | × |
10 | RESERVED_1 | × | × | × |
11 | RESERVED_2 | × | × | × |
12 | RESERVED_3 | × | × | × |
13 | HP_RECOVERY_PER_SEC | Recover HP per sec | 0 | None |
14 | SP_RECOVERY_PER_SEC | Recover SP per sec | 0 | None |
15 | ABILITY_RANGE_FORWARD_EXTEND | Attack Range Extend | 0 | None |
16 | MAX_DEPLOY_COUNT | Max Delopy Count | 0 | None |
17 | DEF_PENETRATE | Ignore DEF(In Percentage) | 0 | 1.0 |
18 | MAGIC_RESIST_PENETRATE | Ignore RES (In Percentage) | 0 | 1.0 |
19 | HP_RECOVERY_PER_SEC_BY_MAX_HP_RATIO | Recover Max HP per sec (In Percentage) | 0 | 1.0 |
20 | TAUNT_LEVEL | Taunt Level | -2.0 | 2.0 |
21 | RESPAWN_TIME | Redeployment Time | 0 | None |
22 | MAX_DECK_STACK_CNT | Summons Stacking Count | 0 | None |
23 | MASS_LEVEL | Weight | None | None |
24 | BASE_FORCE_LEVEL | Pull/Push Strength | None | None |
25 | DEF_PENETRATE_FIXED | Ignore DEF (In Value) | 0 | None |
26 | ONE_MINUS_STATUS_RESISTANCE | Status Resistance | 0.001 | 1000.0 |
27 | MAGIC_RESIST_PENETRATE_FIXED | Ignore RES (In Value) | 0 | None |
28 | MAX_EP | Max EP | 0 | None |
29 | EP_RECOVERY_PER_SEC | Recover Max EP per sec | 0 | None |
Abnormal Effects
- When this page was last updated, the referenced game client was 1.2.01 (Simplified Chinese Client). This version of the client contained 20 abnormal effects and 2 abnormal effect combinations, in which 2 of them were placeholder effects (not yet implemented into the game or discarded).
AbnormalFlag
AbnormalCombo
ID | Internal ID | Community/Official Name | Example | Addendum/Explanation |
---|---|---|---|---|
0 | SLEEPING | Sleep | Cannot move + invincible + cannot be blocked | |
1 | SHELTERING | Sheltered | Forced disarm + invincible + cannot be blocked |
Status Effects
- The following table contains only some of the basic effects, and combinations of effects without a definitive name are not listed. As the in-game icons vary, the icons listed are only for reference.
- Orange means that this effect does not have an official name.
Special Terrain
Name | Icon | Description | Appears In |
---|---|---|---|
Medical Rune | Operators deployed on this tile will continuously regenerate health | 2-10 · S6-3 · CE-5 · PR-C-1 · PR-C-2 CB-10 · SW-EV-2 · TW-S-2 萨卡兹突袭 · 法术与铁砧 · MN-3 · MN-8 · MN-EX-8 | |
Anti-air Rune | Operators deployed on this tile will have their attack speed reduced slightly, but their attack against aerial units will be significantly increased | 2-8 · 2-9 · PR-B-1 · PR-B-2 飞翔的怪盗 · MN-5 | |
Defense Rune | Operators deployed on this tile will have increased defense | 3-8 GT-1 · AF-5 龙门 新街 · 险路勿近 · MN-EX-4 | |
Specialist Tactical Point | Operators deployed on this tile will have increased Force Levels when pushing or pulling enemy units | 2-8 · S2-8 · S2-9 · S6-3 SA-5 · DM-5 切尔诺伯格 59区废墟 · 切尔诺伯格 破碎大道 · MN-EX-4 | |
