Armour

Old: Yueren 2022-01-13 17:29:18

New: Rykozic 2023-03-28 10:55:19

OldNewDifferences
11 # 護甲
2-**護甲**是種[[Defences]]形式,[減輕](Receiving_damage)受到來自[[hit]]的[[physical damage]],護甲值可以透過[[裝備]]、相關天賦、使用技能( 如[[Molten Shell]] )或[[藥劑]]( 如[[Granite Flask]]和[[Basalt Flask]])提升。
2+**護甲**是種[[Defences]]形式,可以[減輕](Receiving_damage)受到來自[[hit]]的[[physical damage]](對於物理持續傷害則沒有任何作用),護甲值可以透過[[裝備]]、相關天賦、使用技能( 如[[Molten Shell]] )或[[藥劑]]( 如[[Granite Flask]]和[[Basalt Flask]])提升
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44 ## 機制
5-Along with evasion and energy shield, armour is one of the three defence types that can implicitly appear on equipment. Unlike resistance, armour has diminishing returns as its effectiveness is based on the magnitude of incoming physical damage (multiplied by 10). As a result, armour is most effective in mitigating small hits (i.e. 50% and better reduction for initial damage less than a tenth of the armour value) and least effective in mitigating very large hits (where its absolute reduction can at most be one tenth of the armour value).
5+**護甲**與[[閃避]]和[[能量護盾]]一樣,是最為常見的防禦系統並可以在絕大多數的防具上綴找到。護甲雖然能減少受到的物理傷害,但是不同於[[抗性]]所顯示的有多少%數抗性就可以減免多少%數的傷害,護甲的減免傷害與該次承受的傷害大小有巨大的關聯
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7-Supposedly the most armour monsters have in the game is about 983.
7+根據護甲減免公式:
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9-Physical damage reduction from armour only mitigates physical damage from hits. It falls under the modifier <span class="explicitMod">#% additional Physical Damage Reduction when Hit</span>. Physical Damage Reduction is capped at 90%.
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11-Armour does not mitigate [[damage over time]], as armour will only mitigate damage from [[hit]]s. [Bleed](Bleeding) is a damage over time debuff that is based on the initial physical hit, armour would reduce the initial hit but not the damage over time. However both the initial hit and the damage over time can be mitigated with other sources for example [[endurance charge]]s because they don't only apply to hits.
10+### 護甲減免的傷害比例 = 護甲值 / (護甲值+傷害值*5)
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13-Armour will only mitigate physical damage hits, not for elemental or chaos damage. If the [[Transcendence]] keystone is taken, armour mitigates elemental damage hits, but not physical.
12+我們可以得知單次的傷害值越小,護甲的減免效果就越好。反之,若單下的傷害值越大並與護甲值相差越多,那護甲減免的傷害就越少甚至趨近於0,詳細的減免比例可以將單下的傷害與你身上的護甲值帶入上面的公式
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15-### Rule of thumb
16-- To prevent one third of damage (33%), you need armour 2.5 times the damage (e.g. 250 armour for 100 damage)
17-- To prevent half of damage (50%), you need armour 5 times the damage (e.g. 500 armour for 100 damage)
18-- To prevent two thirds of damage (66%), you need armour 10 times the damage (e.g. 1000 armour for 100 damage)
19-- To prevent three quarters of damage (75%), you need armour 15 times the damage (e.g. 1500 armour for 100 damage)
20-- To prevent 90% of damage, you need armour 45 times the damage (e.g. 4500 armour for 100 damage)
21-- Armour will never prevent more damage than its value divided by 5 (e.g. 1000 armour will never prevent more than 200 damage)
14+### 經驗法則
15+- 要減免33%的傷害,你的護甲值必須為該次傷害的2.5倍(舉例:對於100點的傷害,你要有250點護甲值,才能減免33點傷害)
16+- 要減免50%的傷害,你的護甲值必須為該次傷害的5倍 (舉例:對於100點的傷害,你要有500點護甲值,才能減免50點傷害)
17+- 要減免66%的傷害,你的護甲值必須為該次傷害的10倍(舉例:對於100點的傷害,你要有1000點護甲值,才能減免66點傷害)
18+- 要減免75%的傷害,你的護甲值必須為該次傷害的15倍(舉例:對於100點的傷害,你要有1500點護甲值,才能減免75點傷害)
19+- 要減免90%的傷害,你的護甲值必須為該次傷害的45倍(舉例:對於100點的傷害,你要有4500點護甲值,才能減免90點傷害)
20+- 護甲最高只能減免90%的傷害
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23-### Armour on monsters
24-Monsters also have armour values. The general amount of armour on monsters will increase as monster level increases, with monster types like stone golems and zombies having relatively high amounts of armour compared to hellions or sea witches. Boss monsters similarly increase in armour rating throughout the campaign. For example, [[Malachai, The Nightmare]] has 783 armour, while early map bosses such as [[Piety the Empyrean]] can have around 7000 armour depending on map level. Endgame bosses such as [[The Elder]] or [[Sirus, Awakener of Worlds]] have over 20000 and 32000 armour respectively.
22+### 物理傷害減免
23+護甲減傷的效果與其他的物理減傷效果是相加關係,但是要注意傷害是先經過護甲值的計算,得出護甲減免的傷害比例後才開始加上其他的物理傷害減免來源
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26-## Formulas
27-The amount of physical damage reduction is a function of armour rating and the physical damage taken.
25+例如:一顆[[耐力球]]可以提供4%的物理減傷,當一個物理[[hit]]傷害已經計算出會被護甲減免50%的傷害,這50%減免會加上耐力球的4%,最終計算就是總共減免54%的傷害。我們可以得到物理減傷的最終公式為:
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29-### Relative Physical Damage Reduction (Base Formula)
30-This is the base formula all other formulas are based upon. It is used to calculate the <span class="explicitMod">#% additional Physical Damage Reduction when Hit</span> factor, i.e. the percentage by which the physical damage is mitigated.
27+### 物理傷害減免(%) = 護甲減免的傷害比例(%) + 耐力球數量*4% + 其他額外%物理傷害減免
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30+[[物理傷害減免]]最高只能90%,如果你有多個來源的物理減傷,就可以考慮不需要撐過多的護甲值
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32+護甲並不能減免[[持續傷害]],像是最常見的物理持續傷害:[[流血]]。對於一個會造成流血的傷害來說,護甲雖然可以減少該次物理傷害的擊中部分,但是對於該傷害所造成的流血異常狀態就完全無效,此時只有像是耐力球或是<span class="explicitMod"> # % 額外物理傷害減免</span>的相關詞墜,這種可以同時對擊中跟持續傷害減傷的機制才能減免持續傷害
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34+
35+### 護甲阻擋元素傷害
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37+護甲原本只能減免[[hit]]的[[physical damage]],但是如果點了核心天賦 [[Transcendence]],護甲將不再減免物理傷害,而是改為減免[[hit]]的[[elemental damage]]
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39+野蠻人的[[昇華職業]],[[Juggernaut]]的昇華天賦[[Unbreakable]],可以將8% 護甲套用至承受來自擊中的元素傷害。承受的元素傷害會先經過抗性的減免後才開始套用護甲的減傷。
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41+例如:有75%的元素抗性和500點護甲,那受到400點火焰傷害會先被元素抗性減少至100點火焰傷害,這100點火焰傷害再受到護甲抵抗而減少至50點傷害。
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44+
45+### 怪物護甲
46+怪物也同樣帶有護甲值,隨者地圖等級的提升,怪物的護甲值也會提升。像是章節頭目[[Malachai, The Nightmare]] 有783點護甲值,而到了早期的異界輿圖頭目大約有7000左右的護甲值。遊戲的終局頭目像是 [[The Elder]]或 [[Sirus, Awakener of Worlds]] 則分別有超過20000以及32000的護甲值
47+## 參考用公式與表格
48+以下表格及公式皆由最基礎的護甲公式所推導出來,本質上沒有區別,皆為方便參考計算用
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50+### 護甲減免的傷害比例 (基礎公式)
51+最基礎的公式,可以讓你計算你的護甲值對上傷害時可以減免多少比例
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54+DR為護甲減免的傷害比例 ,A為玩家的護甲值,Draw為擊中玩家的原始傷害值
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3256 ![](https://wikimedia.org/api/rest_v1/media/math/render/svg/732daa0b8660491d9a1212c31643170b035150cd)
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34-where A is the defender's armour rating and Draw is the raw physical damage.
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36-### Required Armour Rating
37-To calculate the armour rating you need to mitigate a given amount of Physical Damage at specific ratio, you can use this formula:
58+### 護甲值需求
59+有原始傷害的數值與想要減免的比例後,可以讓你計算你需要多少護甲值才能達到預期的減傷效果
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3961 ![](https://wikimedia.org/api/rest_v1/media/math/render/svg/e9dfb04297c6cefe02768387064ed4c015c1d471)
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41-### Reverse Physical Damage
42-You can also calculate the raw physical damage that would have resulted for a given Physical Damage Reduction and Armour rating:
63+### 反推原始的傷害數值
64+有護甲值與減免的傷害比例後,可以讓你計算原始的傷害數值有多少
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4466 ![](https://wikimedia.org/api/rest_v1/media/math/render/svg/f67fc7ca6b1b6a495fe32f6e4345f20cf4b08987)
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46-### Resulting Physical Damage
47-To calculate the net physical damage (i.e. the damage after damage reduction, the following formula can be used:
68+### 實際傷害數值
69+原始的傷害經護甲抵銷後,會受到的傷害數值
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4971 ![](https://wikimedia.org/api/rest_v1/media/math/render/svg/f50510e634d3d1729ad7c42ba5350a2e62ca8842)
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51-Absolute Physical Damage Reduction
52-Another way of looking at it is in terms of absolute physical damage reduction:
73+### 護甲減免的傷害百分比(%)
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5475 ![](https://wikimedia.org/api/rest_v1/media/math/render/svg/29b55287f850d839c895848754f82446e8d4e246)
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56-### Defense factor
77+### 防禦係數
5778
5879 ![](https://wikimedia.org/api/rest_v1/media/math/render/svg/52b943bad51e47993621d5e1bd3106edf862cdc9)
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60-### Examples
81+### 參考表格
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62-Mitigated Damage as a function of Incoming Damage and Armour Rating. Note that Rounding is usually decided in the monster's favor.
83+橫列為護甲值(Armour Rating), 直行為擊中玩家的原始傷害(Incoming Hit Damage and Armour Rating),可以得出抵銷的傷害(Raw Mitigated Damage)
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6485 ![](https://www.poewiki.net/w/images/5/56/Armour-rawdmg4.png)
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66-% Mitigated Damage as a function of Incoming Damage and Armour Rating
87+抵銷的傷害百分比%
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6889 ![](https://www.poewiki.net/w/images/9/9a/Armour-percentdmg3.png)