暗黑符文之语中饥荒元素伤害是否叠加

作者&投稿:利匡 (若有异议请与网页底部的电邮联系)
暗黑破坏神1.11符文之语 饥荒斧子怎么合成。用单手斧子,还是双手斧子~

首先狼德除了用大炮要全敏意外 全是全力量的加法 没有4敏1体的

近身物理不建议SOLO 都是需要有一定的装备基础的

吸血是看物理攻击的 不是看元素 所以饥荒里的那4种伤害都对于吸血没有作用

饥荒这个符文之语的性价比太差 27号和31号有更好的选择 可以无视他 他可以是单手斧子 也可以是双手的


暴力狼的武器最JP的应该是JP无形盗墓者了 但是这个基本没人能打得到 你要是SOLO不修改 不导入 一般武器就是肋骨粉碎者 有21号符文的话直接升级他 然后就可以用一辈子了


补充一下 你为什么要用无限呢 不是每个武器都是最好的 死亡呼吸在有些时候还不如遵从 无限没有攻速 一般人要无限都是为了他的信念光环破元素免

比如符文之语饥荒的元素伤害,光刀、愤青的元素伤害,法杖类的元素伤害。 +百分比有效,数值无效 没,那些只是你近身敲人时附带的伤害

你问的太笼统了,参看此帖即可:

伤害计算(包含各种特殊效果计算)

Weapon Damage Calculations
武器伤害计算

Diablo II Expansion, patch 1.10
By Tommi Gustafsson
D2资料片,版本1.10
原著:Tommi.Gustafsson@hut.fi

Contents(包含):
1. Introduction(简介)

2. Damage Calculations(伤害计算)
2.1 Base Damage | 2.2 Weapon Damage | 2.3 Total Damage | 2.4 Final Damage | 2.5 Damage Conversion
2.1基础伤害 | 2.2武器伤害 | 2.3总体伤害 | 2.4最终伤害 | 2.5伤害转换

3. Damage Bonuses(伤害奖励)
3.1 Ability Scores | 3.2 Item Properties | 3.3 Skills | 3.4 Skill Synergy Bonuses | 3.5 Monster Bonuses

3.1能力奖励 | 3.2装备奖励 | 3.3技能奖励 | 3.4技能协同奖励 | 3.5怪物奖励

4. Special Effects(特殊效果)
4.1 Crushing Blow | 4.2 Open Wounds
4.1 CB粉碎性打击 | 4.2 OW撕裂伤口

5. Examples(实例)

Acknowledgements(感谢)

________________________________________
1. Introduction(简介)
A simple formula for calculating the damage of a weapon attack is the following:
下面是一个简单的武器伤害的计算公式:

Final Damage = (((Normal Damage
x 1.5) (only if ethereal)
x (1 + Enhanced Damage on Weapon / 100) + Bonuses to Minimum/Maximum Damage)
x (1 + Strength or Dexterity / 100 + Off-Weapon Enhanced Damage / 100 + Skill Damage Bonus % / 100) + Elemental Damage)
x (1 - Skill Damage Penalty / 100)
x 2 (only if a critical or deadly strike is scored)

最终伤害 = (((基础伤害
x 1.5)(仅当无形时)
x (1 + 武器上的增强伤害/100)+ 对最小/最大伤害奖励
x (1 + 力量或敏捷/100 + 非武器上的增强伤害/100 + 技能伤害奖励/100)
+ 元素伤害)
x (1 – 技能惩罚/100)
x 2(仅当致命一击或临界一击发生时)

Normal damage is the damage listed as the weapon damage in Arreat Summit's weapon pages.
基础伤害在武器伤害列表上可以查到http://www.ntgame.net/pt.htm

A more detailed procedure is described below.
下面介绍一些更详细的计算过程。
________________________________________
2. Damage Calculations(伤害计算)
There are four steps in the weapon damage calculations:
武器伤害计算有如下四步:
1. Base Damage (基础伤害)
2. Weapon Damage (武器伤害)
3. Total Damage (总体伤害)
4. Final Damage (最终伤害)

Later steps of damage calculations use the results of previous phases. Thus, an increase to the base damage has the highest potential to greatly increase the damage. Item properties and other effects affect one of the above damages. In total, there are six different bonus types:
后一项伤害计算都是基于前一步的结果。因此,基础伤害的提高可以最大幅度提高(实际)伤害。物品属性和其他效果会影响上述(实际)伤害。总的来说,有6项不同的协同奖励形式:

1. Base Damage Multiplier (基础伤害因子)
2. Weapon Damage Percentage Bonus (武器伤害百分率奖励)
3. Weapon Damage Direct Bonus (武器上直接奖励)
4. Total Damage Percentage Bonus (总体伤害百分率奖励)
5. Total Damage Direct Bonus (总体伤害直接奖励)
6. Final Damage Multiplier (最终伤害因子)
(因子即某种系数,在后面的表格中可查到。译者注)

These classifications are listed in Section 3: Damage Bonuses.
伤害分类列表在第三节:伤害奖励中。

The minimum and maximum damages of a weapon attack are calculated separately in two calculations. Generally, most effects affect both minimum and maximum damage, but there are some exceptions, such as item properties that say "+X to minimum damage." An important rule of thumb in damage calculations is that the result of each multiplication is rounded down (this is indicated by brackets in equations).
武器攻击的最小和最大伤害是分开计算的。一般来说,大多数效果同时影响最小和最大伤害,但也有一些例外,例如物品属性有“+X到最小伤害”。伤害计算中很关键的一点就是计算结果向下取整(在等式中用括号指出的)。(向下取整即舍弃小数点部分,而非四舍五入,例如:37.521->37。译者注)

