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[翻译] 今天最新更新翻译,转发PTT论坛作者:stkissstone (淺澗遠秋)

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转发PTT上作者:stkissstone (淺澗遠秋)

In Path of Exile: Siege of the Atlas, we're making a number of balance
changes and have prepared this information for you to preview ahead of our
official announcement livestream at the end of this week. The full details of
these changes will be available in the patch notes and are still subject to
change but this post should outline our perceived problems with current
balance and our intentions for their solutions.

前言
總之就是說在詳細改版資訊出來之前先放改動大方向


In general, we're focusing on two particular archetypes that we feel were the
least competitive with other builds during Scourge. These are handcast spell
builds and hit-focused bow builds.

一般來說,我們在災魘聯盟時專注觀察兩種我們覺得不足以跟其他build競爭的基本build
,手施類型 和 直擊(hit-focus 應該是?)類型的弓build.



Player Balance

Hit based Spellcasting
Problem:
Most hit-based Spellcasting builds deal too little damage and have too few
defensive and mobility options when compared with alternatives like Traps,
Totems, Mines, Triggered Skills or Damage over Time.

直擊+手施
問題:
大部分的直擊手施build跟陷阱/圖騰/地雷/觸發/持續傷比起來造成太少的傷害且
防禦&機動力太差.


Solutions:
Adjust the hit damage growth of most spells. The majority of spells gained
around 45% more damage at gem level 20, resulting in up to 60% more damage by
gem level 25. Some spells have received smaller adjustments or no adjustment.
These less affected spells are generally those that provide more mobility or
supplemental damage through duration mechanics.

解決:
調整大多法術的直擊傷害成長,大多數的法術在LV20時會造成45%更多傷害,在LV25的時候
增加到60%,有些法術增加的較少或沒有增加,這些改動比較少的法術大多是可以提供更多
機動力或可以在跑機制時造成額外傷害的類型.


Allow casters to obtain more cast speed through the Runic Dagger mod pool,
increase some cast speed values and give rings and amulets additional tiers
of cast speed modifiers.

讓手施玩家可以從符文匕首的詞綴中拿到更多的施法速度,另外也給戒指和項鍊的施法
速度追加了新的階級.


Give Orb of Storms more damage and a mechanical redesign to solidify it as a
great supplemental lightning damage skill.

給風暴漩渦更多的傷害和重製他的機制,將他定位成一個優秀的額外電傷來源技能.


Give Flameblast, Lightning Tendrils and Ice Spear some improvements to make
them great skills for dealing high damage against a single target.

優化火焰爆破,電能釋放和冰矛,使他們更能對單體目標造成大量傷害.


Improve many skills that rely heavily on unique Threshold Jewels to enhance
their damage and remove or change these jewels. For many such skills, this
means granting more damage in exchange for efficient sources of extra
projectiles. This includes skills like Freezing Pulse, Frostbolt, Heavy
Strike and Cleave. For damage-focused spells, the result of these changes
means that their damage has increased on top of the damage multiplier noted
above.

優化大多非常依靠門檻珠寶的技能,強化他們的傷害並移除/改變珠寶的效果,對於大多
的這類技能來說,這個改動代表用穩定的額外投射物來源(舊)來交換大量的傷害(新),包
括冰霜脈衝,寒冰彈,重擊,劈砍. 對於其他著重於傷害的法術來說,這項改動代表著上面
提過的:增加更多的傷害倍率.


Lower the power of the Unleash Support. Because it is the single most
impactful support for the kind of build that benefits from the aforementioned
buffs, it creates limited options for these builds by feeling like the only
option. With these builds otherwise being buffed, there should be more build
options available than before.

削弱了釋放輔助,因為這是對前面提到被強化的技能最有影響力的輔助珠寶,這讓釋放輔
助幾乎成為那些技能手施流派的唯一選擇,而現在這些技能被buff了,接下來應該會有更
多種類的手施流派存在.


Lower the damage from Totem, Trap, Mine and Trigger effects to balance out
the buff to these spells. The intention is that in general, these builds
should deal the same damage at high levels as they did previously. While at
face value these changes will look like nerfs, for the most part they
shouldn't be due to the buffs to spells. However, we do acknowledge there
will be a small number of builds that will be negatively affected by these
changes. Additionally, because we've adjusted some support gems that multiply
the number of traps thrown, we've provided some compensation for this on
non-cooldown trap skills like Fire Trap and Lightning Trap.

降低圖騰,陷阱,地雷和觸發的傷害,因為大多技能被buff了. 這麼做的原因是一般來說,
這些build在高等級時會跟以前造成差不多的傷害量, 雖然直接看數值會覺得這是個nerf,
但對大多技能來說因為法術本身的buff所以不是問題. 然而,我們知道有少量的build會
因為這個改動而變弱. 此外,因為我們調整了部分影響陷阱投擲數量的輔助珠寶,我們對
無冷卻的陷阱像是火焰陷阱和閃電陷阱提供了一些補償.


Lower the damage of player Ignite by 28% to partially offset the damage
increase that many Ignite-applying spells have received. For the majority of
high level spell gems, this is a slight damage buff when combined with the
above changes. Burning Arrow, Armageddon Brand, Explosive Arrow and several
other skills have received changes to compensate for the lower damage of
Ignite. Attack skills and a small number of spells that are not typically
aligned with Ignites will have weaker Ignites as a result of this change. We
plan to introduce a mechanic for Ignite damage with melee attack skills to
give some unconventional Ignite builds a new option for enhancing Ignites.
Details about this will be included in the patch notes.

降低了28%玩家的點燃傷害來抵銷大多點燃類型法術的buff. 對於大多數的法術來說,
在高等級時結合上述改動後會些微提高傷害. 而燃燒箭矢,末日烙印,爆炸箭矢和一些
其他技能將會有些改動來補償點燃傷害的降低. 而本來就不是拿來打點燃的攻擊技能
和少部分法術的點燃傷害會因為這個改動而降低. 我們接下來會介紹一個新的針對進
戰攻擊造成點燃的機制, 這會提供些非傳統的全新點燃build選擇, 細節會在正式的
patch note放出.

詳細改動(簡化+不放原文)

基本上都是LV1 LV20 效率的格式 括號內是舊的數值
有其他功能的另外寫

赦免:21~31 873~1310(588~882) 200%(130%)
電弧:6~32 198~1122(133~754) 200%(130%)
虛空刀雨:43~65 595~893(411~617) 140%(90%)
熾熱魔炮:6~9 241~361(162~243) 55%(40%)
碎雷電閃:28~84 458~1375(317~952) 165%(115%)
聖怒:17~25 203~305(140~210) 110%更多每階段(100%) 45%(30%)
火球:9~14 1640~2460(1095~1643) 370%(240%)
烈焰風暴:23~35 361~541(250~375) 80%(55%)
怒焰奔騰:26~40 832~1247(563~844) 190%(120%)
烈焰爆破:31~46 405~608(280~419) 165%更多每階段(130%) 90%(60%)
冰川之刺:21~32 300~450(207~311) 65%(45%)
冰霜新星:18~26 769~1130(518~762) 190%(120%)
         對冰緩目標增加3~4 118~172(79~116)
冰矛:22~33 568~852(383~575) 130%(80%)
燒毀!:3~5 207~311(140~210) 50%(30%)
電能釋放:1~4 55~1052(37~703) 較強脈衝造成200%更多傷害和異常(100%) 100%(65%)
淨化烈焰:8~11 1324~1986(884~1326) 300%(200%)
熔岩翻騰:9~12 1543~2315(1031~1546) 350%(230%)
閃電新星:34~101 537~1610(371~1114) 190%(120%)
風暴術符:36~107 444~1332(306~919) 160%(110%)
風爆:6~8 168~252(114~171) 35%(25%)
風暴呼喚:21~39 949~1762(640~1188) 250%(165%)
屍術矢:15~22 607~911(407~611) 140%(90%)
魔痕爆發:20~38 906~1683(611~1134) 230%(160%)


因為上面的buff,所以下面這些東西被nerf了
奧術烙印:69%更少(55%) , 63%更少(46%)
戰法戰吼: 44%更少(20%) , 38%更少(11%)
連鎖爆破地雷輔助:59%更少(40%) 53%更少(33%)
暴擊時施放輔助:19%更少(20%"更多") 10%更少(29%"更多")
覺醒暴擊時施放輔助:9%更少(30%"更多") 7%更少(32%"更多")
引導時施放輔助:全等級30%更少(原本無)
覺醒引導時施放輔助:同上
散彈陷阱輔助:61%更少(55%) 55%更少(36%)
多重陷阱輔助:58%更少(50%) 52%更少(31%)
高能地雷輔助:56%更少(35%) 50%更少(28%)
連結:直覺:44%更少(20%) 38%更少(11%)
法術圖騰輔助: 49%更少(28%) 40%更少(24%)
法術回音:37%更少(無) 31%更少(無)
陷阱輔助:20%更少(0%) 11%更少(38%增加)

祖靈之約(圖騰衣)不再給予+1最大圖騰,現有物品可用神聖石升級
學富之筆:冷卻改為0.25(0.15),現有物品直接改變


以下是對於原生圖騰,陷阱和一些專攻點燃技能的buff
刀鋒陷阱:76%武器傷害(55%) 96%武器傷害(67.5%) 效率同武器傷害%
爆裂陷阱:437~655(LV20 309~464) 效率100%(60%)
火焰陷阱:直擊10~15(11~17) 915~1373(644~966) 效率260%(200%)
         持續傷30.9(35.7) 4170.7(2934.9)
         對點燃目標額外點傷3~5(4~5) 286~429(201~302)
冰凍陷阱:88~132 1275~1912(898~1347) 290%(200%)
閃電陷阱:15~46(18~54) 659~1978(466~1399) 240%(170%)
震波圖騰:33~65 412~765(362~672)
神聖火舌圖騰:2~5 153~230(134~202)

釋放輔助:50%更少(30%) 41%更少(21%)