Active Originium | Operators deployed on this tile and enemies passing over this tile will continuously take damage, but gains significantly increased attack and attack speed | 4-3 · 4-4 · S4-1 · S4-2 · S4-3 · H6-2 · 7-12 AF-4 · SA-3 切尔诺伯格 59区废墟 · 鸭爵的嘲讽 · 鸭爵的挑战 · 鸭爵的保安 · MN-3 · R8-8 · R8-11 · JT8-2 · 切尔诺伯格 6区废墟 | |
Heated Path | Deals significant damage to operators and enemies over it at intervals | 4-6 · 4-7 · 4-9 SW-EV-4 · AF-4 · SA-3 · SV-3 切尔诺伯格 破碎大道 · MN-4 · JT8-2 | |
Poison Haze | -- | Allied units will continuously lose health | H5-3 · AP-1 · AP-2 · AP-3 · AP-4 · AP-5 · PR-A-1 · PR-A-2 锈烟地 · 放射性粉尘 · FA-1 |
Lava Fountain | Shoots out lava at intervals, dealing significant damage to allied units in the surrounding 8 tiles and destroying roadblocks | OF-8 · OF-F4 · OF-EX2 · OF-EX5 · OF-EX6 | |
Eroded Path | -- | Operators deployed on this tile will have their defense reduced by half | GT-4 · GT-5 · GT-6 · GT-HX-1 · GT-HX-2 · GT-HX-3 |
Corrosive Ground | Operators deployed on this tile will have their defense reduced by half | SV-6 · FA-8 | |
Protection Objective | -- | Blue objective; enemies entering this point will reduce the objective's durability | All levels |
Incursion Point[1] | -- | Enemies will enter the field from this point | All levels except 2-9 · 6-17 · CA-1 · CA-2 · AF-1 · AF-5 · 锈锤之战 · 狂徒围攻 · JT8-1 |
Aerial Unit Incursion Point[[2] | -- | Enemy aerial units will enter the field from this point | 0-3 · 0-4 · 0-5 · 0-6 · 0-10 · TR-10 · S2-2 · S2-6 · S2-8 · S2-9 · 2-10 · 3-3 · S3-2 · 4-6 · 4-7 · 5-4 · 5-5 · 5-6 · S5-3 · S5-4 · 5-7 · S5-7 · H5-1 · 6-11 · 6-14 · 6-15 · H6-3 · H6-4 · 7-2 LS-1 · LS-2 · LS-3 · LS-4 · LS-5 · AP-1 · AP-2 · AP-3 · CA-2 · CA-3 · CA-4 · CA-5 · 乌萨斯 切尔诺伯格 · 炎国 龙门外环 · 炎国 龙门市区 SW-EV-2 · AF-1 · AF-5 · SA-1 · SA-6 · DM-4 · SV-7 龙门外环 无人危楼 · 龙门 军械库东 · 突击战 · 法术与铁砧 恶魔猎人 · 远古坚冰 · FA-2 |
Recommended Roadblock Point | -- | Roadblock placement point recommended by PRTS | TR-8 · 1-6 · S2-3 · S2-4 · 2-3 CB-EX2 · DM-EX-4 · TW-EX-7 龙门 新街 |
Recommended Deployment | -- | Tactical deployment point recommended by PRTS | 2-5 · 7-8 |
Tunnel Entry | -- | Enemies will enter the tunnel here, and reappear at the Tunnel Exit | 1-12 · 4-10 · 5-10 · H5-1 · 6-4 · 6-10 · 6-16 · 7-3 · 7-13 · 7-15 · 7-16 · H7-2 OF-4 · OF-7 · OF-8 · OF-F1 · OF-F2 · OF-F3 · OF-EX3 · CB-9 · CB-10 · CB-EX1 · SA-6 · DM-EX-6 · · TW-EX-1 · TW-EX-4 · TW-EX-8 · TW-MO-1 龙门外环 无人危楼 · 荒野 黄铁峡谷 · FA-4 · MN-4 · MN-8 · MN-EX-5 · R8-3 · R8-5 · R8-8 · M8-7 · JT8-2 · JT8-3 |
Tunnel Exit | -- | Enemies that have entered the tunnel will reappear here | |
