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流放之路3.0 持續傷害改版(削弱)后的問答

How will Minions be affected by these changes? Most modifiers available to a player that scale the damage dealt by minions affect "Minion Damage". This is a generic damage modifier on the minions that will affect all damage they do, i ncluding any damage over time, as well as their hits. In addition, support gems affecting minions apply to all their damage in the same way they apply to a player's skill. They'll benefit from new support gems and changes to existing ones, such as the previously mentioned change to the Increased Burning Damage Support, which will now provide a multiplicative bonus.

對於本次的持續傷害修改,對於召喚物有什麼變化?

「召喚物傷害」詞綴增加召喚物的全域傷害,包括召喚物造成的持續傷害。另外,一般對玩家技能起作用的輔助寶石也對連接的召喚物起作用,所以本次變更的【增加燃燒傷害】變成「更多燃燒傷害」對於造成燃燒傷害的召喚物也同樣影響。

How will Righteous Fire be affected by these changes? Righteous Fire's Damage over Time never took its base damage from a hit (Righteous Fire is not Ignite), so it could never double-dip, and will not be affected by the changes. However, it will now be scaled by any new modifiers to Damage over Time that are added alongside these mechanical changes (but not modifiers that are specific to Ignite Damage). It will be rebalanced to account for these improvements in support available for the skill.

對於本次的持續傷害修改,【正義之火】有什麼變化?

【正義之火】的傷害不是點燃,基礎傷害不基於某個hit,所以不會被本次的取消雙加成有什麼較大的影響。

但是3.0會有很多新增加的持續傷害加成(包括【增加燃燒傷害】變成「更多燃燒傷害」變化),可能會變得比較強大,所以我們也在考慮平衡這一技能的變化(要削弱?)。(【灼熱奔流】也是類似)

==》 ???
What are the extent of the changes to Viper Strike? In terms of damage modifiers, Viper Strike's poison will work just like all other Poison, as described in the first post on this subject. Viper Strike will now have a special property which makes its considered skill effect Poison. This means that for Viper Strike, modifiers to Skill Effect Duration will affect the duration of Poison. In all other cases they will not, due to Poison being considered an Ailment now. This also means Viper Strike will specify the base duration of its Poisons, overriding the default base duration of 2 seconds (it already does this part). Puncture will have the same modifier with respect to Bleeding.

【毒蛇打擊】的變化是?

【毒蛇打擊】的中毒變化和上2篇文章提到的一樣,沒有雙加成了。由於在3.0中毒是異常的一種,所以不再被技能持續時間影響了,

所以技能現在提供一個新的詞綴,讓【毒蛇打擊】技能的持續時間可以影響到它產生的中毒的持續時間。

另外【毒蛇打擊】依舊擁有它自己的中毒持續時間,而非普通中毒的默認時間持續2秒。

【放血】同理。

How will Bleeding and other Damage Ailments work in PvP? We're going to be re-adjusting the pvp scale of many damage over time effects. We've yet to determine exactly how we'll be adjusting bleeding effects on players, but we'll definitely need to reduce the damage players take while stationary from other players' bleeds.

流血和其他傷害異常在PVP的表現如何?

我們將繼續調整pvp中持續傷害,現在還沒有明確的調整內容,不過我們打算減少玩家站立時受到的其他玩家造成的流血傷害。

How is this going to work with the Emberwake ring and Sudden Ignition Threshold Jewel? Emberwake is being substantially reworked, we'll be revealing how this item will function in the future. Each Ignite applied to an enemy is independent, with its own damage value rolled from the base damage of the skill that caused it. During the Beta, we're planning to try out a change to Burning Arrow to bring it closer to Puncture and Viper Strike. This should make it a great choice for applying a strong Ignite effect with bow attacks, especially in combination with Sudden Ignition.

對於【餘燼之痕】戒指和【急遽點燃】珠寶有什麼調整不?

【餘燼之痕】將大幅度改版,在後面會放出有詳細的改版屬性。3.0的每個點燃對每個敵人來說都是獨立的,點燃傷害來自技能的基礎點傷。

在改版中,我們嘗試修改【燃燒箭矢】,讓它更接近與【毒蛇打擊】和【放血】,它將會對於點燃弓的bd來說是個不錯的選擇,特別是配合【急遽點燃】珠寶.

=》???

Will Caustic Arrow be tweaked in some way by these changes? The damage of the Caustic Cloud never came from a hit, so it was never possible to double-dip with Caustic Arrow. The mechanical changes of removing double-dipping will have no effect on it - they only affect Bleeding, Ignite, and Poison. Due to the changes to how we determine whether Damage over Time is Area Damage, discussed in the second of these posts, the Caustic Cloud will still be Area Damage. The skill will have a stat that lets modifiers to Projectile Damage apply to the cloud as well. As a happy side effect of these changes, the effect of Area Damage modifiers will now be reflected in the displayed tooltip damage for the Caustic Arrow. We'd like to make mechanical improvements to Caustic Arrow in the future, though we may not have time alongside all our other changes in the Beta. We'll definitely review its base damage, but we'd like to improve the skill or add an interesting Threshold Jewel for it in future.

