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魔兽世界2.1.2版伤害及治疗加成公式

作者: 来源:
日期:2007-07-06

Formulas:Plus damage and Plus healing
公式/规则:伤害/治疗加成
From WoWWiki
来自WoWWiki

Contents
1 +Healing and +Damage
1.1 Spell power stacking
1.1.1 +Damage stacking
1.1.2 +Healing stacking
2 Formulas for Different Spell Types
2.1 Standard Spells
2.3 Combination - Standard and Over Time Spell
2.5 Area of Effect Spell
2.6 Paladin Special Attacks
3 Rules for Applying +Healing and +Damage
4 Penalty Rules
4.1 Spells learned before level 20
4.2 Downranked spells
4.3 Spells with Additional Effects
4.4 Spells that do Both Damage and Healing
5 Exceptions to the Rules
6 Additional notes


目录
1 +治疗和伤害
1.1 魔法能量叠加
1.1.1 +伤害叠加
1.1.2 +治疗叠加
2 不同法术类型的规则
2.1 标准法术
2.2 Over Time Spell
2.2 持续性法术
2.3 组合-标准和持续性法术
2.4 Channeled Spell
2.4 通道法术
2.5 范围法术
2.6 圣骑士特殊攻击
3 应用+治疗和伤害的规则
4 惩罚规则
4.1 20级之前学的法术
4.2 降阶法术
4.3 附加效果法术
4.4 同时造成伤害和治疗的法术
5 规则以外的法术
6 附录

1 +Healing and +Damage
1 +治疗和伤害

You may have seen items or effects with bonuses like the following:
"Increases healing done by spells and effects by up to 42."
"Increases damage and healing done by spells and effects by up to 42."
"Increases Fire damage done by spells and effects by up to 42."
The common misconception surrounding these bonuses is that the item grants a random bonus between 1 and 42 for each spell cast. In actuality, each spell gets a fixed bonus that is determined by the spell type, casting time, target and/or way the spell is applied.


你或许曾经看过带有以下加成的装备或者效果
提高法术所造成的治疗效果,最多42点
提高所有法术和效果所造成的伤害和治疗,最多42点
提高火焰法术和效果所造成的伤害,最多42点
对这些通常的误解是每次施法产生一个在1到42之间的随机加成.实际上,每次施法都获得的固定加成,并且是由法术类型,施法时间对象和/或法术应用的途径决定的.

1.1 Spell power stacking
1.1 魔法能量叠加

To determine how much +Healing, +Damage/Healing and +Damage you have, simply add together the totals from each item: these bonuses stack additively. If you had two items that each give +20 shadow damage, one that gives +10 damage/healing, and one that gives +10 healing, the spell power bonuses would appear as below.

决定你拥有多少+治疗,+伤害/治疗,+伤害的加成,将每件装备的加成简单的加起来就可以了:这些加成是可加的.如果你有2件装备,每件提供20暗影伤害,再一个提供10伤害/治疗,还一个提供10治疗,那么法术能量提供的加成如下.

1.1.1 +Damage stacking
1.1.1 +伤害叠加
If wearing two +20 shadow damage items, and one +10 damage/healing item, all of your non-shadow damage spells would receive a benefit of +10, and shadow damage spells would receive +50 damage. You can calculate the total +damage received by a school of magic by adding school-specific bonuses to generic spell damage or "damage and healing" bonuses. These numbers are clearly visible by mousing over your spell damage total in the character panel of the default UI.

如果装备2件+20暗影伤害的装备和1件+10伤害/治疗的装备,那么你的非暗影伤害法术受到+10的加成,同时暗影伤害法术受到+50的加成.你可以计算总伤害,通过魔法工会学习的法术,加上特定的加成对一般的法术伤害或者"伤害和治疗"加成.在默认用户界面,这些数字你都可以通过将鼠标移到在你的人物面板清晰看到你的法术伤害.

