Game Mechanics:修订间差异

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== Melee Splash ==
== 常规 General ==
* 通用技能 Oskills 是没有职业-专属修改的技能, 例如 "+X 战斗体制 Battle Orders" 或 "+X 热诚 Zeal", 并且当在技能所属的职业上使用时从所有来源限制为 +3. 例如, 圣骑士的 残暴 Ferocity 符文之语将提供 +3 热诚 而不是列出的 +12 到 +14. 这是一个常规的 D2 机制.


Melee splash is an instant AoE, with no Next Hit Delay, that damages all enemies 360° around the target. The main target does not take splash damage.
== 近战溅射 Melee Splash ==


These are included in the splash:
近战溅射是一个即时的 AoE, 没有下一次攻击延迟NHD, 对目标周围 360° 的所有敌人造成伤害. 主目标不会受到溅射伤害.
* Skill damage
* Converted damage (Concentrate)
* Normal attack damage (the values you see when you select the regular attack as your skill)
* Elemental and physical damage charms and gear
* Critical Strike and Deadly Strike (still only applies to the physical damage)
* Life and Mana leech (at 1/2)


These are '''not''' included in the splash:
攻击的溅射伤害会根据每个敌人的抗性随机一次, 但有几率施加的效果 (压碎性打击CB, 撕裂伤口OW) 会在近战溅射中被每个敌人击中时单独随机.
* Missile damage (such as the Nova portion of Power Strike)
* Stun
* Knockback
* Crushing Blow
* Open Wounds
* Any other on-hit effects


=== Melee Splash Examples ===
以下这些都包含在溅射中:
Let's take a look at a couple of examples. First, let's take an Amazon:
* 技能伤害
* Lightning Strike for 1-10000 lightning damage and 1-10000 chain lightning damage
* 转换伤害 (例如. [[Concentrate|专心]])
* Normal attack damage of 1000-5000 (900-4900 of that is physical)
* 普通攻击伤害 (当你选择基础攻击作为技能时看到的值)
* 元素和物理伤害来自于护身符和装备
* 致命攻击CS Critical Strike 和 致命攻击DS Deadly Strike (仍然只适用于物理伤害)
* 生命和法力吸取 (减少 1/2, 但仍然只对物理攻击有效)
* 压碎性打击CB Crushing Blow
* 撕裂伤口OW Open Wounds


The total splash damage would be 1001-15000 damage.
以下这些不包含在溅射中:
* 远程伤害 (比如 威力一击 Power Strike 的 新星 Nova 部分)
* 击昏 Stun
* 击退 Knockback
* 任何其他的击中效果


And if they crit then the splash damage would be 1451-17450.
=== 近战溅射示例 Melee Splash Examples ===
让我们看几个例子. 首先, 让我们以亚马逊为例:
* 闪电攻击 Lightning Strike 造成 1-10000 闪电伤害和 1-10000 点 连锁闪电 Chain Lightning 伤害
* 普通攻击伤害的 1000-5000 (900-4900 是物理伤害)


The 1-10000 damage from the Chain Lightning is not applied.
总溅射伤害将会是 1001-15000 伤害.


如果他们暴击那么溅射伤害将是 1451-17450.


What about a Barbarian:
这个 1-10000 伤害来自 连锁闪电 Chain Lightning 没有生效.
* Concentrate (300% ED, 50% conversion)
* Normal attack damage of 1000-5000 (900-4900 of that is physical)


First the physical portion of the normal attack damage is boosted by Concentrate's ED% bonus: 900-4900 becomes ~1800-9800


Then 50% of the physical damage is converted to magic


The total splash damage would be 1900-9900 [100-100 elemental damage + 900-4900 physical + 900-4900 magic]
那么来看野蛮人:
* 专心 Concentrate (300% ED, 50% 转换率)
* 普通攻击伤害的 1000-5000 (900-4900 是物理伤害)
首先普通攻击伤害的物理部分由 专心 Concentrate 的 ED% 加成: 900-4900 变为 ~1800-9800


And if they crit then the splash damage would be 2800-14800
然后 50% 的物理伤害转换为魔法


=== Splash Radius ===
总溅射伤害为 1900-9900 [100-100 元素伤害 + 900-4900 物理 + 900-4900 魔法]
The base player melee splash radius is 3.33 yards but this can be extended by certain skills and items. The splash radius will increase every 20%, so there are breakpoints at 20%, 40%, etc.
 
如果他们暴击那么溅射伤害将是 2800-14800
 
=== 溅射范围 Splash Radius ===
基础玩家的近战溅射范围为 5 格 (3.33 码) 但这可以通过某些技能和物品来延长. 每拥有 20% "增加溅射范围" 就会增加 1 格 (0.66 码).
{| class="wikitable"
{| class="wikitable"
! scope="col" | Increased Splash Radius
! scope="col" | 增加溅射范围
! scope="col" | 0 !! scope="col" | 20 !! scope="col" | 40 !! scope="col" | 60
! scope="col" | 0 !! scope="col" | 20 !! scope="col" | 40 !! scope="col" | 60
|-
|-
! scope="row" | Tiles
! scope="row" | 格数
|5||6||7||8
|5||6||7||8
|-
|-
! scope="row" | Radius (yards)
! scope="row" | 范围()
|3.33||4||4.66||5.33
|3.33||4||4.66||5.33
|}
|}


There are also a handful of other things that have melee splash. These are all static and cannot be increased.
还有一些其他东西有近战溅射. 这些都是静态的并且无法增加.
* '''"Splashing" map modifier:''' melee splash radius is 3.33 yards
* '''"溅射 Splashing" 地图修正''': 近战溅射范围为 5 格 (3.33 码)
* '''Golems:''' melee splash radius is 2.66 yards
* '''石魔 Golems''': 近战溅射范围为 4 格 (2.66 码)
* '''Skeletons:''' melee splash radius is 2 yards
* '''骷髅 Skeletons''': 近战溅射范围为 3 格 (2 码)
* '''Wolves:''' melee splash radius is 1.33 yards
* '''狼 Wolves''': 近战溅射范围为 2 格 (1.33 码)
 
=== 近战溅射和远程武器 Melee splash and ranged weapons ===
有一些手套 ([[The Hand of Broc|柏克之手]], [[Bloodfist|血拳]], 和 [[Steelrend|碎钢]]) 上有近战溅射它们可以用来给远程武器, 如弓和十字弓, 近战溅射.
 
这允许 外形变化 shapeshifters 使用远程武器代替近战武器, 同时仍然获得近战溅射的好处.
 
这并不意味着远程攻击 (例如. 用弓射击) 会产生溅射伤害. 近战溅射总是仅限于近战攻击.
 
