逃离鸭科夫

逃离鸭科夫

暗黑图腾
(补档)踹哈平衡个人自用配置参数分享
!更新日志!:
【202510301554】:
1、将枪伤倍率和枪械爆伤倍率改为和原版游戏一样的小数格式
【202510311532】:
1、大家喜欢的完整调整全公示回归
【202511010155】:
1、爆伤系数、治疗加成、吃喝加成、近战爆伤、换弹速度改为add后可以正常生效,大家还发现有什么不生效可以直接在评论下方反馈
2、D2T_ArmorBreakGain(破甲增益)实测后决定下调强度到5级,不如穿甲一根啊,给人家好甲洗烂完了
3、D2T_ShotCountGain(多重射击弹头数增益)加入2级池,锁定1。没有想象中强,感觉偏玩具了。
4、D2T_SoundRangeMultiplier(声音距离倍率)下调到2级,配合消音有奇效。
5、D2T_ShotAngleGain(多重射击角度增益)被丢到了1级,没有多重射击弹头数增益这是个无用词条
6、D2T_BulletExplosionRangeGain(子弹爆炸范围)和D2T_BulletExplosionDamageGain(子弹爆炸伤害)一起入住3级词条。理由来自另一位朋友(@凡星)的提示“需要注意的是,此效果需要至少爆炸范围和爆炸伤害2个词条同时存在(可以位于不同图腾上)才会有效”。同时刷到两个才能起效,限制过大
7、D2T_ExplosionDamageMultiplier(子弹爆炸伤害倍率)被我一jio踹进了1级词条。因为你需要两个前置,不然就没意义,连钓鱼都不如
8、GunScatterMultiplier(枪械散步倍率)数值加强到-30%,上调至6级词条
【202511012050】:
1、环境火、毒、电防护加入1级池,都是锁定1无波动

!!!以下为正式内容!!!

大部分工作全部由哈基米2.5pro完成,我只负责动嘴巴和眼睛!(其实并非大部分,后面变我手打了)

狂暴难度自用参数,大伙用着图一乐,本人比较踹哈,对词缀强度控制欲比较强,又不想没用处的fw词缀,又不想太强的玩着没意思,主打一个既要又要。根据原版图腾和武器配件的数据以及价格调整。

1. 强度平衡:Mod 允许叠加出各种原版需要承担巨大负面效果的buff集合体,因此单条词缀的 mid 必须低于原版,否则太bt了。但是越“低级”的词条数值我给的越猛,变废为宝这一块

2. 经济平衡:基于原版图腾和配件的买入价、卖出价,价格挡位根据词条强度调整,避免轻易实现经济自由。

3. 瞎几把平衡:
根据词条强度我对波动范围做了调整,高强度词条控制小波动提高稳定性(6级都是0.25避免好词条给出低数值)并且避免过高强度,低强度词条高波动给趣味性主打一个没用但好玩(1级词条0.9的波动。部分平常不能玩的流派在数值的加持下会变得很有意思。你猜我为什么把潜行和近战相关词条全丢到下面去了?)

4.单独讲讲:
空间风暴防护这个词条锁定为1无波动
头甲取了一个更合理的区间。
梦到哪说到哪,有些忘了。

暂时没加入随机池,mid改为0不参与掉落的:
无(哈哈,目前没有)


!!t6;2000块,波动0.25 。强度很高,伟大无需多言,生活必需品这一块!!

身体护甲:0.4
头部护甲:0.4
爆伤系数:0.1
枪械爆伤倍率:0.1
枪械伤害倍率:0.1
最大生命值:15
D2T_ArmorPiercingGain(穿甲增益):0.2
枪械散步倍率:-0.3


!!t5;1000块,波动0.3 。强度较高,限制很少,大部分时候很有用,间接强化战斗生存机动,大部分构筑都会用得到!!

背包格数增加:锁定0.25,波动0
最大负重:15
移动能力:0.05
后座力控制:0.2
枪械射程:0.25
物理免伤:-0.1
换弹速率:0.5,无波动
D2T_ArmorBreakGain(破甲增益):0.2
D2T_PenetrateGain(贯穿增益):锁定1,无波动

!!t4;500块,波动0.45 。强度在线,但是有一定限制,需要在特定条件下发挥,某些情况下可能是刚需,一些特化构筑可能对此具有需求!!

