Projectile
Old: chuanhsing 2023-03-29 08:04:43
New: cucc3256 2023-03-29 21:41:46
| Old | New | Differences | |
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| 1 | - | # Version 3.21.0 | |
| 1 | + | # 投射物 | |
| 2 | + | **投射物** are entities which are produced by a [[spell]] or [ranged](Ranged_skill) [[attack]] which travel independently of their creator until they collide with an enemy or obstacle or reach their travel distance limit of 150 Units. Skills gems that create projectiles usually have the Projectile or [[Bow]] [[gem tag]]. | |
| 2 | 3 | ||
| 3 | - | * 3月31日(五): 3AM [3.21 Twitch 直播](https://www.pathofexile.com/livestream),新贊助包,更新公告 | |
| 4 | - | * 4月5日(三): 5AM 國際服聖域聯盟結束,3.21 私人聯盟創建 | |
| 5 | - | * 4月7日(五): Torrent下載,角色數量擴充特價 | |
| 6 | - | * 4月8日(六): 3AM 國際服 3.21 發布 | |
| 7 | - | * 4月9日(日): 新神秘箱 | |
| 8 | - | * 4月13日(四): 10AM台服 3.21 發布 | |
| 9 | - | * 4月14日(五): 騰訊服 3.21 發布 | |
| 4 | + | ## 速度和持續時間 | |
| 5 | + | All projectiles have a speed, which can be altered by <span class="explicitMod">Projectile Speed</span> modifiers. All projectiles also have a duration (which can be infinite), although in most cases this duration is not mentioned anywhere and cannot be modified, unless explicitly stated such as with the skill [[Spark]]. | |
| 10 | 6 | ||
| 11 | - | ||
| 7 | + | The speed and duration combined determine the distance the projectile will travel, up to its maximum range. This is important when considering projectiles that have a limited lifetime. | |
| 12 | 8 | ||
| 13 | - | ||
| 9 | + | For example, [[Freezing Pulse]] creates projectiles which deal full damage initially, but deal less and less damage the longer they are alive. Increasing the <span class="explicitMod">Projectile Speed</span> of Freezing Pulse will cause the projectiles to arrive at the target sooner, and therefore they will deal more damage than a slower-moving Freezing Pulse that traveled the same distance. | |
| 14 | 10 | ||
| 15 | - | ||
| 11 | + | Increasing the <span class="explicitMod">Projectile Speed</span> of limited duration projectiles will allow them to travel a further distance before they expire. | |
| 16 | 12 | ||
| 13 | + | However, there are effects that occur based on the projectile's total distance traveled since launched. For instance: | |
| 17 | 14 | ||
| 18 | - | ### 3/28 許多通貨的堆疊上限提高 | |
| 15 | + | - [[Ice Spear]] will always arm (change into its second form) at a certain distance from its launching point, regardless of its speed | |
| 16 | + | The damage modifiers from [[Point Blank]] and [[Chin Sol]] are based the projectile's total distance traveled, not how long the projectile has been alive. Note that, in the case of [[Spectral Throw]] or other "Projectiles Return" mechanics, the total distance traveled may be greater than the current distance from the player. | |
| 19 | 17 | ||
| 20 | - | <a href="https://web.poecdn.com/public/news/2023-03-28/ChaosOrb.jpg" data-lightbox="panel"></a> | |
| 18 | + | ## Ground and airborne projectiles | |
| 19 | + | Most projectiles fly through the air, however there are some that travel along the ground. | |
| 21 | 20 | ||
| 22 | - | <a role='button' class="js-modal-btn" data-video-id="VaM_hM_BGFA"></a> | |
| 21 | + | Airborne projectiles can be aimed up and down cliffs and other height transitions, and can impact with the ground or ceiling. This can sometimes make them difficult to aim when dealing with a steep vertical angle, as they might fly over the heads of enemies or harmlessly impact the ground at the enemy's feet. Airborne projectiles will pass through most low obstacles such as small chests and rocks. | |
| 22 | + | ||
| 23 | + | Projectiles that travel along the ground are subject to the same restrictions as a walking player. This means they cannot be fired up or down height transitions, and will instead collide with the edge. They will never impact with the ground or ceiling, but they are much more likely to be obstructed by small obstacles around the environment. Skills that create earthbound projectiles include [[Spark]], [[Lightning Strike]]. | |
