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システム のバックアップ(No.2)
未分類
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| 3発 | 単発 | AoE | |
| ティア1 | 1*n | 2 | 1*ヒット数 |
| ティア2 | 2*n | 4 | 2*ヒット数 |
| ティア3/味方英雄 | 3*n | 6 | 3*ヒット数 |
| ティア4 | 4*n | 8 | 4*ヒット数 |
例:英雄育成の場合
敵と殴り合う(英雄3*3+敵n*3)>ティア2のトドメ=10>魔法・弓3発=9>マスケ・弩等単発=6>ティア1のトドメ=5
・戦闘から退却した場合その戦闘で得た経験値は失われる
・防壁、門、障害物などへの攻撃は経験値無し
・幸運で避けられた場合は経験値無し
・被ダメージによる経験値無し※戦略カウンタがどうこうで単発なら少しはもらえるみたい?翻訳待ち
| ティア | 一般兵 | ベテラン | 熟練兵 | エリート | チャンピオン |
| 1 | 10 | 25 | 45 | 70 | |
| 2 | 20 | 45 | 75 | 110 | |
| 3 | 30 | 65 | 105 | 150 | |
| 4 | 40 | 85 | 140 | 200 |
The unit uses a touch ability (gives XP to the unit itself)
The unit is damaged by another unit (gives XP to the unit that damaged it)
The unit hits another unit with a melee attack (gives XP to the unit that it struck)
In the case of #2, if the damaging ability is not an ability that triggers multiple (3) times per round, then the counter goes down by 2 (because twice the amount of XP is being given out). Once the counter is at zero, then the unit will stop giving out XP for those things, though it will still give XP to the unit that kills it.
The counter resets each turn on the strategic map, so if you do multiple combats in the same strategic turn, the counter will be kept from one combat to the next.
The counter’s starting value depends on the tier of the unit:
Tier 1: 10
Tier 2: 12
Tier 3: 16
Tier 4: 20
(for modders, it is defined in Title.RPK in the tier resources)
For example, a tier I unit taking damage from another unit would generate only 1 XP per counter if the other unit is also tier I, but 4 XP per counter if the attacking unit is tier IV.
When facing enemy unit that is equal or lower tier than your own, it's better to let your high tier units to attack until the enemy unit's counter is empty while:
not taking melee retaliation from the enemy unit since it would also deplete enemy's counter while giving fewer XP;
not killing the enemy.
Then, the killing blow gives the same amount of XP to which ever unit you choose.
When facing enemy unit that is higher tier than your own, you can theocratically get the max XP by taking melee attack from them while:
not retaliating with your own melee attack (often difficult or near impossible)
not dying from the attack (very difficult)
After the enemy counter is empty, give the killing blow to which ever unit you choose.
The path to XP maximization is not an easy one. As with many things in life, higher risk and/or more effort = higher reward.