namespace Milimoe.FunGame.Core.Model { /// /// 游戏平衡常数 /// public class EquilibriumConstant { /// /// 游戏货币名称 /// public string InGameCurrency { get; set; } = "金币"; /// /// 晋升点数上限 /// public int PromotionThresholdXUpperLimit { get; set; } = 999; /// /// 角色评级 S 的晋升点数上限 /// public int PromotionThresholdSUpperLimit { get; set; } = 998; /// /// 角色评级 A+ 的晋升点数上限 /// public int PromotionThresholdAPlusUpperLimit { get; set; } = 850; /// /// 角色评级 A 的晋升点数上限 /// public int PromotionThresholdAUpperLimit { get; set; } = 700; /// /// 角色评级 B 的晋升点数上限 /// public int PromotionThresholdBUpperLimit { get; set; } = 550; /// /// 角色评级 C 的晋升点数上限 /// public int PromotionThresholdCUpperLimit { get; set; } = 400; /// /// 角色评级 D 的晋升点数上限 /// public int PromotionThresholdDUpperLimit { get; set; } = 300; /// /// 角色评级 E 的晋升点数上限 /// public int PromotionThresholdEUpperLimit { get; set; } = 200; /// /// 初始生命值 /// public double InitialHP { get; set; } = 60; /// /// 初始魔法值 /// public double InitialMP { get; set; } = 10; /// /// 角色最高等级 /// public int MaxLevel { get; set; } = 60; /// /// 魔法最高等级 /// public int MaxMagicLevel { get; set; } = 8; /// /// 战技最高等级 /// public int MaxSkillLevel { get; set; } = 6; /// /// 爆发技最高等级 /// public int MaxSuperSkillLevel { get; set; } = 6; /// /// 被动最高等级 /// public int MaxPassiveSkillLevel { get; set; } = 6; /// /// 普通攻击最高等级 /// public int MaxNormalAttackLevel { get; set; } = 8; /// /// 最大能量值 /// public double MaxEP { get; set; } = 200; /// /// 初始攻击力 /// public double InitialATK { get; set; } = 15; /// /// 初始物理护甲 /// public double InitialDEF { get; set; } = 5; /// /// 初始力量 /// public double InitialSTR { get; set; } = 0; /// /// 初始敏捷 /// public double InitialAGI { get; set; } = 0; /// /// 初始智力 /// public double InitialINT { get; set; } = 0; /// /// 力量成长 /// public double STRGrowth { get; set; } = 0; /// /// 敏捷成长 /// public double AGIGrowth { get; set; } = 0; /// /// 智力成长 /// public double INTGrowth { get; set; } = 0; /// /// 初始暴击率 /// public double CritRate { get; set; } = 0.05; /// /// 初始暴击伤害 /// public double CritDMG { get; set; } = 1.25; /// /// 初始闪避率 /// public double EvadeRate { get; set; } = 0.05; /// /// 每级增加基础生命值 /// public double LevelToHPFactor { get; set; } = 17; /// /// 生命值增长因子 /// public double HPGrowthFactor { get; set; } = 0.68; /// /// 每级增加基础魔法值 /// public double LevelToMPFactor { get; set; } = 1.5; /// /// 魔法值增长因子 /// public double MPGrowthFactor { get; set; } = 0.14; /// /// 每级增加基础攻击力 /// public double LevelToATKFactor { get; set; } = 0.95; /// /// 攻击力增长因子 /// public double ATKGrowthFactor { get; set; } = 0.045; /// /// 物理伤害减免因子 /// public double DEFReductionFactor { get; set; } = 120; /// /// 行动速度上限 /// public double SPDUpperLimit { get; set; } = 1500; /// /// 每 1 点力量增加生命值 /// public double STRtoHPFactor { get; set; } = 9; /// /// 每 1 点力量增加生命回复力 /// public double STRtoHRFactor { get; set; } = 0.25; /// /// 每 1 点力量增加物理护甲 /// public double STRtoDEFFactor { get; set; } = 0.75; /// /// 每 1 点力量增加暴击伤害 /// public double STRtoCritDMGMultiplier { get; set; } = 0.00575; /// /// 每 1 点智力增加魔法值 /// public double INTtoMPFactor { get; set; } = 8; /// /// 每 1 点智力增加冷却缩减 /// public double INTtoCDRMultiplier { get; set; } = 0.0025; /// /// 每 1 点智力增加魔法回复力 /// public double INTtoMRFactor { get; set; } = 0.1; /// /// 每 1 点智力减少魔法消耗 /// public double INTtoCastMPReduce { get; set; } = 0.00125; /// /// 每 1 点智力减少能量消耗 /// public double INTtoCastEPReduce { get; set; } = 0.00075; /// /// 每 1 点敏捷增加行动速度 /// public double AGItoSPDMultiplier { get; set; } = 0.65; /// /// 每 1 点敏捷增加暴击率 /// public double AGItoCritRateMultiplier { get; set; } = 0.0025; /// /// 每 1 点敏捷增加闪避率 /// public double AGItoEvadeRateMultiplier { get; set; } = 0.0025; } }