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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, 撕开伤口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]] Concentrate)
* 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 Critical Strike 和致命攻击 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
* 撕开伤口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
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)


The total splash damage would be 1900-9900 [100-100 elemental damage + 900-4900 physical + 900-4900 magic]
首先普通攻击伤害的物理部分由专心的 Concentrate's 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
* '''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]] The Hand of Broc, [[Bloodfist|血拳]] Bloodfist, 和 [[Steelrend|碎钢]] Steelrend) 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.
 
这允许变形 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.


=== Melee splash and ranged weapons ===
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.
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.
== 暴击伤害 Critical Damage ==


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.
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>. 在 [[Patch Notes|赛季 10]] 中对 [[Wraithskin|幽灵之肤]] Wraithskin, [[Death Cleaver|死亡之刀]] Death Cleaver 和 [[Headstriker|击头者]] Headstriker 等物品增加了一个新的属性 "+x% 最大致命攻击DS". 这意味着一个人现在有 100% 的几率通过堆叠这些物品属性造成暴击伤害.


== Critical damage ==
暴击率有 3 种不同的来源:
* '''致命攻击 Deadly Strike''': 物品, [[Blessed Aim|祝福瞄准]]
* '''致命攻击 Critical Strike''': [[Critical Strike|致命攻击]], [[Joust|竞争]]
* '''武器精通 Weapon Mastery''': [[General Mastery|支配通用]], [[Polearm and Spear Mastery|支配长柄和长矛]], [[Throwing Mastery|支配飞掷]], [[Claw and Dagger Mastery|支配爪和匕首]], [[Javelin and Spear Mastery|支配标枪和长矛]]


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.
'''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)


There are 4 different types of 1.5x damage stats:
: 例如, 考虑一个具有以下功能的 亚马逊:
* '''Deadly strike''': found exclusively on items.
:* 50% DS 暴击来自 装备
* '''Critical Strike''': used in the following skills - Critical Strike, Hunger
:* 50% CS 暴击来自 致命攻击 Critical Strike
* '''Crit Mastery (melee)''': used in the following skills - Javelin and Spear Mastery, Claw Mastery, General Mastery, Polearm and Spear Mastery
:: <span class="d2-white">1 - ((1 - 0.50) * (1 - 0.50) * (1 - 0))</span> = 75% 几率暴击
* '''Crit Mastery (throw)''': used in the following skills - Javelin and Spear Mastery, Throwing Mastery
: 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 支配标枪和长矛 Javelin and Spear Mastery
:: <span class="d2-white">1 - ((1 - 0.40) * (1 - 0.65) * (1 - 0.30))</span> = 85% 几率暴击


(An attack is only able to be melee or thrown, therefore only one Crit Mastery type will be taken into account.)
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 ==


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


<span class="d2-white">1 - ((1 - MasteryCrit) * (1 - CS) * (1 - DS))</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>]


As an example lets take an Amazon with:
'''难度吸取减少 Difficulty leech reduction'''
* 30% Crit Mastery from Javelin and Spear Mastery
* ''普通:'' N/A
* 52% CS from Critical Strike
* ''恶梦:'' 1/2 [<span class="d2-red">生命</span>/<span class="d2-blue">法力</span>]
* 25% DS from gear
* ''地狱:'' 1/3 [<span class="d2-red">生命</span>/<span class="d2-blue">法力</span>]


<span class="d2-white">1 - ((1 - .30) * (1 - .52) * (1 - .25))</span> = ~75% chance to crit
'''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>]


The theoretical maximum combined crit chance is ~96%
=== 吸取公式 Leech Formula ===


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


== Crushing Blow ==
''提示: 括号内的值向下取整''


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.


