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Minecraft - 文靜之潭

會長:aa910715 / 許文開設日:2022-07-18 16:21:06

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各職業傷害計算公式(code)

推上精選編輯

近期編輯:aa910715 ...看更多

下述算法未包含增益與特化對段數帶來的影響

最後更新日期: 2025/4/5

#後標註的code為早期的設計公式,忽略即可

function 龍之主血量特化(p: player) :: number:
set {_hpbouns} to ({玩家資料.%{_p}%::最大血量})/300000
if {_hpbouns} < 1.3:
set {_hpbouns} to 1.3
if {_hpbouns} > 12:
set {_hpbouns} to 12
return {_hpbouns}

function 龍之主龍傷特化(p: player) :: number:
set {_dragonbouns} to 1+({玩家資料.%{_p}%::魔力值})/5000
if {_dragonbouns} < 1.3:
set {_dragonbouns} to 1.3
if {_dragonbouns} > 12:
set {_dragonbouns} to 12
return {_dragonbouns}

傷害計算: ({_PHYSICDMG}+{玩家資料.%player%::最大血量}/10)*{_dragonbouns}*{_hpbouns}*(1+{玩家資料.%player%::武器熟練度}/1000)

Function 劍帝物攻特化(p: player) :: number:
set {_damagebouns.physictotal} to {玩家資料.%{_p}%::裝備總物攻}/120000+{玩家資料.%{_p}%::總傷害}/1300+{玩家資料.%{_p}%::對頭目傷害}/2000
if {_damagebouns.physictotal} < 1:
set {_damagebouns.physictotal} to 1
if {_damagebouns.physictotal} > 12:
set {_damagebouns.physictotal} to 12
return {_damagebouns.physictotal}

Function 劍帝命中特化(p: player) :: number:
set {_kingdamage} to {玩家資料.%{_p}%::防禦力}/80000+{玩家資料.%{_p}%::命中率}/1600
if {_kingdamage} < 1:
set {_kingdamage} to 1
if {_kingdamage} > 12:
set {_kingdamage} to 12
return {_kingdamage}

傷害計算: {_PHYSICDMG}*{_damagebouns.physictotal}*{_kingdamage}

function 救世之盾恢復特化(p: player) :: number:
#set {_regenbouns} to ({玩家資料.%{_p}%::血量恢復量}+{玩家資料.%{_p}%::血量吸收量}*0.5)/30000
set {_regenbouns} to ({玩家資料.%{_p}%::血量恢復量}+{玩家資料.%{_p}%::血量吸收量}*0.5)/40000
if {_regenbouns} < 1.3:
set {_regenbouns} to 1.3
if {_regenbouns} > 15:
set {_regenbouns} to 15
return {_regenbouns}

function 救世之盾爆率特化(p: player) :: number:
#set {_critbouns} to {玩家資料.%{_p}%::爆擊率}/200
set {_critbouns} to {玩家資料.%{_p}%::爆擊率}/400
if {_critbouns} < 1.3:
set {_critbouns} to 1.3
if {_critbouns} > 12:
set {_critbouns} to 12
return {_critbouns}

function 救世之盾增益特化(p: player) :: number:
set {_buffBouns} to {玩家資料.%{_p}%::對毒抗性}/600
if {_buffBouns} < 1:
set {_buffBouns} to 1
if {_buffBouns} > 12:
set {_buffBouns} to 12
return {_buffBouns}

傷害計算: ({_PHYSICDMG}+{玩家資料.%player%::防禦力}*{_critbouns})*{_regenbouns}

function 霞月浪客魔力特化(p: player) :: number:
set {_damagebouns.mptotal} to 1+(({玩家資料.%{_p}%::魔量吸收量}+{玩家資料.%{_p}%::魔量恢復量})/3000) #mp 25000 = 5 / mpr 15000 = 5 ~ 11
if {_damagebouns.mptotal} < 1:
set {_damagebouns.mptotal} to 1
if {_damagebouns.mptotal} > 12:
set {_damagebouns.mptotal} to 12
return {_damagebouns.mptotal}