耐力上限:15
感知距离:0.4
视野角度:0.3
视野距离:0.3
耐力消耗:-0.3
奔跑速度:0.1
行走速度:0.1
D2T_AdsTimeMultiplier(开镜瞄准时间):-0.2


!!t3;200块,0.6。 强度较低,限制非常多,只会在某个特殊的游戏流程或很少的时间段用到,甚至可能全流程用不到,或者说有点偏门!!

声音可见性:1
听觉能力:1
治疗效率提高:0.25
近战伤害倍率:0.5
耐力回复速率:0.25
D2T_BulletExplosionRangeGain(子弹爆炸范围):1
D2T_BulletExplosionDamageGain(子弹爆炸伤害):5



!!t2;100块,波动0.75。 没有强度可言,有点难评。几乎都是纯粹的功能性,除非情况特殊不然整个游戏流程都用不到,或者说有太多替代。基本可以说是玩具!!

风暴防护:锁定1,无波动
电、火、空、毒四元素免伤:-0.1
奔跑声音范围:-0.5
行走声音范围:-0.5
近战爆伤倍率:0.2
D2T_SoundRangeMultiplier(声音距离倍率):-0.2
D2T_ShotCountGain(多重射击弹头数增益):1



!!t1;50 块,波动0.9。当你觉得人生很没有意义的时候,想一想你看片被跳过的部分,也会有人认真给他们做字幕!!

钓鱼品质:0.45
钓鱼时间:-0.15
水消耗:-0.2
食物消耗:-0.2
食物效率提高:0.5
D2T_ExplosionDamageMultiplier(子弹爆炸伤害倍率):0.25
D2T_ShotAngleGain(多重射击角度增益):2
环境电防护:锁定1
环境火防护:锁定1
环境毒防护:锁定1

!!!以下为affix_tuning_v2配置文件部分,只包含了需要替换的,用之前先看作者大大的说明!!!

{
//词缀调优 V2(中值 / 基准值 / 波动范围)| Affix tuning V2 (mid/baseValue/rangePercent + thresholds)
"version": "2.0",

// 每个额外正面词缀的协同倍率 | Synergy per extra positive affix (beyond first; net of negatives)
"positiveSynergyMultiplier": 1.05,

// 敌人生命映射(用于计算 K)| Enemy HP mapping (used to derive K)
"enemyHpMultiplier": 0.4,
"enemyHpTiers": [51, 101, 201, 501, 1002, 2004, 4008],

//负面/衰减规则 | Negative/decay rules
"negativeStartAffixIndex": 4,
"negativeChance": 0.3,
"decayStartAffixIndex": 7,
"decayFactor": 0.7,

//价值->稀有度映射 | Map total value to rarity tier and color
"valueRarityThresholds": [
{ "minValue": 0, "rarityTier": 1, "color": "#FFFFFF" },
{ "minValue": 1000, "rarityTier": 2, "color": "#00FF00" },
{ "minValue": 3000, "rarityTier": 3, "color": "#0080FF" },
{ "minValue": 6000, "rarityTier": 4, "color": "#8000FF" },
{ "minValue": 12000, "rarityTier": 5, "color": "#FFD700" },
{ "minValue": 18000, "rarityTier": 6, "color": "#FF0000" }
],