2.1 Base Damage(基础伤害)
Damage calculations begin from determining the normal damage of the weapon. It is the damage listed as the weapon damage in Arreat Summit's weapon pages and the MPQ files. It is referred here to as Normal Damage. The base damage of a weapon attack is calculated as follows:
伤害计算从测定武器普通伤害开始。基础伤害可以查看此列表http://www.ntgame.net/pt.htm,或是直接查看MPQ文件。这里被称作为普通伤害。武器攻击的基础伤害计算过程如下:

Base Damage = [...[Normal Damage x Base Damage Multiplier 1] x ... x Base Damage Multiplier M]
基础伤害 = […[普通伤害 x 基础伤害因子1] x … x 基础伤害因子M]

In the above equation:
上述公式中:
1 M is the number of base damage multipliers
2 [] indicates rounding down
1 M表示基础伤害因子的数量
2 []表示向下取整

The minimum and maximum base damages are calculated separately, applying bonuses that affect to them.
最小和最大伤害需分开计算,协同奖励也同样适用于它们。

2.2 Weapon Damage(武器伤害)
The weapon damage is calculated as follows:
武器伤害计算如下:
Weapon Damage = Base Damage
+ [Base Damage x Weapon Damage Percentage Bonus 1 / 100]
...
+ [Base Damage x Weapon Damage Percentage Bonus M / 100]
+ Weapon Damage Direct Bonus 1
...
+ Weapon Damage Direct Bonus N
1 M is the number of weapon damage percentage bonuses (e.g. Enhanced Damage properties on the weapon)
2 N is the number of weapon damage direct bonuses
3 [] indicates rounding down

武器伤害 = 基础伤害
+ [基础伤害 x 武器伤害百分率奖励1/100]

+ [基础伤害 x 武器伤害百分率奖励M/100]
武器伤害直接奖励1

武器伤害直接奖励M
1 M是武器伤害百分率奖励的数量(例如:武器上的增强伤害属性)
2 N是武器直接伤害奖励的数量
3 []表示向下取整

The minimum and maximum weapon damages are calculated separately, applying bonuses that affect to them. If maximum weapon damage ≤ minimum weapon damage, then maximum weapon damage = minimum weapon damage + 1. This modification takes place before any effects that affect the total damage are calculated.
最小和最大伤害需分开计算,协同奖励也同样适用于它们。如果武器最大伤害 ≤武器最小伤害,那么武器最大伤害 = 武器最小伤害 + 1。这项修正在所有其它效果影响总体伤害之前进行计算。

The damage of the weapon, which is shown in the inventory screen, is calculated from the weapon's own properties that affect Weapon Damage. Effects that affect Weapon Damage on other pieces of equipment do not affect the displayed weapon damage.
显示在屏幕上的武器伤害是由武器自己影响伤害的属性所计算的。其它物品上影响伤害的效果不影响武器所显示的伤害。

A random number rolled in the range of minimum weapon damage ... maximum weapon damage to determine the actual value of the weapon damage.
武器实际所造成的伤害是一个范围在武器最小伤害和最大伤害之间的随机数。

2.3 Total Damage(总体伤害)
The total damage is calculated as follows:
Total Damage = Weapon Damage
+ [Weapon Damage x Total Damage Percentage Bonus 1 / 100]
...
+ [Weapon Damage x Total Damage Percentage Bonus M / 100]
+ Total Damage Direct Bonus 1
...
+ Total Damage Direct Bonus N
1 M is the number of total damage percentage bonuses
2 N is the number of total damage direct bonuses
3 [] indicates rounding down

总体伤害 = 武器伤害
+ [武器伤害 x 总体伤害百分率奖励1/100]

+ [武器伤害 x 总体伤害百分率奖励M/100]
+ 总体伤害直接奖励1

+ 总体伤害直接奖励N
1 M是总体伤害百分率奖励的数量
2 N是总体伤害直接奖励的数量
3 []表示向下取整

Strength and dexterity are applied as total damage percentage bonuses as follows:
1 Total Damage Percentage Bonus 1 = Strength x Strength Multiplier
2 Total Damage Percentage Bonus 2 = Dexterity x Dexterity Multiplier
3 Strength and dexterity multipliers are listed in Section 3.1.
力量和敏捷相当于总体伤害百分率奖励,具体如下:
1 总体伤害百分率奖励1 = 力量 x 力量因子
2 总体伤害百分率奖励2 = 敏捷 x 敏捷因子
3 力量个敏捷因子在章节3.1中列出

Damage can be of various types. The common damage types are physical, fire, cold, lightning, magic, and poison.
1 Weapon damage is physical.
2 Strength and dexterity bonuses are physical.
3 The type of total damage bonuses are individual to them. For example, Vengeance (paladin combat skill) adds fire, lightning, and cold damages.
伤害可为许多形式。通常的伤害形式分为物理、火、冰、电、魔法和毒。(火、电、冰统称为元素伤害,毒素伤害不属于元素伤害。译者注)
1 武器伤害是物理
2 力量和敏捷奖励属于物理
3 总体伤害的奖励类型与此不同。例如,复仇(Paladin战斗技能)增加火、电和冰伤害。

The minimum and maximum total damages are calculated separately, applying bonuses that affect to them. Random numbers are rolled to determine the actual values of total damage bonuses.
最小和最大伤害需分开计算,协同奖励也同样适用于它们。实际(伤害)数值取决于一个滚动的随机数。

2.4 Final Damage(最终伤害)
The final damage is calculated as follows:
最终伤害计算如下:

Final Damage = [...[Total Damage x Final Damage Multiplier 1] x ... x Final Damage Multiplier M]
1 M is the number of final damage multipliers
2 [] indicates rounding down

