Global Gem Levels
全域技能石等级
For a while, we've wanted to include modifiers on caster weapons that provide a multiplicative damage increase to spells, similar to how physical weapon modifiers affect the base damage of attacks. Previously this took the form of elemental penetratio and modifiers that add a portion of elements as Chaos damage, but this patch we'll be pushing this further in the form of global modifiers to gem levels.
我们曾想让施法武器上拥有一些强力的给法术增伤的词缀,像物理武器一样影响攻击的基础伤害。在这之前,我们有元素穿透,额外附加混沌这种词缀,但这次,我们推出了全域技能石等级词缀。
Staves were previously the go-to weapon for increasing gem levels, but their modifiers only applied to gems within the staff.
长杖之前是用来提供技能石等级的,但仅限于插槽内的技能石
Caster oriented one-handed weapons will now be able to roll some new modifiers that grant +1 to all Fire, Cold, Lightning, Physical or Chaos Spell Skill Gems, not just ones socketed in the item (Sceptres will not have the Chaos Spell Gem mod available). Staves will able to roll a modifier that grants +1 to 2 instead, and have a rarer higher tier +3 modifier available. One handed caster weapons will be able to roll a very rare additional mod that grants +1 to all Spell Gems, and the Staff version of the modifier will grant +1 to 2 to all Spell Gems. These weapons will no longer be able to roll equivalent modifiers that only applied to socketed gems.
施法类的单手武器现在可以ROLL出+1火焰,冰霜,闪电,物理,混沌法术宝石等级(全域)(短杖不会ROLL出混沌宝石等级词缀)长杖可以ROLL出+1,+2,极小概率(rarer)可以ROLL出+3。单手施法武器有非常非常小概率(very rare)ROLL出+1法术宝石等级,长杖可以ROLL出+1,+2法术宝石等级。这些武器不再可以ROLL出插槽内宝石等级词缀。
It's worth noting that these new modifiers don't apply to Support Gems.
这些新词缀不会影响辅助技能石
Daggers and Warstaves that can't roll caster modifiers will still be able to roll the old local elemental gem modifiers, and all non-caster weapon types will still be able to roll any existing local gem modifiers like +1 to socketed Bow gems.
无法ROLL出施法词缀的匕首和长杖依然能ROLL出插槽内元素宝石词缀,所有无法ROLL出施法词缀的武器仍然可以ROLL出现有的插槽内宝石词缀,比如+1弓宝石等级
There are a number of consequences of these changes. Because the global gem modifiers are much more powerful than the previous local modifiers, we've removed the low level crafting recipe that added +1 to level of socketed Fire/Cold/Lightning/Chaos gems. This recipe has been replaced with a similar one that applies added fire/cold/lightning damage to spells and takes the rarity of the item into account to determine the mod's tier. There is currently no replacement for the Chaos recipe.
因为全域宝石等级词缀比之前的非全域词缀太强力,所以移除了一些低等级配方词缀,比如+1插槽内火焰/冰霜/闪电/混沌宝石等级。这些会被代替成法术附加火焰/冰霜/闪电伤害,物品稀有度会决定词缀等级。暂时没有混沌相关的代替词缀
Essence of Rage, Sorrow and Spite now apply Fire/Cold/Lightning Penetratin respectively to weapons.
哀惜,肆虐,刻毒精华(就是+火焰,冰霜,闪电宝石等级的精华)改为提供火焰/冰霜/闪电穿透
Some uniques have been changed to apply modifiers to global gem levels. This is mostly the case on caster weapons, but some specific minion items like Bones of Ullr have also received this treatment. Bones of Ullr now grants +1 to all Raise Zombie gems and all Raise Spectre gems, instead of affecting the maximum minion count, as the additional maximum spectres modifier was too much power from a single item. Now, raising the level of these minion gems to a high enough level will grant additional maximum minions, so these modifiers are still useful. All of the changes will be shown in the patch notes.
一些暗金装备的词缀也会改为全域宝石等级。极大部分是施法武器,但也有一些是召唤物装备,比如暗金的+1灵体鞋,改为+1僵尸和灵体等级,取代原有的+1数量。因为新赛季提升召唤物等级可以提升召唤物数量,所以这样改动依然很有用。
Traps and Mines
陷阱和地雷
We've made a whole host of changes to Mines that completely change how they behave and how you interact with them. As such, many systems that interacted with Mines and by extension Traps have been changed.
