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游戏机制问答 2022

原文: https://www.pathofexile.com/forum/view-thread/3284453


原文:

How does the Sadist skill on large elemental cluster jewels interact with Skitterbots?

It does not. Skitterbots inflict their ailments, but they do not have the Sadist passive skill

翻译:

元素巨型星团珠宝上的施虐者召唤探测机兽的相互作用?

没有相互作用。探测机兽造成它们的异常状态,但它们没有施虐者的天赋。


原文:

How would ignite work in this scenario? You hit an enemy with a spell that has 100% chance to ignite for 1000 damage. Elemental Overload procs after a second and you keep damaging the enemy with the same skill. Does the old ticking ignite get overridden by the stronger one due to the damage bonus from Elemental Overload?

All the ignites you inflict will be on the enemy until they expire, but only the highest-damage one will actually apply at any given time. The first time you hit the enemy while you have the Elemental Overload bonus on the skill will deal 40% more damage and thus inflict a stronger ignite that will become the one that is applying. The hit that grants the EO bonus will not do this, as you didn't have the buff when calculating that hit, so that hit's ignite is not boosted.

翻译:

这种情况下,点燃如何运作?你用一个法术击中敌人,这个法术有1000点伤害且100%机率点燃,之后你继续使用相同的技能伤害敌人,并且触发元素超载。旧的剩余时间的点燃是否会因为元素超载的伤害加成而被更强的点燃覆盖?

同时多个点燃状态各自独立计算,不可重复叠加,每个点燃效果都将残留在目标上,直到效用时间结束,只取该时最高每秒燃烧伤害做计算。

当你技能上获得元素超载加成的情况下第一次击中敌人时,会获得 40% 更多伤害,从而造成更强的点燃,这将覆盖正在应用的点燃。

获得元素超载那下的击中不会有加成,因为在计算该击中时你没有增益,因此该击中的点燃不会被提升。


原文:

How does Reaper minion decide which of your other minions it will eat when it decides that it's hungry? Is it random or is there a priority of some kind?

The Reaper does not separately decide that it's hungry and then chose a minion. Each time it picks an action, it evaluates all possible actions and picks one. For each of your other minions it can see, there are two possible actions involving eating that minion which will be weighed against other possible actions (similarly for each enemy, there are actions that could attack that enemy, and there are several more possible actions for attacking which are limited only to its current aggro target if it has one). Eating a minion to heal has a high weighting, but is ignored if the reaper has higher than 75% life or already has the buff from eating a minion. Eating a minion just for the buff has a lower weighting, but is ignored if the reaper already has the buff or there are no enemies around that minion (so it won't move away from the enemies to eat a far-away minion). There are no variations in weighting based on minion type, etc, but the Reaper cannot eat "immortal" minions which can't be damaged, such as skitterbots, as they're invalid targets for the eating action, and cannot.eat untargetable minions like raging spirits because they can't be targeted.

Can it eat phantasm minions?

Yes.

Also, are phantasm from summon phantasm support affected by other support gems?

Yes.

翻译:

召唤夺魂镰当它饿了时,如何决定会吃掉你其他哪一个召唤物呢?它是随机还是有某种优先顺序呢?

夺魂镰不会觉得它饿了,然后选择一个召唤物把他吃了。

每次选择一个行动时,夺魂镰会评估所有可能的行动并选择一个行动,对於他看到其他召唤物,会有两个可能涉及吃掉召唤物的行动,夺魂镰的所有行动都拥有权重(同样对於每个敌人,都有可能攻击该敌人的行动,如果只有一个仇恨值的敌人,则会还有其他几种攻击行动)。 吃掉召唤物治愈自己有很高的权重,如果夺魂镰生命高於 75% 或已经有吃召唤物的增益,该行动则会被忽略。 仅仅为了增益而吃召唤物具有较低的权重,但如果夺魂镰已经有增益或该召唤物周围没有敌人,则会被忽略(因此它不会远离敌人,吃掉远处的召唤物)。

根据召唤物类型等的不同,权重没有变化,但夺魂镰不能吃"无敌"的召唤物,例如召唤探测机兽,因为它们是进食行动的无效目标,且不能吃不可瞄准的召唤物,像召唤愤怒狂灵,因为他们无法成为目标。

可以吃掉幻影吗?

可以。

另外,召唤幻影辅助会受到其他辅助宝石的影响吗?

