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暴雪蓝帖:《争霸艾泽拉斯》中的护甲与格挡机制的解释

发布时间:18-04-17 09:46 来源:NGACN 作者:装甲魔暴龙乌达斯塔
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玩家:《争霸艾泽拉斯》里,坦克的减伤技能变成了加护甲,只提供物理减伤,护甲的提高使我们受到更低的物理伤害,与此同时我们不得不承受更多的法术伤害。我对这个改动是可以接受的,但是有一件事情我搞不懂。作为一个防骑我选择神圣之盾天赋应对法术伤害,因为这个天赋可以让我格挡法术伤害。但是我在alpha上的116级圣骑面板上显示我的格挡可以降低30%的伤害,但是在我使用正义盾击后,我的护甲提高了,面板上显示的格挡减伤却只有16%了,这是怎么回事?在我提高对物理伤害的减伤后,我的盾牌能格挡的伤害降低了,导致我能格挡的魔法伤害也降低了?这不就意味着如果我想要应对法术伤害我就不能用正义盾击了?

Sigma :关于神圣之盾:

神圣之盾的法术减伤效果不会受到影响。你们产生疑问是很正常的——目前游戏里现有的格挡值显示还没有进行更新以匹配新的格挡系统。目前神圣之盾的效果与正式服务器上保持一致,依然提供40%的法术减伤。

以后神圣之盾具体的减伤百分比可能会和你的盾牌格挡减伤百分比一致,但无论如何护甲的提高不会使得它的减伤效果降低或者提高。

关于减伤机制:

在这个资料片中,除盾墙这类大技能以外的法术减伤被显著削弱了。这是在我们意图中的改动:物理和法术伤害之间的关系不是“这是两种平行的东西,需要用不同的技能来应对”,而更多的是“这种(法术)伤害是不一样的,因为他可以穿透你的大多数防御能力”。虽然坦克可能还有一些应对法术伤害的办法,但这些手段比之前要少了很多,并且在减伤机制中只占了很小的一部分。

与之相对应的是,主动减伤也使得护甲作为一种机制被更多的利用起来,例如:

这提高了主要属性对于坦克的重要性。目前alpha中,除酒仙武僧以外的所有坦克都有能把主要属性转换为护甲的主动或被动效果。这使得装等的提升和其他提高基础属性的效果对于坦克来说更有价值(对于如何在酒仙上实现这一点还有待进一步设计)。

这使得玩家在对抗更强大的敌人(比如资料片后期副本)时需要把护甲堆到更高的水平来获得更高的减伤(理论上护甲可以一直提升)。这也使得在玩家的装备不断提升的情况下,我们依然能针对不同层级的内容对与护甲相关的效果进行调整。

格挡的原理类似于护甲。现在你装备的盾牌物品等级越高,它所提供的格挡值就越高。它的效果(显示为百分比)在你面对需要更强的装备来对付的敌人时会降低。特别是对于那些使用盾牌的职业专精来说,盾牌对他们的提升幅度会变得更大。

对于以上所说的两个方面(护甲和格挡),目前的计划是使它们提供的减伤百分比在资料片的进程中随着装备的提升而渐进地提高。你的装等越高,减伤百分比就越高,如果你的装备落后了,减伤百分比就会降低。

玩家:随着你的装备的提升,格挡值也会随之提升。格挡作为一种机制随着游戏进程的推进也会提供线性的收益,而不是在护甲减伤的前提下再提供二次减伤收益。

Sigma :基本上是这样的,既然玩家对这方面的机制有很多问题,我们就在此解释一下:

格挡值在你的护甲提高时似乎降低了这一现象实际上是目前格挡值在角色面板上的显示方式所造成的遗留问题(以后可能会进行修改)。接下来我会用防护圣骑士的正义盾击——一个在短时间内暂时提供大量护甲的技能——来作为例子对此进行解释。

格挡值现在的缩放机制和护甲类似,我在其他帖子里解释过理由(简单来说,就是让高装等的装备更具有吸引力,同时让我们能在玩家在游戏后期达到较高数值的格挡值时能针对性的调整相关内容)。当你通过正义盾击获得大量护甲时,你会位于护甲递减曲线的高位。因此,护甲数值,即减伤效果的提高,使得被格挡的伤害降低,这最终以一个较低的格挡减伤效果百分比来显示。

使用正义盾击后格挡减伤降低的现象其实和在使用正义盾击后,一个加X点护甲的buff所提供的减伤(以百分比显示)比预期要低的现象没有什么不同——WoW中的护甲减伤和递减机制一向如此。格挡只是刚好在角色面板上有一个单独显示的百分比数值,这让玩家更容易看到其中的变化。无论如何,获得更多护甲值总是会降低受到的伤害,包括被格挡的和没有被格挡的。

我们当然也可以让正义盾击和同类技能在提高护甲的同时也提高格挡值,使“格挡减伤百分比”基本保持不变。但我不觉得这就是你们所希望的玩法或者平衡思路。这意味着你在已经获得正义盾击的减伤效果时还获得额外的格挡减伤(这会导致伤害浮动增大)。我们觉得让护甲继续按照原本的递减机制运作,而格挡在你的护甲值较低的时候显示更高的半分比可能会更好些。

