不爽可以自己翻==
懒人包:
陷阱地雷图腾COC烙印冰球飞刃 nerf
诅咒、ES BUFF
诈欺师、判官是新的版本之子(虽然没提到秘术,但已经飞到天上去)
非混小NERF
无敌流死去
Spells
For a number of leagues, the majority of builds that use spells have used
proxies like Totems, Traps or Mines to cast skills for them. There has also
been a focus on skills that do their work automatically over a long duration.
For this expansion, we've focussed on putting power back in the hands of
casters, rewarding players who cast skills directly. In addition to a number
of new support gems, we've made changes to almost every damage spell in the
game.
法术
图腾、地雷、陷阱太OP了,所以我们决定BUFF自施法术
We've reviewed and adjusted the base damage and effectiveness of almost every
primary damage spell. We've also included some traps, mines and totems in
these adjustments. These changes have focused on separately balancing low and
high levels. Many skills have only required power increases at low or high
levels, depending on where they naturally excel.
伤害类型的法术几乎都BUFF伤害,同时调整(降低)陷阱、地雷、图腾的伤害
We've also reviewed Vaal Skills and skills from items. A small number of
spells that we consider too powerful for their ease of use, like Brands,
Winter Orb and Blade Vortex have had their damage lowered. We'll be revealing
the full list of changes in the patch notes.
重新审视瓦尔技能和装备上自带的技能(大概是针对瓦21等雷霆过T18的)
烙印、凛冬球、飞刃风暴太强了、必须NERF
Mana costs of many skills have been adjusted to make the mana cost per cast
time of skills much more consistent. Most skills that were adjusted have had
their costs lowered. There are a few exceptions to the cast time equivalent
mana cost rule; Channelled skills are slightly cheaper, while Curses are more
expensive than other skills of equivalent cast time. We will include a list
of specific changes in the patch notes.
调整法术技能消耗的魔力,大多是减少魔力消耗
以前引导技能太便宜、诅咒魔力消耗太高,现在调整的一致一些
Many spells that had cast times higher than 0.75 seconds have been lowered,
and their damage adjusted to match. These skills were often too unwieldy to
cast yourself, and their high effective hit damage made them very powerful
with Traps, Mines and Triggering effects. Here are a few examples of cast
times after these changes: Discharge (0.75 sec from 1 sec), Glacial Cascade
(0.7 sec from 0.8 sec), Arc (0.7 sec from 0.8 sec) and Ice Nova (0.7 sec from
0.8 sec).
施法时间>0.75秒的技能都提高施法速度,同时调整(降低)他们的伤害
因为这些技能你不会想自施,反而拿去给陷阱/地雷/COC使用
例如:解放、冰川、电弧、冰霜新星
(这段其实是在nerf陷阱地雷和COC、跟自施比较没关系)
Some skills that had lower areas of effect than other skills without a good
reason have either had their area increased, or now gain additional radius as
their gems level. Combined with new options for increasing spell area of
effect, this should help these skills be more enjoyable to use. You'll find
new sources of increased area of effect on the passive tree for casters.
(Note that we'll be giving similar bonuses to Attack skills in the future,
just not in 3.6.0.)
Buff一些范围较小的法术技能,依照技能等级给范围半径
天赋树上有新的自施增加范围效果天赋
(未来还会有攻击技能增加范围的天赋,但不是在3.6)
We've made a few other changes to various spells, like lowering the cooldown
on Convocation, having Spark be able to re-hit a target it has pierced after
a shorter delay and having Unearth projectiles fly much faster. These are
buffs. Arc also has a lower chain distance now, so it won't bounce between
distant packs of enemies.
其他技能调整,例如降低号召冷却时间、电球可以重复击中他穿透的敌人、尸术矢飞更快
电弧的连锁范围缩短,让你不能一次连锁两群很远的怪
Support Gems
A number of support gems that have fallen behind others in power and utility
are receiving some numerical and mechanical adjustments. Chain Support, Fork
Support, Spell Cascade and Innervate have had values improved. Arcane Surge
Support now has a damage multiplier at higher gem levels. Onslaught Support
and the Summon Phantasm Support now have effects on hitting Rare and Unique
Enemies.
