Game Mechanics:修订间差异

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添加7,889字节 、​ 2023年11月30日 (星期四)
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== General ==
* Oskills are skills without a class-specific modifier, such as "+X to Battle Orders" or "+X to Zeal", and are limited to +3 from all sources when used on the class the skill belongs to. For example, the Ferocity runeword on a paladin will provide +3 to Zeal rather than the listed +12 to +14. This is a regular D2 mechanic.
== 近战溅射 ==
== 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
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


"Damage is rolled once (deadly strike included), but CB is rolled individually for each enemy hit in melee splash. Resistances still apply for each monster though." - Canight
An attack's splash damage is rolled once and applied according to each enemy's resistances, but effects that have a chance of applying (Crushing Blow, Open Wounds) are rolled individually for each enemy hit in melee splash.


这些都包括在溅射中:
这些都包括在溅射中:
* 技能伤害
* 技能伤害
* 转换伤害 (如:专心)
* 转换伤害 (如:[[Concentrate|专心]])
* 普通攻击伤害 (当你选择常规攻击作为你的技能时,你看到的数值)
* 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
* 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)
* 致命打击和双倍打击 (仍然只适用于物理伤害)
第14行: 第17行:
* 粉碎性打击(CB)
* 粉碎性打击(CB)


这些都“不”包括在溅射中:
这些都''不''包括在溅射中:
* 远程伤害 (比如威力一击的新星)
* 远程伤害 (比如威力一击的新星)
* 击晕
* 击晕
* 击退
* 击退
* 撕开伤口
* 任何其他“击中”效果 Any other on-hit effects
* 任何其他“击中”效果 Any other on-hit effects


第46行: 第48行:


=== 溅射半径 ===
=== 溅射半径 ===
玩家基础溅射半径是 3.33码, 但是这个半径可以通过特定的技能和装备来扩展. 溅射半径将每20%增加一次, 所以在20% 、40% 等处有帧数计算.
The base player melee splash radius is 5 tiles (3.33 yards) but this can be extended by certain skills and items. The splash radius will increase by 1 tile (0.66 yards) for every 20% "increased splash radius" gained.
{| class="wikitable"
{| class="wikitable"
! scope="col" | Increased Splash Radius
! scope="col" | Increased Splash Radius
第59行: 第61行:


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.
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 3.33 yards
* '''"溅射" T图词缀''': 溅射半径 5 tiles (3.33 yards)
* '''石魔:''' 溅射半径 2.66 yards
* '''石魔''': 溅射半径 4 tiles (2.66 yards)
* '''骷髅:''' 溅射半径 2 yards
* '''骷髅''': 溅射半径 3 tiles (2 yards)
* '''狼:''' 溅射半径 1.33 yards
* '''狼''': 溅射半径 2 tiles (1.33 yards)


=== 近战溅射和远程武器 ===
=== 近战溅射和远程武器 ===
第69行: 第71行:
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.
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 ==
== 致命伤害 ==


致命打击CS和双倍打击DS已重新平衡 - 目前属性上限从100%降到75%,打击倍数从2倍降到1.5倍.(为了便于理解,CS和DS统称为“暴击”)
Critical damage has been rebalanced to improve itemization by making the power of Deadly Strike more comparable to other item stats, and other sources of crit chance have been changed in the same way. Skills have been rebalanced with additional damage to compensate for this difference.
 
<span class="nmod">Each source of crit chance now caps at 75%</span> instead of <span class="omod">100%</span> and <span class="nmod">crits multiply physical attack damage by 1.5x</span> instead of by <span class="omod">2x</span>.
 
There are 3 different sources of crit chance:
* '''Deadly Strike''': items, [[Blessed Aim]]
* '''Critical Strike''': [[Critical Strike]], [[Hunger]], [[Joust]]
* '''Weapon Mastery''': [[General Mastery]], [[Polearm and Spear Mastery]], [[Throwing Mastery]], [[Claw and Dagger Mastery]], [[Javelin and Spear Mastery]]
 
'''Total Crit Chance''': <span class="d2-white">1 - ((1 - DS) * (1 - CS) * (1 - WM))</span> (rounded down to the nearest percent)
 
: As an example, consider an Amazon with:
:* 50% DS crit from gear
:* 50% CS crit from Critical Strike
:: <span class="d2-white">1 - ((1 - 0.50) * (1 - 0.50) * (1 - 0))</span> = 75% chance to crit
: Another example:
:* 40% DS crit from gear
:* 65% CS crit from Critical Strike
:* 30% WM crit from Javelin and Spear Mastery
:: <span class="d2-white">1 - ((1 - 0.40) * (1 - 0.65) * (1 - 0.30))</span> = 85% chance to crit
 
The theoretical maximum total crit chance is 95% (75% DS, 75% CS, 35% WM)
 