The melee life reduction is now the same as the ranged reduction:
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>
 
 
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>
 
== 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 <span class="nmod">现在对 bosses 有更大的递减收益</span> (章节 bosses, 地图 bosses, 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" | Default<ref name="name">Applies to pets, normal, minion, Champion, and Unique monsters</ref>
! scope="row" | 大多数目标
|<span class="nmod">1/8</span>||<span class="nmod">1/8</span>||<span class="omod">1/4</span>||<span class="omod">1/8</span>
| <span class="nmod">1/8</span> || 1/8 || <span class="omod">1/4</span> || 1/8
|-
|-
! scope="row" | Super Uniques and Bosses
! scope="row" | 超级暗金
|<span class="nmod">1/16</span>||<span class="nmod">1/16</span>||<span class="omod">1/8</span>||<span class="omod">1/16</span>
| <span class="omod">1/8</span> || <span class="nmod">1/8</span> || <span class="omod">1/8</span> || 1/16
|-
|-
! scope="row" | Players and Mercenaries
! scope="row" | Bosses
|<span class="nmod">1/20</span>||<span class="nmod">1/20</span>||<span class="omod">1/10</span>||<span class="omod">1/20</span>
| <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
|}
|}
<references />


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.
<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>


== Behavior of -enemy resists ==


=== Breaking immunities ===
参见: [https://www.theamazonbasin.com/wiki/index.php/Crushing_Blow 关于压碎性打击的原版信息]
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:
== 撕开伤口 Open Wounds ==
* -enemy resistance on gear
* Cold Mastery
* Fire Mastery


=== Enemy resists above 99% (immunes) ===
* 撕开伤口OW 造成持续物理伤害
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.
** 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 "撕开伤口每秒伤害 +X" 影响</span> 这是一个新属性通常伴随着 "X% 几率撕开敌人伤口 (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
* 撕开伤口 <span class="nmod">现在也会由 "攻击者受到伤害 X"</span> 攻击附加
* 撕开伤口 <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>
* 撕开伤口 <span class="nmod">现在对佣兵和召唤物有 ¼ 的惩罚</span>
* 撕开伤口 <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)


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%).  
{| class="wikitable mw-collapsible"
|+ 撕开伤口每秒伤害
|-
! 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
|-
| class="mid-column" colspan="26" |
|-
! scope="col" | 角色等级
! 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" | 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
|-
| 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||
|}
参见: [https://www.theamazonbasin.com/wiki/index.php/Open_Wounds 关于撕开伤口的原版信息], [[Deep Wounds|深度创伤]]
 
== Curse Duration / Resistance ==
 
<span class="nmod">"Reduced Curse Duration" and "Curse Resistance" are new stats wich reduce the effect/duration of curses against you by x%. They both cap at 75%.</span>
 
Skills and Items related to Curse Duration / Resistance:
 
* '''Skills related to Curse Duration / Resistance:''' [[Cleansing]], [[Fade]], [[Item_Skills#Lesser_Fade|Lesser Fade]] & [[Item_Skills#Vampire_Form|Vampire Form]]
 
* '''"Reduced Curse Duration" Item-Sources:''' [[Crown of Ages]] (50%), [[Odium]] (40%), [[Occultist]] (25-35%), [[RWWeapons#Purity|Purity]] (30%), [[Twilight's Reflection]] (20-30%),
 
* '''"Curse Resistance" Weapon-Sources:''' [[Rune Master]], [[Executioner's Justice]] & [[Wraith Flight]] (20%), [[The Gavel of Pain]] & [[Bonehew]] (10-20%)
 
* '''"Curse Resistance" Non-Weapon-Sources:'''  [[Wraithskin]] (40-50%), [[Templar's Might]], [[Twilight's Reflection]], [[Head Hunter's Glory]] & [[Martyrdom]] (20-30%), [[Raekor's Virtue]] (25%), [[Leviathan]], [[Shadow Dancer]] & [[RWChests#Gloom|Gloom]] (20%), [[Spirit Shroud]], [[Moser's Blessed Circle]] & [[Saracen's Chance]] (10%), [[Overlord's Helm]] (<span class="d2-red">-20%</span>)
 
== Resistances ==
The elemental resistances (<span class="d2-red">Fire</span>/<span class="d2-blue">Cold</span>/<span class="d2-yellow">Lightning</span>/<span class="d2-green">Poison</span>) of a player caps at 90. The base cap is still 75 but gear modifiers can increase it to 90.
 
