BreakPoints (Diablo2)

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==Break Point==
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[[分类:暗黑2 属性]]
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Diablo 2 offers four attributes that can be found as affixes on magic and rare items, or on many uniques and set items that will affect how quickly your character will move in certain situations. These four attributes are:
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==断点==
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FBR: Faster Block Rate
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在了解什么是断点之前,你需要了解以下四种属性,它们出现于魔法,稀有和特定的装备上,并且受到断点的影响.这四种属性分别是:  
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FCR: Faster Cast Rate
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FHR: Faster Hit Recovery
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IAS: Increased Attack Speed
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To understand what a breakpoint is and how they work, it is important to know what these attributes do. To have FBR, a character must have a Block Rate to begin with. This will be done with certain class-specific skills, or equipping a shield. Should the Block Rate then trigger a successful block from an enemy attack, an animation will run its course: The shield being lowered, the shield deflecting the enemy's blow which leads to the shield being raised back into its resting position. This animation will take a certain amount of frames to display. Simply put, if the animation should take ten frames, with enough Faster Block Rate, the action takes only nine frames instead.
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*[[Fast_Block_Rate_(Diablo2)|快速格挡率 Fast Block Rate(FBR)]]<br/>
 +
*[[Fast_Cast_Rate_(Diablo2)|快速施法率 Fast Cast Rate (FCR)]]<br/>
 +
*快速打击恢复 Fast Hit Recovery(FHR)<br/>
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*增加攻击速度 Increased  Attack Speed (IAS)]]<br/>
 +
 
 +
:要了解断点的概念和它的工作机制,首先要了解以上四种属性的运作方式.以快速格挡率为例,当一个人物受到攻击时,首先系统会判定该次攻击是否命中,判定命中后才开始判定是否格挡.在
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==Breakpoints Broken Down==
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一次成功的格挡判定后,人物将会进入一个格挡动画:盾牌就位,盾牌格挡敌人的攻击,盾牌归位.这个动画需要一定的时间来显示,而快速格挡率便是减少这段时间的属性.在接下来的介绍中你
 +
会看到断点究竟是什么和它是如何运作的.
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There are two reasons why understanding these attributes is important. Without this knowledge, a player will neither know how these attributes work nor will they be able to work towards aimed character improvement. After understanding why these attributes are important and how they work exactly, players will be able to judge and evaluate which attributes are very beneficial towards their class and playstyle.
 