function 霞月浪客總傷特化(p: player) :: number:
set {_damagebouns.maintotal} to 1+({玩家資料.%{_p}%::總傷害}+{玩家資料.%{_p}%::爆擊傷害}/4)/600
if {_damagebouns.maintotal} < 1:
set {_damagebouns.maintotal} to 1
if {_damagebouns.maintotal} > 12:
set {_damagebouns.maintotal} to 12
return {_damagebouns.maintotal}

function 霞月浪客增幅特化(p: player) :: number:
set {_damagebouns.bufftotal} to 1+({玩家資料.%{_p}%::迴避率}+{玩家資料.%{_p}%::自然抗性}/2)/400
if {_damagebouns.bufftotal} < 1:
set {_damagebouns.bufftotal} to 1
if {_damagebouns.bufftotal} > 6:
set {_damagebouns.bufftotal} to 6
return {_damagebouns.bufftotal}

function 霞月浪客段數特化(p: player) :: number:
set {_n} to 霞月浪客總傷特化({_p})
set {_damagebouns.timetotal} to 1+({_n})/2
return {_damagebouns.timetotal}

傷害計算: ({_PHYSICDMG}+{玩家資料.%player%::魔量恢復量}*20+{玩家資料.%player%::魔量吸收量}*20)*{_damagebouns.mptotal}*{_damagebouns.maintotal}

function 凌風行者命中自抗特化(p: player) :: number:
set {_damagebouns.wind} to 1+({玩家資料.%{_p}%::命中率}*1.5+{玩家資料.%{_p}%::自然抗性})/750
if {_damagebouns.wind} < 1:
set {_damagebouns.wind} to 1
if {_damagebouns.wind} > 12:
set {_damagebouns.wind} to 12
return {_damagebouns.wind}

function 凌風行者魔力特化(p: player) :: number:
set {_damagebouns.mp} to 1+({玩家資料.%{_p}%::魔力值})/3750
if {_damagebouns.mp} < 1:
set {_damagebouns.mp} to 1
if {_damagebouns.mp} > 12:
set {_damagebouns.mp} to 12
return {_damagebouns.mp}

function 凌風行者段數特化(p: player) :: number:
set {_damagebouns.time} to 1+({玩家資料.%{_p}%::命中率})/1300
if {_damagebouns.time} < 1:
set {_damagebouns.time} to 1
if {_damagebouns.time} > 6:
set {_damagebouns.time} to 6
return {_damagebouns.time}

傷害計算: ({_PHYSICDMG}+{玩家資料.%player%::魔力值}*15)*{_damagebouns.wind}*{_damagebouns.mp}

function 軍械司令追加特化(p: player) :: number:
#set {_physicbouns} to ({玩家資料.%{_p}%::裝備總物攻}+{玩家資料.%{_p}%::總傷害}*40)/20000
set {_physicbouns} to ({玩家資料.%{_p}%::裝備總物攻}+{玩家資料.%{_p}%::總傷害}*50)/40000
if {_physicbouns} < 1.3:
set {_physicbouns} to 1.3
if {_physicbouns} > 12:
set {_physicbouns} to 12
return {_physicbouns}

function 軍械司令爆率特化(p: player) :: number:
#set {_critbouns} to ({玩家資料.%{_p}%::爆擊率}*4+{玩家資料.%{_p}%::武器熟練度})/1000
set {_critbouns} to ({玩家資料.%{_p}%::爆擊率}*4+{玩家資料.%{_p}%::武器熟練度})/4000
if {_critbouns} < 1.3:
set {_critbouns} to 1.3
if {_critbouns} > 12:
set {_critbouns} to 12
return {_critbouns}

function 軍械司令段數特化(p: player) :: number:
set {_hitbouns} to ({玩家資料.%{_p}%::爆擊率})/1600
if {_hitbouns} < 1:
set {_hitbouns} to 1
if {_hitbouns} > 6:
set {_hitbouns} to 6
return {_hitbouns}

