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> 中文討論區: 變態道的原罪 [禁無意義的水跟簽到], The Chinese discussion thread of declining quality.

 
post Yesterday, 15:53
Post #27961
Lady_Slayer



Member of the Bal'masqué
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Group: Catgirl Camarilla
Posts: 6,060
Joined: 20-December 16
Level 500 (Ponyslayer)


数值差不多的话单手肯定是西洋剑最好。不过这个版本的数值我真的不懂。区间波动感觉变大了。而且垃圾后缀也
变多了。

原来那个是MB的功能啊。。。
我一直以为是HVU的功能。。
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post Yesterday, 15:57
Post #27962
chjj30



🦘跳海魔女🧙王世坚🌊
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Posts: 10,975
Joined: 5-January 14
Level 500 (Ponyslayer)


https://forums.e-hentai.org/index.php?showtopic=289914
翻译完了,会根据大家的意见进行修改。部分用词根据上一次翻译大家的建议进行了调整。
目前的翻译版本为 2025.11.01

==========

New Season Notes (2025 S1 -> 2025 S2)
新赛季信息( 2025 年第一赛季 ——> 2025 年第二赛季)
Early Bird will last until the end of next Sunday, November 9th, at Midnight UTC. During Early Bird, the rate of equipment drops from monsters is increased by a factor of x5 (500%).
早鸟阶段将会持续到下周日结束, 11 月 9 日,在零时区的午夜。在早鸟阶段期间,怪物的装备掉落率翻 5 倍 ( 500% )。
The following things have carried over from the previous Isekai season to the current Isekai season:
下列物品将会从异世界上一赛季继承到异世界当前赛季:
- Credit balance + value of item inventory + value of equipment inventory, capped to 1 million
剩余的 ISK + 剩余物品的价值 + 剩余装备的价值, 1M 封顶。
- Leftover trophy value for Snowflake's Shrine
雪花神社的剩余奖杯价值。
The following things have not yet but will be added to Persistent:
下列物品尚未被添加到主世界:
- Peerless equipment and all soulfused equipment
无双装备和所有灵魂绑定的装备。
- Peerless vouchers and equipment cores
无双票券和装备核心。
- Credit balance + value of item inventory + value of equipment inventory, exceeding 1 million
剩余的 ISK + 剩余物品的价值 + 剩余装备的价值,超过 1M 的部分。
- A bonus to all primary stat of +1 for reaching Floor 30, +2 for reaching Floor 40, or +3 for reaching Floor 50
主属性奖励,到达 30 层塔楼 +1 , 到达 40 层塔楼 +2 ,到达 50 层塔楼 +3 。
- A peerless voucher for everyone who reached Floor 50
对于所有到达 50 层的玩家,奖励一份无双票券。
- An additional peerless voucher for everyone who reached Floor 100
对于所有到达 100 层的玩家,额外再奖励一份无双票券。
- A global damage bonus of 0.1% for each tower floor cleared, capped to Floor 100
每通过一层塔楼,奖励 0.1% 的全局伤害系数,一百层封顶。
(This post will be updated as I finish processing the previous season.)
(该部分内容将在菠萝完成上一赛季事务后更新。)

Update 91 Preview
91 版本前瞻
aka; The Big And Very Overdue Equipment Update
巨大且尚未进行的装备升级
This update has been in closed testing for around a week now (and say thanks to the testers, they found a lot of broken stuff), but it is a very large update that touches almost everything, so let me know if you notice any blatant bugs or other quirkiness.
这个更新到现在已经进行了一周的封闭测试(感谢测试人员,他们发现了一大堆故障),但是这是一次巨大的更新
,它涉及到方方面面,所以,如果你发现任何明显的错误或者其他异常,请告知菠萝。
The update replaces most of the old equipment UI with a new section called The Armory, which can be found under the Bazaar tab. It also fundamentally alters how equipment is handled and upgraded; these changes are detailed below.
此次更新会用一个新的叫做“军械库”的部门替代旧有装备用户界面,该部门能在“市集”标签下被找到。该部门
彻底改变了装备的处理和升级;这些改变会在下方被详细列出。