The Shaper/Elder modifiers that granted +1 to Traps Thrown or Mines Placed will no longer appear. They provided too much of a damage increase for a single mod. To compensate, some traps have had their damage and area growth improved. We're also introducing changes to the Trap Support which now grants a higher value of Trap Throw speed and an increase to Trap Damage as the gem levels.
塑界/长老词缀的+1陷阱和+1地雷不再有。为了补偿,一些陷阱提升了伤害和范围。陷阱辅助这个技能石也有了更高的陷阱投掷速度和增加陷阱伤害。
We've included a couple of new modifiers from various kinds of crafting to improve trap and mine itemisation. As an example, the Essence of Zeal now rolls a Trap and Mine Throw Speed modifier on Belts. Two Handed Incursion weapons with Trap Damage modifiers now have values higher than One Handed Incursion weapons, and the bonuses apply to Mine Damage as well.
增加了一些工艺新词缀来提升陷阱和地雷。比如热情精华(+攻速的)现在可以在腰带上ROLL出陷阱和地雷投掷速度词缀。神庙的双手武器的陷阱伤害词缀数值会比单手的高,同样也会套用到地雷伤害。
We've also buffed some underutilised trap supports like the Charged Traps Support and Advanced Traps Support.
对没有充分利用的陷阱辅助进行了buff,比如充能陷阱辅助和陷阱冷却辅助
Damage over Time
持续伤害
We've made a number of changes to improve the itemisation and passive tree power for builds that use Ailments to deal damage, as well as damage multipliers for Burning skills.
对装备和天赋做了一些改变去提升异常状态伤害,包括给燃烧技能伤害加成。
We've replaced all non-ailment Chaos Damage over Time Multipliers with Chaos Damage over Time Multiplier, so they'll now apply to Poison as well. This is partially so that Poison builds have a few interesting new options, but mostly to make those passives and items less painful to read.
所有非异常状态伤害加成被取代为混沌持续伤害加成,所有它们现在对毒有效。
Perfect Agony has been changed significantly, and as a result, so have Ailments from Critical Strikes. Previously, Ailments from Critical Strikes dealt 50% more damage by default, similar to unmodified critical hit damage. The only way to modify this value was to take Perfect Agony. Now, Ailments from Critical Strikes have +50% to Damage over Time multiplier by default, which will be additive with Damage over Time multipliers from other sources.
完美苦痛被重做。暴击造成的异常状态+50%持续伤害加成。和其他来源的持续伤害加成加法计算
Now Perfect Agony lets Critical Strike Multiplier also apply to Ailment Damage over Time Multiplier from Critical Strikes at 50% of their value, which is more potent than the previous value of 30%. This means that investing in Critical Multiplier is more rewarding for Ailment builds, unless you've already invested heavily in other sources of Damage over Time Multiplier. The intent of this change is to allow Critical Poison builds to have more potential for damage growth and make the keystone a worthwhile investment for any critical bleed or ignite build.
完美苦痛会让暴击造成的异常状态伤害套用50%的暴击伤害加成(从30%上调)。
Many passives that increased Burning Damage, Poison Damage or Bleeding Damage now have equivalent Damage over Time Multiplier bonuses. They've all been rebalanced as a result. We've also added a new small cluster that gives some potent bonuses to ignites from Critical Strikes, and another that gives bonuses to all ailments from Critical Strikes.
一些增加燃烧伤害,中毒伤害,流血伤害的天赋现在也会有持续伤害加成词缀,都被重新平衡。增加了新天赋给暴击造成的点燃还有其他暴击造成的异常状态。
There are also new item modifiers and crafting modifiers that apply to Fire Damage over Time Multiplier or Ignite Damage over Time Multiplier, to give Burning builds options closer to Cold Damage over Time and Chaos Damage over Time builds.
