技能宝石 /12
激活时,你在闪避翻滚时会在身后抛下铁蒺藜。
辅助宝石 /25
[DNT-UNUSED] Stun CDR
怪物 词缀 /5
名字 | 等级 | Pre/Suf | Description | Weight |
---|---|---|---|---|
1 | 传奇 | 被你嘲讽的敌人的击中和异常状态伤害 对其它目标总降 30% | ||
1 | 传奇 | 怪物的异常状态阈值提高 (80–100)% 怪物的晕眩阈值提高 (80–100)% | ||
牛触的 | 1 | 责难 | 异常状态阈值提高 100% 你受到的异常状态的减速强度降低 50% monster additional strength ratio % for armour [100] | |
被暴怒蛮牛追猎 | 1 | 责难 | 异常状态阈值提高 100% 你受到的异常状态的减速强度降低 50% dropped items are converted to str items [1] monster additional strength ratio % for armour [100] | |
蛮牛之灵 | 1 | 责难 | 护甲提高 60% 异常状态阈值提高 60% 你受到的异常状态的减速强度降低 50% |
地心探索 Area 词缀 /6
名字 | 等级 | Pre/Suf | Description | Weight |
---|---|---|---|---|
1 | DelveArea | 怪物有 30% 的几率避免元素异常状态 该区域物品掉落数量提高 10% 该地图的物品稀有度提高 6% 怪物群规模扩大 4% 元素 火焰 冰霜 闪电 异常状态 | ||
52 | DelveArea | 怪物有 40% 的几率避免元素异常状态 该区域物品掉落数量提高 10% 该地图的物品稀有度提高 6% 怪物群规模扩大 4% 元素 火焰 冰霜 闪电 异常状态 | ||
173 | DelveArea | 怪物有 50% 的几率避免元素异常状态 该区域物品掉落数量提高 10% 该地图的物品稀有度提高 6% 怪物群规模扩大 4% 元素 火焰 冰霜 闪电 异常状态 | ||
1 | DelveArea | 怪物击中时有 (10–15)% 的几率造成元素异常状态 该区域物品掉落数量提高 13% 该地图的物品稀有度提高 8% 怪物群规模扩大 5% 元素 火焰 冰霜 闪电 异常状态 | ||
52 | DelveArea | 怪物击中时有 (16–25)% 的几率造成元素异常状态 该区域物品掉落数量提高 13% 该地图的物品稀有度提高 8% 怪物群规模扩大 5% 元素 火焰 冰霜 闪电 异常状态 | ||
173 | DelveArea | 怪物击中时有 (26–35)% 的几率造成元素异常状态 该区域物品掉落数量提高 13% 该地图的物品稀有度提高 8% 怪物群规模扩大 5% 元素 火焰 冰霜 闪电 异常状态 |
夺宝奇兵 Area 词缀 /5
名字 | 等级 | Pre/Suf | Description | Weight |
---|---|---|---|---|
赋能的 | 73 | 前缀 | 该区域物品掉落数量提高 13% 该地图的物品稀有度提高 8% 怪物击中时有 15% 的几率造成元素异常状态 heist contract alert level +% final [-5] heist contract lockdown timer +% [5] heist monster spawner alive limit +% [5] 异常状态 | |
赋能的 | 78 | 前缀 | 该区域物品掉落数量提高 13% 该地图的物品稀有度提高 8% 怪物击中时有 20% 的几率造成元素异常状态 heist contract alert level +% final [-5] heist contract lockdown timer +% [5] heist monster spawner alive limit +% [5] 异常状态 | |
隔绝之 | 46 | 后缀 | 该区域物品掉落数量提高 10% 该地图的物品稀有度提高 6% 怪物有 30% 的几率避免元素异常状态 heist contract alert level +% final [-4] heist contract lockdown timer +% [4] heist monster spawner alive limit +% [4] 元素 火焰 冰霜 闪电 异常状态 | |
隔绝之 | 73 | 后缀 | 该区域物品掉落数量提高 10% 该地图的物品稀有度提高 6% 怪物有 50% 的几率避免元素异常状态 heist contract alert level +% final [-4] heist contract lockdown timer +% [4] heist monster spawner alive limit +% [4] 元素 火焰 冰霜 闪电 异常状态 | |
隔绝之 | 78 | 后缀 | 该区域物品掉落数量提高 10% 该地图的物品稀有度提高 6% 怪物有 70% 的几率避免元素异常状态 heist contract alert level +% final [-4] heist contract lockdown timer +% [4] heist monster spawner alive limit +% [4] 元素 火焰 冰霜 闪电 异常状态 |
其他属性 词缀 /29
名字 | 等级 | Domain | Pre/Suf | Description | Weight |
---|---|---|---|---|---|
病弱之 | 1 | Jewel | 后缀 | 造成异常状态的几率提高 (5–15)% 异常状态 | |
尖刻的 | 1 | Jewel | 前缀 | 你造成的异常状态强度提高 (5–15)% 伤害 异常状态 | |
持久之 | 1 | Jewel | 后缀 | 异常状态阈值提高 (10–20)% | |
冤仇的 | 1 | Jewel | 前缀 | 你的暴击造成的伤害性异常状态强度提高 (10–20)% 伤害 暴击 异常状态 | |
弥散之 | 1 | Jewel | 后缀 | 敌人受到伤害性异常状态的持续时间延长 (5–10)% 异常状态 | |
朽迈之 | 1 | Jewel | 后缀 | 伤害型异常状态生效速度加快 (3–7)% 异常状态 | |
侵略之 | 1 | Jewel | 后缀 | 获得额外异常状态阈值,相当于最大能量护盾的 (5–15)% 异常状态 | |
病弱之 | 1 | Jewel | 后缀 | 造成异常状态的几率提高 (3–7)% 异常状态 | |
尖刻的 | 1 | Jewel | 前缀 | 你造成的异常状态强度提高 (3–7)% 伤害 异常状态 | |
持久之 | 1 | Jewel | 后缀 | 异常状态阈值提高 (2–3)% | |
冤仇的 | 1 | Jewel | 前缀 | 你的暴击造成的伤害性异常状态强度提高 (5–10)% 伤害 暴击 异常状态 | |
弥散之 | 1 | Jewel | 后缀 | 敌人受到伤害性异常状态的持续时间延长 (3–5)% 异常状态 | |
朽迈之 | 1 | Jewel | 后缀 | 伤害型异常状态生效速度加快 (2–3)% 异常状态 | |
侵略之 | 1 | Jewel | 后缀 | 获得额外异常状态阈值,相当于最大能量护盾的 (1–2)% 异常状态 | |
1 | Jewel | 传奇 | 10% 几率避免元素异常状态 元素 火焰 冰霜 闪电 异常状态 | ||
朽迈之 | 1 | Jewel | 传奇 | 伤害型异常状态生效速度加快 (4–6)% 异常状态 | |
1 | Jewel | 传奇 | 攻击击中有元素异常状态的敌人时,获得 +3 生命 生命 攻击 | ||
1 | Jewel | 传奇 | 法术击中处于元素异常状态的敌人获得3点生命 生命 施法 | ||
