Game Mechanics:修订间差异

来自PD2国服wiki
跳转到导航 跳转到搜索
无编辑摘要
 
(未显示2个用户的75个中间版本)
第1行: 第1行:
== Melee Splash ==
== 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。


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 ==


These are included in the splash:
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
* 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:
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。
* Missile damage (such as the Nova portion of Power Strike)
* Stun
* Knockback
* Crushing Blow
* Open Wounds
* Any other on-hit effects


=== Melee Splash Examples ===
这些都包括在溅射中:
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 (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)


The total splash damage would be 1001-15000 damage.
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


And if they crit then the splash damage would be 1451-17450.
=== 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)


The 1-10000 damage from the Chain Lightning is not applied.
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


What about a Barbarian:
1-10000的连锁闪电伤害不适用
* 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
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


The total splash damage would be 1900-9900 [100-100 elemental damage + 900-4900 physical + 900-4900 magic]
然后50% 的物理伤害转化为魔法伤害


And if they crit then the splash damage would be 2800-14800
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]


=== Splash Radius ===
如果出现暴击那么溅射的最终伤害为 2800-14800
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.
 
=== 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"
{| class="wikitable"
! scope="col" | Increased Splash Radius
! scope="col" | Increased Splash Radius
! 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" |
|5||6||7||8
|5||6||7||8
|-
|-
! scope="row" | Radius (yards)
! scope="row" | 半径 ()
|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.
还有一些其他的东西有近战溅射.这些都是静态的,不能增加.
* '''"Splashing" map modifier:''' melee splash radius is 3.33 yards
* '''"溅射" T图词缀''': 溅射半径 5 格 (3.33 码)
* '''Golems:''' melee splash radius is 2.66 yards
* '''石魔''': 溅射半径 4 格 (2.66 码)
* '''Skeletons:''' melee splash radius is 2 yards
* '''骷髅''': 溅射半径 3 格 (2 码)
* '''Wolves:''' melee splash radius is 1.33 yards
* '''''': 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.


=== Melee splash and ranged weapons ===
暴击有3种不同的来源:
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.
* '''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]]


This allows shapeshifters to use a ranged weapon in place of a melee weapon, while still gaining the benefits of melee splash.
'''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)


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.
: 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)


== Critical damage ==
== 生命和法力偷取 ==


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.
=== 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>]


There are 4 different types of 1.5x damage stats:
'''技能吸取降低'''
* '''Deadly strike''': found exclusively on items.
* ''刀刃之盾:'' 1/2 [<span class="d2-red">生命</span>/<span class="d2-blue">法力</span>]
* '''Critical Strike''': used in the following skills - Critical Strike, Hunger
* ''跳跃攻击:'' 1/3 [<span class="d2-red">生命</span>]
* '''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.)
'''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>]


To calculate the chance that one of these stats rolls a crit:
=== 吸取公式 ===


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


As an example lets take an Amazon with:
''Note: Bracketed values are rounded down''
* 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


The theoretical maximum combined crit chance is ~96%
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>




== Crushing Blow ==
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>


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.
== 粉碎性打击 ==


The melee life reduction is now the same as the ranged reduction:
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"
{| class="wikitable"
! scope="col" | Attack Type
! scope="col" | Target
! 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" | 超级暗金怪
|<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" | 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
|}
|}
<references />
<span>*</span> “大多数目标”是指普通白字怪  ,喽啰(暗金怪随从),精英怪(蓝字),普通暗金怪(无固定名字的暗金怪)


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> 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]


== Behavior of -enemy resists ==
== Open Wounds ==


=== Breaking immunities ===
* Open Wounds deals physical damage over time
What '''will''' break immunities:
** The damage depends on the level of the character who applies it (shown below for all levels)
* Battle Cry (<span class="d2-gold">Physical</span>)
** 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"
* Poison Creeper (<span class="d2-green">Poison</span>)
** The damage is <span class="nmod">now affected by Physical Damage Reduction</span> (e.g. [[Battle Cry]], [[Amplify Damage]], [[Defiance]], etc)
* Amplify Damage (<span class="d2-gold">Physical</span>)
** The damage is ''not'' affected by other damage modifiers
* Decrepify (<span class="d2-gold">Physical</span>)
* Open Wounds is <span class="nmod">now also applied by "Attacker Takes Damage of X"</span> as well as attacks
* 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>)
* 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>
* Conviction (<span class="d2-red">Fire</span>/<span class="d2-blue">Cold</span>/<span class="d2-yellow">Lightning</span>)
* Open Wounds <span class="nmod">now has a ¼ penalty against mercenaries and pets</span>
* Static Field (<span class="d2-yellow">Lightning</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)


