梦三国仇恨值值如何增加

巧用暴民仇恨值,七雄争霸君主快速升级方法
巧用暴民仇恨值,七雄争霸君主快速升级方法
2011-2-28 15:49:30 作者:找不到北 来源:官网
  第2步:已经征服了,开始享受吧,继续派你的垃圾武将带兵去讨伐1级暴民,现在是一直讨伐,无限制,直到你不想要经验了,然后时刻注意君主界面的仇恨列表,到200仇恨了,马上点挑衅。50的暴民小弟就会乖乖来给你送经验了。
如果想拿经验,必须保证野怪攻城时候你的主力部队(想拿经验的武将)是城防部队,并且城防部队是空闲或修炼状态;哨塔必须清空状态。可以增加城防帮打,哨塔一定要清空,不然,武将来了,经验却没。
节约小常识:
武将重伤到1是不会死的,为了节约膏药,我们派去讨伐1级暴民的武将是不需要治疗的。
  征服以后,不必限定1个武将去讨伐1级暴民来增加仇恨,可以去2个,3个或更多,但是一定注意的是,保证城防部队战力足够。不然就赔了夫人又折兵了。
  有人问刚开始为什么不去N个部队讨伐,而只去一个呢?因为刚开始怪物2小时攻城一次,而我们1个武将16秒刷5点仇恨,足够了。所以根本不必其他的武将也去,武将都去的话治疗是个大问题,不治疗总体战力就会下降好多。
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七雄争霸攻略:君主等级快速升,野外仇恨值妙用
2011-04-18
 来源: 2366网页游戏
 作者: 夏侯长空  
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2366夏侯长空原创文章,转载请注明出处
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攻略尽在2366! 很多玩家都在为自己君主升级而发愁,怎么才能在
七雄争霸
中让自己君主的等级快速的升起来?今天小编就介绍一下利用野外仇恨值帮君主提升等级。 七雄争霸
野外仇恨值利用: 1、
让一名初始武将讨伐1伙暴民 注意:是1级(来回16秒),不停的讨伐直到暴民的仇恨到250点(看君主里的仇恨,别看出征里的,出征里的仇恨有延迟),然后就可以等暴民来攻城了,暴民攻城后仇恨会减少100点也就是减少到150点,我们要做的就是暴民攻城后马上派武将去讨伐1级暴民,直到仇恨达到250点,然后又是等暴民来攻城。 这样执行操作多次!一直保持250点暴民仇恨的话暴民攻城大概是2小时来一次。 所以不要急,急也没用,仇恨保持250就OK。暴民分10.15.20.25.30.35.40.45.50级几个级别,每个级别只来攻城3次,等50暴民攻城3次后,你就征服他了,幸福来了(征服过程基本2天。全天候的话可能更短)(50暴民才1960战力所以不要怕怕)。 2、
已经征服 那么各位豪杰就等着始享受吧,继续派你的垃圾武将带兵去讨伐1级暴民,现在是一直讨伐,无限制,直到你不想要经验了,然后时刻注意君主界面的仇恨列表,到200仇恨了,马上点挑衅。50的暴民小弟就会乖乖来给你送经验了。 注意
: A、必须保证野怪攻城时候你的主力部队(想拿经验的武将)是城防部队 B、城防部队是空闲或修炼状态 C、;哨塔必须清空状态。可以增加城防帮打,哨塔一定要清空,不然,武将无法获取经验。 节约小贴士
:武将重伤到1是不会死的,为了节约膏药,我们派去讨伐1级暴民的武将是不需要治疗的。 征服以后,不必限定1个武将去讨伐1级暴民来增加仇恨,可以去2个,3个或更多,但是一定注意的是,保证城防部队战力足够。不然就要赔了夫人又折兵喽!有人问刚开始为什么不去N个部队讨伐,而只去一个呢因为刚开始怪物2小时攻城一次,而我们1个武将16秒刷5点仇恨,足够了。所以根本不必其他的武将也去,武将都去的话治疗是个大问题,不治疗总体战力就会下降好多。 好了,小编的介绍就先到这里了。各位还等什么?快到《七雄争霸》的世界中区升级吧! 更多游戏请关注官方网站:www.2366.com 更多精彩请关注官方论坛: .2366.com 看完这篇新闻有何感觉?