Hole | -- | Dangerous sunken terrain or sinkholes; enemies that pass over it will fall to the bottom and die instantly | TR-14 · 2-7 · S2-8 · S2-9 · 2-8 · 2-9 · S2-12 · 3-3 · S4-9 · H5-2 · 6-7 SK-4 · SK-5 · CA-1 · CA-2 · CA-3 · CA-4 · CA-5 · PR-D-1 · PR-D-2 · 乌萨斯 切尔诺伯格 · 炎国 龙门外环 · 炎国 龙门市区 GT-3 · GT-EX-2 · GT-EX-3 · OF-EX5 · SW-EV-2 · CB-7 · CB-EX4 · SA-6 · DM-3 · DM-EX-5 · TW-MO-1 · SV-1 未知沙漠 荒漠 · 失控蜂群 · FA-6 · MN-4 |
Bush | -- | Operators deployed on this tile will not become targeted by enemies' ranged attacks[3] | 3-1 · 3-2 · 3-3 · 3-4 · 3-5 · S3-3 · S3-4 GT-EX-3 · OF-EX3 · SW-EV-3 · AF-2 · SV-2 · SV-5 · SV-6 · MN-EX-2 |
Exhaust Vent | -- | Operators deployed on this tile will not become targeted by enemies' ranged attacks[4] | 切尔诺伯格 荒废工厂 |
- ↑ For enemies such as Airborne Soldiers that airdrop, an incursion point is not shown, and the red line begins from their landing point.
- ↑ When overlapping with an incursion point, only the incursion point will be shown. This icon will not be shown if aerial units enter the field from outside the map.
- ↑ Hidden; this effect can be removed by enemy Technical Scouts.
- ↑ Hidden; this effect can be removed by enemy Technical Scouts.
装置
一般装置
名称 | 头像 | 技能图标 | 关卡描述 | 特性 | 技能 |
---|---|---|---|---|---|
障碍物 | 部署以后可以阻挡敌人的行进路线 | - | 设置障碍,改变敌人的行进路线 如果障碍阻挡了敌人,敌人会破坏此障碍 | ||
震撼装置 | - | 消耗一定部署费用可以开启,伤害并晕眩周围的敌人 | - | 消耗10点部署费用,立即对周围所有敌人造成伤害,并使全部命中目标晕眩7/15秒 | |
侦测器 | - | 开启后一段时间内周围敌军的隐匿效果失效 | - | 开启时周围敌方单位的隐匿效果失效 | |
封印的地面 | - | - | - | 此处已被封印,无法部署任何单位。 | |
干扰装置 | 部署后能够使周围的敌方无人机无法攻击、速度大幅度减缓,且无法使用特殊能力 | - | 范围内的敌方无人机无法攻击,失去特殊能力,并减速50% 敌人会优先攻击此装置 | ||
弩炮 | - | 会定期射出弩箭对我方单位造成物理伤害 | - | 向前方射出一支弩箭,对碰到的第一名我方干员造成物理伤害 | |
指挥终端 | 被摧毁时扣1点关卡生命值 | 被摧毁时扣除1点关卡生命值 | 消耗20点部署费用,防御力+200%,法术抗性+20,每秒回复10点生命,部署干员单位数+1 | ||
便携式补给站 | - | 使角色或指挥终端额外获得技力 | 每4秒对友方单位回复3点技力 | - | |
源石冰晶 | - | 周期性地释放对我方单位施加【寒冷】的范围性寒流 | - | 发射一道寒霜冲击波,使周围我方单位陷入寒冷状态10秒 | |
源石流发生装置 | - | 持续喷出气流。气流中顺风/逆风部署的干员攻击提升/降低;顺风/逆风移动的敌人移速提升/降低。 | - | 向前方3格吹出气流;与气流同向/逆向部署的干员攻击提升/降低;同向/逆向移动的敌人移速提升/降低 | |
源石祭坛 | - | 周期性向四周释放脉冲波,对我军与敌军造成伤害 | - | 向四周喷发脉冲波,对周围所有我方与敌方单位造成500真实伤害。并使特殊敌人获得强化。 | |
干扰地雷 | 爆炸时可使四周的所有敌人造成大量伤害并使其15秒内受到的伤害增加 | - | 启动后敌人经过时会触发爆炸,对周围所有敌人造成2000真实伤害,并在15秒内使其受到的伤害+50% | ||
L-44"留声机" | - | 我方与敌方可夺取控制权,激活后对敌方造成法术伤害,并可治疗友方单位 | 优先攻击生命上限最高的单位 | 每次攻击对一名敌方单位造成5%生命上限的法术伤害;每5秒恢复一名友方单位10%生命值 | |
巨蕈 | 相邻的我方干员防御提升 | 相邻的我方干员防御提升 | 相邻的我方单位防御提升;被<罗德岛临时雇员>清理后成为可部署的远程位 | ||
罗德岛临时雇员 | - | 清理巨蕈,制造可部署的远程位 | 清理巨蕈,制造可部署远程干员的木桩 | - | |
轰隆隆先生 | 对周围四格范围的敌人造成长时间晕眩 | - | 对周围四格范围的敌人造成12秒晕眩 | ||
梅什科线圈 | 攻击范围内存在其他梅什科线圈时获得激活效果 | 攻击范围内存在其他梅什科线圈时获得激活效果 | 激活:每2.3秒激发电流对经过的敌人造成250点法术伤害,并使其停顿1.5秒 | ||
道路障碍物 | - | 可以阻挡乌萨斯平民与斗士塔露拉前进,可被我方单位击毁 | 不容易受到我方单位的攻击 | 可以阻挡乌萨斯平民与斗士塔露拉前进。可被我方单位击毁 | |
霜星的源石冰晶 | - | 周期性地释放对敌方单位施加【寒冷】的范围性寒流 | 友好单位 | 发射一道寒霜冲击波,使周围敌方单位陷入寒冷状态10秒 | |
爱国者的源石祭坛 | - | 周期性地释放对敌方单位喷发脉冲波 | 友好单位 | 向四周喷发脉冲波,对周围所有敌方单位造成2000真实伤害。 | |
盾卫 | - | - | 无法被友方角色治疗 | 更容易受到敌方的攻击 | |
