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== 常规 == * O类技能是一种没有特定类别修饰的技能,比如“+X至战斗体制”或者“+X至热诚”。作用在特定修饰的技能上时最多+3技能等级。举个栗子,“残暴”符文之语圣骑士使用时只+3级热诚而不是+12-14变量列表上的技能等级。 这是D2常规机制。 == 近战溅射 == 近战溅射是瞬间范围性伤害(AoE), 并且不存在NHD(Next Hit Delay), 对目标周围360度范围内的所有敌人造成伤害, 但主目标不受到溅射伤害 溅射伤害也是基于敌人的抗性来计算的,粉碎性打击,撕裂伤口这类几率施加的效果也会计算在在每次的溅射攻击中。 这些都包括在溅射中: * 技能伤害 * 转换伤害 (如:[[Concentrate|专心]]) * 普通攻击伤害 (当你选择基础攻击作为你的技能时,你看到的数值) * 加元素和物理伤害的护身符或装备 * 致命打击和双倍打击 (仍然只适用于物理伤害) * 生命和法力吸取 (1/2效果, 只适用于物理攻击) * 粉碎性打击(CB) 这些都''不''包括在溅射中: * 远程伤害 (比如威力一击的新星) * 击晕 * 击退 * 任何其他“击中”效果 Any other on-hit effects === 近战溅射伤害举例 === 我们来看几个例子. 首先, 先看一下亚马逊: * 闪电攻击Lightning Strike有1-10000 闪电伤害和1-10000 连锁闪电伤害 * 普通攻击伤害 1000-5000 (900-4900是物理伤害) 最终溅射伤害为1001-15000 如果出现暴击那么溅射的最终伤害为1451-17450 1-10000的连锁闪电伤害不适用 再来看看野蛮人: * 专心 (300% ED, 50% 转换) * 普通攻击伤害 1000-5000 (其中900-4900是物理伤害) 首先物理伤害部分被专心的ED%加成由900-4900变成1800-9800 然后50% 的物理伤害转化为魔法伤害 最终溅射伤害为 1900-9900 [100-100元素伤害 + 900-4900物理伤害 + 900-4900魔法伤害] 如果出现暴击那么溅射的最终伤害为 2800-14800 === 溅射半径 === 玩家的基础近战溅射半径为 5 格(3.33 码),但半径可以通过某些技能和物品来提升。每增加 20% 的“溅射半径”,飞溅半径将增加 1 格(0.66 码)。 {| class="wikitable" ! scope="col" | Increased Splash Radius ! scope="col" | 0 !! scope="col" | 20 !! scope="col" | 40 !! scope="col" | 60 |- ! scope="row" | 格 |5||6||7||8 |- ! scope="row" | 半径 (码) |3.33||4||4.66||5.33 |} 还有一些其他的东西有近战溅射.这些都是静态的,不能增加. * '''"溅射" T图词缀''': 溅射半径 5 格 (3.33 码) * '''石魔''': 溅射半径 4 格 (2.66 码) * '''骷髅''': 溅射半径 3 格 (2 码) * '''狼''': 溅射半径 2 格 (1.33 码) === 近战溅射和远程武器 === 一些手套([[柏克之手]], [[血拳]], [[碎钢]]) 他们有近战溅射属性,可以用来给远程武器,如弓和弩实现近战溅射. 这允许变形人物使用远程武器代替近战武器,同时还能获得近战飞溅的好处. 这意味着远程攻击(比如用弓射击)''不''会有溅射伤害。近战溅射通常仅限于近战攻击. == 致命伤害 == 暴击伤害被重新平衡,通过使致命攻击的威力与其他物品属性更具可比性来改善物品化,其他暴击几率的来源也以同样的方式发生了变化。技能被重新平衡,增加了额外的伤害,以弥补这种差异。 每种暴击的上限为75%而不是100%,同时暴击物理伤害倍率为1.5倍而不是2倍. 暴击有3种不同的来源: * '''致命攻击''': 物品, [[祝福瞄准]] * '''双倍打击''': [[双倍打击]], [[饥饿]], [[竞争]] * '''武器精通''': [[一般精通]], [[长柄武器和矛精通]], [[投掷精通]], [[爪精通]], [[标枪和矛精通]] '''最终暴击几率''': <span class="d2-white">1 - ((1 - DS) * (1 - CS) * (1 - WM))</span> (四舍五入到最接近的百分比) : 以亚马逊为例, :* 50% DS 暴击 来自装备 :* 50% CS 暴击 来自双倍打击 :: <span class="d2-white">1 - ((1 - 0.50) * (1 - 0.50) * (1 - 0))</span> = 75% 几率暴击 : 另一中情况: :* 40% DS 暴击 来自装备 :* 65% CS 暴击 来自双倍打击 :* 30% WM 暴击 来自标枪和矛精通 :: <span class="d2-white">1 - ((1 - 0.40) * (1 - 0.65) * (1 - 0.30))</span> = 85% 几率暴击 理论最大暴击几率为95% (75% DS, 75% CS, 35% WM) == 生命和法力偷取 == === 吸取降低 === '''近战吸取降低''' * ''溅射攻击:'' 1/2 [<span class="d2-red">生命</span>/<span class="d2-blue">法力</span>] * ''范围攻击:'' 1/2 [<span class="d2-red">生命</span>/<span