最终伤害 = […[总体伤害 x 最终伤害因子1] x … x 最终伤害因子M]
1 M是最终伤害因子的数量
2 []表示向下取整

There are only three final damage multipliers: deadly strike, critical strike, and skill damage modification. Deadly and critical strikes have a chance to occur, and when they do, they multiply the total damage by 2. However, both the critical and deadly strike cannot occur at the same time.
只有三种最终伤害因子:ds致命一击,cs临界一击和技能伤害修正。致命一击和临界一击当作用时有机会造成总体伤害乘以2。然而,致命一击和临界一击不能同时作用。
(Deadly Strike(DS)和Critical Strike(CS)的效果一样,都是获得双倍的damage,两者是相互排斥的。 如果你有33%的DS和68%的CS,那么你得到双倍伤害的机会的计算公式如下: =CS + (DS/100)*(100-CS) =68% + (33/100)*32% =68% + 10.56% =78.56%
译者注)

Final damage multipliers may affect only the total damage of certain damage types. For example, a deadly strike doubles only physical damage and not other damage types.
最终伤害因子仅仅影响总体伤害中的一个类型。例如,致命一击仅仅使物理攻击伤害加倍,但其它类型伤害都没有效果。

The character screen shows Final Damage, except that it does not show the effect Critical Strike and Deadly Strike in its calculations. In some cases, such as with Double Throw (barbarian combat skill), the character screen does not show correct values.
角色屏幕显示了最终伤害,但不会计算显示诸如临界一击和致命一击的特殊效果。有时,像使用双手投掷(bar战斗技能),角色屏幕并没有显示正确的数值。

2.5 Conversion of Physical Damage into Another Damage Type(转换物理伤害为其它伤害类型)
After the final damage is calculated, some effects that convert physical damage into another damage type take effect. Examples of such skills are Berserk (barbarian combat skill) and Fire Arrow (amazon bow and crossbow skill). For instance, Berserk converts all physical damage into magical damage. It is worth noting that any damage bonuses that normally increase physical damage (e.g. critical strike, deadly strike, Might aura, and Fanaticism aura) are converted into another damage type in this step.
当最终伤害计算出来之后,某些把物理伤害转换为其它形式伤害的效果产生作用。例如狂战士技能(bar战斗技能)和火焰箭(ama弓和十字弓技能)。例如,狂战士把所有物理伤害转换为魔法伤害。此时所有其他提升物理伤害的伤害奖励(像临界一击、致命一击、力量光环、狂热光环)在此转换步骤中不起作用。

3. Damage Bonuses(伤害奖励)
3.1 Ability Scores(能力得分)
Strength and dexterity are applied as total damage percentage bonuses, which increase the physical damage of the attack. Strength and dexterity scores are multiplied by a number depending on the type of the weapon used before they are applied as a damage bonus. The strength and dexterity multipliers for different weapons are the following:
力量和敏捷相当于总体伤害百分率奖励,直接增加物理攻击的伤害。力量和敏捷数值将会乘以一个因子,该因子取决于使用的武器类型,之后再进行伤害奖励。下面是力量和敏捷因子相对于不同武器的列表

Weapon Strength Multiplier Dexterity Multiplier
Melee weapons (except as below) 1.00 0
- Daggers 0.75 0.75
- War hammer, Battle hammer, Legendary mallet
- Maul, War club, Ogre maul
- Great maul, Martel de fer, Thunder maul 1.10 0
- Assassin claws 0.75 0.75
- Amazon spears 0.80 0.50
Bows and crossbows 0 1.00
Throwing weapons (except as below) 0.75 0.75
- Amazon javelins 0.80 0.50

武器 力量因子 敏捷因子
近战武器 (以下除外) 1.00 0
- 匕首 0.75 0.75
- 巨战铁锤, 战斗铁锤,传说之锤
- 大木槌, 巨战木棍, 食人魔之锤
- 卓越巨锤, 战锤, 雷锤 1.10 0
- 刺客 爪 0.75 0.75
- 亚马逊 长矛 0.80 0.50
弓和十字弓 0 1.00
投掷武器 (以下除外) 0.75 0.75
- 亚马逊 标枪 0.80 0.50

3.2 Item Properties(物品属性)
Item properties of the same type are summed up first and then used in damage calculations.
同类型物品属性先计算总和,再用于计算伤害。

Item Property Affected Damage Bonus Type Damage Type Value Example Item
Ethereal Base damage Multiplier Physical 1.5 Most weapons can spawn as ethereal
+X% Enhanced Damage on a Weapon Weapon damage Percentage Bonus Physical X Many weapons
+X% Enhanced Maximum Damage on a Weapon Weapon damage Percentage Bonus Physical Min: 0
Max: X Eaglehorn (unique crusader bow)
+ X to Minimum Damage Weapon damage Direct Bonus Physical Min: X
Max: 0 Rixot's Keen (unique short sword)
Bloodfist (unique heavy gloves)
+ X to Maximum Damage Weapon damage Direct Bonus Physical Min: 0
Max: X Ripsaw (unique flamberge)
Duskdeep (unique full helm)
Adds X-Y Damage Weapon damage Direct Bonus Physical Min: X
Max: Y Doombringer (unique champion sword)
War Traveler (unique battle boots)
Damage +X (see notes below) Weapon damage Direct Bonus Physical X The Redeemer (unique mighty scepter)
+X% Enhanced Damage not on a Weapon Total damage Percentage Bonus Physical X Biggin's Bonnet (unique cap)
+X% Damage to Undead Total damage Percentage Bonus Physical X Blunt weapons
+X% Damage to Demons Total damage Percentage Bonus Physical X Laying of Hands (set bramble mitts)
+X-Y to Fire / Cold / Lightning / Magic Damage Total damage Direct Bonus As described Min: X
Max: Y Baranar's Star (unique devil star)
+X Poison Damage Over Y Seconds Total damage Direct Bonus Poison See Tao of Poison
Plague Bearer (unique rune sword)
Deadly Strike (see notes below) Final damage Multiplier Players: Physical
Others: All 2 Headstriker (unique battle sword)
Crushing Blow (see Section 4.1)
- - - - Bonesnap (unique maul)
Open Wounds (see Section 4.2)
- - - - Blood Crescent (unique scimitar)