能量聚合体 | - | 向周围四个方向发出火球,对一名我方单位造成法术伤害并施加【烈焚灼息】(每秒受到真实伤害且伤害递增,可被抵抗) | 容易受到我方单位的攻击 | 25秒后自爆,向周身四方向发出火球,击中目标时造成1000/1500点法术伤害,并使其施加【烈焚灼息】(每秒受到真实伤害且伤害递增,可被抵抗) | |
禁锢装置 | - | 禁锢作用范围内已解放的敌人 | - | 消耗5点部署费用,使范围内目标晕眩2秒,并立即进入禁锢状态(不会重置禁锢状态敌人的攻击计数) | |
碎石 | 可以阻挡敌人的行进路线 | 改变敌人行径路线 | 初始部署在场景中,改变敌人的行进路线 如果障碍阻挡了敌人,敌人会破坏此障碍 | ||
改良型二踢脚 | 对周围四格的敌人造成法术伤害,效果范围内晦明属性变化 | - | 部署后爆炸,对周围四格所有敌人造成500法术伤害,并使范围内所有敌人与晦明之印属性变化 | ||
沙尘暴 | - | - | 暴露在沙尘暴中会使我方单位攻击力降低、持续流失生命值、再部署时间延长,使敌方单位移动速度降低 | - | - |
土石结构 | - | 用来抵挡沙尘暴,可被加固。 | 可以阻挡沙尘暴 | 阻挡沙尘暴,加固后立即回复所有生命值、防御力+400且不再受到沙尘暴的伤害但可以被<高能源石炸弹>直接摧毁。 | |
加固状态:阻挡沙尘暴,不再受到沙尘暴的伤害但可以被<高能源石炸弹>直接摧毁。 | |||||
加固装置 | 用来加固<土石结构>,使其不受沙尘暴影响 | 可以加固土石结构使其不受沙尘暴影响 | 部署后对前方一个<土石结构>进行加固,10秒后自动撤退。用于强化建筑墙体的施工材料,会有热心的本地人帮忙搭建。 | ||
高能源石炸弹 | 引爆时对大范围敌人造成大量真实伤害,并且可以摧毁<土石结构> | 会受到敌人远程攻击 | 对攻击范围内所有敌方单位造成相当于攻击力100%点的真实伤害,可直接摧毁<土石结构>。 | ||
雪雉的安全起重机 | - | - | 立即撤退干员,并减少80%再部署时间 | ||
可移动战术机库 | - | 根据需要可随时发射无人机支援敌方佣兵小队作战 | - | 佣兵小队布置的可移动战术机库,根据需要可随时发射无人机支援作战,因为资金问题,燃料不会加满。 | |
应急救治设施 | - | 周围四格存在我方单位或<自动维护机器>时激活 | 周围四格存在我方单位或<自动维护机器>时激活 | 激活持续治愈周围大范围我方累积的神经损伤;被<自动维护机器>激活时治疗能力大幅度提升 | |
子代 | - | - | <幼体>形态时隐匿,之后解除隐匿并<摄食>周围目标;可以受到我方攻击 | 使目标晕眩并持续受到物理伤害和神经损伤 | |
涨潮控制 | - | - | 被淹没的地块无法部署,水中的敌方和我方单位受到“水蚀”:我方攻击速度降低,持续受到侵蚀损伤,被攻击时附带侵蚀损伤;敌方攻击速度和移动速度降低,持续流失生命 | - | - |
防水蚀镀膜装置 | - | 不受涨潮影响,可部署在近战位与远程位 | 使身前一格的我方单位免疫"水蚀"(“水蚀”:攻击速度降低,每秒受到一定侵蚀损伤,受到攻击时额外受到敌人攻击力一定比例的侵蚀损伤) | ||
特制水上平台 | 可部署在深水区,之后该格可部署任意单位,部署的单位撤退时平台损坏 | - | 在水上建立可以部署任意单位的平台 | ||
风筝 | - | - | - | 向前方射出一发炮弹,碰到第一名我方干员时造成范围物理伤害 | |
破碎支柱 | - | 可以被相邻干员击倒,对倒下方向的两格造成真实伤害并生成阻挡路线的废墟 | 仅可被相邻的我方单位攻击 | 被击倒后,对倒下两格造成真实伤害与晕眩并使范围内的我方单位强制撤退,并在可部署地块上生成阻挡路线的<战场废墟> | |
战场废墟 | - | - | 改变敌人的行进路线 | 改变敌人的行进路线 如果废墟阻挡了敌人,敌人会破坏此废墟 | |
爆破装置 | 直接击倒前方一格的破碎支柱 | 部署后立即爆炸,对前方一格造成伤害并小力度推动敌人,直接击倒<破碎支柱> | 对前方一格造成伤害并小力度推动敌人,直接击倒<破碎支柱> | ||
城市霓虹 | - | 可以提供初始视野,使用后视野范围扩大 | 提供周围四格视野 | 提供周围四格视野,技能开启后视野范围扩大,持续时间永久 | |
骑士之徽 | 使用后可以永久提供某一格地块的视野 | 可部署在无视野的近战位与远程位 | 部署后立即获得该地块的视野 | ||
暴风雪 | - | - | 周期性对所有单位施加寒冷 | 隐形的trap,目的用来触发暴风雪用 | - |
失修舞台雾机 | - | - | 使周围范围内的敌人移动速度-60% | ||
便携气罐 | - | - | 将周围的敌人较大力地推开 | ||
“报幕助手” | - | - | 不容易受到我方单位的攻击 | 使周围的我方单位攻击力-30%并持续受到真实伤害 | |
丹田 | - | - | - | 不容易受到我方单位的攻击 | - |
“冰淇淋机” | - | 我方与敌方可夺取控制权,激活后回复周围友方单位技力 | 不容易受到攻击,每秒回复75点生命值 | 使周围所有友方单位每2秒回复1点技力 被夺取后立刻对周围所有友方单位造成1000点法术伤害并晕眩5秒 | |
伦蒂尼姆城防副炮 | - | - | 能量充满时,对场上阻挡数最高的我方单位周围造成无视敌我的大量真实伤害 | - | - |
溟痕 | - | - | - | - | - |
圣徒之手 | 向部署方向弹射“圣徒之手”,伤害并晕眩碰撞到的敌人 | 部署后向部署方向发射“圣徒之手” | 向部署方向弹射“圣徒之手”,晕眩并伤害碰撞到的敌人 | ||
向部署方向弹射“圣徒之手”,晕眩并伤害碰撞到的敌人,清洗沿路的“溟痕” | |||||
向部署方向弹射“圣徒之手”,晕眩并伤害碰撞到的敌人;若碰撞到墙壁则会反弹,重复碰撞到敌人会延长晕眩时间 | |||||
“低音号” | - | - | 向部署方向持续发出重整束流 | - | |
L-7 “回音壁” | - | - | 改变重整束流的流向 | - | |
“谐振器” | - | 被重整束流指向一段时间后激活;激活并部署我方单位时,发出新的重整束流 | 激活并部署我方单位时,发出新的重整束流 | ||
R-31重型动力装甲 | 吸收周围实验产物回复技力,技力满时激活 | 免疫控制效果 | 吸收范围内的实验产物回复技力,技力满时启动 | ||