class="d2-blue">法力</span>] '''技能吸取降低''' * ''刀刃之盾:'' 1/2 [<span class="d2-red">生命</span>/<span class="d2-blue">法力</span>] * ''跳跃攻击:'' 1/3 [<span class="d2-red">生命</span>] '''难度吸取降低''' * ''普通:'' N/A * ''噩梦:'' 1/2 [<span class="d2-red">生命</span>/<span class="d2-blue">法力</span>] * ''地狱:'' 1/3 [<span class="d2-red">生命</span>/<span class="d2-blue">法力</span>] '''区域吸取降低''' * ''PvP 地图:'' set leech to 0% [<span class="d2-red">生命</span>/<span class="d2-blue">法力</span>] === 吸取公式 === <code>吸取的 生命/法力 = [[[吸取 * 近战吸取降低 * 技能吸取降低] * 64 * 难度吸取降低] * 物理伤害 * 怪物吸取抗性(drain_effectiveness) / 64 / 100]</code> ''Note: Bracketed values are rounded down'' 举个例子, 7%生命吸取属性,野蛮人使用5K面板的跳跃攻击技能打地狱难度母牛之王: * <span class="d2-gold">[[[</span><span class="d2-white">7 * 1/2 * 1/3</span><span class="d2-gold">]</span><span class="d2-white"> * 64 * 1/3</span><span class="d2-gold">]</span><span class="d2-white"> * 5000 * 0.2 / 64 / 100</span><span class="d2-gold">]</span> * <span class="d2-gold">[[</span><span class="d2-white">1 * 64 * 1/3</span><span class="d2-gold">]</span><span class="d2-white"> * 5000 * 0.2 / 64 / 100<span class="d2-gold">]</span> * <span class="d2-gold">[</span><span class="d2-white">21 * 5000 * 0.2 / 64 / 100</span><span class="d2-gold">]</span><span class="d2-white"> =</span> <span class="d2-red">3点生命值 吸取</span> 另一个例子, 9%生命吸取属性,圣骑士使用3K面板的热诚技能打地狱难度死亡甲壳虫: * <span class="d2-gold">[[[</span><span class="d2-white">9 * 1/2</span><span class="d2-gold">]</span><span class="d2-white"> * 64 * 1/3</span><span class="d2-gold">]</span><span class="d2-white"> * 3000 * 0.5 / 64 / 100</span><span class="d2-gold">]</span> * <span class="d2-gold">[[</span><span class="d2-white">4 * 64 * 1/3</span><span class="d2-gold">]</span><span class="d2-white"> * 3000 * 0.5 / 64 / 100<span class="d2-gold">]</span> * <span class="d2-gold">[</span><span class="d2-white">85 * 3000 * 0.5 / 64 / 100</span><span class="d2-gold">]</span><span class="d2-white"> =</span> <span class="d2-red">19点生命值 吸取</span> == 粉碎性打击 == 粉碎性打击会使目标的生命值减少,即当前生命值的一小部分。具体比例见下方表格。因此该属性对拥有大量生命值的目标更有效,但是随着目标生命值的降低效果俞发不明显。该属性可以堆叠100% - 超出100%部分不会产生任何效果。 * 粉碎性打击 <span class="nmod">现在对 Boss 的收益递减更大</span> (章节BOSS, T图boss, 超级BOSS) * <span class="nmod">近战与远程消减生命比例一致</span> {| class="wikitable" ! scope="col" | Target ! scope="col" | 近战<br />(PD2) !! scope="col" | 远程<br />(PD2) !! scope="col" | 近战<br />(LoD) !! scope="col" | 远程<br />(LoD) |- ! scope="row" | 大多数目标 | <span class="nmod">1/8</span> || 1/8 || <span class="omod">1/4</span> || 