总的来说,我希望你们能更清晰地了解这到底是怎么一回事,对我来说我认为最大的问题是对于格挡减伤在角色面板上的显示方式,还有没有什么更好的方法。

我们也可能尝试将酒仙武僧的醉拳机制和敏捷挂钩,并最终使其缩放机制类似于其他坦克的护甲机制。对玩家来说,这应该不会导致醉拳的机制或者玩法发生太大的变化。

此外,接下来的alpha补丁会对所有将主要属性转换为护甲的技能效果进行一个百分比的削减。由于最近的一个改动降低了游戏里的大多数护甲值,而我们没有对此类技能的效果进行相应的调整使得它们的效果太高了。这只是一个数字上的改动。

原文如下

Holy Shield doesn't actually work like this on the alpha. Not that you're wrong for asking--it's pretty confusing since it hasn't been updated thoroughly for the new block system. At the moment, it still does what it does on live and reduces a magic attack by 40%.

It might be more consistent in 8.0 if it blocked an amount based on the block value of your shield. But in any case, the magic portion of the talent shouldn't be affected by your armor in any way.

A few things about tank mitigation that came up in this discussion:

Magic mitigation, outside of major cooldowns like Shield Wall, is generally much lower this expansion. This is intended: the distinction between physical and magical damage is less "these are two parallel things that sometimes require different buttons" and more "this damage is different because it pierces many of your defenses." While tanks can still have some variance in the anti-magic tools, those tools are fewer than in the past and cap out at smaller amounts of mitigation.

Related to this, active mitigation is also making use of armor as a mechanic more often. There are a few reasons for this:

--It makes primary stat more important on tanks. So far in alpha, every tank except Brewmaster has an active or passive effect that turns primary stat into armor. This brings more consistency to the value of ilvl upgrades and other effects that increase primary stat. (TBD exactly how to handle this on Brewmaster)

--It allows us to make use of the fact that more difficult enemies (for example, endgame content later in the expansion) can demand more armor to reach a par level of mitigation (for theorycraft types--the "armor constant" can increase). This again allows for gear progression while keeping armor-related effects balanced at different tiers of content.

Block works similarly to armor. Its effectiveness now increases as you equip higher-ilvl shields with higher block value. Its effectiveness (as a %) decreases as you fight enemies that are meant for stronger gear. In particular, this makes a shield a more significant upgrade than it used to be, for the specs that use them.

In both of the above cases (armor and block), the plan is for the % mitigation they provide to remain roughly constant over the expansion, when in par gear for the content you are doing. Your % will be higher anytime your gear is ahead of the curve, and lower if your gear is behind.

The value of block now passively increases as you get more and more gear, most notably from shield. Block as a mechanic still scales somewhat linearly throughout the expansion, instead of double dipping with the increased survivability from having higher armor contribution on top of it.

This is the right idea. Since there have been a lot of questions about this--

Block seeming to decrease when you gain armor is mostly an artifact of how we're currently presenting it on the character sheet (which might be worth revisiting). I'll keep using Shield of the Righteous as the example since it's a large temporary armor change.

Block now uses similar scaling to armor itself, for the reasons mentioned in my other post (briefly--it's more gear-driven and makes upgrades matter, and allows content to be tuned around higher block values as you proceed further into the game). When you gain a massive amount of armor from Shield of the Righteous, you're now at a higher point on the armor DR curve. So adding a fixed amount of armor, which is essentially what block is doing, translates to a lower %.

This is no different from how gaining a buff for X armor would appear to add less mitigation (as a %) if you had Shield of the Righteous up--i.e. the way armor as worked for the whole history of WoW. Block just happens to be called out as its own % on the character sheet, so this is more visible. In all cases, gaining more armor will further reduce damage from both blocked and unblocked hits.

We of course could make abilities like Shield of the Righteous increase block value as well as armor, so the "block %" stayed similar. But I'm not sure that's what you'd actually want from a gameplay or balance perspective. That's basically saying we'd give block more value during the time when you're already protected by Shield of the Righteous. That's the opposite of the usual desire (it would increase damage variance). Letting armor DR work using its natural mechanics, causing an effect like block to have more % value when you have lower armor, seems better.

Summing up, I hope that clarifies a bit more what's going on, and so far I think the biggest outstanding question is whether there's a clearer way to present the block information on the character sheet.

The first direction we're likely exploring for Brewmaster is to make Stagger the mechanic that is driven by Agility, and ultimately make sure it has similar scaling to the armor-based mechanics on the other tanks. This would not necessitate any large player-facing changes to how Stagger works or how you use it.

Also, an upcoming alpha build will have a reduced % on all the effects that translate primary stat to armor. They're too high right now because a recent change reduced armor values across the game and didn't change those abilities to conform. It's just a math fix, when it happens. 

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