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









Stun immunity prevents action delays, like not being able to use combat ability, dodge, jump, weapon swap, etc. The length these action delays depends on the type of stun applied to the player (the 'worst' type would be from taking overhead attacks from Mauler, Crusher, Captain).
Tested it with the flamer only.
Yup, fixed!
It is not the same as before. Duellist used to provide two buffs: weakspot_damage and critical_strike_damage . Each buff added 50% during finesse damage calculation. You would get 50% added for hitting a weakspot and you would get 50% for critting. If you hit a weakspot and critted while doing to, those two buffs would stack and you would get +100% for the finesse damage part. The new buff ( finesse_modifier_bonus ) that is now provided by Duellist is set up to apply to weakspot hits and critical hits, so whatever the result (weakspot hit, crit hit, or critical weakspot hit), you only get a 50% increase during the finesse damge part of the damage calculation.
Replenishes 0.4% of maximum toughness per second (up to 6% of max toughness per second) per dropped Momentum stack.
I think it should be up to 8% instead of 6% as the max stacks of Momentum have been increased to 20.
"Note: Finesse Hits include Weakspot Hits and Critical Hits. Duelist would previously go up to 100% Damage on hits that were both Critical hits and Weakspot hits. Now it will instead stay at 50%." Can you explain the damage formula for this? It should seem functionally the same as before.