1/8 |- ! scope="row" | 超级暗金怪 | <span class="omod">1/8</span> || <span class="nmod">1/8</span> || <span class="omod">1/8</span> || 1/16 |- ! scope="row" | Bosses | <span class="nmod">1/80**</span> ||<span class="nmod">1/80**</span> || <span class="omod">1/8</span> || <span class="omod">1/16</span> |- ! scope="row" | 人物和佣兵 | <span class="omod">1/10</span> || <span class="nmod">1/10</span> || <span class="omod">1/10</span> || 1/20 |} <span>*</span> “大多数目标”是普通白字怪 ,喽啰(暗金怪随从),精英怪(蓝字),普通暗金怪 <span>**</span> 递减收益效果1/(80+2*失去生命的百分比*100)即Uber当前血量消耗为1%-99%时,削减比例为1/82-1/278 Also see: [https://www.theamazonbasin.com/wiki/index.php/Crushing_Blow Vanilla Info about Crushing Blow] == Open Wounds == * Open Wounds deals physical damage over time ** The damage depends on the level of the character who applies it (shown below for all levels) ** The damage is <span class="nmod">now affected by "+X Open Wounds Damage per Second"</span> which is a new attribute that often accompanies "X% Chance of Open Wounds" ** The damage is <span class="nmod">now affected by Physical Damage Reduction</span> (e.g. [[Battle Cry]], [[Amplify Damage]], [[Defiance]], etc) ** The damage is ''not'' affected by other damage modifiers * Open Wounds is <span class="nmod">now also applied by "Attacker Takes Damage of X"</span> as well as attacks * Open Wounds <span class="nmod">now lasts 5 seconds</span> (was <span class="omod">8 seconds</span>) and <span class="nmod">now stacks up to 3 times per target</span> * Open Wounds <span class="nmod">now has a ¼ penalty against mercenaries and pets</span> * Open Wounds <span class="nmod">no longer has a <span class="omod">½ penalty</span> against stronger enemies</span> (champions, uniques, super uniques, bosses, prime evils) {| class="wikitable mw-collapsible" |+ Open Wounds Damage per Second |- ! scope="col" | Character Level ! scope="col" | 1 !! scope="col" | 2 !! scope="col" | 3 !! scope="col" | 4 !! scope="col" | 5 !! scope="col" | 6 !! scope="col" | 7 !! scope="col" | 8 !! scope="col" | 9 !! scope="col" | 10 !! scope="col" | 11 !! scope="col" | 12 !! scope="col" | 13 !! scope="col" | 14 !! scope="col" | 15 !! scope="col" | 16 !! scope="col" | 17 !! scope="col" | 18 !! scope="col" | 19 !! scope="col" | 20 !! scope="col" | 21 !! scope="col" | 22 !! scope="col" | 23 !! scope="col" | 24 !! scope="col" | 25 |- ! scope="row" | Damage per Second |3||4||5||6||7||8||9||10||10||11||12||13||14||15||16||17||19||21||23||25||26||28||30||32||33 |- | class="mid-column" colspan="26" | |- ! scope="col" | Character Level ! scope="col" | 26 !! scope="col" | 27 !! scope="col" | 28 !! scope="col" | 29 !! scope="col" | 30 !! scope="col" | 31 !! scope="col" | 32 !! scope="col" | 33 !! scope="col" | 34 !! scope="col" | 35 !! scope="col" | 36 !! scope="col" | 37 !! scope="col" | 38 !! scope="col" | 39 !! scope="col" | 40 !! scope="col" | 41 !! scope="col" | 42 !! scope="col" | 43 !! scope="col" | 44 !! scope="col" | 45 !! scope="col" | 46 !! scope="col" | 47 !! scope="col" | 48 !! scope="col" | 49 !! scope="col" | 50 |- ! scope="row" | Damage per Second |35||37||39||40||42||45||47||50||53||55||58||61||63||66||68||71||74||76||79||82||85||89||92||96||99 |- | class="mid-column" colspan="26" | |- ! scope="col" | Character Level ! scope="col" | 51 !! scope="col" | 52 !! scope="col" | 53 !! scope="col" | 54 !! scope="col" | 55 !! scope="col" | 56 !! scope="col" | 57 !! scope="col" | 58 !! scope="col" | 59 !! scope="col" | 60 !! scope="col" | 61 !! scope="col" | 62 !! scope="col" | 63 !! scope="col" | 64 !! scope="col" | 65 !! scope="col" | 66 !! scope="col" | 67 !! scope="col" | 68 !! scope="col" | 69 !! scope="col" | 70 !! scope="col" | 71 !! scope="col" | 72 !! scope="col" | 73 !! scope="col" | 74 !! scope="col" | 75 |- ! scope="row" | Damage per Second |103||106||110||113||117||120||124||127||131||134||139||143||148||152||156||161||165||170||174||178||183||187||191||196||200 |- | class="mid-column" colspan="26" | |- ! scope="col" | Character Level ! scope="col" | 76 !! scope="col" | 77 !! scope="col" | 78 !! scope="col" | 79 !! scope="col" | 80 !! scope="col" | 81 !! scope="col" | 82 !! scope="col" | 83 !! scope="col" | 84 !! scope="col" | 85 !! scope="col" | 86 !! scope="col" | 87 !! scope="col" | 88 !! scope="col" | 89 !! scope="col" | 90 !! scope="col" | 91 !! scope="col" | 92 !! scope="col" | 93 !! scope="col" | 94 !! scope="col" | 95 !! scope="col" | 96 !! scope="col" | 97 !! scope="col" | 98 !! scope="col" | 99 !! scope="col" | |- ! scope="row" | Damage per Second |205||209||213||218||222||227||231||235||240||244||249||253||257||262||266||271||275||279||284||288||293||297||301||306|| |} Also see: [https://www.theamazonbasin.com/wiki/index.php/Open_Wounds Vanilla Info about Open Wounds], [[Deep Wounds]] == 减少敌人抗性手段 == Resistances are now reduced at <span class="nmod">1/2 effectiveness</span> (was <span class="omod">1/5 effectiveness</span>) when those resistances are above 99% (immunes) or below 0%. This effectiveness penalty only applies to effects caused by players and pets. Negative resistances caused by monsters (e.g. Conviction, Amplify Damage) are always applied at full effectiveness. === 破免 === 以下技能会“减少”或“降低”敌人的抗性,从而破除怪物抗性的效果即破免。