What will '''not''' break immunities:
{| class="wikitable mw-collapsible"
* -enemy resistance on gear
|+ Open Wounds Damage per Second
* Cold Mastery
|-
* Fire Mastery
! 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&nbsp;per&nbsp;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&nbsp;per&nbsp;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&nbsp;per&nbsp;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&nbsp;per&nbsp;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 ==
敌人抗性高于99%或者低于0%时,抗性数值为 <span class="nmod">1/2 生效</span> (过去 <span class="omod">1/5 生效</span>)


=== Enemy resists above 99% (immunes) ===
抗性惩罚效果仅适用于我方玩家和雇佣兵。敌方怪物释放的降抗属性则全部生效无惩罚效果(如 信念光环,伤害加深)
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%).
=== 破免 ===
以下技能会“减少”或“降低”敌人的抗性,从而获得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>)


The correct calculation looks like this:
:“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。
* <span class="d2-white">-30 / 2 = -15</span>  &emsp;[apply the 1/2 penalty to Lower Resist]
* -% 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]])
* <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:
=== Effectiveness vs Immunes ===
* <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.
所有“减少”抗性的效果(那些可以破免的技能)都是同时对免疫敌人施加的,而不是依次施加的。这意味着即使使用了多种破免技能,并且其中一个技能的降抗效果足以造成破免,其余破免技能仍然维持1/2效果惩罚。


=== Enemy resists between 0% and 99% ===
: 举个例子,敌人火抗110%,对其使用降低抵抗技能和信念技能,这两个技能效果均是-30%敌人抗性。根据上述情况,敌人的最终火抗如下:
Works identically to vanilla.
:* <span class="d2-white">-30 / 2 = -15</span>  &emsp;[降低抵抗1/2属性生效]
:* <span class="d2-white">-30 / 2 = -15</span>  &emsp;[审判光环1/2属性生效]
:* <span class="d2-white">110 - 15 - 15 = 80</span>  &emsp;[最终敌人受到的减抗后的数值]


Everything works at 100% effectiveness
不同于“减少”属性的“穿刺”属性(如 [[[彩虹刻面]], [[冰冷支配]])而言,穿刺属性在敌人破免后“穿刺”属性值完全生效不打折。


=== Enemy resists below 0% ===
=== Effectiveness vs Negative Resistance ===
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%):
当敌人的抗性低于 0% 之前,减抗数值全部生效,当抗性为负数时,减抗效果减半。
* <span class="d2-white">25 - 25 = 0</span>  &emsp;[the first -25% from Conviction is reduced at 100% effectiveness]
: 举个例子,敌人目前25%冰冷抗性,我们有降低抵抗和审判技能效果均为-30%敌人抗性,同时有-12%至敌人冰冷抗性属性。最终敌人冰冷抗性如下:
* <span class="d2-white">-5 / 2 = -2</span>  &emsp;[apply the 1/2 penalty to the remaining -5% from Conviction]
:* <span class="d2-blue">25</span> <span class="d2-white"> - 30 = -5</span>  &emsp;[降低抵抗]
* <span class="d2-white">-30 / 2 = -15</span>  &emsp;[apply the 1/2 penalty to Lower Resist]
:* <span class="d2-white">-5 - 30 = -35</span>  &emsp;[审判光环]
* <span class="d2-white">0 - 2 - 15 = -17</span>  &emsp;[final enemy cold resist]
:* <span class="d2-white">-35 - 12 = -47</span>  &emsp;[-敌人冰抗]
:* <span class="d2-white">-47 / 2 = -23</span>  &emsp;[最终敌人冰冻抗性]


Resists can be reduced to a maximum of -100%
抗性最大可减少-100%


== Item drop mechanics ==
== 物品掉落机制 ==


=== Item drop Basics ===
=== 物品掉落基础 ===
Lets look at a high-level example of how the drop process works.
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。


Mephisto is killed! What does the game do to determine your reward?
墨菲斯托被击杀了! 游戏怎么决定你的奖励?
# calculates the number of items to drop (max 6)
# 计算掉落物品数量(最大 6个)
# selects item types
# 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)
# selects item qualities
# 选择物品染色(此步MF参与计算,物品是白,蓝,黄,绿还是暗金)
# selects certain unique or set items (when applicable)
# 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)
# selects item properties (when applicable)
# 选择物品属性(如乌鸦dex/ar变量)


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?
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?


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.


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,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)  


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? ===
=== 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 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.


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.
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.


