《恐怖黎明》碎裂之境奖励机制一览 结束箱子种类分享
- 来源:百度贴吧
- 作者:Lunisolar163
- 编辑:月色如画
《恐怖黎明》新DLC中出现了一个冲层的秘境,玩家限时达到一定层数之后可以领取奖励,奖励和竞技场差不多都是箱子,只是箱子的级别不同,下边就给大家带来恐怖黎明碎裂之境奖励机制一览,大家可以看一看。
碎裂之境奖励机制一览
简单就结果而言,限时完成75,奖励为3崇高收藏,1神之收藏;限时完成75-76,奖励为1荣耀宝箱,5永恒珍藏,1卓越珍藏,2神之收藏,1碎裂之境的秘密,1碎裂之境的礼物。这些不必解包就能知晓,但是解包之后可以知道这些奖励是如何分配的,以及可以得知低级的奖励如何相对最大化,以及对将来75以上的期望。
碎裂之境的奖励分配都位于
gdx2\resources\Scripts.arc中
game\endlessdungeon\rewards.lua
local maxChests = 11
最大奖励的数量是11个箱子
奖励生成都位于function gd.endlessDungeon.rewards.dispenseReward()
首先生成的是前7个箱子
-- if the player used a checkpoint, then they are given the checkpoint loot on the same Tier as they started if they "cash out".
checkpointTable[75] = { nil, dbrChestP, dbrChestP, nil, nil, dbrChestP, nil }
checkpointTable[80] = { nil, dbrChestQ, dbrChestP, nil, nil, dbrChestQ, nil }
checkpointTable[85] = { nil, dbrChestQ, dbrChestQ, nil, nil, dbrChestQ, nil }
checkpointTable[90] = { nil, dbrChestQ, dbrChestQ, nil, nil, dbrChestQ, nil }
checkpointTable[95] = { nil, dbrChestQ, dbrChestQ, nil, nil, dbrChestQ, nil }
checkpointTable[100] = { nil, dbrChestQ, dbrChestQ, nil, nil, dbrChestQ, nil }
-- if the player reached the next treasure tier and opted to "cash out", they receive the earned rewards.
rewardTable[76] = { dbrChestJ, dbrChestQ, dbrChestQ, dbrChestQ, dbrChestQ, dbrChestQ, dbrChestM }
rewardTable[77] = { dbrChestJ, dbrChestQ, dbrChestQ, dbrChestQ, dbrChestQ, dbrChestQ, dbrChestN }
rewardTable[78] = { dbrChestJ, dbrChestQ, dbrChestQ, dbrChestQ, dbrChestQ, dbrChestQ, dbrChestO }
rewardTable[79] = { dbrChestJ, dbrChestQ, dbrChestQ, dbrChestQ, dbrChestQ, dbrChestQ, dbrChestP }
rewardTable[80] = { dbrChestK, dbrChestQ, dbrChestQ, dbrChestQ, dbrChestQ, dbrChestQ, dbrChestP }
rewardTable[81] = { dbrChestL, dbrChestQ, dbrChestQ, dbrChestQ, dbrChestQ, dbrChestQ, dbrChestP }
rewardTable[82] = { dbrChestM, dbrChestQ, dbrChestQ, dbrChestQ, dbrChestQ, dbrChestQ, dbrChestP }
rewardTable[83] = { dbrChestN, dbrChestQ, dbrChestQ, dbrChestQ, dbrChestQ, dbrChestQ, dbrChestP }
rewardTable[84] = { dbrChestO, dbrChestQ, dbrChestQ, dbrChestQ, dbrChestQ, dbrChestQ, dbrChestP }
rewardTable[85] = { dbrChestP, dbrChestQ, dbrChestQ, dbrChestQ, dbrChestQ, dbrChestQ, dbrChestP }
rewardTable[86] = { dbrChestQ, dbrChestQ, dbrChestQ, dbrChestQ, dbrChestQ, dbrChestQ, dbrChestP }