施放速度詞綴變更
現在符文匕首可以骰出施放速度
單手武器上的施放速度強化:最低階5~8%(5~7%) 最高階29~32%(23~25%)
雙手武器上的施放速度強化:最低階8~13%(8~11%) 最高階44~49%(35~38%)
現在戒指上的施放速度有三個階級了(原本只有單一階級5~7%),最低5~8% 最高13~16%
現在項鍊上的施放速度有四個階級了(原本有三個階級),最低5~8% 最高17~20%(11~13%)
工藝台加入以上階級的施放速度
單手武器上的增加施放速度和擊殺獲得秘能波動詞強化為18~22%(15~18%)
雙手武器上的增加施放速度和擊殺獲得秘能波動詞強化為26~31%(21~25%)
上述詞綴的工藝台版本也有做相對應的調整
悽慘之破空精髓現在可骰出單手武器29~32%(26~28%)施放速度,雙手武器44~49%(39~42%)
次兩階級的精隨也有相對應調整


門檻珠寶(靠這些技能怎麼不寫在上面那堆裡面)
A5給門檻珠寶的任務不給門檻珠寶了,給改3色黃色珠寶任選
刪除以下門檻珠寶:初雪(寒冰脈衝),跡凍(寒冰彈),茁壯苦痛(毒蛇打擊),絕對壓制(劈砍)
急速擴張(裂地之擊),堅毅心靈(靈體投擲),帝國重量(沉重之擊),冬葬(冰霜之錘)
危機學(電球)現在只剩電球以圓形型式發射投射物,不再有額外投射物和縮短持續時間
環形刃(虛空匕首)現在只剩虛空匕首以圓形型式發射投射物,不再有+5投射
拓蝕(萎滅)現在限一(原本2),效果由"若範圍內含40點智力時,萎滅增加50%緩速時間"
改為"若範圍內含40點智力時,萎滅減少30%施放速度"  (蛤?沒寫錯?)

冰霜脈衝:8~12 1458~2188(888~1332) 330%(200%)
寒冰彈:9~13 1594~2392(972~1458) 360%(220%)
電球:1~28 104~1983(70~1326) 190%(125%)
     發射4個投射物(LV1) , 發射7個投射物(LV20,舊6)
裂地之擊:LV20時+10範圍(舊6)
沉重之擊:20%機率雙倍傷害(LV1) 39%機率雙倍傷害(LV20,舊20%)
劈砍:LV20時+8範圍(舊6) , 效率125%(LV1) 221%(213%)
冰霜之錘:100%轉冰(舊60%)
毒蛇打擊:武器倍率90%(LV1) 140.2%(LV20,舊135%) , 效率90% 140%(舊135%)
虛空匕首:7~10 949~1423(633~949) 220%(120%)
         發射9個投射物(LV1) 發射12個投射物(LV20 舊9)
萎滅:基礎額外效果持續時間1秒(舊0.8秒)


異常品質寶石變更
異常的寒冰彈改為每秒增加40%投射速度(原本為減少0~100%傷害,0~20%機率曝曬)
相異的裂地之擊改為增加0~40%角度(原本為增加0~60%範圍效果,減少0~40%角度)


風暴漩渦(可能有誤,所以上原文

Orb of Storms no longer requires splitting from the caster when they cast a
Lightning spell in its area. Instead it will zap an enemy in range every time
you cast a Lightning spell from within the Orb of Storm's area, making
positioning much more flexible.

風暴漩渦重新設計為針對單一目標的法術,這個技能的重點放在每當你施放閃電法術時
就會攻擊範圍中的敵人,現在不再需要施法者站在風暴漩渦範圍內,這讓使用上更靈活

現在造成3~8(LV1,2~7) 304~913(LV20,185~555)點傷害 效率110%(65%) 持續7秒(6秒)
現在每3.5秒攻擊一次(Lv1,1.5秒),2.55秒(Lv20,1.02秒)
現在打擊額外1個目標(Lv1,2個),3個(Lv20,4個)


點燃改動(為什麼這些技能...)
末日烙印:69~104(46~69) 924~1386(613~920) 200%(135%) 現在每1.5秒炸一次(1秒)
燃燒箭矢:200%武器傷害(150%) 300%武器傷害(214%) 效率同武器傷害
         70%基礎攻速(90%),耗魔7(5) 12(8),攻擊動畫改成和放血相同
瓦爾燃燒箭矢:280%武器傷害(200%) 400%武器傷害(284%) 效率同武器傷害
             70%基礎攻速(90%),攻擊動畫改成和放血相同
爆炸箭矢:目標身上每支爆炸箭矢使爆炸造成5%更多擊中傷害和異常傷害(原本只有擊中)
爆裂物:全等級的額外點傷多20%,紅玉藥水增加點燃傷害+60%(Lv1,40%) 98%(Lv20,78%)
火焰爆破(精髓):現在冷卻1.5秒(1秒),傷害1131~1696(752~1127),效率250%(270%)
瓦爾.烈焰爆破:造成110%更多每階段異常狀態傷害(70%)
贖罪烙印:第 1 次爆炸後,每個能量使爆炸造成90%更多異常狀態傷害(60%)
咒死(頑皮裂齒獸):傷害444~666(316~474),爆炸現在造成招喚物19%最大生命傷害(13%)



Hit-based Bow Attacks
直擊類型弓技能

Problem:
Hit-based bow attacks require an unreasonable amount of investment to reach
competitive levels of damage. Builds that want to achieve this must utilise
critical strikes and many skills can't sufficiently invest in this mechanic
without sacrificing defensive options.

問題:
直擊類的弓技能需要多到不合理的投資才能達到足夠有競爭力的火力,這類build都必需
緊抱著爆擊且無可避免犧牲防禦面.

Solutions:
Give bows the same local added elemental damage modifiers as two handed melee
weapons do, which are much stronger than the bow-specific modifiers used
previously.

Improve the damage of bows in general, with some base types getting up to 50%
more base damage than before.

Improve the Mastery options on Bow Passive clusters.

解決:
給弓同等於雙手武器的點商詞綴,這會比之前的弓專用詞綴還強

增加各類弓基底的傷害,有些基底跟以前比有50%更多傷害

強化弓圈專精天賦


Make a number of improvements to quivers so that bows can receive much more
damage from rare quivers:

    We have reworked the quiver progression with new quiver types that
provide a diverse set of useful implicits.
    We have greatly improve Added Physical Damage modifiers on quivers.
    We have replaced "Elemental Damage with Attack Skills" modifiers on
quivers with "Increased Damage with Bow Skills" to allow quivers to roll
another way to improve skills dealing Physical or Chaos damage.
    We have taken the +1 Arrow prefix off influenced quiver modifiers and
added it to the core modifier pool of quivers as a suffix.
    We have added an extra tier to the Attack Speed and Accuracy modifiers on
quivers.

強化一些箭袋使弓可以從箭袋拿到更多傷害

我們做了新的箭袋種類以提供各種各樣有用的詞綴
我們大幅增加了箭袋上的物理點傷詞綴
我們把箭袋上的"攻擊技能增加%元素傷害"改為"增加弓技能傷害"讓物傷跟混傷也有得骰
我們把前綴"弓攻擊發射1個額外投射物"從勢力箭袋前綴改為通用詞綴的後綴
我們給箭袋上的攻速和命中追加了額外階級


詳細改動
Instead of their own line of modifiers, bows now use the two-handed weapon
versions of local Added Fire, Cold, Lightning and Chaos Damage prefix
modifiers.

Quivers can no longer roll "Increased Elemental Damage with Attack Skills"
modifiers. Instead, they can now roll "Increased Damage with Bow Skills".

An example of the new highest tier modifier on quivers is: 43-50% increased
damage with bow skills

Essences of Woe no longer roll "Increased Elemental Damage with Attack Skills
on Quivers". Instead, they now roll "Increased Damage with Bow Skills".
Deafening Essence of Woe now provides values of 43-50%.

前面提過的弓改用雙手武器等級的點傷 , 箭袋攻擊元素傷改為弓技能傷
打個比方,箭袋上最高階的詞綴為 弓技能增加43~50%傷害

精隨上的攻擊元素傷同樣改為弓技能傷
悲痛之破空精髓現在增加43%~50%弓技能傷害

Quivers can now roll "Bow Attacks fire an additional Arrow" as a Suffix. The
Shaper- and Hunter-influenced prefix versions of this modifier can no longer
be rolled.

前面提過的前綴勢力+1箭矢詞改為通用後綴

Quivers no longer share the same modifier progression for "Added Physical
Damage to Attacks" as those on Amulets. They now have their own line of
modifiers, with increased values. For example, one of the new highest tier
modifiers on Quivers is, "Adds 17-23 to 34-39 Physical Damage to Attacks."

箭袋上的物理點傷不再跟項鍊一樣,現在他們有自己更強的詞
打個比方,最高階級的為"攻擊附加(17-23)至(34-39)物理傷害"
(舊11-15至22-26)

Quivers can now roll an additional tier of accuracy: "+481-600 to Accuracy
Rating"

Quivers and dexterity shields can now roll an additional tier of Attack
Speed: "14-16% increased Attack Speed"

Essence of Zeal has been updated accordingly. Deafening Essence of Zeal now
provides "13-15% Increased Attack Speed on Quivers", up from 11-12%.

Quivers can now roll a "Malicious" prefix modifier: "Adds 27-41 to 55-69
Chaos Damage to Attacks"

箭袋現在可以骰出更高階級的命中詞綴:481~600(舊351~480)
箭袋和敏捷盾現在有額外的攻速階級:14~16%(舊11~13%)
熱情精髓跟上改動,熱情之破空精髓現在對箭袋增加13~15%攻速舊(11~12%)
箭袋現在可以骰出前綴混沌點傷"攻擊附加(27-41)至(55-69)混沌傷害"



We have replaced the Bow Mastery stats that gave "Movement Speed while
Phasing" and "Phasing on Kill". We've also replaced the mastery that gave
"Increased Damage while you are wielding a Bow and have a Totem".

