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發表於 2013-2-23 15:12:11 | 顯示全部樓層 |閱讀模式
All weapons have now been normalized based on weapon speed and handedness

Mace:
• Gargish Tessen & Tessen, Base damage 10-13 / Weapon Speed 2 seconds
• Wild Staff, Base damage 10-13 / Weapon Speed 2.25 seconds
• Quarter Staff, Base damage 11-14 / Weapon Speed 2.25 seconds
• Glass Staff, Base damage 11-14 / Weapon Speed 2.25 seconds
• Nunchaku, Base damage 12-15 / Weapon Speed 2.5 seconds
• Tetsubo, Base damage 12-15 / Weapon Speed 2.5 seconds
• Club, Base damage 10-14 / Weapon Speed 2.5 seconds
• Disc Mace, Base damage 11-15 / Weapon Speed 2.75 seconds
• Mace, Base damage 11-15 / Weapon Speed 2.75 seconds
• Shepherd's Crook, Base damage 13-16 / Weapon Speed 2.75 seconds
• Wand, Base damage 11-15 / Weapon Speed 2.75 seconds
• Black Staff, Base damage 13-16 / Weapon Speed 2.75 seconds
• War Axe, Base damage 12-16 / Weapon Speed 3.0 seconds
• Diamond Mace, Base damage 13-17 / Weapon Speed 3.25 seconds
• Gargish Gnarled Staff & Gnarled Staff, Base damage 15-18 / Weapon Speed 3.25 seconds
• Sledge Hammer, Base damage 13-17 / Weapon Speed 3.25 seconds
• Smith's Hammer, Base damage 13-17 / Weapon Speed 3.25 seconds
• Gargish Maul & Maul, Base damage 14-18 / Weapon Speed 3.5 seconds
• Serpentstone Staff, Base damage 16-19 / Weapon Speed 3.5 seconds
• Scepter, Base damage 14-18 / Weapon Speed 3.5 seconds
• Hammer Pick, Base damage 13-17 / Weapon Speed 3.25 seconds
• Gargish War Hammer & War Hammer, Base damage 17-20 / Weapon Speed 3.75 seconds
• War Mace, Base damage 16-20 / Weapon Speed 4 seconds

Fencing:
• Gargish Kryss & Kryss, Base damage 10-12 / Weapon Speed 2 seconds
• Bloodblade, Base damage 10-12 / Weapon Speed 2 seconds
• Gargish Tekagi & Tekagi, Base damage 10-13 / Weapon Speed 2 seconds
• Sai, Base damage 10-13 / Weapon Speed 2 seconds
• Assassin Spike, Base damage 10-12 / Weapon Speed 2 seconds
• Gargish Dagger & Dagger, Base damage 10-12 / Weapon Speed 2 seconds  
• Short Spear, Base damage 10-13 / Weapon Speed 2 seconds
• Kama, Base damage 10-13 / Weapon Speed 2 seconds
• Shortblade, Base damage 10-13 / Weapon Speed 2.25 seconds
• Dual Pointed Spear, Base damage 11-14 / Weapon Speed 2.25 seconds
• Double Bladed Staff, Base damage 11-14 / Weapon Speed 2.25 seconds
• War Cleaver, Base damage 10-13 / Weapon Speed 2.25 seconds
• Gargish War Fork & War Fork, Base damage 10-14 / Weapon Speed 2.5 seconds   2.5
• Pitchfork, Base damage 12-15 / Weapon Speed 2.5 seconds
• Elven Spellblade, Base damage 12-15 / Weapon Speed 2.5 seconds
• Spear, Base damage 13-16 / Weapon Speed 2.75 seconds
• Leafblade, Base damage 11-15 / Weapon Speed 2.75 seconds
• Gargish Pike & Pike, Base damage 14-17 / Weapon Speed 3 seconds
• Lajatang, Base damage 16-19 / Weapon Speed 3.5 seconds
• Gargish Lance & Lance, Base damage 18-22 / Weapon Speed 4.25 seconds

