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遊戲機制問答 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

翻譯:

元素巨型星團珠寶上的施虐者召喚探測機獸的相互作用?

沒有相互作用。探測機獸造成它們的異常狀態,但它們沒有施虐者的天賦。


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.

翻譯:

這種情況下,點燃如何運作?你用一個法術擊中敵人,這個法術有1000點傷害且100%機率點燃,之後你繼續使用相同的技能傷害敵人,並且觸發元素超載。舊的剩餘時間的點燃是否會因為元素超載的傷害加成而被更強的點燃覆蓋?

同時多個點燃狀態各自獨立計算,不可重複疊加,每個點燃效果都將殘留在目標上,直到效用時間結束,只取該時最高每秒燃燒傷害做計算。

當你技能上獲得元素超載加成的情況下第一次擊中敵人時,會獲得 40% 更多傷害,從而造成更強的點燃,這將覆蓋正在應用的點燃。

獲得元素超載那下的擊中不會有加成,因為在計算該擊中時你沒有增益,因此該擊中的點燃不會被提升。


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.

翻譯:

召喚奪魂鐮當它餓了時,如何決定會吃掉你其他哪一個召喚物呢?它是隨機還是有某種優先順序呢?

奪魂鐮不會覺得它餓了,然後選擇一個召喚物把他吃了。

每次選擇一個行動時,奪魂鐮會評估所有可能的行動並選擇一個行動,對於他看到其他召喚物,會有兩個可能涉及吃掉召喚物的行動,奪魂鐮的所有行動都擁有權重(同樣對於每個敵人,都有可能攻擊該敵人的行動,如果只有一個仇恨值的敵人,則會還有其他幾種攻擊行動)。 吃掉召喚物治癒自己有很高的權重,如果奪魂鐮生命高於 75% 或已經有吃召喚物的增益,該行動則會被忽略。 僅僅為了增益而吃召喚物具有較低的權重,但如果奪魂鐮已經有增益或該召喚物周圍沒有敵人,則會被忽略(因此它不會遠離敵人,吃掉遠處的召喚物)。

根據召喚物類型等的不同,權重沒有變化,但奪魂鐮不能吃"無敵"的召喚物,例如召喚探測機獸,因為它們是進食行動的無效目標,且不能吃不可瞄準的召喚物,像召喚憤怒狂靈,因為他們無法成為目標。

可以吃掉幻影嗎?

可以。

另外,召喚幻影輔助會受到其他輔助寶石的影響嗎?

會。


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.

翻譯:

當使用像是靈體投擲這種返回投射物技能時,所有來自狙擊者印記造成分裂的投射物,返回時會擊中目標嗎?還是只有少數?

返回時,所有投射物不一定會擊中該目標,返回將投射物返回於你(如果是圖騰或相似的東西,則返回發射投射物的東西位置),而不是他們分裂的地方。 如果目標擋住了一些返回的投射物,那麼其中一個可以擊中他,而其他則不會。


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.

翻譯:

非傷害型異常狀態的效果是基於造成傷害的基礎傷害還是總傷害?

它們基於敵人實際受的的傷害。


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.

翻譯:

為什麼技能效果持續時間增加一些像是奉獻這種召喚物技能的持續時間,而不是像召喚骷髏等其他召喚物技能?

這是錯的。骷髏的持續時間受技能持續效果時間詞綴的影響。


原文:

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

翻譯:

如果我們使用極地裝甲霜漣之瞬之類的,為什麼相異的憎恨不會對玩家行動速度增益?寶石並沒有指定必須來自敵人的冰緩地面,但它似乎只有在來自敵人的冰緩地面才有效果。

冰緩地面只有對敵人起作用。對於友方來說,它實際上並不存在。


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".

翻譯:

能確切說明何謂"你的冰緩範圍"?召喚探測機獸算不算?