== 降低抗性 Reducing Resistances ==
抗性现在减少为 <span class="nmod">1/2 效果</span> (以前是 <span class="omod">1/5 效果</span>) 当这些抗性高于 99% (免疫) 或低于 0%.
 
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.


The correct calculation looks like this:
=== 破除免疫 Breaking Immunes ===
* <span class="d2-white">-30 / 2 = -15</span> &emsp;[apply the 1/2 penalty to Lower Resist]
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:
* <span class="d2-white">-30 / 2 = -15</span> &emsp;[apply the 1/2 penalty to Conviction]
* [[Battle Cry|战嗥]] Battle Cry (<span class="d2-gold">物理</span>)
* <span class="d2-white">110 - 15 - 15 = 80</span> &emsp;[take the final -resist values and apply them to the enemy]
* [[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>)


It does '''not''' work like this:
以下效果会 "刺入" 或 "穿透" 敌人的抗性, 但不会使敌人破除免疫. 它们只对使用它们的角色有益:
* <span class="d2-white">-30 / 2 = -15</span>  &emsp;[Lower Resist at 1/2 effectiveness]
* -% 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]])
* <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.
=== 有效性 vs 免疫 Effectiveness vs Immunes ===


=== Enemy resists between 0% and 99% ===
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.
Works identically to vanilla.  


Everything works at 100% effectiveness
: 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 Lower Resist]
:* <span class="d2-white">-30 / 2 = -15</span>  &emsp;[应用 1/2 惩罚到信念 Conviction]
:* <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]


=== Enemy resists below 0% ===
"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.
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.


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%):
=== 有效性 vs 负数抗性 Effectiveness vs Negative Resistance ===
* <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%
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.


== Item drop mechanics ==
: 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":
:* <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]


=== Item drop Basics ===
抗性可以减少至 -100%
Lets look at a high-level example of how the drop process works.


Mephisto is killed! What does the game do to determine your reward?
== 物品掉落机制 Item drop mechanics ==
# calculates the number of items to drop (max 6)
# selects item types
# selects item qualities
# selects certain unique or set items (when applicable)
# selects item properties (when applicable)


The number of players only affects item #1, the number of potential drops. It has no affect on the quality of the items that drop (this is where magic find comes into play). Now the question is, how does the number of players affect how many items drop?
=== 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.


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.
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
# 选择物品品质
# 选择某些暗金或套装的物品 (如果适用)
# 选择物品属性 (如果适用)


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).  
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?


There are some TCs that '''start''' with NoDrop at 0. These are not affected by player count, since 0 is the lowest possible value.
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.


=== What's different in PD2? ===
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).


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.
有一些 TCs ''初始'' NoDrop 为 0. 这些值不受玩家数量的影响, 因为 0 是可能的最低值.


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


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.
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.


=== How does PD2 compare to LoD? ===
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.
It's hard to directly compare the two since there are hundreds of TCs, and PD2 has even more than LoD (mostly because of maps). But we can compare a TC from LoD to a TC from PD2 and see how the NoDrop chance has changed.


Lets look at the TC called <span class="d2-white">Swarm 2 (H)</span>. In this example, the first number is the amount of players in the game and the second number is the amount of players in the party. So p3/2 means 3 players in the game but only 2 in your party. If you used the <span class="d2-white">/players 8</span> command in single player that would be equivalent to p8/1.
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.


=== 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.


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


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325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334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>
|}


=== Key drop rates ===
=== 钥匙掉率 Key drop rates ===
This is a common enough question that it probably makes sense just to show what the drop rates are.
 
There's very little difference between p1 and p2-p8 so group key farming isn't really necessary.


{| 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" | Blood Raven
! 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" | Countess
! 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" | Bloodwitch
! 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" | Summoner
! 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" | Izual
! 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" | Nihlathak
! 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" | Countess (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" | Summoner&nbsp;(LoD)
! scope="row" | 召唤者&nbsp;(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" | Nihlathak (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>
|}
|}
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