Axes:
• Hatchet, Base damage 13-16 / Weapon Speed 2.75 seconds
• Gargish Axe & Axe, Base damage 14-17 / Weapon Speed 3 seconds
• Dual Short Axes, Base damage 14-17 / Weapon Speed 3 seconds
• Executioner's Axe, Base damage 15-18 / Weapon Speed 3.25 seconds
• Double Axe, Base damage 15-18 / Weapon Speed 3.25 seconds
• Battle Axe, Base damage 16-19 / Weapon Speed 3.5 seconds
• Gargish Battle Axe, Base damage 16-19 / Weapon Speed 3.5 seconds
• Two-Handed Axe, Base damage 16-19 / Weapon Speed 3.5 seconds
• Ornate Axe, Base damage 17-20 / Weapon Speed 3.75 seconds
• Large Battle Axe, Base damage 17-20 / Weapon Speed 3.75 seconds

Swords:
• Bokuto, Base damage 10-12 / Weapon Speed 2 seconds  
• Butcher Knife & Gargish Butcher Knife, Base damage 10-13 / Weapon Speed 2.25 seconds
• Skinning Knife, Base damage 10-13 / Weapon Speed 2.25 seconds
• Cleaver & Gargish Cleaver, Base damage 10-14 / Weapon Speed 2.5 seconds
• Cutlass, Base damage 10-14 / Weapon Speed 2.5 seconds
• Gargish Katana & Katana, Base damage 10-14 / Weapon Speed 2.5 seconds
• Crescent Blade, Base damage 12-15 / Weapon Speed 2.5 seconds
• Radiant Scimitar, Base damage 10-14 / Weapon Speed 2.5 seconds
• Wakizashi, Base damage 10-14 / Weapon Speed 2.5 seconds
• Glass Sword, Base damage 11-15 / Weapon Speed 2.75 seconds
• Elven Machete, Base damage 11-15 / Weapon Speed 2.75 seconds
• Daisho & Gargish Daisho, Base damage 13-16 / Weapon Speed 2.75 seconds
• Bladed Staff, Base damage 14-17 / Weapon Speed 3 seconds
• Pickaxe, Base damage 12-16 / Weapon Speed 3 seconds
• Scimitar, Base damage 12-16 / Weapon Speed 3 seconds
• Rune Blade, Base damage 14-17 / Weapon Speed 3 seconds
• Bone Harvester & Gargish Bone Harvester, Base damage 12-16 / Weapon Speed 3 seconds  
• Broadsword, Base damage 13-17 / Weapon Speed 3.25 seconds  
• Longsword, Base damage 14-18 / Weapon Speed 3.5 seconds  
• Gargish Scythe & Scythe, Base damage 16-19 / Weapon Speed 3.5 seconds
• No-Dachi, Base damage 16-19 / Weapon Speed 3.5 seconds
• Dread Sword, Base damage 14-18 / Weapon Speed 3.5 seconds  
• Gargish Talwar, Base damage 16-19 / Weapon Speed 3.5 seconds
• Stone War Sword, Base damage 15-19 / Weapon Speed 3.75 seconds  
• Viking Sword, Base damage 15-19 / Weapon Speed 3.75 seconds
• Bardiche & Gargish Bardiche, Base damage 17-20 / Weapon Speed 3.75 seconds
• Halberd, Base damage 18-21 / Weapon Speed 4 seconds
• Paladin Sword, Base damage 20-24 / Weapon Speed 5 seconds

Bows:
• Repeating Crossbow, Base damage 11-15 / Weapon Speed 2.75 seconds
• Magical Shortbow, Base damage 12-16 / Weapon Speed 3 seconds
• Yumi, Base damage 13-17 / Weapon Speed 3.25 seconds
• Elven Composite Longbow, Base damage 15-19 / Weapon Speed 3.75 seconds
• Bow, Base damage 17-21 / Weapon Speed 4.25 seconds
• Composite Bow, Base damage 16-20 / Weapon Speed 4.0 seconds
• Crossbow, Base damage 18-22 / Weapon Speed 4.5 seconds
• Heavy Crossbow, Base damage 20-24 / Weapon Speed 5 seconds