【腐蝕箭矢】有什麼調整不?

【腐蝕箭矢】的主要傷害不是來源了箭矢的擊中傷害,所以雙加成的改變影響不大。

但是由於3.0的投射物傷害不再加成持續傷害了,所以我們打算給它加一個詞綴,讓【腐蝕箭矢】的投射物傷害可以加成它的毒雲傷害。

另外【腐蝕箭矢】造成的毒雲依舊受到「範圍傷害」加成。

在後面我們可能會修改【腐蝕箭矢】的機制,但是在beta測試中我們沒有太多的時間來做這個。

我們可能會增加它的基礎傷害或者給它做一個專屬的門檻珠寶。

What will happen with Fire Trap and Fire Dash as they cause Burning Ground? Does this affect them too? In which way? Burning Ground is not Ignite. Its damage does not come from a hit, so it was never possible to double-dip that damage. Hence, it is unaffected by the removal of double-dipping. Since Burning Ground applies Burning Damage to things within an area, it will always be considered Area Damage, and affected by relevant modifiers. This was discussed in the second of these posts.

改版后【火焰陷阱】和【烈焰衝刺】產生的燃燒地面會怎麼樣?

燃燒地面燃燒敵人不是點燃,它的傷害不是來自於擊中,所以不受本次的取消雙加成影響。

【火焰陷阱】和【烈焰衝刺】產生的燃燒地面是在一定範圍內燃燒,可以被「範圍傷害」加成。它們的變化類似於上面第二個問題中的【正義之火】。

Since both the initial hit and DoT will have damage calculated separately, will penetration affect both the calculations now instead of just the hit? Penetration is inherently an on-hit effect. It cannot apply to Damage over Time.

技能的擊中和造成的持續傷害分開計算了,那麼對應的抗性穿透會都要進行計算嗎?

抗性穿透需要擊中才可以,持續傷害沒有擊中,所以不能穿透抗性。

Since bleeding and poison will now be considered Ailments, will that make Atziri immune to them too? No, in fact Atziri will be losing her immunities as discussed in the previous post. She may retain some form of ailment protection if we deem it necessary, but this isn't currently planned.

流血現在作為一種異常,那麼女王阿茲里可以免疫它嗎?

不行,事實上3.0女王阿茲里不能免疫異常了。後面可能看情況會保留某種異常的免疫,但是目前沒有那個計劃。

Is the design intent of correcting double dipping also going to come with a rebalance of end-game monster HP?
This is something we'll be reviewing during Beta. It's unlikely that we'll change the health of the highest tier content; The most effective Damage over Time builds made the content far easier than was intended, and with these new changes the bosses should be a more suitable encounter length for powerful builds.

本次持續傷害修改會考慮調整高階地圖的怪物生命值嗎?

這個將在beta測試期間看情況,目前看來改變高階地圖怪物生命的可能性不大。大部分持續傷害的bd讓boss戰變得簡單,本次的變更對於強大的bd來說boss戰的時間會比較適中。

Will these changes mean that we'll see an increase in power of some effects that were reduced in power because of Double Dipping?We'll be looking at unique items and passive tree values for the duration of the beta, and make adjustments throughout. Multiplicative effects will be receiving the most scrutiny, but we're reviewing every unique item that can interact with Damage over Time effects.

雙加成取消的變更是否會有新的機制崛起?

在beta測試期間我們將繼續審查天賦樹和物品,並及時做出相應的調整。特別是「更多」之類的乘法詞綴將重點審查,特別是各種和持續傷害有關的傳奇物品。

For fire based spellcasters, crit and non-crit have both been appealing options, because both have two ways to scale their damage (initial hit damage and multi for crit and ignite damage for non-crit). The Ignite system only allows one-dimensional scaling and thus will either be extremely powerful early on, or it will get outclassed very quickly by crit based builds that ignore ignite. How will you counteract that problem? Criticals are now one of the most effective ways to scale damage at the highest level of play. Their damage increases come from a large number of sources, so we can adjust critical chance and critical multiplier values available to players in many different ways. We'll be keeping a close eye on this during the Beta, as Criticals have often been responsible for the highest potential damage in the past. We're also continuing to look at ways to keep Damage over Time scaling at the same rate as other damage towards end game, through both supports, access to damage modifiers, and potential new special effects on items, passives and supports.

以火焰傷害的法術角色,暴擊和非暴擊都有不錯的發展,因為他們各有不錯的增加傷害的手段(暴擊的爆傷加成主要傷害 非暴擊的點燃(元素超載))。

目前點燃只有一次加成,在早期會比較強大但是很快就會被暴擊的超越,這個你們怎麼平衡的?