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===Why Breakpoints are Needed===
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===什么是断点===
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A character performing any actions associated with these attributes is unable to move or start a new action until the action being performed is done. Since everyone will either block, cast, be hit or attack with a weapon, these attributes are important. If you consider that a character will do more than one of these actions, you can actually save a lot of time and be more mobile over the course of a game. To further expand on this, it could actually be counterproductive to have a high percentage to block without any FBR since you will stop dead in your tracks every time these animations are triggered. Quick scenario:
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#Your character has 75% Block Rate
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暗黑2的图像是按照每秒25帧来渲染的,这意味着游戏中1秒内的任何事件都只能发生在这25个点上.而攻速,施法速度,打击恢复,以及格挡速率的提升都是以其动作所要显示的帧数为衡量的.假设某一给定武器的普攻动画需要10帧,而攻速提高一定量后这个画面将减少至9帧,那么在攻速达到这个量之前,人物攻速的提高将不会在动画中显现出来,玩家将引起这个画面帧数改变所必须的提升量称作"断点". 
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#You are being attacked by four monsters which have a 25-frame melee attack (25 frames is equal to one second)
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#Suppose your block animation is 10 frames long
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 +
===为什么需要断点===
 +
在快速格挡的例子中,只要引发了了成功格挡判定的攻击都不会奏效,格挡与否与格挡画面无关.但是当系统判定格挡成功而进入格挡画面时,你的人物几乎无法进行其它动作.快速格挡可以减少这一动作的时间,但是在这个值达到"断点"之前,由于格挡动画所显示的帧数未变,这个提升几乎是不起作用的.快速打击恢复(FHR)的运作机制与此类似,这里便不再多述. 
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You can already tell that during this fight, you're not going to be doing a lot of attacking or fleeing - you will be stuck raising your shield too often. Something most seasoned players will have experienced at one point is a situation similar to a stunlock. When a character teleports into a bigger group of monsters who immediatley attack you, it can sometimes occur that you will not be able to teleport back out. This is because during all the blocking and hit recovering, you have no time to cast the teleport spell. With Faster Block Rate, Faster Hit Recovery and Faster Cast Rate however, you might end up escaping without any problems at all.
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而对于 增加攻击速度(IAS) 来说,断点的概念就十分重要了.由于一次攻击的速度是由显示攻击动作的画面来决定,因而未使得攻击动作帧数减少的IAS几乎都是无效的.快速施法率(FCR)的运作机制与此类似,关于这四种属性提升所减少帧数的各个断点,在本条目的末端会有计算公式和详细表格以供查阅.
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===How Breakpoints Function===
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===断点是如何运作的===
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#An animation takes a certain amount of frames to display, depending on the class and action being rendered.
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暗黑2游戏每秒绘制25帧,则每一帧占用1/25秒.前文所述的四种属性必须达到一定的阀值(断点)后整个动作的某一帧才会被移去,因为你无法在一帧中再分出百分比来.
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#Each animation is calculated in frames. Since the game runs at 25 frames per second, one frame is equal to 1/25 of a second. A certain value must be met (the breakpoint) before a frame will be removed because you can not remove parts or percentages of a frame.
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#After meeting the required value to drop a frame, the animation will take exactly one frame less.
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#The removal of multiple frames requires progressively bigger amounts of an attribute to be met, with diminishing returns. This keeps animations from being completely removed.
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Example: A Barbarian normally needs 7 frames to display the blocking animation. With 9% FBR this is reduced to 6 frames, and at 20% 5 frames. This continues to increase as more FBR is acquired. Due to how these calculations work however, the FBR won't have any effect at all until they pass the breakpoint. Thus, two barbarians, one with 9% FBR and one with 19%, will both block at the exact same speed. This doesn't matter much at the lower levels, but at higher levels of FBR it becomes crucial. Two other babarians, one with 86% FBR and one with 236% will also both block equally as fast, meaning that the second barbarian has 150% FBR that is useless to him.
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在综合各种判定计算出某个动作所需帧数后,多余的帧数会被废弃移去,因此在高攻速下人物动作看起来并不是连续的,这便是断点发挥了作用.这四种影响帧数的属性,其成长是递减的,因此玩家需要堆砌更多的属性来移去更多的帧数.
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Knowing what the breakpoints are prevents these errors, and allows for much more efficient character building.
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以野蛮人的格挡为例,通常野蛮人需要7张动画(7帧)来显示整个格挡过程,将快速格挡率(FBR)堆至9%时,格挡画面所需过程将降至6帧,并且将在快速格挡率(FBR)升至20%时减少至5帧.由于有这些判定,在未将某个属性堆置其对应的断点之前,这个属性对于人物没有任何的影响.两个野蛮人,一个有9%的快速格挡率,而另一个有19%,由于他们都未堆置20%的断点,因此两人格挡所需的动画帧数是一致的,这意味着后一位野蛮人比前一位浪费了10%的快速格挡率属性.  了解这些知识后,玩家可以防止产生此类错误,并且可以更有效的利用游戏人物身上的装备和属性.
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===Differences in Calculating Frames===
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==帧计算的差异==
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It is important to note that each class is different when it comes to the animation length of an action. One class could be slower when it comes to blocking, but very fast when it comes to attacking. These are hidden stats that can't be found in the actual game, but are important to know when gearing your character. Blizzard has balanced the values required for each action of each class to a point where a Barbarian can expect to hit fast and a Sorceress will be able to cast faster than other classes naturally. This doesn't mean they shouldn't continue to expand on those strengths though.
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当成功判定格挡时,人物会进行一个格挡动画,当人物处于自由状态或正在进行一个非不可打断动作时,当前动作会马上停止并进入格挡动画,但是如果成功判定格挡而当前动作不可打断,则该次格挡动画取消.格挡动画本身也是可打断动作,即正在进行格挡动画的任务可以被亚马逊三闪等动作打断.<br />
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There are also differences within a class based on the skill that class is using. A Paladin attacking with Zeal may have a different attack speed than one attacking with Vengeance. If the Paladin has theFanaticism Aura active, this will alter the attack speed even further.