物品属性 伤害影响 奖励类型 伤害类型 数值 物品实例
无形 基础伤害 因子 物理 1.5 多数武器可生成无形
武器上 +X% 增强伤害 武器伤害 百分率奖励 物理 X 许多武器
武器上 +X% 增加最大伤害 武器伤害 百分率奖励 物理 最小: 0
最大: X 鹰之号角(暗金十字军之弓)
+ X 至最小伤害 武器伤害 直接奖励 物理 最小: X
最大: 0 瑞克撒特的挽歌(暗金短剑)
血拳 (暗金重手套)
+ X 致最大伤害 武器伤害 直接奖励 物理 最小: 0
最大: X 粗齿大锯(暗金双手饰剑)
黄昏深处(暗金高级头盔)
增加 X-Y 伤害 武器伤害 直接奖励 物理 最小: X
最大: Y 末日毁灭者(暗金冠军之剑)
战争旅者(暗金战场之靴)
伤害增加 +X (看下面资料) 武器伤害 直接奖励 物理 X 救世主(暗金强威权杖)
非武器上 +X% 增强伤害 总体伤害 百分率奖励 物理 X 毕格因的软帽(暗金帽子)
+X% 增加对不死生物伤害 总体伤害 百分率奖励 物理 X 钝击武器
+X% 增加对恶魔伤害 总体伤害 百分率奖励 物理 X 手掌的安置(套装荆棘连指手套)
+X-Y 至火、冰、电、魔法伤害 总体伤害 直接奖励 As described 最小: X
最大: Y 巴拉那之星(暗金恶魔流星锤)
+X 毒素伤害 持续Y 秒 总体伤害 直接奖励 物理 详情参看毒素伤害(比较复杂,毒素伤害计算的是毒效率。译者注) 疫病带原者 (暗金符文剑)
致命一击 (看下面资料) 最终伤害 因子 玩家: 物理
其它: 所有 2 击头者(暗金战斗剑)
粉碎性打击 (看章节 4.1) - - - - 碎骨(暗金大木槌)
撕裂伤口 (看章节 4.2) - - - - 血红新月(暗金弯刀)

Damage +X. This property is shown incorrectly on the character screen to affect Total Damage, but in reality it affects Weapon Damage (tested by Ruvanal).
伤害 +X。这个属性对于影响总伤害在角色屏幕上显示得并不正确,但事实上它影响的是武器伤害(经Ruvanal测试)。

Deadly Strike. Deadly Strike doubles the physical component of Total Damage. Deadly Strike is checked only if a Critical Strike does not happen. Thus, Deadly Strike is useless if one has a 100 % chance to score a Critical Strike. Chances of Deadly Strike from different sources are summed up. Deadly Strike above 100 % is as effective as 100 % Deadly Strike. If a Deadly Strike is scored by other than a player character, e.g. a mercenary, it doubles all damage types, rather than just physical damage.
致命一击。致命一击使总伤害中的物理伤害部分翻倍。仅当临界一击没有发生效果时才对致命一击进行鉴定。当你有100%几率触发临界一击的时候,致命一击使没有作用的。不同来源(不同装备上,译者注)的致命一击直接累加。致命一击的几率大于100%时效果等同于100%。如果致命一击是由玩家以外的角色所触发,例如一个雇佣兵,那么所有伤害类型都会被翻倍,而不仅仅是物理伤害。

Min refers to the value in minimum damage calculations and max to the value in maximum damage calculations.
最小(伤害)与最小伤害值的计算有关,最大(伤害)与最大伤害值的计算有关。

3.3 Skills(技能)
Skill property descriptions may slightly differ from those in the game.
技能属性的描述可能会有一点点不同于游戏中的(描述)。

Skill Property Affected Damage Bonus Type Damage Type Value Example Skill
Damage Bonus: +X percent Total damage Percentage Bonus Physical X Might (paladin offensive aura)
Damage: -X percent Total damage Percentage Bonus Physical -X Battle Cry (barbarian warcry)
Damage: to Undead: +X percent Total damage Percentage Bonus Physical X Sanctuary (paladin offensive aura)
Fire / Cold / Lightning / Magic Damage: +X percent (see notes below) Total damage Percentage Bonus (1) As described
(2) Physical + Appropriate damage conversion X Berserk (barbarian combat skill)
Elemental Damages: +X percent Total damage Percentage Bonus Fire, Cold, and Lightning Each element: X Vengeance (paladin combat skill)
Damage: +X (see notes below) Total damage Direct Bonus Physical Min: X
Max: 0 Bash (barbarian combat skill)
Fire / Cold / Lightning / Magic Damage: X Total damage Direct Bonus As described X Cold Arrow (amazon bow and crossbow skill)
Fire / Cold / Lightning / Magic Damage: X-Y Total damage Direct Bonus As described Min: X
Max: Y Ice Arrow (amazon bow and crossbow skill)
Poison Damage: X-Y over Z seconds Total damage Direct Bonus Poison See Tao of Poison
Venom (assassin shadow discipline)
Critical Strike (see notes below) Final damage Multiplier Players: Physical
Others: All 2 Critical Strike (amazon passive skill)
X Weapon Damage (Skill damage modification) Final damage Multiplier All X Multiple Shot (amazon bow and crossbow skill)

