帮我找找 热血江湖的伤害计算公式 包括武功攻击 基础攻击 等乱七八糟的 要全部的详细的公式 ...

생성일: 2026년 4월 9일

답변에 사용된 모델 GPT-5.4 Thinking by Chat01

질문

帮我找找 热血江湖的伤害计算公式 包括武功攻击 基础攻击 等乱七八糟的 要全部的详细的公式

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Comparing攻石 and 追石 mechanics

When comparing attack stones (攻石) vs additional damage stones (追石), examples show how they impact different weapons. For instance, with no doctor buff, the white weapon hits 100; adding攻石 +60 makes the gun/doctor reach 160 and sword/knife 166, while adding追石 +80 boosts them all to 180. These stones affect different jobs differently, especially regarding critical and连环 attack bonuses.

As for class-specific formulas in PVE, the calculation for each differs depending on weapon and class-specific mechanics.

Thought for 8m 28s

답변

我先给你一个结论:

热血江湖公开能查到、而且能互相印证的“完整伤害公式”,主要是经典五职(刀、剑、枪、医、弓)的老公式。 这些公式来自官网旧攻略、17173 老玩家拆解、巴哈百科,以及近年的贴吧实测补丁。因为官服到 2026 年还在持续更新,而且 2025 年官方还改过枪客部分群伤机制,所以你最好把下面内容理解成:** “经典主干公式 + 现代部分职业补充”,不是现行服务器全部职业的源码级唯一真相。** (17Game)

1)先把符号统一

你看到的各种帖子,核心就这些量:

  • / G:角色面板攻击力(通常就是属性窗里那一项)。
  • / F:目标防御力。
  • :命中。
  • WG威力:技能面板写的“武功威力”。
  • WG加成%:武器武石%、武功戒指%、内功石等,都是加到武功威力这一段。
  • 追伤 / Z:武器追加伤害、外功石、部分首饰追加。
  • 武功防御:目标的武功防御;老 PK 公式里会单独减掉。
  • 火属性:先减目标防御。
  • 毒属性:先加到攻击。 (巴哈姆特電玩資訊站)

2)你说的“基础攻击 / 普攻 / 平砍”公式

这是我查到最像“官方口径”的旧攻略写法:

  • 普通攻击 = G - F + Z
  • 连环攻击 = 1.2 × (G - F) + Z
  • 重击 / 必杀 = 1.5 × (G - F) + Z

这里 G 就是面板攻击,F 是目标防御,Z 是追加伤害。也就是说,平砍层的最核心就是“攻减防”,连环和重击是乘在“攻减防”这段上,追加伤害是单独加上去。 官网旧攻略还拿这个公式举例:在特定测试条件下,白武器打 100,合攻 60 后枪/医到 160、刀/剑到 166;合追加 80 后各职业都到 180,连环和重击的表现也按这个结构走。(17Game)

这部分你可以直接理解成:
基础攻击段 = 攻击 - 防御
然后再看是不是触发连环/重击,再把追伤加进去。(17Game)


3)经典武功总公式:最常见的“PVE 简化版”

这一套是现在最常被引用的经典五职武功公式,适合刷怪手算:

这套公式里,你说的“基础攻击”,其实就是前面那一坨:
(攻 + 命修正 - 防) * 1.5
区别在于:非弓通常是 命/5,弓是 命/2 (巴哈姆特電玩資訊站)


4)老玩家展开版:更适合看 PK、武功防御、职业系数

17173 那套更“拆开了看”,把武功防御、PK 系数都分出来了:

  • 枪客打怪
    (攻击力 - 防御力) × (1.5 + 1.3) + (WG威力 + WG威力×WG加成 - 武功防御) × 1.3 + 命中/4
    枪客 PK
    (攻击力 - 防御力) × 1.5 + (WG威力 + WG威力×WG加成 - 武功防御) × 1.2 + 命中/4 (17173 News)

  • 医生打怪
    (攻击力 - 防御力) × (1.5 + 1.48) + (WG威力 + WG威力×WG加成 - 武功防御) × 1.48 + 命中/4
    医生 PK
    (攻击力 - 防御力) × 1.5 + (WG威力 + WG威力×WG加成 - 武功防御) × 1.2 + 命中/4 (17173 News)

  • 刀客无真武
    (攻击力 - 防御力) × 1.5 + (WG威力 + WG威力×WG加成) - 武功防御 + 命中/4 (17173 News)