== 暴击伤害 Critical Damage ==
 
暴击伤害已重新平衡通过使 致命攻击 Deadly Strike 的威力与其他物品属性更具可比性来改进物品, 并且其他暴击率的来源也以相同的方式更改. 技能已重新平衡增加了伤害以补偿这一差异.
 
<span class="nmod">每个暴击率来源的上限现在为 75%</span> 而不是 <span class="omod">100%</span> 并且 <span class="nmod">暴击会将物理攻击伤害乘以 1.5x</span> 而不是 <span class="omod">2x</span>.
 
暴击率有 3 种不同的来源:
* '''致命攻击DS Deadly Strike''': 物品, [[Blessed Aim|祝福瞄准]]
* '''致命攻击CS Critical Strike''': [[Critical Strike|致命攻击]], [[Hunger|饥饿]], [[Joust|突袭]]
* '''武器精通 Weapon Mastery''': [[General Mastery|通用武器精通]], [[Polearm and Spear Mastery|长柄和长矛精通]], [[Throwing Mastery|支配飞掷]], [[Claw and Dagger Mastery|短刃精通]], [[Javelin and Spear Mastery|标枪和长矛精通]]
 
'''总暴击率''': <span class="d2-white">1 - ((1 - DS) * (1 - CS) * (1 - WM))</span> (四舍五入到最接近的百分比)
 
: 例如, 考虑一个具有以下功能的 亚马逊:
:* 50% DS 暴击来自 装备
:* 50% CS 暴击来自 致命攻击 Critical Strike
:: <span class="d2-white">1 - ((1 - 0.50) * (1 - 0.50) * (1 - 0))</span> = 75% 几率暴击
: 另一个例子:
:* 40% DS 暴击来自 装备
:* 65% CS 暴击来自 致命攻击 Critical Strike
:* 30% WM 暴击来自 标枪和长矛精通 Javelin and Spear Mastery
:: <span class="d2-white">1 - ((1 - 0.40) * (1 - 0.65) * (1 - 0.30))</span> = 85% 几率暴击


=== Melee splash and ranged weapons ===
理论上的最大总暴击率是 95% (75% DS, 75% CS, 35% WM)
There are a few gloves ([[The Hand of Broc]], [[Bloodfist]], and [[Steelrend]]) that have melee splash on them and they can be used to give ranged weapons, like bows and crossbows, melee splash.


This allows shapeshifters to use a ranged weapon in place of a melee weapon, while still gaining the benefits of melee splash.
== 生命和法力偷取 Life and Mana Steal ==


This does '''not''' mean that ranged attacks (i.e. shooting with a bow) will have splash damage. Melee splash is always limited to melee attacks.
=== 减少吸取 Leech Reductions ===
'''攻击吸取减少 Attack leech reduction'''
* ''近战溅射 Melee Splash:'' 1/2 [<span class="d2-red">生命</span>/<span class="d2-blue">法力</span>]
* ''远程攻击 Ranged Attacks:'' 1/2 [<span class="d2-red">生命</span>/<span class="d2-blue">法力</span>]


'''技能吸取减少 Skill leech reduction'''
* ''刀刃之盾 Blade Shield:'' 1/2 [<span class="d2-red">生命</span>/<span class="d2-blue">法力</span>]
* ''跳跃攻击 Leap Attack:'' 1/3 [<span class="d2-red">生命</span>]


== Critical damage ==
'''难度吸取减少 Difficulty leech reduction'''
* ''普通:'' N/A
* ''恶梦:'' 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>]


Critical Strike and Deadly Strike have been rebalanced to improve itemization - they now each cap at 75% instead of 100% and multiply damage by 1.5 instead of 2.
'''区域吸取减少 Zone leech reduction'''
* ''PvP 地图:'' 将吸取设置为 0% [<span class="d2-red">生命</span>/<span class="d2-blue">法力</span>]


There are 4 different types of 1.5x damage stats:
=== 吸取公式 Leech Formula ===
* '''Deadly strike''': found exclusively on items.
* '''Critical Strike''': used in the following skills - Critical Strike, Hunger
* '''Crit Mastery (melee)''': used in the following skills - Javelin and Spear Mastery, Claw Mastery, General Mastery, Polearm and Spear Mastery
* '''Crit Mastery (throw)''': used in the following skills - Javelin and Spear Mastery, Throwing Mastery


(An attack is only able to be melee or thrown, therefore only one Crit Mastery type will be taken into account.)
<code>吸取的 生命/法力 = [[[leech * attack_reduction * skill_reduction] * 64 * difficulty_reduction] * physical_damage * drain_effectiveness / 64 / 100]</code>


''提示: 括号内的值向下取整''


To calculate the chance that one of these stats rolls a crit:


<span class="d2-white">1 - ((1 - MasteryCrit) * (1 - CS) * (1 - DS))</span>
举个例子, 比如一个拥有 7% 生命吸取的野蛮人, 使用 跳跃攻击 Leap Attack (5k 伤害) 来对付 牛皇后 The Cow Queen:
* <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">3hp 吸取</span>


As an example lets take an Amazon with:
* 30% Crit Mastery from Javelin and Spear Mastery
* 52% CS from Critical Strike
* 25% DS from gear


<span class="d2-white">1 - ((1 - .30) * (1 - .52) * (1 - .25))</span> = ~75% chance to crit
另一个例子, 比如一个拥有 9% 生命吸取的圣骑士, 使用 热诚 Zeal (3k 伤害) 来对付 Death Beatle:
* <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">19hp 吸取</span>


The theoretical maximum combined crit chance is ~96%




== Crushing Blow ==
== 压碎性打击 Crushing Blow ==


Crushing Blow is a percentage chance to reduce the target's '''current''' life by a fraction. The fraction applied depends on the target and the type of attack. Crushing Blow also caps at 100% chance -- any extra will have no effect. This is all unchanged from vanilla, however there are a few things that have changed.
压碎性打击CB 会减少目标当前生命的一小部分生命, 因此它对拥有大量生命的目标更有效而随着他们失去生命它就会变得不那么有效. 攻击有高达 100% 的几率造成 压碎性打击 - 任何额外的都不会产生任何效果.