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两次格挡间有最小的间隔,即block-lock delay,也就是说在一次格挡动画后一段时间内不会触发下一次格挡动画,在此期间内所产生的格挡判定会产生正常效果但是没有动画.<br />
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In much the same manner, items that are used in conjunction with these actions may also differ from one another. A Short Sword will always be swung faster than a Large Axe if both have the same amount of IAS on them, but a Scimitar will be even faster. Weapons will say either Very Fast, Fast, Normal, Slow, or Very Slow Attack Speed in the weaponstat tooltip, indicating how fast or slow using this weapon is at 0 IAS.
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<br />
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提升快速格挡(FBR)会降低一次完整动画的时间,但同时也会增加block-lock delay时间,而当玩家变为无法格挡的怪物时(如穿塔格奥套装变身吸血鬼,戴[[Delirium (Diablo II)|迪勒瑞姆]]头盔变身冥河娃娃),此时的模型中无FBR相关数据,所以格挡动画被打击恢复动画所取代.这时发生格挡时会进入一个实际为打击恢复动作的格挡动画,并且根据FHR来提升这个"格挡动画"的速度.而本身的打击恢复动作不受影响,依然独立产生并受到FHR影响.[1]<br />
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<br />
 +
武器速度的种类有"非常快","快","一般","慢","很慢"等,这些属性对增加攻击速度(IAS)无影响,在武器速度的计算公式里是作为常数出现的.<br />
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<br />
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不可被打断的技能列表:[2] <br />
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亚马逊: 戳刺(Jab),炮轰(Strafe),击退(Fend)<br />
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圣骑士: 重击(Smite),热诚(Zeal),冲锋(Charge)<br />
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野蛮人: 专心(Concentrate),狂乱(Frenzy),旋风(Whirlwind)<br />
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德鲁伊: 狼人变化(Wearwolf),熊人变化(Wearbear)<br />
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其  它: 用回城书或卷轴开门,喊"help"
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==注意事项及说明==
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===General Notes===
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快速格挡率:
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* 只有在成功格挡后才会被触发
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* 同一时间内只会触发一次格挡动画
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* 无法减少非整数个帧数值
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* 人物所装备的武器会影响格挡速度
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* 第三幕的雇佣兵无法格挡,尽管他们可以装备盾牌<br /><br />
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快速施法率:
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* 不会减少某些法术的释放时间,如法师的陨石<br /><br />
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快速打击恢复: 
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* 只有当你受到你最大生命值1/12以上伤害的时候,"僵直"动画才会被播放
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* 在"僵直"期间你无法做任何事<br /><br />
 +
增加攻击速度: 
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* 有在线的计算器可以帮你处理各种变量从而确定你的攻击速度:[http://d.163.com/special/sp/d2weapon.html 暗黑2武器攻击速度和在线计算器]
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Faster Block Rate
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==各职业所涉及断点的表格==
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*
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Faster Block Rate
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单元格内的数值表示达到该断点所需属性的百分比,括号内数字表示达到该断点后完成动作所需的帧数.
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===亚马逊===
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{{亚马逊FBR数据表}}
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''单手武器包括:单手刀,剑,斧,锤,棍棒 ,单手投掷等.''
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{{亚马逊FCR数据表}}
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{{亚马逊FHR数据表}}
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===野蛮人===
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{{野蛮人FBR数据表}}
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{{野蛮人FCR数据表}}
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{{野蛮人FHR数据表}}
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===死灵法师===
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{{死灵法师FBR数据表}}
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{{死灵法师FCR数据表}}
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{{死灵法师FHR数据表}}
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===圣骑士===
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{{圣骑士FBR数据表}}
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{{圣骑士FCR数据表}}
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{{圣骑士FHR数据表}}
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''根据装备武器的不同,击中恢 复的动画有所不同.''
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===法师===
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{{法师FBR数据表}}
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{{法师FCR数据表}}
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{{法师FHR数据表}}
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===刺客===
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{{刺客FBR数据表}}
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''快速格挡率影响武器格挡''
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{{刺客FCR数据表}}
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{{刺客FHR数据表}}
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===德鲁伊===
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{{德鲁伊FBR数据表}}
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{{德鲁伊FCR数据表}}
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{{德鲁伊FHR数据表}}
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===雇佣兵===
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{{雇佣兵FCR数据表}}
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{{雇佣兵FHR数据表}}
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==引用及注释==
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[1][http://tieba.baidu.com/p/1044734551 暗黑2中的格挡(blocking)原理简介] <br />
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[2][http://www.anhei3.net/viewthread.php?tid=15572&extra=page%3D1%26amp%3Bfilter%3Dtype%26amp%3Btypeid%3D34 不可打断的技能列表] <br />
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[3][http://www.anhei3.net/forumdisplay.php?fid=66&filter=type&typeid=34 各种计算表格]
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本条目部分翻译自[http://www.diablowiki.com/Breakpoints Breakpoints],译者:Paraliang
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{{暗黑2物品基础知识}}
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[[分类:暗黑2 基础介绍]]

