这又回到怒气的作用方式上了,伤害产生怒气,所以你需要为战士寻找一个平衡点。
This really just gets back to the way rage works, which is that damage leads to rage so you have to pick a point at which you balance warriors.
在战斗中,每次攻击都能让战士获得一次攻击的怒气。
During combat each attack made by the warrior gives a strike of adrenaline.
改进意见中其中一条是使战士的怒气主要从制造的伤害中获取,这一点我们已经讨论多次。
One of the Suggestions we have seen brought up a few times, is to make Warriors generate rage primarily from the damage they inflict.
“无尽怒气”现在能正确地根据战士造成的伤害给予怒气。
Endless rage will now give the correct amount of rage as intended from damage dealt by a Warrior.
战士怒气获取机制已经被作为一个话题各位玩家讨论好几次了,这同样也是开发设计人员多次讨论的话题。
The topic of rage generation is a topic that has been brought up quite a few times now, and it is also one that the developers discuss from time to time.
每个阶段的怒气都能让战士的攻击增加被动的伤害提升。
Each stage gives the warrior's attacks an additional direct passive damage bonus.
战士和德鲁伊现在在攻击被护盾保护的目标或身上有护盾被攻击时均可产生怒气。
Warriors and druids getting rage on shielded targets or when shielded was an official change.
矮人女战士的怒气增加速率变为三倍。
Dwarf Females now generate rage at a rate three times greater than normal.
怒气标准化公式进行调整以产生更多的怒气,通常情况下战士获得怒气的速度提高了15% - 20%。
The rage normalization equation has been adjusted to grant more rage. The typical warrior should see an increase of 15% to 20% in their rage generation.
怒气标准化公式进行调整以产生更多的怒气,通常情况下战士获得怒气的速度提高了15% - 20%。
The rage normalization equation has been adjusted to grant more rage. The typical warrior should see an increase of 15% to 20% in their rage generation.
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