Charms
护符
Charms replace the old random Potencies you got from the Item World, as well as the temporary boosts you could add with Enchantments. You can find them after selecting an equipment under the Modify tab.
护符替换了原先你从道具界获得的随机潜能,以及你使用附魔添加的临时提升。你可以在选中一件装备以后在“调
整”标签下发现它们。
Every equipment has a number of "Charm Slots", as well as a base number of "Charm Points"; both depend on the quality of the equipment. You can boost the number of Charm Points with Upgrades and clearing levels in the Item World, each of which adds +1 point.
每一件装备都有一定数量的“镶嵌槽位”,以及一个基础数量的“护符点数”。镶嵌槽位和附魔点数取决于装备的
品质。你可以通过锻造和刷道具界提升护符点数,每进行一次增加 1 点。
Different charms have different point requirements, and come in a "Lesser" and "Greater" variant with different strengths and point requirements.
不同的护符需要占用不同数量的点数,并且拥有一个“小”和“大”的变体,这个变体会导致不同的强度和不同的
点数需求。
Charms are consumables, and can "tear" (destroying it) if you are defeated in battle. They are however protected by a "pouch", which can be replaced if it's damaged, or swapped with more durable pouches - and possibly in the future, pouches with other special effects. All charms come inside a free Silk Pouch, which will protect it from tearing once.
护符是消耗品,可以被“撕毁”(摧毁它),如果你在战斗中被击败了。但是它们可以通过“小袋”进行保护,小
袋会代替护符被摧毁,小袋也可以被耐久度更高的小袋交换——或者在将来,被拥有特殊效果的小袋取代。所有护
符生成时被放置于一个免费的丝绸小袋里,这可以防止它们免遭撕毁一次。
Charms also require upkeep items. For example, strike charms and proof charms require elemental infusions, while charms based on the old enchantments use those items as upkeep. Charms with no special requirements use Energy Cells instead. Torn charms still require upkeep items; this is working as intended.
护符也需要维持用的物品。例如,冲击护符和抗性护符需要元素附魔,而基于旧有附魔系统的护符消耗元素附魔进
行维持。没有特殊需求的护符使用能量电池做为维持物品。被撕毁的护符也需要维持物品;这是设定。
Charms can still be obtained by clearing Item Worlds, but are not automatically attached to the cleared equipment. Charms and pouches can also be obtained by offering trophies in The Shrine, and can be traded in The Market.
护符仍然可以通过刷道具界获得,但是不再会被自动附加到被用于道具界的装备。护符和小袋也能通过在神社献祭
奖杯获得,并且能在市场进行交易。
Old potencies will be converted to charms with a special Mithril Pouch that makes them indestructible. (These pouches can also be obtained from The Shrine after the update.) Level 1-3 potencies convert into Lesser Charms, and Level 4-5 potencies convert into Greater Charms.
旧有的潜能会被转化成护符,这些被转化的护符会伴随一种特殊的秘银小袋使它们无法被摧毁。(这种小袋也可以
在版本更新后通过神社获得。)1-3级的潜能会被转化为小护符,4-5级的潜能会被转化为大护符。