技能属性 所影响的伤害 奖励类型 伤害类型 数值 实例技能
伤害奖励: +X % 总体伤害 百分率奖励 物理 X 力量 (Pal进攻灵气)
伤害: -X % 总体伤害 百分率奖励 物理 -X 战嗥(bar呐喊)
伤害: 对不死生物: +X % 总体伤害 百分率奖励 物理 X 庇护所(Pal进攻灵气)
火/ 冰/ 电/ 魔法伤害: +X % (看下面的注释) 总体伤害 百分率奖励 (1) 如下描述
(2) 物理 + 特定的伤害转换 X 狂战士(bar战斗技能)
元素伤害: +X % 总体伤害 百分率奖励 火、冰和电 每种元素: X 复仇(Pal战斗技能)
伤害: +X (看下面注释) 总体伤害 直接奖励 物理 最小: X
最大: 0 重击(bar战斗技能)
火/ 冰/ 电/ 魔法伤害: X 总体伤害 直接奖励 如下描述 X 冰箭 (ama弓和十字弓技能)
火/ 冰/ 电/ 魔法伤害: X-Y 总体伤害 直接奖励 如下描述 最小: X
最大: Y 急冻箭 (ama弓和十字弓技能)
毒素伤害: X-Y 经过 Z 秒 总体伤害 直接奖励 毒素 参见毒素伤害 毒牙 (asn影子训练)
临界一击 (看下面注释) 最终伤害 因子 玩家: 物理
其他: 全部 2 临界一击 (ama被动技能)
X 武器伤害 (技能伤害修正) 最终伤害 因子 全部 X 多重箭 (ama弓和十字弓技能)

Fire / Cold / Lightning / Magic Damage: +X percent. Skills that have one of these properties may either add a normal percentage bonus to total damage, or they may (1) add a physical damage bonus in total damage calculations and (2) convert all or a portion of physical damage into another damage type in the damage type conversion step. For example, Berserk (barbarian combat skill) first adds a physical damage bonus and then converts all physical damage into magical damage (including normal weapon damage and other physical damage, too).
火、冰、电、魔法伤害:+X%。包含以上其中一种属性的技能可能增加普通百分率奖励到总体伤害,或者:(1)把物

你问的太笼统了,参看此帖即可:

伤害计算(包含各种特殊效果计算)

Weapon Damage Calculations
武器伤害计算

Diablo II Expansion, patch 1.10
By Tommi Gustafsson
D2资料片,版本1.10
原著:Tommi.Gustafsson@hut.fi

Contents(包含):
1. Introduction(简介)

2. Damage Calculations(伤害计算)
2.1 Base Damage | 2.2 Weapon Damage | 2.3 Total Damage | 2.4 Final Damage | 2.5 Damage Conversion
2.1基础伤害 | 2.2武器伤害 | 2.3总体伤害 | 2.4最终伤害 | 2.5伤害转换

3. Damage Bonuses(伤害奖励)
3.1 Ability Scores | 3.2 Item Properties | 3.3 Skills | 3.4 Skill Synergy Bonuses | 3.5 Monster Bonuses

3.1能力奖励 | 3.2装备奖励 | 3.3技能奖励 | 3.4技能协同奖励 | 3.5怪物奖励

4. Special Effects(特殊效果)
4.1 Crushing Blow | 4.2 Open Wounds
4.1 CB粉碎性打击 | 4.2 OW撕裂伤口

5. Examples(实例)

Acknowledgements(感谢)

________________________________________
1. Introduction(简介)
A simple formula for calculating the damage of a weapon attack is the following:
下面是一个简单的武器伤害的计算公式:

Final Damage = (((Normal Damage
x 1.5) (only if ethereal)
x (1 + Enhanced Damage on Weapon / 100) + Bonuses to Minimum/Maximum Damage)
x (1 + Strength or Dexterity / 100 + Off-Weapon Enhanced Damage / 100 + Skill Damage Bonus % / 100) + Elemental Damage)
x (1 - Skill Damage Penalty / 100)
x 2 (only if a critical or deadly strike is scored)

最终伤害 = (((基础伤害
x 1.5)(仅当无形时)
x (1 + 武器上的增强伤害/100)+ 对最小/最大伤害奖励
x (1 + 力量或敏捷/100 + 非武器上的增强伤害/100 + 技能伤害奖励/100)
+ 元素伤害)
x (1 – 技能惩罚/100)
x 2(仅当致命一击或临界一击发生时)

Normal damage is the damage listed as the weapon damage in Arreat Summit's weapon pages.
基础伤害在武器伤害列表上可以查到http://www.ntgame.net/pt.htm

A more detailed procedure is described below.
下面介绍一些更详细的计算过程。
________________________________________
2. Damage Calculations(伤害计算)
There are four steps in the weapon damage calculations:
武器伤害计算有如下四步:
1. Base Damage (基础伤害)
2. Weapon Damage (武器伤害)
3. Total Damage (总体伤害)
4. Final Damage (最终伤害)

Later steps of damage calculations use the results of previous phases. Thus, an increase to the base damage has the highest potential to greatly increase the damage. Item properties and other effects affect one of the above damages. In total, there are six different bonus types:
后一项伤害计算都是基于前一步的结果。因此,基础伤害的提高可以最大幅度提高(实际)伤害。物品属性和其他效果会影响上述(实际)伤害。总的来说,有6项不同的协同奖励形式:

1. Base Damage Multiplier (基础伤害因子)
2. Weapon Damage Percentage Bonus (武器伤害百分率奖励)
3. Weapon Damage Direct Bonus (武器上直接奖励)
4. Total Damage Percentage Bonus (总体伤害百分率奖励)
5. Total Damage Direct Bonus (总体伤害直接奖励)
6. Final Damage Multiplier (最终伤害因子)
(因子即某种系数,在后面的表格中可查到。译者注)

These classifications are listed in Section 3: Damage Bonuses.
伤害分类列表在第三节:伤害奖励中。

The minimum and maximum damages of a weapon attack are calculated separately in two calculations. Generally, most effects affect both minimum and maximum damage, but there are some exceptions, such as item properties that say "+X to minimum damage." An important rule of thumb in damage calculations is that the result of each multiplication is rounded down (this is indicated by brackets in equations).
武器攻击的最小和最大伤害是分开计算的。一般来说,大多数效果同时影响最小和最大伤害,但也有一些例外,例如物品属性有“+X到最小伤害”。伤害计算中很关键的一点就是计算结果向下取整(在等式中用括号指出的)。(向下取整即舍弃小数点部分,而非四舍五入,例如:37.521->37。译者注)