Throwing:
• Boomerang: Base damage 11-15 / Weapon Speed 2.75 seconds
• Cyclone: Base damage 13-17 / Weapon Speed 3.25 seconds
• Soul Glaive: Base damage 16-20 / Weapon Speed 4.0 seconds

Weapon Special Move Updates*

• Sai – Primary: Dual Wield / Secondary: Armor Pierce
• Dagger – Primary: Shadow Strike / Secondary: Infection Strike
• Tessen– Primary: Feint / Secondary: Dual Wield
• Nunchaku– Primary: Block / Secondary: Double Strike
• Club – Primary: Crushing Blow / Secondary: Dismount
• Gnarled Staff– Primary: Concussion / Secondary: Force of Nature
• Maul - Primary: Double Strike / Secondary: Concussion
• War Mace - Primary: Crushing Blow / Secondary: Mortal Strike
• Skinning Knife - Primary: Shadow Strike / Secondary: Bleed
• Daisho - Primary: Feint / Secondary: Doublestrike
• Leafblade - Primary: Feint / Secondary: Armor Ignore

Weapon Special Move Mana Cost Changes

• Block mana cost decreased from 30 to 20.
• Crushing Blow mana cost decrease from 25 to 20.
• Concussion mana cost decreased from 25 to 20.
• Dual Wield mana cost decreased from 30 to 20.
• Defense Mastery mana cost decreased from 30 to 20.
• Double Shot mana cost increased from 30 to 35.
• Force Arrow mana cost increased from 15 to 20.
• Force of Nature mana cost decreased from 40 to 35.
• Frenzied Whirlwind mana cost decreased from 30 to 20.
• Infectious Strike mana cost increased from 15 to 20.
• Moving Shot mana cost increased from 15 to 20.
• Mystic Arc mana cost decreased from 25 to 20.
• Serpent Arrow mana cost decreased from 40 to 25.
• Shadow Strike mana cost decreased from 30 to 20.
• Talon Strike mana cost decreased from 30 to 20.
• Riding Swipe mana cost decreased from 30 to 25.
• Bladeweave mana cost decreased from 30 to 15.

Weapon Special Move Changes

Disarm, now applies a 10 second disarm immunity timer when performed using weapons. Wrestling moves are not subject to the immunity timer.
• Dual Wield, base chance to proc extra attack increased from 15% to 25%.
• Double Strike/Double Shot, now have a 15% hit chance increase on the second hit attempt.
• Mortal Strike, now grants eight second effect reduction once removed by non consumable and talisman items. Attempts to reapply Mortal Strike while the player is under effect reduction will scale the duration base on the last successful Mortal Strike.
• Bleed, now grants five second effect reduction once removed. Attempts to reapply Bleed while the player is under effect reduction will scale the duration base on the last successful Bleed.
• Bladeweave, now can be set to offensive or defensive mode. Both modes still have a chance to select all available moves but will have a higher chance to select certain moves.
• Armor Pierce, now applies a “pierced armor” effect to the target which increases all incoming damage to the target by 10% for 3 seconds with the exception of direct damage special moves.  Ranged weapons with this special move will not reset duration if target is currently under the effect.
• Force of Nature rework, now applies 15-35 delayed direct damage to the attacker. The attacker receives a damage increase of 50%-100% based on their strength. The attacker also applies a stun their target for two seconds which can be reduced by magic resist every 12th hit. Equipping the weapon will reset the hit count.
• Frenzied Whirlwind, now deals scaled damage based on Ninjitsu/Bushido skill levels within a two tile radius over 2 seconds. Applies a movement slow to its initial target if it is player. The initial delay of damage over time has been removed.
• Talon Strike, now can increase the duration base on how the amount of true skill over 50 which caps at seven seconds at 120 skill. Looting right damage is now properly applied.
• Concussion, now applies scaling direct damage between 10-15 based on weapon speed. Ranged weapons mana drain max 50% and return max 40%. Melee weapons mana drain max 80% and return max 70%. Two handed melee weapons mana drain max 80% and returned max 40%.
• Crushing Blow, now drains 10 points of stamina from target on impact when used on weapons with speeds 3.5 or greater.
• Paralyzing Blow,  paralyze immunity applied to targets have been reduced to 6-8 seconds when used on weapons with speeds 3.5 or greater.

