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(b)

The artillery type is taken as an example in the above formula. If it is technology type, it will be replaced by basic technology-induced damage. And there will be restrictions in all the above formulas as follows: Int ((durability value + 100) ^ 0.5)) ≥ 20 All types of damage addition caused by the attacker + all types of damage addition received by the enemy ≥ – 90% Artillery damage addition caused by the attacker + artillery damage addition received by the enemy ≥ – 90% Science and technology damage addition caused by the attacker + science and technology damage addition received by the enemy ≥ – 90% Addition of Volley damage caused by the attacker + addition of Volley damage received by the enemy ≥ – 90%

Active damage addition caused by the attacker + active damage addition received by the enemy ≥ – 90% Continuous damage addition % ≥ – 90% In addition: Basic attack damage to warship = coefficient A * int ((durability value + 100) ^ coefficient B)) * (200 + attacker's artillery) / (200 + defender's armor) * arms restraint * 100% * (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 caused by the enemy)* (1 + damage addition of general attack caused by the attacker + damage addition of general attack caused by the enemy)

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Last updated 3 years ago