| 24 | + | ||
| 25 | + | ## Death | |
| 26 | + | When a projectile collides with an enemy or obstacle, it explodes and is destroyed. This happens even if the projectile is the result of an attack that is evaded or dodged. Intuitively a projectile that is evaded or dodged would continue along its trajectory, but that is not the case in Path of Exile. | |
| 27 | + | ||
| 28 | + | ## Subprojectiles | |
| 29 | + | Normally a projectile attempts to hit the first enemy it encounters, explodes if the projectile has an explosion effect, and disappears. However, some effects change the projectile hit behavior. | |
| 30 | + | ||
| 31 | + | ### 效果類別 | |
| 32 | + | 每個擊中可以應用一個效果,這些效果按照優先順序排列。 | |
| 33 | + | ||
| 34 | + | ### 裂化 | |
| 35 | + | [[命中]]時,投射物會裂化成(<span class="explicitMod">X</span>)個自動瞄準的投射物。自動瞄準的半徑限制類似於連鎖。 | |
| 36 | + | ||
| 37 | + | 箭在裂化後會被視為同一發箭矢,所以同一個怪物不會被瞄準兩次,這代表著大多數的情況下裂化不會增加你的單一目標命中次數。(例外情況:爆炸類型的投射物) | |
| 38 | + | ||
| 39 | + | 分裂的來源包括: | |
| 40 | + | - [[Sniper's Mark]] | |
| 41 | + | ||
| 42 | + | - [[Fury Valve]] | |
| 43 | + | ||
| 44 | + | ### 穿透 | |
| 45 | + | Main page: [[Pierce]] | |
| 46 | + | ||
| 47 | + | 投射物會穿過敵人並且延續之前的軌跡前進,投射物一旦用完了他的穿透次數後,可能會適用本節所列出的其他效果。 | |
| 48 | + | ||
| 49 | + | ### 分裂 | |
| 50 | + | 投射物分裂成兩個相同的投射物,每個投射物與原始投射物的路徑成60度角。只能分裂一次。 | |
| 51 | + | ||
| 52 | + | 分裂的來源包括: | |
| 53 | + | ||
| 54 | + | - [[Fork Support]] | |
| 55 | + | ||
| 56 | + | - [[Rigwald's Quills]] | |
| 57 | + | ||
| 58 | + | - [[Snakepit]] (配戴在左邊戒指時) | |
| 59 | + | ||
| 60 | + | ### 連鎖 | |
| 61 | + | 投射物會在一定的範圍內選擇目標並且朝著該目標的方向前進。一個目標不能被同一個投射物擊中兩次。 | |
| 62 | + | 如果一個技能產生多個投射物並連鎖,則沒有任何一個投射物可以連鎖到一個已經被同一個投射物擊中的敵人。如果最初擊中的敵人範圍內沒有有效目標,他會瞄準一個敵人但不造成擊中,而是穿過。Chain has a specified number of iterations. | |
| 63 | + | ||
| 64 | + | 連鎖的來源包刮: | |
| 65 | + | ||
| 66 | + | - [[Chain Support]] 和 [[Awakened Chain Support]] | |
| 67 | + | ||
| 68 | + | - [[Ewar's Mirage]] (裝備於主手時,攻擊額外連鎖 1 次) | |
| 69 | + | ||
| 70 | + | - [[Gloomfang]] | |
| 71 | + | ||
| 72 | + | - [[Mjölner]] 跟 [[Deadeye]] 的彈射同詞 | |
| 73 | + | ||
| 74 | + | - [[Roth's Reach]] | |
| 75 | + | ||
| 76 | + | - [[Snakepit]] (右戒指欄位:法術的投射物連鎖 +1 次) | |
| 77 | + | ||
| 78 | + | - [[Touch of Anguish]] (最大狂怒球時技能額外連鎖 1 次) | |
| 79 | + | ||
| 80 | + | - [[Replica Voidwalker]] (你有迷蹤時,投射物連鎖 +1 次) | |
| 81 | + | ||
| 82 | + | 以及, [[Arc]], [[Vaal Arc]], [[Static Strike]], [[Wild Strike]], [[Dark Pact]], [[Orb of Storms]], and [[Tempest Shield]] 即使不是投射物技能也可以連鎖. | |
| 83 | + | ||
| 84 | + | ### 返回 | |
| 85 | + | 投射物發射後會返回原來的位置。目標可以在發射出去的路徑上被擊中一次,在返回的路徑上被擊中一次。而這個的過程中擊中目標只會發生一次。他的優先程度在 穿透/分裂/連鎖 之後。 | |
| 86 | + | ||
| 87 | + | 返回的來源包刮: | |
| 88 | + | ||
| 89 | + | - [[Spectral Throw]] | |
| 90 | + | ||
| 91 | + | - [[Vengeant Cascade passive]] (適用於攻擊投射物) | |
| 92 | + | ||
| 93 | + | - [[Relic of the Cycle]] (投射物從最終目標返回你) | |
| 94 | + | ||
| 95 | + | - [[Nimis]] (投射物從最終距離返回你) | |
| 96 | + | ||
| 97 | + | ###爆炸 | |
| 98 | + | 有些投射誤會在每次擊中時爆炸,而其餘投射物僅在消失時爆炸,對非爆炸性的擊中僅造成擊中傷害。 | |
| 99 | + | ||
| 100 | + | 以下技能會在每次擊中時爆炸。 | |
| 101 | + | ||
| 102 | + | - [[Caustic Arrow]] | |
| 103 | + | ||
| 104 | + | - [[Ice Shot]] | |
| 105 | + | ||
| 106 | + | - [[Kinetic Blast]] | |
| 107 | + | ||
| 108 | + | - [[Lightning Arrow]] | |
| 109 | + | ||
| 110 | + | - [[Vaal Burning Arrow]] | |
| 111 | + | ||
| 112 | + | 此外,所有單目標擊中效果都適用每次擊中。 | |
| 113 | + | ||
| 114 | + | 以下技能僅在投射物被摧毀時爆炸。 | |
| 115 | + | ||
| 116 | + | - [[Creeping Frost]] | |
| 117 | + | ||
| 118 | + | - [[Explosive Arrow]] | |
| 119 | + | ||
| 120 | + | - [[Fireball]] | |
| 121 | + | ||
| 122 | + | - [[Essence Drain]] | |
| 123 | + | ||
| 124 | + | <details> | |
| 125 | + | <summary><center><b>Example projectile</b></center></summary> | |
| 126 | + | ||