  • 刀客出真武
    (攻击力 - 防御力) × (1.5 + 1.5) + (WG威力 + WG威力×WG加成) × 1.5 - 武功防御 + 命中/4 (17173 News)

  • 刀客同时出破甲和真武
    出真武公式 + 防御力 × 20% × (1.5 + 1.5) (17173 News)

  • 剑客
    (攻击力 - 防御力) × (1.5 + 1.144) + (WG威力 + WG威力×WG加成) × 1.144 - 武功防御 + 命中/4 (17173 News)

而且这套老拆解还明确写了两点:

  • 枪和医在 PK 时,乾坤/长工统一按 1.2 算。
  • 武功抵消部分还要看枪灵甲效果,文中写到 300%。 (17173 News)

所以如果你是想算 PVP,这套比巴哈那套更有参考价值;如果你是想算 刷怪期望伤害,巴哈那套更顺手。(巴哈姆特電玩資訊站)


5)属性石、武功戒、追加伤害,到底加在哪一层

这个很多人最容易算乱,我给你直接拆成 4 个槽位:

A. 火属性:先减防

有效防御 = 原防御 × (1 - 火%)

例子:怪防 500,火 10,就先变成 500 × 0.9 = 450。也就是火先作用在目标防御上。(巴哈姆特電玩資訊站)

B. 毒属性:先加攻

有效攻击 = 原攻击 + 毒攻击

也就是毒石直接进“攻击”这一段,不是进追伤。(巴哈姆特電玩資訊站)

C. 内功属性 / 武功戒:进武功威力乘区

有效WG加成% = 武器武石% + 武功戒% + 内功石%

巴哈明确写了:内功石直接加到武器武石那一栏,武功戒指也是。 (巴哈姆特電玩資訊站)

D. 外功属性 / 追加类首饰:进追伤

有效追伤 = 原追伤 + 外功追加

17173 那篇把“外功”直接定义成“追加伤害值增加”,这就是 Z / 追伤那一栏。(17173 News)


6)命中到底怎么折算成伤害

经典武功公式里:

这也是为什么近年的弓手实测会总结成:

  • 弓:2 命 ≈ 1 攻
  • 其他经典职业:5 命 ≈ 1 攻

这个“2 命=1 攻 / 5 命=1 攻”属于玩家实测总结,不是官方明文,但它和上面的经典公式是对得上的。(Baidu Tieba)


7)内功石、毒石、外功石的收益怎么手算

17173 那篇还给了很实用的收益估算:

  • :本质上是减防;由于江湖伤害核心是“攻减防”,所以对高防怪会越来越值钱。作者给的样例里,怪防 500 时,火 1 就等于多减 5 防;按武功段再乘 1.5,等于多出 7.5 左右武功伤害。(17173 News)

  • 毒 3:相当于攻击 +3。作者测试条件下,剑/刀/弓因为吃攻击气功,收益会再高一点;枪医也能直接抬高“攻减防”那一段。(17173 News)

  • 外功 3:相当于追加伤害 +3。优点是稳定进 Z,缺点是不像毒那样还能吃攻击类放大。(17173 News)

  • 内功 0.5%:直接抬 WG威力。例如枪 94 级技能“毒龙穿心钻”威力 580,文中给的增伤是 +3.48;医生 88 级“九天狂澜”威力 600,给的是 +4.2。这和“枪吃乾坤、医吃长工”的乘区是吻合的。(17173 News)


8)弓手:现代版本里要单独看

弓现在比较特殊,近年吧友实测给出的结论是:

  • 升天后开群仍然更接近平射结算,不是普通意义上的标准武功公式。
  • 开群后的“技能威力”更像一小段追加伤害不吃武功石、武功首饰、天罡战气这些标准武功加成。
  • 开群后副目标一般按 50% 伤害处理。
  • 心神凝聚:不开群大约 2 倍,开群大约 2.8 倍
  • 无明暗矢:触发时固定 1.5 倍
  • 致命绝杀:可以理解成把 A 再加一遍,比如平 A 出致命约等于 A + 追 + A = 2A + 追。 (Baidu Tieba)

而且官方 2025 年枪客职业优化公告还明确写了:枪客某些范围武功在气功触发时,对主目标外其他目标的伤害从 50% 提到了 80%。 这说明现在高转、群攻、特殊气功的结算,确实存在版本改动,不能完全拿 2005-2008 年的老公式硬套到所有现代玩法。(17Game)