Upgrades / Item World
锻造/道具界
Upgrades can be found after selecting an equipment under the Modify tab.
锻造可以在选择一件装备以后在“调整”标签下被找到。
Upgrades have been simplified from the old system; you no longer upgrade stats individually, and it now costs cores (or credits) instead of bindings to do so. (Bindings are now used for something else; see Stat Fusion below.)
锻造被从旧有系统进行简化:你不再单独锻造各项数值,并且不再消耗粘合剂,而是使用装备核心(或者 C )。(粘合剂被用于其他地方,参考下方的数值附魔。)
If you salvage equipment with upgrades, you will get back 90% of the base materials (low/mid/high-grade mats) and rare materials (repurposed actuator etc) used for this, but not the cores/catalysts/credits spent on the upgrades, nor bindings for legacy upgrades.
如果你分解带有锻造的装备,你会取回 90% 的用于锻造的基础材料(低/中/高级材料)和稀有材料(比如动力碎片),但是不会取回用于锻造的装备核心、催化剂、 C 或者粘合剂。
In the equipment info of soulbound equipment, you will see a readout like "Tier: 0 / 5 / 10". The meaning of these numbers is:
在魂绑装备的装备信息里,你看见信息比如“阶层: 0/5/10 ”。这些数字的意义是:
0 - Upgrade Level
0 - 锻造等级
5 - Item World Level (which is also the current upgrade cap)
5 – 道具界等级(该数值同时也是当前的锻造上限)
10 - Level Cap (both for the World Level and Upgrade Level)
10 – 等级上限(同时作用于道具界等级和锻造等级)
Upgrade Levels and Item World Levels boost the stats of the equipment, and increase the number of Charm Points that limit the power and number of charms you can attach to it. Every Upgrade Level and Item World Level add +1 CP each, and boost the base stats by +1% (+2% for attack+magic damage stats).
锻造等级和道具界等级提升装备的数值,并且增加护符点数,这个点数限制了可以镶嵌的护符的数量。每一个锻造
等级和道具界等级会提升 1 点,并且提升基础数值的 1% ,(对于物理伤害和魔法伤害,会提升 2% )。
An equipment's Upgrade Level is capped to its current Item World Level, which is capped based by the quality of the equipment. For example, a Legendary equipment has a cap of 20, giving it maximum of 20 levels of IW + Upgrades, while Peerless equipment has a cap of 25. (Converted Magnificent and Legendary equipment also get 25 levels to minimize issues with converted upgrades exceeding the cap.)
一件装备的锻造等级上限取决于它当前的道具界等级,道具界等级的上限取决于装备的品质。例如,一件传奇装备
拥有20级的上限,这让该装备最多可以进行20级的道具界和锻造,而无双装备拥有 25 级的上限。(被转换的史诗和传奇装备也会获得 25 级的上限,来最大限度减少转换后锻造超过上限的问题。)
Item Words are now based on the Tower mechanics, meaning that the difficulty level for each floor is fixed. They also now require World Seeds to initiate; these are just renamed Amnesia Shards with a different usage, as "reforging" equipment to reset its potencies is no longer a thing.
道具界现在基于塔机制,每一层的难度是固定的。道具界现在需要消耗“世界种子”来发起。世界种子是重命名后
的遗忘碎片,并且拥有不同的作用。装备不再能进行“重铸”。
Clearing an Item World will increase its World Level by one, and will reward you with a Charm that fits the equipment you just fought in. The chance of this being a Greater Charm increases with the World Level.
完成一次道具界会提升 1 级道具界等级,并且奖励你 1 个护符,护符种类与你进行道具界的装备种类相匹配。获得大护符的概率随着道具界等级的提升而提升。
You must soulbind equipment before you can enter its Item World, and by extension, upgrade it. Which means you will have to do it yourself.
想要进入道具界以及锻造装备,你必须魂绑对应装备。这意味着你只能自己进行道具界和锻造。
Catalysts have been removed as staple items. Upgrading equipment will use catalysts if you have them; otherwise it will charge credits directly. Unused catalysts will eventually be deleted; they are not collectibles.
催化剂被从系统店的可堆叠物品中移除了。如果你还有催化剂,锻造装备会使用催化剂;否则会直接扣除对应的 C 。没有被使用的催化剂最终会被删除;它们不可以被用于收集。
If you are missing Cores for upgrades (or stat fusion), it will allow you spend credits instead. The rates are set at 20 000C per legendary core and 500 000C per peerless core. This is done to cap the prices of these items, to help prevent excessive pressure on salvaging the related equipment.
如果你缺少用于锻造(或者数值附魔)的装备核心,你被允许使用 C 进行替代。比例被设置为每个传奇核心 20000 C ,每个无双核心 500000 C 。这用于控制这些物品的最高价格,来避免分解对应品质装备的过量压力。