rewardTable[87] = { dbrChestQ, dbrChestQ, dbrChestQ, dbrChestQ, dbrChestQ, dbrChestQ, dbrChestQ }
这里仅粘贴75及以后的奖励,全部的奖励过长,请自己参阅原文件
如果玩家直接使用石头从某个层数开始,并且立刻在当前层退出拿奖励,那么将获得checkpointTable中的奖励。
如果使用石头开始,但是多打1层以及以上,那么奖励使用rewardTable
箱子从dbrChestA到dbrChestQ品质提升,最大就是dbrChestQ
然后生成第8、9个箱子,为限时奖励,同时也受checkpoint惩罚,即石头进入后当即领取奖励,为checkpointBonusTable,而多打1层以及以上,获取bonusTable。并且这个限时奖励在87层即达到最大,为2个dbrChestQ
-- Dispense 8th/9th bonus chests, if player beat the clock
checkpointBonusTable[75] = { dbrChestO, nil }
checkpointBonusTable[80] = { dbrChestN, nil }
checkpointBonusTable[85] = { dbrChestP, nil }
checkpointBonusTable[90] = { dbrChestP, nil }
checkpointBonusTable[95] = { dbrChestP, nil }
checkpointBonusTable[100] = { dbrChestP, nil }
bonusTable[76] = { dbrChestO, dbrChestO }
bonusTable[77] = { dbrChestO, dbrChestO }
bonusTable[78] = { dbrChestO, dbrChestP }
bonusTable[79] = { dbrChestO, dbrChestP }
bonusTable[80] = { dbrChestO, dbrChestP }
bonusTable[81] = { dbrChestO, dbrChestQ }
bonusTable[82] = { dbrChestO, dbrChestQ }
bonusTable[83] = { dbrChestO, dbrChestQ }
bonusTable[84] = { dbrChestP, dbrChestQ }
bonusTable[85] = { dbrChestP, dbrChestQ }
bonusTable[86] = { dbrChestP, dbrChestQ }
bonusTable[87] = { dbrChestQ, dbrChestQ }
然后生成第一个特殊箱子,这个箱子也受checkpoint惩罚,只有多打1层以及以上,才会有,奖励的层数以及内容如下:
-- Dispense Special Chest, only applies to specific dungeon tiers. Contain checkpoint rewards. Not dispensed if checkpoint is used and reward claimed at the same tier.
if rewardTier >= 65 then
specialTier = 6
elseif rewardTier >= 50 then
specialTier = 5
elseif rewardTier >= 35 then
specialTier = 4
elseif rewardTier >= 20 then
specialTier = 3
elseif rewardTier >= 5 then
specialTier = 2
else
specialTier = 1
end
if (checkpointUsed && rewardTier != checkPointTier) || not checkpointUsed then
local specialTable = { nil, dbrSpecialChestA, dbrSpecialChestB, dbrSpecialChestC, dbrSpecialChestD, dbrSpecialChestE }
即5层为dbrSpecialChestA,到65层为dbrSpecialChestE,这些箱子就是奖励石头图纸的箱子
然后是第二个特殊箱子,这个箱子也受checkpoint惩罚,只有多打1层以及以上,才会有,奖励的层数以及内容如下:
-- Dispense second Special Chest, only applies to specific dungeon tiers. Contain unique rewards. Not dispensed if checkpoint is used and reward claimed at the same tier.
