3.0持续伤害大改 说那么多总结就是中毒砍了
Increased Burning Damage Support, which will now grant a multiplicative bonus.
增加点燃伤害技能石,变成乘法计算(既更多,more)
make Poison and Bleed count as "Ailments"
中毒和流血将算作为“疾病”词缀
ailments will interact with critical strike damage bonuses, and a new keystone
下周还要公布,疾病跟暴击相互作用,一个新的天赋大点。(不会是我说的血护盾吧,先立个flag)
Poison, Bleed and Ignite damage values will be based on the base damage of the skill, and then affected by appropriate damage modifiers.
三种毒瘤伤害机制,将基于技能的基础伤害,然后被各种词缀影响。
(以前是基于怪物受到的伤害后再次计算)
As an example, Ignite can be modified by modifiers to Burning Damage, Fire Damage, Damage Over Time, general damage modifiers, and resistances. This means that Increased Spell, Attack, or Weapon Damage will no longer influence your Ignite, Poison or Bleed damage at all. It also means that while modifiers to Fire Damage will still apply both to a hit and to the Ignite it causes, since the Ignite’s base damage is the same as the hit’s, rather than being the damage the enemy took from the hit, there is no cumulative effect - the modifier applying to the hit has no effect at all on the Ignite - the two are entirely separate.
举了个点燃的例子。太长不翻译了。
总之是点燃伤害基于本来技能火焰伤害,然后再被火焰伤害、持续伤害、燃烧伤害buff,不吃法伤,搞的跟正火一样了。
the damage of player Ignites, Poisons, and Bleeding have been doubled.
然后呢,这三种伤害是以前的2倍。也就是点燃是变为40%,中毒16%,流血20%
流血,静止时会造成一半的伤害。
现在好了,什么毒爪灵投,漩涡点燃,都去死啦死啦的。
最后在拿出来yy一下,万一是真的呢?
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