增加物品和附魔词缀给火焰伤害加成或是点燃伤害加成。
As a result of all of these Burning changes, we've reviewed all Burning Damage skills, and adjusted values. Righteous Fire in particular has received some mechanical changes. It now deals a smaller portion of your health as fire damage to enemies around you, but has an additional burning damage value that increases as the gem levels. The goal of this change is to provide more power for builds that don't invest as heavily in maximum life, and slightly less power in builds that invested the majority of their resources into getting large values of maximum life.
所有有关燃烧伤害的技能,数值都被调整。正火有了机制上的改变。血量提升带来的伤害提升减少,随等级提升额外获得燃烧伤害。
We've also rebalanced some supports that affect Damage over Time, like the Unbound Ailments Support, Poison Support and the Vicious Projectiles Support.
重新平衡一些辅助宝石,比如异常爆发辅助,毒化辅助和邪恶投掷辅助
Minions
召唤物
All minions have had their Accuracy increased. The result of this is that a level 20 Raise Zombie, Summoned Skeleton or Raging Spirit will have an 80% chance to hit a level 84 enemy, if you have no minion accuracy modifiers.
所有召唤物都提升了命中。在没有任何命中词缀的影响下,20级的僵尸,魔侍,火灵对84级的敌人有80%命中率
Golems have all been reviewed and adjusted, to make more varieties of golems have competitive levels of power. Chaos, Lightning and Stone Golems have been improved in various ways to make them more competitive with Flame and Ice Golems, as well as the new Carrion Golem. As an example, Chaos Golem has more Area of Effect on its Cascade, has 100% Physical Damage converted to Chaos, and its ongoing chaos storm now has "Spell Damage modifiers apply to this skill's damage over time", in addition to damage adjustments.
混沌,闪电,巨石魔像会增强。混沌魔像会有更大范围的混沌之刺(近战攻击附带),并有100%物理转混沌,施法的混沌灵气会被法术伤害词缀修饰。
If you're targeting a monster when you cast Summon Raging Spirit, the Raging Spirit created will attempt to attack that enemy first. If it can't reach the enemy or the enemy dies, it returns to its standard behaviour. This is still overridden by the Deathmark Support.
对目标施法火灵会让火灵优先攻击。当火灵无法攻击到该敌人或是该敌人死亡,火灵重新回到正常行为。
The Minion and Totem Elemental Resistance Support has been changed to Elemental Army Support. It no longer applies to Totems, but lets supported minions apply a -10% Exposure based on their highest elemental damage dealt, and grants them More Elemental Damage. At higher levels it also grants more maximum elemental resistances.
召唤物和图腾抗性辅助被改为Elemental Army辅助。不再辅助图腾。根据召唤物最高的元素伤害给予敌人-10%暴露效果,并给予更多元素伤害。在高等级时获得更多最大元素抗性。
Convocation's cooldown has been shortened, now that the Necromancer no longer has a notable that grants cooldown recovery to it. Its life recovery is now a percentage of maximum life, rather than a flat value, letting it scale to higher levels a little better.
号召的CD会降低。生命回复改为百分比最大生命
Desecrate has had its cooldown removed, and now has a shorter cast time. It has a shorter duration and a lower corpse limit now, but this will make it a much more reliable tool for both Minion builds and builds that explode corpses.
亵渎不再有CD,施法时间降低。持续时间降低,最大尸体数量降低
Offerings are now more reliable and easier to manage. They now have a higher base duration, gain an additional second for each corpse consumed, consume half as many corpses, and they have an ongoing marker over the player rather than on the ground, so you'll always know when they expire.
奉献技能有了更多的基础持续时间,每个被消耗的尸体增加持续时间,消耗尸体数量为之前的一半,技能特效改为在人身上而不是地上。
The Dead Reckoning Unique Jewel can now turn up to 15 skeleton warriors into mages, up from 5 and is now limited to 1. Using multiple copies of the jewel was an unnecessary cost for the power provided, and this should make the build more accessible as well.
死亡清算 暗金珠宝现在可以召唤15个魔侍法师(从5上调,并且使用数量仅限1)
There have been many changes to crafting modifiers that affect minions, including:
在3.7,我们把督军印记改为只让攻击技能偷取。在3.8改变了所有的现存的魔力偷取,让它们也只能给攻击技能用
The general philosophy is that mana sustain for spellcasters should be something a player has to think about and find some way to manage, similar to Accuracy for Attack characters. However, we don't want the solution to be a huge investment, and we've tried to provide a few different and interesting ways to sustain mana recovery.