The melee life reduction is now the same as the ranged reduction:
* 压碎性打击 <span class="nmod">现在对 Boss 有更大的递减收益</span> (章节 Boss, 地图 Boss, 超级 Boss)
* <span class="nmod">近战生命减少现在与远程减少相同</span>


{| class="wikitable"
{| class="wikitable"
! scope="col" | Attack Type
! scope="col" | 目标
! scope="col" | Melee<br />(PD2) !! scope="col" | Ranged<br />(PD2) !! scope="col" | Melee<br />(LoD) !! scope="col" | Ranged<br />(LoD)
! 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
| <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" | 玩家和佣兵
| <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" 是指召唤物以及普通, 仆从, 冠军, 和 暗金怪物
 
<span>**</span> 受收益递减影响: 80 + pow (损失 hp%, 2) <span class="d2-gray">[这里的意思就是 80 + (损失的hp%的2次方)]</span>
 
参见: [https://www.theamazonbasin.com/wiki/index.php/Crushing_Blow 关于压碎性打击的原版信息]
 
== 撕裂伤口 Open Wounds ==
 
* 撕裂伤口OW 造成持续物理伤害
** 伤害取决于施加伤害的角色的等级 (所有等级如下)
** 这个伤害 <span class="nmod">现在受到 "撕裂伤口每秒伤害 +X" 影响</span> 这是一个新属性通常伴随着 "X% 几率撕裂伤口 (OW)"
** 这个伤害 <span class="nmod">现在受物理伤害减免影响</span> (例如. [[Battle Cry|战嗥]], [[Amplify Damage|伤害加深]], [[Defiance|反抗]], 等等)
** 这个伤害 不受其他伤害词缀影响
* 撕裂伤口 <span class="nmod">现在也会由 "攻击者受到伤害 X"</span> 攻击附加
* 撕裂伤口 <span class="nmod">现在持续 5 秒</span> (以前是 <span class="omod">8 秒</span>) 并且 <span class="nmod">现在每个目标最多可叠加 3 次</span>
* 撕裂伤口 <span class="nmod">现在对佣兵和召唤物有 ¼ 的惩罚</span>
* 撕裂伤口 <span class="nmod">不再有 <span class="omod">½ 惩罚</span> 对更强大的敌人</span> (冠军, 暗金, 超级暗金, Boss, 恶魔首领)
 
{| class="wikitable mw-collapsible"
|+ 撕裂伤口每秒伤害
|-
! scope="col" | 角色等级
! 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" | 每秒伤害
|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" | 角色等级
! 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" | 每秒伤害
|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
|-
|-
! scope="row" | Default<ref name="name">Applies to pets, normal, minion, Champion, and Unique monsters</ref>
| class="mid-column" colspan="26" |
|<span class="nmod">1/8</span>||<span class="nmod">1/8</span>||<span class="omod">1/4</span>||<span class="omod">1/8</span>
|-
|-
! scope="row" | Super Uniques and Bosses
! scope="col" | 角色等级
|<span class="nmod">1/16</span>||<span class="nmod">1/16</span>||<span class="omod">1/8</span>||<span class="omod">1/16</span>
! 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" | Players and Mercenaries
! scope="row" | 每秒伤害
|<span class="nmod">1/20</span>||<span class="nmod">1/20</span>||<span class="omod">1/10</span>||<span class="omod">1/20</span>
|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" | 角色等级
! 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" | 每秒伤害
|205||209||213||218||222||227||231||235||240||244||249||253||257||262||266||271||275||279||284||288||293||297||301||306||
|}
|}
<references />
参见: [https://www.theamazonbasin.com/wiki/index.php/Open_Wounds 关于撕裂伤口的原版信息], [[Deep Wounds|恶毒切割]]
 
== 降低抗性 Reducing Resistances ==
当这些抗性高于 99% (免疫) 或低于 0% 时抗性现在会降低为 <span class="nmod">1/2 效果</span> (以前是 <span class="omod">1/5 效果</span>).
 
此效果惩罚仅适用于玩家和召唤物造成的效果. 由怪物造成的负面抗性 (例如. 信念, 伤害加深) 总是以全效施加.


There is also now a cap of 65% when fighting against Champions, Uniques, Super Uniques, and Bosses. So as soon as these monsters are at 65% life, then Crushing Blow will no longer do any damage.
=== 破除免疫 Breaking Immunes ===
这些效果会 "减少" 或 "降低" 敌人的抗性并会破除免疫. 他们都会对敌人施加一个效果该效果会在敌人身上激活时持续存在并降低他们的抗性, 从而让所有玩家受益:
* [[Battle Cry|战嗥]] Battle Cry (<span class="d2-gold">物理</span>)
* [[Amplify Damage|伤害加深]] Amplify Damage (<span class="d2-gold">物理</span>)
* [[Decrepify|衰老]] Decrepify (<span class="d2-gold">物理</span>)
* [[Lower Resist|降低抵抗]] Lower Resist (<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>)
* [[Conviction|信念]] Conviction (<span class="d2-red">火焰</span>/<span class="d2-blue">冰冷</span>/<span class="d2-yellow">闪电</span>)
* [[Sanctuary (Skill)|庇护所]] Sanctuary (<span class="d2-orange">魔法</span>)
* [[Poison Creeper|猛毒花藤]] Poison Creeper (<span class="d2-green">毒素</span>)
* [[Arctic Blast|极地风暴]] Arctic Blast (<span class="d2-blue">冰冷</span>)
* [[Inferno|地狱之火]] Inferno (<span class="d2-red">火焰</span>)
* [[Static Field|静态力场]] Static Field (<span class="d2-yellow">闪电</span>)


这些效果会 "刺入" 或 "穿透" 敌人的抗性, 并且不会破坏免疫. 它们只对使用它们的角色有益:
* -% 敌人抗性来自物品或技能 (例如. [[Kira's Guardian|奇拉的守护]], [[Rainbow Facet|彩虹刻面]], [[Cold Mastery|支配冰冷]], [[Fire Mastery|支配火焰]], [[Poison Strike|淬毒攻击]], [[Berserk|狂战士]])


== Behavior of -enemy resists ==


=== Breaking immunities ===
What '''will''' break immunities:
* Battle Cry (<span class="d2-gold">Physical</span>)
* Poison Creeper (<span class="d2-green">Poison</span>)
* Amplify Damage (<span class="d2-gold">Physical</span>)
* Decrepify (<span class="d2-gold">Physical</span>)
* Lower Resist (<span class="d2-red">Fire</span>/<span class="d2-blue">Cold</span>/<span class="d2-yellow">Lightning</span>/<span class="d2-green">Poison</span>)
* Conviction (<span class="d2-red">Fire</span>/<span class="d2-blue">Cold</span>/<span class="d2-yellow">Lightning</span>)
* Static Field (<span class="d2-yellow">Lightning</span>)


What will '''not''' break immunities:
=== 有效性 vs 免疫 Effectiveness vs Immunes ===
* -enemy resistance on gear
* Cold Mastery
* Fire Mastery


=== Enemy resists above 99% (immunes) ===
所有 "减少" 抗性的效果 (可以破除免疫的) 都会同时对免疫敌人施加, 而不是按顺序施加. 这意味着即使使用了多个破除-免疫的技能并且其中一个技能的威力足以单独破除免疫, 它们仍然只应用 1/2 的效果.
Just like in vanilla, the effectiveness of -enemy resistances is reduced when they are applied to enemies who are immune. In vanilla it was reduced to 1/5, but in PD2 this is instead reduced by 1/2. Even after the immunity is broken, immunity breaking skills still only have 1/2 effectiveness.