9)给你一版“能直接套”的实战整理式

非弓经典武功,建议按这个顺序代

  1. 防eff = 防 × (1 - 火%)
  2. 攻eff = 攻 + 毒攻
  3. WG%eff = 武器武石% + 武功戒% + 内功石%
  4. 追eff = 追伤 + 外功追加
  5. 基础攻击段 = (攻eff + 命/5 - 防eff) × 1.5
  6. 武功段 = WG威力 × (1 + WG%eff)
  7. 总伤 = (基础攻击段 + 武功段) × 职业乘区 + 追eff

其中职业乘区大致是:

  • 刀普通 = 1
  • 刀真武 = 1.5
  • 刀暗影 = 额外 + 攻eff × 0.2
  • 剑 = 1 + 回柳%
  • 枪 = 1 + 乾坤%
  • 医 = 1 + 长工% (巴哈姆特電玩資訊站)

弓经典武功

把第 5 步改成:

基础攻击段 = (攻eff + 命/2 - 防eff) × 1.5

但如果你算的是升天开群弓,就别直接硬套这条,要按上面“现代弓补丁”理解:** 更像平射主干 + 小威力追加段 + 气功倍数。** (巴哈姆特電玩資訊站)


10)最后给你一句最精简的记忆版

热血江湖的伤害,本质就是:

先算攻减防 → 再乘职业/暴击/连环/真武/乾坤/长工等乘区 → 再叠武功威力段 → 再加追伤;火减防、毒加攻、内功加武功%、外功加追伤。
弓是特例:命中收益更高,现代升天开群更接近平射体系。 (17Game)

你要的话,我下一条可以直接给你整理成一份**“可复制到 Excel 的公式版”**,把每个格子该填什么(攻击、防御、命中、武功威力、武石%、火/毒/内/外、真武/乾坤/长工)全部列出来。

질문

给我一个可复制到 Excel 的公式版

사고

Deciding if web call is needed for formula answer

I think I don’t need to call the web again. The user wants an Excel formula version based on what was already given, so I can reuse existing details. But since my earlier response fetched web data, should I include citations? I’ll probably avoid web calls unless facts need updating — just focusing on formatting.

Organizing Excel formula setup and assumptions

I don’t need to use the web for this since it’s based on previously discussed formulas. I’ll just provide an Excel template and layout for the user. I’ll include assumptions like attack, defense, hit, skill power, etc. Also, I’ll explain inputs as decimal or percentage and format everything for easy use, with formulas for different cases.

Thought for 21s

답변

可以,下面我直接给你一套 可复制到 Excel 的模板。

我按你前面要的“经典通用版”来做,适合你自己填数值去算。
默认逻辑是:

  • 先减防
  • 先加攻击
  • 内功/武功戒/武功石合并成武功加成%
  • 外功/追加伤害合并成追伤
  • 非弓命中按 命/5
  • 命中按 命/2

一、Excel 列名设计

你先在第 1 行填这些标题:

excel
A1=职业 B1=面板攻击 C1=目标防御 D1=命中 E1=技能威力 F1=武器武功加成% G1=额外武功加成% H1=原追伤 I1=外功追加 J1=火属性% K1=毒属性攻击 L1=职业乘区 M1=额外攻击系数 N1=有效防御 O1=有效攻击 P1=总武功加成% Q1=总追伤 R1=基础攻击段 S1=武功段 T1=最终伤害

二、输入规则

你在第 2 行开始填数值。

百分比列

这些列建议直接输入 百分比格式

  • F列 武器武功加成%
  • G列 额外武功加成%
  • J列 火属性%
  • L列 职业乘区
  • M列 额外攻击系数

比如:

  • 20% 就输入 20%
  • 50% 就输入 50%

三、通用公式(非弓职业:刀、剑、枪、医)

把下面公式直接复制到第 2 行:

N2 有效防御

excel
=C2*(1-J2)

O2 有效攻击

excel
=B2+K2

P2 总武功加成%

excel
=F2+G2

Q2 总追伤

excel
=H2+I2

R2 基础攻击段(非弓)

excel
=(O2+D2/5-N2)*1.5

S2 武功段

excel
=E2*(1+P2)

