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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, 14:56
Post #28201
SIRIUSs



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CODE
Shadow Veil now has two separate effects; there is a (reduced) bonus for Evade, which only does anything if you have any remaining natural Evade left over after the Burden penalty, plus a separate effect where monsters have a chance to "whiff at shadows", bypassing hit rolls completely.


Shadow Veil 除了原有的提升迴避值效果以外,額外新增保底迴避判定(無視負重)。

需要重新安裝技能才會生效
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post Yesterday, 16:18
Post #28202
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QUOTE(SIRIUSs @ Nov 4 2025, 20:56) *

CODE
Shadow Veil now has two separate effects; there is a (reduced) bonus for Evade, which only does anything if you have any remaining natural Evade left over after the Burden penalty, plus a separate effect where monsters have a chance to "whiff at shadows", bypassing hit rolls completely.


Shadow Veil 除了原有的提升迴避值效果以外,額外新增保底迴避判定(無視負重)。

需要重新安裝技能才會生效

不是你发了这个我都没发现我一直没装强化影纱技能,一直负重打怪了属于是 (IMG:[invalid] style_emoticons/default/blink.gif)

草,发现强化生命火花也没装

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post Yesterday, 16:24
Post #28203
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QUOTE(worms3000 @ Nov 4 2025, 22:18) *

不是你发了这个我都没发现我一直没装强化影纱技能,一直负重打怪了属于是 (IMG:[invalid] style_emoticons/default/blink.gif)

草,发现强化生命火花也没装

我点了影纱,但没装 (IMG:[invalid] style_emoticons/default/blink.gif)
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post Yesterday, 16:28
Post #28204
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尴尬,看错了

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post Yesterday, 16:42
Post #28205
tjjyuki



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QUOTE(--一虹-- @ Nov 4 2025, 22:28) *

卧槽,异界盾和护甲的格挡直接叠加
盾化甲要起飞

虽然是加算但公式计算之后不用想肯定是边际递减 (IMG:[invalid] style_emoticons/default/dry.gif)

现在格挡计算公式有说吗?我没找到
以前一个roll不错的EX盾就能轻松40%格挡
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post Yesterday, 16:54
Post #28206
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QUOTE(tjjyuki @ Nov 4 2025, 22:42) *

虽然是加算但公式计算之后不用想肯定是边际递减 (IMG:[invalid] style_emoticons/default/dry.gif)

现在格挡计算公式有说吗?我没找到
以前一个roll不错的EX盾就能轻松40%格挡


- Block and Parry now rolls against Accuracy on a linear scale. Having Block/Parry equal to Accuracy gives a 25% success chance, capping at 75% chance if Block/Parry is >3x and 1% chance if Accuracy is >3x, 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.

就这段
现在格挡也和命中挂钩,所以没办法用以前的方式换算
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post Yesterday, 17:18
Post #28207
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QUOTE(worms3000 @ Nov 4 2025, 09:54) *

- Block and Parry now rolls against Accuracy on a linear scale. Having Block/Parry equal to Accuracy gives a 25% success chance, capping at 75% chance if Block/Parry is >3x and 1% chance if Accuracy is >3x, 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.

就这段
现在格挡也和命中挂钩,所以没办法用以前的方式换算

看起来是线性成长,也就是擦伤是线性收益。完全格挡要判定两次,收益就非线性更高了

刚刚打了P盾15层IW,300级10x难度。然后IW16就要340级15x难度了
看起来是3层难度升级一次。等级不同层之间怪物等级scale不同。最后估计要远超500级
这下P装满IW等价爬塔了。不怕主世界没塔打了。

不知道IW每一个round会不会增加怪物伤害。目前我没明显感觉到高round怪更强

顺带拿低级arena试了试,更新后能打20x了

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post Yesterday, 17:19
Post #28208
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格挡/招架现在和命中挂钩,或者说目前一切东西都和命中挂钩
命中不再是一个有上限的数值,命中越高实际攻击力越高,堆不到头的

当发生一次攻击时,会同时用 闪避/格挡/招架 去单独计算这三个的成功几率
闪避 = 命中,80%命中率
3倍闪避 vs 1倍命中,1%命中率
1倍闪避 vs 3倍命中,99%命中率
格挡 = 命中,25%格挡概率
3倍格挡 vs 1倍命中,75%格挡概率
1倍格挡 vs 3倍命中,1%格挡概率

目前格挡与招架的最高效果都被定死在了 75%,命中则是 99%

可以招架/格挡一次被闪避的攻击实在太过抽象
这个机制下轻甲 1H 闪避过高导致攻击降低的负面效果已经没了,并且均摊属性比单独堆叠一个属性更好

由于不知道怪物的平均命中,没法算出一个实际的概率

This post has been edited by 剑行血间: Yesterday, 17:24
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post Yesterday, 17:27
Post #28209
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QUOTE(worms3000 @ Nov 4 2025, 22:54) *

- Block and Parry now rolls against Accuracy on a linear scale. Having Block/Parry equal to Accuracy gives a 25% success chance, capping at 75% chance if Block/Parry is >3x and 1% chance if Accuracy is >3x, 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.