傷害計算: {_PHYSICDMG}*{_critbouns}*{_physicbouns}

function 獵神者爆擊特化(p: player) :: number: #新增血吸特化
#set {_damagebouns.crittotal} to 1+(({玩家資料.%player%::爆擊率}-200)*25+{玩家資料.%player%::爆擊傷害})/2000
set {_damagebouns.crittotal} to 1+(({玩家資料.%{_p}%::爆擊率}-200)*8+{玩家資料.%{_p}%::爆擊傷害})/1500
if {_damagebouns.crittotal} < 1:
set {_damagebouns.crittotal} to 1
if {_damagebouns.crittotal} > 24:
set {_damagebouns.crittotal} to 24
set {_damagebouns.hpleech} to {玩家資料.%{_p}%::血量吸收量}/30000
if {_damagebouns.hpleech} < 1:
set {_damagebouns.hpleech} to 1
if {_damagebouns.hpleech} > 12:
set {_damagebouns.hpleech} to 12
return {_damagebouns.crittotal}*{_damagebouns.hpleech}

function 獵神者命中特化(p: player) :: number:
#set {_critbouns} to ({玩家資料.%{_p}%::命中率})/400
set {_skillhit} to 1+({玩家資料.%{_p}%::命中率})/700
if {_skillhit} < 2:
set {_skillhit} to 2
if {_skillhit} > 7:
set {_skillhit} to 7
return {_skillhit}

傷害計算: ({_PHYSICDMG}+{_critsp.damage})*{_damagebouns.crittotal}

function 眾靈之母血量特化(p: player) :: number:
#set {_hpbouns} to ({玩家資料.%player%::最大血量}-150000)/80000
set {_hpbouns} to ({玩家資料.%{_p}%::血量恢復量}+{玩家資料.%{_p}%::血量吸收量}*0.6)/100000
if {_hpbouns} < 1:
set {_hpbouns} to 1
if {_hpbouns} > 12:
set {_hpbouns} to 12
return {_hpbouns}

function 眾靈之母魔量特化(p: player) :: number:
#set {_mpbouns} to ({玩家資料.%player%::最大血量}-150000)/80000
set {_mpbouns} to ({玩家資料.%{_p}%::魔量恢復量}+{玩家資料.%{_p}%::魔量吸收量}*0.6)/4000
if {_mpbouns} < 1:
set {_mpbouns} to 1
if {_mpbouns} > 9:
set {_mpbouns} to 9
return {_mpbouns}

function 眾靈之母增益特化(p: player) :: number:
set {_buffbouns} to ({玩家資料.%{_p}%::最大血量}/5+{玩家資料.%{_p}%::防禦力})/80000
if {_buffbouns} < 1:
set {_buffbouns} to 1
if {_buffbouns} > 12:
set {_buffbouns} to 12
return {_buffbouns}

傷害計算: ({_PHYSICDMG}+{玩家資料.%player%::最大血量}/10+{玩家資料.%player%::防禦力})*{_regenbouns.damage.hp}*{_regenbouns.damage.mp}

function 樞機恢復特化(p: player) :: number:
set {_damagebouns.hp} to 1+{玩家資料.%{_p}%::血量恢復量}/50000
if {_damagebouns.hp} < 1:
set {_damagebouns.hp} to 1
if {_damagebouns.hp} > 12:
set {_damagebouns.hp} to 12

set {_damagebouns.mp} to 1+{玩家資料.%{_p}%::魔量恢復量}/2000
if {_damagebouns.mp} < 1:
set {_damagebouns.mp} to 1
if {_damagebouns.mp} > 12:
set {_damagebouns.mp} to 12

return {_damagebouns.hp}*{_damagebouns.mp}

function 樞機增益特化(p: player) :: number:
set {_damagebouns.manaTotal} to 1+{玩家資料.%{_p}%::魔力值}/5000
if {_damagebouns.manaTotal} < 1:
set {_damagebouns.manaTotal} to 1
if {_damagebouns.manaTotal} > 12:
set {_damagebouns.manaTotal} to 12

return {_damagebouns.manaTotal}

傷害計算: ({_MAGICDMG}+{玩家資料.%player%::血量恢復量}+{玩家資料.%player%::魔量恢復量}*30)*{_damagebouns.regen}

function 冥判者血吸特化(p: player) :: number:
set {_hpleech} to {玩家資料.%{_p}%::血量吸收量}/100000
if {_hpleech} < 1:
set {_hpleech} to 1
if {_hpleech} > 12:
set {_hpleech} to 12
return {_hpleech}

function 冥判者血量特化(p: player) :: number:
set {_hpleech} to {玩家資料.%{_p}%::最大血量}/300000
if {_hpleech} < 1:
set {_hpleech} to 1
if {_hpleech} > 12:
set {_hpleech} to 12
return {_hpleech}

function 冥判者增益特化(p: player) :: number:
set {_buffBouns} to {玩家資料.%{_p}%::對毒抗性}/600
if {_buffBouns} < 1:
set {_buffBouns} to 1
if {_buffBouns} > 12:
set {_buffBouns} to 12
return {_buffBouns}