Armor Revamp
Armor Stamina Loss Update:

Player’s stamina loss will now be based on the type of armor as well as the amount of armor that is equipped*. Each piece of armor up to five pieces will reduce the amount of stamina lost when taking damage. The armor pieces which provide the most stamina loss reduction will take priority. • Cloth armor, leather armor, and jewelry will give the same stamina loss reduction as Pub 80.
• Blacksmith armor (platemail, ringmail, chainmail, and dragon armor) will provide a heavy bonus to stamina loss reduction.
• Studded leather armor, stone armor, bone armor, woodland armor, and hide armor will provide a light bonus to stamina loss reduction.
*Human racial ability Tough now provides a small bonus to stamina loss reduction.

Armor Inherent Lower Mana Cost

Each piece of non medable armor will provide lower mana cost with the exception of woodland armor. Each piece of armor up to five pieces will provide a percentage which is not subject to the lower mana cost cap of 40. The armor pieces which provide the most lower mana cost will take priority.
1. Platemail, ringmail, chainmail, and dragon armor provides 1% of lower mana cost per piece.
2. Studded leather, hide armor, stone armor and bone armor provides 3% of lower mana cost per piece.

Armor Refinement
Phase two of the Armor Revamp will allow players to apply Refinements to non-medable armor.

Armor Refinements are crafted from refinement components that can be collected from:
Treasure Maps
MiB Chests
Merchant Vessels
Pirate Vessels
Town shop container stealables
Champion Spawn Bosses

There are two methods of refining armor:

• Increase max individual resist while lowering max defense chance increase by two.
• Decrease max individual resist while increasing max defense chance increase by two.

中間的圖請看官網:
http://uo.com/article/Updated-Publish-81-TC1

Refinement Levels: • Defense - provides least chance at achieving maximum individual resist/ DCI bonus.
• Shielding
• Guarding
• Protection
• Hardening
• Fortification
• Invulnerability - provides greatest chance at achieving maximum individual resist/ DCI bonus.

Components can be combined with 20 raw materials available from NPC Merchants:
下面有顯示鐵匠裁縫木工圖的工具 一樣請看官網
http://uo.com/article/Updated-Publish-81-TC1

There are seven levels of intensity for refinements ranging from “Defense” to “Invulnerability”.  There is a much greater chance to acquire high intensity components in Felucca.

When applied to non-medable armor the Refinement can provide a bonus to:

Max Resists – Armor Refined to increase max resists will provide a bonus to a resist category cap up to 75 (80 energy resist for elves), while lowering the Defense Chance Increase cap.

Max Defense Chance Increase – Armor Refined to increase max Defense Chance Increase will provide a DCI cap bonus up to a maximum of 95 while lowering max resists.