会。


原文:

Do all splitting projectiles from Sniper's Mark come back and hit the original target when using a returning projectile skill like Spectral Throw or only a few?

None of the returning projectiles will necessarily hit that target when returning - returning sends them back to you (or whatever fired the projectiles if that's a totem or similar), not to where they split. If that target is in the way of some of the returning projectiles then one of them can hit it but the others will not.

翻译:

当使用像是灵体投掷这种返回投射物技能时,所有来自狙击者印记造成分裂的投射物,返回时会击中目标吗?还是只有少数?

返回时,所有投射物不一定会击中该目标,返回将投射物返回於你(如果是图腾或相似的东西,则返回发射投射物的东西位置),而不是他们分裂的地方。 如果目标挡住了一些返回的投射物,那么其中一个可以击中他,而其他则不会。


原文:

Are non-damaging ailments' effects based on the base damage of the inflicting hit or the total damage?

They are based on the damage actually taken by the enemy.

翻译:

非伤害型异常状态的效果是基於造成伤害的基础伤害还是总伤害?

它们基於敌人实际受的的伤害。


原文:

Why does skill effect duration increase the duration of some minion skills such as offerings and not other minion skills like skeletons?

This is incorrect. The duration of Skeletons is affected by modifiers to skill effect duration.

翻译:

为什么技能效果持续时间增加一些像是奉献这种召唤物技能的持续时间,而不是像召唤骷髅等其他召唤物技能?

这是错的。骷髅的持续时间受技能持续效果时间词缀的影响。


原文:

Chilled ground only does things at all to enemies. It effectively does not exist for allies.

翻译:

如果我们使用极地装甲霜涟之瞬之类的,为什么相异的憎恨不会对玩家行动速度增益?宝石并没有指定必须来自敌人的冰缓地面,但它似乎只有在来自敌人的冰缓地面才有效果。

冰缓地面只有对敌人起作用。对於友方来说,它实际上并不存在。


原文:

What exactly constitutes "your chilling areas"? Do Skitterbots count?

Specifically the four things listed in the reminder-text in game: Chilled Ground, Creeping Frost, Frost Shield, and Vortices. Skitterbots are not one of those things, and if the chilling skitterbot instead worked by creating one of those effects around itself, that would be the skitterbot's chilling area, not yours.

More generally, how is credit for causing ailments counted when the effects aren't directly caused by you, e.g. Corpse Pact + Inpulsa's?

The ailments in that situation are directly caused by you. Corpse Pact is your passive skill, it causes you to inflict chill and shock. In a nonstandard way to be sure, but you are still inflicting those ailments. Enemies entering your chilling areas in general does not count as you chilling them, or as anything chilling them - they just become chilled. I can't give a more detailed answer because I'm not sure what you mean by "credit for causing ailments".

翻译:

能确切说明何谓"你的冰缓范围"?召唤探测机兽算不算?

具体来说游戏中的四种类型:冰缓地面寒霜渗透寒霜护盾旋涡召唤探测机兽不是其中之一,既使冰缓探测机兽透过自身周围创造以上其中一种效果运作,那将是探测机兽的冰缓区域,也不是你的。

一般来说,当造成异常状态不是你直接造成的,如何判定造成异常状态来源,例如:尸骨盟约印卜萨的心碎

这种情况下的异常状态是你造成的。尸骨盟约是你的被动技能,它会让你造成冰缓和感电,可以确定的是,以一种非标准的方式,但仍是你造成这些疾病。

敌人进入你的冰缓范围时,通常不会算作你造成他们冰缓,或是任何东西造成他们冰缓 - 他们就只是被冰缓而已。


原文:

Is the corpse cap shared between all things that generate corpses or is the cap unique to each skill? For example, do the corpses of Desecrate contribute to Unearth's corpse cap?

Those skills each have their own limit.

翻译:

尸体上限是所有尸体相关技能共享,还是每个技能都有唯一的上限?例如:亵渎尸术矢

这些技能都有自己各自的上限。


原文:

What happens if you have 100% chance to flee and 100% chance to taunt?

The monster will be Taunted, and unless the monster has a chance to ignore Fleeing, it will Flee. Taunt does not prevent Fleeing - Taunt prevents targeting objects other than you (they effectively become invisible to the taunted enemy). Fleeing from you is an action that targets you, not something else.

翻译:

如果你有 100% 机率逃跑和 100% 机率嘲讽,会发生什么事?

