Attack power coefficient: 0.5 1 1.2 1.4 1.6 1.8 2.1 2.5 3 The coefficients of immortality and beyond are still being considered.
Standard weapon attack power = equipment level (for example, level 43 is 45, level 51 is 50) * attack power coefficient * 20
20 is a fixed coefficient.
Some weapons are particularly good, so just multiply them by a correction factor. A little better than a standard weapon of that quality is 1.05, a little better is 1.1, a relatively good one (little top quality) is 1.15, and the best is 1.2.
The level 43 orange epic quality [Thunder Claw Blade] is a magic sword, so its attack power is only slightly better than the standard orange weapon, but its advantage is that the magic attack and physical attack are the same, rather than the physical attack being significantly higher like most swords.
1 point of strength = 1 point of physical attack, 1 point of intelligence or wisdom = 1 point of magic attack (this may be modified in the future)
I have calculated that at least before level 60, the attack power of weapons below epic quality, one level lower in quality and five levels lower than the equipment level, is almost the same, just like what I described before in my book.
With the weapon attack power, the durability of the cover when blocking the door at level 62 can be calculated. The durability of the space cover = {408763*81451.5*(81452079)}*1.5 (Empty Magic Spirit Enhancement) = (408762443515536)*1.5=120975
This space barrier will have a durability of (25%*own life limit 3*intelligence 1.5*magic attack power). [Empty Magic Spirit] is strengthened: the durability of the space barrier is increased by an additional 50%, and the internal and external attack reduction is reduced to 15% of spells.
damage and 7.5% physical damage.
Data and algorithm design takes too much time. I can't afford to suffer from obsessive-compulsive disorder. I really can't do equipment defense and I don't plan to do it.
I also made some damage calculation rules, but I haven't finished them yet. I feel that a lot of changes are needed. You can take a look at them as a reference. I designed them for reference and self-limitation, which saves me from exceeding the data in the book.
Design framework.
Actual damage = damage calculated by the skill damage formula * passive skill or equipment increase / 2 (theoretical damage data is halved) * (1-skill level and enemy level difference / 40) * damage reduction ratio of defense means * double defense damage reduction
Than - physical injury-free
If a player hits a player, 2 will be added.
I feel like most readers don’t have the patience to read this, and they’ll probably get dizzy after just reading it.