R-31a重型动力装甲 | |||||
R-11突击动力装甲 | |||||
R-11a突击动力装甲 | |||||
自走车出发点 | 消耗一定部署费用可以开启,发射一辆自走车 | - | 消耗3点部署费用,向自身部署方向发射一辆自走车 自走车出发后延直线移动,行驶到不可通行区域会出局,经过自走车单行道或我方单位时,会改变移动方向为其部署方向(每个单位仅一次) | ||
开启后持续自动发射自走车,每次消耗3点部署费用向自身部署方向发射一辆,再次使用技能可关闭自动发射 自走车出发后延直线移动,行驶到不可通行区域会出局,经过自走车单行道或我方单位时,会改变移动方向为其部署方向(每个单位仅一次) | |||||
自走车单行道 | 使经过的自走车转向 | - | 使经过的自走车改为向自身部署方向移动,并使其移动速度短暂提升 | ||
掩体 | - | - | 可以阻挡4个敌人 | ||
急救包 | - | - | 恢复攻击范围内一名友方单位1000生命值 | ||
阿勒黛的卫护 | 为我方释放群体屏障 | - | 部署后,为目标及其周围的我方单位施加可吸收1000点伤害的屏障 | ||
“汲营枯枝” | 被摧毁或关卡结束时产生食腐使徒 | 被摧毁时生成食腐使徒,其属性随关卡进度成长 | 释放【污染秽蚀】,使周围的我方单位持续流失生命,生命降至一半后对周围造成凋亡损伤 | ||
复仇黑手 | - | - | - | - | 触发复仇状态 |
沼泽控制 | - | - | - | - | - |
地形增伤控制 | - | - | - | 隐形trap,控制地形的增减伤效果 | - |
城防路障 | - | - | 可以阻挡多名敌人 | 可以阻挡多名敌人 | - |
山海密语仪 | - | - | - | 在场时,强化所有敌军的攻击速度与移动速度 | - |
眩光手雷 | - | - | 向前投掷后爆炸,使未背对爆炸中心的敌方晕眩,并击落部分空中单位 | ||
高能源石爆桶 | - | - | 部署后可手动开启,对周围造成法术伤害并引爆其他<高能源石爆桶> | ||
高压脉冲诡雷 | - | - | 部署后需要一定时间展开,被敌人踩到时对附近造成晕眩 | ||
滞空牵引无人机 | - | - | 可部署至我方干员所在位置,之后可再次指定另一位置,使该干员快速移动至此处 | ||
街头应急储备 | - | - | 被摧毁后获得一定费用及费用上限 | 被击败后恢复5点费用上限及费用 | - |
重力 | - | - | - | - | - |
圣像 | 可以安抚平民情绪 | 可以安抚修道院居民情绪,范围内居民恐慌上升速度减慢,被毁坏后则使范围内居民恐慌上升速度加快 | 消耗20点部署费用,使周围8格内修道院居民恐慌大幅降低 | ||
塌落的墙垣 | 每隔一段时间会掉落落石,沿坡道向前滚动对我方造成伤害 | - | 周期性掉落落石,沿坡道向前方滚动,对经过的我方单位和临时步道造成物理伤害;被阻挡后炸开,对阻挡目标造成物理伤害,并对爆炸中心及周围4格造成溅射伤害 | ||
备用木材 | - | 可部署在被破坏的<临时步道>上 | - | ||
破旧的木篱 | - | 可以暂时阻挡修道院居民,不改变敌人的行进路线 | - | ||
积雪银凇 | - | - | - | ||
空间稳定设施 | - | - | - | 使【无垠回荡克雷松】的无敌5秒内失效; 蓄力额外效果:无敌失效延长至10秒,并清除范围内的所有【苗圃】 | |
景观喷泉 | 站在周围的单位不受蒸汽影响,攻击时可以产生纯白水汽 | - | 周围友方干员攻击地面目标时,会在其所在的地块产生纯白水汽 | ||
水汽汽水瓶 | 被击破时在周围产生纯白水汽 | - | 被击破时在周围产生纯白水汽 | ||
废热喷口 | 造成无视敌我的法术伤害并减速敌人,但会使敌人能量增加 | - | 被动:受到攻击时回复2点技力 开启后10秒内每秒对攻击范围内所有地面敌人和我方单位造成200点法术伤害,额外使敌人移动速度-70%并获得1点能量 | ||
唤血祭坛 | 发出脉冲吸收范围内所有血珀并将其重生为新生血裔 | - | 释放脉冲波吸收范围内的所有血珀,并转化成新生血裔 | ||
炸弹载荷点 | 消耗一定部署费用可以开启,生成一枚<反巫术变位炸弹> | - | 消耗10点部署费用,生成会驶向下个唤血祭坛的反巫术变位炸弹(已存在时无法生成) | ||
沥血王座 | 会生成血珀,周期性会释放血雾将血珀转化为新生血裔 | - | 释放血雾对笼罩的我方单位造成越来越高的法术伤害并降低40点攻击速度,被血雾笼罩的血珀会转化成新生血裔 | ||
调谐节点 | - | 受击回复,乐曲变奏中开启可以切换变奏,并使我方获得短暂增益效果 | 不容易受到我方单位的攻击;拥有单向防御护盾时可抵挡来源于盾侧的攻击(不抵挡真实伤害) | 变奏期间开启可以切换激昂/沉郁变奏,并使我方获得持续20s的加成效果: 切换到激昂变奏下,攻击速度+50; 切换到沉抑变奏下,攻击力+60%但攻击速度-10; 场上每多一个调谐节点开启时获得的效果叠加一层 | |
湮灭之相 | 吸收所有受到的伤害传送到创生之相 | 更容易受到我方单位的攻击;高低地都可部署;部署一段时间后消失 | 吸收受到的所有伤害,传送到创生之相 | ||
创生之相 | - | 将湮灭之相吸收的伤害转化为物理伤害向前方释放 | 周期性变换位置 | 将湮灭之相吸收的伤害转化为物理伤害,向前方发射子弹释放 | |
紧急供暖器 | - | 可以使周围部署的干员免疫环境“封冻”效果 | 更容易受到我方单位的攻击;部署在周围的干员可以免疫封冻环境效果 | 开启后使紧急供暖器周围8格内的干员免疫环境封冻效果 | |
点火石 | 可以立刻点燃一个“紧急供暖器” | 立刻点燃一个紧急供暖器 | 立刻点燃一个未燃烧的紧急供暖器 | ||
圣卫坚盾 | - | - | - | 周围4格所有友方单位减少50%的物理与法术伤害 | - |
服务于特殊模式的装置
多维合作
名称 | 头像 | 技能图标 | 关卡描述 | 特性 | 技能 |
---|---|---|---|---|---|
脉冲防御模组 | - | 由上层控制团队控制,开启后伤害并眩晕处于下层测试区的敌人。 | 仅受上层控制团队控制 | 相邻范围内每存在一个我方单位,每秒回复1点技力,相邻的我方单位防御力下降50%,更容易受到敌方攻击;消耗10点部署费用,对下层测试区的敌人造成5000点真实伤害并使其晕眩7秒。 | |