怪物会被嘲讽,除非怪物有机率无视逃跑,否则他会逃跑。嘲讽不会阻止逃跑 - 嘲讽会阻止瞄准你以外的目标(它实际上变得被嘲讽的敌人隐形)。逃跑是针对你的行动,而不是别的东西。


原文:

Does the modifier given by "Master Toxicist" and Darkscorn "poisons created by you have a x% chance to do x% more damage" apply to poisons applied by skills used by minions, totems and mirages?

The actual modifiers in question are "Poisons you inflict during any Flask Effect have 20% chance to deal 100% more Damage" and "20% chance for Poisons inflicted with this Weapon to deal 300% more Damage". Your minions inflict their own poisons with their own skills (and weapons), so cannot benefit from these. Totems, Mirages, Traps, and Mines all use your skills, which are affected by your stats, and for attacks, use your weapons as the base. These will be affected.

翻译:

毒物大师夜吟给予的词缀,"你造成中毒有 X% 机率造成 X% 更多伤害"是否适用於召唤物、图腾、幻影射手、使用技能所造成的中毒?

有问题的词缀是"药剂效果持续时间你造成中毒有 20% 机率造成 100% 更多伤害"和"使用此武器攻击所造成的中毒有 20% 机率使中毒造成 300% 更多伤害"。你的召唤物用他们自己的技能(和武器)造成中毒。

图腾、幻影射手、陷阱和地雷都使用你的技能,这些技能会受到你面板的影响,而对於攻击,则以你的武器为基础,这些都会受影响。


原文:

If I cast a curse (e.g. Flammability) and it's gaining Doom, and I re-cast it on the same target, does the Doom counter reset? Or is the curse duration refreshed but the existing Doom counter remains, and will continue to count up if possible?

The new Hex replaces the old one, because they cannot both exist.. Each hex has its own doom.

翻译:

如果我施放了一个咒术(例如易燃)并且它正在获得厄运,然后我对同一个目标重新施放它,厄运计数器会重制吗?还是刷新诅咒时间但保留厄运层数,且有可能继续增加层数?

新的咒术取代旧的,因为它们不能同时存在,每个咒术都有自己的厄运。


原文:

What is the radius of Profane Bloom explosions?

Does it scale with modifiers to area of effect?

Yes.

翻译:

秽言亡语的爆炸半径是多少?

22。

它是否受范围效果的词缀影响。

是。


原文:

The occultist's "You cannot be stunned while you have energy shield". Say I take a hit that would fully deplete my energy shield; can this stun me? Or does a hit have to land when I already have 0 energy shield to be able to stun me?

You were unable to be stunned when you were hit, so that hit cannot stun you.

翻译:

秘术家的"当你有能量护盾时无法被晕眩"。假设我受到一击会完全耗尽我的能量护盾;这会让我晕眩吗?或者我已有 0 能量护盾才能击晕我,是否必须命中?

当你被击中时你无法被晕眩,因此击中不会晕眩你。


原文:

How does the Corrupted Soul keystone interact with Petrified Blood? Would the 40% of damage delayed only be applied to half the damage received, making it 20%?

Petrified Blood does not modify or delay damage taken. It only changes the loss of life caused by taking the damage. If some of the damage causes you to lose things other than life, such as Energy Shield, petrified blood does nothing with that.

Assuming you have sufficient Energy Shield to go with soul, and no effects like Mind over Matter or Guard skills causing you to lose other things instead, half of the damage taken from hits will cause you to lose Energy Shield, and half will cause you to lose life. Petrified Blood changes only the amount of life lost.

翻译:

腐化之魂石化之血 是如何相互作用的呢?"预防下半生命 40% 的生命损失"是否只适用於所受伤害的一半,使其变为 20%?

石化之血不会改变或延迟受到的伤害。它只会改变因受到伤害而造成的生命损失。如果某些伤害导致你失去生命以外的东西,例如能量护盾,那么石化之血对此无济於事。

假设你有充足的能量护盾来搭配腐化之魂-而且没有像是 心灵升华守护技能 会让你代替承受伤害的效应-而一半的伤害由护盾承受,另一半则会让你失去生命。 石化之血 只会影响失去生命的那部分。


原文:

Do multiple sources of Fire Damage over Time Multiplier stack additively or multiplicatively?

