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再来开个泰坦十周年版的讨论帖

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我的毒素流血弓刺客已经到了史诗第一幕,陷阱到了史诗真挺抗的,伤害也被加强了。毒素流血的伤害效率还是略低,现在加成不多啊,装备也不多,因为在开荒。属性点非常纠结,力量和敏捷都需要。力量要用来穿装备,但流血和毒素都要靠敏捷加成


来自iPhone客户端1楼2016-09-07 20:22回复
    另外找到了一个新的boss,Boar Snatcher
    还碰上了一个新的僵尸精英,居然是个法术型僵尸,还会召唤僵尸仆从。


    来自iPhone客户端2楼2016-09-07 20:24
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      2026-01-10 03:47:36
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      感觉很不错呀


      IP属地:浙江来自Android客户端3楼2016-09-07 21:22
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        挺蛋疼的,这两个伤害类型虽然有了属性加成但是缺少降抗支持,流血貌似死灵的光环能减但基础伤害来源少,毒素基础伤害好但降抗不太理想……这两天开了个死灵,还在想是流血三重还是毒三重……


        IP属地:上海6楼2016-09-07 22:04
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          另外曼德拉草混乱几率减半真是极大的削弱,危险性增加了好多
          另外虽然蛮族锥形胫甲被修复了,但是我发现马查的特绿腿甲能加33%跑速,再配上修复的赫尔墨斯的便鞋这个符文,满级跑速很容易就凑出来了


          8楼2016-09-07 22:20
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            - Undead now absorb 70% Poison damage (on all difficulties) rather than having a resistance
            - Traps and constructs now absorb 80% Poison damage (on all difficulties) rather than having a resistance
            - Ghosts now absorb 60% Physical and Piercing damage (on all difficulties) rather than having resistances
            - Natural Machine and Undead immunities to Fear, Bleeding, etc. cannot be removed
            这个absorb我是没看懂,我的理解应该只是不受降抗影响的减伤,具体还得测试,但目前来看没有出现打骷髅回血之类的……


            IP属地:上海9楼2016-09-07 22:28
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              从datebase里面导出来的一系列加成公式
              physicalNonWeaponDamageEquation,physicalDamageDV * ((strengthDV/650)+1),
              poisonDurationDamageEquation,poisonDamageDV * ((dexterityDV / 500) + 1),
              pthThreshold6,124.000000,
              poisonDamageEquation,poisonDamageDV * ((dexterityDV / 500) + 1),
              templateName,database\Templates\CombatEquations.tpl,
              pthThreshold5,117.000000,
              pthThreshold2,100.000000,
              combatRegionFullyProtectedChance,0,
              pierceDamageEquation,(((pierceDamageDV / ((strengthDV/500)+1)) * ((strengthDV/2000)+1)) * ((dexterityDV/400)+1)) + (dexterityDV*0.03),
              probabilityToHitEquation,(100 * (0.88^((100 + (defensiveAbilityDV - offensiveAbilityDV)) / 100))) +10,
              combatRegionLegsChance,20,
              pierceNonWeaponDamageEquation,pierceDamageDV * ((dexterityDV/1000) +1),
              elementalDurationDamageEquation,elementalDamageDV * ((intelligenceDV / 500) + 1),
              pthDamageModifier2,1.100000,
              combatRegionUnprotectedChance,0,
              pthDamageModifier6,1.500000,
              pthDamageModifier4,1.300000,
              physicalDurationDamageEquation,physicalDamageDV * ((intelligenceDV / 500) +1),
              projectileBlockEquation,(blockChanceDV + blockChanceModifierDV) * ((dexterityDV / 1000) + 1),
              pthThreshold4,110.000000,
              pthThreshold3,104.000000,
              pthThreshold1,99.000000,
              lifeLeachDurationDamageEquation,lifeLeachDamageDV * (1 + (characterLevelDV / 40)),
              retaliationDamageEquation,retaliationDamageDV * (1+ ((characterLevelDV^2) / 1250)),
              combatRegionTorsoChance,40,
              shieldDamageReductionEquationDLEB,damageDV * ((100 - shieldAbsorptionDV) / 100 ),
              combatRegionHeadChance,20,
              physicalDamageEquation,(physicalDamageDV * ((strengthDV/500)+1)) + (strengthDV*0.04),
              defensiveAbilityEquation,(defensiveAbilityDV + ((dexterityDV * 1) + bonusDV)) * (1 + (defensiveAbilityModifierDV / 100)),
              elementalDamageEquation,(elementalDamageDV * ((intelligenceDV / 650) + 1)) + (intelligenceDV*0.025),
              offensiveAbilityEquation,(offensiveAbilityDV + ((dexterityDV * 1) + bonusDV)) * (1 + (offensiveAbilityModifierDV / 100)),
              pthDamageModifier3,1.200000,
              FileDescription,Final 121,
              pthDamageModifier1,1.000000,
              meleeBlockEquation,(blockChanceDV + blockChanceModifierDV) - ((probabilityToHitDV - 100) * 0.5),
              bleedingDurationDamageEquation,bleedingDamageDV * ((dexterityDV / 500) + 1),
              manaLeachDurationDamageEquation,manaLeachDamageDV * (1 + (characterLevelDV / 40)),
              pthDamageModifier5,1.400000,
              physicalDamageDefenseEquationDGP,(sumProtectionDV * (1 - sumAbsorptionDV)) + (physicalDamageDV - sumProtectionDV),
              physcialDamageDefenseEquationDLEP,physicalDamageDV * (1 - sumAbsorptionDV),
              shieldDamageReductionEquationDGB,damageDV - (shieldDefenseDV * (( 100 - shieldAbsorptionDV) / 100)),
              combatRegionArmsChance,20,
              normalPTHEquation,((probabilityToHitDV / 2) + 45) / 100,