在2011年10月23日 (日) 06:19的最新修订版本

目录

断点

在了解什么是断点之前,你需要了解以下四种属性,它们出现于魔法,稀有和特定的装备上,并且受到断点的影响.这四种属性分别是:


要了解断点的概念和它的工作机制,首先要了解以上四种属性的运作方式.以快速格挡率为例,当一个人物受到攻击时,首先系统会判定该次攻击是否命中,判定命中后才开始判定是否格挡.在

一次成功的格挡判定后,人物将会进入一个格挡动画:盾牌就位,盾牌格挡敌人的攻击,盾牌归位.这个动画需要一定的时间来显示,而快速格挡率便是减少这段时间的属性.在接下来的介绍中你

会看到断点究竟是什么和它是如何运作的.


什么是断点

暗黑2的图像是按照每秒25帧来渲染的,这意味着游戏中1秒内的任何事件都只能发生在这25个点上.而攻速,施法速度,打击恢复,以及格挡速率的提升都是以其动作所要显示的帧数为衡量的.假设某一给定武器的普攻动画需要10帧,而攻速提高一定量后这个画面将减少至9帧,那么在攻速达到这个量之前,人物攻速的提高将不会在动画中显现出来,玩家将引起这个画面帧数改变所必须的提升量称作"断点".

为什么需要断点

在快速格挡的例子中,只要引发了了成功格挡判定的攻击都不会奏效,格挡与否与格挡画面无关.但是当系统判定格挡成功而进入格挡画面时,你的人物几乎无法进行其它动作.快速格挡可以减少这一动作的时间,但是在这个值达到"断点"之前,由于格挡动画所显示的帧数未变,这个提升几乎是不起作用的.快速打击恢复(FHR)的运作机制与此类似,这里便不再多述.

而对于 增加攻击速度(IAS) 来说,断点的概念就十分重要了.由于一次攻击的速度是由显示攻击动作的画面来决定,因而未使得攻击动作帧数减少的IAS几乎都是无效的.快速施法率(FCR)的运作机制与此类似,关于这四种属性提升所减少帧数的各个断点,在本条目的末端会有计算公式和详细表格以供查阅.


断点是如何运作的

暗黑2游戏每秒绘制25帧,则每一帧占用1/25秒.前文所述的四种属性必须达到一定的阀值(断点)后整个动作的某一帧才会被移去,因为你无法在一帧中再分出百分比来.

在综合各种判定计算出某个动作所需帧数后,多余的帧数会被废弃移去,因此在高攻速下人物动作看起来并不是连续的,这便是断点发挥了作用.这四种影响帧数的属性,其成长是递减的,因此玩家需要堆砌更多的属性来移去更多的帧数.

以野蛮人的格挡为例,通常野蛮人需要7张动画(7帧)来显示整个格挡过程,将快速格挡率(FBR)堆至9%时,格挡画面所需过程将降至6帧,并且将在快速格挡率(FBR)升至20%时减少至5帧.由于有这些判定,在未将某个属性堆置其对应的断点之前,这个属性对于人物没有任何的影响.两个野蛮人,一个有9%的快速格挡率,而另一个有19%,由于他们都未堆置20%的断点,因此两人格挡所需的动画帧数是一致的,这意味着后一位野蛮人比前一位浪费了10%的快速格挡率属性. 了解这些知识后,玩家可以防止产生此类错误,并且可以更有效的利用游戏人物身上的装备和属性.

帧计算的差异

当成功判定格挡时,人物会进行一个格挡动画,当人物处于自由状态或正在进行一个非不可打断动作时,当前动作会马上停止并进入格挡动画,但是如果成功判定格挡而当前动作不可打断,则该次格挡动画取消.格挡动画本身也是可打断动作,即正在进行格挡动画的任务可以被亚马逊三闪等动作打断.
两次格挡间有最小的间隔,即block-lock delay,也就是说在一次格挡动画后一段时间内不会触发下一次格挡动画,在此期间内所产生的格挡判定会产生正常效果但是没有动画.

提升快速格挡(FBR)会降低一次完整动画的时间,但同时也会增加block-lock delay时间,而当玩家变为无法格挡的怪物时(如穿塔格奥套装变身吸血鬼,戴迪勒瑞姆头盔变身冥河娃娃),此时的模型中无FBR相关数据,所以格挡动画被打击恢复动画所取代.这时发生格挡时会进入一个实际为打击恢复动作的格挡动画,并且根据FHR来提升这个"格挡动画"的速度.而本身的打击恢复动作不受影响,依然独立产生并受到FHR影响.[1]

武器速度的种类有"非常快","快","一般","慢","很慢"等,这些属性对增加攻击速度(IAS)无影响,在武器速度的计算公式里是作为常数出现的.