暴擊在高階時是一個很有效的放大傷害的方法,它們有非常多的方式來增加暴擊幾率和暴擊傷害,所以我們可以在很多地方調整玩家的暴擊幾率和暴擊傷害。

在beta測試期間,我們將密切關注暴擊帶來的各類收益。同時,我們也關注持續傷害在畢業bd的表現,包括和其他裝備、天賦和輔助寶石的相互影響。

How will Traps, Mines and Totems be affected by this change? We'll be reverting the Trap and Mine Support multiplicative damage modifier to affect all damage caused by the skill, rather than only applying to hits. Modifiers to Trap, Mine, and Totem damage will still apply to Damage over Time caused by Traps, Mines and Totems, so we're going to be carefully reviewing how this will affect these builds during the Beta.

對於本次的持續傷害修改,對於圖騰、陷阱、地雷有什麼變化?

我們將恢復【陷阱化】和【遙控地雷】輔助技能對技能傷害的影響,而不只是加成它的擊中傷害。(【陷阱化】和【遙控地雷】的more又可以加成中毒、流血、點燃啦!)

詞綴「陷阱/地雷/圖騰 傷害」依舊可以加成持續傷害,在beta測試期間我們將繼續留意它們對持續傷害的影響。

Will there be a way to make spells, via tree or gem, inflict bleeding, such as those that deal physical damage, or give minions that deal physical damage the ability to inflict a bleed? Bleeding is specific to attack damage, so it cannot be applied by spells. We're trying out a new Chance to Bleed support gem during the Beta, so you will be able to easily give your Minions or attacks a chance to bleed.

有沒有打算通過物品或者天賦來讓造成物理傷害的法術可以造成流血?或者讓召喚物造成流血?

流血指定是攻擊造成,所以不能法術觸發,在beta測試中我們將加入一個輔助技能【幾率流血輔助】( Chance to Bleed support ),所以你可以讓你的召喚物或攻擊造成流血。

The damage bonus from Hypothermia cannot currently affect DoTs directly. As far as I know this is due to a technical limitation, but will that be addressed with this slew of changes to the system? No. Conditional modifiers like that fundamentally can』t apply to DoTs. However, we』re doing a push to ensure that the descriptions of such modifiers are more clear about this fact.

【急凍】的「對冰緩的敵人造成(20–39)%更多傷害」這個詞綴只能對擊中起作用,對於持續傷害不能對敵人造成更多傷害。有沒有打算做修改?

不,【急凍】本意考慮就是要擊中,而不是持續傷害,後面可能要修改表達,讓它的詞綴更清晰(比如:擊中時,對冰緩的敵人造成(20–39)%更多傷害)

Has Herald of Ash been changed because of this system? Herald of Ash has been reworked. Rather than applying Ignite to enemies, it applies its own unique burning effect. There is a specific property which is displayed on the skill restricting which modifiers can apply to that burning effect, to prevent any double-dipping. Since this is a new kind of burning effect, it will stack with existing forms of burning, including Ignite.

點燃的改版,那麼【灰燼之捷】會不會重做?

我們打算重做【灰燼之捷】,不再是點燃敵人(以前「若是你殺死了一個敵人,溢出的傷害將會以點燃的形式擴散至附近的敵人。」),而是對敵人造成獨特的燃燒效果,在技能上也將會有明確的指出哪些可以加成該燃燒效果,以防止2次加成。

它造成的燃燒效果的全新的類型,可以和現有的燃燒效果疊加(包括點燃)。

Will the Bloodlust Gem still prevent linked skills from causing bleeding? Yes, it will. We'll be introducing other support gems to further enhance Bleeding as well, so Bloodlust won't be the only support that applies specifically to Bleeding effects.

【嗜血】是否依舊還讓連接的技能無法造成流血?

是的,依舊。接下來的資訊可能會介紹其他的對流血有幫助的輔助寶石,【嗜血】不會是唯一的有流血收益的輔助寶石。

主要內容總結:

新的輔助技能【幾率流血】。

【灰燼之捷】將重做,不在是點燃,而是特殊的燃燒。

【陷阱化】和【遙控地雷】的more又可以加成中毒、流血、點燃啦。

詞綴「陷阱/地雷/圖騰 傷害」依舊可以加成持續傷害

女王阿茲里不能免疫異常。

【腐蝕箭矢】的毒雲吃投射物傷害吃範圍傷害。

【火焰陷阱】和【烈焰衝刺】的燃燒地面吃範圍傷害。

【餘燼之痕】300點燃戒指要改版,具體未知。

【毒蛇打擊】技能的持續時間可以影響到它產生的中毒的持續時間。

【放血】技能的持續時間可以影響到它產生的流血的持續時間。

【燃燒箭矢】要改版,可能會有「技能的持續時間可以加成點燃持續時間」,再後面可能會增加傷害或者有新的專屬門檻珠寶。

【正義之火】和【灼熱奔流】可能會平衡(削弱)



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