    New mastery: "Increases and Reductions to Arrow Speed also apply to
Damage with Bows"
    New mastery: "+100 to Accuracy Rating per Green Socket on your Bow"
    Existing mastery: "100% increased Mirage Archer Duration" (previously 50%)
    Existing mastery : "Blink Arrow and Mirror Arrow have 100% increased
Cooldown Recovery Rate" (previously 60%)

我們把弓圈專精的"迷蹤狀態下增加8%跑速,擊殺時有20%獲得迷蹤" 和
                "當你拿弓且有圖騰時增加35%傷害"改為其他東西

新專精:"增加和減少箭矢速度套同時用到弓攻擊傷害上"
新專精:"你弓上的每個綠洞增加100命中"
舊專精改動:"增加100%幻影射手持續時間"(50%)
舊專精改動:"閃現射擊和魅影射擊增加100%冷卻恢復率"(60%)


New Quivers
Previous versions of quiver base types no longer drop. This is the new set of
quiver base types, including their drop level and level requirement.

    Level 4: Serrated Arrow Quiver (1-4 Added Physical Damage with Bow
Attacks)
    Level 9: Fire Arrow Quiver (3-5 Added Fire Damage with Bow Attacks)
    Level 14: Sharktooth Arrow Quiver (6-8 Life gained for each Enemy Hit by
your Attacks)
    Level 20: Feathered Arrow Quiver (20-30% increased Arrow Speed)
    Level 25: Penetrating Arrow Quiver (Arrows Pierce an additional Target)
    Level 31: Blunt Arrow Quiver ((7-9) to (13-16) Added Physical Damage with
Bow Attacks)
    Level 36: Two-Point Arrow Quiver (20-30% increased Global Accuracy Rating)
    Level 40: Spike-Point Arrow Quiver (20-30% increased Critical Strike
Chance with Bows)
    Level 45: Blazing Arrow Quiver ((12-15) to (24-27) Added Fire Damage with
Bow Attacks)
    Level 49: Broadhead Arrow Quiver (8-10% increased Attack Speed)
    Level 55: Vile Arrow Quiver (Gain 10-15% of Physical Damage as Extra
Chaos Damage)
    Level 61: Heavy Arrow Quiver ((12-16) to (24-27) Added Physical Damage
with Bow Attacks)
    Level 66: Primal Arrow Quiver (20-30% increased Elemental Damage with
Attack Skills)

新箭袋

Level 4 Serrated Arrow Quiver:弓攻擊增加1~4物理點傷
Level 9 Fire Arrow Quiver:弓攻擊增加3~5火焰點傷
Level 14: Sharktooth Arrow Quiver:6~8擊中恢復生命
Level 20: Feathered Arrow Quiver:增加20~30%箭矢速度
Level 25: Penetrating Arrow Quiver:箭史穿透一個額外目標
Level 31: Blunt Arrow Quiver:弓攻擊增加(7-9)~(13-16)物理點傷
Level 36: Two-Point Arrow Quiver:增加20~30%全域命中率
Level 40: Spike-Point Arrow Quiver:拿弓時增加20~30%爆擊率
Level 45: Blazing Arrow Quiver:弓攻擊增加(12-15)~(24-27)火焰點傷
Level 49: Broadhead Arrow Quiver:增加8~10%攻速
Level 55: Vile Arrow Quiver:獲得10~15%物理傷害的額外混沌傷害
Level 61: Heavy Arrow Quiver:弓攻擊增加(12-16)~(24-27)物理點傷
Level 66: Primal Arrow Quiver:攻擊技能增加20~30%元素傷害

傳奇箭袋的基底會以最接近的等級為主



Sources of Added Damage
點傷來源
Problem:
Added Cold, Lightning and Chaos Damage Support Gems provide significant
unconditional added damage that outclasses many damage options available to
some builds, most notably bow builds. By comparison, many other sources of
added damage are relatively weak.

問題:
增加點傷的輔助寶石提供了大量的點傷,碾壓了大多其他點傷手段,這問題大多發生在弓
build上.

Solution:
Lower the strength of unconditional "Added Damage" Support Gems, and raise
the strength of "Local Added Damage" and "Added Damage to Spells" on weapons.

解決:
弱化點傷輔助寶石,強化武器上的點傷詞綴


詳細改動(Lv1 , Lv20)

附加混沌傷害輔助:18~26 , 154~231(170~255)
覺醒附加混沌傷害輔助:176~251(190~284) , 189~284(234~352)
附加冰冷傷害輔助:4~6 , 152~228(169~254)
覺醒附加冰冷傷害輔助:165~248(187~280) , 188~282(227~341)
附加閃電傷害輔助:1~8 , 19~358(21~402)
覺醒附加閃電傷害輔助:21~391(23~445) , 24~449(29~543)

Local added Fire, Cold, Lightning, and Physical Damage Prefix modifiers on
Weapons have been increased by roughly 8% at the highest tier and increased
by more at lower tiers. The difference between tiers has been lowered, so
that there's less of a jump between tiers as you progress towards the
highest.

武器詞綴上的增加點傷在最高階級增加了8%,在較低的階級會增加更多,不同階級之間的
差距拉進,這會讓你在追逐最高階級的過程中成長比較平滑.

火點傷:雙手T1 新:(165-225)~(335-390) 舊:(153-208)~(310-361)
       單手T1 新:(89-121)~(180-210) 舊:(82-112)~(167-194)

冰點傷:雙手T1 新:(149-204)~(300-348) 舊:(140-187)~(278-322)
       單手T1 新:(81-111)~(163-189) 舊:(77-101)~(152-174)

電點傷:雙手T1 新:(28-38)~(549-638) 舊:(17-44)~(516-583)
       單手T1 新:(15-21)~(296-344) 舊:(9-24)~(278-315)

物點傷:雙手T1 新:(34-47)~(72-84) 舊:(32-43)~(66-78)
       單手T1 新:(22-29)~(45-52) 舊:(20-27)~(41-49)

Tier 2 local added Fire, Cold and Lightning Damage has been increased by
roughly 26%, with tier 3 being increased by roughly 40%.
Tier 2 local added Physical Damage has been increased by roughly 8%, with
tier 3 being increased by roughly 10%.

T2的火冰電點強化了26% , T3的強化了40%
T2的物點強化了8% , T3的強化了10%

Local tier 1 added Chaos Damage Prefix modifiers on Weapons have also had
their values increased:

T1混沌點傷也強化了
混點傷:雙手T1 新:(98-149)~(183-280) 舊:(81-125)~(171-215)
       單手T1 新:(56-87)~(105-160) 舊:(47-72)~(98-123)


Spell added damage weapon mods:
武器上的法術點傷詞綴

Added Fire, Cold, and Lightning Damage to Spells Prefix modifiers on Weapons
have been increased by roughly 35% at the highest tier, with lower tiers not
seeing as much of an increase. The lowest tier modifiers saw no increase.

法術增加火冰電點在最高階級強化了35%,在低階級強化的較少,最低階沒改便

火點傷:雙手T1 新:(66-88)~(132-155) 舊:(49-65)~(98-115)
       單手T1 新:(49-66)~(98-115) 舊:(36-49)~(73-85)

冰點傷:雙手T1 新:(61-81)~(120-140) 舊:(45-60)~(89-104)
       單手T1 新:(41-54)~(81-93) 舊:(30-40)~(60-69)

電點傷:雙手T1 新:(7-20)~(255-270) 舊:(5-15)~(189-200)
       單手T1 新:(4-14)~(170-179) 舊:(3-10)~(126-133)



Skill interactions with Hydrosphere
技能跟水弒界的互動

Problem:
Certain skills that have a chaining or shockwave effect can multiply their
damage against single targets by also hitting Hydrosphere. These skills
should not be balanced around using an off-class or off-theme skill like
this. Maintaining the ability to use this interaction would prevent us from
improving certain bow skills and hit damage spells without their maximum
damage output being too high.

有些可以連鎖跟有震波效果的技能可以靠水弒界翻倍對單體的傷害,這些技能原本沒有
對這個效果最平衡,不改的話我們沒辦法buff那些可以跟水弒界互動的技能因為這會讓
他們的上限太高.

Solution:
Change Hydrosphere to have a one second cooldown before it can be hit again.
This maintains the ailment mechanic on Hydrosphere to still allow for some
special skill interactions but is no longer such a significant single target
damage multiplier for so many skills.

讓水弒界有一秒的重複擊中冷卻時間,這讓水弒界的曝曬機能正常運作,且可以跟水弒界
互動的技能仍可以這麼做但是傷害的增幅沒有這麼誇張.



Triggering Marks
觸發印記

Problem:
When applied through Mark-on-hit skills or unique items that trigger them,
Marks are far more efficient for clearing and easier to sustain on boss
fights. Builds that don't have access to these high-end items are
disadvantaged in comparison.

使用擊中觸發印記的技能或傳奇裝的情況,面對boss時印記是最有效且容易維持的手段,
那些沒辦法用這些東西的build在比較上相當弱勢.

Solution:
Make Marks permanent so they only require a single cast for boss encounters.
Add a new support gem that lets attacks trigger marks on hitting Rare and
Unique targets.

讓印記變成永久的,所以打單體王時你只要放一次,且增加一顆輔助寶石可以在擊中橘黃
怪時觸發印記.


詳細改動:
Mark curse skills are now permanent.
Mark curse skills no longer have the "Duration" tag.

印記現在是永久的了
印記拿掉持續時間的標籤

Added a new Dexterity Support gem - Mark on Hit: Trigger Supported Mark Skill
when you Hit a Rare or Unique Enemy with an Attack. This support adds a
cooldown and a small curse effect penalty to the triggered Mark skill, but
does not need to be linked to the triggering attack.

增加一顆敏捷的輔助寶石: Mark on Hit
在擊中橘黃怪時觸發印記,有少量的冷卻時間和詛咒效果弱化
但是不用跟觸發的攻擊連在一起(蛤? 不用連? 花惹發? 有人看得懂?)

The Deadeye Focal Point Ascendancy Passive Skill no longer has "Marks you
inflict are not removed from Dying Enemies". Instead, it now has "Your Mark
transfers to another Enemy when Marked Enemy dies".