傷害計算: ({_MAGICDMG}+{玩家資料.%player%::最大血量}*0.3)*{_damagebouns.hp}*(1+{玩家資料.%player%::武器熟練度}/500)

function 災禍魔女魔攻特化(p: player) :: number:
set {_damagebouns.magictotal} to 1+({玩家資料.%{_p}%::裝備總魔攻}/12000)+({玩家資料.%{_p}%::魔量吸收量}/12000)
if {_damagebouns.magictotal} < 1:
set {_damagebouns.magictotal} to 1
if {_damagebouns.magictotal} > 12:
set {_damagebouns.magictotal} to 12
return {_damagebouns.magictotal}

function 災禍魔女滅世特化(p: player) :: number:
if {BUFF.滅世炎禍time::%{_p}%} is set:
set {_d} to 1+{玩家資料.%{_p}%::爆擊率}/1640+{玩家資料.%{_p}%::魔量吸收量}/6800
else:
if difference between {狂熱魔女.觸發時間::%{_p}%} and now is less than 10 seconds:
set {_d} to 1+ (5+{狂熱魔女.疊層::%{_p}%}) * 0.1 * ({玩家資料.%{_p}%::爆擊率}/1640+{玩家資料.%{_p}%::魔量吸收量}/6800)
if {_d} > 1+{玩家資料.%{_p}%::爆擊率}/1640+{玩家資料.%{_p}%::魔量吸收量}/6800:
set {_d} to 1+{玩家資料.%{_p}%::爆擊率}/1640+{玩家資料.%{_p}%::魔量吸收量}/6800
else:
set {_d} to 1+({玩家資料.%{_p}%::爆擊率}/1640+{玩家資料.%{_p}%::魔量吸收量}/6800) * 0.5 #常駐50%效果
if {_d} < 2:
set {_d} to 2
if {_d} > 15:
set {_d} to 15
return {_d}

function 災禍魔女爆擊特化(p: player) :: number:
set {_damagebouns.crit} to 1+({玩家資料.%{_p}%::爆擊率})/1100
if {_damagebouns.crit} < 1:
set {_damagebouns.crit} to 1
if {_damagebouns.crit} > 15:
set {_damagebouns.crit} to 15
return {_damagebouns.crit}

傷害計算: ({_MAGICDMG}+{玩家資料.%player%::爆擊率}*100)*{_damagebouns.magictotal}*{_d}

function 凜法侍神魔力特化(p: player) :: number:
set {_damagebouns.mptotal} to 1+({玩家資料.%{_p}%::魔力值}/10000)+({玩家資料.%{_p}%::魔量恢復量}/5000) #mp 25000 = 5 / mpr 15000 = 5 ~ 11
if {_damagebouns.mptotal} < 1:
set {_damagebouns.mptotal} to 1
if {_damagebouns.mptotal} > 12:
set {_damagebouns.mptotal} to 12
return {_damagebouns.mptotal}

function 凜法侍神凍結特化(p: player) :: number:
set {_damagebouns.icetotal} to 1+({玩家資料.%{_p}%::總傷害}+{玩家資料.%{_p}%::命中率})/1200
if {_damagebouns.icetotal} < 1:
set {_damagebouns.icetotal} to 1
if {_damagebouns.icetotal} > 12:
set {_damagebouns.icetotal} to 12
return {_damagebouns.icetotal}

function 凜法侍神段數特化(p: player) :: number:
set {_n1} to 凜法侍神魔力特化({_p})
set {_n2} to 凜法侍神凍結特化({_p})
set {_damagebouns.timetotal} to 1+({_n1}+{_n2})/12
return {_damagebouns.timetotal}

function 凜法侍神增益特化(p: player) :: number:
set {_buffBouns} to {玩家資料.%{_p}%::自然抗性}/600
if {_buffBouns} < 1:
set {_buffBouns} to 1
if {_buffBouns} > 12:
set {_buffBouns} to 12
return {_buffBouns}