Stat Fusion - not yet available
数值附魔 – 尚未实装
Stat Fusion will allow you to permanently sacrifice a piece of equipment of the same type (slot+template) in order to boost the stats of a different equipment. Again, sacrificed equipment are permanently destroyed and cannot be recovered under any circunstances.
数值附魔将会允许你永久性地消耗一件同类型(位置 + 模板)的装备来提升另一件不同的装备的数值。被消耗的装备将会被永久摧毁,不再能重新获得。
Stat Fusion has a fixed cost in credits, and will require one or more bindings for every stat that is improved. The cost addtionally depends on the base stat rolls of the two equips; if the sacrificed gear has a lower base roll, it will additionally require one or more Cores to improve that stat.
数值附魔会消耗固定数量的 C ,并且将会需要 1 份或更多的粘合剂来提升每一项数值。这项消耗取决于两件装备的基础数值的骰点;如果被消耗的装备拥有更低的
基础骰点,提升数值会消耗 1 份或更多的核心。
Legendary gear can be upgraded to Peerless using this mechanism, but the cost for doing do will be substantial; expect on the order of hundreds of millions to fully upgrade a Legendary into a Peerless.
传奇装备可以通过该机制锻造到无双,但是这么做会有巨大消耗;预计将会消耗数亿来将一件传奇装备完全锻造至
无双。
Optionally, and with a number of new and outrageously expensive hath perks that will be added, you will also be able to further increase the stats beyond that of a base Peerless.
可选择的是,通过一定数量的新添加的奇贵无比的环,你可以进一步将数值提升到无双以上。
While it allows you to sacrifice soulbound equipment, it will not allow you to sacrifice equipment with any upgrade levels - but you could salvage these to refund the upgrades first if you really wanted to. You can use salvage remains for stat fusion directly, but it will additionally charge you the salvage materials (without the repair penalty) to do so.
你被允许消耗魂绑的装备,但不允许你消耗任何拥有锻造等级的装备,但是你可以分解这些装备来回收锻造材料,
如果你真的想要这么做。你可以直接使用分解后的装备残骸进行数值附魔,但是这么做会额外消耗分解该装备获得
的材料(没有维修惩罚)。
Stat Fusion will not be available on Isekai for several reasons; for one, because you cannot get bindings there.
数值附魔在之后数个赛季里将不会在异世界实装,其中一个原因是你在异世界无法获得粘合剂。

Repair
维修
Equipment will no longer suffer from stat degradation as it is damaged. If the condition (or energy when applicable) reaches 0%, the equipment will instead become unusable, and no longer counts as being equipped until it is repaired.
装备耐久度下降不再会减少数值。如果装备的耐久度(或者能量,如果是可应用的)降到 0% ,装备会变得不可使用,并且不被当作已经穿上的,直到它被修复。
Equipment cannot become unusable during a series of battles. To discourage people from taking advantage of this, it will require an additional base material (e.g. a high-grade wood for a legendary staff) to restore equipment from 0% condition, and one additional energy cell to recharge equipment from 0% energy.
在同一系列的战斗中,装备将不会变得不可使用。为了避免人们通过该机制不当得利,维修 0% 耐久度的装备将额外消耗一份基础材料(比如,对于一把传奇法杖,消耗一份高级木材),以及一块额外的能量电
池来为 0% 能量的装备进行充能。
A persistent equipment warning will be displayed if the condition or energy is below 20%, any charms are torn, or any charm pouches are damaged. It will also print a warning at the end of every battle series.
如果一件装备的耐久度或者能量低于 20% ,或者任何护符被撕毁,或者任何护符的小袋被损坏,一条持续的装备警告将会被显示。在每一次系列战斗结束后
,也会显示一条对应警告。

Salvage
分解
Rather than being possible to buy back from the equipment store with little consequence, salvaged equipment will no longer be usable unless you repair it using all the items salvaged from it + the regular repair items required for a full repair.
被分解的装备不再能被使用,直到你使用所有分解该装备获得的物品来修复它并且附加进行完全修复所需要的常规
修复物品,而不是能够在几乎没有代价的情况下从系统店买回。
For upgraded gear, salvaging it will still return 90% of the base materials (low/mid/high-grade mats) and rare materials (repurposed actuator etc) used for this, but not the cores/catalysts/credits spent on the upgrades, nor bindings for converted legacy upgrades. The IW level will not be reset.
如果你分解带有锻造的装备,你会取回 90% 的用于锻造的基础材料(低/中/高级材料)和稀有材料(比如动力碎片),但是不会取回用于锻造的装备核心、催化剂、 C 或者粘合剂。道具界等级不会因为分解被重置。