T2 最终伤害(非弓通用)

excel
=(R2+S2)*(1+L2)+Q2+O2*M2

四、弓职业公式

如果这一行是 ,只需要把 R2 改成下面这个:

R2 基础攻击段(弓)

excel
=(O2+D2/2-N2)*1.5

其他列不变。

T2 最终伤害(弓)

excel
=(R2+S2)*(1+L2)+Q2+O2*M2

五、职业怎么填

1)刀客

普通刀

  • L2 = 0
  • M2 = 0

真武刀

  • L2 = 50%
  • M2 = 0

暗影刀

  • L2 = 0
  • M2 = 20%

真武 + 暗影

  • L2 = 50%
  • M2 = 20%

2)剑客

如果回柳加成是 34%:

  • L2 = 34%
  • M2 = 0

3)枪客

如果乾坤加成是 80%:

  • L2 = 80%
  • M2 = 0

4)医生

如果长工加成是 68%:

  • L2 = 68%
  • M2 = 0

5)弓手

经典武功流先这样填:

  • L2 = 0
  • M2 = 0

然后把 R2 用弓公式:

excel
=(O2+D2/2-N2)*1.5

六、破甲刀专用公式

如果你要算 破甲刀,最简单是直接把 N2 改成“防御只算 80%”。

N2 破甲有效防御

excel
=C2*(1-J2)*0.8

然后其他保持不变。


七、你可以直接复制的完整模板

非弓版一整行公式

excel
N2:=C2*(1-J2) O2:=B2+K2 P2:=F2+G2 Q2:=H2+I2 R2:=(O2+D2/5-N2)*1.5 S2:=E2*(1+P2) T2:=(R2+S2)*(1+L2)+Q2+O2*M2

弓版一整行公式

excel
N2:=C2*(1-J2) O2:=B2+K2 P2:=F2+G2 Q2:=H2+I2 R2:=(O2+D2/2-N2)*1.5 S2:=E2*(1+P2) T2:=(R2+S2)*(1+L2)+Q2+O2*M2

八、最实用的“单格最终公式”

如果你懒得拆列,想直接一个公式出结果,也可以。

非弓单格最终公式

excel
=(((B2+K2)+D2/5-(C2*(1-J2)))*1.5 + E2*(1+F2+G2))*(1+L2) + (H2+I2) + (B2+K2)*M2

弓单格最终公式

excel
=(((B2+K2)+D2/2-(C2*(1-J2)))*1.5 + E2*(1+F2+G2))*(1+L2) + (H2+I2) + (B2+K2)*M2

九、给你一个填表示例

比如第 2 行你这样填:

excel
A2=枪 B2=1500 C2=800 D2=500 E2=620 F2=25% G2=10% H2=100 I2=30 J2=10% K2=20 L2=80% M2=0

那就会按这个思路算:

  • 有效防御 = 800*(1-10%) = 720
  • 有效攻击 = 1500+20 = 1520
  • 武功加成 = 25%+10%=35%
  • 追伤 = 100+30=130
  • 非弓基础攻击段 = (1520+500/5-720)*1.5
  • 武功段 = 620*(1+35%)
  • 最终 = (基础攻击段+武功段)*(1+80%)+130

十、如果你想做得更专业

你可以再加两列:

excel
U1=暴击倍率 V1=最终伤害(含暴击)

U2

平时不暴击填 1,暴击比如 1.5 倍就填 1.5

V2

excel
=T2*U2

十一、最推荐你直接用的版本

如果你想兼顾可读性和后面改参数方便,最推荐这套:

excel
N2=C2*(1-J2) O2=B2+K2 P2=F2+G2 Q2=H2+I2 R2=(O2+D2/5-N2)*1.5 S2=E2*(1+P2) T2=(R2+S2)*(1+L2)+Q2+O2*M2

弓只改 R2

excel
R2=(O2+D2/2-N2)*1.5

要的话,我可以下一条直接给你做一个:

“刀 / 剑 / 枪 / 医 / 弓 五职业现成 Excel 对照表模板”

你复制进去就能直接算,不用自己改公式。

질문

直接给我表格 我可以复制进去的 不需要改的 我只需要填数值就行

사고

{"open":[{"ref_id":"turn812141search0"},{"ref_id":"turn812141search1"},{"ref_id":"turn812141search2"}]}

