作者keepp (耶~虎斑貓)
看板CGI-Game
標題Re: [LordsWM]新規則,新兵種
時間Tue Dec 16 16:34:15 2008
4. Court alchemists have proven their research useful on inventing new
revolutionary methods of enchanting. As of now, each armorer can set
modifications for up to 20% elemental magic shield, 2% per Guild branch
level. Every masterpiece of Jewellery will improve items for up to 20%
magical damage, as well as grant 10% piercing through the counter-element
(Earth pierces through Air, Fire through Water and vice versa), being 2% of
damage and 1% of piercing per Guild branch level. The alchemists have
gracefully agreed to make the already existing enchantments sustain the
necessary improvements. In order to get new parameters in action, Lords are
supposed to re-equip their armor and accessories.
宮廷煉金術師已研發出一套革新的附魔方法。現在軍械士可以嵌入最高20%的元素護盾
(每技能等級2%)。而珠寶可強化最高20%的魔法傷害和相剋屬性10%的魔法穿透(地vs風
、火vs水,每技能等級2%傷害/1%穿透)。煉金術師們同意現存的附魔裝備可以獲得必要
的改善,領主必須重新裝備他們盔甲和配件以使新的屬性生效。
5. The Empress's new educational reform decree has caused a lot of talks
amongst the wise wizards of the Empire. It is generally believed that the
changes have been made first and foremost to stimulate Lords to win every
combat they take part in.
女皇的教育改革法令引起帝國睿智的巫師們廣大的討論。人們普遍相信,新的政令首要
的目的,是為了鼓勵領主盡力贏得每一場他們所參與的戰鬥。
a) Duels and group battles:
The victorious party receives 130% the normal faction skill points and still
the normal amount of experience, the defeated party receives 30% of
experience and 70% of skill points earned through fight.
單挑、團戰:
優勝者隊伍可獲得130%職業技能值和100%經驗值;
被擊敗的隊伍僅有 70%職業技能值和 30%經驗值。
b) Every One For Oneself and Blindfold battles:
The first Lord out gets 30% experience, 50% skill; second one - 40% exp, 80%
skill; last but one - 50% exp, 120% skill; last man standing gets 100% exp
and 150% skill points earned through fight.
大亂鬥:
最先出局者獲得30%經驗值/ 50%技能值;第二位出局獲得40%經驗值/ 80%技能值。
第三位出局獲得50%經驗值/120%技能值;優勝者獲得 100%經驗值/150%技能值。
c) Battles against AI:
Victory gains have not changed. Defeats grant 30% of experience earned, while
the skill gained can be calculated by the following formula: Skill = ([earned
exp])/([character lvl]*1000), never bigger than 0.5. For instance, a Lord of
combat level 10 would have to earn 5000 exp in order to gain 0.5 skill, but,
given his or her defeat, will only gain 1500 exp and 0.5 skill points. This
measure has been taken to limit players that intentionally lose AI combats in
pursuit of skill points.
對抗中立生物:
勝利可獲得獎勵並無改變。失敗仍然可獲得30%經驗值,獲得技能值將以下列公式計算
:技能值 = [獲得經驗值]/([角色等級]*1000),最高不超過0.5。舉例來說,一位戰鬥
等級10的領主至少必須在戰鬥中擊敗經驗值總量5000的部隊,才會有0.5技能值,而因為
戰鬥失敗,將只得到1500經驗值和0.5技能值。此項計算方式是為了限制故意輸掉AI戰
鬥以獲取技能值的玩家。
d) Battles against caravans:
The amount of experience gained in case of victory is doubled due to presence
of the enemy character. In case of defeat, the amount of experience the Lord
gains is calculated as in general Battles against AI.
對抗商隊:
由於敵方也有英雄出場,勝利時可獲得雙倍經驗值獎勵。失敗時經驗值計算方式和對抗
中立生物相同。
e) The amount of experience points gained per unit of each faction has been
increased, mainly upwards. As a result, experience gained for defeating
players of each faction will now be nearly equal (as long as all other
conditions are equal);
擊敗每一單位生物可得的經驗值已調升。在對抗不同陣營失敗的情況下獲得的經驗值
將會幾乎相等(只要其他條件也都相等)。
f) Assistants in hunt will now also gain 100% of experience earned;
支援打獵也將獲得全額的經驗值。
g) Welcome certain new coefficients:
-increasing coefficients for 2x2 and 3x3 battles;
-increasing group combat coefficient for experience and skill points
depending on creature tier: +10% for tier 4, +30% for tier 5, +55% for tier 6;
-A new coefficient for battles with different character levels:
[A=(sum of characters' levels)/(number of characters in combat)], in short,
A=average character level.
Then, each participant's experience and skill points are multiplied by
coefficient [K=A/character level], never bigger than 1.1.
一些新的係數:
-2x2和3x3戰鬥的係數調高(註:我想應該是指團戰的經驗值獎勵提高吧)
-團戰時擊敗4階生物獎勵+10%、5階+30%、6階+55%
-隊伍中成員等級不同時:個人獲得獎勵 = 隊伍平均等級/自身等級,此係數上限為1.1。
6. Finally, the East Bay Society of Living Nature activists have ratified
changes in hunt. The hunt for leisure on easier groups of 1/2, 1/3 or 2/3 of
your current maximum is now forbidden and will not take place. Moreover, the
game seems to have grown a greater instinct of survival. From now on there is
a poor likelihood of neutrals to flee until they catch up with another group
of neutrals being under attack by a different Lord. As a result, a battle of
two Lords versus two groups of neutral creatures, assembled randomly, will
take place. In case of victory, the maximum for that creature type will not
be increased; each Lord will receive up to 0.5 skill points and twice as big
an amount of Hunters' Guild points as usual. Combat levels of the two
willy-nilly hunt assistants aren't bound to be same.
East Bay的自然生物社會學家已批准打獵的新規定。即日起禁止獵捕總量為1/2、1/3或
者2/3的生物群。並且,由於生存的本能大幅增強,中立生物有些微的可能逃離追捕,直
到遇上另一群同樣正遭受攻擊的生物,而形成兩位領主對抗兩群中立生物的戰鬥。在勝
利的情況下,往後獵捕該類型生物的總量不會增加;每位領主最多可獲得0.5技能值和兩
倍的獵人公會聲望。隨機組成的隊伍,將不受等級限制。
--
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推 Moritz:感謝翻譯 12/16 16:46
→ keepp:希望能多吸引一些人來玩,順便賺一點p幣 XD 12/16 16:56
推 poety:支持 12/16 20:01
推 sincecard:感謝翻譯 12/16 21:10
推 zone0016:打個廣告...我有在出租theif invitation~ 12/16 22:18
推 krc:推. 12/17 01:21
推 moonwave:推~我是希望改版快一些,最近回鍋發現跟半年前差沒多少東 12/17 01:29
→ moonwave:西,人數也都1000上下在跳。害我很想跳俄版XD 12/17 01:31