//词条定义:每条指定 roll 的中值与显示/估值的缩放方式 | Entries: roll mid and value scaling
"entries": [
{ "key": "Example_CustomStat_Add", "mid": 10, "baseValue": 2000, "rangePercent": 0, "combineKey": "Example_CustomStat", "isPercent": false, "modifier": "Add" },
{ "key": "Example_CustomStat_PAdd", "mid": 0.1, "baseValue": 2000, "rangePercent": 0, "combineKey": "Example_CustomStat", "isPercent": true, "modifier": "PercentageAdd" },
{ "key": "Example_CustomStat_PMul", "mid": 0.1, "baseValue": 2000, "rangePercent": 0, "combineKey": "Example_CustomStat", "isPercent": true, "modifier": "PercentageMultiply" },
{ "key": "BodyArmor", "mid": 0.4, "baseValue": 2000, "rangePercent": 0.25, "combineKey": null, "isPercent": false, "modifier": "Add" },
{ "key": "HeadArmor", "mid": 0.4, "baseValue": 2000, "rangePercent": 0.25, "combineKey": null, "isPercent": false, "modifier": "Add" },
{ "key": "CritDamageFactor", "mid": 0.1, "baseValue": 2000, "rangePercent": 0.25, "combineKey": null, "isPercent": false, "modifier": "Add" },
{ "key": "StormProtection", "mid": 1, "baseValue": 100, "rangePercent": 0, "combineKey": null, "isPercent": false, "modifier": "Add" },
{ "key": "InventoryCapacity", "mid": 0.25, "baseValue": 1000, "rangePercent": 0, "combineKey": null, "isPercent": true, "modifier": "PercentageAdd" },
{ "key": "MaxWeight", "mid": 15, "baseValue": 1000, "rangePercent": 0.3, "combineKey": null, "isPercent": false, "modifier": "Add" },
{ "key": "Stamina", "mid": 15, "baseValue": 500, "rangePercent": 0.45, "combineKey": null, "isPercent": false, "modifier": "Add" },
{ "key": "FishingQualityFactor", "mid": 0.45, "baseValue": 50, "rangePercent": 0.9, "combineKey": null, "isPercent": true, "modifier": "PercentageAdd" },
{ "key": "FishingTime", "mid": -0.15, "baseValue": 50, "rangePercent": 0.9, "combineKey": null, "isPercent": true, "modifier": "PercentageAdd" },
{ "key": "SenseRange", "mid": 0.4, "baseValue": 500, "rangePercent": 0.45, "combineKey": null, "isPercent": true, "modifier": "PercentageAdd" },
{ "key": "ViewAngle", "mid": 0.3, "baseValue": 500, "rangePercent": 0.45, "combineKey": null, "isPercent": true, "modifier": "PercentageAdd" },
{ "key": "ViewDistance", "mid": 0.3, "baseValue": 500, "rangePercent": 0.45, "combineKey": null, "isPercent": true, "modifier": "PercentageAdd" },
{ "key": "SoundVisable", "mid": 1, "baseValue": 200, "rangePercent": 0.6, "combineKey": null, "isPercent": false, "modifier": "Add" },
{ "key": "HearingAbility", "mid": 1, "baseValue": 200, "rangePercent": 0.6, "combineKey": null, "isPercent": false, "modifier": "Add" },
{ "key": "Moveability", "mid": 0.05, "baseValue": 1000, "rangePercent": 0.3, "combineKey": null, "isPercent": false, "modifier": "Add" },
{ "key": "WaterCost", "mid": -0.2, "baseValue": 50, "rangePercent": 0.9, "combineKey": null, "isPercent": true, "modifier": "PercentageAdd" },
{ "key": "EnergyCost", "mid": -0.2, "baseValue": 50, "rangePercent": 0.9, "combineKey": null, "isPercent": true, "modifier": "PercentageAdd" },
{ "key": "RecoilControl", "mid": 0.2, "baseValue": 1000, "rangePercent": 0.3, "combineKey": null, "isPercent": false, "modifier": "Add" },
{ "key": "GunCritDamageGain", "mid": 0.1, "baseValue": 2000, "rangePercent": 0.25, "combineKey": null, "isPercent": false, "modifier": "Add" },
{ "key": "GunScatterMultiplier", "mid": -0.3, "baseValue": 2000, "rangePercent": 0.25, "combineKey": null, "isPercent": true, "modifier": "PercentageAdd" },
{ "key": "GunDamageMultiplier", "mid": 0.1, "baseValue": 2000, "rangePercent": 0.25, "combineKey": null, "isPercent": false, "modifier": "Add" },
{ "key": "GunDistanceMultiplier", "mid": 0.25, "baseValue": 1000, "rangePercent": 0.3, "combineKey": null, "isPercent": true, "modifier": "PercentageAdd" },
{ "key": "ElementFactor_Electricity", "mid": -0.1, "baseValue": 100, "rangePercent": 0.75, "combineKey": null, "isPercent": true, "modifier": "PercentageAdd" },
{ "key": "ElementFactor_Fire", "mid": -0.1, "baseValue": 100, "rangePercent": 0.75, "combineKey": null, "isPercent": true, "modifier": "PercentageAdd" },
{ "key": "ElementFactor_Space", "mid": -0.1, "baseValue": 100, "rangePercent": 0.75, "combineKey": null, "isPercent": true, "modifier": "PercentageAdd" },