{"open":[{"ref_id":"turn399346view0","lineno":0}]}

Looking up basic attack formula

I want to search for the basic attack formula, possibly using keywords like "攻减防" to find relevant info. That should give me some useful results. Let's see if I can find a good explanation of how attack and defense calculations work. I'll look into it.Checking historical formulas and recent updates

I’m thinking of checking historical attack formulas and making a note that I can’t fully verify the current official servers. Maybe I should browse recent forums to see if the formula is still the same. Looking up terms like "火10 历史版本" and "雪原刀" might help. I’ll focus on posts from 2020 or later.Looking into official and community attack formulas

I should ignore dubious online calculator sites and mention them as unreliable. Official patch notes likely don’t have a clear formula, so I’ll rely on community formulas like those from Bahamut and 17173, with a caveat. I need to focus on "基础攻击" and search for the normal attack formula, maybe simplifying a 2007 article to include crit with multipliers. I'll search for "平射" specifically.Looking for modern bow formulas

I came across some interesting claims on Tieba about 弓 (bows), like "2命=1攻击" and 气功 after opening a group. But the user asked for all formulas, not just this. I think I can mention how modern 弓 formulas might differ. I’ll search for 徐福测评 or specifically look for "弓公式图" in modern forums.Confirming modern bow formulas

The search yielded some useful recent information, though it might not give the full formula. I could use the 2026 Tieba summary to confirm that the 弓 open-group action is still treated as 平射, and that skill damage is additional without multipliers. I should cite it if I mention, but the snippet might be detailed enough to skip opening the page. Maybe I’ll just continue the search.

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Looking for modern attack formulas of other classes

Now I’m thinking it might be helpful to find similar details for normal attack formulas from other classes. I could start by searching for "平A公式 热血江湖" for potentially simpler answers. I might also check 2026 Tieba for discussions related to sword or doctor classes.Explaining attack formula with caveats

I’ll provide a formula with the caveat: “The following formulas widely circulated in the player community are unofficial and based on classic nostalgia logic. Modern official servers may use different calculations for certain features or newer classes.” For "基础攻击," I'll clarify it's often interpreted as the "base attack" or "defense breaking" component in formulas. I'll mention how panel attack is derived indirectly, based on available sources.Explaining attack and defense formula details

When considering the common formulas in skills, the damage is affected by factors like target defense reduction and flat attack or skill adjustments. For example, "基础攻击" could be expressed as (Attack - Defense) × 1.5. Bow classes benefit more from accuracy compared to others, with modern player tests summarizing that "弓2命约等于1攻".Clarifying damage formula structure

I need to structure the formula in a way that addresses basic attack, skill power, hit adjustments, extra damage, and defense terms. The simplified version could be: Final Damage ≈ Basic Attack + Skill Power + Hit Bonus + Extra Damage - Target Defense. For different classes, there are specific variations, like adjustments based on weapons and hit mechanics, with bows using accuracy differently. Some techniques have additional multipliers.Explaining weapon attribute effects and calculations

From 17173: Poison (毒3) adds +3 attack and synergizes with attack-boosting Qigong, yielding higher values for sword/knife/bow. For doctors/guns, the damage increase is smaller. External damage (外3) gives a fixed +3, similar to Poison but without synergy. Internal bonuses, like 0.5% for some classes, scale with skill power.Clarifying simplified attack formula and terms

The formula for damage includes various components. For non-bow classes: (Attack + Hit/5 - Target Defense) × 1.5. For bows: (Attack + Hit/2 - Target Defense) × 1.5. This simplifies the "basic attack" or "damage reduction" segment. The formula adjustments for weapon stones, skills, and buffs are also factored in.Clarifying ordinary and skill-based attack formulas

The formula for ordinary hits seems to only involve Attack - Defense + Additional Damage + Hit Modifiers, while skill damage adds Skill Power × (1 + Weapon Skill %), with a 1.5x multiplier. Although official formula sources are hard to find for all classes, I can share commonly used player-derived methods with specifics for archers.Explaining damage formula details and some unknowns

When calculating weapon damage, formulas vary by class, such as S × (1 + 乾坤%) for guns and S + Attack_eff × 0.2 for knives. It's useful to note that 1% internal energy adds directly to skill damage, and weapons may include additional damage from stones or accessories. Also, hit rate adjustments differ by class—archery modifies by half, others by a fifth. There are still unknowns, particularly newer classes like 韩飞官 that aren't always included in older formulas.