不可被打断的技能列表:[2]
亚马逊: 戳刺(Jab),炮轰(Strafe),击退(Fend)
圣骑士: 重击(Smite),热诚(Zeal),冲锋(Charge)
野蛮人: 专心(Concentrate),狂乱(Frenzy),旋风(Whirlwind)
德鲁伊: 狼人变化(Wearwolf),熊人变化(Wearbear)
其 它: 用回城书或卷轴开门,喊"help"

注意事项及说明

快速格挡率:

快速施法率:

快速打击恢复:

增加攻击速度:

各职业所涉及断点的表格

单元格内的数值表示达到该断点所需属性的百分比,括号内数字表示达到该断点后完成动作所需的帧数.


亚马逊

快速格挡率
移除的帧数 0(基准) 1 2 3 4 5 6 7 8 9 10 11 12
单手武器 0% (17) 4% (16) 6% (15) 11% (14) 15% (13) 23% (12) 29% (11) 40% (10) 56% (9) 80% (8) 120% (7) 200% (6) 480% (5)
所有其它武器 0% (5) 13% (4) 32% (3) 86% (2) 600% (1)

单手武器包括:单手刀,剑,斧,锤,棍棒 ,单手投掷等.

移除的帧数 0 (基准) 1 2 3 4 5 6 7 8
快速施法率 0% (19) 7% (18) 14% (17) 22% (16) 32% (15) 48% (14) 68% (13) 99% (12) 152% (11)
移除的帧数 0 (基准) 1 2 3 4 5 6 7 8
快速打击恢复 0% (11) 6% (10) 13% (9) 20% (8) 32% (7) 52% (6) 86% (5) 174% (4) 600% (3)

野蛮人

移除的帧数 0 (基准) 1 2 3 4 5
快速格挡率 0% (7) 9% (6) 20% (5) 42% (4) 86% (3) 280% (2)
移除的帧数 0 (基准) 1 2 3 4 5 6
快速施法率 0% (13) 9% (12) 20% (11) 37% (10) 63% (9) 105% (8) 200% (7)
移除的帧数 0 (基准) 1 2 3 4 5 6
快速打击恢复 0% (9) 7% (8) 15% (7) 27% (6) 48% (5) 86% (4) 200% (3)

死灵法师

移除的帧数 0 (基准) 1 2 3 4 5 6 7 8
快速格挡率 0% (11) 6% (10) 13% (9) 20% (8) 32% (7) 52% (6) 86% (5) 174% (4) 600% (3)
快速施法率
移除的帧数 0 (基准) 1 2 3 4 5 6 7 8 9 10
人形态 0% (15) 9% (14) 18% (13) 30% (12) 48% (11) 75% (10) 125% (9)
塔格奥的化身 0% (23) 6% (22) 11% (21) 18% (20) 24% (19) 35% (18) 48% (17) 65% (16) 86% (15) 120% (14) 180% (13)
快速打击恢复
移除的帧数 0 (基准) 1 2 3 4 5 6 7 8 9
人形态 0% (13) 5% (12) 10% (11) 16% (10) 26% (9) 39% (8) 56% (7) 86% (6) 152% (5) 377% (4)
塔格奥的化身 0% (15) 2% (14) 6% (13) 10% (12) 16% (11) 24% (10) 34% (9) 48% (8) 72% (7) 117% (6)

圣骑士

快速打击恢复
移除的帧数 0 (基准) 1 2 3 4 5 6 7 8 9
长矛和法杖 0% (13) 3% (12) 7% (11) 13% (10) 20% (9) 32% (8) 48% (7) 75% (6) 129% (5) 280% (4)
所有其它武器 0% (9) 7% (8) 15% (7) 27% (6) 48% (5) 86% (4) 200% (3)
移除的帧数 0 (基准) 1 2 3 4 5 6
快速施法率 0% (15) 9% (14) 18% (13) 30% (12) 48% (11) 75% (10) 125% (9)
快速格挡率
移除的帧数 0 (基准) 1 2 3 4
一般状态 0% (5) 13% (4) 32% (3) 86% (2) 600% (1)
神圣护盾 0% (2) 86% (1)

根据装备武器的不同,击中恢 复的动画有所不同.