这是为了让施法者对魔力消耗有所考虑并想办法解决,像攻击角色得考虑命中问题。
Mana Flasks have received a major review. Values have been adjusted, recovering more mana and having more uses available, so they're more reliable for longer encounters. We've introduced a selection of new modifiers for mana flasks, including a new "Enduring" modifier that lets the mana flask remain after reaching full mana at the cost of duration.
魔力药剂的数值被调整,回复更多魔力并有更多使用次数。给魔力药剂增加了新词缀,包括在持续时间内满蓝不会取消回复魔力效果(类似血池)
Passives that affect mana flasks have been added or improved, including the new Essence Extraction notable that grants Mana Flasks 1 charge every 3 seconds, as well as Mana Regeneration, increased Flask Charges gained, and removing 1 random Elemental Ailment when you use a Mana Flask.
增加并提升了一些影响魔力药剂效果的天赋,包括新的 Essence Extraction 天赋,每3秒增加1魔力药剂充能,提高魔力回复速度,增加药剂充能获取,当你使用魔力药剂时移除一个随机的元素异常状态。
Stats that subtracted from the final mana costs of skills made managing mana for certain channelled skills far too simple. We've split these mods into a channelled and a non-channelled skill version, with the channelled skill version granting a much smaller reduction.
减少技能魔力消耗对吟唱技能来说太简单,所以我们把这些词缀分为吟唱技能和非吟唱技能,吟唱技能相应的数值被减少
The Reduced Mana Support has been reworked, and is now the Inspiration Support. In addition to reducing mana cost, it now grants an Inspiration Charge each time you spend mana with the supported skill, up to 5 charges. The supported skill gains more Elemental Damage and Critical Chance for each Inspiration charge. After spending more than a specified amount of mana, the Inspiration Charges are removed. This rewards you for investing in reducing the mana cost of your skills as much as possible to maximise the uptime of your Inspiration.
减少魔力辅助被重做,改为Inspiration 辅助。除了减少魔力消耗,还有消耗魔力时获得Insoiration 充能球,最多5个。每个Insoiration 充能球使被辅助技能获得更多元素伤害和暴击几率,在花费特定的蓝量后Insoiration 充能球被移除。
Clarity has also been changed to grant higher values of mana regeneration at higher gem levels.
清晰在高等级时获得更多的魔力回复
A variety of new passive tree clusters have been added, including one that improves mana and Arcane Surge, one that gives curse bonuses and a way to recover mana after hitting or killing cursed enemies, and one that grants Spell Damage based on your maximum mana, up to a limit.
增加了一些天赋圈,包括增加魔力和秘能波动,以及击中或击杀被诅咒敌人时回复魔力,还有基于最大魔力给予法术伤害(有最大限制)
Melee
近战
3.7.0 introduced a whole host of changes and improvements to a variety of melee skills. This resulted in a lot of people playing Cyclone.
3.7对近战做了大量改变,导致大量人玩旋风斩
Cyclone benefited from a combination of melee range and area modifiers in a way that let it surpass the area of effect of almost any other skill, alongside all of the other benefits that Cyclone has. Rather than punishing other skills that use melee range, we've changed how Cyclone calculates its area, making the increase granted additive with other area increases.
旋风斩范围计算方式改变
This has meant that we've been able to provide more melee range on the passive tree. Master of the Arena, Brinkmanship, Bone Breaker and Splitting Strikes now grant +2 melee range, up from +1. Cleaving, Flaying and Claws of the Pride now grant +1 melee range. This will improve the area of Strike attacks, making them easier to use and more effective at taking on packs of enemies.
天赋中点 决战宗师 羁縻 破骨 狂斧 现在改为+2近战范围(从+1上调),劈砍 剥皮刃 坚强之爪 现在给予+1近战范围
Ancestral Call Support has had its damage penalty lowered, resulting in no damage penalty at level 20 of the gem. This is to further help the clearing capacity of Strike attacks.