该效果在生效时间或者光环半径内时降低目标抗性,从而使所有玩家都能受益 * 战嗥 (<span class="d2-gold">物理</span>) * 极地风暴 (<span class="d2-blue">冰冷</span>) * 猛毒花藤 (<span class="d2-green">毒素</span>) * 伤害加深 (<span class="d2-gold">物理</span>) * 衰老 (<span class="d2-gold">物理</span>) * 降低抵抗 (<span class="d2-red">火焰</span>/<span class="d2-blue">冰冷</span>/<span class="d2-yellow">闪电</span>/<span class="d2-green">毒素</span>) * 审判光环 (<span class="d2-red">火焰</span>/<span class="d2-blue">冰冷</span>/<span class="d2-yellow">闪电</span>) * 庇护所光环 (<span class="d2-orange">魔法</span>) * 地狱之火 (<span class="d2-red">火焰</span>) * 静电立场 (<span class="d2-yellow">闪电</span>) :“穿透”或“穿刺”敌人抗性效果不会产生破免效果。角色使用以下技能或物品时才能受益。 * -% 敌人抗性可以从以下物品或技能获得 (例如 [[奇拉的守护]], [[彩虹刻面]], [[冰冷支配]], [[火焰支配]], [[淬毒攻击]], [[狂战士]]) === Effectiveness vs Immunes === All effects which "reduce" resistances (those that can break immunities) are applied simultaneously against immune enemies, rather than sequentially. This means that even if multiple immunity-breaking skills are used and one of them would be powerful enough to break an immunity alone, they all still apply at 1/2 effectiveness. : As an example let's take an enemy with 110% fire resistance, and apply both Lower Resist and Conviction each at levels where they have "Enemy Resistances -30%": :* <span class="d2-white">-30 / 2 = -15</span>  [降低抵抗1/2属性生效] :* <span class="d2-white">-30 / 2 = -15</span>  [审判光环1/2属性生效] :* <span class="d2-white">110 - 15 - 15 = 80</span>  [最终敌人受到的减抗后的数值] Effects which "penetrate" resistances rather than "reduce" them (e.g. [[Rainbow Facet]], [[Cold Mastery]]) will be applied afterward and will work at full effectiveness against enemies that have had their immunities broken. === Effectiveness vs Negative Resistance === When taking an enemy below 0% resistance, the effectiveness penalty only applies to whatever portion becomes negative. Everything applies at full effectiveness and then afterward, if the enemy's resistance is negative, it gets halved. : As an example let's take an enemy with <span class="d2-blue">25%</span> cold resistance, and apply Lower Resist and Conviction from before as well as an extra "-12% to Enemy Cold Resistance": :* <span class="d2-blue">25</span> <span class="d2-white"> - 30 = -5</span>  [降低抵抗] :* <span class="d2-white">-5 - 30 = -35</span>  [审判光环] :* <span class="d2-white">-35 - 12 = -47</span>  [-敌人冰抗] :* <span class="d2-white">-47 / 2 = -23</span>  [最终敌人冰冻抗性] 抗性最大可减少-100% == 物品掉落机制 == === 物品掉落基础 === 让我们来看一个高级别的例子,了解下掉落程序是如何工作的。 