就这段
现在格挡也和命中挂钩,所以没办法用以前的方式换算

1.我方格挡/招架值1-3倍于敌方命中值,格挡/招架成功几率为25%~75%
2.敌方命中值是我方格挡/招架值的3倍以上时,格挡/招架成功率下限为1%
3.基于1和2引申,敌方命中值是我方格挡/招架值的1-3倍时,格挡/招架成功率为25%~1%
具体计算公式不明
格挡/招架成功只能分别减免一半的伤害,两次判定都成功才能达到以前格挡的效果
这里假设情况1,简单换算就是以前的6~56%格挡
当然,只判定成功一次也能减免一半的伤害,实际肯定不能这么换算
但现在格挡+招架的上限也只相当于以前56%的格挡
我这么理解应该没错吧

This post has been edited by tjjyuki: Yesterday, 17:35
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post Yesterday, 17:35
Post #28210
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QUOTE(剑行血间 @ Nov 4 2025, 10:19) *

这个机制下轻甲 1H 闪避过高导致攻击降低的负面效果已经没了,并且均摊属性比单独堆叠一个属性更好

由于不知道怪物的平均命中,没法算出一个实际的概率

我还是觉得单独叠一个好。只要命中和格挡/招架/闪避的关系是线性影响%概率的,那就是叠一个好。 而两次判定完全免伤也导致叠一个收益高

QUOTE(tjjyuki @ Nov 4 2025, 10:27) *

1.我方格挡/招架值1-3倍于敌方命中值,格挡/招架成功几率为25%~75%
2.敌方命中值是我方格挡/招架值的3倍以上时,格挡/招架成功率下限为1%
3.基于1和2引申,敌方命中值是我方格挡/招架值的1-3倍时,格挡/招架成功率为25%~1%
具体计算公式不明
格挡/招架成功只能分别减免一半的伤害,两次判定都成功才能达到以前格挡的效果
这里假设情况1,简单换算就是以前的6~56%格挡
当然,只判定成功一次也能减免一半的伤害,实际肯定不能这么换算
但现在格挡+招架的上限也只相当于以前56%的格挡
我这么理解应该没错吧

我也这么理解。要注意闪避能叠到80%概率闪避。比以前上限高了很多,起步比以前差了很多

- 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 >3x Evade, and a min of 20% if Evade is >3x 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 300 of a stat to hit the avoidance range cap.

也是两次roll。完全闪避概率64%。擦伤概率32%,吃满伤害概率4%。96%概率不会被暴击。
对比老版完全闪避不差,有32%吃伤害的情况减伤。很难被暴击

如果真按10b说的线性成长,我怀疑后期生存会大幅溢出

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post Yesterday, 17:50
Post #28211
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QUOTE(剑行血间 @ Nov 4 2025, 23:19) *
3倍闪避 vs 1倍命中,1%命中率

是20%吧
QUOTE(Tenboro @ Nov 1 2025, 17:01) *
- 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 >3x Evade, and a min of 20% if Evade is >3x 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 300 of a stat to hit the avoidance range cap.


QUOTE(l13763824039 @ Nov 4 2025, 23:35) *
也是两次roll。完全闪避概率64%。擦伤概率32%,吃满伤害概率4%。96%概率不会被暴击。
对比老版完全闪避不差,有32%吃伤害的情况减伤。很难被暴击
如果真按10b说的线性成长,我怀疑后期生存会大幅溢出


什么装备能叠到这个数值
怪物也有c-evd的

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post Yesterday, 17:58
Post #28212
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QUOTE(l13763824039 @ Nov 4 2025, 23:35) *

我还是觉得单独叠一个好。只要命中和格挡/招架/闪避的关系是线性影响%概率的,那就是叠一个好。 而两次判定完全免伤也导致叠一个收益高
我也这么理解。要注意闪避能叠到80%概率闪避。比以前上限高了很多,起步比以前差了很多

- 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 >3x Evade, and a min of 20% if Evade is >3x 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 300 of a stat to hit the avoidance range cap.

也是两次roll。完全闪避概率64%。擦伤概率32%,吃满伤害概率4%。96%概率不会被暴击。
对比老版完全闪避不差,有32%吃伤害的情况减伤。很难被暴击

如果真按10b说的线性成长,我怀疑后期生存会大幅溢出

怪物有減閃避格檔的升級,如果還是減百分比那麼我覺得不至於溢出,甚至溢出一些防極端情況可能有好處
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post Yesterday, 18:08
Post #28213
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现在打hv心态好复杂,一开始就是想赚c随便玩玩的,再后来就是上班摸鱼点几下也无妨。
研究研究装备,掉掉宝也挺好玩的,直到今天第一次打龙场x20被女高折磨了50多分钟,
总共爆了一次火花,消耗品也没用多少,就是感觉太坐牢了,有女高和没女高的图差别也太大了吧。
打完又坐在电脑桌前反思玩这个游戏是为了什么了。

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post Yesterday, 19:10
Post #28214
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QUOTE(DawnCCB @ Nov 5 2025, 00:08) *