Misc Changes:

The Gargoyle race hit chance increase cap has been reduced from 50 to 45.
•Hit lower defense now scales 55% of the players Max Defense Chance Increase. The default max defense chance increase of 45 has a -25 defense penalty. A max defense chance increase cap of 95 has a -52 defense penalty.
• Ninjitsu:  animal form can now be interrupted while casting. Faster casting now longer effects animal form.
• Throwing: Adjusted throwing sweet spot hit chance and damage reduction penalties. Throwing damage reduction penalties now scale based on player stamina and strength.
• Necromancy: Evil Omen now reduces Mysticism Stone Form Immunity by 30.
• All cool downs have been removed from refresh potions. “Total” refresh potions have now been converted to “Greater” refresh potions which will provide more refresh than standard refresh potions.
• Weapon effect: Hit stamina leech is now subject to diminishing returns based on max player stamina.
• Mysticism: Increased Cleansing Winds healing power reduction based on curses. Cleansing Winds will always heal for maximum potential when the target is the caster. Cleansing Winds power will now scale based on the number of targets when healing targets that are not the caster.
• Chivalry: Divine Fury stamina regenerated decreased to 2.5x duration from 4x duration.
• The two handed melee “Balanced” property has been added to imbuing. Weapons with this property will be unable to parry or evade.
• Imbuing base intensity caps have been increased up to 550 for two handed melee weapon and up to 500 for bows and crossbows.

Please submit feedback through one of the following:
•Contact Form - Under “Game Feedback”
•Stratics Test Center Forum
發表於 2013-4-10 22:38:32 | 顯示全部樓層
都市英文 看沒
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發表於 2013-4-12 10:36:33 | 顯示全部樓層
本帖最後由 lonsam 於 2013-4-12 11:58 編輯

武器有更改攻速 請自行參考 不再另外翻譯
以下翻譯有參考AOS網站的特攻 武器翻譯跟特攻翻譯也都從網站譯名擷取

Weapon Special Move Updates*
武器特攻改變

• Sai – Primary: Dual Wield / Secondary: Armor Pierce
雙手刺(雙)  雙重揮擊/刺入裝甲

• Dagger – Primary: Shadow Strike / Secondary: Infection Strike
匕首(單) 暗影突擊/感染擊(下毒)

• Tessen– Primary: Feint / Secondary: Dual Wield
扇子(雙手槌)  虛擊/雙重揮擊

• Nunchaku– Primary: Block / Secondary: Double Strike
雙節棍(雙手槌) 阻擋/連擊

• Club – Primary: Crushing Blow / Secondary: Dismount
棍棒(單手槌) 致命一擊/下馬

• Gnarled Staff– Primary: Concussion / Secondary: Force of Nature
多節木仗(雙手槌)  震擊/自然之力

• Maul - Primary: Double Strike / Secondary: Concussion
大槌(單手槌) 連擊 震盪

• War Mace - Primary: Crushing Blow / Secondary: Mortal Strike
戰鬥釘頭槌(單手槌) 致命一擊/致死打擊

