為什麼這篇釋放輔助鄉民發文收入到精華區:因為在釋放輔助這個討論話題中,有許多相關的文章在討論,這篇最有參考價值!作者stkissstone (淺澗遠秋)看板PathofExile標題[閒聊] Siege of A...
釋放輔助 在 ???? Instagram 的最佳解答
2021-09-24 09:29:12
導師Ling除了是瑜伽導師,亦是一位執業IFA香薰治療師,2012年開始去學習不同按摩手法,最終在2017年成為香薰治療師,開設這個課程希望將非一般市面按摩手法教導大家,令大家對按摩有新的看法,透過一雙巧手幫助身邊有需要釋放壓力以及提升人與人之間的感情。 。。。。。。。。。。。。。。 《香薰背部按摩...
edit:除了本篇講到的技能之外 正式PN還有更多沒提到的法術變動
https://www.pathofexile.com/forum/view-thread/3228807
先貼網址 然後簡單翻一下再貼上來吧
POE的英文用詞沒這麼熟,有誤還請提醒 謝謝
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) 120%(80%)
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"攻擊"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
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.
褻瀆跟屍行現在有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
終於搞定了,沒點開捲軸想說不多
一點開直接多1.5倍 慘烈
--
※ 發信站: 批踢踢實業坊(ptt.cc), 來自: 114.47.21.233 (臺灣)
※ 文章網址: https://www.ptt.cc/bbs/PathofExile/M.1643057871.A.1F8.html
※ 編輯: stkissstone (114.47.21.233 臺灣), 01/25/2022 05:05:55
※ 編輯: stkissstone (114.47.7.70 臺灣), 01/25/2022 05:47:01
※ 編輯: stkissstone (114.47.7.70 臺灣), 01/25/2022 06:20:37
※ 編輯: stkissstone (114.47.7.70 臺灣), 01/25/2022 06:37:00
※ 編輯: stkissstone (114.47.7.70 臺灣), 01/25/2022 07:16:08
不是,法術基本傷害都爆增耶
印記跟弓的改法也很意外不是砍強的而是buff爛的
還以為轉性了
改了 謝謝
修正: Mark on hit部分 , 他限攻擊
※ 編輯: stkissstone (114.47.7.70 臺灣), 01/25/2022 16:37:51
改了 感謝,跟上面那條看混了,這字的大小對眼睛太苦了