傷害計算: ({_MAGICDMG}+{玩家資料.%player%::魔力值}*4)*{_damagebouns.mptotal}*{_damagebouns.icetotal}

function 寰星先導血量魔力特化(p: player) :: number:
set {_damagebouns.rangetotal} to 1+(({玩家資料.%{_p}%::最大血量}-200000)/200000)+(({玩家資料.%{_p}%::魔力值}-2000)/4000) #mp 25000 = 5 / mpr 15000 = 5 ~ 11
if {_damagebouns.rangetotal} < 1:
set {_damagebouns.rangetotal} to 1
if {_damagebouns.rangetotal} > 3:
set {_damagebouns.rangetotal} to 3
return {_damagebouns.rangetotal}
function 寰星先導輔助特化(p: player) :: number:
set {_damagebouns.bufftotal} to 1+({玩家資料.%{_p}%::血量恢復量}/60000)*0.8+({玩家資料.%{_p}%::魔量恢復量}/3000)*0.2
if {_damagebouns.bufftotal} < 1:
set {_damagebouns.bufftotal} to 1
if {_damagebouns.bufftotal} > 15:
set {_damagebouns.bufftotal} to 15
return {_damagebouns.bufftotal}

function 寰星先導恢復特化(p: player) :: number:
set {_damagebouns.regentotal} to 1+({玩家資料.%{_p}%::血量恢復量}/60000)*0.2+({玩家資料.%{_p}%::魔量恢復量}/3000)*0.8
if {_damagebouns.regentotal} < 1:
set {_damagebouns.regentotal} to 1
if {_damagebouns.regentotal} > 15:
set {_damagebouns.regentotal} to 15
return {_damagebouns.regentotal}

function 寰星先導傷害特化(p: player) :: number:
set {_damagebouns.dmgtotal} to 1+({玩家資料.%{_p}%::總傷害}/900)+({玩家資料.%{_p}%::武器熟練度}/1800)
if {_damagebouns.dmgtotal} < 1:
set {_damagebouns.dmgtotal} to 1
if {_damagebouns.dmgtotal} > 15:
set {_damagebouns.dmgtotal} to 15
return {_damagebouns.dmgtotal}

function 寰星先導輸出特化(p: player) :: number:
set {_regen.atk} to 寰星先導恢復特化({_p})
set {_dmg.atk} to 寰星先導傷害特化({_p})
return {_regen.atk}*{_dmg.atk}

傷害計算: ({_MAGICDMG})*{_damagebouns.atk}

function 修羅爆率特化(p: player) :: number:
set {_damagebouns.crit} to ({玩家資料.%{_p}%::爆擊率}*2 + {玩家資料.%{_p}%::血量吸收量}/100)/900
if {_damagebouns.crit} < 1:
set {_damagebouns.crit} to 1
if {_damagebouns.crit} > 15:
set {_damagebouns.crit} to 15
return {_damagebouns.crit}

function 修羅命中特化(p: player) :: number:
set {_damagebouns.acc} to ({玩家資料.%{_p}%::命中率}*2 + {玩家資料.%{_p}%::血量吸收量}/100)/900
if {_damagebouns.acc} < 1:
set {_damagebouns.acc} to 1
if {_damagebouns.acc} > 15:
set {_damagebouns.acc} to 15
return {_damagebouns.acc}

傷害計算: ({_PHYSICDMG}+{玩家資料.%player%::血量吸收量})*{_damagebouns.crittotal}*(1+{_damagebouns.crittotal}/20)

function 拳皇魔力特化(p: player) :: number:
# 造成傷害時,將 魔力值 x 15 後加入自身攻擊力
set {_mpbouns} to round({玩家資料.%{_p}%::魔力值} * 15)
return {_mpbouns}

function 拳皇恢復特化(p: player) :: number:
# 造成傷害時,每 20 點魔恢與魔吸提高 1% 的傷害量
set {_regenbouns} to 1+({玩家資料.%{_p}%::魔量恢復量} + {玩家資料.%{_p}%::魔量吸收量})/2000
return {_regenbouns}
function 拳皇武熟特化(p: player) :: number:
# 造成傷害時,每 5% 武器熟練度提高 1% 的傷害量
set {_weaponbouns} to 1+({玩家資料.%{_p}%::武器熟練度})/500
return {_weaponbouns}
function 拳皇增益(p: player) :: number:
# 施展職業技能的增益效果時,每 40% 武器熟練度提高 1% 的增益量
set {_buffbouns} to ({玩家資料.%{_p}%::武器熟練度})/4000
return {_buffbouns}


