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
A shot in the dark (as i've done no prior research)..but could it be that its the "class" and "material type" that carry that hidden weight?
It would make sense (from a dev pov) to have them factor in , so one can create 1 "shoe that adds sharkswithlaserbeamsonhead" template which with a few edits (class/material/name etc) can create 16 variants of "shoe" , one for each class/material type.
In simpler words..can it be that armour item "X" classified as GEAR CLOTH/MATERIAL CLOTH (0) is less resistant in-game than the same item but classified as GEAR HEAVY/MATERIAL METAL PLATE (3) ??
Edit-- forgot to mention: This suggestion is mainly due to the explanation on "pierce def multiplier" .."stats are generated by class and material enums" and the possibility of that info being omitted for cut def.
(i expect it to have already been clarified by the devs and i'm wasting everyones time...so my preemptive apologies.)
I have no confirmation from the devs, but I can confirm from my own experience that while they may be an influence, they are not the only deciding factor. When I was editing, there was an item with a noticeable hidden weight that used the same class and material type as Dustcoat (which has no weight) but was in a different gear slot. However, at the same time, ALL chainmail type items have the largest deviation from their expected, sometimes to 50%, so I believe it does have some influence. Slot, coverage, class, and material are all possible contributors. Maybe its all of them simultaneously. I could never figure it out.
There is another influencing factor, but this one is predictable. Certain items (for example, I think most of the Samurai pieces) have a level bonus. For example, +10 level or -5 level. What that means is instead of a [Masterwork] counting as level 100 for auto-calculating its stats (from the class and materials, as you noticed), it will count as level 110 or 95, making it stronger or weaker than others of the same enums at the same quality. This level shift also influences the "cut def bonus". So, for example, if you want to remove 10% (-0.1) but the item has a +10 level bonus, you will see a "cut def bonus" of -0.1 actually removes 11%. (-0.1 * 1.10 = -0.11).
The Workspace sheet is where you should enter values and get results. The Tip sheet gives a handy way to find all the armors you need to edit. The Parameters sheet holds the hidden weights used in calculating armor cut resistance.
I didn't include any instructions on how to get into or work with FCS, so you should still read the OP. One important thing to remember when reading the OP is that the result my spreadsheet produces is meant to REPLACE the "cut def bonus" for an armor, while the OP walks through a process of MODIFYING the existing value.
Sweet, I hope I remember this for next time I play. I think I used a super scuffed spreadsheet when I was doing it too but it was using OP's method.
Полезная штука, благодарю за труд.
Google Translate:
Useful stuff, thanks for the effort.