              10楼2016-09-07 22:31
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                pthDamageModifier5,1.400000,
                pthThreshold5,115.000000,
                probabilityToHitEquation,( ((offensiveAbilityDV * 3) + 3000) - (defensiveAbilityDV * 3) ) / 30,
                pierceDamageEquation,(pierceDamageDV * ((dexterityDV/1000)+1))+(dexterityDV*0.03),
                combatRegionLegsChance,20,
                pthDamageModifier6,1.500000,
                combatRegionUnprotectedChance,0,
                pthThreshold3,105.000000,
                projectileBlockEquation,(blockChanceDV + blockChanceModifierDV) * ((dexterityDV / 1000) + 1),
                pthThreshold1,99.000000,
                elementalDamageEquation,(elementalDamageDV * ((intelligenceDV / 650) + 1)) + (intelligenceDV*0.025),
                pthDamageModifier3,1.200000,
                physicalDamageEquation,(physicalDamageDV * ((strengthDV/500)+1))+(strengthDV*0.04),
                offensiveAbilityEquation,(offensiveAbilityDV + ((dexterityDV * 1) + bonusDV)) * (1 + (offensiveAbilityModifierDV / 100)),
                pthDamageModifier4,1.300000,
                pthDamageModifier1,1.000000,
                combatRegionArmsChance,20,
                combatRegionFullyProtectedChance,0,
                defensiveAbilityEquation,(defensiveAbilityDV + ((dexterityDV * 1) + bonusDV)) * (1 + (defensiveAbilityModifierDV / 100)),
                normalPTHEquation,((probabilityToHitDV / 2) + 45) / 100,
                physcialDamageDefenseEquationDLEP,physicalDamageDV * (1 - sumAbsorptionDV),
                combatRegionTorsoChance,40,
                pthThreshold6,120.000000,
                shieldDamageReductionEquationDGB,damageDV - (shieldDefenseDV * (( 100 - shieldAbsorptionDV) / 100)),
                physicalDamageDefenseEquationDGP,(sumProtectionDV * (1 - sumAbsorptionDV)) + (physicalDamageDV - sumProtectionDV),
                meleeBlockEquation,(blockChanceDV + blockChanceModifierDV) - ((probabilityToHitDV - 100) * 0.5),
                pthDamageModifier2,1.100000,
                pthThreshold4,110.000000,
                elementalDurationDamageEquation,elementalDamageDV * ((intelligenceDV / 500) + 1),
                pthThreshold2,100.000000,
                combatRegionHeadChance,20,
                templateName,database\Templates\CombatEquations.tpl,
                shieldDamageReductionEquationDLEB,damageDV * ((100 - shieldAbsorptionDV) / 100 ),
                这个是不朽1.1没有打bug修复的公式,也就是格挡官方不认为是bug 暴击公式也变了
                @错落二人组 @狙击风铃草


                11楼2016-09-07 22:54
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                  2026-01-10 03:41:36
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                  好怀念的节奏


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                  IP属地:上海12楼2016-09-08 00:07
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                    你们在说什么我怎么什么都看不懂,公式什么的太高端了


                    IP属地:甘肃来自Android客户端13楼2016-09-08 06:57
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                      刚刚见到了第一只双头犬精英Shadow Maw,会很长的喷火技能和召唤Shadow Stalker


                      来自iPhone客户端14楼2016-09-08 09:19
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                        不行不行 再看下去要入坑了


                        IP属地:湖南15楼2016-09-08 11:06
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                          是不是装备的固定奖励没有了?我刚才在护甲上打了个赫拉克勒斯的力量,结果居然给了我一个护甲奖励,真是哔了🐶


                          来自iPhone客户端16楼2016-09-08 12:21
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