先祖召唤伤害惩罚减少,20级时不再减少伤害
We've increased the base damage of Multistrike, while lowering the bonuses for the second and third swing, so the skill is much less punitive if you only perform one or two attacks. Multistrike being cancelable is something we've decided to stick with, to keep melee characters more mobile. Multiplicative attack speed is very dangerous from both clear capacity and performance, so we're reticent to give a single support gem any more.
多重打击改动
We've lowered the added physical damage on retaliation attacks, because of how high their damage output could be when used with Facebreakers. Their base damage has been increased to compensate.
降低了反击类技能的附加物理点伤,因为这与打脸手联动后太强力,提高基础伤害以补偿
Pulverise Support now provides Increased Area of Effect instead of More Area of Effect. The skill provided too much area of effect for heavily invested characters, so we've changed the values to be additive with other area increases. The support now grants more damage than before to make up for the loss of area.
粉碎辅助改为增加范围效果而不是更多范围效果,获得更多伤害以补偿范围的减小
Ranged
Tornado Shot has been outperforming other bow attack skills, while also having potent single target damage. This is partially due to the power of the Additional Secondary Projectiles enchantment. We've changed the enchantment to be from the Eternal Labyrinth only, and to grant +1 secondary projectiles, down from +2.
龙卷+2附魔没了,最多+1,且只能在终极迷宫附魔出来
We've fixed a bug that meant that secondary projectiles from Fork could hit the target that they forked from with certain skills. For players, this only applied to Tornado Shot and Barrage. This provided a huge unintended damage bonus to these skills.
分裂BUG修复
We've given added Lightning damage to Lightning Arrow and added Cold damage to Ice shot to help them scale better throughout the game, and improved damage and projectile scaling on Split Arrow.
给闪电箭和冰霜射击附加了闪电和冰霜点伤。分裂箭加了伤害。
We've also made some improvements to how all projectiles select targets when chaining. Previously, two projectiles from a single attack could attempt to chain to the same target, but only one would be able to hit. Now chaining projectiles won't attempt to chain to the same target unless no other targets are available, which significantly improves the clearing capabilities of Chaining projectiles when used with additional projectiles.
对投射物连锁有了提升。原先从一次攻击发出的两个投射物会在连锁后攻击相同目标,但只击中一次。现在连锁的投射物会尽量击中不同目标,除非没有其他目标可选
Other Spells
其他法术
Contagion no longer gains radius as the gem levels. The skill provided too much clearing capacity over a large area at high levels.
瘟疫的范围不再随等级提升
Bodyswap has been significantly reworked. The most notable change is that you can target a living enemy to warp to their location, though the skill benefits from more area of effect and a corpse explosion when destroying a corpse. There are other mechanical damage changes that make it a more flexible and powerful spell, especially when teleporting around a single target.
灵体转换被重做。可以对活着的敌人使用。还有一些其他的机制上的伤害改动来让其更加灵活和强力,尤其是对抗单一目标
Passive Tree changes
天赋树改动
We've made a large number of changes to the passive tree in relation to mana, mines, bonuses for Damage over Time, Poison and more.
The Mine passives have been almost completely reworked, the Damage over Time and Poison clusters now have different stats and values, and there are a number of new Mana clusters found on the passive tree.
地雷天赋大部分被重做。持续伤害圈和中毒圈被调整,增加了一些蓝量圈。
We've split the Flask Effect cluster that was near the Witch into four different passive clusters granting Flask Effect alongside other effects. These are spread over the passive tree, with a preference towards the Dexterity area of the tree, as the Ranger has the strongest flask association. Each cluster has less Flask Effect than the old cluster, but in total there is now more flask effect on the passive tree than before.
女巫上方的药剂效果圈被分为4处并获得额外的效果,大部分在敏捷区域。每个圈的药剂效果减少,但4个圈总和增加
We've raised the base radius of all traditional aura skills, and lowered the bonus from "increased Area of Effect of Aura Skills" on the tree. This is because these passive stats will also apply to Mine skills, as they count as Aura skills. The passives are still great choices for Mine characters, being more powerful than other generic Area of Effect increases, but don't have values more than twice the numbers seen elsewhere. We've also giving Smite more radius as the gem levels, as its area of effect was balanced around the aura area of effect passives.