== Life and Mana Steal ==
 
=== Leech Reductions ===
'''Attack leech reduction'''
* ''Melee Splash:'' 1/2 [<span class="d2-red">Life</span>/<span class="d2-blue">Mana</span>]
* ''Ranged Attacks:'' 1/2 [<span class="d2-red">Life</span>/<span class="d2-blue">Mana</span>]
 
'''Skill leech reduction'''
* ''Blade Shield:'' 1/2 [<span class="d2-red">Life</span>/<span class="d2-blue">Mana</span>]
* ''Leap Attack:'' 1/3 [<span class="d2-red">Life</span>]
 
'''Difficulty leech reduction'''
* ''Normal:'' N/A
* ''Nightmare:'' 1/2 [<span class="d2-red">Life</span>/<span class="d2-blue">Mana</span>]
* ''Hell:'' 1/3 [<span class="d2-red">Life</span>/<span class="d2-blue">Mana</span>]


有4种不同类型的1.5倍伤害属性:
'''Zone leech reduction'''
* '''双倍打击DS''': 仅出现在物品上
* ''PvP maps:'' set leech to 0% [<span class="d2-red">Life</span>/<span class="d2-blue">Mana</span>]
* '''致命一击CS''': 用于以下技能 - 致命打击AMA, 饥饿DRU
* '''暴击支配 (近战)''': 用于以下技能 - 标枪和矛支配AMA, 爪支配ASN, 一般支配BAR, 长柄武器和矛支配BAR
* '''暴击支配 (投掷)''': 用于以下技能 - 标枪和矛支配AMA, 投掷支配BAR


(一次攻击只能是近战或投掷,因此只有一种暴击支配类型将计算在内)
=== Leech Formula ===


<code>leeched life/mana = [[[leech * attack_reduction * skill_reduction] * 64 * difficulty_reduction] * physical_damage * drain_effectiveness / 64 / 100]</code>


下面来计算这些属性中出现暴击的几率:
''Note: Bracketed values are rounded down''


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


以亚马逊为例:
As an example, consider a Barbarian with 7% Life leech, using Leap Attack (5k damage) against The Cow Queen:
* 30% 暴击支配来自于标枪和矛支配
* <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>
* 52% 致命一击来自于致命一击技能
* <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>
* 25% 双倍打击来自于装备
* <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 leeched</span>


<span class="d2-white">1 - ((1 - .30) * (1 - .52) * (1 - .25))</span> = ~75% 几率出现暴击


理论上最大混合暴击几率为~96%
Another example, consider a Paladin with 9% Life leech, using Zeal (3k damage) against a 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 leeched</span>


== 粉碎性打击 ==
== 粉碎性打击 ==


粉碎性打击是一个百分比的几率,以减少目标“当前”生命的一小部分. 这部分取决于目标和攻击类型。粉碎性打击也有100% 的几率上限——任何额外的打击都没有效果.这和原版没有什么不同,但是有一微调.
Crushing Blow reduces the target's life by a fraction of their ''current'' life, so it's more effective against targets with lots of life and becomes less effective as they lose life. Attacks can have up to 100% chance to cause a Crushing Blow - any extra will have no effect.


近战生命减少现在与远程减少相同::
* Crushing Blow <span class="nmod">now has greater diminishing returns against bosses</span> (act bosses, map bosses, ubers)
* <span class="nmod">The melee life reduction is now the same as the ranged reduction</span>


{| class="wikitable"
{| class="wikitable"
! scope="col" | 攻击类型
! scope="col" | Target
! 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="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 召唤物, 普通, 仆从, 精英,和暗金怪</ref>
! scope="row" | Most Targets
|<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
| <span class="nmod">1/16</span> || 1/16 || <span class="omod">1/8</span> || 1/16
|-
|-
! scope="row" | 超级暗金怪和Boss
! scope="row" | Bosses
|<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="nmod">?</span> ||<span class="nmod">?</span> || <span class="omod">1/8</span> || <span class="omod">1/16</span>
|-
|-
! scope="row" | 玩家和雇佣兵
! scope="row" | Players and Mercenaries
|<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">1/20</span> || 1/20 || <span class="omod">1/10</span> || 1/20
|}
|}
<references />
* "Most Targets" refers to pets as well as normal, minion, Champion, and Unique monsters
 
Also see: [https://www.theamazonbasin.com/wiki/index.php/Crushing_Blow 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 <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"
** The damage is <span class="nmod">now affected by Physical Damage Reduction</span> (e.g. [[Battle Cry]], [[Amplify Damage]], [[Defiance]], etc)
** The damage is ''not'' affected by other damage modifiers
* Open Wounds is <span class="nmod">now also applied by "Attacker Takes Damage of X"</span> as well as attacks
* 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>
* Open Wounds <span class="nmod">now has a ¼ penalty against mercenaries and pets</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)


现在对抗精英,暗金,超级暗金和BOSS的时候有65%的上限。所以只要这些怪物的生命值达到65% ,那么粉碎性打击属性就不会再有效.
{| class="wikitable mw-collapsible"
|+ Open Wounds Damage per Second
|-
! 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 ==
== 减少敌人抗性手段 ==
Resistances are now reduced at <span class="nmod">1/2 effectiveness</span> (was <span class="omod">1/5 effectiveness</span>) when those resistances are above 99% (immunes) or below 0%.
This effectiveness penalty only applies to effects caused by players and pets. Negative resistances caused by monsters (e.g. Conviction, Amplify Damage) are always applied at full effectiveness.