As an example lets take a enemy with 110 fire resistance, and lets apply a level 20 Lower Resist (-30%) and a level 10 Conviction (-30%).
: 举个例子我们以一个火焰抗性为 110% 的敌人为例, 在他们具有 "敌人抗性 -30%" 的等级上同时施加 降低抵抗 Lower Resist 和 信念 Conviction:
:* <span class="d2-white">-30 / 2 = -15</span>  &emsp;[应用 1/2 惩罚到 降低抵抗]
:* <span class="d2-white">-30 / 2 = -15</span>  &emsp;[应用 1/2 惩罚到 信念]
:* <span class="d2-white">110 - 15 - 15 = 80</span>  &emsp;[取最终的 -抗性 值并将其应用于敌人]


The correct calculation looks like this:
"穿透" 抗性而不是 "减少" 抗性的效果 (例如. [[Rainbow Facet|彩虹刻面]], [[Cold Mastery|支配冰冷]]) 将在之后应用并且对免疫失效的敌人会完全有效.
* <span class="d2-white">-30 / 2 = -15</span>  &emsp;[apply the 1/2 penalty to Lower Resist]
* <span class="d2-white">-30 / 2 = -15</span>  &emsp;[apply the 1/2 penalty to Conviction]
* <span class="d2-white">110 - 15 - 15 = 80</span>  &emsp;[take the final -resist values and apply them to the enemy]


It does '''not''' work like this:
* <span class="d2-white">-30 / 2 = -15</span>  &emsp;[Lower Resist at 1/2 effectiveness]
* <span class="d2-white">110 - 15 = 95</span>  &emsp;[immunity is broken with Lower Resist]
* <span class="d2-white">95 - 30 = 65</span>  &emsp;[apply -resist from Conviction]


It's worth stating again, even after the immunity is broken, immunity breaking skills '''still''' only work at 1/2 effectiveness. However this is not the case for -enemy resist on gear, Cold Mastery, and Fire Mastery. While these things are not able to break immunities on their own, they do work at 100% effectiveness after the immunity is broken.


=== Enemy resists between 0% and 99% ===
=== 有效性 vs 负数抗性 Effectiveness vs Negative Resistance ===
Works identically to vanilla.


Everything works at 100% effectiveness
当敌人的抗性低于 0% 时, 有效性惩罚仅适用于变为负数的部分. 一切都以完全有效的方式应用然而, 如果敌人的抗性为负, 则它就会减半.


=== Enemy resists below 0% ===
: 例如让我们以一个具有 <span class="d2-blue">25%</span> 冰冷抗性的敌人为例, 并施加之前的 降低抵抗 Lower Resist 和 信念 Conviction 以及额外的 "-12% 敌人冰冷抗性":
When taking the enemy below 0% resistance you also have to apply the 1/2 penalty. This also applies to gear and items with -enemy resistance.
:* <span class="d2-blue">25</span> <span class="d2-white">- 30 = -5</span>  &emsp;[降低抵抗]
:* <span class="d2-white">-5 - 30 = -35</span>  &emsp;[信念]
:* <span class="d2-white">-35 - 12 = -47</span>  &emsp;[-敌人抗性]
:* <span class="d2-white">-47 / 2 = -23</span>  &emsp;[应用 1/2 惩罚到最终敌人的冰冷抗性]


As an example lets take an enemy with 25 cold resistance, and lets apply a level 20 Lower Resist (-30%) and a level 10 Conviction (-30%):
抗性可以减少至 -100%
* <span class="d2-white">25 - 25 = 0</span>  &emsp;[the first -25% from Conviction is reduced at 100% effectiveness]
* <span class="d2-white">-5 / 2 = -2</span>  &emsp;[apply the 1/2 penalty to the remaining -5% from Conviction]
* <span class="d2-white">-30 / 2 = -15</span>  &emsp;[apply the 1/2 penalty to Lower Resist]
* <span class="d2-white">0 - 2 - 15 = -17</span>  &emsp;[final enemy cold resist]


Resists can be reduced to a maximum of -100%


== 物品掉落机制 ==


=== 物品掉落基础 ===
== 物品掉落机制 Item drop mechanics ==
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?
=== 物品掉落基础 Item drop Basics ===
# 计算掉落物品数量(最大 6个)
让我们看一个掉落过程工作原理的高级示例.
 
墨菲斯托被杀了! 游戏会如何决定你的奖励?
# 计算要掉落的物品数量 (最多 6)
# 选择物品类型
# 选择物品类型
# 选择物品染色(白/扩展/精锐)
# 选择物品品质
# 选择是暗金还是套装(当可适用时)
# 选择某些暗金或套装的物品 (如果适用)
# 选择物品属性(当可适用时)
# 选择物品属性 (如果适用)


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?
玩家数量仅影响物品 #1, 即可能掉落的数量. 它对掉落的物品的品质没有影响 (这就是魔法寻找 MF 发挥作用的地方). 现在的问题是, 玩家数量如何影响掉落的物品数量?


Any time you do something that drops loot (opening a chest, killing a monster, etc.) the game selects from a list of treasure classes (TC) that will decide what kind of items will drop. Each TC has a list of items (or other TCs) that can drop, as well as a probability that that given item will drop. There is also a number of "picks" for each TC that decides how many potential items can drop. The last piece of the puzzle is "NoDrop", which is a probability that a pick will drop no items. NoDrop is the '''only''' parameter that player count affects.
任何时候你做一些掉落战利品的事情 (打开箱子, 杀死怪物, 等等.) 游戏都会从 宝藏分类 (TC) 表中选择这将决定掉落什么样的物品. 每个 TC 都有一个可以掉落的物品 (或其他 TC) , 以及该给定物品掉落的概率. 每个 TC 还有许多 "选择 picks" 它们决定了可以掉落多少潜在物品. 拼接的最后一块是 "不掉落率 NoDrop", 即选择不掉落任何物品的概率. NoDrop 是玩家计数影响的唯一参数.


There's a lot that goes into how the new NoDrop value is calculated when more players join the game, but the short version is: the higher the player count, the lower the NoDrop chance (potentially reaching 0 with enough players).  
当更多玩家加入游戏时, 如何计算新的 NoDrop 值有很多方面, 但简而言之是: 玩家数量越多, NoDrop 几率就越低 (如果玩家足够多可能会达到 0).  


There are some TCs that '''start''' with NoDrop at 0. These are not affected by player count, since 0 is the lowest possible value.
有些 TC 以 0 几率 NoDrop 开头. 这些值不受玩家数量的影响, 因为 0 是可能的最低值.