傷害計算: (物理攻擊力 + 魔力值) x (1 + 魔恢與魔吸) x (1 + 武器熟練度) (/displaydamageinfo)
set {_basicDmg} to {_PHYSICDMG}
add 拳皇魔力特化({_p}) to {_basicDmg}
set {_basicDmg} to {_basicDmg}*拳皇恢復特化({_p})
set {_basicDmg} to {_basicDmg}*拳皇武熟特化({_p})

function 永夜領主血吸特化(p: player) :: number:
set {_hpleech} to {玩家資料.%{_p}%::血量吸收量}/65000
if {_hpleech} < 1:
set {_hpleech} to 1
if {_hpleech} > 12:
set {_hpleech} to 12
return {_hpleech}

function 永夜領主魔吸特化(p: player) :: number:
set {_mpleech} to {玩家資料.%{_p}%::魔量吸收量}/2500
if {_mpleech} < 1:
set {_mpleech} to 1
if {_mpleech} > 12:
set {_mpleech} to 12
return {_mpleech}
function 永夜領主防禦特化(p: player) :: number:
set {_armor} to {玩家資料.%{_p}%::防禦力}/25000
if {_armor} < 1:
set {_armor} to 1
if {_armor} > 12:
set {_armor} to 12
return {_armor}

function 永夜領主吸收特化(p: player) :: number:
set {_hpleech} to 永夜領主血吸特化({_p})
set {_mpleech} to 永夜領主魔吸特化({_p})
set {_armor} to 永夜領主防禦特化({_p})
set {_damagebouns.leech} to {_hpleech}*{_mpleech}*{_armor}
return {_damagebouns.leech}

function 永夜領主段數特化(p: player) :: number:
set {_hpleech} to 永夜領主血吸特化({_p})
set {_mpleech} to 永夜領主魔吸特化({_p})
set {_armor} to 永夜領主防禦特化({_p})
set {_damagebouns.atktime} to sqrt({_hpleech}*{_mpleech}*{_armor})
return {_damagebouns.atktime}

傷害計算: ({_PHYSICDMG}+{玩家資料.%player%::血量吸收量}+{玩家資料.%player%::魔量吸收量}*40)*{_damagebouns.leechtotal}

function 秘術宗師增益特化(p: player) :: number:
set {_buffbouns} to {玩家資料.%{_p}%::最大血量}/600000+{玩家資料.%{_p}%::自然抗性}/1200
if {_buffbouns} < 1:
set {_buffbouns} to 1
if {_buffbouns} > 12:
set {_buffbouns} to 12
return {_buffbouns}

function 秘術宗師血恢特化(p: player) :: number:
set {_hpbouns} to {玩家資料.%{_p}%::最大血量}/600000+{玩家資料.%{_p}%::血量恢復量}/90000
if {_hpbouns} < 1:
set {_hpbouns} to 1
if {_hpbouns} > 12:
set {_hpbouns} to 12
return {_hpbouns}
function 秘術宗師總傷特化(p: player) :: number:
set {_dmgbouns} to {玩家資料.%{_p}%::總傷害}/1500+{玩家資料.%{_p}%::迴避率}/1000
if {_dmgbouns} < 1:
set {_dmgbouns} to 1
if {_dmgbouns} > 12:
set {_dmgbouns} to 12
return {_dmgbouns}

function 秘術宗師段數特化(p: player) :: number:
set {_hpbouns} to 秘術宗師血恢特化({_p})
set {_dmgbouns} to 秘術宗師總傷特化({_p})
set {_damagebouns.times} to ({_hpbouns}+{_dmgbouns})/4
return {_damagebouns.times}

傷害計算: {_PHYSICDMG}*{_damagebouns.hp}*{_damagebouns.main}

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