法师

移除的帧数 0 (基准) 1 2 3 4 5 6
快速格挡率 0% (9) 7% (8) 15% (7) 27% (6) 48% (5) 86% (4) 200% (3)
快速施法率
移除的帧数 0 (基准) 1 2 3 4 5 6 7 8
闪电和连锁闪电 0% (19) 7% (18) 15% (17) 23% (16) 35% (15) 52% (14) 78% (13) 117% (12) 194% (11)
其它技能 0% (13) 9% (12) 20% (11) 37% (10) 63% (9) 105% (8) 200% (7)
移除的帧数 0 (基准) 1 2 3 4 5 6 7 8 9 10
快速打击恢复 0% (15) 5% (14) 9% (13) 14% (12) 20% (11) 30% (10) 42% (9) 60% (8) 86% (7) 142% (6) 280% (5)

刺客

移除的帧数 0 (基准) 1 2 3 4
快速格挡率 0% (5) 13% (4) 32% (3) 86% (2) 600% (1)

快速格挡率影响武器格挡

移除的帧数 0 (基准) 1 2 3 4 5 6 7
快速施法率 0% (16) 8% (15) 16% (14) 27% (13) 42% (12) 65% (11) 102% (10) 174% (9)
移除的帧数 0 (基准) 1 2 3 4 5 6
快速打击恢复 0% (9) 7% (8) 15% (7) 27% (6) 48% (5) 86% (4) 200% (3)

德鲁伊

快速格挡率
移除的帧数 0 (基准) 1 2 3 4 5 6 7 8
人形态 0% (11) 6% (10) 13% (9) 20% (8) 32% (7) 52% (6) 86% (5) 174% (4) 600% (3)
熊形态 0% (12) 5% (11) 10% (10) 16% (9) 27% (8) 40% (7) 65% (6) 109% (5) 223% (4)
狼形态 0% (9) 7% (8) 15% (7) 27% (6) 48% (5) 86% (4) 200% (3)
快速施法率
移除的帧数 0 (基准) 1 2 3 4 5 6 7 8
人形态 0% (18) 4% (17) 10% (16) 19% (15) 30% (14) 46% (13) 68% (12) 99% (11) 163% (10)
熊形态 0% (16) 7% (15) 15% (14) 26% (13) 40% (12) 63% (11) 99% (10) 163% (9)
狼形态 0% (16) 6% (15) 14% (14) 26% (13) 40% (12) 60% (11) 95% (10) 157% (9)
快速打击恢复
移除的帧数 0 (基准) 1 2 3 4 5 6 7 8 9 10
人形态: 单手武器 0% (14) 3% (13) 7% (12) 13% (11) 19% (10) 29% (9) 42% (8) 63% (7) 99% (6) 174% (5) 456% (4)
人形态: 所有其它武器 0% (13) 5% (12) 10% (11) 16% (10) 26% (9) 39% (8) 56% (7) 86% (6) 152% (5) 377% (4)
熊形态 0% (13) 5% (12) 10% (11) 16% (10) 24% (9) 37% (8) 54% (7) 86% (6) 152% (5) 360% (4)
狼形态 0% (7) 9% (6) 20% (5) 42% (4) 86% (3) 280% (2)

雇佣兵

快速施法率
移除的帧数 0 (基准) 1 2 3 4 5 6 7
Act3 雇佣兵 0% (17) 8% (16) 15% (15) 26% (14) 39% (13) 58% (12) 86% (11) 138% (10)
快速打击恢复
移除的帧数 0 (基准) 1 2 3 4 5 6 7 8 9 10 11 12
Act1 雇佣 0% (11) 6% (10) 13% (9) 20% (8) 32% (7) 52% (6) 86% (5) 174% (4) 600% (3)
Act2 雇佣兵 0% (15) 5% (14) 9% (13) 14% (12) 20% (11) 30% (10) 42% (9) 60% (8) 86% (7) 142% (6) 280% (5)
Act3 雇佣兵 0% (17) 5% (16) 8% (15) 13% (14) 18% (13) 24% (12) 32% (11) 46% (10) 63% (9) 86% (8) 133% (7) 232% (6) 600% (5)
Act5 雇佣兵 0% (9) 7% (8) 15% (7) 27% (6) 48% (5) 86% (4) 200% (3)

引用及注释

[1]暗黑2中的格挡(blocking)原理简介
[2]不可打断的技能列表
[3]各种计算表格

本条目部分翻译自Breakpoints,译者:Paraliang


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