=== What's different in PD2? ===
=== PD2 有什么不同? What's different in PD2? ===


The baseline drop rate in PD2 is roughly equivalent to vanilla's p5/5 (5 partied players in a game) for solo play, and scales up per player until it's slightly above the equivalent of vanilla's p8/8 when there is a full game of 8 players. This means that overall NoDrop for all TCs is significantly lower, and it becomes easier to reach a NoDrop of 0 with fewer players.
PD2 中的基准掉落率大致相当于原版的 p5/5 (游戏中有 5 名玩家) 的单人游戏, 并且随着玩家的比例增加直到当有 8 名玩家的完整房间时它略高于原版的 p8/8. 这意味着所有 TC 的总体 不掉落率 NoDrop 明显较低, 并且玩家较少时更容易达到 NoDrop 0.


You still get loot increases from more players like vanilla, but the difference between a solo player and a group of 8 is overall much smaller.
你仍然可以从更多玩家 如原版 那里获得战利品增加, 但单人玩家和 8 人组队之间的差异总体上要小得多.


Rune TCs are also the same as in vanilla, so [https://discord.com/channels/701658302085595158/739761245074489355/829461448509358111 rune drop rates are the same]. Miniscule differences may exist in some cases due to new valuable items such as [[Larzuk's Puzzlebox]] being able to drop.
符文 TC 也与原版相同, 因此 [https://discord.com/channels/701658302085595158/739761245074489355/829461448509358111 符文的掉落率相同]. 在某些情况下, 由于新的有价值的物品 例如 [[Larzuk's Puzzlebox|拉苏克谜盒]] 能够掉落而可能导致会有微小的差异.


=== 如何比较 PD2 与 LoD? ===
=== PD2 与 LoD 相比如何? How does PD2 compare to 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。
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). 但是我们可以将 LoD 的 TC 与 PD2 的 TC 进行比较来查看 不掉落率 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。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。
让我们看看称为 <span class="d2-white">地狱群虫 Swarm 2 (H)</span> 的 TC, 一种最坏的情况, 以及 <span class="d2-white">Act 2 (H) H2H A</span>, 一种被许多怪物使用的常见情况. 在这些示例中, 第一个数字是整个游戏中的玩家数量, 第二个数字是队伍中的玩家数量. 所以 p3/2 意味着整个游戏中有 3 名玩家但你的队伍中只有 2 名玩家. 如果你在单人游戏中使用 <span class="d2-white">/players 8</span> 命令那就等同于 p8/1.




Chance for NoDrop to be selected by the "pick" (i.e. the chance that '''no''' item drops):


LoD
不掉落率 NoDrop 被 "pick" 选择的几率 (即不掉落任何物品的几率):
 
{| class="wikitable"
! scope="col" | 宝藏分类TC
! scope="col" | LoD !! scope="col" | PD2
|-
! scope="row" | 地狱群虫 Swarm 2 (H)
|
* p1/1, p2/1 = <span class="omod">83.33%</span>
* p1/1, p2/1 = <span class="omod">83.33%</span>
* p2/2, p3/1, p3/2, p4/1 = <span class="omod">69.14%</span>
* p2/2, p3/1, p3/2, p4/1 = <span class="omod">69.14%</span>
第216行: 第316行:
* p7/7, p8/6, p8/7 = <span class="omod">26.47%</span>
* p7/7, p8/6, p8/7 = <span class="omod">26.47%</span>
* p8/8 = <span class="omod">21.88%</span>
* p8/8 = <span class="omod">21.88%</span>
 
|
PD2
* p1/1, p2/1 = <span class="nmod">40.85%</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>
* p2/2, p3/1, p3/2, p4/1 = <span class="nmod">16.64%</span>
第226行: 第325行:
* p7/7, p8/6, p8/7 = <span class="nmod">0.17%</span>
* p7/7, p8/6, p8/7 = <span class="nmod">0.17%</span>
* p8/8 = <span class="nmod">0%</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 ===
=== 钥匙掉率 Key drop rates ===
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"
{| class="wikitable"
! scope="col" | Players
! scope="col" | 玩家
! 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" | 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
! scope="row" | 血鸟
|11.55%||11.58%||11.58%||11.58%||11.58%||11.58%||11.58%||11.58%
|12.127%||12.161%||<span class="omod">12.161%</span>||<span class="omod">12.161%</span>||<span class="omod">12.161%</span>||<span class="omod">12.161%</span>||<span class="omod">12.161%</span>||<span class="omod">12.161%</span>
|-
|-
! scope="row" | 女伯爵
! scope="row" | 女伯爵
|9.45%||9.46%||9.46%||9.46%||9.46%||9.46%||9.46%||9.46%
|7.350%||6.274%||5.906%||<span class="omod">5.906%</span>||<span class="omod">5.906%</span>||<span class="omod">5.906%</span>||<span class="omod">5.906%</span>||<span class="omod">5.906%</span>
|-
|-
! scope="row" | 血腥巫师
! scope="row" | 疯狂血腥女巫
|11.55%||11.58%||11.58%||11.58%||11.58%||11.58%||11.58%||11.58%
|12.127%||12.161%||<span class="omod">12.161%</span>||<span class="omod">12.161%</span>||<span class="omod">12.161%</span>||<span class="omod">12.161%</span>||<span class="omod">12.161%</span>||<span class="omod">12.161%</span>
|-
|-
! scope="row" | 召唤者
! scope="row" | 召唤者
|12.83%||12.88%||12.88%||12.88%||12.88%||12.88%||12.88%||12.88%
|13.541%||13.595%||<span class="omod">13.595%</span>||<span class="omod">13.595%</span>||<span class="omod">13.595%</span>||<span class="omod">13.595%</span>||<span class="omod">13.595%</span>||<span class="omod">13.595%</span>
|-
|-
! scope="row" | 衣卒尔
! scope="row" | 衣卒尔
|11.55%||11.58%||11.58%||11.58%||11.58%||11.58%||11.58%||11.58%
|12.127%||12.161%||<span class="omod">12.161%</span>||<span class="omod">12.161%</span>||<span class="omod">12.161%</span>||<span class="omod">12.161%</span>||<span class="omod">12.161%</span>||<span class="omod">12.161%</span>
|-
|-
! scope="row" | 尼拉塞克
! scope="row" | 尼拉塞克
|12.00%||12.02%||12.02%||12.02%||12.02%||12.02%||12.02%||12.02%
|12.618%||12.645%||<span class="omod">12.645%</span>||<span class="omod">12.645%</span>||<span class="omod">12.645%</span>||<span class="omod">12.645%</span>||<span class="omod">12.645%</span>||<span class="omod">12.645%</span>
|-
|-
! colspan="9"|
! colspan="9"|
|-
|-
! scope="row" | 女伯爵 (LoD)
! scope="row" | 女伯爵 (LoD)
|7.14%||9.08%||9.61%||9.80%||9.80%||9.80%||9.80%||9.80%
|7.353%||9.434%||10.000%||10.204%||<span class="omod">10.204%</span>||<span class="omod">10.204%</span>||<span class="omod">10.204%</span>||<span class="omod">10.204%</span>
|-
|-
! scope="row" | 召唤者 (LoD)
! scope="row" | 召唤者 (LoD)
|8.62%||11.61%||12.48%||12.80%||12.80%||12.80%||12.80%||12.80%
|8.929%||12.195%||13.158%||13.514%||<span class="omod">13.514%</span>||<span class="omod">13.514%</span>||<span class="omod">13.514%</span>||<span class="omod">13.514%</span>
|-
|-
! scope="row" | 尼拉塞克 (LoD)
! scope="row" | 尼拉塞克 (LoD)
|7.93%||10.41%||11.10%||11.35%||11.35%||11.35%||11.35%||11.35%
|8.197%||10.870%||11.628%||11.905%||<span class="omod">11.905%</span>||<span class="omod">11.905%</span>||<span class="omod">11.905%</span>||<span class="omod">11.905%</span>
|}
|}