• Skinning Knife - Primary: Shadow Strike / Secondary: Bleed
剝皮刀(單手劍) 暗影襲擊/出血

----------------------------------------------------------------------------

• Daisho - Primary: Feint / Secondary: Doublestrike
大小雙刀(雙手劍) 虛擊/雙重攻擊

• Leafblade - Primary: Feint / Secondary: Armor Ignore
葉刃(單手槍) 虛擊/貫穿

這兩個應該沒有改變



Weapon Special Move Mana Cost Changes
武器特攻耗魔改變

• Block mana cost decreased from 30 to 20.
阻擋 耗魔 從30減到20

• Crushing Blow mana cost decrease from 25 to 20.
致命的一擊   耗魔 從25減到20

• Concussion mana cost decreased from 25 to 20.
震擊  耗魔 從25減到20

• Dual Wield mana cost decreased from 30 to 20.
雙重揮擊 耗魔 從30減到20

• Defense Mastery mana cost decreased from 30 to 20.
防禦熟練度 耗魔 從30減到20

• Double Shot mana cost increased from 30 to 35.
連擊 耗魔 從30增加到35

• Force Arrow mana cost increased from 15 to 20.
力量箭 耗魔 從15增加到20

• Force of Nature mana cost decreased from 40 to 35.
自然之力 耗魔 從40減到35

• Frenzied Whirlwind mana cost decreased from 30 to 20.
狂亂旋風 耗魔 從30減到20

• Infectious Strike mana cost increased from 15 to 20.
傳染性攻擊 耗魔 從15→20

• Moving Shot mana cost increased from 15 to 20.
移動射擊 耗魔 從15→20

• Mystic Arc mana cost decreased from 25 to 20.
神秘弧(回旋鏢)耗魔 從25→20

• Serpent Arrow mana cost decreased from 40 to 25.
蛇箭 耗魔 從40→25

• Shadow Strike mana cost decreased from 30 to 20.
暗影突襲 耗魔 從 30→20

• Talon Strike mana cost decreased from 30 to 20.
爪擊耗魔 從30→20

• Riding Swipe mana cost decreased from 30 to 25.
騎乘猛擊 耗魔 從30→25

• Bladeweave mana cost decreased from 30 to 15.
迷惑之刃 耗魔 從 30→15

Weapon Special Move Changes
武器特攻效果改變

Disarm, now applies a 10 second disarm immunity timer when performed using weapons. Wrestling moves are not subject to the immunity timer.
解除武裝 
卸除敵人的武器,且在10秒內無法再裝備任何武器。拳術不受影響

Dual Wield, base chance to proc extra attack increased from 15% to 25%.
雙重揮擊
基本觸發機率額外攻擊增加15%至25%。

Double Strike/Double Shot, now have a 15% hit chance increase on the second hit attempt.
雙重攻擊
增加15%的命中機率給第二次攻擊

Mortal Strike, now grants eight second effect reduction once removed by non consumable and talisman items. Attempts to reapply Mortal Strike while the player is under effect reduction will scale the duration base on the last successful Mortal Strike.
致命攻擊

這個看不太懂

Bleed, now grants five second effect reduction once removed. Attempts to reapply Bleed while the player is under effect reduction will scale the duration base on the last successful Bleed.
流血擊
這個看不太懂

Bladeweave, now can be set to offensive or defensive mode. Both modes still have a chance to select all available moves but will have a higher chance to select certain moves.
迷惑之刃
現在可以設置進攻還是防守模式。這兩種模式仍然有機會選擇所有可用的特攻,但會選擇某些特攻有較高的機會。

Armor Pierce, now applies a “pierced armor” effect to the target which increases all incoming damage to the target by 10% for 3 seconds with the exception of direct damage special moves.  Ranged weapons with this special move will not reset duration if target is currently under the effect.
刺入裝甲
在這個“刺入鎧甲”效果下的目標,將增加所有傷害的10%,持續3秒對目標造成傷害,除直接損害的特殊動作。遠程武器,這個特殊的舉動不會重置持續時間,如果目標是目前的作用下。
應該是這麼翻 有不同請其他高手另外翻譯

Force of Nature rework, now applies 15-35 delayed direct damage to the attacker. The attacker receives a damage increase of 50%-100% based on their strength. The attacker also applies a stun their target for two seconds which can be reduced by magic resist every 12th hit. Equipping the weapon will reset the hit count.
自然之力
這個看不太懂

Frenzied Whirlwind, now deals scaled damage based on Ninjitsu/Bushido skill levels within a two tile radius over 2 seconds. Applies a movement slow to its initial target if it is player. The initial delay of damage over time has been removed.
狂亂旋風,
這個看不太懂

Talon Strike, now can increase the duration base on how the amount of true skill over 50 which caps at seven seconds at 120 skill. Looting right damage is now properly applied.
爪擊
現在可以增加持續時間 由實際技能50到120技能 最高上限7杪。增加的傷害現在正式啟用。

Concussion, now applies scaling direct damage between 10-15 based on weapon speed. Ranged weapons mana drain max 50% and return max 40%. Melee weapons mana drain max 80% and return max 70%. Two handed melee weapons mana drain max 80% and returned max 40%.
震擊
現在傷害縮減 根據武器速度10-15之間的直接損害。遠程武器法力流失最大50%,改成最大流失40%。近戰武器漏最大法力值80%改成回報流失70%。雙方皆持有近戰武器的法力流失從最大80%到最大40%
(應該是這麼翻,實際效果待高手確定)

