疲惫:修订间差异

更新日期: 2024-04-15  最新编辑:玩家U_138389291

(创建页面,内容为“'''Fatigue''' is a special game mechanic intended to prevent the battles from going on indefinitely. In-game tooltip for Fatigue: * At nightfall, both characters take increasing Fatigue damage every second. Nightfall refers to when 17 seconds have passed in the battle. Just before Fatigue starts, the background sky will have turned to night, and in the center of the screen it says "Fatigue sets in...". After that the Nigthfall Fatigue damag…”)
 
无编辑摘要
 
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'''Fatigue''' is a special [[Game Mechanics|game mechanic]] intended to prevent the battles from going on indefinitely.
'''疲惫''' 是一种特殊的游戏机制,旨在防止战斗无限期地进行。


In-game tooltip for Fatigue:
* At nightfall, both characters take increasing Fatigue damage every second.


Nightfall refers to when 17 seconds have passed in the battle. Just before Fatigue starts, the background sky will have turned to night, and in the center of the screen it says "Fatigue sets in...". After that the Nigthfall Fatigue damage numbers will be displayed on screen.
疲惫的游戏内工具提示:
== Formula ==
At the 17 second mark both players take Fatigue damage. Each time Fatigue damage is dealt it is first increased by 1. Nightfall Fatigue damage (damage dealt to both players every second from 17 seconds and onward) grows faster and faster the longer the fight goes, by adding 1 extra damage for each 10 Nightfall Fatigue that would be added.


Other sources of Fatigue only increase Fatigue by 1 before dealing Fatigue damage and never changes.
* 夜幕降临时,两个角色每秒都会受到越来越多的疲惫伤害。
夜幕降临是指战斗经过17秒的时间。就在疲惫开始之前,背景天空将变成夜晚,屏幕中央显示“疲惫开始……”。之后疲惫损伤数字将显示在屏幕上。这种疲惫伤害今后将被称为“夜幕疲惫”,以将其与其他疲惫伤害来源区分开来。


== Example ==
== 公式 ==
Here is an example to illustrate how it works. Let's suppose you have [[Mr. Struggles]] and a single [[Corrupted Crystal]] in your backpack and their cooldowns are not modified. The opponent has no Fatigue damage items. Here is the breakdown of inflicted Fatigue damage.
在第 17 秒处,两名玩家都受到疲惫伤害。每次造成疲惫伤害时,它都会首先增加 1 点。夜幕疲惫伤害(从 17 秒起每秒对双方玩家造成的伤害)随着战斗时间的延长而增长得越来越快,每 10 点夜幕疲惫会增加 1 点额外伤害


其他疲惫来源在造成疲劳伤害之前只会使疲惫增加 1,并且不会改变。
下一次夜幕疲惫伤害将为“伤害 = 先前伤害 + 楼层(先前伤害/10) + 1”,从第 17 秒处的 1 点伤害开始。
== 例子 ==
下面是一个例子来说明它是如何工作的。假设你的背包里有[[抱抱先生]] 和 [[腐化水晶]] ,并且它们的冷却时间没有修改。对手没有疲劳伤害物品。这是造成疲劳伤害的细目。
{| class="styled"
{| class="styled"
|+ Fatigue
|+ 疲惫
! Time
! 时间
! Source
! 来源
! Player
! 玩家
Damage
伤害
! Opponent
! 对手
Damage
伤害