銳眼昇華的"你造成的印記不會從瀕死的敵人移除" 改為
          "被你印記的敵人死亡時,印記會彈跳到其他敵人身上"

戒指上的擊中橘黃怪觸發OOXX印記移除,以後骰不出來了



Fortification and Damage Reduction
護體跟物理減傷

Problem:
Fortification gain being scaled by the damage dealt by a fortifying hit means
that hitting monsters with very high amounts of damage reduction (such as in
the Azurite Mine, the Simulacrum or against monsters that have just been
spawned by certain league mechanics) can grant little to no fortification,
even for builds with very high damage.

問題:現在護體疊層看單擊傷害量,所以打一些超爆幹硬的怪(礦坑,瞻望,特殊機制怪)
幾乎疊不起護體

Solution:
Fortification generation now ignores the target's damage reduction.

解決:護體疊層會以敵人減傷前的傷害量去計算


Skill Balance
技能平衡

Problem:
Detonate Dead builds can gain significantly more damage by diluting the pool
of Desecratable monsters with high-life Spectres. Because of how Desecrate
selected monsters, the fewer monsters occurring in the area, the more damage
Detonate Dead dealt.

問題:
屍爆可以靠高血量幽魂稀釋褻瀆屍體池來得到大量的傷害,因為褻瀆選擇屍體的模式,所以
在越少種類怪物的地方,屍爆可以造成更多傷害.


Solution:
Change Desecrate to have a fixed chance to spawn a Spectre corpse. This means
Detonate Dead's damage should be more consistent based on which area in the
game you are in. This also means there is no incentive to bring multiple
different high-life spectre varieties, although you still benefit from
bringing one high-life spectre into areas.

改變褻瀆叫出幽魂屍體的機率,這代表屍爆的傷害會更加平滑,這代表帶各種高血量幽魂
沒有太大的誘因,但還是有點幫助.

詳細改動:
Desecrate and Corpse Walk now have a static 15% chance to spawn a Spectre
Corpse, rather than a 2x relative weighting compared to all other possible
corpse types.

褻瀆跟屍術矢現在有15%機率叫出幽魂屍體 , 不再是以前的兩倍權重.


Problem:
Seismic Trap has very high damage scaling as its damage scales with increases
to Area of Effect. Increasing the area of Seismic Trap impacts greatly
increases the chance of multiple large bursts hitting a target, as area
increases don't affect the area where the impacts can occur. Though this
mechanic is interesting, it provides far too much damage for the investment
cost and the damage of the skill would have to be lowered to by so much to
offset this that the skill would be very weak without the overlapping
mechanic.

問題:
地裂陷阱對於範圍效果有非常高的傷害成長,因為增加範圍效果不會增加他的總範圍大小,
所以增加範圍效果非常有效的增加多次命中單一目標的機率. 這是個非常有趣的機制,但
是這類投資提供了太多傷害,造成不依靠多次擊中機制的話又太弱.

Solution:
Make modifiers to Area of Effect apply to the area Seismic Trap's bursts can
target at a ratio. This will slightly improve the area coverage of the skill
while lowering the damage growth from increases to Area of Effect without
removing their damage benefit entirely.

解決:
讓範圍效果以一定趴數影響總範圍大小,這會讓稱範圍效果的增傷幅度減少.


Problem:
Toxic Rain has very strong damage over time and a low build cost compared to
other bow builds. It also benefits from some of the quiver and Mastery
changes made to improve hit-based bow skills.

問題:
腐蝕毒雨跟其他的弓build相比是個非常強大且便宜的build,這技能同時受益於箭袋和
專精的改動.

Solution:
Reduce the high-level damage of Toxic Rain in order to partially negate the
improvements to quivers and bring it more in line with other skills.

降低高等級的腐蝕毒雨傷害來抵銷受益的部分,讓他跟其他技能更平等.

詳細改動
腐蝕毒雨:7.9秒傷(Lv1) 238(Lv20,285.1)


Unique Item Balance
傳奇物品改動

Problem:
March of the Legion is a very low-cost method to gain four extra auras on
some builds due to the change where Mana is not being required in order to
cast an aura. It also took full advantage of the Supreme Ego keystone in a
way that goes against the intent of the mechanic and gained a significant
amount of power in the process.

問題:
鑒於不需要魔力來使用的改動,軍閥行軍是個非常低代價來開啟4個額外光環的選擇,他
同時從至高自我中拿到了大量的好處,這點違背了至高自我原本的設計理念.


Solution:
Rework the Blessing mechanic of March of the Legion to limit the number of
Blessings you can have to one. Change the skill to cost mana instead of
temporarily reserving mana. The process of making this change also
highlighted a number of problems with other mechanics which has led to a
ripple effect of other changes being required.

Release Blessing as a Support gem, to make the mechanic available to builds
that are not using the unique item. This is intended to be useful for
high-mana-use characters who wish to leave their mana unreserved and for
characters using the Blood Magic keystone.

重製軍閥行軍上的祝福技能機制,使你一次可以得到的祝福只有一個,使技能從保留魔力
改為消耗魔力. 這個改動也影響到了很多其他機制並突顯了一些問題,所以我們追加了一
些改動.

釋出"祝福"做為一顆輔助寶石,讓其他不想穿這件傳奇裝的人也能使用這個機制,這主要
是給一些高魔力量且不想保留魔力或使用血魔法關鍵天賦的build使用.


Improve the aura level granted by March of the Legion so the item excels at
using a Blessing aura.

Remove Mortal Conviction and the life passives from behind the Blood Magic
keystone and make a Mortal Conviction-style support gem that makes an aura
free, and prevents you reserving mana. It will be mutually exclusive with
Blessing skills, so you won't be able to use both simultaneously. This
support gem provides slightly less aura effect to the skill than the Blessing
Support but has no cost or upkeep involved.

Change Blood Magic to also grant 10% more life to compensate for the removal
of the efficient life passives behind the keystone.

Change Supreme Ego to not limit you to one aura and instead give more aura
effect based on how much mana an aura reserves.

The full values for all of these changes will be available in the patch notes

增加被軍閥行軍所施放的光環等級,讓這件傳奇裝有強點

移除關鍵天賦血魔法後面的點數,包括凡塵萬念,然後把凡塵萬念做成一顆輔助寶石來讓
一個光環免費,並且禁止你保留魔力,這和祝福是互斥的,所以你沒法兩個都用,這顆輔助
寶石根祝福比起來會給你少一點點的範圍效果但不用花代價去維持.

給予關鍵天賦血魔法增加10%更多生命應對移除他後面的血量天賦.

修正至高自我,他不再限制你只能使用一個光環,改為看單一技能的保留量增加效果

這些東東的詳細數值在正式patch note才會放出來


Problem:
The Shade Form skill (granted by the Shroud of the Lightless and Replica
Eternity Shroud unique items) could, with heavy investment, have its duration
extended to be longer than its cooldown, granting permanent immunity to
physical damage.

問題:
暗影姿態(晦暗的屍布)可以在高投資下,持續時間超過冷卻時間,進而使你完全免疫
物理傷害.

Solution:
Change Shade Form's cooldown to pause while the skill is active. Reduce the
cooldown from 45 seconds to 40 seconds

讓暗影姿態在持續時不冷卻,然後CD時間從45秒改成40秒


Problem:
The damage reduction granted by the Strength of Blood keystone (from the
Lethal Pride unique jewel) incorrectly scaled with modifiers to life recovery
rate, allowing it to reach 100% and for characters to be immune to damage.

問題:
關鍵天賦血之力量(致命驕傲)的減傷量和堆疊生命回覆率的互動錯誤,讓玩家可以達到
100%減傷進而免疫所有傷害.
(肯定不是錯誤 是你們沒想到吧==)

Solution:
Strength of Blood's damage reduction no longer scales with modifiers to life
recovery rate.

這減傷量不再跟生命回覆率互動.


Problem:
The Dancing Dervish unique item has no accessible way to sustain its mechanic
on Boss fights, mostly due to Rampage stacks being difficult to activate in
these fights and the summoned minion's behaviour feeling sluggish while
clearing.

問題:
狂舞德爾維希因為暴怒機制的關係打王不容易觸發,而且這些招換物清圖又很遲緩

Solution:
Change The Dancing Dervish to cause you to gain rampage on melee hits and
improve its minion behaviour.

解決:
讓狂舞德爾維希給予你命中堆疊暴怒的功能,然後強化AI


詳細改動:
The Dancing Dervish's "Rampage" modifier has been replaced with "Melee Hits
count as Rampage Kills", allowing players to easily build up a new rampage
streak without having to kill monsters. This stat will not affect you while
rampaging as Dancing Dervish disables itself on rampage but the existing
behaviour where the minion generates rampage kills on unique hits is still
present.

讓狂舞德爾維希給予你命中堆疊暴怒的功能,讓你可以更簡單的啟動暴怒,這個效果在
啟動後就會失效(因為武器跑出去了),然後該招喚物命中傳奇敵人時會堆疊暴怒層數

The minions summoned by Dancing Dervish now use the new, channelled version
of Cyclone. Their movement speed and AI have also been adjusted to feel more
proactive while clearing.

狂舞德爾維希的招喚物現在使用新的,引導型的旋風斬,他們的移動速度和AI都調整到
更舒服的清圖程度.


Problem:
Perfidy's Dread Banner Fortification duration mod was causing issues with the
new Fortification system that could not be reconciled.

問題:
背信忘義的恐懼之旗增加護體持續時間詞綴會讓新的護體系統出問題.

Solution:
Replace Perfidy's Dread Banner mod.

解決:
改成其他效果

詳細效果
Perfidy no longer has "Dread Banner has 100-200% increased Fortification
duration". Instead, it now has "Dread Banner grants an additional +2-4 to
maximum Fortification when placing the Banner". This change affects existing
items.

背信忘義的"恐懼之旗增加(100–200)%護體持續時間" 改為
          "放置恐懼之旗時給予+2~4層最大護體"
改動影響現有物品



Problem:
Voidfletcher outclasses rare quivers for many builds.

虛眼箭矢強到打爆一堆其他箭袋

Solution:
Review the damage of Voidfletcher arrows. This balance is still being
reviewed in comparison with all other changes to Rare Quivers, so specifics
will be included in the patch notes when confirmed.