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


=== How does PD2 compare to LoD? ===
=== 如何比较 PD2 LoD? ===
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.
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 TC 和来自 PD2的 TC,看看 NoDrop 几率是如何变化的。


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


LoD
{| 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>
* 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304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313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 ===
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"
第237行: 第342行:
|-
|-
! 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" | 血腥巫师
|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10月1日 (二) 10:52的最新版本

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: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)。

Increased Splash Radius 0 20 40 60
5 6 7 8
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)
  • : 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)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:

最终暴击几率: 1 - ((1 - DS) * (1 - CS) * (1 - WM)) (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
1 - ((1 - 0.50) * (1 - 0.50) * (1 - 0)) = 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
1 - ((1 - 0.40) * (1 - 0.65) * (1 - 0.30)) = 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 [生命/法力]
  • 范围攻击: 1/2 [生命/法力]

技能吸取降低

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

难度吸取降低

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

区域吸取降低

  • PvP 地图: set leech to 0% [生命/法力]

吸取公式

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]

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:

  • [[[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] = 3点生命值 吸取


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:

  • [[[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] = 19点生命值 吸取

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 现在对 Boss 的收益递减更大 (章节BOSS, T图boss, 超级BOSS)
  • 近战与远程消减生命比例一致
Target 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
超级暗金怪 1/8 1/8 1/8 1/16
Bosses 1/80** 1/80** 1/8 1/16
人物和佣兵 1/10 1/10 1/10 1/20

* “大多数目标”是指普通白字怪 ,喽啰(暗金怪随从),精英怪(蓝字),普通暗金怪(无固定名字的暗金怪)

** 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: 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 now affected by "+X Open Wounds Damage per Second" which is a new attribute that often accompanies "X% Chance of Open Wounds"
    • The damage is now affected by Physical Damage Reduction (e.g. Battle Cry, Amplify Damage, Defiance, etc)
    • The damage is not affected by other damage modifiers
  • Open Wounds is now also applied by "Attacker Takes Damage of X" as well as attacks
  • Open Wounds now lasts 5 seconds (was 8 seconds) and now stacks up to 3 times per target
  • Open Wounds now has a ¼ penalty against mercenaries and pets
  • Open Wounds no longer has a ½ penalty against stronger enemies (champions, uniques, super uniques, bosses, prime evils)
Open Wounds Damage per Second
Character Level 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
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
Character Level 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
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
Character Level 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
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
Character Level 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99
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: Vanilla Info about Open Wounds, Deep Wounds

减少敌人抗性手段

敌人抗性高于99%或者低于0%时,抗性数值为 1/2 生效 (过去 1/5 生效)

抗性惩罚效果仅适用于我方玩家和雇佣兵。敌方怪物释放的降抗属性则全部生效无惩罚效果(如 信念光环,伤害加深)

破免

以下技能会“减少”或“降低”敌人的抗性,从而获得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 (物理)
  • 极地风暴 (冰冷)
  • 猛毒花藤 (毒素)
  • 伤害加深 (物理)
  • 衰老 (物理)
  • 降低抵抗 (火焰/冰冷/闪电/毒素)
  • 审判光环 (火焰/冰冷/闪电)
  • 庇护所光环 (魔法)
  • 地狱之火 (火焰)
  • 静电立场 (闪电)

:“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。

Effectiveness vs Immunes

所有“减少”抗性的效果(那些可以破免的技能)都是同时对免疫敌人施加的,而不是依次施加的。这意味着即使使用了多种破免技能,并且其中一个技能的降抗效果足以造成破免,其余破免技能仍然维持1/2效果惩罚。

举个例子,敌人火抗110%,对其使用降低抵抗技能和信念技能,这两个技能效果均是-30%敌人抗性。根据上述情况,敌人的最终火抗如下:
  • -30 / 2 = -15  [降低抵抗1/2属性生效]
  • -30 / 2 = -15  [审判光环1/2属性生效]
  • 110 - 15 - 15 = 80  [最终敌人受到的减抗后的数值]

不同于“减少”属性的“穿刺”属性(如 [[[彩虹刻面]], 冰冷支配)而言,穿刺属性在敌人破免后“穿刺”属性值完全生效不打折。

Effectiveness vs Negative Resistance

当敌人的抗性低于 0% 之前,减抗数值全部生效,当抗性为负数时,减抗效果减半。

举个例子,敌人目前25%冰冷抗性,我们有降低抵抗和审判技能效果均为-30%敌人抗性,同时有-12%至敌人冰冷抗性属性。最终敌人冰冷抗性如下:
  • 25 - 30 = -5  [降低抵抗]
  • -5 - 30 = -35  [审判光环]
  • -35 - 12 = -47  [-敌人冰抗]
  • -47 / 2 = -23  [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?

  1. 计算掉落物品数量(最大 6个)
  2. 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)
  3. 选择物品染色(此步MF参与计算,物品是白,蓝,黄,绿还是暗金)
  4. 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)
  5. 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, 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Swarm 2 (H)的 TC, a worst case scenario, and Act 2 (H) H2H A, 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 /players 8 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):

Treasure Class LoD PD2
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

Players 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%
血腥巫师 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%