Changes to hit/crit/avoidance calculations
攻击/暴击/规避的计算方式的改变
The math for hitting stuff has been reworked, with the aim to avoid the situation where increasing certain stats further is meaningless and in some cases detrimental. Most importantly, the crit chance stat has been removed; Accuracy is now used for crit calculations. All stats have also been changed so they are not percentage values; instead, Accuracy now works as a counter-stat to all avoidance stats.
攻击机制的数值被更改了,以避免一种情况,在这种情况下进一步提升数值毫无意义甚至有害。最重要的是暴击率
数值被移除了;命中率现在也用于计算暴击率。所有的数值都被改变了,它们不再是百分比;做为替代的,命中率
现在用于反制所有类型的规避数值。
- There are no longer separate rolls for "miss" and "evade". The baseline to-hit roll now rolls Accuracy vs Evade on a linear scale where having Accuracy equal to Evade gives an 80% to-hit chance, capping to a max of 99% if acccuracy is >4x Evade, and a min of 20% if Evade is >4x Accuracy. It will also roll twice, where succeeding either roll results in a glancing hit (half damage + proc chance), and successing both rolls gives a normal hit. Both rolls must succeed to have a chance to roll a crit. For all calculation purposes, Accuracy and Evade both have a +100 base minimum value, meaning you need at least 400 of a stat to hit the avoidance range cap.
现在,“未击中”和“回避”不再分别骰点。击中的基础骰点机制现在是基于命中率对抗回避率的线性关系,当命
中率等同于回避率的时候,有 80% 的击中概率,如果命中率大于 4 倍的回避率,击中概率将到达封顶的 99% ,如果回避率大于 4 倍的命中率,击中概率将降到保底的 20% 。击中骰点将会进行两次,骰中任意一次将造成击偏(一半的伤害和一半的特效触发概率),两次都骰中将造成正
常命中。只有两次骰中才有概率进行暴击骰点。对于所有的计算目的,命中率和回避率都有一个 100 的最低数值,这意味着你至少需要 400 的对应数值来达到相应的上下限。
- The chance to crit is now based on the to-hit chance; the initial crit chance is the hit chance recalculated with half accuracy, capped to 50%. Players can now also continue stacking multiple crits for melee attacks; the chance for stacking crit rolls is the hit chance with one-fourth accuracy, capped to 25%, and keeps rolling until the roll fails or it reaches a 9x crit, which with a x1.5 base crit multiplier gives 1 + (0.5 * 9) = 5.5x damage.
暴击的变更基于击中概率:最初的暴击率是基于击中概率的再计算,这种再计算只调用二分之一的命中率,最初的
暴击率的上限是 50% 。玩家现在可以在物理攻击过程中持续堆叠暴击;堆叠暴击的概率的骰点同样是击中概率的再计算,但是只调用四
分之一的命中率,堆叠暴击率的上限是 25% ,并且会持续进行骰点,直到骰点失败或者叠到 9 层暴击,这意味着 1.5 倍的基础暴击伤害倍率现在会造成 1+(0.5*9) = 5.5 倍的伤害。
- Block and Parry now rolls against Accuracy on a linear scale. Having Block/Parry equal to Accuracy gives a 20% success chance, capping at 50% chance if Block/Parry is >4x and 1% chance if Accuracy is >4x, unless the intercept stat is 0, in which case there is no roll. This rolls twice, where getting one success roll gives half damage and half proc chance, and two success rolls give zero damage and full proc chance.
格挡和招架现在以线性关系进行对抗命中率的骰点。拥有等值于命中率的格挡或者招架概率会赋予一个 20% 的成功概率,如果格挡或者招架大于 4 倍的命中率,成功概率将达到 50% 的上限,如果命中率大于 4 倍的格挡或者招架,成功概率将降到 1% 的保底,除非对应的规避数值是 0 ,这种情况下将不会进行对应的规避骰点。规避骰点会进行两次,骰中任意一次将减半伤害并获得减半的特效概率
,骰中两次将会不受伤害并获得完成的特效概率。
- Resist similarly rolls against Magic Accuracy on the same scale, but still rolls three times with the old damage reductions (50%/25%/10%).
抵抗以相同的计算方式对抗魔法命中率,但是仍然以旧有减伤机制( 50%/25%/10% )进行三次骰点。
- To-Hit, Block, Parry and Resist rolls now happen independently, which means it is possible to evade+block+parry the same attack. This means no avoidance stats can be detrimental to trigger procs for any other avoidance stat. Damage modifiers are also independent, so an attack that hits but is half-blocked + half-parried does 25% damage.
击中、格挡、招架和抵抗的骰点现在相互独立进行,这意味着现在可以对同一次攻击同时进行回避、格挡和招架。
这意味着没有规避数值会降低任何其他规避数值的触发。伤害倍率也是独立的,这意味着一次攻击命中了,但是被
半抵抗并且半招架了,最终造成 25% 伤害。
- Counter-Parry/Block/Resist/Evade still work as a percentage linear reduction of the corresponding stat. So 50% Counter-Parry simply reduces the Parry stat by 50%.
反招架、反格挡、反抵抗和反回避仍然以百分比对相应数值造成线性减少。也就是说, 50% 的反招架减少 50% 的招架数值。
The scaling for the Accuracy, Evade, Block, Resist and Parry stats is still tentative, especially at higher levels, and will be adjusted during the initial Isekai season based on (reasonable) player feedback.
命中率、回避率、格挡、抵抗和招架数值仍然是暂定的,尤其是在高等级,并且会在最初的异世界赛季根据(有理
由)的玩家反馈进行调整。