會改動虛無疾射的傷害,但這項改動還在觀察/比較新的箭袋改動,所以詳細內容會在patch
note放出
本帖最后于  2022-1-25 16:31 编辑

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感谢大佬搬运,就是繁体看着不是很*惯,无法做到一目十行
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Lv.2

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转发PTT上作者:stkissstone (浅涧远秋)

In Path of Exile: Siege of the Atlas, we're making a number of balance
changes and have prepared this information for you to preview ahead of our
official announcement livestream at the end of this week. The full details of
these changes will be available in the patch notes and are still subject to
change but this post should outline our perceived problems with current
balance and our intentions for their solutions.

前言
总之就是说在详细改版资讯出来之前先放改动大方向


In general, we're focusing on two particular archetypes that we feel were the
least competitive with other builds during Scourge. These are handcast spell
builds and hit-focused bow builds.

一般来说,我们在灾魇联盟时专注观察两种我们觉得不足以跟其他build竞争的基本build
,手施类型和直击(hit-focus 应该是?)类型的弓build.



Player Balance

Hit based Spellcasting
Problem:
Most hit-based Spellcasting builds deal too little damage and have too few
defensive and mobility options when compared with alternatives like Traps,
Totems, Mines, Triggered Skills or Damage over Time.

直击+手施
问题:
大部分的直击手施build跟陷阱/图腾/地雷/触发/持续伤比起来造成太少的伤害且
防御&机动力太差.


Solutions:
Adjust the hit damage growth of most spells. The majority of spells gained
around 45% more damage at gem level 20, resulting in up to 60% more damage by
gem level 25. Some spells have received smaller adjustments or no adjustment.
These less affected spells are generally those that provide more mobility or
supplemental damage through duration mechanics.

解决:
调整大多法术的直击伤害成长,大多数的法术在LV20时会造成45%更多伤害,在LV25的时候
增加到60%,有些法术增加的较少或没有增加,这些改动比较少的法术大多是可以提供更多
机动力或可以在跑机制时造成额外伤害的类型.


Allow casters to obtain more cast speed through the Runic Dagger mod pool,
increase some cast speed values and give rings and amulets additional tiers
of cast speed modifiers.

让手施玩家可以从符文匕首的词缀中拿到更多的施法速度,另外也给戒指和项链的施法
速度追加了新的阶级.


Give Orb of Storms more damage and a mechanical redesign to solidify it as a
great supplemental lightning damage skill.

给风暴漩涡更多的伤害和重制他的机制,将他定位成一个优秀的额外电伤来源技能.


Give Flameblast, Lightning Tendrils and Ice Spear some improvements to make
them great skills for dealing high damage against a single target.

优化火焰爆破,电能释放和冰矛,使他们更能对单体目标造成大量伤害.


Improve many skills that rely heavily on unique Threshold Jewels to enhance
their damage and remove or change these jewels. For many such skills, this
means granting more damage in exchange for efficient sources of extra
projectiles. This includes skills like Freezing Pulse, Frostbolt, Heavy
Strike and Cleave. For damage-focused spells, the result of these changes
means that their damage has increased on top of the damage multiplier noted
above.

优化大多非常依靠门槛珠宝的技能,强化他们的伤害并移除/改变珠宝的效果,对于大多
的这类技能来说,这个改动代表用稳定的额外投射物来源(旧)来交换大量的伤害(新),包
括冰霜脉冲,寒冰弹,重击,劈砍. 对于其他着重于伤害的法术来说,这项改动代表着上面
提过的:增加更多的伤害倍率.


Lower the power of the Unleash Support. Because it is the single most
impactful support for the kind of build that benefits from the aforementioned
buffs, it creates limited options for these builds by feeling like the only
option. With these builds otherwise being buffed, there should be more build
options available than before.

削弱了释放辅助,因为这是对前面提到被强化的技能最有影响力的辅助珠宝,这让释放辅
助几乎成为那些技能手施流派的唯一选择,而现在这些技能被buff了,接下来应该会有更
多种类的手施流派存在.


Lower the damage from Totem, Trap, Mine and Trigger effects to balance out
the buff to these spells. The intention is that in general, these builds
should deal the same damage at high levels as they did previously. While at
face value these changes will look like nerfs, for the most part they
shouldn't be due to the buffs to spells. However, we do acknowledge there
will be a small number of builds that will be negatively affected by these
changes. Additionally, because we've adjusted some support gems that multiply
the number of traps thrown, we've provided some compensation for this on
non-cooldown trap skills like Fire Trap and Lightning Trap.

降低图腾,陷阱,地雷和触发的伤害,因为大多技能被buff了. 这么做的原因是一般来说,
这些build在高等级时会跟以前造成差不多的伤害量, 虽然直接看数值会觉得这是个nerf,
但对大多技能来说因为法术本身的buff所以不是问题. 然而,我们知道有少量的build会
因为这个改动而变弱. 此外,因为我们调整了部分影响陷阱投掷数量的辅助珠宝,我们对
无冷却的陷阱像是火焰陷阱和闪电陷阱提供了一些补偿.


Lower the damage of player Ignite by 28% to partially offset the damage
increase that many Ignite-applying spells have received. For the majority of
high level spell gems, this is a slight damage buff when combined with the
above changes. Burning Arrow, Armageddon Brand, Explosive Arrow and several
other skills have received changes to compensate for the lower damage of
Ignite. Attack skills and a small number of spells that are not typically
aligned with Ignites will have weaker Ignites as a result of this change. We
plan to introduce a mechanic for Ignite damage with melee attack skills to
give some unconventional Ignite builds a new option for enhancing Ignites.
Details about this will be included in the patch notes.

降低了28%玩家的点燃伤害来抵销大多点燃类型法术的buff. 对于大多数的法术来说,
在高等级时结合上述改动后会些微提高伤害. 而燃烧箭矢,末日烙印,爆炸箭矢和一些
其他技能将会有些改动来补偿点燃伤害的降低. 而本来就不是拿来打点燃的攻击技能
和少部分法术的点燃伤害会因为这个改动而降低. 我们接下来会介绍一个新的针对进
战攻击造成点燃的机制, 这会提供些非传统的全新点燃build选择, 细节会在正式的
patch note放出.

详细改动(简化+不放原文)

基本上都是LV1 LV20 效率的格式括号内是旧的数值
有其他功能的另外写

赦免:21~31 873~1310(588~882) 200%(130%)
电弧:6~32 198~1122(133~754) 200%(130%)
虚空刀雨:43~65 595~893(411~617) 140%(90%)
炽热魔炮:6~9 241~361(162~243) 55%(40%)
碎雷电闪:28~84 458~1375(317~952) 165%(115%)
圣怒:17~25 203~305(140~210) 110%更多每阶段(100%) 45%(30%)
火球:9~14 1640~2460(1095~1643) 370%(240%)
烈焰风暴:23~35 361~541(250~375) 80%(55%)
怒焰奔腾:26~40 832~1247(563~844) 190%(120%)
烈焰爆破:31~46 405~608(280~419) 165%更多每阶段(130%) 90%(60%)
冰川之刺:21~32 300~450(207~311) 65%(45%)
冰霜新星:18~26 769~1130(518~762) 190%(120%)
         对冰缓目标增加3~4 118~172(79~116)
冰矛:22~33 568~852(383~575) 130%(80%)
烧毁!:3~5 207~311(140~210) 50%(30%)
电能释放:1~4 55~1052(37~703) 较强脉冲造成200%更多伤害和异常(100%) 100%(65%)
净化烈焰:8~11 1324~1986(884~1326) 300%(200%)
熔岩翻腾:9~12 1543~2315(1031~1546) 350%(230%)
闪电新星:34~101 537~1610(371~1114) 190%(120%)
风暴术符:36~107 444~1332(306~919) 160%(110%)
风爆:6~8 168~252(114~171) 35%(25%)
风暴呼唤:21~39 949~1762(640~1188) 250%(165%)
尸术矢:15~22 607~911(407~611) 140%(90%)
魔痕爆发:20~38 906~1683(611~1134) 230%(160%)


因为上面的buff,所以下面这些东西被nerf了
奥术烙印:69%更少(55%) , 63%更少(46%)
战法战吼: 44%更少(20%) , 38%更少(11%)
连锁爆破地雷辅助:59%更少(40%) 53%更少(33%)
暴击时施放辅助:19%更少(20%"更多") 10%更少(29%"更多")
觉醒暴击时施放辅助:9%更少(30%"更多") 7%更少(32%"更多")
引导时施放辅助:全等级30%更少(原本无)
觉醒引导时施放辅助:同上
散弹陷阱辅助:61%更少(55%) 55%更少(36%)
多重陷阱辅助:58%更少(50%) 52%更少(31%)
高能地雷辅助:56%更少(35%) 50%更少(28%)
连结:直觉:44%更少(20%) 38%更少(11%)
法术图腾辅助: 49%更少(28%) 40%更少(24%)
法术回音:37%更少(无) 31%更少(无)
陷阱辅助:20%更少(0%) 11%更少(38%增加)

祖灵之约(图腾衣)不再给予+1最大图腾,现有物品可用神圣石升级
学富之笔:冷却改为0.25(0.15),现有物品直接改变


以下是对于原生图腾,陷阱和一些专攻点燃技能的buff
刀锋陷阱:76%武器伤害(55%) 96%武器伤害(67.5%) 效率同武器伤害%
爆裂陷阱:437~655(LV20 309~464) 效率100%(60%)
火焰陷阱:直击10~15(11~17) 915~1373(644~966) 效率260%(200%)
         持续伤30.9(35.7) 4170.7(2934.9)
         对点燃目标额外点伤3~5(4~5) 286~429(201~302)
冰冻陷阱:88~132 1275~1912(898~1347) 290%(200%)
闪电陷阱:15~46(18~54) 659~1978(466~1399) 240%(170%)
震波图腾:33~65 412~765(362~672)
神圣火舌图腾:2~5 153~230(134~202)

释放辅助:50%更少(30%) 41%更少(21%)