墨菲斯托被击杀了! 游戏怎么决定你的奖励? # 计算掉落物品数量(最大 6个) # 选择物品类型(决定物品1.种类比如掉落帽子还是武器,2.品级比如是普通还是扩展亦或精锐) # 选择物品染色(此步MF参与计算,物品是白,蓝,黄,绿还是暗金) # 选择物品为暗金或套装内的哪一件(比如暗金戒指是乔丹还是乌鸦,套装项链是天使还是塔拉夏) # 选择物品属性(如乌鸦dex/ar变量) 玩家数量只影响项目 # 1,潜在掉落的数量。它对掉落物品染色没有影响(这是MF发挥作用的地方)。现在的问题是,玩家的数量如何影响掉落的物品数量? 任何时候你做一些掉落物品的时间(如开箱子,杀死怪物等等),游戏会从一个宝藏级别(TC)的列表中选择,这将决定什么样的物品将掉落。每个TC都有一个可以掉落的物品列表,以及给该物品掉落的概率. 每个 TC 还有一些“picks”,它们决定了可能掉落的物品数量.拼图的最后一块是“ NoDrop”,这是一个选择不会掉落任何物品的概率。NoDrop 是玩家数量影响的''唯一''参数. 当更多玩家加入游戏时,新的 NoDrop 值是如何计算的,这里有很多问题,但简单来说就是: 玩家数量越多,NoDrop 的几率就越低(如果有足够多的玩家,NoDrop 的几率可能达到0) 有一些 TCs NoDrop''就是''0。这些不受玩家数量的影响,因为0是最低可能值. === What's different in PD2? === PD2 单人基础掉率大致与原版p5/5相当, 当一个游戏有8个玩家时,每个玩家的掉略都会提高,比原版8/8还要略高一些.这意味着所有 TC 的总体 NoDrop 要低得多,而且用更少的玩家更容易达到0的 NoDrop. 跟原版一样在多人游戏里你可以获得更多的掉落数,但是单一玩家和一个8人小组之间的差别总体上要小得多. 符文TCs跟原版一致, [https://discord.com/channels/701658302085595158/739761245074489355/829461448509358111 rune drop rates are the same]. 微小的差异可能存在于某些情况下,由于新的有价值的物品的加入,如拉苏克谜盒的掉落 === 如何比较 PD2 与 LoD? === 很难直接比较两者,因为有数百个 TC,而 PD2甚至比 LoD 还要多(主要是因为地图) ,但是我们可以比较来自 LoD 的 TC 和来自 PD2的 TC,看看 NoDrop 几率是如何变化的。 让我们看看名为<span class="d2-white">Swarm 2 (H)</span>的 TC, a worst case scenario, and <span class="d2-white">Act 2 (H) H2H A</span>, a common case used by many monsters。在这个例子中,第一个数字是游戏中的玩家数量,第二个数字是团队中的玩家数量。所以 p3/2意味着在游戏中有3个玩家,但在你的队伍中只有2个。如果在单人游戏中使用 <span class="d2-white">/players 8</span> 命令,那么等效于 p8/1。 Chance for NoDrop to be selected by the "pick" (i.e. the chance that ''no'' item drops): {| class="wikitable" ! scope="col" | Treasure Class ! scope="col" | LoD !! scope="col" | PD2 |- ! scope="row" | Swarm 2 (H) | * p1/1, p2/1 = <span class="omod">83.33%</span> * p2/2, p3/1, p3/2, p4/1 = <span class="omod">69.14%</span> * p3/3, p4/2, p4/3, p5/1, p5/2, p6/1 = <span class="omod">57.63%</span> * p4/4, p5/3, p5/4, p6/2, p6/3, p7/1, p7/2, p8/1 = <span class="omod">47.92%</span> * p5/5, p6/4, p6/5, p7/3, p7/4, p8/2, p8/3 = <span class="omod">39.02%</span> * p6/6, p7/5, p7/6, p8/4, p8/5 = <span class="omod">32.43%</span> * p7/7, p8/6, p8/7 = <span class="omod">26.47%</span> * p8/8 = <span class="omod">21.88%</span> | * p1/1, p2/1 = <span class="nmod">40.85%</span> * p2/2, p3/1, p3/2, p4/1 = <span class="nmod">16.64%</span> * p3/3, p4/2, p4/3, p5/1, p5/2, p6/1 = <span