光环技能的基础范围增加,降低天赋中的“增加光环技能范围效果”,这是因为这些会影响地雷技能
We've added a new Power Charge cluster similar to the Endurance and Frenzy charge ones added in 3.7.0.
新增暴击球圈,和决斗者下方的耐力球和狂怒球圈类似
Clusters introduced in 3.7.0 that gave increased attributes have been moved so they are no longer in radius of any jewel sockets, as these clusters skewed the power level of certain unique jewels too heavily. As a result, Tempered Flesh and Transcendent Flesh now have 7% Critical Strike Multiplier per unallocated Strength in radius, up from 5%. Tempered Mind and Transcendent Mind now have 125 Accuracy Rating per unallocated Intelligence in radius, up from 100. This should make them a tempting choice in more locations on the tree.
3.7增加的加属性圈被移动,不再出现在任何珠宝槽覆盖到的地方(参照游侠区的敏捷)。相应的,神庙的暗金珠宝,红的暴伤从5%上调到7%,蓝的命中从100上调到125
Changes to various Ascendancies
升华改动
Our intent is to have fewer passives that take an underused skill or mechanic and give it the tools needed to see use. We're moving these effects onto the skills themselves as they level, and providing more generally useful bonuses that still keep the same theme. The Necromancer redesign is the most obvious example of this, and we've also changed the Guardian so he no longer grants specific bonuses to Herald of Purity and Dominating Blow minions, and have built the Crusade Slam effect into the minions themselves. We'll likely do this more as part of future reworks.
守护不再从纯净捷及霸气之击的召唤物中获得特殊的收益,圣战猛击可以被这些召唤物直接使用
The Hierophant's mana path has changed as a result of a review of all Mana mechanics. It should be more offensively powerful for a character with heavy mana investment now, with its defensive power slightly reduced.
圣宗蓝量分支改动,基于最大魔力提升伤害,但轻微降低防御能力
The Elementalist has had its Golem path adjusted, providing much more power to the player on an invested Golem character, while no longer being the only way for a character to get additional golems outside of unique items thanks to a new Golem cluster on the passive tree. It should be a more desirable path for builds that don't rely entirely on their minions as a result. Beacon of Ruin now grants increased effect of non-damaging ailments, to improve its overall power.
元素使魔像分支修改,对人物的增益增加。毁灭光炮塔增加了非异常状态效果
The Raider received some numerical improvements and one additional aura mechanic to make it more competitive, but will receive more changes in the future to give it more unique features.
侠客会在未来做更多改动,并有独特的机制
The Occultist's Vile Bastion now also grants 40 energy shield regenerated per second at all times, granting more reliable recovery, especially at lower levels.
秘术家的残劣壁垒额外给予每秒40es回复
The Chieftain now provides +25% to Fire Damage Over Time Multiplier instead of 15% more Burning Damage, providing more power for Burning characters unless they're very heavily invested in Damage over Time Multiplier.
酋长现在给予+25%火焰伤害加成来代替15%more燃烧伤害
The Berserker and Slayer were a little too generically powerful for attack builds, so some nodes have had values adjusted. The Slayer's Bane of Legends node has had the value of attack and move speed granted reduced to 10%. Overwhelm has had its Base Critical Chance lowered to 7.5%. The Berserker's Crave the Slaughter no longer grants a chance to deal Double Damage, with this bonus being moved to War Bringer if you've used a Warcry in the past 8 seconds. Flawless Savagery now grants a lower value of Critical Strike Chance for Attacks, and slightly less critical multiplier.
处刑的冷血传奇给予的攻击和移动速度下调到10%。镇压的基础暴击率改为7.5%。暴徒的屠戮之欲不再获得几率双倍伤害,被移到战争使者上,如果你在8秒内使用战吼,获得几率双倍伤害。完美暴行的暴击率减少,暴伤轻微减少
The Trickster's Ghost Dance passive was providing a bit too much defense for a single notable, so the chance to evade, reduced damage taken and amount of Energy Shield recovered has been lowered.