2024年11月17日 (日) 11:56的最新版本

常规 General

  • 通用技能 Oskills 是没有职业-专属修改的技能, 例如 "+X 战斗体制 Battle Orders" 或 "+X 热诚 Zeal", 并且当在技能所属的职业上使用时从所有来源限制为 +3. 例如, 圣骑士的 残暴 Ferocity 符文之语将提供 +3 热诚 而不是列出的 +12 到 +14. 这是一个常规的 D2 机制.

近战溅射 Melee Splash

近战溅射是一个即时的 AoE, 没有下一次攻击延迟NHD, 对目标周围 360° 的所有敌人造成伤害. 主目标不会受到溅射伤害.

攻击的溅射伤害会根据每个敌人的抗性随机一次, 但有几率施加的效果 (压碎性打击CB, 撕裂伤口OW) 会在近战溅射中被每个敌人击中时单独随机.

以下这些都包含在溅射中:

  • 技能伤害
  • 转换伤害 (例如. 专心)
  • 普通攻击伤害 (当你选择基础攻击作为技能时看到的值)
  • 元素和物理伤害来自于护身符和装备
  • 致命攻击CS Critical Strike 和 致命攻击DS Deadly Strike (仍然只适用于物理伤害)
  • 生命和法力吸取 (减少 1/2, 但仍然只对物理攻击有效)
  • 压碎性打击CB Crushing Blow
  • 撕裂伤口OW Open Wounds

以下这些不包含在溅射中:

  • 远程伤害 (比如 威力一击 Power Strike 的 新星 Nova 部分)
  • 击昏 Stun
  • 击退 Knockback
  • 任何其他的击中效果

近战溅射示例 Melee Splash Examples

让我们看几个例子. 首先, 让我们以亚马逊为例:

  • 闪电攻击 Lightning Strike 造成 1-10000 闪电伤害和 1-10000 点 连锁闪电 Chain Lightning 伤害
  • 普通攻击伤害的 1000-5000 (900-4900 是物理伤害)

总溅射伤害将会是 1001-15000 伤害.

如果他们暴击那么溅射伤害将是 1451-17450.

这个 1-10000 伤害来自 连锁闪电 Chain Lightning 没有生效.


那么来看野蛮人:

  • 专心 Concentrate (300% ED, 50% 转换率)
  • 普通攻击伤害的 1000-5000 (900-4900 是物理伤害)

首先普通攻击伤害的物理部分由 专心 Concentrate 的 ED% 加成: 900-4900 变为 ~1800-9800

然后 50% 的物理伤害转换为魔法

总溅射伤害为 1900-9900 [100-100 元素伤害 + 900-4900 物理 + 900-4900 魔法]

如果他们暴击那么溅射伤害将是 2800-14800

溅射范围 Splash Radius

基础玩家的近战溅射范围为 5 格 (3.33 码) 但这可以通过某些技能和物品来延长. 每拥有 20% "增加溅射范围" 就会增加 1 格 (0.66 码).

增加溅射范围 0 20 40 60
格数 5 6 7 8
范围(码) 3.33 4 4.66 5.33

还有一些其他东西有近战溅射. 这些都是静态的并且无法增加.

  • "溅射 Splashing" 地图修正: 近战溅射范围为 5 格 (3.33 码)
  • 石魔 Golems: 近战溅射范围为 4 格 (2.66 码)
  • 骷髅 Skeletons: 近战溅射范围为 3 格 (2 码)
  • 狼 Wolves: 近战溅射范围为 2 格 (1.33 码)

近战溅射和远程武器 Melee splash and ranged weapons

有一些手套 (柏克之手, 血拳, 和 碎钢) 上有近战溅射它们可以用来给远程武器, 如弓和十字弓, 近战溅射.

这允许 外形变化 shapeshifters 使用远程武器代替近战武器, 同时仍然获得近战溅射的好处.

这并不意味着远程攻击 (例如. 用弓射击) 会产生溅射伤害. 近战溅射总是仅限于近战攻击.

暴击伤害 Critical Damage

暴击伤害已重新平衡通过使 致命攻击 Deadly Strike 的威力与其他物品属性更具可比性来改进物品, 并且其他暴击率的来源也以相同的方式更改. 技能已重新平衡增加了伤害以补偿这一差异.

每个暴击率来源的上限现在为 75% 而不是 100% 并且 暴击会将物理攻击伤害乘以 1.5x 而不是 2x.

暴击率有 3 种不同的来源:

总暴击率: 1 - ((1 - DS) * (1 - CS) * (1 - WM)) (四舍五入到最接近的百分比)

例如, 考虑一个具有以下功能的 亚马逊:
  • 50% DS 暴击来自 装备
  • 50% CS 暴击来自 致命攻击 Critical Strike
1 - ((1 - 0.50) * (1 - 0.50) * (1 - 0)) = 75% 几率暴击
另一个例子:
  • 40% DS 暴击来自 装备
  • 65% CS 暴击来自 致命攻击 Critical Strike
  • 30% WM 暴击来自 标枪和长矛精通 Javelin and Spear Mastery
1 - ((1 - 0.40) * (1 - 0.65) * (1 - 0.30)) = 85% 几率暴击

理论上的最大总暴击率是 95% (75% DS, 75% CS, 35% WM)

生命和法力偷取 Life and Mana Steal

减少吸取 Leech Reductions

攻击吸取减少 Attack leech reduction

  • 近战溅射 Melee Splash: 1/2 [生命/法力]
  • 远程攻击 Ranged Attacks: 1/2 [生命/法力]