辅助宝石
一些比较弱势的辅助技能宝石BUFF(BUFF数字或机制)
例如:连锁、分裂、秘能爆发、亢奋
秘能波动在高等时会给予更多伤害
猛攻和击杀召唤幻影在击中稀有或传奇敌人时也会获得效果
Curses
Powerful bosses, especially the Elder and Shaper, previously had
significantly less effect of curses on them, to stop Temporal Chains and
Enfeeble trivialising their encounters. We've now lowered this curse effect
reduction to let damage curses provide more worthwhile bonuses against
bosses. Temporal Chains and Enfeeble now have a separate value of damage
reduction and slow for Normal and Magic enemies compared to Rare and Unique
enemies, with Rare and Unique enemies having about half as much effect. The
accuracy reduction on Enfeeble has also been reduced.
诅咒
强力的王(特别是Elder, Shaper)以前有很高的诅咒减免效果
因为衰弱和时空锁链会使玩家很容易的攻略他们
所以现在让他们对伤害类型的诅咒减免效果减少
而衰弱和时空锁链,现在对(普通/魔法)和(稀有/传奇)怪物有不同效果
对(稀有/传奇)怪物只有约一半的诅咒效果,同时衰弱减少的命中也减少(nerf)
Energy Shield Leech
We've added multiple sources of Energy Shield Leech to the game, both on a
new Support Gem and for spells on passive skills.
ES吸取
我们加入了很多方式让你获得ES吸取,例如新的辅助技能宝石、和天赋
Energy Shield has a lower cap on maximum restored per second than Life Leech
(10% of maximum energy shield per second), but the dedicated Energy Shield
Leech passives will let you increase this number. Ghost Reaver now doubles
your maximum energy shield per second in addition to turning all Life Leech
into Energy Shield Leech and lowering your shield recharge rate. This makes
it good for pure Energy Shield casters as well as letting Attacks have easy
Energy Shield Leech access.
ES的每秒生命偷取有较低的上限(10%,生命是20%),但是有天赋可以让你增加此上限值
灵能护体(关键天赋)给予你两倍的每秒ES偷取、把生命偷取转为ES,降低ES充能速度
这个改动让ES法师或ES攻击流派能轻松的偷取ES
Leech Length Nerf
Previously, there was no upper limit on how much an individual leech effect
could restore. This meant that a very high damage hit with enough leech could
last minutes, if not longer, if you had an effect letting your leech remain
on full life. Now, there is a limit of 10% restored per leech effect, so each
individual leech effect can't last more than 5 seconds. For the Ascendant's
Slayer Passive Skill, this is 5% lower.
偷取暂存量Nerf(完全是针对女处刑和男处刑来的)
以前没有偷取暂存量上限这个东西
如果你获得了满血时还能继续偷取的能力(处刑升华),就能用高伤害持续好几分钟的偷取
所以现在你的每个偷取效果,最多只能储存10%,这使得你的偷取效果不能维持超过5秒
(每个打击每秒偷取最多2%最大生命的血量)
女处刑则是5%lower (这里应该是只能存5%,有够惨)
The Passive Tree
We've made a large number of changes to the passive tree to provide more
divee sources of power and other interesting mechanics to spellcasters.
天赋树
新增了很多不同厉害的天赋和有趣的机制给施术者
Energy shield Leech
We've added a number of sources of Energy Shield Leech for spells on the
passive tree, both on specialised clusters (that also boost your damage in a
few different ways) and as part of the Fire, Cold, and Lightning "Heart"
notables. The Shadow area of the tree also has a small amount on a new
Evasion and Energy Shield path.