2.1 Base Damage(基础伤害)
Damage calculations begin from determining the normal damage of the weapon. It is the damage listed as the weapon damage in Arreat Summit's weapon pages and the MPQ files. It is referred here to as Normal Damage. The base damage of a weapon attack is calculated as follows:
伤害计算从测定武器普通伤害开始。基础伤害可以查看此列表http://www.ntgame.net/pt.htm,或是直接查看MPQ文件。这里被称作为普通伤害。武器攻击的基础伤害计算过程如下:

Base Damage = [...[Normal Damage x Base Damage Multiplier 1] x ... x Base Damage Multiplier M]
基础伤害 = […[普通伤害 x 基础伤害因子1] x … x 基础伤害因子M]

In the above equation:
上述公式中:
1 M is the number of base damage multipliers
2 [] indicates rounding down
1 M表示基础伤害因子的数量
2 []表示向下取整

The minimum and maximum base damages are calculated separately, applying bonuses that affect to them.
最小和最大伤害需分开计算,协同奖励也同样适用于它们。

2.2 Weapon Damage(武器伤害)
The weapon damage is calculated as follows:
武器伤害计算如下:
Weapon Damage = Base Damage
+ [Base Damage x Weapon Damage Percentage Bonus 1 / 100]
...
+ [Base Damage x Weapon Damage Percentage Bonus M / 100]
+ Weapon Damage Direct Bonus 1
...
+ Weapon Damage Direct Bonus N
1 M is the number of weapon damage percentage bonuses (e.g. Enhanced Damage properties on the weapon)
2 N is the number of weapon damage direct bonuses
3 [] indicates rounding down

武器伤害 = 基础伤害
+ [基础伤害 x 武器伤害百分率奖励1/100]

+ [基础伤害 x 武器伤害百分率奖励M/100]
武器伤害直接奖励1

武器伤害直接奖励M
1 M是武器伤害百分率奖励的数量(例如:武器上的增强伤害属性)
2 N是武器直接伤害奖励的数量
3 []表示向下取整

The minimum and maximum weapon damages are calculated separately, applying bonuses that affect to them. If maximum weapon damage ≤ minimum weapon damage, then maximum weapon damage = minimum weapon damage + 1. This modification takes place before any effects that affect the total damage are calculated.
最小和最大伤害需分开计算,协同奖励也同样适用于它们。如果武器最大伤害 ≤武器最小伤害,那么武器最大伤害 = 武器最小伤害 + 1。这项修正在所有其它效果影响总体伤害之前进行计算。

The damage of the weapon, which is shown in the inventory screen, is calculated from the weapon's own properties that affect Weapon Damage. Effects that affect Weapon Damage on other pieces of equipment do not affect the displayed weapon damage.
显示在屏幕上的武器伤害是由武器自己影响伤害的属性所计算的。其它物品上影响伤害的效果不影响武器所显示的伤害。

A random number rolled in the range of minimum weapon damage ... maximum weapon damage to determine the actual value of the weapon damage.
武器实际所造成的伤害是一个范围在武器最小伤害和最大伤害之间的随机数。

2.3 Total Damage(总体伤害)
The total damage is calculated as follows:
Total Damage = Weapon Damage
+ [Weapon Damage x Total Damage Percentage Bonus 1 / 100]
...
+ [Weapon Damage x Total Damage Percentage Bonus M / 100]
+ Total Damage Direct Bonus 1
...
+ Total Damage Direct Bonus N
1 M is the number of total damage percentage bonuses
2 N is the number of total damage direct bonuses
3 [] indicates rounding down

总体伤害 = 武器伤害
+ [武器伤害 x 总体伤害百分率奖励1/100]

+ [武器伤害 x 总体伤害百分率奖励M/100]
+ 总体伤害直接奖励1

+ 总体伤害直接奖励N
1 M是总体伤害百分率奖励的数量
2 N是总体伤害直接奖励的数量
3 []表示向下取整

Strength and dexterity are applied as total damage percentage bonuses as follows:
1 Total Damage Percentage Bonus 1 = Strength x Strength Multiplier
2 Total Damage Percentage Bonus 2 = Dexterity x Dexterity Multiplier
3 Strength and dexterity multipliers are listed in Section 3.1.
力量和敏捷相当于总体伤害百分率奖励,具体如下:
1 总体伤害百分率奖励1 = 力量 x 力量因子
2 总体伤害百分率奖励2 = 敏捷 x 敏捷因子
3 力量个敏捷因子在章节3.1中列出

Damage can be of various types. The common damage types are physical, fire, cold, lightning, magic, and poison.
1 Weapon damage is physical.
2 Strength and dexterity bonuses are physical.
3 The type of total damage bonuses are individual to them. For example, Vengeance (paladin combat skill) adds fire, lightning, and cold damages.
伤害可为许多形式。通常的伤害形式分为物理、火、冰、电、魔法和毒。(火、电、冰统称为元素伤害,毒素伤害不属于元素伤害。译者注)
1 武器伤害是物理
2 力量和敏捷奖励属于物理
3 总体伤害的奖励类型与此不同。例如,复仇(Paladin战斗技能)增加火、电和冰伤害。

The minimum and maximum total damages are calculated separately, applying bonuses that affect to them. Random numbers are rolled to determine the actual values of total damage bonuses.
最小和最大伤害需分开计算,协同奖励也同样适用于它们。实际(伤害)数值取决于一个滚动的随机数。

2.4 Final Damage(最终伤害)
The final damage is calculated as follows:
最终伤害计算如下:

Final Damage = [...[Total Damage x Final Damage Multiplier 1] x ... x Final Damage Multiplier M]
1 M is the number of final damage multipliers
2 [] indicates rounding down

