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Ilvl, alvl 和 cube 公式
www.D2CN.com   2003-6-24



转自 http://bluemind.netfirms.com 的文章 / 作者:bluemind / 翻译:韬光晦影


我们将在这里解释一下GAME里的工作原理。Arreat Summit 中的有些东西是不能完全相信的,而且diabloii.net里的有些信息也过时了。你可以去这个连接 affix calculator,察看一下各种公式和条件下能产生的前后缀,非常棒!当然你也可以仔细看完这个文章,你对暗黑里面的一些公式就有更深的了解了。
(韬光晦影 按:如何查看本文中提到的某个物品的ILVL,可以使用本站刚刚上传的BLUEMIND的外挂程序:Item Info Display V0.2)

游戏中各种各样的等级
CLVL : Character level. 人物的等级,在许多公式里要用到。
MLVL : Monster level. 怪兽的等级,和怪兽掉什么东西无关,只影响掉下来的物品品质 (rare, unique, magic,...).
QLVL : Quality level. 物品品质等级,一个物品的基础等级。每个物品的有一个qlvl,比如,amulets 和 rings qlvl = 1, repeating bows qlvl = 33, ……。 这些值都可以在 armor.txt、 weapons.txt 和 misc.txt 里面找到。这些只用来建立一个物品的treasure classes(TC,宝物分类)。
ILVL : Internal level 内部等级(有时候也叫 Item level,物品等级). 最重要的一个参数。 :) 当产生一个物品的那一个瞬间,这个值才会被建立。 当物品是怪兽掉出来的时候 ilvl=mlvl。
ALVL : Affix level. 前后缀等级。 对一个物品来说,这个参数用来和前后缀列表中的等级和等级上限进行比较,并按照前后缀等级列表里面的具体值赋予一定的前后缀。
Magic-LVL : 魔法等级,额外附加于某些物品上。例如:normal普通级和exceptional杰出级的wands (男巫杖)(但不含elite精华级的)、staves、orbs(女巫单手杖),这3类物品的magic-lvl都为1。而 circlets(头环类)的magic-lvl则是circlet=3, Coronet=8, Tiara=13, Diadem=18。
Map-LVL : 地图等级。 每个地图都有相应的等级。对于开箱子掉出来的物品, ilvl=maplvl。不过好像就我自己感觉,对于武器和装备来说,ilvl=maplvl-1。 Map-level 最高75。
Vendor-LVL : Vendor level,卖主等级。在 normal 难度, vendor-lvl按照weapon.txt和armor.txt中的规定取值。而在nightmare和hell难度中,Vendor-LVL=CLVL+5. 而当 CLVL=93 时,只有Hell的Nihlathak能掉出这么高ilvl的DD,当CLVL=94时,你将不能从任何怪物那里获得这么高的ilvl的DD
RLVL : Required level,需要的等级。这是除了CLVL之外,我们目前唯一能在游戏中看到的等级了。

关于 ilvl
怪兽掉下来的DD : ilvl=mlvl
开箱子掉出来的DD : ilvl=maplvl
魔盒合成公式的详细情况 : 看下面的表格。
Charsi打造 : ilvl=clvl+4
Gamble(赌博) : clvl-4<ilvl<clvl+5(随机变化)
Vendors : 上面已经解释过了。

一个物品的孔数,也取决于这个物品的 ilvl : 当ilvl介于1-24 -> 将可以得到这种物品的最多孔数的1/2;25-39 -> 最多孔数的2/3;40+ -> 最多孔数。 当怪兽掉出一个物品的时候,你可以得到孔数介于1和上面提到的孔数之间。Larzuk给你最多的孔数。

Ilvl 对产生物品时的暗金(unique)或亮金(rare)等几率有影响。如果一个物品的Ilvl高于同类暗金物品的qlvl,且这个差值越大,得到同类暗金(unique)、套装(set)、稀有(rare)物品的机率越高。

在赌博的时候得到exceptional杰出级或elite精华级物品的机率一样和ilvl有关。具体如下:
%Chance exceptional=(100*(ilvl-qlvl(excpetional object level))/2+1))/100
杰出级物品的出现几率=(100*(ilvl-(同类型杰出级物品的qlvl))/2+1))/100
%Chance elite=(100*(ilvl-qlvl(elite object lvl)/4+1))/100-chance exceptional
精华级物品的出现几率=(100*(ilvl-(同类型精华级物品的qlvl)/4+1))/100-杰出级物品的出现几率

其中有一个很有趣的一个现象,alvl的计算和ilvl相关,下面会有详细的叙述。GAME在选择物品的前后缀时,会在1级和alvl之间,循环选择适合的前后缀。

Ilvl 和 alvl
ilvl 会部分影响到物品的 alvl 生成结果,并直接影响到这个物品可能出现的属性(mod)。下面是由 Jarulf 发布的比较准确的一个计算、生成算法:

声明:
当一个物品生成的时候,它的前后缀所属的 alvl 将把 ilvl 和 qlvl 按照以下算法*计算出 alvl。
(VB描述方式)

if (ilvl>99) then {ilvl=99}
if (qlvl>ilvl) then {ilvl=qlvl} // ** 看下面的注释
if (magic_lvl>0) then {alvl=ilvl+magic_lvl}
else {
if (ilvl<(99-qlvl/2))
then {alvl=ilvl-qlvl/2}
else {alvl=2*ilvl-99}
}
if (alvl>99) then {alvl=99}

* 每一步的运算都为整数运算,小数点后面的值一律忽略不计。
** 这一步里新生成的 ilvl 值仅仅用于当前运算过程。而储存在物品数据文件里的 ilvl 值是不会受到影响的。
有些人可能注意到了,Diadem(最高精华级头环)总是有99 alvl,所以如果你有rare(亮金、稀有的)Diadem,那么这个东西特别适合用6 perfect skull+1 rare的公式来洗。如果你能好好研究目前的这些物品和它们的ilvl特性,可能还会有更有意思的发现。There are other peculiar results that can be found if you examine certain items and ilvl combinations.

这里有一个Excel的电子表格,里面列出了 magic_lvl=0 的物品的 alvl。左边是qlvl上边是ilvl。

CUBE(合成)时的Ilvl
所有这些ilvls都是在v1.09中有效的。对每个合成公式来讲,有3个值参与运算: LVL、PLVL 和 ILVL (不要和item level混淆). 如果 LVL 不为零,你可以得到这个物品的 ilvl。例如:3 chipped + sword -> ilvl30的3孔 magic sword。 如果LVL=0,则 新ilvl=PLVL*CLVL/100+ILVL*旧ilvl/100,也就是人物等级和这个物品的ilvl等级之间的百分率问题。

以下是各类合成公式对ilvl的影响:
所有的橙色物品合成公式生成的 ilvl = int(0.50*clvl)+int(0.50*ilvl)
3 perfect gems + 1 蓝色(魔法)物品 -> 生成一个新的魔法物品,其ilvl和合成前相同。(那不是应该找ilvl最高的item来合成才对?)
6 perfect skulls + 1 亮金黄色(稀有)物品 -> 生成一个新的低等级亮金物品,其 ilvl=int(0.40*clvl)+int(0.40*ilvl)
1 perfect skull + 1 亮金黄色(稀有)物品 + soj -> 生成一个新的高等级亮金物品,其 ilvl= int(0.66*clvl)+int(0.66*ilvl)
1 perfect gem of each type + 1 amulet -> prismatic amulet ilvl=50
1 ring + 1 perfect ruby + 1 exploding potions -> garnet ring ilvl=30
1 ring + 1 perfect sapphire + 1 thawing potions-> cobalt ring ilvl=30
1 ring + 1 perfect topaz + 1 rejuvenation -> coral ring ilvl=30
1 ring + 1 emerald + 1 antidote potions -> jade ring ilvl=30
3 rings -> amulet ilvl=int(0.75*clvl)
3 amulets -> ring ilvl= int(0.75*clvl)
3 chipped gems + 1 sword -> magic, socketable sword ilvl=30
1 magic small shield + 1 spiked club + 2 skulls -> shield of spikes ilvl=30
4 health potion + 1 ruby + 1 magic sword -> sword of the leech ilvl=30
1 diamond + 1 kriss + 1 staff + 1 belt -> brutal polearm ilvl=50


=========== 翻译的仓促,有很多疏漏,现附上英文原文,各位参考并指正。 =========

Ilvl, alvl and cube formulas
We'll explain here some of the inner working of the game. Information on the Arreat Summit cannot be really trusted, and some of the infos on diabloii.net are outdated too. You can have a look at the affix calculator, it's a great place to check the affixes you can get with about any formula, and you'll find detailed explanations too. Anyway, you should find everything you need to understand how it works here ;) I'd like to thank Myrdinn for his great explanations at judgehype forums.

Different levels in the game
CLVL : Character level. Involved in many formulas :)
MLVL : Monster level. Not involved in determining the dropped items, only of its quality (rare, unique, magic,...).
QLVL : Quality level. The base level of an object. Every object in the game has a qlvl independent of its quality (rare, normal,...). For example, amulets and rings have a qlvl of 1, repeating bows 33, and so on. This value is found in the level column of armor.txt, weapons.txt and misc.txt. This is the value that is used to create the weapXX and armoXX treasure classes.
ILVL : Internal level (also called item level sometimes). An important one :) This value is set at the time of an items creation. For monster drops the ilvl=mlvl.
ALVL : Affix level. For an item this is the level that is used to compare to the level and max level as found in the prefix and suffix tables. When referring to a prefix/suffix it is the value listed in the level column.
Magic-LVL : Magic level bonus on some items. Exists on some items : wands (normal and exceptional, but not the elite ones), staves, orbs (all with a value of 1) and circlets (circlet=3, Coronet=8, Tiara=13, Diadem=18).
Map-LVL : Map level. Each map has a level. For chests drops, ilvl=maplvl. It seems ilvl=maplvl-1 for weapon/armor racks. Map-level is limited to 75.
Vendor-LVL : Vendor level. In normal difficulty, vendor-lvl has a limit fixed in weapon.txt and armor.txt in the vendors columns. In nightmare and hell difficulty, Vendor-LVL=CLVL+5. At CLVL=93, only Hell Nihlathak drops such high ilvls, at CLVL=94, you can't get an item with such a high ilvl from a monster.
RLVL : Required level. The only level that was visible until now (except CLVL of course).