ES偷取
新增很多和ES偷取有关的天赋,包含在原本的小天赋圈里(同时BUFF伤害)
还有包含在火焰、冰冷、闪电的新大点(Notable)
天赋树右上区域新增一些ES/能量护盾的路径
Caster Weapon Passives
We've added and adjusted a number of passive tree clusters that affected
Staves, Dual Wielding and Shields for casters. These provide powerful bonuses
to spells that were previously only found on very generic skills, including a
lot of Cast Speed for casters that are Dual Wielding, a lot of damage and
defences for those using Shields and bonuses to Area of Effect for staves.
We've also made various additions and improvements to some underutilised
passives that affect spellcasters.
自施武器天赋
新增一些为施术者设计的小天赋圈,包含单持/双持/持盾
双持给予施放速度、持盾给予伤害和防御、持权杖给予范围
调整一些没人用的旧天赋
Elemental Damage Wheel
The Elemental Damage wheel of passives to the left of the Templar's starting
area now has fewer Elemental Damage skills and a single powerful Elemental
notable that combines some of the power of the two previous Elemental
notables. It now includes two new notables that work very well with the new
spells that convert physical damage to Fire or Lightning.
元素大三角
https://i.imgur.com/ZGmUASC.png
天赋树左上角这圈啦
现在有较少的元素小点,一个新的大点包含了旧的两个大点(太强==)
还新增了两个新的大点,能与新的物转火/物转电天赋作用
Shadow Starting Passives
We've adjusted connections to the tree on the Shadow's starting area to be
more consistent with other classes, and changed the defensive passives and
projectile passives to have a simpler, widely useful set of bonuses. A
notable passive providing Evasion, Energy Shield and Energy Shield Leech
takes some of the old bonuses and places them to the right side of the tree,
shifting the mana path so it is now parallel to the jewel node and now
granting a small amount of increased mana regeneration.
刺客起始天赋
调整刺客起始区域天赋(其他职业起手都有血量、ES可以点,就只有刺客没有)
新的闪避/ES大点(上面提过),ES和ES偷取天赋移到右边去
魔力天赋移到与珠宝槽平行的地方(可是那里不是早就有一条魔力了==?)
Channelling Passives
We've added two new passive tree clusters that provide damage bonuses for
Channelled skills as well as some defensive properties while channelling,
like stun avoidance and physical damage reduction.
引导技能天赋
增加两个引导的天赋圈,同时给予一些防御性质(避免晕眩、减少物理伤害)
Trickster
The Trickster's Ghost Dance and Escape Artist notables have been reworked
significantly, with the goal of providing a unique and very powerful reward
for specialising in Evasion and Energy Shield. Ghost Dance now creates a
Ghost Shroud every second, up to a maximum of 3. After you're hit, a Ghost
Shroud is consumed, restoring Energy Shield based on your Evasion Rating.
Ghost Dance and Escape Artist now have other bonuses based on your Ghost
Shrouds.
We've also added Frenzy and Power Charge generation while Channelling to the
Swift Killer notable, to let a Channelling Trickster generate charges during
tough encounters
诈欺师
重制“幽灵舞步”和“逃脱大师”,给予很强力的闪避和ES效果
幽灵舞步现在每秒给你一个幽灵Shroud,最大3 (每场四排都有三个Shroud当队友)
每当你受到伤害,会消耗一个Shroud并且回复ES(基于你的闪避值)
“幽灵舞步”和“逃脱大师”还有其他基于你的幽灵Shroud的效果
“敏捷杀手”现在在引导时也会给予你狂怒球和暴击球
Inquisitor
We've reworked the Consecration based Notables of Sanctify and Pious Path to
greatly improve reliability of Consecrated Ground for the Inquisitor, instead
of just giving powerful bonuses when you manage to be on Consecrated Ground.
Sanctify no longer creates consecrated ground when hit or on kill, and
instead will always create consecrated ground around you while you're
stationary. Pious Path now lets the effects of Consecrated Ground linger for
4 seconds after you, allies or enemies would no longer be affected by the
ground. Other effects have also been changed or improved.
判官
重制和奉献地面有关的“圣化”和“廉简之途”
“圣化”现在永远在你站着不动时,在你身边产生奉献地面
“廉简之途”当你/队友/敌人近期有被奉献地面影响,可以让奉献地面的效果延长4秒钟
These changes work well with a change to all Consecrated Ground that causes
hits against enemies in it to have 100% increased critical strike chance.