消耗10点部署费用,对攻击范围内所有敌人造成5000点真实伤害并使其晕眩7秒。 | |||||
无人机工厂 | - | 由上层控制团队控制,开启后在下层测试区部署一个二手无人机(击落后掉落道具)。 | 仅受上层控制团队控制 | 相邻范围内每存在一个我方单位,每秒回复1点技力,相邻的我方单位防御力下降50%,更容易受到敌方攻击;消耗10点部署费用,在下层测试区对应位置部署一架二手无人机。 | |
消耗10点部署费用,部署一架二手无人机。 | |||||
催泪瓦斯控制阀 | - | 由上层控制团队控制关闭,自动开启,开启后下层测试区的友方单位持续失去生命。 | 每隔一段时间自动开启,技力满时停止对下层测试区喷射瓦斯 | 开启时,相邻范围内每存在一个我方单位,每秒回复1点技力,相邻的我方单位防御力下降50%,更容易受到敌方攻击;下层测试区对应范围内的所有友方单位每秒受到120点真实伤害。 | |
开启时,攻击范围内所有我方单位每秒受到120点真实伤害。 |
四月辑录
名称 | 头像 | 技能图标 | 关卡描述 | 特性 | 技能 |
---|---|---|---|---|---|
大帝 | - | - | 尝尝大帝的厉害,跟着音乐燥起来!! 神一般的说唱歌手,可以自如变换flow; 很一般的说唱歌手,只会遛弯。 | ||
断罪者 | - | - | 断罪大师特制游戏的主角 | 猛烈开火!(自身释放更多子弹,自身和友方干员攻击速度提升。) | |
“过去的我” | - | - | 尝试录制有趣的片段,存储于素材库中 |
集成战略
名称 | 头像 | 技能图标 | 关卡描述 | 特性 | 技能 |
---|---|---|---|---|---|
无主的财富 | - | - | - | 被敌人触碰就会消失;若战斗结束时仍存在于场上,会额外获得1源石锭 | |
宝箱 | - | - | - | 击破额外获得2源石锭 | |
尖刺宝箱 | - | - | - | 反弹部分受到的伤害,击破额外获得4源石锭 | |
箱形恐鱼 | - | - | - | 击破额外获得10源石锭 | |
骰子 | - | - | 部署时消耗1掷骰次数,部署后根据掷骰结果使敌人的速度在15秒内降低,点数越大,效果越强 每场战斗仅可使用1次骰子 |
- | |
8面骰子 | - | - | 部署时消耗1掷骰次数,部署后根据掷骰结果使敌人的速度在15秒内降低,可能减少我方再部署时间,点数越大,效果越强 每场战斗仅可使用1次骰子 |
- | |
12面骰子 | - | - | 部署时消耗1掷骰次数,部署后根据掷骰结果使敌人的速度在15秒内降低,可能清除我方再部署时间,点数越大,效果越强 每场战斗仅可使用1次骰子 |
- | |
宝箱 | - | - | 击破额外获得2源石锭 | ||
尖刺宝箱 | - | - | 反弹部分受到的伤害,击破额外获得4源石锭 | ||
巨壳藤蔓 | - | - | 击破额外获得10源石锭 | ||
祭坛式雷达 | - | - | 从周围每个敌方单位获取6调查熟练度(同一个敌方单位只触发一次) | ||
R-45便携式“留声机” | - | 优先攻击生命上限最高的单位,自身生命会不断流失 | 在周围四格部署我方单位为其回复技力 激活后,每次攻击对一名敌方单位造成2%生命上限的法术伤害并获取3调查熟练度 | ||
景观巨蕈 | - | - | 相邻的我方单位防御提升,且击倒敌人获取更多调查熟练度 | ||
战场装置LUD-99X | - | - | - | - | - |
“二踢脚”型数据收集装置 | - | - | 部署后爆炸,对周围四格所有敌方单位造成500法术伤害,并对每个敌方单位获取8调查熟练度 | ||
勘察用自走车 | - | 发出勘察用自走车,碰到敌方单位获取调查熟练度(最多50次),连续碰到时每次获取量增加 | 消耗3点部署费用并流失200点生命,向自身部署方向发射一辆勘察用自走车 自走车出发后沿直线移动,行驶到不可通行区域会出局,经过我方单位时,会改变移动方向为其部署方向(每个单位仅一次) | ||
宝箱 | - | - | - | 击破额外获得2源石锭 | |
垂死羽兽 | - | - | - | 治疗后额外获得5源石锭 | |
停滞巧械 | - | - | - | 击破额外获得10源石锭 |
保全派驻
名称 | 头像 | 技能图标 | 关卡描述 | 特性 | 技能 |
---|---|---|---|---|---|
紧急召回情报箱 | - | - | 部署后,使身前一名干员立即返回待部署区且再部署时间-95%、部署费用-30且下次部署时保留所有已继承的战术装备。 触发后自身消失(本场战斗不再出现) | ||
战备激活阀 | - | - | 部署后,使身前一名干员获得如下效果:立即获得2件本职业的战术装备(部署效果无法触发)。 触发后自身消失(本场战斗不再出现) | ||
改派发讯器 | - | - | 部署后,从预备区随机检视4名单位,可选择0-2名单位使其消失(本场战斗不再出现)且转换为15调用凭证。 触发后自身消失(本场战斗不再出现) | ||
预备区发讯器 | - | - | 部署后,从预备区随机检视4名单位,可选择0-2名单位调度至待部署区。 触发后自身消失(本场战斗不再出现) | ||
休整区发讯器 | - | - | 部署后,从休整区随机检视4名单位,可选择0-2名单位调度至待部署区。 触发后自身消失(本场战斗不再出现) | ||
污染晶石 | - | - | 可以被我方攻击,25秒后对攻击范围内的所有我方单位造成1000点真实伤害并晕眩5秒 被摧毁后,从预备区随机检视4名单位,可选择0-1名单位使其消失(本场战斗不再出现)且转换为15张调用凭证。 触发后自身消失(本场战斗不再出现) | ||
聚热晶簇 | - | - | 被调度时触发爆炸,使全场所有我方单位造成500点真实伤害并晕眩5秒 | ||
荧光孢子 | - | - | 部署后,生成2个荧壳源石虫 | ||
芳香精油 | - | - | - | 暴食之果呼唤伙伴帮助自己(每次使用都会呼唤更强的伙伴) | |
高效泡打粉 | - | - | - | 使全场所有友方单位每秒受到15点真实伤害(可叠加) | |
钳兽壳粉 | - | - | - | 暴食之果的攻击力+20%,防御力+20%(可叠加) | |