现在打hv心态好复杂,一开始就是想赚c随便玩玩的,再后来就是上班摸鱼点几下也无妨。
研究研究装备,掉掉宝也挺好玩的,直到今天第一次打龙场x20被女高折磨了50多分钟,
总共爆了一次火花,消耗品也没用多少,就是感觉太坐牢了,有女高和没女高的图差别也太大了吧。
打完又坐在电脑桌前反思玩这个游戏是为了什么了。

恭喜,300级是个分水岭,过了这个坎你就不会再问为什么了
——要么走上一路升级、转法、提升装备的无尽旅途,要么逐渐下线 quit
我第一次龙场花了至少 4 小时,上一次爬塔 110 多层也是 4 个多小时

成熟法师玩家能够一小时内刷完全部竞技场,但为达到这个水平要耗费巨大的时间和精力
然而半年后预定改版,积攒的游戏经验、装备、甚至 HV Utils 等插件都会过时

爬塔原本挺有意思,但就我而言,异世界这头四天真是度日如年,一会太轻松、一会太惊险
我是极度厌恶爆火花的,如今 x10 竞技场也火花如烟花,感觉精神被削减
虽然拿出爬塔的态度再难都能打,但没有余裕就不是游戏了
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post Yesterday, 19:22
Post #28215
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突然意识战士放debuff命中率也不低, 那怪物的闪避/抵抗其实不高吧
或者debuff命中改了?
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post Yesterday, 19:31
Post #28216
DawnCCB



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QUOTE(einhers @ Nov 4 2025, 19:10) *

恭喜,300级是个分水岭,过了这个坎你就不会再问为什么了
——要么走上一路升级、转法、提升装备的无尽旅途,要么逐渐下线 quit
我第一次龙场花了至少 4 小时,上一次爬塔 110 多层也是 4 个多小时

成熟法师玩家能够一小时内刷完全部竞技场,但为达到这个水平要耗费巨大的时间和精力
然而半年后预定改版,积攒的游戏经验、装备、甚至 HV Utils 等插件都会过时

爬塔原本挺有意思,但就我而言,异世界这头四天真是度日如年,一会太轻松、一会太惊险
我是极度厌恶爆火花的,如今 x10 竞技场也火花如烟花,感觉精神被削减
虽然拿出爬塔的态度再难都能打,但没有余裕就不是游戏了

我是属于休闲玩家派系的,属于这个游戏200多级前的AR的层数刚好对上我的节奏,
主要蹲着遭遇战打,偶尔刷刷ar,十多二十分钟不会很累人,现在一局龙场将近一个小时,
不用绿蓝修改器想要提升转法还要努力去GF搬砖,对我来说有点痛苦了,
老实说我玩到现在只有900k左右的存款,应该也算比较穷的那档。
打工人娱乐时间其实也不多,以后可能半afk状态了,看看能不能只靠每日登录和红牛转法。
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post Yesterday, 19:31
Post #28217
剑行血间



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QUOTE(l13763824039 @ Nov 4 2025, 23:35) *

我还是觉得单独叠一个好。只要命中和格挡/招架/闪避的关系是线性影响%概率的,那就是叠一个好。 而两次判定完全免伤也导致叠一个收益高

研究了一下,感觉很复杂,计算不出数学期望
[www.desmos.com] https://www.desmos.com/calculator/iiqhluamcn
滑块A代表命中,滑块B代表格挡/招架
假设 A = 100,B = 100,概率是 25%,1 - (0.25*0.25+0.75*0.25*2+0.75*0.75) = 0.25
假设 A = 100,B = 50,概率是 13.9%,1 - (1-0.139)^2=0.259
此时是分摊更好,100 < 50+50
但调大A值会得到不一样的结果
如果设 A = 200,此时 200 > 100+100

如果能知道敌方的平均命中,应该是能算出来怎么堆更好

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post Yesterday, 20:11
Post #28218
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QUOTE(DawnCCB @ Nov 5 2025, 01:31) *

我是属于休闲玩家派系的,属于这个游戏200多级前的AR的层数刚好对上我的节奏,
主要蹲着遭遇战打,偶尔刷刷ar,十多二十分钟不会很累人,现在一局龙场将近一个小时,
不用绿蓝修改器想要提升转法还要努力去GF搬砖,对我来说有点痛苦了,
老实说我玩到现在只有900k左右的存款,应该也算比较穷的那档。
打工人娱乐时间其实也不多,以后可能半afk状态了,看看能不能只靠每日登录和红牛转法。


不用去 GF 搬砖,每天刷竞技场并且不乱花就会应有尽有。
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post Today, 01:14
Post #28219
l13763824039



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QUOTE(mirroricecola @ Nov 4 2025, 10:50) *

怪物也有c-evd的



QUOTE(pooaa @ Nov 4 2025, 10:58) *

怪物有減閃避格檔的升級,如果還是減百分比那麼我覺得不至於溢出,甚至溢出一些防極端情況可能有好處

确实。应该没那么容易溢出
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post Today, 01:45
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--一虹--



我王守义今天就要看看你的十三香不香
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战法后缀减少蓝耗削弱了好多,估计单手法刷ar更费蓝了

This post has been edited by --一虹--: Today, 01:46
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