具體來說遊戲中的四種類型:冰緩地面寒霜滲透寒霜護盾旋渦召喚探測機獸不是其中之一,既使冰緩探測機獸透過自身周圍創造以上其中一種效果運作,那將是探測機獸的冰緩區域,也不是你的。

一般來說,當造成異常狀態不是你直接造成的,如何判定造成異常狀態來源,例如:屍骨盟約印卜薩的心碎

這種情況下的異常狀態是你造成的。屍骨盟約是你的被動技能,它會讓你造成冰緩和感電,可以確定的是,以一種非標準的方式,但仍是你造成這些疾病。

敵人進入你的冰緩範圍時,通常不會算作你造成他們冰緩,或是任何東西造成他們冰緩 - 他們就只是被冰緩而已。


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.

翻譯:

屍體上限是所有屍體相關技能共享,還是每個技能都有唯一的上限?例如:褻瀆屍術矢

這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.

翻譯:

如果你有 100% 機率逃跑和 100% 機率嘲諷,會發生什麼事?

怪物會被嘲諷,除非怪物有機率無視逃跑,否則他會逃跑。嘲諷不會阻止逃跑 - 嘲諷會阻止瞄準你以外的目標(它實際上變得被嘲諷的敵人隱形)。逃跑是針對你的行動,而不是別的東西。


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.

翻譯:

毒物大師夜吟給予的詞綴,"你造成中毒有 X% 機率造成 X% 更多傷害"是否適用於召喚物、圖騰、幻影射手、使用技能所造成的中毒?

有問題的詞綴是"藥劑效果持續時間你造成中毒有 20% 機率造成 100% 更多傷害"和"使用此武器攻擊所造成的中毒有 20% 機率使中毒造成 300% 更多傷害"。你的召喚物用他們自己的技能(和武器)造成中毒。

圖騰、幻影射手、陷阱和地雷都使用你的技能,這些技能會受到你面板的影響,而對於攻擊,則以你的武器為基礎,這些都會受影響。


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.

翻譯:

如果我施放了一個咒術(例如易燃)並且它正在獲得厄運,然後我對同一個目標重新施放它,厄運計數器會重製嗎?還是刷新詛咒時間但保留厄運層數,且有可能繼續增加層數?

新的咒術取代舊的,因為它們不能同時存在,每個咒術都有自己的厄運。


原文:

What is the radius of Profane Bloom explosions?

Does it scale with modifiers to area of effect?

Yes.

翻譯:

穢言亡語的爆炸半徑是多少?

22。

它是否受範圍效果的詞綴影響。

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.

翻譯:

秘術家的"當你有能量護盾時無法被暈眩"。假設我受到一擊會完全耗盡我的能量護盾;這會讓我暈眩嗎?或者我已有 0 能量護盾才能擊暈我,是否必須命中?

當你被擊中時你無法被暈眩,因此擊中不會暈眩你。


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.

翻譯:

腐化之魂石化之血 是如何相互作用的呢?"預防下半生命 40% 的生命損失"是否只適用於所受傷害的一半,使其變為 20%?

石化之血不會改變或延遲受到的傷害。它只會改變因受到傷害而造成的生命損失。如果某些傷害導致你失去生命以外的東西,例如能量護盾,那麼石化之血對此無濟於事。

假設你有充足的能量護盾來搭配腐化之魂-而且沒有像是 心靈昇華守護技能 會讓你代替承受傷害的效應-而一半的傷害由護盾承受,另一半則會讓你失去生命。 石化之血 只會影響失去生命的那部分。


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.

翻譯:

多個火焰持續傷害加成是相加還是相乘?

遊戲中對火焰持續傷害加成都是對基礎值的相加 - 詞綴使用"+"來表示這一點。沒有乘法計算,詞綴如何與其他詞綴疊加並不重要,因為它們全部相加並將他們一起應用與單獨應用結果相同。

假設未來詞綴有 增加/減少 或 更多/更少 的火焰持續傷害加成將遵循這些詞綴的運作標準,將總基礎的百分比和附加值添加到自身,並分別與其它此類詞綴相加或相乘地疊加。


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.

翻譯:

當前戰日不可知論關鍵天賦和惡縫之面如何互動?