技能吸取减少 Skill leech reduction

  • 刀刃之盾 Blade Shield: 1/2 [生命/法力]
  • 跳跃攻击 Leap Attack: 1/3 [生命]

难度吸取减少 Difficulty leech reduction

  • 普通: N/A
  • 恶梦: 1/2 [生命/法力]
  • 地狱: 1/3 [生命/法力]

区域吸取减少 Zone leech reduction

  • PvP 地图: 将吸取设置为 0% [生命/法力]

吸取公式 Leech Formula

吸取的 生命/法力 = [[[leech * attack_reduction * skill_reduction] * 64 * difficulty_reduction] * physical_damage * drain_effectiveness / 64 / 100]

提示: 括号内的值向下取整


举个例子, 比如一个拥有 7% 生命吸取的野蛮人, 使用 跳跃攻击 Leap Attack (5k 伤害) 来对付 牛皇后 The Cow Queen:

  • [[[7 * 1/2 * 1/3] * 64 * 1/3] * 5000 * 0.2 / 64 / 100]
  • [[1 * 64 * 1/3] * 5000 * 0.2 / 64 / 100]
  • [21 * 5000 * 0.2 / 64 / 100] = 3hp 吸取


另一个例子, 比如一个拥有 9% 生命吸取的圣骑士, 使用 热诚 Zeal (3k 伤害) 来对付 Death Beatle:

  • [[[9 * 1/2] * 64 * 1/3] * 3000 * 0.5 / 64 / 100]
  • [[4 * 64 * 1/3] * 3000 * 0.5 / 64 / 100]
  • [85 * 3000 * 0.5 / 64 / 100] = 19hp 吸取


压碎性打击 Crushing Blow

压碎性打击CB 会减少目标当前生命的一小部分生命, 因此它对拥有大量生命的目标更有效而随着他们失去生命它就会变得不那么有效. 攻击有高达 100% 的几率造成 压碎性打击 - 任何额外的都不会产生任何效果.

  • 压碎性打击 现在对 Boss 有更大的递减收益 (章节 Boss, 地图 Boss, 超级 Boss)
  • 近战生命减少现在与远程减少相同
目标 近战
(PD2)
远程
(PD2)
近战
(LoD)
远程
(LoD)
大多数目标 1/8 1/8 1/4 1/8
超级暗金 1/8 1/8 1/8 1/16
Bosses 1/80** 1/80** 1/8 1/16
玩家和佣兵 1/10 1/10 1/10 1/20

* "大多数目标" 是指召唤物以及普通, 仆从, 冠军, 和 暗金怪物

** 受收益递减影响: 80 + pow (损失 hp%, 2) [这里的意思就是 80 + (损失的hp%的2次方)]

参见: 关于压碎性打击的原版信息

撕裂伤口 Open Wounds

  • 撕裂伤口OW 造成持续物理伤害
    • 伤害取决于施加伤害的角色的等级 (所有等级如下)
    • 这个伤害 现在受到 "撕裂伤口每秒伤害 +X" 影响 这是一个新属性通常伴随着 "X% 几率撕裂伤口 (OW)"
    • 这个伤害 现在受物理伤害减免影响 (例如. 战嗥, 伤害加深, 反抗, 等等)
    • 这个伤害 不受其他伤害词缀影响
  • 撕裂伤口 现在也会由 "攻击者受到伤害 X" 攻击附加
  • 撕裂伤口 现在持续 5 秒 (以前是 8 秒) 并且 现在每个目标最多可叠加 3 次
  • 撕裂伤口 现在对佣兵和召唤物有 ¼ 的惩罚
  • 撕裂伤口 不再有 ½ 惩罚 对更强大的敌人 (冠军, 暗金, 超级暗金, Boss, 恶魔首领)
撕裂伤口每秒伤害
角色等级 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
每秒伤害 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
角色等级 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50
每秒伤害 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
角色等级 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75
每秒伤害 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
角色等级 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99
每秒伤害 205 209 213 218 222 227 231 235 240 244 249 253 257 262 266 271 275 279 284 288 293 297 301 306

参见: 关于撕裂伤口的原版信息, 恶毒切割

降低抗性 Reducing Resistances

当这些抗性高于 99% (免疫) 或低于 0% 时抗性现在会降低为 1/2 效果 (以前是 1/5 效果).

此效果惩罚仅适用于玩家和召唤物造成的效果. 由怪物造成的负面抗性 (例如. 信念, 伤害加深) 总是以全效施加.

破除免疫 Breaking Immunes

这些效果会 "减少" 或 "降低" 敌人的抗性并会破除免疫. 他们都会对敌人施加一个效果该效果会在敌人身上激活时持续存在并降低他们的抗性, 从而让所有玩家受益:

这些效果会 "刺入" 或 "穿透" 敌人的抗性, 并且不会破坏免疫. 它们只对使用它们的角色有益:


有效性 vs 免疫 Effectiveness vs Immunes

所有 "减少" 抗性的效果 (可以破除免疫的) 都会同时对免疫敌人施加, 而不是按顺序施加. 这意味着即使使用了多个破除-免疫的技能并且其中一个技能的威力足以单独破除免疫, 它们仍然只应用 1/2 的效果.

举个例子我们以一个火焰抗性为 110% 的敌人为例, 在他们具有 "敌人抗性 -30%" 的等级上同时施加 降低抵抗 Lower Resist 和 信念 Conviction:
  • -30 / 2 = -15  [应用 1/2 惩罚到 降低抵抗]
  • -30 / 2 = -15  [应用 1/2 惩罚到 信念]
  • 110 - 15 - 15 = 80  [取最终的 -抗性 值并将其应用于敌人]

"穿透" 抗性而不是 "减少" 抗性的效果 (例如. 彩虹刻面, 支配冰冷) 将在之后应用并且对免疫失效的敌人会完全有效.


有效性 vs 负数抗性 Effectiveness vs Negative Resistance

当敌人的抗性低于 0% 时, 有效性惩罚仅适用于变为负数的部分. 一切都以完全有效的方式应用然而, 如果敌人的抗性为负, 则它就会减半.

例如让我们以一个具有 25% 冰冷抗性的敌人为例, 并施加之前的 降低抵抗 Lower Resist 和 信念 Conviction 以及额外的 "-12% 敌人冰冷抗性":
  • 25 - 30 = -5  [降低抵抗]
  • -5 - 30 = -35  [信念]
  • -35 - 12 = -47  [-敌人抗性]
  • -47 / 2 = -23  [应用 1/2 惩罚到最终敌人的冰冷抗性]

抗性可以减少至 -100%


物品掉落机制 Item drop mechanics

物品掉落基础 Item drop Basics

让我们看一个掉落过程工作原理的高级示例.