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Rethinking search results

The search gave me a 403 error, so it's not worth continuing. Maybe I should cite snippets directly if it’s relevant—though I'm not sure if mentioning 乐师 or similar would help. I can try looking for attack formulas in the official game encyclopedia, but that's probably unlikely.Finding useful formulas

I came across an interesting official archive on rxjh.17game.com that seems to have formulas. I should open it up to see if it contains anything useful for the task at hand. Let's check it out!

{"open":[{"ref_id":"turn133461search4"}]}

Exploring alternative methods

The page timed out when I tried opening it. Maybe I should try clicking through from the official site instead. It might be more stable, or I could search directly for the exact title to see if that brings up a more accessible result. Worth trying!Finding a useful guide

I found the official 2006 guide with the regular formulas! This looks like exactly what I need. Now I just need to open the result from search 0 to verify the details and make sure I have all the information I need. Let's take a closer look!

{"open":[{"ref_id":"turn931624search0"}]}

Adjusting search for more precision

It seems the page timed out, but the snippet from the official site gives me enough information for now. Still, I think I need more details on the exact formula, maybe focusing on weapon skills. I’ll conduct another search for official guides, particularly around the formula related to weapons.Refining search for exact formula

The search snippets from the official site seem sufficient for now! I think the second snippet about the comparison of "攻石" and "追加石" could help with the normal formulas. The first snippet might be from the same page, just different text. I’ll now search for the exact phrase “普通攻击=G-F+Z.”Refining search for profession-specific formulas

The information from the official snippet is helpful! Now, I think I need more details from the official source regarding skill formulas by profession. I'll search for the exact phrase “剑的武功伤害” to try to find specific data on sword skills and damage.Clarifying weapon attack inclusion

I found an interesting official snippet from 200508 regarding whether 武功攻击 includes 追加. It’s worth diving into further. I think I need to search for the exact phrase to ensure I get the most relevant information on this. Let's search again with more specific terms!Looking for complete formulas

The search result snippet might include the official formulas, but I’m wondering if it's truncated. It could be enough if I only mention sword and knife, but I’d prefer the full details. I should try a more targeted search using “枪的武功伤害” to get the full information.Refining search for weapon formulas

The search result gave good examples of attack vs. added damage, but I might need official snippets for the normal formulas and examples. It could help to search for exact weapon stone comparisons, including skill formulas. The snippet for sword and knife formulas might be enough. I’ll search for other results with "1.2" to find gun/doctor formulas.Clarifying gun mechanics and formula changes

We likely have enough for the user’s request, but I should mention that the 2025 update made some changes to gun mechanics—like increasing splash damage from 50% to 80% when certain skills trigger. If the user expects the latest formulas, I’ll need to note that older formulas may not apply due to these changes. Modern patch notes confirm some mechanics shifted, so I’ll include citations for those updates. It's important to exercise caution.Comparing攻石 and 追石 mechanics

When comparing attack stones (攻石) vs additional damage stones (追石), examples show how they impact different weapons. For instance, with no doctor buff, the white weapon hits 100; adding攻石 +60 makes the gun/doctor reach 160 and sword/knife 166, while adding追石 +80 boosts them all to 180. These stones affect different jobs differently, especially regarding critical and连环 attack bonuses.

As for class-specific formulas in PVE, the calculation for each differs depending on weapon and class-specific mechanics.Deciding if web call is needed for formula answer

I think I don’t need to call the web again. The user wants an Excel formula version based on what was already given, so I can reuse existing details. But since my earlier response fetched web data, should I include citations? I’ll probably avoid web calls unless facts need updating — just focusing on formatting.

Organizing Excel formula setup and assumptions

I don’t need to use the web for this since it’s based on previously discussed formulas. I’ll just provide an Excel template and layout for the user. I’ll include assumptions like attack, defense, hit, skill power, etc. Also, I’ll explain inputs as decimal or percentage and format everything for easy use, with formulas for different cases.

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Thought for 21s

답변

给你现成的 Excel:

下载:热血江湖伤害公式模板.xlsx

你只要填黄色输入格 B4:B18,右边各职业结果会自动算出来。
已经内置:

  • 刀普通
  • 真武刀
  • 暗影刀
  • 真武暗影刀
  • 破甲刀
  • 弓(经典武功)

如果你还要,我也可以下一条直接给你一份 纯复制粘贴版 TSV 表格

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