Other balance changes
其他平衡性调整
- Vampire weapons now drain 10% of the weapon's base damage in health per hit and returns it to the player.
吸血后缀的武器现在每次命中吸取 10% 的武器基础伤害的生命值。
- Illithid and Banshee weapons now drain 5% of the weapon's base damage in health and returns it to the player, and damages the monster's mana/spirit by 10% while draining an amount of mana/spirit calculated as 1% (for one-handed) or 2% (for two-handed) of the player's base mana/spirit multiplied by the monster's current (percentage) mana/spirit.
吸魔和吸灵后缀的武器现在每次命中吸取 5% 的武器基础伤害的生命值,并且减少怪物 10% 的魔力或者灵力,同时吸取一定数量的魔力或者灵力。吸取魔力或者灵力的基础值是玩家基础魔力或者灵力的 1% (单手武器)或者 2% (双手武器),同时乘以怪物当前的魔力或者灵力的百分比。
- Mainhand and Offhand attacks are now treated separately. The odds of an offhand attack happening depends on dual-wield proficiency, but from then it is mostly similar to a mainhand attack.
主手和副手攻击现在会被分别对待。副手攻击的概率取决于双持熟练度,但是除此之外它和主手攻击极度相似。
- Offhand weapons no longer have a penalty to stats.
副手武器不再有数值惩罚。
- Bleeding Wound is now a "decaying" effect; inflicting it will add a 50x stack (doing 50% base damage), which decays by 10% per turn. The stack is capped to 200x (200% base damage).
流血现在是一个“衰减”效果;触发它会增加一个 50 次的堆叠(造成 50% 的基础伤害),每回合衰减 10% 。堆叠的上限是 200 ( 200% 的基础伤害)。
- The armor ability bonuses no longer require wearing all of one type of armor; instead they take effect if you wear at least three of that type.
防具技能奖励不再需要穿整套相同类型的防具;作为替代,你至少需要穿三件相同类型的防具来触发技能奖励。
- Changed the requirement for Spark of Life triggering: it no longer depends on the current health, but it can only trigger once every 1000 time units (10 player actions at the default speed) - the health bar will indicate if it is active or not.
改变了火花的机制;它不再取决于当前的生命值,但是它每 1000 时间单位才能被触发一次(默认速度下的 10 个玩家动作),生命条会显示出火花是否被激活。
- Monster health increase from tower difficulty boost was halved.
怪物基于塔机制的生命值提升现在被减半了。

Misc
杂项
- A number of previously disabled equipment types can now drop again. These are likely to be balanced over time, which will be retroactive to existing equipment.
一些种类的旧有装备类型现在可以重新掉落了。随着时间过去,它们可能被进行平衡性调整,这种调整会追溯现有
装备。
- Soul Fragment rewards from The Tower was increased from a fixed 10 fragments per floor, to (10 + floor * 5) fragments per floor, capping at 100 fragments per floor.
塔的魂片奖励现在被增加了,从每层固定 10 块增加到 (10+ 层数 *5 ) 块每层,上限是每层 100 块。