诈欺师的幽灵舞步给予的闪避几率,减伤,ES回复被降低
The Ascendant has had passives related to many of the adjusted Ascendancies above changed. For example, the Saboteur notable now provides more Elemental Penetraton than before, and the Necromancer node now penalises offerings on you less and grants additional area of effect if you've consumed a corpse recently.
贵族的破坏现在提供更多的元素穿透,死灵的奉献效果惩罚减少,近期内消耗尸体获得额外的范围效果
Veiled Modifiers
隐匿词缀
We've made a number of changes to make unlocking Veiled modifiers easier.
更容易解锁词缀
Modifiers granted only by items from specific Syndicate members now require half as many unveils to learn to craft. They're also more likely to appear as one of the potential modifiers.
来源于特定的辛迪加成员的隐匿词缀解锁所需进度减半
Modifiers only found on less common item types or that are limited to only one or two item types are much more likely to appear as unveiling options.
特定部位的附魔词缀更容易出现
Flask modifiers unveiled only from the unique flask from the syndicate mastermind now only require a single unveil to unlock.
药剂词缀鉴定一次就能解锁
Other changes
其他改动
Packs of monsters that spawn with Rare monsters now have a single shared modifier from the Rare, as well as more life, damage, experience and item rewards. This will make a Rare monster encounter more rewarding, and able to provide a greater challenge.
稀有怪引发的小怪有弱化版的稀有怪词缀,比如更多生命,伤害,经验,物品奖励
Monster Accuracy has been lowered, as 3.7.0's accuracy/evasion calculation change resulted in monsters being noticeably more likely to hit a character with medium investment in Evasion. This change brings an evasion focused character back to the previous evade chance against monsters, though characters with low evasion will still be more likely to be hit than prior to 3.7.0.
怪物命中降低
We've also reduced the chance for a league mechanic that drops a random unique to drop a league-specific unique. This ended up being the most common source of league-specific uniques in some leagues!
降低了赛季机制掉落赛季暗金的概率
We've increased the speed that the breach expands in the end-game Breach Domains. This lets you clear through a breach domain faster than before. We've increased the amount of time that you start with in Elemental and Physical breaches in the end-game breach domains to compensate for this faster expansion, so you'll have just as much time total to complete the breach. The amount of time that you start with in a chaos breach domain has not changed and thus will be slightly more challenging. We've improved life scaling on the bosses to be more consistent across levels, increased density of monsters in the breach domains, removed the increased life mod from the breach domains and increased the life of the monsters in the breach domains to compensate. This will even out the challenge in Pure Breach Domains. Prior to this change, the bosses of the Physical and Chaos breaches had less life than the Elemental breach bosses in Pure Breach Domains.
增加裂隙石内裂隙扩展的速度,增加元素裂隙石(索伏,托沃,艾许)和物理裂隙石(乌尔尼多)内的初始时间以补偿,夏乌拉没变.BOSS生命提高与等级更加对应,增加裂隙石内怪物密度,取消裂隙石自带的提高怪物血量词缀,但怪物血量被提高,这使得纯净裂隙更均衡
We've made adjustments to a large variety of unique items based on their use. For example Poet's Pen's triggered spell now has a cooldown of 0.15 seconds, down from 0.25 seconds. It now only triggers on finishing an attack, rather than starting an attack, because of animation canceling. Blasphemer's Grasp now gives +4% to Damage over Time Multiplier for Ailments for each Elder Item Equipped, instead of 15% increased Damage with Ailments.
很多暗金被改动。比如,羽毛笔CD改为0.15S,攻击完成后触发技能。长老暗金手套每件长老物品给予+4%持续伤害加成,取代原来的增加15%异常状态伤害
双瓦暗金三相珠宝

发表于 2019-9-3 11:50
这个黑底看得我眼睛好花
发表于 2019-9-3 12:54
神奇的魔力药剂,呵呵。五魔瓶站路的药侠



期待一下
发表于 2019-9-3 11:55
+2龙卷没了 灵体现在数量加1变技能等级加1等级 那么现在召唤2个吗 主打僵尸了 僵尸技能满等级7个 ...
| 欢迎光临 17173有料社区 (//bbs.17173.com/) | Powered by Discuz! X3.2 |