墨菲斯托被杀了! 游戏会如何决定你的奖励?

  1. 计算要掉落的物品数量 (最多 6)
  2. 选择物品类型
  3. 选择物品品质
  4. 选择某些暗金或套装的物品 (如果适用)
  5. 选择物品属性 (如果适用)

玩家数量仅影响物品 #1, 即可能掉落的数量. 它对掉落的物品的品质没有影响 (这就是魔法寻找 MF 发挥作用的地方). 现在的问题是, 玩家数量如何影响掉落的物品数量?

任何时候你做一些掉落战利品的事情 (打开箱子, 杀死怪物, 等等.) 游戏都会从 宝藏分类 (TC) 表中选择这将决定掉落什么样的物品. 每个 TC 都有一个可以掉落的物品 (或其他 TC) 表, 以及该给定物品掉落的概率. 每个 TC 还有许多 "选择 picks" 它们决定了可以掉落多少潜在物品. 拼接的最后一块是 "不掉落率 NoDrop", 即选择不掉落任何物品的概率. NoDrop 是玩家计数影响的唯一参数.

当更多玩家加入游戏时, 如何计算新的 NoDrop 值有很多方面, 但简而言之是: 玩家数量越多, NoDrop 几率就越低 (如果玩家足够多可能会达到 0).

有些 TC 以 0 几率 NoDrop 开头. 这些值不受玩家数量的影响, 因为 0 是可能的最低值.

PD2 有什么不同? What's different in PD2?

PD2 中的基准掉落率大致相当于原版的 p5/5 (游戏中有 5 名玩家) 的单人游戏, 并且随着玩家的比例增加直到当有 8 名玩家的完整房间时它略高于原版的 p8/8. 这意味着所有 TC 的总体 不掉落率 NoDrop 明显较低, 并且玩家较少时更容易达到 NoDrop 为 0.

你仍然可以从更多玩家 如原版 那里获得战利品增加, 但单人玩家和 8 人组队之间的差异总体上要小得多.

符文 TC 也与原版相同, 因此 符文的掉落率相同. 在某些情况下, 由于新的有价值的物品 例如 拉苏克谜盒 能够掉落而可能导致会有微小的差异.

PD2 与 LoD 相比如何? How does PD2 compare to 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). 但是我们可以将 LoD 的 TC 与 PD2 的 TC 进行比较来查看 不掉落率 NoDrop 几率是如何变化的.

让我们看看称为 地狱群虫 Swarm 2 (H) 的 TC, 一种最坏的情况, 以及 Act 2 (H) H2H A, 一种被许多怪物使用的常见情况. 在这些示例中, 第一个数字是整个游戏中的玩家数量, 第二个数字是队伍中的玩家数量. 所以 p3/2 意味着整个游戏中有 3 名玩家但你的队伍中只有 2 名玩家. 如果你在单人游戏中使用 /players 8 命令那就等同于 p8/1.


不掉落率 NoDrop 被 "pick" 选择的几率 (即不掉落任何物品的几率):

宝藏分类TC LoD PD2
地狱群虫 Swarm 2 (H)
  • p1/1, p2/1 = 83.33%
  • p2/2, p3/1, p3/2, p4/1 = 69.14%
  • p3/3, p4/2, p4/3, p5/1, p5/2, p6/1 = 57.63%
  • p4/4, p5/3, p5/4, p6/2, p6/3, p7/1, p7/2, p8/1 = 47.92%
  • p5/5, p6/4, p6/5, p7/3, p7/4, p8/2, p8/3 = 39.02%
  • p6/6, p7/5, p7/6, p8/4, p8/5 = 32.43%
  • p7/7, p8/6, p8/7 = 26.47%
  • p8/8 = 21.88%
  • p1/1, p2/1 = 40.85%
  • p2/2, p3/1, p3/2, p4/1 = 16.64%
  • p3/3, p4/2, p4/3, p5/1, p5/2, p6/1 = 6.68%
  • p4/4, p5/3, p5/4, p6/2, p6/3, p7/1, p7/2, p8/1 = 2.75%
  • p5/5, p6/4, p6/5, p7/3, p7/4, p8/2, p8/3 = 0.99%
  • p6/6, p7/5, p7/6, p8/4, p8/5 = 0.33%
  • p7/7, p8/6, p8/7 = 0.17%
  • p8/8 = 0%
Act 2 (H) H2H A
  • p1/1, p2/1 = 62.50%
  • p2/2, p3/1, p3/2, p4/1 = 38.78%
  • p3/3, p4/2, p4/3, p5/1, p5/2, p6/1 = 24.05%
  • p4/4, p5/3, p5/4, p6/2, p6/3, p7/1, p7/2, p8/1 = 14.29%
  • p5/5, p6/4, p6/5, p7/3, p7/4, p8/2, p8/3 = 9.09%
  • p6/6, p7/5, p7/6, p8/4, p8/5 = 4.76%
  • p7/7, p8/6, p8/7 = 3.23%
  • p8/8 = 1.64%
  • p1/1, p2/1 = 9.52%
  • p2/2, p3/1, p3/2, p4/1 = 0.88%
  • p3/3, p4/2, p4/3, p5/1, p5/2, p6/1 = 0%
  • p4/4, p5/3, p5/4, p6/2, p6/3, p7/1, p7/2, p8/1 = 0%
  • p5/5, p6/4, p6/5, p7/3, p7/4, p8/2, p8/3 = 0%
  • p6/6, p7/5, p7/6, p8/4, p8/5 = 0%
  • p7/7, p8/6, p8/7 = 0%
  • p8/8 = 0%

钥匙掉率 Key drop rates

玩家 1 2 3 4 5 6 7 8
血鸟 12.127% 12.161% 12.161% 12.161% 12.161% 12.161% 12.161% 12.161%
女伯爵 7.350% 6.274% 5.906% 5.906% 5.906% 5.906% 5.906% 5.906%
疯狂血腥女巫 12.127% 12.161% 12.161% 12.161% 12.161% 12.161% 12.161% 12.161%
召唤者 13.541% 13.595% 13.595% 13.595% 13.595% 13.595% 13.595% 13.595%
衣卒尔 12.127% 12.161% 12.161% 12.161% 12.161% 12.161% 12.161% 12.161%
尼拉塞克 12.618% 12.645% 12.645% 12.645% 12.645% 12.645% 12.645% 12.645%
女伯爵 (LoD) 7.353% 9.434% 10.000% 10.204% 10.204% 10.204% 10.204% 10.204%
召唤者 (LoD) 8.929% 12.195% 13.158% 13.514% 13.514% 13.514% 13.514% 13.514%
尼拉塞克 (LoD) 8.197% 10.870% 11.628% 11.905% 11.905% 11.905% 11.905% 11.905%