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实际受到的伤害计算

实际受到的伤害计算

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1.10里的伤害计算(Jarulf)

1.10里的伤害计算,遵循下面的顺序:

1 特殊情况下的伤害改变
17%最终伤害
这一条应用于PvP,PetvP,MinionvP(这里指的是玩家的Minion)
25%最终伤害
这一条应用于PetvPet
50%/35%/25% (普通/噩梦/地狱)最终伤害
这一条应用于Petv关底Boss
+200%最终伤害
这一条应用于关底BossvPet
+400%最终伤害
这一条应用于关底BossvMinion

2 骨甲Bone Armor、旋风甲Cyclone Armor和能量护盾Energy Shield的伤害减少

3 如果目标有“无法冰冻”属性,那冰冻(Chill)与冻结(Freeze)时间设为0

4 如果目标有“冰冻时间减半”属性,那冰冻(Chill)与冻结(Freeze)时间设为原值的一半

5 如果目标有抵抗毒系祭坛的增强属性,那毒系作用时间设为0

6 如果目标有抵抗火系祭坛的增强属性,那燃烧作用时间设为0(火墙等魔法不再按每帧伤害计算)

7 减少伤害的物品(物理伤害和魔法伤害)
魔法伤害减少作用于所有元素伤害和魔法伤害(这一步有些蹊跷,在特殊情况下,或者说在作用于某些特殊怪物时的伤害计算将跳过此步,而且怪物的抗性将永远不会低于0,但我还不能肯定)

8 抗性
计算时首先计算的是目标的基础抗性,基础抗性指的是装备与技能抗性加成与任何改变Res的外部技能(如AD和LR)之和。

所得抗性再减去攻击者所有“降低抗性”的效果,包括女巫的CM。任何一类的“降低冰系抵抗”同时会降低目标冰抗对冰冻和冻结时间的影响。如果存在降低毒系抵抗属性,每帧伤害值和毒系持续时间都会受到影响

对于玩家目标,都有因难度造成的Res影响(-40/-100 噩梦/地狱),原版里只有一半的影响(非D2x玩家),完成某些任务(Act5,Quest 3)影响会减少。这种Res的影响作用于所有的抗性(包括减少毒系作用时间),但不包括物理抗性和魔法抗性

最小抗性被限制在-100%,上限为75%(物理抗性为50%),加最大抗性的装备可以将所有的抗性上限提高到95%,但物理抗性和毒系作用时间除外(冰冻和冻结时间亦不受提升上限的影响,但冰系伤害会受到影响)

如果目标是不死系怪物且抗性大于0,并且攻击者具有庇护光环(Sanctuary),则目标抗性将被设定为0

某些情况下抗性不得低于0,但我还不是很清楚

伤害将由最后的抗性改变值确定,注意冰抗同时作用于冰冻和冻结时间

9 +吸收的装备(首先计算百分比的吸收,然后是数字的吸收)
最大吸收被限制在40%,尽管数字吸收还会继续增加(太难讲了,我在下面做了解释,译者注)。

与1.10相比最大的变化是PK的伤害限制被放到了计算公式的第一位,这意味着PK时其他各项数值会发挥较1.09更大的效果

一些说明(这些说明是别人的注解):

LR最大能减少70%抗性(1/5对有免疫属性的怪物,特殊怪物忽略LR)
Conviction最大能减少150%抗性(1/5对有免疫属性的怪物,特殊怪物忽略Conviction)
CM和其他减少敌人抗性百分比的装备工作原理类似,且无法破除免疫
最终伤害不得超过基本伤害的2倍(即抗性下限为100%)

+%和+x吸收的比较:
+%:大致相当于2倍的Res。
+xx:每一点都会同时增加hp和减少伤害,数值就是xx的大小。所得到的hp永远不可能超过最后一步计算之前的伤害大小(举个例子,在减去+%吸收所抵消的伤害后伤害值是5,而你有50点纯数值的吸收,那么你只能得到5点hp)

Final damage gets modifed by

1. Apply PvP modifications. Damage is reduced to:
17% for
Player v Player
Hireling v Player
Minion v Player (player minion that is)
25% for:
Hireling v Hireling
50%/35%/25% (normal/night/hell) for:
Hireling v some kinds of bosses (not sure exactly which ones).
+200% for
Some kind of bosses (not sure exactly which ones) v hirelings
+400% for
Some kind of bosses (not sure exactly which ones) v minions

2. Handle target effects (I think). I would assume, this is where stuff like Bone/Cyclone Armor goes since I have not found it in other places

3. If target has "can't be frozen stat", set chill and freeze duration to zero

4. If target has "half freeze duration", set chill and freeze duration to half the value

5. If target has a poison shrine state, set poison duration to zero

6. If target has a fire shrine state, set burning duration to zero

7. Apply -damage to physical damage and -magicdamage to fire, lightning, cold and magic damage (there seem to be some cases, or some special monsters for which this step is skiped and also its resistance later will never go below 0, not sure exactly though)

8. Apply resistance
Take base resistance of target. Base resistance include the total of all resistance from items and skills the target
has plus any modification from outside skills such as AmpDamage and LowerResistance.

Subtract any "lower resistance" or "pierce" the attacker might have. This include Cold Mastery. Again, any cold resistance
lowering/piercing will also lower the cold resistance applied to chill and freeze duration. If there exists any poison pierce,
it applies to both the damage per frame and duration.

For a player target, apply the difficulty penalty (-40/-100 in night/hell). The penalty is half that in classic and in expansion
after the completion of the appropriate quest. The penalty is applied to all resistances (including poison duration reduction)
except physical and magic resistance.

Cap the resistance at -100% or at the upper cap. The upper cap base is 75% (except for phsyical were it is 50%). This
upper cap base can be increased to 95% through +max resistance items for all resistances except physical and poison
length duration (this includes when cold resistance is applied to chill and freeze duration where the +max cold resistance
would be applied).

If the target is Undead and the attacker is under the influence of a Sanctuary aura, the resistance is set to 0% if it is
above 0%.

As note above, for some special cases/monsters, the resistance might be increased to 0% if below 0%. I don't know
anything more about this at the moment though.

Finally the dammage is modified according to the final modified resistance value. Note that cold resistance is applied
to chill duration and freeze duration.

9. Apply absorbtion%. The absorbtion% is caped at 40%.

10. Apply absorbtion. The absorbtion is caped at whatever ammout of damage still remain. That is, you can't absorb more
damage than there still remain at this step.

Pansesus注:译文与原文有所出入,是因为Jaruf在文章发表之后又做了一些补充性的说明,我没有继续附文,而是直接加在译文中了。
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