{ "key": "ElementFactor_Poison", "mid": -0.1, "baseValue": 100, "rangePercent": 0.75, "combineKey": null, "isPercent": true, "modifier": "PercentageAdd" },
{ "key": "ElementFactor_Physics", "mid": -0.1, "baseValue": 1000, "rangePercent": 0.3, "combineKey": null, "isPercent": true, "modifier": "PercentageAdd" },
{ "key": "FireProtection", "mid": 1, "baseValue": 50, "rangePercent": 0, "combineKey": "Example_CustomStat", "isPercent": false, "modifier": "Add" },
{ "key": "ElecProtection", "mid": 1, "baseValue": 50, "rangePercent": 0, "combineKey": "Example_CustomStat", "isPercent": false, "modifier": "Add" },
{ "key": "GasMask", "mid": 1, "baseValue": 50, "rangePercent": 0, "combineKey": "Example_CustomStat", "isPercent": false, "modifier": "Add" },
{ "key": "MaxHealth", "mid": 15, "baseValue": 2000, "rangePercent": 0.25, "combineKey": null, "isPercent": false, "modifier": "Add" },
{ "key": "MeleeCritRateGain", "mid": 0.5, "baseValue": 100, "rangePercent": 0.75, "combineKey": null, "isPercent": true, "modifier": "PercentageAdd" },
{ "key": "StaminaDrainRate", "mid": -0.3, "baseValue": 500, "rangePercent": 0.45, "combineKey": null, "isPercent": true, "modifier": "PercentageAdd" },
{ "key": "RunSpeed", "mid": 0.1, "baseValue": 500, "rangePercent": 0.45, "combineKey": null, "isPercent": true, "modifier": "PercentageAdd" },
{ "key": "WalkSpeed", "mid": 0.1, "baseValue": 500, "rangePercent": 0.45, "combineKey": null, "isPercent": true, "modifier": "PercentageAdd" },
{ "key": "RunSoundRange", "mid": -0.5, "baseValue": 100, "rangePercent": 0.75, "combineKey": null, "isPercent": true, "modifier": "PercentageAdd" },
{ "key": "WalkSoundRange", "mid": -0.5, "baseValue": 100, "rangePercent": 0.75, "combineKey": null, "isPercent": true, "modifier": "PercentageAdd" },
{ "key": "FoodGain", "mid": 0.5, "baseValue": 50, "rangePercent": 0.9, "combineKey": null, "isPercent": false, "modifier": "Add" },
{ "key": "HealGain", "mid": 0.25, "baseValue": 200, "rangePercent": 0.6, "combineKey": null, "isPercent": false, "modifier": "Add" },
{ "key": "MeleeDamageMultiplier", "mid": 0.5, "baseValue": 200, "rangePercent": 0.6, "combineKey": null, "isPercent": true, "modifier": "PercentageAdd" },
{ "key": "StaminaRecoverRate", "mid": 0.25, "baseValue": 200, "rangePercent": 0.6, "combineKey": null, "isPercent": true, "modifier": "PercentageAdd" },
{ "key": "MeleeCritDamageGain", "mid": 0.2, "baseValue": 100, "rangePercent": 0.75, "combineKey": null, "isPercent": false, "modifier": "Add" },
{ "key": "ReloadSpeedGain", "mid": 0.5, "baseValue": 1000, "rangePercent": 0, "combineKey": null, "isPercent": false, "modifier": "Add" },
{ "key": "D2T_ArmorBreakGain", "mid": 0.2, "baseValue": 1000, "rangePercent": 0.3, "combineKey": null, "isPercent": false, "modifier": "Add" },
{ "key": "D2T_ArmorPiercingGain", "mid": 0.2, "baseValue": 2000, "rangePercent": 0.25, "combineKey": null, "isPercent": false, "modifier": "Add" },
{ "key": "D2T_ExplosionDamageMultiplier", "mid": 0.25, "baseValue": 50, "rangePercent": 0.9, "combineKey": null, "isPercent": true, "modifier": "PercentageAdd" },
{ "key": "D2T_BulletExplosionDamageGain", "mid": 5, "baseValue": 200, "rangePercent": 0.6, "combineKey": null, "isPercent": false, "modifier": "Add" },
{ "key": "D2T_BulletExplosionRangeGain", "mid": 1, "baseValue": 200, "rangePercent": 0.6, "combineKey": null, "isPercent": false, "modifier": "Add" },
{ "key": "D2T_PenetrateGain", "mid": 1, "baseValue": 1000, "rangePercent": 0, "combineKey": null, "isPercent": false, "modifier": "Add" },
{ "key": "D2T_SoundRangeMultiplier", "mid": -0.2, "baseValue": 100, "rangePercent": 0.75, "combineKey": null, "isPercent": true, "modifier": "PercentageAdd" },
{ "key": "D2T_AdsTimeMultiplier", "mid": -0.2, "baseValue": 500, "rangePercent": 0.45, "combineKey": null, "isPercent": true, "modifier": "PercentageAdd" },
{ "key": "D2T_ShotCountGain", "mid": 1, "baseValue": 100, "rangePercent": 0.75, "combineKey": null, "isPercent": false, "modifier": "Add" },
{ "key": "D2T_ShotAngleGain", "mid": 2, "baseValue": 50, "rangePercent": 0.9, "combineKey": null, "isPercent": false, "modifier": "Add" }
]
}
最后由 මුඛයአፍமுபါဪមานோކპբ⡎ކަށި 编辑于; 11 月 1 日 上午 5:46
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正在显示第 1 - 11 条,共 11 条留言
TimChing 11 月 1 日 下午 9:45 
感謝!
TimChing 11 月 1 日 下午 9:50 
大佬有空更新一下,謝謝
引用自 TimChing
大佬有空更新一下,謝謝