施放速度词缀变更
现在符文匕首可以骰出施放速度
单手武器上的施放速度强化:最低阶5~8%(5~7%) 最高阶29~32%(23~25%)
双手武器上的施放速度强化:最低阶8~13%(8~11%) 最高阶44~49%(35~38%)
现在戒指上的施放速度有三个阶级了(原本只有单一阶级5~7%),最低5~8% 最高13~16%
现在项链上的施放速度有四个阶级了(原本有三个阶级),最低5~8% 最高17~20%(11~13%)
工艺台加入以上阶级的施放速度
单手武器上的增加施放速度和击杀获得秘能波动词强化为18~22%(15~18%)
双手武器上的增加施放速度和击杀获得秘能波动词强化为26~31%(21~25%)
上述词缀的工艺台版本也有做相对应的调整
凄惨之破空精髓现在可骰出单手武器29~32%(26~28%)施放速度,双手武器44~49%(39~42%)
次两阶级的精随也有相对应调整


门槛珠宝(靠这些技能怎么不写在上面那堆里面)
A5给门槛珠宝的任务不给门槛珠宝了,给改3色黄色珠宝任选
删除以下门槛珠宝:初雪(寒冰脉冲),迹冻(寒冰弹),茁壮苦痛(毒蛇打击),绝对压制(劈砍)
急速扩张(裂地之击),坚毅心灵(灵体投掷),帝国重量(沉重之击),冬葬(冰霜之锤)
危机学(电球)现在只剩电球以圆形型式发射投射物,不再有额外投射物和缩短持续时间
环形刃(虚空匕首)现在只剩虚空匕首以圆形型式发射投射物,不再有+5投射
拓蚀(萎灭)现在限一(原本2),效果由"若范围内含40点智力时,萎灭增加50%缓速时间"
改为"若范围内含40点智力时,萎灭减少30%施放速度" (蛤?没写错?)

冰霜脉冲:8~12 1458~2188(888~1332) 330%(200%)
寒冰弹:9~13 1594~2392(972~1458) 360%(220%)
电球:1~28 104~1983(70~1326) 190%(125%)
     发射4个投射物(LV1) , 发射7个投射物(LV20,旧6)
裂地之击:LV20时+10范围(旧6)
沉重之击:20%机率双倍伤害(LV1) 39%机率双倍伤害(LV20,旧20%)
劈砍:LV20时+8范围(旧6) , 效率125%(LV1) 221%(213%)
冰霜之锤:100%转冰(旧60%)
毒蛇打击:武器倍率90%(LV1) 140.2%(LV20,旧135%) , 效率90% 140%(旧135%)
虚空匕首:7~10 949~1423(633~949) 220%(120%)
         发射9个投射物(LV1) 发射12个投射物(LV20 旧9)
萎灭:基础额外效果持续时间1秒(旧0.8秒)


异常品质宝石变更
异常的寒冰弹改为每秒增加40%投射速度(原本为减少0~100%伤害,0~20%机率曝晒)
相异的裂地之击改为增加0~40%角度(原本为增加0~60%范围效果,减少0~40%角度)


风暴漩涡(可能有误,所以上原文

Orb of Storms no longer requires splitting from the caster when they cast a
Lightning spell in its area. Instead it will zap an enemy in range every time
you cast a Lightning spell from within the Orb of Storm's area, making
positioning much more flexible.

风暴漩涡重新设计为针对单一目标的法术,这个技能的重点放在每当你施放闪电法术时
就会攻击范围中的敌人,现在不再需要施法者站在风暴漩涡范围内,这让使用上更灵活

现在造成3~8(LV1,2~7) 304~913(LV20,185~555)点伤害效率110%(65%) 持续7秒(6秒)
现在每3.5秒攻击一次(Lv1,1.5秒),2.55秒(Lv20,1.02秒)
现在打击额外1个目标(Lv1,2个),3个(Lv20,4个)


点燃改动(为什么这些技能...)
末日烙印:69~104(46~69) 924~1*(613~920) 200%(135%) 现在每1.5秒炸一次(1秒)
燃烧箭矢:200%武器伤害(150%) 300%武器伤害(214%) 效率同武器伤害
         70%基础攻速(90%),耗魔7(5) 12(8),攻击动画改成和放血相同
瓦尔燃烧箭矢:280%武器伤害(200%) 400%武器伤害(284%) 效率同武器伤害
             70%基础攻速(90%),攻击动画改成和放血相同
爆炸箭矢:目标身上每支爆炸箭矢使爆炸造成5%更多击中伤害和异常伤害(原本只有击中)
爆裂物:全等级的额外点伤多20%,红玉药水增加点燃伤害+60%(Lv1,40%) 98%(Lv20,78%)
火焰爆破(精髓):现在冷却1.5秒(1秒),伤害1131~1696(752~1127),效率250%(270%)
瓦尔.烈焰爆破:造成110%更多每阶段异常状态伤害(70%)
赎罪烙印:第1 次爆炸后,每个能量使爆炸造成90%更多异常状态伤害(60%)
咒死(顽皮裂齿兽):伤害444~666(316~474),爆炸现在造成招唤物19%最大生命伤害(13%)



Hit-based Bow Attacks
直击类型弓技能

Problem:
Hit-based bow attacks require an unreasonable amount of investment to reach
competitive levels of damage. Builds that want to achieve this must utilise
critical strikes and many skills can't sufficiently invest in this mechanic
without sacrificing defensive options.

问题:
直击类的弓技能需要多到不合理的投资才能达到足够有竞争力的火力,这类build都必需
紧抱着爆击且无可避免牺牲防御面.

Solutions:
Give bows the same local added elemental damage modifiers as two handed melee
weapons do, which are much stronger than the bow-specific modifiers used
previously.

Improve the damage of bows in general, with some base types getting up to 50%
more base damage than before.

Improve the Mastery options on Bow Passive clusters.

解决:
给弓同等于双手武器的点商词缀,这会比之前的弓专用词缀还强

增加各类弓基底的伤害,有些基底跟以前比有50%更多伤害

强化弓圈专精天赋


Make a number of improvements to quivers so that bows can receive much more
damage from rare quivers:

    We have reworked the quiver progression with new quiver types that
provide a diverse set of useful implicits.
    We have greatly improve Added Physical Damage modifiers on quivers.
    We have replaced "Elemental Damage with Attack Skills" modifiers on
quivers with "Increased Damage with Bow Skills" to allow quivers to roll
another way to improve skills dealing Physical or Chaos damage.
    We have taken the +1 Arrow prefix off influenced quiver modifiers and
added it to the core modifier pool of quivers as a suffix.
    We have added an extra tier to the Attack Speed and Accuracy modifiers on
quivers.

强化一些箭袋使弓可以从箭袋拿到更多伤害

我们做了新的箭袋种类以提供各种各样有用的词缀
我们大幅增加了箭袋上的物理点伤词缀
我们把箭袋上的"攻击技能增加%元素伤害"改为"增加弓技能伤害"让物伤跟混伤也有得骰
我们把前缀"弓攻击发射1个额外投射物"从势力箭袋前缀改为通用词缀的后缀
我们给箭袋上的攻速和命中追加了额外阶级


详细改动
Instead of their own line of modifiers, bows now use the two-handed weapon
versions of local Added Fire, Cold, Lightning and Chaos Damage prefix
modifiers.

Quivers can no longer roll "Increased Elemental Damage with Attack Skills"
modifiers. Instead, they can now roll "Increased Damage with Bow Skills".

An example of the new highest tier modifier on quivers is: 43-50% increased
damage with bow skills

Essences of Woe no longer roll "Increased Elemental Damage with Attack Skills
on Quivers". Instead, they now roll "Increased Damage with Bow Skills".
Deafening Essence of Woe now provides values of 43-50%.

前面提过的弓改用双手武器等级的点伤, 箭袋攻击元素伤改为弓技能伤
打个比方,箭袋上最高阶的词缀为弓技能增加43~50%伤害

精随上的攻击元素伤同样改为弓技能伤
悲痛之破空精髓现在增加43%~50%弓技能伤害

Quivers can now roll "Bow Attacks fire an additional Arrow" as a Suffix. The
Shaper- and Hunter-influenced prefix versions of this modifier can no longer
be rolled.

前面提过的前缀势力+1箭矢词改为通用后缀

Quivers no longer share the same modifier progression for "Added Physical
Damage to Attacks" as those on Amulets. They now have their own line of
modifiers, with increased values. For example, one of the new highest tier
modifiers on Quivers is, "Adds 17-23 to 34-39 Physical Damage to Attacks."

箭袋上的物理点伤不再跟项链一样,现在他们有自己更强的词
打个比方,最高阶级的为"攻击附加(17-23)至(34-39)物理伤害"
(旧11-15至22-26)

Quivers can now roll an additional tier of accuracy: "+481-600 to Accuracy
Rating"

Quivers and dexterity shields can now roll an additional tier of Attack
Speed: "14-16% increased Attack Speed"

Essence of Zeal has been updated accordingly. Deafening Essence of Zeal now
provides "13-15% Increased Attack Speed on Quivers", up from 11-12%.

Quivers can now roll a "Malicious" prefix modifier: "Adds 27-41 to 55-69
Chaos Damage to Attacks"

箭袋现在可以骰出更高阶级的命中词缀:481~600(旧351~480)
箭袋和敏捷盾现在有额外的攻速阶级:14~16%(旧11~13%)
热情精髓跟上改动,热情之破空精髓现在对箭袋增加13~15%攻速旧(11~12%)
箭袋现在可以骰出前缀混沌点伤"攻击附加(27-41)至(55-69)混沌伤害"



We have replaced the Bow Mastery stats that gave "Movement Speed while
Phasing" and "Phasing on Kill". We've also replaced the mastery that gave
"Increased Damage while you are wielding a Bow and have a Totem".