Script policy changes
脚本政策调整
We are changing the policy on what sort of helper scripts are allowed for HV battles.
我们改变了被允许用于 HV 战斗的辅助脚本的种类的政策。
Before, scripts that took actions automatically in battle, or automatically remapped actions based on reading the game state, were not allowed. We are now lifting this restriction for in-browser helper scripts.
在此之前,在战斗中自动进行行动的脚本,或者基于读取游戏数值自动进行重新映射行动的脚本,是被禁止的。现
在我们对于浏览器内辅助脚本移除了限制。
What this means in practice is that in-browser "auto-battler" scripts are now explicitly allowed. This policy change is specifically limited to battles, and specifically actions taken within a single (round of) battle.
这意味着,在实践上,浏览器内“自动战斗”脚本现在被明确允许了。这项政策调整具体地限制于战斗,具体地限
制于在一(轮次的)战斗中被采取的行动。
In other words, we still do NOT allow scripts that do fully autonomous/unattended play, such as both automatically playing and automatically advancing battles between rounds, or automatically starting new battles.
换句话说,我们仍然不允许自动进行和无人看管的游玩,比如同时自动游玩并自动过层,或者自动开始新战斗。
Note that these policy changes take effect immediately, both for Isekai and Persistent.
注意,以上政策调整立即生效,同时作用于异世界和主世界。

This post has been edited by chjj30: Yesterday, 16:00
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post Yesterday, 16:00
Post #27963
fasgdfgs



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新版本感觉命中率很重要,50级的ar时不时打不出伤害,我看布甲回避加的最多,有没有可能布甲防御性不输重甲

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post Yesterday, 16:17
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l13763824039



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我出现了10连miss。震惊

看了看改动,大改的关键点有
暴击命中闪避招架等计算方式大改。更难全躲和全中,但是更容易减少被打到的伤害。暴击看不太懂。 感觉战士伤害上限大增
灵吸和吸血效果大幅提高了。
流血可以叠加到2倍流血伤害了,而不是只叠持续时间了。但是会随时间减少层数(伤害)
火花准确说是玩家每1000 ticks(基础时间单位)最多触发一次。大多情况下这是单手战士打10下的时间. 那法师很危险了. 怪物此时能反击好多下了
3件装备就能触发同类装备效果。混穿可能有未来了
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post Yesterday, 16:23
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最劲爆的内容是自动化脚本居然放开了,也不知道大佬会不会把这种脚本公开出来。
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post Yesterday, 16:33
Post #27966
SIRIUSs



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QUOTE(ppp4321 @ Nov 1 2025, 22:23) *

最劲爆的内容是自动化脚本居然放开了,也不知道大佬会不会把这种脚本公开出来。


MB串應該會有人更新

當兵學到最受用的一句:「不打勤、不打懶,專打不長眼。」
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post Yesterday, 16:39
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QUOTE(chjj30 @ Nov 1 2025, 21:57) *


What this means in practice is that in-browser "auto-battler" scripts are now explicitly allowed. This policy change is specifically limited to battles, and specifically actions taken within a single (round of) battle.
这意味着,在实践上,浏览器内“自动战斗”脚本现在被明确允许了。这项政策调整具体地限制于战斗,具体地限
制于在一(轮次的)战斗中被采取的行动。
In other words, we still do NOT allow scripts that do fully autonomous/unattended play, such as both automatically playing and automatically advancing battles between rounds, or automatically starting new battles.
换句话说,我们仍然不允许自动进行和无人看管的游玩,比如同时自动游玩并自动过层,或者自动开始新战斗。
Note that these policy changes take effect immediately, both for Isekai and Persistent.
注意,以上政策调整立即生效,同时作用于异世界和主世界。


开放,可以有人接管的一轮次的自动脚本?

没太看懂
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post Yesterday, 16:43
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chjj30



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QUOTE(sola470 @ Nov 1 2025, 22:39) *

开放,可以有人接管的一轮次的自动脚本?

没太看懂


我的理解是,你坐在计算机前面,然后让脚本自动打怪,打完你手动过层,打完一个竞技场你手动开下一个竞技场
继续打,这属于有人看管。一个轮次,或者说一个系列,我觉得是比如一个完整的竞技场, 60 层战斗,算是“一个完整的系列的战斗”。

This post has been edited by chjj30: Yesterday, 16:44
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post Yesterday, 17:02
Post #27969
--一虹--



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被x10的ar打死了,真的无语
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post Yesterday, 17:06
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hecao love



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本来异世界开荒应该从从容容,游刃有余。现在是匆匆忙忙,连滚带爬。没出息😭😭

新装备似乎没有译名?
Silkiron 翻译成 软猬甲
Drakehide 翻译成 龙鳞甲(直译是龙皮甲)
Kevlar 就用凯夫拉(芳纶纤维材料)
各位觉得如何?