Crushing Blow, now drains 10 points of stamina from target on impact when used on weapons with speeds 3.5 or greater.
致命的一擊
現在消耗目標對手10點精力,使對手使用武器速度從3.5或者更高的武器揮速

Paralyzing Blow,  paralyze immunity applied to targets have been reduced to 6-8 seconds when used on weapons with speeds 3.5 or greater.
麻痺擊
癱瘓目標降低到3.5或更高的速度武器 時間6-8秒


改變2D客戶端
人物狀態窗口,將顯示如下信息。
抗性屬性最大值(現有/最大)
法力消耗(最大40)
閃避值
命中率
武器傷害(上限100)
武器揮舞速度
魔法傷害
快速施法(上限4)
施法快速恢復(快回 上限6)
節省藥材(百分比 無上限 但100即可)

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發表於 2013-4-12 13:14:52 | 顯示全部樓層
我有空閒時就幫忙翻譯一些,其他網友也請幫忙.

Disarm, now applies a 10 second disarm immunity timer when performed using weapons. Wrestling moves are not subject to the immunity timer.
解除武裝 
卸除敵人的武器,且在敵人10秒內無法再裝備任何武器。拳術不受影響

Dual Wield, base chance to proc extra attack increased from 15% to 25%.
雙重揮擊
額外攻擊的基本觸發機率,由15%增加至25%。

Double Strike/Double Shot, now have a 15% hit chance increase on the second hit attempt.
雙重攻擊
第二次攻擊的命中機率,增加15%


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發表於 2013-4-12 15:09:10 | 顯示全部樓層
本帖最後由 Cavier 於 2013-4-12 15:50 編輯

Mortal Strike, now grants eight second effect reduction once removed by non consumable and talisman items. Attempts to reapply Mortal Strike while the player is under effect reduction will scale the duration base on the last successful Mortal Strike.
致命特攻
玩家遭受致命攻擊特攻時,如果使用非消耗性護身符,將之消除,則有八秒的降效時間.  在此降效時間內,若再對玩家施以致命特攻,則降效時間,將會自動調整(延長). (意思是被特攻打中後,用護身符消除受傷,若再中一次特攻,則特攻造成的逐步失血量會減少; 若在降效時間內再被特攻打中,降效時間會自動延長,應該是延長到特攻有效時間結束)


Bleed, now grants five second effect reduction once removed. Attempts to reapply Bleed while the player is under effect reduction will scale the duration base on the last successful Bleed.
失血特攻
玩家遭受失血特攻時,如果使用非消耗性護身符,將之消除,則有五秒的降效時間.  在此降效時間內,若再對玩家施以失血特攻,則降效時間,將會自動調整(延長). (意思是被特攻打中後,用護身符消除受傷,若再中一次特攻,則特攻造成的逐步失血量會減少; 若在降效時間內再被特攻打中,降效時間會自動延長,應該是延長到特攻有效時間結束)
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發表於 2013-4-12 16:36:29 | 顯示全部樓層
感恩大大無私奉獻~謝謝~
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發表於 2013-4-13 19:42:45 | 顯示全部樓層
Bladeweave, now can be set to offensive or defensive mode. Both modes still have a chance to select all available moves but will have a higher chance to select certain moves.
迷惑之刃
現在可以設定成進攻模式或防守模式。這兩種模式仍然可選擇所有可用的特攻,但不同模式下選擇某些特攻有不同的成功機率。