|-
|-
| 3.0s
| 3.0s
| Mr. Struggles
| 抱抱先生
| 1
| 1
|-
|-
| 5.5s
| 5.5s
| Corrupted Crystal
| 腐化水晶
| 2
| 2
|-
|-
| 6.0s
| 6.0s
| Mr. Struggles
| 抱抱先生
| 3
| 3
|-
|-
第38行: 第42行:
|-
|-
| 16.5s
| 16.5s
| Corrupted Crystal
| 腐化水晶
| 8
| 8
|-
|-
| 17.0s
| 17.0s
| Nightfall
| 夜幕
| '''9'''
| '''9'''
| 1
| 1
|-
|-
| 18.0s
| 18.0s
| Nightfall
| 夜幕
| '''10'''
| '''10'''
| 2
| 2
|-
|-
| 19.0s
| 19.0s
| Mr. Struggles
| 抱抱先生
| 11
| 11
|-
|-
| 19.0s
| 19.0s
| Nightfall
| 夜幕
| '''12'''
| '''12'''
| 3
| 3
第63行: 第67行:
|-
|-
| 25.0s
| 25.0s
| Mr. Struggles
| 抱抱先生
| 20
| 20
|-
|-
| 25.0s
| 25.0s
| Nightfall
| 夜幕
| '''21'''
| '''21'''
| 9
| 9
|-
|-
| 26
| 26
| Nightfall
| 夜幕
| '''22'''
| '''22'''
| 10
| 10
|-
|-
| 27
| 27
| Nightfall
| 夜幕
| '''24''' (+2 now)
| '''24''' (+2 now)
| 12
| 12
|-
|-
| 27.5s
| 27.5s
| Corrupted Crystal
| 腐化水晶
| 25
| 25
|-
|-
第88行: 第92行:
|-
|-
| 30.0s
| 30.0s
| Nightfall
| 夜幕
| '''32'''
| '''32'''
| 18
| 18
|-
|-
| 31.0s
| 31.0s
| Mr. Struggles
| 抱抱先生
| 33
| 33
|-
|-
| 31.0s
| 31.0s
| Nightfall
| 夜幕
| '''35'''
| '''35'''
| 20
| 20
|-
|-
| 32.0s
| 32.0s
| Nightfall
| 夜幕
| '''38''' (+3 now)
| '''38''' (+3 now)
| 23
| 23
|}
|}
The total damage dealt by both players after this would be 524 by the player, 158 by the opponent.
此后双方玩家造成的总伤害为玩家 524 点,对手 158 点。
 
如果对手没有任何疲惫伤害物品,则17秒时屏幕上显示的疲劳数字将为“疲劳伤害:1/9”,这意味着你受到1点伤害,对手受到9点伤害。


If the opponent doesn't have any Fatigue damage items, the Fatigue numbers displayed on screen at 17 seconds will be "Fatigue Damage: 1/9" meaning you take 1 damage and the opponent takes 9 damage.
第 34 秒时,黄昏疲惫会造成 29 点伤害。使用公式计算,在第 35 秒,它会造成 29+3=32 点伤害。


==List of Fatigue items==
==疲惫物品==
{| class="styled items nostyle-list sortable"
{| class="styled items nostyle-list sortable"
! class="unsortable" |
! class="unsortable" |

2024年4月15日 (一) 16:08的最新版本

疲惫 是一种特殊的游戏机制,旨在防止战斗无限期地进行。


疲惫的游戏内工具提示:

  • 夜幕降临时,两个角色每秒都会受到越来越多的疲惫伤害。

夜幕降临是指战斗经过17秒的时间。就在疲惫开始之前,背景天空将变成夜晚,屏幕中央显示“疲惫开始……”。之后疲惫损伤数字将显示在屏幕上。这种疲惫伤害今后将被称为“夜幕疲惫”,以将其与其他疲惫伤害来源区分开来。

公式

在第 17 秒处,两名玩家都受到疲惫伤害。每次造成疲惫伤害时,它都会首先增加 1 点。夜幕疲惫伤害(从 17 秒起每秒对双方玩家造成的伤害)随着战斗时间的延长而增长得越来越快,每 10 点夜幕疲惫会增加 1 点额外伤害

其他疲惫来源在造成疲劳伤害之前只会使疲惫增加 1,并且不会改变。


下一次夜幕疲惫伤害将为“伤害 = 先前伤害 + 楼层(先前伤害/10) + 1”,从第 17 秒处的 1 点伤害开始。

例子

下面是一个例子来说明它是如何工作的。假设你的背包里有抱抱先生腐化水晶 ,并且它们的冷却时间没有修改。对手没有疲劳伤害物品。这是造成疲劳伤害的细目。

疲惫
时间 来源 玩家

伤害

对手

伤害

3.0s 抱抱先生 1
5.5s 腐化水晶 2
6.0s 抱抱先生 3
...
16.5s 腐化水晶 8
17.0s 夜幕 9 1
18.0s 夜幕 10 2
19.0s 抱抱先生 11
19.0s 夜幕 12 3
...
25.0s 抱抱先生 20
25.0s 夜幕 21 9
26 夜幕 22 10
27 夜幕 24 (+2 now) 12
27.5s 腐化水晶 25
...
30.0s 夜幕 32 18
31.0s 抱抱先生 33
31.0s 夜幕 35 20
32.0s 夜幕 38 (+3 now) 23

此后双方玩家造成的总伤害为玩家 524 点,对手 158 点。

如果对手没有任何疲惫伤害物品,则17秒时屏幕上显示的疲劳数字将为“疲劳伤害:1/9”,这意味着你受到1点伤害,对手受到9点伤害。

第 34 秒时,黄昏疲惫会造成 29 点伤害。使用公式计算,在第 35 秒,它会造成 29+3=32 点伤害。

疲惫物品

Name Effect Class Rarity Cost

没有结果