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Many friends may not know how to calculate the injury expectation in the game. What Bian Xiao brings to you today is the formula for calculating the injury expectation of the original God. Interested friends come and have a look.
Assume that the basic damage is X, the crit rate is P, the crit damage is R, and the damage expectation is E.
Nowadays, many people are using the rough formula of E = X( 1+R)P to calculate. After a large number of data verification, I think the formula is quite different from the actual situation and cannot effectively fit the actual injury distribution curve.
The formula that is more in line with the actual damage curve is the formula that is expected to be used in mathematical calculation:
E(X) is equal to x (1-p)+x (1+r) p.
Without brackets, E(X) equals x-XP+XP+XRP.
If XP is eliminated, E(X) is equal to X( 1+RP).
The main reason for this difference is that this calculation method is equivalent to calculating crit rate P as damage increase multiplication area.
The reality is that you can't regard crit rate as an area of increased damage at all.
The above is the whole content of how the original god calculated the expectation of injury-the calculation method of the expectation of injury.