if rewardTier >= 60 then
special02Tier = 6
elseif rewardTier >= 45 then
special02Tier = 5
elseif rewardTier >= 30 then
special02Tier = 4
elseif rewardTier >= 20 then
special02Tier = 3
elseif rewardTier >= 10 then
special02Tier = 2
else
special02Tier = 1
end
if (checkpointUsed && rewardTier != checkPointTier) || not checkpointUsed then
local special02Table = { nil, dbrSpecialChest02A, dbrSpecialChest02B, dbrSpecialChest02C, dbrSpecialChest02D, dbrSpecialChest02E }
即10层为dbrSpecialChest02A,60层以上为dbrSpecialChest02E
用开始的例子
限时完成75
checkpointTable[75] = { nil, dbrChestP, dbrChestP, nil, nil, dbrChestP, nil }
checkpointBonusTable[75] = { dbrChestO, nil }
3崇高收藏,1神之收藏
限时完成75-76
rewardTable[76] = { dbrChestJ, dbrChestQ, dbrChestQ, dbrChestQ, dbrChestQ, dbrChestQ, dbrChestM }
bonusTable[76] = { dbrChestO, dbrChestO }
dbrSpecialChestE
dbrSpecialChest02E
1荣耀宝箱,5永恒珍藏,1卓越珍藏,2神之收藏,1碎裂之境的秘密,1碎裂之境的礼物
从这里可以看到,前9个箱子在87层达到最大奖励,不再增加,之后2个箱子,分别在65和60达到最大。
所以,当前版本,以farm为目的,达到87层之后就没有收益了,仅仅是为了测试build强度以及自我挑战了。
并且有趣的是,这份文件里已经对从100层检查点开始做了支持,只是奖励还仍停在87层,并且存档里也对碎裂之境的层数进度有相关token
EG_SHARD15
EG_SHARD30
EG_SHARD45
EG_SHARD60
EG_SHARD75
EG_SHARD90
EG_SHARD100
所以,这里可以展望一下,将来的版本/dlc逐渐开放更高的石头/奖励,以及官方已经打算长期支持这个游戏模式。
PS,关于buff/debuff的数量,定义于
gdx2\resources\Scripts.arc
game\endlessdungeon\mutatorcontrol.lua
if dungeonTier <= 2 then
totalMutators = 1
elseif dungeonTier <= 5 then
totalMutators = 2
elseif dungeonTier <= 10 then
totalMutators = 3
elseif dungeonTier <= 20 then
totalMutators = 4
elseif dungeonTier <= 40 then
totalMutators = 5
elseif dungeonTier <= 60 then
totalMutators = 6
elseif dungeonTier <= 80 then
totalMutators = 7
else
totalMutators = 8
end
即从81层开始,都是8个
我看了一下,两个模式的箱子,即便命名相同,内容也是不相同的
而且分级也不尽相同:
tagItem_ChestA01={^Y}旅行者的箱子
tagItem_ChestB01={^Y}胜利者的宝箱
tagItem_ChestC01={^Y}凯旋宝箱
tagItem_ChestD01={^Y}装饰宝箱
tagItem_ChestE01={^Y}英雄的宝箱
tagItem_ChestF01={^Y}勇士的宝箱
tagItem_ChestG01={^I}豪华宝箱
tagItem_ChestH01={^I}至高宝箱
tagItem_ChestI01={^I}华丽的宝箱
tagItem_ChestJ01={^I}荣耀宝箱
tagItem_ChestK01={^I}卓越宝箱
tagItem_ChestL01={^M}复仇者的珍藏
tagItem_ChestM01={^M}征服者的宝藏
tagItem_ChestN01={^M}神之珍藏
tagGDX2Item_ChestA01=旅行者的箱子
tagGDX2Item_ChestB01=胜利者的宝箱
tagGDX2Item_ChestC01=凯旋宝箱
tagGDX2Item_ChestD01=装饰宝箱
tagGDX2Item_ChestE01=英雄的宝箱
tagGDX2Item_ChestF01=勇士的宝箱
tagGDX2Item_ChestG01=豪华宝箱
tagGDX2Item_ChestH01=至高宝箱
tagGDX2Item_ChestI01=华丽的宝箱
tagGDX2Item_ChestJ01=荣耀宝箱
tagGDX2Item_ChestK01=卓越宝箱
tagGDX2Item_ChestL01=复仇者的珍藏
tagGDX2Item_ChestM01=卓越珍藏
tagGDX2Item_ChestN01=邪术珍藏
tagGDX2Item_ChestO01=神之珍藏
tagGDX2Item_ChestP01=崇高珍藏
tagGDX2Item_ChestQ01=永恒珍藏
但是这里就简单/粗暴/不准确的以神之珍藏的相同命名为基准,碎裂之境50-51或者55-56的奖励就应该超越150-170竞技场了。
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