class="nmod">6.68%</span> * p4/4, p5/3, p5/4, p6/2, p6/3, p7/1, p7/2, p8/1 = <span class="nmod">2.75%</span> * p5/5, p6/4, p6/5, p7/3, p7/4, p8/2, p8/3 = <span class="nmod">0.99%</span> * p6/6, p7/5, p7/6, p8/4, p8/5 = <span class="nmod">0.33%</span> * p7/7, p8/6, p8/7 = <span class="nmod">0.17%</span> * p8/8 = <span class="nmod">0%</span> |- ! scope="row" | Act 2 (H) H2H A | * p1/1, p2/1 = <span class="omod">62.50%</span> * p2/2, p3/1, p3/2, p4/1 = <span class="omod">38.78%</span> * p3/3, p4/2, p4/3, p5/1, p5/2, p6/1 = <span class="omod">24.05%</span> * p4/4, p5/3, p5/4, p6/2, p6/3, p7/1, p7/2, p8/1 = <span class="omod">14.29%</span> * p5/5, p6/4, p6/5, p7/3, p7/4, p8/2, p8/3 = <span class="omod">9.09%</span> * p6/6, p7/5, p7/6, p8/4, p8/5 = <span class="omod">4.76%</span> * p7/7, p8/6, p8/7 = <span class="omod">3.23%</span> * p8/8 = <span class="omod">1.64%</span> | * p1/1, p2/1 = <span class="nmod">9.52%</span> * p2/2, p3/1, p3/2, p4/1 = <span class="nmod">0.88%</span> * p3/3, p4/2, p4/3, p5/1, p5/2, p6/1 = <span class="nmod">0%</span> * p4/4, p5/3, p5/4, p6/2, p6/3, p7/1, p7/2, p8/1 = <span class="nmod">0%</span> * p5/5, p6/4, p6/5, p7/3, p7/4, p8/2, p8/3 = <span class="nmod">0%</span> * p6/6, p7/5, p7/6, p8/4, p8/5 = <span class="nmod">0%</span> * p7/7, p8/6, p8/7 = <span class="nmod">0%</span> * p8/8 = <span class="nmod">0%</span> |} === 钥匙掉率 === 这是一个很常见的问题,它可能是有意义的,只是显示下掉率是什么 P1和 p2-p8之间的区别很小,所以组队打钥匙没有必要了。 {| class="wikitable" ! scope="col" | Players ! scope="col" | 1 !! scope="col" | 2 !! scope="col" | 3 !! scope="col" | 4 !! scope="col" | 5 !! scope="col" | 6 !! scope="col" | 7 !! scope="col" | 8 |- ! scope="row" | 血鸟 |11.55%||11.58%||11.58%||11.58%||11.58%||11.58%||11.58%||11.58% |- ! scope="row" | 女伯爵 |9.45%||9.46%||9.46%||9.46%||9.46%||9.46%||9.46%||9.46% |- ! scope="row" | 血腥巫师 |11.55%||11.58%||11.58%||11.58%||11.58%||11.58%||11.58%||11.58% |- ! scope="row" | 召唤者 |12.83%||12.88%||12.88%||12.88%||12.88%||12.88%||12.88%||12.88% |- ! scope="row" | 衣卒尔 |11.55%||11.58%||11.58%||11.58%||11.58%||11.58%||11.58%||11.58% |- ! scope="row" | 尼拉塞克 |12.00%||12.02%||12.02%||12.02%||12.02%||12.02%||12.02%||12.02% |- ! colspan="9"| |- ! scope="row" | 女伯爵 (LoD) |7.14%||9.08%||9.61%||9.80%||9.80%||9.80%||9.80%||9.80% |- ! scope="row" | 召唤者 (LoD) |8.62%||11.61%||12.48%||12.80%||12.80%||12.80%||12.80%||12.80% |- ! scope="row" | 尼拉塞克 (LoD) |7.93%||10.41%||11.10%||11.35%||11.35%||11.35%||11.35%||11.35% |}
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