最终伤害 = […[总体伤害 x 最终伤害因子1] x … x 最终伤害因子M]
1 M是最终伤害因子的数量
2 []表示向下取整

There are only three final damage multipliers: deadly strike, critical strike, and skill damage modification. Deadly and critical strikes have a chance to occur, and when they do, they multiply the total damage by 2. However, both the critical and deadly strike cannot occur at the same time.
只有三种最终伤害因子:ds致命一击,cs临界一击和技能伤害修正。致命一击和临界一击当作用时有机会造成总体伤害乘以2。然而,致命一击和临界一击不能同时作用。
(Deadly Strike(DS)和Critical Strike(CS)的效果一样,都是获得双倍的damage,两者是相互排斥的。 如果你有33%的DS和68%的CS,那么你得到双倍伤害的机会的计算公式如下: =CS + (DS/100)*(100-CS) =68% + (33/100)*32% =68% + 10.56% =78.56%
译者注)

Final damage multipliers may affect only the total damage of certain damage types. For example, a deadly strike doubles only physical damage and not other damage types.
最终伤害因子仅仅影响总体伤害中的一个类型。例如,致命一击仅仅使物理攻击伤害加倍,但其它类型伤害都没有效果。

The character screen shows Final Damage, except that it does not show the effect Critical Strike and Deadly Strike in its calculations. In some cases, such as with Double Throw (barbarian combat skill), the character screen does not show correct values.
角色屏幕显示了最终伤害,但不会计算显示诸如临界一击和致命一击的特殊效果。有时,像使用双手投掷(bar战斗技能),角色屏幕并没有显示正确的数值。

2.5 Conversion of Physical Damage into Another Damage Type(转换物理伤害为其它伤害类型)
After the final damage is calculated, some effects that convert physical damage into another damage type take effect. Examples of such skills are Berserk (barbarian combat skill) and Fire Arrow (amazon bow and crossbow skill). For instance, Berserk converts all physical damage into magical damage. It is worth noting that any damage bonuses that normally increase physical damage (e.g. critical strike, deadly strike, Might aura, and Fanaticism aura) are converted into another damage type in this step.
当最终伤害计算出来之后,某些把物理伤害转换为其它形式伤害的效果产生作用。例如狂战士技能(bar战斗技能)和火焰箭(ama弓和十字弓技能)。例如,狂战士把所有物理伤害转换为魔法伤害。此时所有其他提升物理伤害的伤害奖励(像临界一击、致命一击、力量光环、狂热光环)在此转换步骤中不起作用。

3. Damage Bonuses(伤害奖励)
3.1 Ability Scores(能力得分)
Strength and dexterity are applied as total damage percentage bonuses, which increase the physical damage of the attack. Strength and dexterity scores are multiplied by a number depending on the type of the weapon used before they are applied as a damage bonus. The strength and dexterity multipliers for different weapons are the following:
力量和敏捷相当于总体伤害百分率奖励,直接增加物理攻击的伤害。力量和敏捷数值将会乘以一个因子,该因子取决于使用的武器类型,之后再进行伤害奖励。下面是力量和敏捷因子相对于不同武器的列表

Weapon Strength Multiplier Dexterity Multiplier
Melee weapons (except as below) 1.00 0
- Daggers 0.75 0.75
- War hammer, Battle hammer, Legendary mallet
- Maul, War club, Ogre maul
- Great maul, Martel de fer, Thunder maul 1.10 0
- Assassin claws 0.75 0.75
- Amazon spears 0.80 0.50
Bows and crossbows 0 1.00
Throwing weapons (except as below) 0.75 0.75
- Amazon javelins 0.80 0.50

武器 力量因子 敏捷因子
近战武器 (以下除外) 1.00 0
- 匕首 0.75 0.75
- 巨战铁锤, 战斗铁锤,传说之锤
- 大木槌, 巨战木棍, 食人魔之锤
- 卓越巨锤, 战锤, 雷锤 1.10 0
- 刺客 爪 0.75 0.75
- 亚马逊 长矛 0.80 0.50
弓和十字弓 0 1.00
投掷武器 (以下除外) 0.75 0.75
- 亚马逊 标枪 0.80 0.50

3.2 Item Properties(物品属性)
Item properties of the same type are summed up first and then used in damage calculations.
同类型物品属性先计算总和,再用于计算伤害。

Item Property Affected Damage Bonus Type Damage Type Value Example Item
Ethereal Base damage Multiplier Physical 1.5 Most weapons can spawn as ethereal
+X% Enhanced Damage on a Weapon Weapon damage Percentage Bonus Physical X Many weapons
+X% Enhanced Maximum Damage on a Weapon Weapon damage Percentage Bonus Physical Min: 0
Max: X Eaglehorn (unique crusader bow)
+ X to Minimum Damage Weapon damage Direct Bonus Physical Min: X
Max: 0 Rixot's Keen (unique short sword)
Bloodfist (unique heavy gloves)
+ X to Maximum Damage Weapon damage Direct Bonus Physical Min: 0
Max: X Ripsaw (unique flamberge)
Duskdeep (unique full helm)
Adds X-Y Damage Weapon damage Direct Bonus Physical Min: X
Max: Y Doombringer (unique champion sword)
War Traveler (unique battle boots)
Damage +X (see notes below) Weapon damage Direct Bonus Physical X The Redeemer (unique mighty scepter)
+X% Enhanced Damage not on a Weapon Total damage Percentage Bonus Physical X Biggin's Bonnet (unique cap)
+X% Damage to Undead Total damage Percentage Bonus Physical X Blunt weapons
+X% Damage to Demons Total damage Percentage Bonus Physical X Laying of Hands (set bramble mitts)
+X-Y to Fire / Cold / Lightning / Magic Damage Total damage Direct Bonus As described Min: X
Max: Y Baranar's Star (unique devil star)
+X Poison Damage Over Y Seconds Total damage Direct Bonus Poison See Tao of Poison
Plague Bearer (unique rune sword)
Deadly Strike (see notes below) Final damage Multiplier Players: Physical
Others: All 2 Headstriker (unique battle sword)
Crushing Blow (see Section 4.1)
- - - - Bonesnap (unique maul)
Open Wounds (see Section 4.2)
- - - - Blood Crescent (unique scimitar)