Other Changes
现在所有奉献地面给予+100%暴击机率
Critical Strike Chance
Previously, an effect that could critically hit was capped at 5% minimum
critical chance, and 95% maximum critical chance. We've set both of these
caps to 0% and 100%.
暴击机率
现在不再有5%的下限和95%的上限,而是0%~100% (百暴来了!)
Effects that gave enemies an additional chance to be critically hit have all
been changed to instead increase the chance of critical hits against them, or
give additional critical chance before modifiers, as if the attacker had
critical bonuses against the target rather than an additional chance added on
top.
(这段太饶舌==)
简单来说大概是敌人的被暴击率不是+XXX%乘上去原本的暴率,而是+XX%到原始暴率
Non-Chaos as Extra Chaos Damage on Weapons
The interaction of the Non-Chaos Damage with Hits as Extra Chaos Damage stat
and multiple damage conversions made this stat far more powerful for very
specific setups than a single stat should be. We've lowered the value of this
stat on the combined craftable "Spell Damage and Non-Chaos Damage with Hits
as Extra Chaos Damage" modifier on weapons.
武器上的非混沌伤害的额外混沌伤害
转伤还是可以用,降低法伤复合非混的非混数值
(大概就是nerf附加武器的那种概念,可是新Shaper胸甲...)
The Veiled mod that only grants this modifier has now been split into four
versions, Fire, Cold, Lightning and Physical. These modifiers are now
available as a mod on many caster weapons above level 60 at a higher value,
making it a powerful effect to find when creating the perfect
element-specific caster weapon.
隐秘词缀的单条非混词缀拆成四个MOD(物理非混、火.冰.电非混)
所以当你鉴定到对的属性才能发挥最大效果
(所以和之前说的不一样,非混没移到Shaper/Elder mod去)
Existing items will be not be affected by this change. We'll be looking at
other sources of the stat like unique items and the Trickster's "Harness the
Void" notable in future.
现存的装备不受影响(有遗产)
未来会注意其他非混来源,如诈欺师的“虚空驭者”
+1 Maximum Totems Veiled Mod
This modifier is no longer available as a Veiled craftable modifier. Instead,
it now appears as mod on Shaper shields. The modifier was too powerful to be
able to easily apply to an already strong Rare shield, so now you've got to
get it earlier in the process of crafting an item.
+1图腾隐秘词缀
不再是隐秘词缀,现在改为Shaper的盾牌词缀
Unique Nerfs
We've made some adjustments to a few unique items that were problematic.
Details will be in the patch notes tomorrow.
传奇装NERF,详情请见明天的patch notes
Damage Immunity
We've made a few changes to prevent total immunity to specific damage types,
as these could be used to completely trivialize some encounters:
Player Maximum Resistances now can never go above 90%. Any maximum resistance
you have above this value will have no effect. This is especially important
as Synthesis introduces other sources of Maximum Resistances.
Vaal Impurity auras now provide Less Damage Taken of their element, and have
less aura effect per level.
The Gluttony of Elements skill now also provides Curse Immunity, to prevent
interactions with Temporal Chains letting it last far too long. Technically,
this is a buff.
无敌流
玩家的最大抗性现在永远无法超过90%
瓦尔不洁之X(火冰雷)现在给予受到更少元素伤害
元素之愈现在给你免疫诅咒的效果,避免时空锁链诅咒延长他的持续时间
This is a buff! (死去)
There are plenty of other changes on our hit list for the future. Attacks
need the same level of attention (if not more) that spells are getting in
3.6.0, as well as changes to Abyss Jewels and Physical Weapon Damage, but
we'll be spacing these changes over 3.7.0 and beyond to make sure they get
the time and attention they deserve.
攻击流派、深渊珠宝、物伤武器也需要更多注意,但是3.7以后再见
We look forward to sharing the full patch notes for Path of Exile: Synthesis
with you tomorrow!
Patch note 明天见