Armor Pierce, now applies a “pierced armor” effect to the target which increases all incoming damage to the target by 10% for 3 seconds with the exception of direct damage special moves.  Ranged weapons with this special move will not reset duration if target is currently under the effect.
刺入裝甲
被“刺入鎧甲”特攻打中的目標,在持續3秒時間內,所有傷害的增加10%,但直接傷害型特攻不列入(例如:Armor Ignore)。若是使用遠程武器發動的“刺入鎧甲”特攻,在目標被打中後,若再次打中目標,將不會重新計算這三秒持續時間。(也就是使用近距離武器,可以讓被“刺入鎧甲”特攻打到的目標一直維持在增傷10%狀態; 但是使用弓箭或是飛鏢武器所發起的“刺入鎧甲”特攻,就沒有這種效果)
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發表於 2013-4-14 19:07:34 | 顯示全部樓層
Force of Nature rework, now applies 15-35 delayed direct damage to the attacker. The attacker receives a damage increase of 50%-100% based on their strength. The attacker also applies a stun their target for two seconds which can be reduced by magic resist every 12th hit. Equipping the weapon will reset the hit count.
自然之力
自然之力特攻將造成15~35點延遲直接傷害,並且會依據特攻發起者的力量值,增加50~100%的傷害值. (也就是最高可能會造成70點直接傷害!?) 另外,此特攻每12下攻擊,將造成兩秒鐘的麻痺,但這麻痺效果可由抗魔技能降低. 若重新裝備武器,則每12下攻擊次數可以麻痺對手的效果,將歸零重計.

Frenzied Whirlwind, now deals scaled damage based on Ninjitsu/Bushido skill levels within a two tile radius over 2 seconds. Applies a movement slow to its initial target if it is player. The initial delay of damage over time has been removed.
狂亂旋風
狂亂旋風特攻造成的傷害值,將依據忍術或武士道技能高低而定,攻擊範圍是兩格圓圈內,有效時間是兩秒.
若是對玩家發動此特攻,將對其造成行動遲緩. 改版前,此特攻造成的持續傷害之初始延遲,已經取消.
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發表於 2013-4-15 20:29:57 | 顯示全部樓層
Talon Strike, now can increase the duration base on how the amount of true skill over 50 which caps at seven seconds at 120 skill. Looting right damage is now properly applied.
爪擊
爪擊特攻現在可增加特攻傷害持續時間,其由技能(忍術?)實際值減去50的大小來決定,最高上限為7杪(對應到實際技能值120)。打死怪後,翻怪屍體所需傷害值也已經修正。

Concussion, now applies scaling direct damage between 10-15 based on weapon speed. Ranged weapons mana drain max 50% and return max 40%. Melee weapons mana drain max 80% and return max 70%. Two handed melee weapons mana drain max 80% and returned max 40%.
震擊
震擊特攻將依據武器速度造成10~15點的直接損害。發動此特攻時,遠程武器將造成敵人最大50%魔力流失量,而吸魔量最大為40%; 近戰武器將造成敵人最80%魔力流失量,而吸魔量最大為70%; 雙手武器將造成敵人最80%魔力流失量,而吸魔量最大為40%。
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發表於 2013-4-15 20:45:31 | 顯示全部樓層
Crushing Blow, now drains 10 points of stamina from target on impact when used on weapons with speeds 3.5 or greater.
碎擊
發動碎擊特攻時,若所持武器之速度為3.5或更高,則將在擊中對手時,造成對手10點精力流失。

Paralyzing Blow,  paralyze immunity applied to targets have been reduced to 6-8 seconds when used on weapons with speeds 3.5 or greater.
麻痺擊
發動麻痺擊特攻時,若所持武器之速度為3.5或更高,對手免於再次被麻痺的時間已經降低到6~8秒。


終於結束囉~
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發表於 2013-4-16 12:44:18 | 顯示全部樓層
最主要在強化的部份 跟城市選舉的部份  那個我真的看不懂
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發表於 2013-4-16 21:32:09 | 顯示全部樓層
這次實在改太大了,好像要大家重新花錢花時間做裝備,然後再花時間去熟習新的戰鬥方法.....
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發表於 2013-4-17 22:37:01 | 顯示全部樓層
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