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[翻译]元素,系数和你 以下是本人翻译的官方论坛上的一篇文章,它详细的介绍了游戏中的元素武器的作用原理,也解释了一些元素武器例如地狱火和火山的惊人威力的来源,内容颇丰,有兴趣者可一览之。 Elements丨, Multipliers, and YOU-元素,系数,和你 [重要] 元素SMG,手枪,散弹枪,和突击步枪可能有BUG。x1的枪和x4的枪造成的伤害似乎相同(传说级武器除外)。请继续阅读以了解更多.另外, 这仍然是正在进行中的工作。 [TECH LEVEL] 无主之地的枪充满了隐藏属性。其中有一个叫做tech level,它源自枪支部件。有些部件(特别是Maliwan部件)增加枪的tech level。据我所知,tech level和系数及触发几率相对应。 x0: 0 tech level x1: 1-8 tech level. x2: 9-11 tech level. x3: 12-14 tech level. x4: 15+ tech level. 我不敢肯定地说这是否正确或者有着因果关系,不过这是我观察到的。一个例外是火箭筒,不管tech level为何都永远是x4。 [TECH POOL 和 主动再生率] 所有枪都有tech pool,即使它们不是元素武器。所有元素武器都有一个由其部件决定的Tech level。 一支枪的tech pool等于 4*它的 tech level。 当元素武器触发几率伤害时,tech pool的一部分被消耗。消耗的数量取决于枪(比如对于repeaters,数字很低,而SMG就更高)和触发的强度(用于狙击步枪和左轮,因为它们似乎是唯一可以改变触发强度的武器)。当Pool被完全消耗时,或者不足以支持一次触发,枪则不会触发几率伤害。 Tech Pool主动再生率意味着此tech pool能以多快的速度再生。只要武器被拿出来,它就再生,不管满没满。它在一次触发后会立刻再生。如果你切换了武器,它不会再生,它的pool会保持着切枪时的状态不变,如果被放到背包里,它的pool会被重设至0。 要注意的我看到的所有武器其主动再生率都是4.0 。女妖的技能Spark和增加元素效果几率的职业模组可以增加主动再生率。 [还是不太明白啊,伙计] 看个例子吧!假设你有一个带有9级tech level和36点 pool 的 sicknasty x2 Corrosive Combat Rifle,并且每次几率触发消耗15点pool。 - 一个3连射在触发一次后会给你留下一个21点的pool。 - 一个3连射在第一和第二颗子弹触发后会给你留下一个6点的pool,使得第三颗子弹不可能触发,因为要触发至少需要15点pool。 - 你一个3连发触发了2次,干掉了那只skag,剩下6点pool。然后你瞄准了另一只skag,给你的枪一点时间重新填充了一点儿pool。在你的下一个3连射发出第一颗子弹时你的pool是14点-它无法触发几率伤害。不过,到发出第二颗子弹时,pool是15点,射击可以触发。不过在这个例子里它没有。第三发现在带着16点pool,触发!你的pool现在是1点。 - 现在你的弹药用光了,你切换到散弹枪,干掉最后2只skags,抢到96发步枪子弹。 - badmutha skag!你切回突击步枪,现在有子弹了,于是射击。打空了一个弹夹后,你的枪从未触发,因为拿出来的时候它的pool是1点。 - 当你上子弹时,pool被充分的填充,你也可以再度开始触发几率伤害,但你在开枪前被杀了,悲剧啊! [武器行为各异] 如我所言,所有武器都有tech levels,tech pool,和主动再生率,然而,它们不以同样的方式运作。 [左轮和狙击步枪] 相信你已经注意到了,x4的左轮和狙击步枪比那个啥散弹枪和突击步枪多得多。这意味着它们的tech level通常更高,也就有了更大的pool,这很好,因为狙击步枪和左轮可以靠元素触发造成最多的伤害,x1和x2的元素武器可以做到我称之为一个x2的触发,x3的枪可以产生 x2和x3的触发,x4的枪可以产生 x2,x3,和x4的触发。 和狙击步枪不同,左轮每一发至少是x2的触发。
武器掉落概率图表 转自官方论坛,这个图表显示了开启红箱子的时候,得到各种武器的概率,你可以根据它来评估一下刷出某种你想要的东西的机会. ------------------------------- Keep in mind this is HEAVILY DUMBED DOWN and takes a few assumptions,but should give you an accurate representation of drop rates. 1. This only takes into account RED CHESTS. NOT WHITE CHESTS. 2. This ONLY ACCOUNTS FOR NON-LEGENDARY WEAPONS. 3. This assumes that every chest configuration has an equal chance ofarising. I know alien chests are pretty rare, but bear with me, please. 4. This assumes that each individual suffix has the same probability of being spawned. 5. Grenade mods, shields, and class mods all inexplicably spawn withequal probability (definitely not true, but I don't have real numbers,so I assume they spawn equally) 6. Chests spawn with the maximum amount of junk possible, meaning youhad better be in P2.5 or these things will not make sense sometimes. This diagram is VERY COMPLICATED AND NOT FOR THE FAINT OF HEART. Whatit tells you is a statistical AVERAGE expectancy as you farm repeatedamounts of chests. The Overall probability simply tells you the chance of finding a gun oftype X inside a closed box. If you open a box and were to only get oneweapon, what would it be? The Weighted probability number is what you need to take home. Let'ssay you open 100 chests. The weighted probability tells you how muchapproximately of the items you collect are pistols. It is important torecognize that a percentage does not mean that 28 pistols appear in 100boxes. Rather it means of all the junk you collect TOTAL, 28% of thatare likely to be pistols! I have for simplicity's sake merged things with identicalprobabilities. Each probability in a merged box accounts for eachindividual item type. Please remember to account for the fact that long arms come from 2types of chest. To get their total possibility, add the values togetheror simply multiply by 1.5 I hope I haven't made any formula errors. The most important categoriesto look at are weighted categories for weapon base types. Assuming thateverything is left to chance, you're going find 28 handguns for every 4combat rifles you find!
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