1 | Jewel | 传奇 | 每块聚光之石有12%的几率免疫元素异常状态 number of stackable unique jewels [1] 元素 | ||
1 | Abyss | 传奇 | 被抑制的小型天赋技能还会使元素异常状态阈值提高 (3–6)% | ||
1 | Abyss | 传奇 | 造成异常状态的几率提高 (4–8)% 异常状态 | ||
1 | Abyss | 传奇 | 异常状态阈值提高 (6–12)% | ||
1 | Abyss | 传奇 | 伤害型异常状态生效速度加快 (2–4)% 异常状态 | ||
1 | Abyss | 传奇 | 获得额外异常状态阈值,相当于最大能量护盾的 (4–10)% 异常状态 | ||
暗光 | 1 | Abyss | 前缀 | 元素伤害提高 (4–8)% 你造成的异常状态强度提高 (4–8)% 元素 异常状态 | |
乌拉曼之 | 65 | Abyss | 后缀 | 你造成的异常状态强度提高 (10–20)% ulaman 伤害 异常状态 | |
乌拉曼的 | 65 | Abyss | 前缀 | 你造成的伤害性异常状态强度提高 (31–49)% ulaman 异常状态 | |
1 | Abyss | 前缀 | 敌人受到的元素异常状态时间延长 (10–20)% 元素伤害提高 (80–120)% 伤害 元素 | ||
1 | ExpeditionRelic | 前缀 | 怪物的元素异常状态阈值提高 100% |
物品 /5
传奇 /5
Passive /44
升华试炼 Passive /8
永恒珠宝 Passive /6
Community Wiki
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.
Ailment
- Information about ailments is currently unverified and there are conflicting sources. Use with caution.
- Ailments are status effects that can be applied to enemies through various means
- The chance to inflict ailments depends on the pre-mitigation damage of the hit and the target's ailment threshold.
- The ailment threshold is typically equal to a monster's life. It is adjusted for unique monsters such as bosses. Ailment damage can be scaled multiplicatively using ailment effect modifiers or indirectly by scaling the hit damage.
Bleeding: Damaging Physical
- Deals 70% of base physical hit damage per second for 5 seconds
- Deals 210% damage while target is moving
- Only hits to life can inflict bleeding
- Damage bypasses energy shield
- Does not stack, but multiple instances can exist with only highest damage instance active
- Can be aggravated to always treat target as moving
Poison: Damaging Chaos
- Deals 25% (?) of combined physical and chaos hit damage per second for 2 seconds
- Default maximum stack size is 1
- Damage bypasses energy shield
Ignite: Damaging Fire
- Deals 25% (?) of fire hit damage per second for 4 seconds
- Does not stack, only highest damage instance is active
- 25% base chance to apply per 100% of enemy ailment threshold dealt
Shock: Non-damaging Lightning
- Adds increased damage taken debuff to target
- Does not stack, only highest effect instance is active
- 25% base chance to apply per 100% of enemy ailment threshold dealt
Electrocute: Non-damaging Lightning
- Sets action speed to 0 (immobilizes target)
- Lightning damage cannot inflict electrocute by default
Chill: Non-damaging Cold
- Cold damage from hits contributes to Chill Magnitude which slows enemies up to a maximum of 50% Slow (Slow lasts 2 seconds by default)
- Degree of Chill Magnitude inflicted per hit seems to scale with Cold damage per hit (maybe obvious) and this stacks to 50%.
- All hits that deal cold damage can Chill, without requiring an explicit chance to inflict, given the magnitude meets a minimum threshold
- I.e. low damage hits may still fail to Chill.
Freeze: Non-damaging, Buildup Cold
- Reduces action speed to 0
- Freeze builds up based on cold damage dealt vs ailment threshold
- Each freeze increases target's ailment threshold against future freezes
Stun: Non-damaging, Buildup Physical
- Interrupts target's action when stun buildup exceeds threshold
- Physical and melee damage have higher stun buildup
- Portion of buildup counts towards "Heavy Stun" for longer duration
- Cannot build up stun while target is already stunned
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.