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| * 投掷药水现在减少敌人的少量抗性, 并且有新的投掷药水对应冰冷和闪电元素 | | * 投掷药水现在减少敌人的少量抗性, 并且有新的投掷药水对应冰冷和闪电元素 |
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| * Multiple instances of Half Freeze Duration now combine to emulate the effects of Cannot be Frozen | | * 多个 冰冻时间减半 Half Freeze Duration 现在组合起来可以模拟 无法冰冻 Cannot be Frozen 的效果 |
| * The chilled/frozen debuffs now also reduce cast speed alongside run/walk speed and attack speed | | * 冰冷/冰冻 减益现在降低跑步/行走速度和攻击速度的同时也会降低施法速度 |
| * Attackers Take Damage and reflect mechanics now also affect ranged attacks and deal damage when attacked instead of when hit (occurs before hit, so if reflected damage kills the attacker, the attack won't land) | | * 攻击者受到伤害和反伤机制现在也影响远程攻击并在被攻击时造成伤害而不是在被击中时造成伤害 (当发生在被击中之前, 所以如果反弹伤害杀死攻击者, 攻击不会倒地) |
| * Open Wounds now lasts 5 seconds, stacks up to 3 times per target, no longer has penalties against harder enemies, and also gets applied to enemies via reflect mechanics | | * 撕裂伤口 Open Wounds 现在能持续 5 秒, 每个目标叠加 3 次, 不再对精英敌人有惩罚, 也可以通过反伤机制应用到敌人身上 |
| * Ranged attacks now leech half as much as melee attacks | | * 远程攻击的吸血现在是近战攻击的一半 |
| * Melee attacks have 1 additional range against moving targets and additional range when checking for damage dealt | | * 当近战攻击对移动的目标造成伤害时增加 1 点额外的范围 |
| * Crushing Blow has greater diminishing returns against bosses (act bosses, map bosses, ubers) and the melee reduction is now the same as the ranged reduction | | * 压碎性打击 Crushing Blow 对 bosses 有更大的递减回报 (章节 bosses, 地图 bosses, 超级Boss) 并且近战减少现在和远程减少一样 |
| * Deadly Strike and Critical Strike rebalanced to improve itemization by making their power more comparable to other item stats - they now each cap at [[Game_Mechanics#Critical_damage|75% instead of 100%]] and multiply damage by 1.5 instead of by 2 (skills have been rebalanced with additional damage to compensate) | | * 致命攻击DS Deadly Strike 和 致命攻击CS Critical Strike 重新平衡通过使它们的伤害更接近其他物品的属性来改善物品 - 它们现在的上限是 [[Game_Mechanics#Critical_damage|75% 而不是 100%]] 伤害乘以 1.5 而不是 2 (技能被重新平衡有额外的伤害来补偿) |
| * Maximum hit chance increased to 100% (harsher scaling above 95%) | | * 最大命中几率增加到 100% (95% 以上更加难) |
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| * Permanent summons now persist between games (excludes reanimates, revives, ravens) | | * 召唤物现在能永久持续存在 (不包括 复活行尸 reanimates, 重生怪 revives, 乌鸦 ravens) |
| * Summons and sentries (traps, hydras) now benefit from +% to Elemental Skill Damage | | * 召唤物和守卫 (陷阱, 九头蛇) 现在从 +% 元素技能伤害中获益 |
| * Summons (except Fire Golem) now benefit from -% to Enemy Elemental Resistance at 1/2 effectiveness | | * 召唤物 (除开 火焰石魔 Fire Golem) 现在 -% 敌人元素抗性有 1/2 的效果 |
| * Abilities that reduce monster resistances have been rebalanced and now operate at 1/2 effectiveness when [[Game_Mechanics#Behavior_of_-enemy_resists|above 99% or below 0%]] (used to be 1/5 when above 99%) | | * 降低怪物抗性的技能已经被重新平衡现在当 [[Game_Mechanics#Behavior_of_-enemy_resists|高于 99% 或低于 0% 时]] 的效果为 1/2 (以前高于 99% 时为 1/5) |
| * Spells and abilities no longer share cooldowns globally | | * 法术和能力不再共享冷却时间 |
| * Skills from characters and their minions/items apply "next hit delay" separately (characters will no longer cancel out each other's damage when attacking the same target; doesn't apply to monsters) | | * 角色及其召唤物/物品的技能分别适用 "下一次命中延迟NHD" (角色在攻击同一目标时不再相互抵消伤害; 不适用于怪物) |
| * Monsters gain +70% life per player instead of +50% life per player | | * 每多一名玩家怪物获得 +70% 生命而不是 +50% 生命 |
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| === 物品变更 Item Changes === | | === 物品变更 Item Changes === |
| * 低级物品品质(白装)固定词缀不再有ilvl限制 - 物品可以有任意组合的技能词缀,只要物品有足够高的ilvl | | * Low-tier pointmods (staffmods) no longer have an upper ilvl limit - items can have any combination of pointmods, provided the ilvl is high enough for each of them |
| * 可用的"禁用"技能词缀不再受限制 (神圣之盾, 盾击, 大部分野蛮人战斗技能, 死灵法师盾牌上的毒素打击Poison Strike on Necromancer shields) | | * Useable "forbidden" pointmods are no longer restricted (Holy Shield, Smite, most Barbarian combat skills, Poison Strike on Necromancer shields) |
| * 增加物品获得技能词缀和更高级技能词缀的几率 | | * The chances for items to get pointmods and for pointmods to be higher have been increased |
| ** 旧变更: 30% 无技能词缀, 40% 1 技能词缀, 20% 2 技能词缀, 10% 3 技能词缀; 60% +1技能词缀, 30% +2技能词缀, 10% +3技能词缀 | | ** old chances: 30% no mods, 40% 1 mod, 20% 2 mods, 10% 3 mods; 60% +1, 30% +2, 10% +3 |
| ** 新变更: 10% 无技能词缀, 40% 1 技能词缀, 30% 2 技能词缀, 20% 3 技能词缀; 40% +1技能词缀, 35% +2技能词缀, 25% +3技能词缀 | | ** new chances: 10% no mods, 40% 1 mod, 30% 2 mods, 20% 3 mods; 40% +1, 35% +2, 25% +3 |
| * 不同稀有度含技能词缀的物品维修费用从 1000,3000,8000,16000,32000,64000 提升到 5000,10000,20000,40000,60000,80000 | | * Pointmod gold costs per tier increased from 1000,3000,8000,16000,32000,64000 to 5000,10000,20000,40000,60000,80000 |
| * 高级物品的维修费用降低了 | | * Repair cost for superior items has been decreased |
| * 武器耐久度降低一半 | | * Weapon durability decreases at half the normal rate |
| * 一些[[Runes|rune|符文]]效果已经略微调整 | | * Some [[Runes|rune]] effects have been adjusted slightly |
| * 稀有物品(黄金)现在获得至少4个词缀在ilvl 45 + ,5个词缀在ilvl 65 + 和6个词缀在ilvl 85 + (稀有珠宝现在固定4个词缀) | | * Rares now get a minimum of 4 affixes at ilvl 45+, 5 at 65+ and 6 at 85+ (rare jewels now always get 4 affixes) |
| * 套装物品现在可以像其他亮金物品一样无形 | | * Set items can now be ethereal like other rarities |
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| [[物品基础属性]]: | | [[物品基础属性]]: |