1.1.2 +Healing stacking
1.1.2 +治疗叠加
[color=silver]Healing bonuses, in contrast, are much simpler than damage spell power; there is only one type of bonus compared to the many bonuses of damage, and spell power stacks much more easily. Healing has the capability to receive a much higher benefit from spell power. While a +10 damage/healing item and a +10 healing item, a heal would receive the whole advertised benefit of 20.
It should be noted that some of the most powerful spell power items in the game are +Healing items.


跟伤害法术能量比起来,治疗加成更简单;对比伤害加成,治疗只有一种类型加成,法术能量叠加也更简单.治疗有能力从法术能量里面获取更高的收益.装备了1件+10伤害/治疗和1件+10治疗的装备,一个治疗法术就会受到整个宣称的20加成
值得注意的是游戏里某些最具有法术能量的装备是+治疗的装备

2 Formulas for Different Spell Types
2 不同法术类型的规则

The calculations below end in a decimal result that should be less than 1. To get the % multiply that decimal by 100.
Different types of spells have their damage and healing bonuses calculated differently. There are three base types of spells: standard, over time or a combination. Area of Effect and Channeling spells also take different bonuses. After the proper bonus is calculated, penalties are calculated to achieve the final damage.


下面的计算是以十进制小于1来结果.为了获取增加%通过100的十进制.
(这句话实在翻译不过来-_-)
不同类型的法术有不同的伤害和治疗加成计算结果.有三种不同的法属:标准,持续性或者组合型.范围和通道法术同样获得不同的加成.在正确的加成计算后,惩罚同样要被计算后才会得到最终的伤害

2.1 Standard Spells
2.1 标准法术

Standard spells are spells that apply all the damage or healing at one time. To determine the plus Healing or Damage benefit for these spells the following formula is used:
(Cast Time of Spell) / 3.5
7.0+ sec = 200.0%
6.5 sec = 185.7%
6.0 sec = 171.4%
5.5 sec = 157.1%
5.0 sec = 142.9%
4.5 sec = 128.6%
4.0 sec = 114.3%
3.5 sec = 100.0%
3.0 sec = 85.71%
2.5 sec = 71.43%
2.0 sec = 57.14%
1.5- sec = 42.86%
Instant(瞬发) = 42.86%
Spells with a cast time longer than 7.0 seconds are capped at 200%. The casting time used in the calculation should be the base cast time before effects from talents or gear are applied. Note that the tooltip in game includes those effects; refer to the WoWWiki spells section to find the base cast times of all spells.
Examples of such spells include: Healing Touch (Druid), Greater Heal (Priest), Shadow Bolt (Warlock)
Exceptions of this rule are:
Soul Fire (Warlock) - 115%
Fireball (Mage) - Loses 2% coefficient per rank of Improved Fireball, base coefficient behaves as described above
Frostbolt (Mage) - Loses 2% coefficient per rank of Improved Frostbolt, base coefficient behaves as described above


标准法术是指能够一次性获得全部伤害或治疗的法术.决定这些法术治疗或伤害加成的是以下的公式:
施法时间/3.5
7.0+ sec = 200.0%
6.5 sec = 185.7%
6.0 sec = 171.4%
5.5 sec = 157.1%
5.0 sec = 142.9%
4.5 sec = 128.6%
4.0 sec = 114.3%
3.5 sec = 100.0%
3.0 sec = 85.71%
2.5 sec = 71.43%
2.0 sec = 57.14%
1.5- sec = 42.86%
瞬发 = 42.86%
施法时间不超过7秒的被限制在200%.计算中所用的施法时间是在天赋或者调整(加速之类)之前基础施法时间.在游戏里面的提示中包括那些效果;查阅WoWWiki法术部分来找到全部法术的基础施法时间.
这类法术例子,包括:治疗之触(德鲁依),强效治疗(牧师),暗影箭(术士)
规则之外包括:
灵魂之火(术士) - 115%
火球术(法师) - 每级强化火球术丢失2%的加成
冰箭(法师) - 每级强化冰箭丢失2%的加成
法师的这个改动是在2.0.6补丁中提到,曾经在某个天赋树的解释里面加入,之后某个天赋树解释里面又删除了.文中最后提到

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