All modifiers to Fire Damage over Time Multiplier in the game are explicitly additions to the base value - they use "+" to show this. No multiplication is occurring, and how the modifiers stack with other modifiers does not matter because adding them all up and applying them together has the same result as applying each separately. Any hypothetical future modifiers giving increased/reduced or more/less Fire Damage over Time Multiplier will follow the standard way those modifiers work, adding a % of the total base and added value to itself, and stacking additively or multiplicatively with other such modifiers respectively.

翻译:

多个火焰持续伤害加成是相加还是相乘?

游戏中对火焰持续伤害加成都是对基础值的相加 - 词缀使用"+"来表示这一点。没有乘法计算,词缀如何与其他词缀叠加并不重要,因为它们全部相加并将他们一起应用与单独应用结果相同。

假设未来词缀有 增加/减少 或 更多/更少 的火焰持续伤害加成将遵循这些词缀的运作标准,将总基础的百分比和附加值添加到自身,并分别与其它此类词缀相加或相乘地叠加。


原文:

Currently, how does Valyrium interact with things such as The Agnostic keystone passive skill and the Mask of the Stitched Demon?

Mask of the Stitched Demon does not affect maximum energy shield, which is what matters for calculating stun with Valyrium, so there is no interaction here. With The Agnostic (or any other case where you have zero maximum energy shield) the stat on Valyrium currently does nothing, due to a bug which doesn't handle a value of zero correctly. This will be fixed at some point in the future.

Do they work like Chaos Inoculation does regarding stuns and elemental ailments, where the effect was based on how much of the relevant stat there was before the effect was applied?

No. That behaviour is specific to overriding maximum life with CI.

翻译:

当前战日不可知论关键天赋和恶缝之面如何互动?

恶缝之面不影响最大能量护盾,这对於使用战日的晕眩计算很重要,所以这里没有交互作用。

对於不可知论(或任何其他最大能量护盾为零的情况),战日目前没有任何作用,因为一个错误不能正确处理零值。这将在未来某个时候修复。

它们是否会像异灵之体一样,在对於晕眩和元素异常状态运作方式,效果是基於应用效果之前有多少相关的数据?

不,这种运作特定於使用 CI 覆盖最大生命。


原文:

Can totems benefit from the Cruelty buff? And what about traps/mines?

Totems, Traps, and Mines use your skills. If you have Cruelty, your skills that are supported by Cruelty Support will deal more damage over time. This is true regardless of whether those skills are used by you or by your totems, traps or mines.

If a totem somehow gained the Cruelty buff itself, that would do nothing, because even if it had skills of its own, those wouldn't be supported by Cruelty support.

翻译:

图腾可以从残酷中受益吗?那么陷阱/地雷呢?

图腾、陷阱和地雷使用你的技能。如果你有残酷,你的残酷辅助所辅助的技能会造成更多持续伤害。无论这些技能是由你还是由你的图腾、陷阱或地雷使用,都是如此。


原文:

Does Bloodthirst Support and Mirage Archer Support interact? If the player is low life does the Mirage Archer get that added damage bonus?

Bloodthirst Support makes your skill deal more damage when you are on low life. Mirage Archer is using your skill, which has that bonus.

翻译:

渴血辅助幻影射手辅助有相互作用吗?如果玩家贫血,幻影射手会获得额外的伤害加成吗?

渴血辅助使你的技能在你贫血时的技能造成更多伤害。幻影射手正在使用你的技能,该技能具有更多伤害。


原文:

For the Totem skill tree Mastery: 5% of Damage from Hits is taken from your nearest Totem's Life before you; if the hit is large enough to kill the totem, is the extra damage wasted as overkill damage, or is the extra damage applied to the player?

Anything which says damage is taken from something "before" something else can only work for as much loss as you have of that thing. Excess after the first thing is depleted must be taken from the original thing, just like how normally damage is taken from Energy Shield before life, but a hit which deals more than enough damage to deplete ES will take the remainder from life.

翻译:

图腾专精:"被击中时,生命值所受的 5% 伤害由最靠近你的图腾扣除";如果击中大於足以杀死图腾,那么额外的伤害是否会变为过溢伤害被浪费,或者额外的伤害是否套用至玩家身上?

就像在生命之前从能量护盾中受到的伤害一样,但是造成足够伤害已耗尽 ES 的击中会从生命扣除剩余部分。


原文:

Why don't Damage over Time effects shatter already frozen enemies?