| 127 | + | Imagine a [[Fireball]] that has <span class="explicitMod">50% Chance to Pierce, Projectiles Fork</span>, and <span class="explicitMod">Chain +2 Times</span>, and has been launched towards a pack of enemies: | |
| 128 | + | ||
| 129 | + | 1. It hits the first enemy and succeeds its piercing check. The enemy is damaged and the projectile continues on its course. | |
| 130 | + | 2. It hits a second enemy and this times fails to pierce. It forks, and there are now two projectiles which fly in different directions. | |
| 131 | + | - The first projectile | |
| 132 | + | - The first projectile hits an enemy, and succeeds its piercing check, and continues on. | |
| 133 | + | - There are no more enemies in its flight path, and it flies into a wall and explodes. | |
| 134 | + | - The second projectile | |
| 135 | + | - The second projectile hits an enemy but fails its piercing check. Since it is the descendant of a projectile that forked, it cannot fork. The projectile and none of its ancestors have chained yet, so it can still chain two times. It chains and flies backwards towards the previous enemy. | |
| 136 | + | - It hits the enemy, succeeds its piercing check, and continues on. | |
| 137 | + | - It hits another enemy and fails to pierce, but can still chain one more time. It chains towards a nearby enemy. | |
| 138 | + | - It hits the enemy and again fails to pierce. It cannot fork, and has run out of chains, so it finally explodes, dealing Fireball's [[area of effect]] damage. | |
| 139 | + | ||
| 140 | + | </details> | |
| 141 | + | ||
| 142 | + | ## Math Calculations | |
| 143 | + | All calculations assume maximum possible hits in ideal situations. Several factors, for example enemies evading your attacks, will prevent max possible hits from happening. | |
| 144 | + | ||
| 145 | + | ### Solo hits | |
| 146 | + | Individual projectiles can only target a single monster 1 time. If you have multiple chains, they will only chain to targets that have not been hit yet. | |
| 147 | + | ||
| 148 | + | Projectiles that fork count as the same projectile after forking. This means that fork will not increase your solo target hits per second, unless the projectiles do explosive damage to non-targeted enemies. | |
| 149 | + | ||
| 150 | + | <details> | |
| 151 | + | <summary><center><b>Math Calculations</b></center></summary> | |
| 152 | + | ||
| 153 | + | ### Max possible individual target hits per second Formula | |
| 154 | + | - Note: This formula requires enough chains and enemies for every projectile to reach your individual target. | |
| 155 | + | - (Total number of projectiles) x (Attacks/cast per Second) = final answer. | |
| 156 | + | ||
| 157 | + | ### Multiple target hits | |
| 158 | + | - max possible multiple target hits per second formula | |
| 159 | + | - Note: Fork is calculated as 2. Awakened fork is calculated 6. | |
| 160 | + | - Note: "Pierce on return" comes from the vengeant cascade notable. | |
| 161 | + | ||
| 162 | + | (Total number of projectiles) X (Attacks/cast per Second) = Q | |
| 163 | + | ||
| 164 | + | ( Q ) X (Number of Pierces + 1) = Z | |
| 165 | + | ||
| 166 | + | ( Q ) X (fork or awakened fork) = T | |
| 167 | + | ||
| 168 | + | ( T ) X (Chains) = F | |
| 169 | + | ||
| 170 | + | ( T ) X ( Average number of Pierces on return) = V | |
| 171 | + | ||
| 172 | + | Z + T + F + V = Final Answer | |
| 173 | + | ||
| 174 | + | - Explosive projectile hits | |
| 175 | + | ||
| 176 | + | Projectiles that explode for area of effect damage on every hit will use the same formula and restrictions as above for targeting, but are capable of hitting more times against densely packed enemies. | |
| 177 | + | ||
| 178 | + | The area of effect damage that occurs when hitting a non-targeted enemy does not prevent that enemy from being targeted by chain. This means that you can multiply your maximum number of hits for single and multiple targets by the average number of hits per explosion. | |
| 179 | + | ||
| 180 | + | </details> | |
| 181 | + |