The ilvl
Monster drop : ilvl=mlvl
Chest drop : ilvl=maplvl
Cube formula : see below.
Charsi's imbue : ilvl=clvl+4
Gamble : ilvl=clvl-5+Rand(10) that is somewhere between clvl-4 and clvl+5
Vendors : already explained above

The number of sockets in an item depends on the ilvl : 1-24 -> half the max number of sockets, 25-39 -> 2/3 the max number, 40+ -> max number. When an item is dropped by a monster, you get between 1 and the maximum you can get. Larzuk gives you the max.

Ilvl is also a factor in the chance to get a unique, rare,... Ilvl has to be greater or equal than the unique's qlvl. The greater the difference, the higher the chance of getting a unique, set, rare,...

Getting an exceptional or elite item when gambling is also related to ilvl. %Chance exceptional=(100*(ilvl-qlvl(excpetional object level))/2+1))/100 %Chance elite=(100*(ilvl-qlvl(elite object lvl)/4+1))/100-chance exceptional

One of the most interesting things related to ilvl is the alvl calculation. Detailed explanation just below. The game rolls prefixes and suffixes between level 1 and alvl.

Ilvl and alvl
The ilvl is part of the alvl calculation of the items, effectively determining the available mods on an item. Here is the exact calculation, as posted by Jarulf :

Terms
When an item is generated that has affixes the alvl is calculated* from ilvl and qlvl as follows

if (ilvl>99) then {ilvl=99}
if (qlvl>ilvl) then {ilvl=qlvl} // ** see note below
if (magic_lvl>0) then {alvl=ilvl+magic_lvl}
else {
if (ilvl<(99-qlvl/2))
then {alvl=ilvl-qlvl/2}
else {alvl=2*ilvl-99}
}
if (alvl>99) then {alvl=99}* All calculations use integers so there are no fractions at any step.
** This new ilvl value is only used for the duration of this calculation. The ilvl value that is stored in the items data file will remain unchanged.
Some may wish to note that diadems will ALWAYS get an alvl of 99 regardless of their ilvl (good for rerolling rares with perfect skulls). There are other peculiar results that can be found if you examine certain items and ilvl combinations.

And here is an excel spreadsheet giving you the alvl of an item of magic_lvl=0. qlvls are listed on the left and ilvl at the top.

Ilvls when cubing
Those ilvls are valid for v1.09. For each formula, 3 values are coded : LVL, PLVL and ILVL (not to be confused with item level). If LVL is not zero, it's the ilvl of the item you'll get. Example : 3 chipped + sword -> socketed magic sword of ilvl 30. If LVL=0, then ilvl_new=PLVL*CLVL/100+ILVL*ilvl_old/100, that is a percentage of the character level and the ilvl of the original item.

Crafting formulas ilvl= int(0.50*clvl)+int(0.50*ilvl)
3 perfect gems + 1 magic item -> magic item ilvl=int(1.00*ilvl) or ilvl_new=ilvl_old
6 perfect skulls + 1 rare item -> 1 low level rare item ilvl=int(0.40*clvl)+int(0.40*ilvl)
1 perfect skull + 1 rare item + soj -> 1 high level rare item ilvl= int(0.66*clvl)+int(0.66*ilvl)
1 perfect gem of each type + 1 amulet -> prismatic amulet ilvl=50
1 ring + 1 perfect ruby + 1 exploding potions -> garnet ring ilvl=30
1 ring + 1 perfect sapphire + 1 thawing potions-> cobalt ring ilvl=30
1 ring + 1 perfect topaz + 1 rejuvenation -> coral ring ilvl=30
1 ring + 1 emerald + 1 antidote potions -> jade ring ilvl=30
3 rings -> amulet ilvl=int(0.75*clvl)
3 amulets -> ring ilvl= int(0.75*clvl)
3 chipped gems + 1 sword -> magic, socketable sword ilvl=30
1 magic small shield + 1 spiked club + 2 skulls -> shield of spikes ilvl=30
4 health potion + 1 ruby + 1 magic sword -> sword of the leech ilvl=30
1 diamond + 1 kriss + 1 staff + 1 belt -> brutal polearm ilvl=50




原作者:韬光晦影
来 源:D2CN.com
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