輻射4傷害減免系統(tǒng)機(jī)制介紹 輻射4護(hù)甲的重要性
- 來源:3DM論壇-dsyisme
- 作者:墨非
- 編輯:墨非
面上系統(tǒng):
輻射4這次使用的是動(dòng)態(tài)傷害減免,你的防御和對(duì)方攻擊比較,防御超過對(duì)方攻擊傷害后,防御效果(根據(jù)gengxiaoqi童鞋的提醒這里應(yīng)該翻譯成防御收益?)就極大下降。具體公式為50 potential weapon damage against 0 damage resistance (no ratio): ~50 damage is done (0% damage reduction).
60 potential weapon damage against 10 damage resistance (1/6 ratio): ~57 damage is done (~5% damage reduction).
20 potential weapon damage against 10 damage resistance (1/2 ratio): ~13 damage is done (~35% damage reduction).
20 potential weapon damage against 20 damage resistance (1/1 ratio): 10 damage is done (50% damage reduction).
30 potential weapon damage against 60 damage resistance (2/1 ratio): ~10 damage is done (~61% damage reduction).
25 potential weapon damage against 500 damage resistance (20/1 ratio, easily possible with power armor):~4 damage is done (~83% damage reduction).
也就是說,當(dāng)你的防御等于攻擊傷害時(shí),傷害減免為50%,防御是傷害2倍時(shí),減免為61%,20倍時(shí)達(dá)到83%
好吧只發(fā)結(jié)果似乎有童鞋理解不能,我整貼搬運(yùn)吧
Damage resistance returns in Fallout 4. However, the stat is no longer a 1-1 relationship with actual % damage reduced, as its value can be seen to be as high as 1000 on power armor.
輻射4回歸傷害減免模式(從輻射3),但是數(shù)值不再是1點(diǎn)護(hù)甲減少1%傷害,因?yàn)樵趧?dòng)力裝甲上可以護(hù)甲超過1000
Instead, the amount of damage reduction the player character gets out of the damage resistance is actually based on how much potential weapon damage is coming in; unlike previous games, net damage reduction is based on a ratio between the potential weapon damage done and the damage resistance, with diminishing returns for high damage resistance.
玩家所擁有的傷害減免其實(shí)是基于承受了多少可能性傷害,和之前系列不同,傷減是基于一個(gè)在可能性傷害和護(hù)甲值之間產(chǎn)生的比例,以及高護(hù)甲收益遞減系統(tǒng)。
The amount of damage reduced by damage resistance climbs very quickly until damage resistance is about half of the potential weapon damage, after which diminishing returns means you get less and less damage reduction per point of damage resistance. Notably, if damage resistance is exactly equal to the potential weapon damage done, then exactly half of the damage is negated. In other words, if you have 50 ballistic damage resistance and are shot by an enemy doing 50 ballistic damage, then you'll receive 25 damage.
玩家的提升護(hù)甲帶來的傷害減免提升非常迅速,直到護(hù)甲達(dá)到可能性武器傷害的一半。之后收益下降,意思是你從每點(diǎn)護(hù)甲中會(huì)獲得越來越少的傷害減免。值得注意的是,如果護(hù)甲正好等于傷害,則正好減免一半傷害,換句話說,如果你有50點(diǎn)實(shí)彈防御然后被敵人造成了50點(diǎn)傷害,你會(huì)受到25點(diǎn)傷害。
Note that the most important factor is the ratio between damage resistance and potential weapon damage.
注意最重要的值是傷害和護(hù)甲之間的比例。
The upshot is that unlike previous games, it is very hard to get to the point where e.g. enemy damage is reduced to the range ~20%. In addition, because the ratio between damage resistance and weapon damage is so important and because damage reduction grows very quickly at first for low values of the ratio, a higher damage resistance pays off mostly because it gives you better damage reduction against more-damaging attacks, not necessarily because it gives you better damage reduction against the same, weaker attack as before.
傷害上限與之前系列不同,非常難讓高級(jí)敵人(e.g=end game)的傷害減少到20%以下(80%傷減20倍防傷比)。另外因?yàn)榉纻热绱酥匾以诘头离A段收益增長(zhǎng)超高,更高的防御大部分時(shí)候都是很有效的,因?yàn)樵诿鎸?duì)更高傷害的時(shí)候防護(hù)會(huì)提供更高的減免,而不是會(huì)給你更高的減免當(dāng)你面對(duì)弱小的攻擊。
In other words, going from 20 to 40 damage resistance will only further reduce the damage done from a 10-damage shot by about ~12% (~61% to ~69% damage reduction), but it will dramatically boost your damage reduction against a 100-damage grenade by about 23% (~10% to ~30% damage reduction). Howeve, significant mitigation against such high damage is harder to achieve, since it is harder to get enough damage resistance to generate an appreciably high resistance-to-damage ratio. In otherwords, getting a 5-1 ratio is easy against a 20 damage shot, but very difficult (essentially limited to power armor) against a 100 damage grenade.
換個(gè)角度說,從20點(diǎn)到40點(diǎn)抗性對(duì)抗10點(diǎn)傷害只會(huì)進(jìn)一步減少大約12%傷害(從61%提升到69%),但是當(dāng)面對(duì)100點(diǎn)傷害的手雷時(shí)候會(huì)傷害減免效果會(huì)提升到23%(從10%到23%)但是獲得足夠高的減值對(duì)抗如此高的傷害是困難的,因?yàn)楹茈y獲得足夠的傷害抗性來達(dá)到較高的防御傷害比,換個(gè)句話,20點(diǎn)傷害獲得5比1防攻比很簡(jiǎn)單,但是很較難達(dá)成對(duì)抗100點(diǎn)傷害(基本只有用動(dòng)力甲)
All final values below are adjusted by difficulty (for a player attacking an enemy):
x2.0 Very easy
x1.5 Easy
x1.0 Normal
x0.75 Hard
x0.5 Very hard
x0.5 Survival
Note that this is applied *after* the ratio and exponent are calculated, so damage resistance is applied on the base potential weapon damage, before difficulty-based multipliers are included in. This means that damage resistance is the same level of effectiveness (or ineffectiveness) on every difficulty level.
這里的數(shù)據(jù)是玩家攻擊在不同難度時(shí)的最終調(diào)整
x2.0 Very easy
x1.5 Easy
x1.0 Normal
x0.75 Hard
x0.5 Very hard
x0.5 Survival
注意所有難度傷害調(diào)整是在傷害公式“后”進(jìn)行計(jì)算的,所以傷害減免作用于難度調(diào)整前的基礎(chǔ)武器傷害,這意味著傷害減免在不同難度下同樣有效(或者同樣無效)
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