    New mastery: "Increases and Reductions to Arrow Speed also apply to
Damage with Bows"
    New mastery: "+100 to Accuracy Rating per Green Socket on your Bow"
    Existing mastery: "100% increased Mirage Archer Duration" (previously 50%)
    Existing mastery : "Blink Arrow and Mirror Arrow have 100% increased
Cooldown Recovery Rate" (previously 60%)

我们把弓圈专精的"迷踪状态下增加8%跑速,击杀时有20%获得迷踪" 和
                "当你拿弓且有图腾时增加35%伤害"改为其他东西

新专精:"增加和减少箭矢速度套同时用到弓攻击伤害上"
新专精:"你弓上的每个绿洞增加100命中"
旧专精改动:"增加100%幻影射手持续时间"(50%)
旧专精改动:"闪现射击和魅影射击增加100%冷却恢复率"(60%)


New Quivers
Previous versions of quiver base types no longer drop. This is the new set of
quiver base types, including their drop level and level requirement.

    Level 4: Serrated Arrow Quiver (1-4 Added Physical Damage with Bow
Attacks)
    Level 9: Fire Arrow Quiver (3-5 Added Fire Damage with Bow Attacks)
    Level 14: Sharktooth Arrow Quiver (6-8 Life gained for each Enemy Hit by
your Attacks)
    Level 20: Feathered Arrow Quiver (20-30% increased Arrow Speed)
    Level 25: Penetrating Arrow Quiver (Arrows Pierce an additional Target)
    Level 31: Blunt Arrow Quiver ((7-9) to (13-16) Added Physical Damage with
Bow Attacks)
    Level 36: Two-Point Arrow Quiver (20-30% increased Global Accuracy Rating)
    Level 40: Spike-Point Arrow Quiver (20-30% increased Critical Strike
Chance with Bows)
    Level 45: Blazing Arrow Quiver ((12-15) to (24-27) Added Fire Damage with
Bow Attacks)
    Level 49: Broadhead Arrow Quiver (8-10% increased Attack Speed)
    Level 55: Vile Arrow Quiver (Gain 10-15% of Physical Damage as Extra
Chaos Damage)
    Level 61: Heavy Arrow Quiver ((12-16) to (24-27) Added Physical Damage
with Bow Attacks)
    Level 66: Primal Arrow Quiver (20-30% increased Elemental Damage with
Attack Skills)

新箭袋

Level 4 Serrated Arrow Quiver:弓攻击增加1~4物理点伤
Level 9 Fire Arrow Quiver:弓攻击增加3~5火焰点伤
Level 14: Sharktooth Arrow Quiver:6~8击中恢复生命
Level 20: Feathered Arrow Quiver:增加20~30%箭矢速度
Level 25: Penetrating Arrow Quiver:箭史穿透一个额外目标
Level 31: Blunt Arrow Quiver:弓攻击增加(7-9)~(13-16)物理点伤
Level 36: Two-Point Arrow Quiver:增加20~30%全域命中率
Level 40: Spike-Point Arrow Quiver:拿弓时增加20~30%爆击率
Level 45: Blazing Arrow Quiver:弓攻击增加(12-15)~(24-27)火焰点伤
Level 49: Broadhead Arrow Quiver:增加8~10%攻速
Level 55: Vile Arrow Quiver:获得10~15%物理伤害的额外混沌伤害
Level 61: Heavy Arrow Quiver:弓攻击增加(12-16)~(24-27)物理点伤
Level 66: Primal Arrow Quiver:攻击技能增加20~30%元素伤害

传奇箭袋的基底会以最接近的等级为主



Sources of Added Damage
点伤来源
Problem:
Added Cold, Lightning and Chaos Damage Support Gems provide significant
unconditional added damage that outclasses many damage options available to
some builds, most notably bow builds. By comparison, many other sources of
added damage are relatively weak.

问题:
增加点伤的辅助宝石提供了大量的点伤,碾压了大多其他点伤手段,这问题大多发生在弓
build上.

Solution:
Lower the strength of unconditional "Added Damage" Support Gems, and raise
the strength of "Local Added Damage" and "Added Damage to Spells" on weapons.

解决:
弱化点伤辅助宝石,强化武器上的点伤词缀


详细改动(Lv1 , Lv20)

附加混沌伤害辅助:18~26 , 154~231(170~255)
觉醒附加混沌伤害辅助:176~251(190~284) , 189~284(234~352)
附加冰冷伤害辅助:4~6 , 152~228(169~254)
觉醒附加冰冷伤害辅助:165~248(187~280) , 188~282(227~341)
附加闪电伤害辅助:1~8 , 19~358(21~402)
觉醒附加闪电伤害辅助:21~391(23~445) , 24~449(29~543)

Local added Fire, Cold, Lightning, and Physical Damage Prefix modifiers on
Weapons have been increased by roughly 8% at the highest tier and increased
by more at lower tiers. The difference between tiers has been lowered, so
that there's less of a jump between tiers as you progress towards the
highest.

武器词缀上的增加点伤在最高阶级增加了8%,在较低的阶级会增加更多,不同阶级之间的
差距拉进,这会让你在追逐最高阶级的过程中成长比较平滑.

火点伤:双手T1 新:(165-225)~(335-390) 旧:(153-208)~(310-361)
       单手T1 新:(89-121)~(180-210) 旧:(82-112)~(167-194)

冰点伤:双手T1 新:(149-204)~(300-348) 旧:(140-187)~(278-322)
       单手T1 新:(81-111)~(163-189) 旧:(77-101)~(152-174)

电点伤:双手T1 新:(28-38)~(549-638) 旧:(17-44)~(516-583)
       单手T1 新:(15-21)~(296-344) 旧:(9-24)~(278-315)

物点伤:双手T1 新:(34-47)~(72-84) 旧:(32-43)~(66-78)
       单手T1 新:(22-29)~(45-52) 旧:(20-27)~(41-49)

Tier 2 local added Fire, Cold and Lightning Damage has been increased by
roughly 26%, with tier 3 being increased by roughly 40%.
Tier 2 local added Physical Damage has been increased by roughly 8%, with
tier 3 being increased by roughly 10%.

T2的火冰电点强化了26% , T3的强化了40%
T2的物点强化了8% , T3的强化了10%

Local tier 1 added Chaos Damage Prefix modifiers on Weapons have also had
their values increased:

T1混沌点伤也强化了
混点伤:双手T1 新:(98-149)~(183-280) 旧:(81-125)~(171-215)
       单手T1 新:(56-87)~(105-160) 旧:(47-72)~(98-123)


Spell added damage weapon mods:
武器上的法术点伤词缀

Added Fire, Cold, and Lightning Damage to Spells Prefix modifiers on Weapons
have been increased by roughly 35% at the highest tier, with lower tiers not
seeing as much of an increase. The lowest tier modifiers saw no increase.

法术增加火冰电点在最高阶级强化了35%,在低阶级强化的较少,最低阶没改便

火点伤:双手T1 新:(66-88)~(132-155) 旧:(49-65)~(98-115)
       单手T1 新:(49-66)~(98-115) 旧:(36-49)~(73-85)

冰点伤:双手T1 新:(61-81)~(120-140) 旧:(45-60)~(89-104)
       单手T1 新:(41-54)~(81-93) 旧:(30-40)~(60-69)

电点伤:双手T1 新:(7-20)~(255-270) 旧:(5-15)~(189-200)
       单手T1 新:(4-14)~(170-179) 旧:(3-10)~(126-133)



Skill interactions with Hydrosphere
技能跟水弑界的互动

Problem:
Certain skills that have a chaining or shockwave effect can multiply their
damage against single targets by also hitting Hydrosphere. These skills
should not be balanced around using an off-class or off-theme skill like
this. Maintaining the ability to use this interaction would prevent us from
improving certain bow skills and hit damage spells without their maximum
damage output being too high.

有些可以连锁跟有震波效果的技能可以靠水弑界翻倍对单体的伤害,这些技能原本没有
对这个效果最平衡,不改的话我们没办法buff那些可以跟水弑界互动的技能因为这会让
他们的上限太高.

Solution:
Change Hydrosphere to have a one second cooldown before it can be hit again.
This maintains the ailment mechanic on Hydrosphere to still allow for some
special skill interactions but is no longer such a significant single target
damage multiplier for so many skills.

让水弑界有一秒的重复击中冷却时间,这让水弑界的曝晒机能正常运作,且可以跟水弑界
互动的技能仍可以这么做但是伤害的增幅没有这么夸张.



Triggering Marks
触发印记

Problem:
When applied through Mark-on-hit skills or unique items that trigger them,
Marks are far more efficient for clearing and easier to sustain on boss
fights. Builds that don't have access to these high-end items are
disadvantaged in comparison.

使用击中触发印记的技能或传奇装的情况,面对boss时印记是最有效且容易维持的手段,
那些没办法用这些东西的build在比较上相当弱势.

Solution:
Make Marks permanent so they only require a single cast for boss encounters.
Add a new support gem that lets attacks trigger marks on hitting Rare and
Unique targets.

让印记变成永久的,所以打单体王时你只要放一次,且增加一颗辅助宝石可以在击中橘黄
怪时触发印记.


详细改动:
Mark curse skills are now permanent.
Mark curse skills no longer have the "Duration" tag.

印记现在是永久的了
印记拿掉持续时间的标签

Added a new Dexterity Support gem - Mark on Hit: Trigger Supported Mark Skill
when you Hit a Rare or Unique Enemy with an Attack. This support adds a
cooldown and a small curse effect penalty to the triggered Mark skill, but
does not need to be linked to the triggering attack.

增加一颗敏捷的辅助宝石: Mark on Hit
在击中橘黄怪时触发印记,有少量的冷却时间和诅咒效果弱化
但是不用跟触发的攻击连在一起(蛤? 不用连? 花惹发? 有人看得懂?)

The Deadeye Focal Point Ascendancy Passive Skill no longer has "Marks you
inflict are not removed from Dying Enemies". Instead, it now has "Your Mark
transfers to another Enemy when Marked Enemy dies".

锐眼升华的"你造成的印记不会从濒死的敌人移除" 改为
          "被你印记的敌人死亡时,印记会弹跳到其他敌人身上"

戒指上的击中橘黄怪触发OOXX印记移除,以后骰不出来了



Fortification and Damage Reduction
护体跟物理减伤

Problem:
Fortification gain being scaled by the damage dealt by a fortifying hit means
that hitting monsters with very high amounts of damage reduction (such as in
the Azurite Mine, the Simulacrum or against monsters that have just been
spawned by certain league mechanics) can grant little to no fortification,
even for builds with very high damage.