Because shattering something requires an impact to break the ice.

翻译:

为什么持续伤害不会粉碎已冰冻的敌人?

吃冰块也要用牙齿咬。


原文:

In which order are armour and resistances applied when taking the Transcendence Keystone? Do you use the damage number after or before resistances are applied to calculate the percentage of the damage armour mitigates?

For each damage type, if you have a Resistance which applies to that damage it applies first, then if Armour applies to that damage, Damage Reduction for that type from Armour is calculated and applied to the remaining damage (any Additional Damage Reduction is added to that from armour, but currently this is only possible to get for physical damage).

This means that resistances lower damage before it gets compared to armour to work out how much reduction armour applies, and if armour is applying to multiple damage types, that calculation and reduction happens separately for each of them, rather than once for the total damage amount.

翻译:

超凡脱俗关键天赋,护甲和抗性的计算顺序是什么?计算护甲减轻伤害百分比是在计算抗性之后还是之前?

对於每种伤害类型,先计算抗性,如果护甲适用於该伤害,则其计算该类型护甲的伤害减免并应用於剩余伤害(任何额外的伤害减免都会加入护甲的伤害减免中做计算,但目前只能获得额外物理伤害减免)

这意味抗性在护甲之前计算降低伤害, 然后计算护甲减免伤害,如果护甲适用多种伤害类型,则每一种类型独立计算和减少伤害,而不是计算全类型的总伤害(冰1000火500电300,各自去算减免,不会1800一次算)。


原文:

Can Boneshatter's self-damage be converted(physical to cold, for example) or critically strike?

It cannot be converted because self-damage does not come from your/your skill's stats - if it did all your increased/more damage modifiers would also apply to it. For similar reasons it cannot crit, but stats on you can affect the crit chance of hits you take, so despite it not being able to roll a crit, in theory a future stat that caused all hits you take to be critical strikes would apply.

翻译:

碎骨的自残伤害可以转换(例如物理伤害转换为冰冷伤害)或暴击吗?

不能被转换,因为自残伤害不受技能面板数据影响 - 如果自残受影响,你所有增加/更伤害词缀也将应用於自残伤害。出於类似原因,它也不能暴击,但你的角色数据面板会影响你承受击中的暴击率,因此尽管自残无法骰出暴击,但理论上你面板上有承受击中的暴击率,你所有承受击中都会套用暴击计算。


原文:

When is a character dead? Can you be below 0 hp and then a mechanic instantly gives you health back on the same frame/servertick?

"Dead" means having 0 current life. It is not a separate state, just a shorthand name for checking whether life is currently 0.

翻译:

角色什么时候死亡?生命可以低於 0 然后立即在同一侦/severtick上回覆生命吗?

"死亡"表示当前生命值为 0。它不是一个单独的状态,只是检查当前生命是否为 0 的简称。


原文:

If you have "gain 1 rage per hit up to once per second" from a cluster jewel, and you have the axe mastery that does the same, will you now gain up to 2 rage per second?

Each of those effects has its own entirely separate limitation. You can gain 2 total rage within a 1 second timeframe - 1 rage comes from one effect and the other rage comes from the other effect. Neither effect can exceed its own limitation, but neither of them knows about the other. They're entirely independent.

翻译:

如果你从星团珠宝天赋获得"使用斧或剑攻击击中时获得 1 层盛怒,每秒不超过 1 层",并且也有相同词缀的斧头专精,那么现在会每秒获得 2 层盛怒吗?

这些效果都各自独立。你可以在 1 秒内获得 2 层盛怒 - 分别来自各个效果。任何一种校果都不能超过自身的限制,它们也不知道对方。它们是完全独立的。


原文:

Can monsters that become "untargetable" (such as burrowing bugs and devourers) and which have the Soul Eater modifier "eat souls" while untargetable?

Being untargetable does not stop eating souls. However, the monsters you're describing are doing a lot more than just becoming untargetable, and in general something which has burrowed away will not be able to eat souls until it returns.

翻译:

变成"无法指定"的怪物(例如钻地虫)以及拥有噬魂者词缀的怪物是否可以在无法指定的状态下"吃掉灵魂"?

无法指定时并不会停止吞噬灵魂。然而,你所描述的怪物所做的不仅仅是变得无法指定,而一般来说,已经钻进洞的东西在他出来之前无法吃掉灵魂。


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