DEEPBLUESEA WHITEPAPER
  • DeepBlueSea whitepaper
  • Guides
    • Vision & Mission
    • About us
    • Story
    • Roadmap
    • Tokenomics
    • Formation
  • Adventure——Play-to-earn
    • Difficulty Levels
    • Adventure Rewards
  • CORE GAMEPLAY-PVP BATTLE
    • Rewards
    • New idea: WIN-TO-EARN
    • Basic Game Rules
      • BATTLEFIELD MAP
      • Basic information of players in the campaign map
      • Introduction to force instructions
    • Death Battlefield
    • Battle for Territorial Sea
    • Battle for Relics
  • NFTs
    • Warship
    • Officer
    • Event
    • Calculation Formula
      • Calculation Formula(a)
      • Calculation Formula(b)
    • Skill Effect
      • Skill Effect(a)
      • Skill Effect(b)
    • Matching Guidelines
      • Matching Guidelines(a)
      • Matching Guidelines(b)
      • Matching Guidelines(c)
  • MARKET PLACE
    • Marketplace
    • Tech Development & Decomposition
    • Mystery Box
  • Add BSC Testnet Guide
  • The Guide of New Gamefi Users
  • The Rewards of Alpha Test
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  1. NFTs
  2. Calculation Formula

Calculation Formula(a)

SLG theme games attach great importance to numerical experience. Some calculation formulas are introduced below to better facilitate players to understand the process of their combat calculation. The types of damage are primarily divided into artillery damage and technology damage. The following is the basic calculation formula: Basic artillery damage = coefficient A * int ((releaser durability + 100) ^ coefficient b)) * (coefficient C + attacker's artillery) / (coefficient C + defender's armor) * arms restraint * damage rate Basic technology damage = coefficient A * int ((releaser durability + 100) ^ coefficient b)) * (coefficient C + attacker Technology) / (coefficient C + defender Technology) * arms restraint * technology damage rate Class A repair = coefficient A * int ((releaser durability + 100) ^ coefficient b)) * releaser technology / coefficient C * recovery rate Class B repair = coefficient D * int ((releaser durability + 100) ^ coefficient E)) * recovery rate Different skill types relate to the corresponding calculation formula of diffraction as follows: Artillery damage in active skills = Basic artillery damage * (1 + addition of all types of damage caused by the attacker + addition of all types of damage suffered by the enemy) * (1 + addition of artillery damage caused by the attacker + addition of artillery damage suffered by the enemy) * (1 + addition of active damage caused by the attacker + addition of active damage suffered by the enemy) Artillery damage in lucky attack = Basic artillery damage * (1 + addition of all types of damage caused by the attacker + addition of all types of damage suffered by the enemy) * (1 + addition of artillery damage caused by the attacker + addition of artillery damage suffered by the enemy) * (1 + addition of salvo damage caused by the attacker + addition of salvo damage suffered by the enemy) Artillery damage in passive and aura skills = Basic artillery damage * (1 + addition of all types of damage caused by the attacker + addition of all types of damage suffered by the enemy) * (1 + addition of artillery damage caused by the attacker + addition of artillery damage suffered by the enemy)

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Last updated 3 years ago