安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题









The Gear Tab will still show a maximum amount of 200% but the Armor Rating for the Gear can be up to 500% and it will work. If you got a mod which adds items with more than 200% you can inspect these items and it should tell you the right amount up to 500%.
The same it does with values under or equal to 200%. The Armour penetration gets subtracted from the Armour Value. This number will then be compared to a random number between 0 and 100. So for an Example:
If your Armor has an Armor Value of 250% and the enemy is using an normal charge Lance with 45% Armor penetration then your effective Armour Value will be 205%. This number than gets compared to a random number from 0 to 100. Even when it rolls a 100 you won't get damaged because 100 is less than half of 205. Of course the hit has to be on a body part which is protected by this amount. If you don't use any mods the highest armor value you can achieve is if I remember right about 190%.
If it works for you and you don't need this than thats fine. For me NoArmorPointCap doesn't work with 1.2 which was the reason I created this mod. If you look at the comments there it seems that other people had the same problem as me.