v2里面没加新东西一般就不会乱更新了,免得大家粘贴来粘贴去
请问下您这个版本里有流血免疫的词缀吗
D丶C 11 月 2 日 上午 2:36 
奔跑行走声音范围个人感觉很实用,原版忍着一直都在带,先敌发现配合消音器可以做到无伤秒杀杂兵,甚至避免吸引其他敌人触发大规模战斗,感觉强度可以到t4,仅供参考
引用自 D丶C
奔跑行走声音范围个人感觉很实用,原版忍着一直都在带,先敌发现配合消音器可以做到无伤秒杀杂兵,甚至避免吸引其他敌人触发大规模战斗,感觉强度可以到t4,仅供参考
需要使用技巧和限制条件的都不能排到太前。第一是我觉得算是给技巧性的所谓高手的奖励,肯定比不了直效增伤这种无脑强的顶级词条;第二是排到下面数值我会给的很慷慨,未尝不是好事
引用自 源莱氏佐田
请问下您这个版本里有流血免疫的词缀吗
没有。但是打boss都用止血针,打小怪不差这点流血直接打包
@මුඛයአፍமுபါဪមานோކპբ⡎ކަށި
大佬,打到一個有條 *Stat_Example_CustomStat* +1 词缀的,有辦法把這词缀去掉不掉落嗎?
把3個 Example_CustomStat_Add", "mid": 0,改成0沒有作用
最后由 TimChing 编辑于; 3 小时以前
引用自 TimChing
大佬,打到一個有條 *Stat_Example_CustomStat* +1 词缀的,有辦法把這词缀去掉不掉落嗎?
把3個 Example_CustomStat_Add", "mid": 0,改成0沒有作用
我想问者三条Example_是干嘛用的,对应的词条是啥
我也不知道,就是打到一條*Stat_Example_CustomStat* +1 裝備上也沒效果,強B証很難受...
難道是自定義的屬性沒生效,壞掉了?
好像這幾個是自定義的嗎? 环境电防护,环境火防护,环境毒防护
{ "key": "FireProtection", "mid": 1, "baseValue": 50, "rangePercent": 0, "combineKey": "Example_CustomStat", "isPercent": false, "modifier": "Add" },
{ "key": "ElecProtection", "mid": 1, "baseValue": 50, "rangePercent": 0, "combineKey": "Example_CustomStat", "isPercent": false, "modifier": "Add" },
{ "key": "GasMask", "mid": 1, "baseValue": 50, "rangePercent": 0, "combineKey": "Example_CustomStat", "isPercent": false, "modifier": "Add" },
最后由 TimChing 编辑于; 3 小时以前
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