物品属性 伤害影响 奖励类型 伤害类型 数值 物品实例
无形 基础伤害 因子 物理 1.5 多数武器可生成无形
武器上 +X% 增强伤害 武器伤害 百分率奖励 物理 X 许多武器
武器上 +X% 增加最大伤害 武器伤害 百分率奖励 物理 最小: 0
最大: X 鹰之号角(暗金十字军之弓)
+ X 至最小伤害 武器伤害 直接奖励 物理 最小: X
最大: 0 瑞克撒特的挽歌(暗金短剑)
血拳 (暗金重手套)
+ X 致最大伤害 武器伤害 直接奖励 物理 最小: 0
最大: X 粗齿大锯(暗金双手饰剑)
黄昏深处(暗金高级头盔)
增加 X-Y 伤害 武器伤害 直接奖励 物理 最小: X
最大: Y 末日毁灭者(暗金冠军之剑)
战争旅者(暗金战场之靴)
伤害增加 +X (看下面资料) 武器伤害 直接奖励 物理 X 救世主(暗金强威权杖)
非武器上 +X% 增强伤害 总体伤害 百分率奖励 物理 X 毕格因的软帽(暗金帽子)
+X% 增加对不死生物伤害 总体伤害 百分率奖励 物理 X 钝击武器
+X% 增加对恶魔伤害 总体伤害 百分率奖励 物理 X 手掌的安置(套装荆棘连指手套)
+X-Y 至火、冰、电、魔法伤害 总体伤害 直接奖励 As described 最小: X
最大: Y 巴拉那之星(暗金恶魔流星锤)
+X 毒素伤害 持续Y 秒 总体伤害 直接奖励 物理 详情参看毒素伤害(比较复杂,毒素伤害计算的是毒效率。译者注) 疫病带原者 (暗金符文剑)
致命一击 (看下面资料) 最终伤害 因子 玩家: 物理
其它: 所有 2 击头者(暗金战斗剑)
粉碎性打击 (看章节 4.1) - - - - 碎骨(暗金大木槌)
撕裂伤口 (看章节 4.2) - - - - 血红新月(暗金弯刀)

Damage +X. This property is shown incorrectly on the character screen to affect Total Damage, but in reality it affects Weapon Damage (tested by Ruvanal).
伤害 +X。这个属性对于影响总伤害在角色屏幕上显示得并不正确,但事实上它影响的是武器伤害(经Ruvanal测试)。

Deadly Strike. Deadly Strike doubles the physical component of Total Damage. Deadly Strike is checked only if a Critical Strike does not happen. Thus, Deadly Strike is useless if one has a 100 % chance to score a Critical Strike. Chances of Deadly Strike from different sources are summed up. Deadly Strike above 100 % is as effective as 100 % Deadly Strike. If a Deadly Strike is scored by other than a player character, e.g. a mercenary, it doubles all damage types, rather than just physical damage.
致命一击。致命一击使总伤害中的物理伤害部分翻倍。仅当临界一击没有发生效果时才对致命一击进行鉴定。当你有100%几率触发临界一击的时候,致命一击使没有作用的。不同来源(不同装备上,译者注)的致命一击直接累加。致命一击的几率大于100%时效果等同于100%。如果致命一击是由玩家以外的角色所触发,例如一个雇佣兵,那么所有伤害类型都会被翻倍,而不仅仅是物理伤害。

Min refers to the value in minimum damage calculations and max to the value in maximum damage calculations.
最小(伤害)与最小伤害值的计算有关,最大(伤害)与最大伤害值的计算有关。

3.3 Skills(技能)
Skill property descriptions may slightly differ from those in the game.
技能属性的描述可能会有一点点

技能属性 所影响的伤害 奖励类型 伤害类型 数值 实例技能
伤害奖励: +X % 总体伤害 百分率奖励 物理 X 力量 (Pal进攻灵气)
伤害: -X % 总体伤害 百分率奖励 物理 -X 战嗥(bar呐喊)
伤害: 对不死生物: +X % 总体伤害 百分率奖励 物理 X 庇护所(Pal进攻灵气)
火/ 冰/ 电/ 魔法伤害: +X % (看下面的注释) 总体伤害 百分率奖励 (1) 如下描述
(2) 物理 + 特定的伤害转换 X 狂战士(bar战斗技能)
元素伤害: +X % 总体伤害 百分率奖励 火、冰和电 每种元素: X 复仇(Pal战斗技能)
伤害: +X (看下面注释) 总体伤害 直接奖励 物理 最小: X
最大: 0 重击(bar战斗技能)
火/ 冰/ 电/ 魔法伤害: X 总体伤害 直接奖励 如下描述 X 冰箭 (ama弓和十字弓技能)
火/ 冰/ 电/ 魔法伤害: X-Y 总体伤害 直接奖励 如下描述 最小: X
最大: Y 急冻箭 (ama弓和十字弓技能)
毒素伤害: X-Y 经过 Z 秒 总体伤害 直接奖励 毒素 参见毒素伤害 毒牙 (asn影子训练)
临界一击 (看下面注释) 最终伤害 因子 玩家: 物理
其他: 全部 2 临界一击 (ama被动技能)
X 武器伤害 (技能伤害修正) 最终伤害 因子 全部 X 多重
火、冰、电、魔法伤害:+X%。包含以上其中一种属性的技能可能增加普通百分率奖励到总体伤害,或者:(1)把物?


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