惡縫之面不影響最大能量護盾,這對於使用戰日的暈眩計算很重要,所以這裡沒有交互作用。

對於不可知論(或任何其他最大能量護盾為零的情況),戰日目前沒有任何作用,因為一個錯誤不能正確處理零值。這將在未來某個時候修復。

它們是否會像異靈之體一樣,在對於暈眩和元素異常狀態運作方式,效果是基於應用效果之前有多少相關的數據?

不,這種運作特定於使用 CI 覆蓋最大生命。


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.

翻譯:

圖騰可以從殘酷中受益嗎?那麼陷阱/地雷呢?

圖騰、陷阱和地雷使用你的技能。如果你有殘酷,你的殘酷輔助所輔助的技能會造成更多持續傷害。無論這些技能是由你還是由你的圖騰、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.

翻譯:

渴血輔助幻影射手輔助有相互作用嗎?如果玩家貧血,幻影射手會獲得額外的傷害加成嗎?

渴血輔助使你的技能在你貧血時的技能造成更多傷害。幻影射手正在使用你的技能,該技能具有更多傷害。


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.

翻譯:

圖騰專精:"被擊中時,生命值所受的 5% 傷害由最靠近你的圖騰扣除";如果擊中大於足以殺死圖騰,那麼額外的傷害是否會變為過溢傷害被浪費,或者額外的傷害是否套用至玩家身上?

就像在生命之前從能量護盾中受到的傷害一樣,但是造成足夠傷害已耗盡 ES 的擊中會從生命扣除剩餘部分。


原文:

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

Because shattering something requires an impact to break the ice.

翻譯:

為什麼持續傷害不會粉碎已冰凍的敵人?

吃冰塊也要用牙齒咬。


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.

翻譯:

超凡脫俗關鍵天賦,護甲和抗性的計算順序是什麼?計算護甲減輕傷害百分比是在計算抗性之後還是之前?

對於每種傷害類型,先計算抗性,如果護甲適用於該傷害,則其計算該類型護甲的傷害減免並應用於剩餘傷害(任何額外的傷害減免都會加入護甲的傷害減免中做計算,但目前只能獲得額外物理傷害減免)

這意味抗性在護甲之前計算降低傷害, 然後計算護甲減免傷害,如果護甲適用多種傷害類型,則每一種類型獨立計算和減少傷害,而不是計算全類型的總傷害(冰1000火500電300,各自去算減免,不會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.

翻譯:

碎骨的自殘傷害可以轉換(例如物理傷害轉換為冰冷傷害)或暴擊嗎?

不能被轉換,因為自殘傷害不受技能面板數據影響 - 如果自殘受影響,你所有增加/更傷害詞綴也將應用於自殘傷害。出於類似原因,它也不能暴擊,但你的角色數據面板會影響你承受擊中的暴擊率,因此儘管自殘無法骰出暴擊,但理論上你面板上有承受擊中的暴擊率,你所有承受擊中都會套用暴擊計算。


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.

翻譯:

角色什麼時候死亡?生命可以低於 0 然後立即在同一偵/severtick上回覆生命嗎?

"死亡"表示當前生命值為 0。它不是一個單獨的狀態,只是檢查當前生命是否為 0 的簡稱。


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.

翻譯:

如果你從星團珠寶天賦獲得"使用斧或劍攻擊擊中時獲得 1 層盛怒,每秒不超過 1 層",並且也有相同詞綴的斧頭專精,那麼現在會每秒獲得 2 層盛怒嗎?

這些效果都各自獨立。你可以在 1 秒內獲得 2 層盛怒 - 分別來自各個效果。任何一種校果都不能超過自身的限制,它們也不知道對方。它們是完全獨立的。


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.

翻譯:

變成"無法指定"的怪物(例如鑽地蟲)以及擁有噬魂者詞綴的怪物是否可以在無法指定的狀態下"吃掉靈魂"?

無法指定時並不會停止吞噬靈魂。然而,你所描述的怪物所做的不僅僅是變得無法指定,而一般來說,已經鑽進洞的東西在他出來之前無法吃掉靈魂。


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