=== 破免 ===
=== 破免 ===
什么可以破免:
These effects "reduce" or "lower" enemy resistances and ''will'' break immunities. They all apply an effect to the enemy which persists and reduces their resistance while it is active, which allows all players to benefit:
* 战嗥 (<span class="d2-gold">物理</span>)
* 战嗥 (<span class="d2-gold">物理</span>)
* 极地风暴 (<span class="d2-blue">冰冷</span>)
* 极地风暴 (<span class="d2-blue">冰冷</span>)
第135行: 第227行:
* 静电立场 (<span class="d2-yellow">闪电</span>)
* 静电立场 (<span class="d2-yellow">闪电</span>)


什么不可以破免:
These effects "penetrate" or "pierce" enemy resistances and will ''not'' break immunities. They only benefit the character who uses them:
* 装备上的减抗属性
* -% to enemy resistance from items or skills (e.g. [[Kira's Guardian]], [[Rainbow Facet]], [[Cold Mastery]], [[Fire Mastery]], [[Poison Strike]], [[Berserk]])
* 冰冷支配
* 火焰支配
 
=== 敌人抗性高于 99% (免疫) ===
就像原版一样, 当减少敌人抗性施加到免疫敌人身上时,它的效果就会降低. 原版减少 1/5,但在PD2中减少1/2.即使是打破了免疫,破免技能的属性也只有1/2效果.
 
举个例子,对一个110火抗的敌人释放20级降低抵抗(-30%)和10级审判光环(-30%)
 
正确计算如下:
* <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]
 
“不”是这样的:
* <span class="d2-white">-30 / 2 = -15</span>  &emsp;[降低抵抗1/2属性生效]
* <span class="d2-white">110 - 15 = 95</span>  &emsp;[降低抵抗后敌人破免]
* <span class="d2-white">95 - 30 = 65</span>  &emsp;[审判光环不打折减少敌人剩余抗性]


=== Effectiveness vs Immunes ===


值得再次强调的是,即使破免了,破免技能“仍然”也只有1/2的效果.然而,装备上的减抗属性、支配冰冷和支配火焰的减抗却并非如此.虽然这些减抗属性不能造成敌人破免,但在破免后,这些属性100% 生效不打折.
All effects which "reduce" resistances (those that can break immunities) are applied simultaneously against immune enemies, rather than sequentially. This means that even if multiple immunity-breaking skills are used and one of them would be powerful enough to break an immunity alone, they all still apply at 1/2 effectiveness.


=== 敌人抗性在 0% 到 99%之间 ===
: As an example let's take an enemy with 110% fire resistance, and apply both Lower Resist and Conviction each at levels where they have "Enemy Resistances -30%":
和原版效果一致.
:* <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]


所有降抗手段100%生效.
Effects which "penetrate" resistances rather than "reduce" them (e.g. [[Rainbow Facet]], [[Cold Mastery]]) will be applied afterward and will work at full effectiveness against enemies that have had their immunities broken.  


=== 敌人抗性低于 0% ===
=== Effectiveness vs Negative Resistance ===
当敌人的抗性低于0% 时,施加1/2的降抗属性惩罚.这也适用于减少敌人抗性的装备或物品.但是和破免相比,情况略微有所不同.


举个例子,向<span class="d2-blue">25</span>冰抗的敌人身上释放20级降低抵抗(-30%,10级审判光环(-30%),以及 -敌人冰冻抗性 (-12%):
When taking an enemy below 0% resistance, the effectiveness penalty only applies to whatever portion becomes negative. Everything applies at full effectiveness and then afterward, if the enemy's resistance is negative, it gets halved.
* <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;[审判光环]
* <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]


或者换句话说: 首先所有减抗手段作用于怪物 (<span class="d2-blue">25</span> - 30 - 30 - 12 = -47), 如果最终结果低于0,那么结果就除以1/2 (-47 / 2 = -23).
: As an example let's take an enemy with <span class="d2-blue">25%</span> cold resistance, and apply Lower Resist and Conviction from before as well as an extra "-12% to Enemy Cold 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;[审判光环]
:* <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]


抗性最大可减少-100%
抗性最大可减少-100%
注意: 1/2减免惩罚只适用于玩家和PET对怪物造成的影响. 反过来如果这些减抗手段(如审判光环,降低抵抗等)来自于怪物,对玩家的效果则100%生效.


== 物品掉落机制 ==
== 物品掉落机制 ==
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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.
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)  
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.
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? ===
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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
LoD

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