阿戈尔示波器 | - | - | 从预备区随机检视4名干员,选择最多2名消失,并令场上所有深海猎人干员获得其职业的战术装备;若场上没有深海干员则改为从预备区随机调度一名深海猎人干员 | ||
从预备区随机检视4名干员,选择最多2名消失,并令场上所有深海猎人干员获得其职业的战术装备;若场上没有深海干员则改为从预备区随机调度一名深海猎人干员。之后20秒内全场所有被深海猎人阻挡的敌人陷入晕眩 | |||||
自适应补给元件 | - | - | 技能生效时获得等同于我方小队总干员数量的调用凭证 | ||
镀膜装置导能阀 | - | - | 为前方的干员添加相当于其生命上限100%的屏障,并使其阻挡数+2 | ||
为前方的干员添加相当于其生命上限100%的屏障 | |||||
重整导能组件 | - | - | 处于待部署区时,使其他干员和导能单元的部署费用-3;部署后立即为【镀膜装置导能阀】回复一次充能,并进行一次干员调用 | ||
丛林用示踪信标 | - | - | 容易受到我方攻击,被我方干员攻击时,为其回复1点技力,并提高目标的攻击速度 | ||
阻断波长 | - | - | 立即获得15点调用凭证,【丛林用示踪信标】周围的敌人停顿,持续10秒 | ||
干扰波长 | - | - | 立即进行一次干员调用,【丛林用示踪信标】周围的敌人获得50%的脆弱效果,持续10秒 | ||
超重绝缘水泥 | - | - | 处于待部署区时,使其他干员和导能单元的部署费用+2 | ||
劣质闪光弹 | - | - | 被调用时,自毁并晕眩所有我方高台单位8秒 | ||
改性植物激素 | - | - | 清除范围内的花粉 | ||
能量扰动放大器 | - | 高低地都可部署 | 每7秒对范围内所有敌人随机施加以下任意一个异常效果(停顿、束缚、寒冷、冻结、晕眩、浮空),持续2.5秒 | ||
战术装备整理箱 | - | - | 部署后,使前方干员的每一种战术装备+1临时层数(不受战术装备层数上限影响),持续15秒 | ||
便携式医疗设备 | - | - | 部署后,从预备区随机检视4名单位,可选择0-2名单位调度至待部署区,并令场上所有医疗干员获得其职业的战术装备 | ||
毒雾塔控制 | - | - | - | - | 控制毒雾参数 |
全自动划账器 | - | - | 不容易被攻击,被击倒后获得5张调用凭证 | 每隔一定时间扣除1点部署费用 | |
解雇者清债程序 | - | - | - | 向前方连续射出3颗子弹,每颗子弹对碰到的第一名我方干员造成物理伤害 | |
爆裂毒气罐 | - | - | - | 被调度时使全场除“毒瘤”外的所有敌方单位获得20秒隐匿效果 | |
竞技记录分析仪 | - | - | 待部署区内所有卡西米尔干员-5部署费用 | ||
溢能回收转化器 | - | - | 立刻获得等同于场上地面位干员阻挡数之和4倍的调用凭证 | ||
战地援护无人机 | - | 高低地都可部署 | 周期性流失8%最大生命值(但不会因此退场)并平均治疗攻击范围内所有单位的生命值与元素损伤,总治疗量等同于流失的生命值1.5倍 | ||
“甜蜜狂搅” | - | - | 部署后使前方地面位干员的阻挡数增加2,该效果在干员被“超甜微笑”冲撞后失效 | ||
汲取体 | - | - | 可部署在场上,被我方单位治疗;被完全治愈前,全体我方单位持续失去生命并受到神经损伤 | - | |
神经再生 | - | - | 回复周围单位1000点神经损伤并解除晕眩 |
引航者试炼
名称 | 头像 | 技能图标 | 关卡描述 | 特性 | 技能 |
---|---|---|---|---|---|
实体程式控制 | - | - | - | - | - |
实体程式 | 已完成波次再次挑战时可以激活,激活后本波次内我方干员获得大幅强化 | - | 本波次内,我方干员的攻击力、防御力和最大生命值大幅提升。通过本波次后再次进入关卡时可以开启 | ||
本波次内,我方干员的攻击力、防御力和最大生命值大幅提升。本波次结束后失效 |
生息演算
名称 | 头像 | 技能图标 | 关卡描述 | 特性 | 技能 |
---|---|---|---|---|---|
杂木林 | - | - | 可开采资源 | 可开采<木材> | |
巨大岩石 | - | - | 可开采资源 | 可开采<石材> | |
奇异矿脉 | - | - | 可开采资源 | 可开采<铁矿石> | |
灌木丛 | - | - | 击破后可获得一些素材 | 击破后可以获得一些素材 | |
埋没金属箱 | - | - | 击破后可获得一些宝物 | 击破后可以获得一些宝物 | |
宝刺金属箱 | - | - | 击破后可获得一些珍贵宝物 | 击破后可以获得一些珍贵宝物,受到攻击时会反弹真实伤害 | |
逃脱点 | - | - | 部署干员后激活野外支援可进行逃脱 | 部署近战位干员可以获得单局信物<跨地块通讯终端>(本局内解锁跨域通讯) | |
遗迹残骸 | - | - | 击破后可解锁隐藏区域 | 击破后可解锁隐藏区域 | |
移动战塔 | - | - | 敌方巢穴,击破它 | 敌方老巢,击败该地区的全部老巢使该地区不会刷新精英敌袭 | |
老练猎手 | - | - | 只攻击野生动物,找不到攻击目标时可以闪现移动至周围随机可部署低地,拥有25%的物理和法术闪避 | 击倒野生动物时会将其掉落的食材收集拿走,被击倒时会掉落已收集的食材与额外奖励 | |
基地 | - | - | 保护基地不要被敌人攻破 | 注意防守!被击破后本局失败! | |
便携式种植槽 | - | 每天产出一定数量的<稻谷>,可部署在低地 | 放置后每天产出一定数量的<稻谷>(同类建筑最多放置12个) | ||
冶铸台 | - | 可部署在低地 | I级:放置后,可以用<清水>与<铁矿石>来合成<粗制赤金>(同类建筑最多放置1个) | ||
II级:放置后,可以用<清水>与<铁矿石>来合成更多<粗制赤金>(同类建筑最多放置1个) | |||||
III级:放置后,可以用<清水>与<铁矿石>来合成大量<粗制赤金>(同类建筑最多放置1个) | |||||
喷拒器 | - | 高低地都可部署 | I级:将前方一名敌人中等力度地推开 | ||
II级:将前方一名敌人中等力度地推开 | |||||
坚固筑台 | - | 可部署的人造高台,可部署在低地 | I级:堡垒,部署后可以使远程位干员部署其上 | ||
