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《恐怖黎明》碎裂之境奖励机制一览 结束箱子种类分享

《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 esourcesScripts.arc中

gameendlessdungeon ewards.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 esourcesScripts.arc

gameendlessdungeonmutatorcontrol.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。