问题:现在护体叠层看单击伤害量,所以打一些超爆干硬的怪(矿坑,瞻望,特殊机制怪)
几乎叠不起护体

Solution:
Fortification generation now ignores the target's damage reduction.

解决:护体叠层会以敌人减伤前的伤害量去计算


Skill Balance
技能平衡

Problem:
Detonate Dead builds can gain significantly more damage by diluting the pool
of Desecratable monsters with high-life Spectres. Because of how Desecrate
selected monsters, the fewer monsters occurring in the area, the more damage
Detonate Dead dealt.

问题:
尸爆可以靠高血量幽魂稀释亵渎尸体池来得到大量的伤害,因为亵渎选择尸体的模式,所以
在越少种类怪物的地方,尸爆可以造成更多伤害.


Solution:
Change Desecrate to have a fixed chance to spawn a Spectre corpse. This means
Detonate Dead's damage should be more consistent based on which area in the
game you are in. This also means there is no incentive to bring multiple
different high-life spectre varieties, although you still benefit from
bringing one high-life spectre into areas.

改变亵渎叫出幽魂尸体的机率,这代表尸爆的伤害会更加平滑,这代表带各种高血量幽魂
没有太大的诱因,但还是有点帮助.

详细改动:
Desecrate and Corpse Walk now have a static 15% chance to spawn a Spectre
Corpse, rather than a 2x relative weighting compared to all other possible
corpse types.

亵渎跟尸术矢现在有15%机率叫出幽魂尸体, 不再是以前的两倍权重.


Problem:
Seismic Trap has very high damage scaling as its damage scales with increases
to Area of Effect. Increasing the area of Seismic Trap impacts greatly
increases the chance of multiple large bursts hitting a target, as area
increases don't affect the area where the impacts can occur. Though this
mechanic is interesting, it provides far too much damage for the investment
cost and the damage of the skill would have to be lowered to by so much to
offset this that the skill would be very weak without the overlapping
mechanic.

问题:
地裂陷阱对于范围效果有非常高的伤害成长,因为增加范围效果不会增加他的总范围大小,
所以增加范围效果非常有效的增加多次命中单一目标的机率. 这是个非常有趣的机制,但
是这类投资提供了太多伤害,造成不依靠多次击中机制的话又太弱.

Solution:
Make modifiers to Area of Effect apply to the area Seismic Trap's bursts can
target at a ratio. This will slightly improve the area coverage of the skill
while lowering the damage growth from increases to Area of Effect without
removing their damage benefit entirely.

解决:
让范围效果以一定趴数影响总范围大小,这会让称范围效果的增伤幅度减少.


Problem:
Toxic Rain has very strong damage over time and a low build cost compared to
other bow builds. It also benefits from some of the quiver and Mastery
changes made to improve hit-based bow skills.

问题:
腐蚀毒雨跟其他的弓build相比是个非常强大且便宜的build,这技能同时受益于箭袋和
专精的改动.

Solution:
Reduce the high-level damage of Toxic Rain in order to partially negate the
improvements to quivers and bring it more in line with other skills.

降低高等级的腐蚀毒雨伤害来抵销受益的部分,让他跟其他技能更平等.

详细改动
腐蚀毒雨:7.9秒伤(Lv1) 238(Lv20,285.1)


Unique Item Balance
传奇物品改动

Problem:
March of the Legion is a very low-cost method to gain four extra auras on
some builds due to the change where Mana is not being required in order to
cast an aura. It also took full advantage of the Supreme Ego keystone in a
way that goes against the intent of the mechanic and gained a significant
amount of power in the process.

问题:
鉴于不需要魔力来使用的改动,军阀行军是个非常低代价来开启4个额外光环的选择,他
同时从至高自我中拿到了大量的好处,这点违背了至高自我原本的设计理念.


Solution:
Rework the Blessing mechanic of March of the Legion to limit the number of
Blessings you can have to one. Change the skill to cost mana instead of
temporarily reserving mana. The process of making this change also
highlighted a number of problems with other mechanics which has led to a
ripple effect of other changes being required.

Release Blessing as a Support gem, to make the mechanic available to builds
that are not using the unique item. This is intended to be useful for
high-mana-use characters who wish to leave their mana unreserved and for
characters using the Blood Magic keystone.

重制军阀行军上的祝福技能机制,使你一次可以得到的祝福只有一个,使技能从保留魔力
改为消耗魔力. 这个改动也影响到了很多其他机制并突显了一些问题,所以我们追加了一
些改动.

释出"祝福"做为一颗辅助宝石,让其他不想穿这件传奇装的人也能使用这个机制,这主要
是给一些高魔力量且不想保留魔力或使用血魔法关键天赋的build使用.


Improve the aura level granted by March of the Legion so the item excels at
using a Blessing aura.

Remove Mortal Conviction and the life passives from behind the Blood Magic
keystone and make a Mortal Conviction-style support gem that makes an aura
free, and prevents you reserving mana. It will be mutually exclusive with
Blessing skills, so you won't be able to use both simultaneously. This
support gem provides slightly less aura effect to the skill than the Blessing
Support but has no cost or upkeep involved.

Change Blood Magic to also grant 10% more life to compensate for the removal
of the efficient life passives behind the keystone.

Change Supreme Ego to not limit you to one aura and instead give more aura
effect based on how much mana an aura reserves.

The full values for all of these changes will be available in the patch notes

增加被军阀行军所施放的光环等级,让这件传奇装有强点

移除关键天赋血魔法后面的点数,包括凡尘万念,然后把凡尘万念做成一颗辅助宝石来让
一个光环免费,并且禁止你保留魔力,这和祝福是互斥的,所以你没法两个都用,这颗辅助
宝石根祝福比起来会给你少一点点的范围效果但不用花代价去维持.

给予关键天赋血魔法增加10%更多生命应对移除他后面的血量天赋.

修正至高自我,他不再限制你只能使用一个光环,改为看单一技能的保留量增加效果

这些东东的详细数值在正式patch note才会放出来


Problem:
The Shade Form skill (granted by the Shroud of the Lightless and Replica
Eternity Shroud unique items) could, with heavy investment, have its duration
extended to be longer than its cooldown, granting permanent immunity to
physical damage.

问题:
暗影姿态(晦暗的尸布)可以在高投资下,持续时间超过冷却时间,进而使你完全免疫
物理伤害.

Solution:
Change Shade Form's cooldown to pause while the skill is active. Reduce the
cooldown from 45 seconds to 40 seconds

让暗影姿态在持续时不冷却,然后CD时间从45秒改成40秒


Problem:
The damage reduction granted by the Strength of Blood keystone (from the
Lethal Pride unique jewel) incorrectly scaled with modifiers to life recovery
rate, allowing it to reach 100% and for characters to be immune to damage.

问题:
关键天赋血之力量(致命骄傲)的减伤量和堆叠生命回覆率的互动错误,让玩家可以达到
100%减伤进而免疫所有伤害.
(肯定不是错误是你们没想到吧==)

Solution:
Strength of Blood's damage reduction no longer scales with modifiers to life
recovery rate.

这减伤量不再跟生命回覆率互动.


Problem:
The Dancing Dervish unique item has no accessible way to sustain its mechanic
on Boss fights, mostly due to Rampage stacks being difficult to activate in
these fights and the summoned minion's behaviour feeling sluggish while
clearing.

问题:
狂舞德尔维希因为暴怒机制的关系打王不容易触发,而且这些招换物清图又很迟缓

Solution:
Change The Dancing Dervish to cause you to gain rampage on melee hits and
improve its minion behaviour.

解决:
让狂舞德尔维希给予你命中堆叠暴怒的功能,然后强化AI


详细改动:
The Dancing Dervish's "Rampage" modifier has been replaced with "Melee Hits
count as Rampage Kills", allowing players to easily build up a new rampage
streak without having to kill monsters. This stat will not affect you while
rampaging as Dancing Dervish disables itself on rampage but the existing
behaviour where the minion generates rampage kills on unique hits is still
present.

让狂舞德尔维希给予你命中堆叠暴怒的功能,让你可以更简单的启动暴怒,这个效果在
启动后就会失效(因为武器跑出去了),然后该招唤物命中传奇敌人时会堆叠暴怒层数

The minions summoned by Dancing Dervish now use the new, channelled version
of Cyclone. Their movement speed and AI have also been adjusted to feel more
proactive while clearing.

狂舞德尔维希的招唤物现在使用新的,引导型的旋风斩,他们的移动速度和AI都调整到
更舒服的清图程度.


Problem:
Perfidy's Dread Banner Fortification duration mod was causing issues with the
new Fortification system that could not be reconciled.

问题:
背信忘义的恐惧之旗增加护体持续时间词缀会让新的护体系统出问题.

Solution:
Replace Perfidy's Dread Banner mod.

解决:
改成其他效果

详细效果
Perfidy no longer has "Dread Banner has 100-200% increased Fortification
duration". Instead, it now has "Dread Banner grants an additional +2-4 to
maximum Fortification when placing the Banner". This change affects existing
items.

背信忘义的"恐惧之旗增加(100–200)%护体持续时间" 改为
          "放置恐惧之旗时给予+2~4层最大护体"
改动影响现有物品



Problem:
Voidfletcher outclasses rare quivers for many builds.

虚眼箭矢强到打爆一堆其他箭袋

Solution:
Review the damage of Voidfletcher arrows. This balance is still being
reviewed in comparison with all other changes to Rare Quivers, so specifics
will be included in the patch notes when confirmed.

会改动虚无疾射的伤害,但这项改动还在观察/比较新的箭袋改动,所以详细内容会在patch
note放出

转为简体字了
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辛苦辛苦
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自施法玩家狂喜
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内容好多啊·
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感谢分享,还是震波走起
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妈的,每次新赛季都是削弱
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好复杂,我脑子不够
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