II级:更加坚固的堡垒,部署后可以使远程位干员部署其上 | |||||
III级:非常坚固的堡垒,部署后可以使远程位干员部署其上 | |||||
备勤激活站 | - | 可部署在低地 | I级:放置后每场战斗额外获得2点关卡生命值(同类建筑最多放置5个) | ||
II级:放置后每场战斗额外获得3点关卡生命值(同类建筑最多放置5个) | |||||
模块演算设施 | - | 可部署在低地 | 放置后每局结算时会额外获得建设点数(同类建筑最多放置4个) | ||
监控塔 | - | 高低地都可部署 | I级:可以侦查范围内的视野 | ||
II级:可以侦查范围内的视野,范围较大较坚固且自身获得迷彩效果 | |||||
III级:可以侦查范围内的视野,范围更大更坚固且自身获得迷彩效果 | |||||
缚网发射台 | - | 高低地都可部署 | I级:对前方一名敌方释放束缚网束缚3秒 | ||
II级:对前方一名敌方释放束缚网束缚3.5秒 | |||||
资源规划站 | - | 可部署在低地 | I级:放置后每场战斗额外获得一个部署位置(同类建筑最多放置3个) | ||
II级:放置后每场战斗额外获得两个部署位置(同类建筑最多放置3个) | |||||
跨地块通讯站 | - | 可部署在低地 | I级:放置后,每局第9天后解锁跨域通讯(同类建筑最多放置1个) | ||
II级:放置后,每局第6天后解锁跨域通讯(同类建筑最多放置1个) | |||||
都市风壁障 | - | 可部署在低地 | I级:部署后可以阻止敌人前进路线使其绕路 | ||
II级:更加坚固,部署后可以阻止敌人前进路线使其绕路且自身获得迷彩效果 | |||||
防御工事 | - | 可部署在低地 | I级:用来阻挡敌人前进(但不会改变路线) | ||
II级:更加坚固,用来阻挡敌人前进(但不会改变路线) | |||||
采集实习站 | - | 可部署在低地 | 生产<采集专员>来采集<杂木林>、<巨大岩石>、<奇异矿脉>,更擅长采集<杂木林>,最多生产3台 | ||
采集专员站 | - | 可部署在低地 | 生产<采集专员>来采集<杂木林>、<巨大岩石>、<奇异矿脉>,更擅长采集<巨大岩石>,最多生产3台 | ||
采集主任站 | - | 可部署在低地 | 生产<采集专员>来采集<杂木林>、<巨大岩石>、<奇异矿脉>,更擅长采集<奇异矿脉>,最多生产4台 | ||
蟹蟹抽水泵 | - | 可部署在<清澈水域>地块上 | 可以采集<清澈水域>上的<清水> | ||
安眠迷香 | - | 高低地都可部署 | 使周围八格范围内敌人沉睡5秒,对动物有特殊效果 | ||
醒神秘药 | - | 高低地都可部署 | 部署后,使面前干员攻击速度提高+100,持续时间结束后强制撤退面前的干员(返还部分部署费用) | ||
反侦察藏匿机 | - | 高低地都可部署 | 可部署在低地与高台地块,周围八格范围内所有友方单位获得迷彩效果 | ||
护盾遥控器 | - | 高低地都可部署 | 每隔一段时间为一位友方单位提供屏障 | ||
应急修理车 | - | 高低地都可部署 | 可部署在低地与高台地块,使面前建筑每秒恢复生命值 | ||
联络员 | - | - | 主动开启技能,与该角色对话 | ||
“沙卒” | - | - | 攻击造成法术伤害,且会在3个敌人间跳跃,每次跳跃伤害降低15%并造成短暂停顿 | 主动开启技能,与该角色对话 | |
老伊辛 | - | - | - | 主动开启技能,与该角色对话 | |
曼提柯杀手 | - | - | 对攻击范围内所有敌人造成伤害 | 主动开启技能,与该角色对话 | |
寻宝人 | - | - | - | 主动开启技能,与该角色对话 |
Infrastructure
Training Room
- Basic Training Time
Mastery stage | Time taken |
---|---|
⇨ | 08:00:00 |
⇨ | 16:00:00 |
⇨ | 24:00:00 |
- Acceleration of training speed from assigned operator
- If any operator that isn't in the Distracted state is assigned to the Training Room, a 5% increase in training speed will be given.
- Actual training time = Basic training time/(1 + 0.05 +increase in training speed due to assigned operator's Base Skill)
Reception Room
- The final percentage increase in clue searching speed is the sum of the percentage increases listed in the below table.
- According to official notices, clue searching speed is affected by dormitory ambience, however the exact details are unknown.
Rarity of operator stationed | Addition to clue collection speed | Promotion stage of operator stationed | Addition to clue collection speed | Reception room level | Addition to clue collection speed |
---|---|---|---|---|---|
1 | 5% | 0 | 0% | 1 | 7% |
2 | 5% | ||||
3 | 5% | 1 | 8% | 2 | 14% |
4 | 7% | ||||
5 | 9% | 2 | 16% | 3 | 25% |
6 | 10% |
Dormitory
- Morale recovered/hour = 1.5 + 0.1 x Dorm level + 0.0004 x actual Dormitory Ambience