但是最初的思想是暗黑2的一次延伸。在暗黑2中你攻击怪物以后他们会表现出来受到了你的多少伤害。
But the basic theory is to really extend on the idea that Diablo II started with, which was that you would hit monsters and you would see the damage you did to them reflected on them.
在进行任务的过程中搜寻和发现新的敌人是值得的,因为如果你比怪物足够厉害,那么即使最具有攻击性的怪物也对你失去兴趣而不再主动攻击。
Exploring and finding new adversaries while questing seemed worthwhile, since even hostile monsters lose interest in you and stop chasing you if you can get enough of a lead on them.
可爱的怪物动画你会注意到在战斗中怪物的表情的差异,以及他们的攻击动作,这将使战斗更加精彩。
Cute monster Animations You will note the difference in monsters' expressions during battles, as well as their attack motions that will make battles even more exciting.
你将会发现,加过挑畔天赋,在防御姿态下,第一个超过69点的伤害将会使怪物转而攻击战士。
You will find that in defensive stance with defiance, the first hit over 69 damage will score the warrior aggro.
他会让你顺间产生和仇恨列表上仇恨值最高的玩家一样的仇恨值,但不给你使怪物转而攻击你时所需要的10%,只是让你成为怪物的暂时目标。
It will give you exactly the threat of the player on top of the threat list - but not the 10% needed for the mob to change aggro, only a temporary aggro from the debuff!
他会让你顺间产生和仇恨列表上仇恨值最高的玩家一样的仇恨值,但不给你使怪物转而攻击你时所需要的10%,只是让你成为怪物的暂时目标。
It will give you exactly the threat of the player on top of the threat list - but not the 10% needed for the mob to change aggro, only a temporary aggro from the debuff!
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