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post Yesterday, 17:08
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[zh.wikipedia.org] https://zh.wikipedia.org/zh-tw/%E5%85%8B%E7%B6%AD%E6%8B%89
原來老裝備混了個時代明顯不同的東西....?
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post Yesterday, 17:13
Post #27972
chjj30



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QUOTE(hecao love @ Nov 1 2025, 23:06) *

本来异世界开荒应该从从容容,游刃有余。现在是匆匆忙忙,连滚带爬。没出息😭😭

新装备似乎没有译名?
Silkiron 翻译成 软猬甲
Drakehide 翻译成 龙鳞甲(直译是龙皮甲)
Kevlar 就用凯夫拉(芳纶纤维材料)
各位觉得如何?


Silkiron 我不知道是啥,搜出来 Silk Iron 在 ebay 上有很多叫这个名字的中国古董。
Drakehide 里 《魔兽世界》里就有,照搬那边就行了。
Kevlar 是常见材料,用常规翻译就行了。
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post Yesterday, 17:25
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WTF联合银行



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哇哦还有新装备
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post Yesterday, 18:23
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ppp4321



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QUOTE(l13763824039 @ Nov 1 2025, 21:40) *

看了看是MB的功能
搜索
然后把
替换成
即可解决。或者直接替换也行。有的脚本猴有直接替换功能
还没怎么测试


求助一下怪物头上的效果时长怎么显示?
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post Yesterday, 18:39
Post #27975
einhers



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现在 1H 的格挡、招架,还能触发 反击 和晕眩吗?原本赖以为生的 stun 效果一次都没出现
用 Superior 西洋剑 + 塔盾,命中几乎都是 glance,伤害比 hit 少很多
怪物使用技能时的 crit 几率好高……
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post Yesterday, 18:55
Post #27976
WTF联合银行



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今日挑战: 5 / 5
今日清通: 4 / 5

喜闻乐见的首日翻车 又双叒叕忘了装备消耗品
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post Yesterday, 19:34
Post #27977
Lady_Slayer



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QUOTE(hecao love @ Nov 1 2025, 23:06) *

本来异世界开荒应该从从容容,游刃有余。现在是匆匆忙忙,连滚带爬。没出息😭😭

新装备似乎没有译名?
Silkiron 翻译成 软猬甲
Drakehide 翻译成 龙鳞甲(直译是龙皮甲)
Kevlar 就用凯夫拉(芳纶纤维材料)
各位觉得如何?


你要更新到wiki上吗?我觉得ok。

QUOTE(ericeric91 @ Nov 1 2025, 23:08) *

[zh.wikipedia.org] https://zh.wikipedia.org/zh-tw/%E5%85%8B%E7%B6%AD%E6%8B%89
原來老裝備混了個時代明顯不同的東西....?


是的,我也不太明白菠萝为什么要用一个出现在现代材料里的词汇。

QUOTE(chjj30 @ Nov 1 2025, 23:13) *

Silkiron 我不知道是啥,搜出来 Silk Iron 在 ebay 上有很多叫这个名字的中国古董。
Drakehide 里 《魔兽世界》里就有,照搬那边就行了。
Kevlar 是常见材料,用常规翻译就行了。


silkiron算是一个合成词。就是silk(丝绸) + iron(铁)。丝质般的铁甲,软猬甲是个不错的译名。
这个游戏并不是照抄别的作品的游戏,翻译也不是生搬硬套,没有必要因为别人用过什么自己就非得用啥。我觉得
他的翻译还算到位。

This post has been edited by Lady_Slayer: Yesterday, 19:41
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post Yesterday, 20:08
Post #27978
剑行血间



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打个 x10 胆战心惊,1H 落魄了
前期这命中也太低了,看起来 balance 暂时是最好的后缀
流血加强或许短剑会比西洋剑强
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post Yesterday, 22:05
Post #27979
ppp4321



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Buff栏排序修改好不习惯
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post Today, 00:38
Post #27980
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QUOTE(ppp4321 @ Nov 1 2025, 12:23) *

求助一下怪物头上的效果时长怎么显示?

一样的,这两个用的时长都用一样的语法。改了buff时长语法就也改了怪物的
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