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:: 关于仇恨值的若干描述(中译+英原版2.7更新+原作者文章更新!!) ::
CONTENT
(239215)
2006-01-18 15:35
我很努力的看了一段,放弃了.....
(39769)
2006-01-18 16:27
谢楼主, 该文章确实和以前多篇文章的测试和推论吻合.
(145417)
2006-01-18 16:32
不是有吗?至今收藏
(52041)
2006-01-18 16:34
接着楼主的翻译,翻得不太好 大家先凑合看
The behaviour of taunt is surprisingly simple, once you remember the 10% rule. It will give you exactly the threat of the player on top of the threat list - but not the 10% needed for the mob to change aggro, only a temporary aggro from the debuff! If you do nothing, you will stay at 100% of the mo #39 old target' threat, and will lose aggro with the taunt debuff. With a relatively small effort, you can gain aggro.
嘲讽的行为惊人的简单,如果你还记得那个10%的规则,嘲讽将把你的仇恨值精确的提到怪物的仇恨列表的第一位(和第一位的仇恨值相同),但并没有符合使怪物转换攻击目标的110%仇恨,所以,怪物只是暂时的攻击你,如果你什么也不做,你将保持和怪物此时攻击的目标相同的仇恨,并且将不再是怪物的攻击目标,在嘲讽的效果消失以后。当然,嘲讽使你做出相对比较小的努力(当前怪物攻击目标仇恨的10%),就可以成为怪物的攻击目标。
The behaviour can be described as temporary aggro, permament threat. It is easy to show that taunt does not give the warrior any co tant amount of threat. Have player 1 body pull a mob, but do no damage to it. He now has 0 threat, but has aggro. Now have the warrior taunt, and do nothing. After the 3 seconds, the warrior will lose aggro. He is now on 0 threat, but does not have the more than 0 required to gain aggro, by the 10% rule.
嘲讽行为可以理解为:暂时获得怪物的攻击目标地位,永久的获得仇恨。
嘲讽并不会给战士增加固定数值的仇恨,这很容易解释:当一个玩家通过视线仇恨吸引了一个怪物,这时他拥有0的仇恨,但是在怪物的仇恨列表上。而战士上前嘲讽,其后不做任何事情,3秒过后,战士将不再是怪物的攻击目标,因为现在他也拥有0的仇恨,而并不符合上面提到的10%规则。
10) Implicatio 提示
a) Regaining aggro. Co idering the 10% rule, if you lose aggro naturally, someone will have at least 110% of your current threat. To regain it, you need 10% of that, or 121% of your current threat, at an a olute minimum. So do #39;t lose aggro, it' hard to get back! Not that you did #39;t already know this, but still.
a。重新获得目标:根据10%的规则,如果你不再是怪物的攻击目标,说明有玩家的仇恨至少是你目前仇恨的110%,如果你需要重新变为怪物的攻击目标,你将至少需要获得这个玩家的仇恨的110%,或者说你自身当前仇恨的121%。所以说,尽量保持你是怪物的攻击目标,如果说你之前不知道这些,那么现在你知道了。
b) Taunt is potentially your highest threat move, because it gives permanent threat. The longer other people have been beating on a mob while you were not, the more threat you will gain by taunting. But from the 10% rule, you will need to do a lot of work to get aggro if the mob has been attacked for a decent amount of time without you.
b。嘲讽可能是能够提供最高仇恨值的技能了,因为它可以提供永久的仇恨。当一个玩家长时间攻击一个你未曾攻击过的怪物,你可以通过嘲讽获得大量的仇恨(和此一直攻击怪物的玩家相等的仇恨),但是由于10%规则,如果此玩家继续不停的攻击怪物,你将需要做大量的工作来将保持你自己为怪物的攻击目标。
c) Heroic Strike should not be used as a primary threat ability. Su ose you are tanking a level 62 mob. Let' give him 8,000 ac raw, and even a ume he has 5 sunders stacked, for 5750 final ac, so he will take 48.89% of damage. A 15% crit rate is balanced by the 10% penalty to damage in defe ive stance, and a 10% chance of a glancing blow chance for 50% damage. Then you can expect the 138 damage from Heroic Strike to contribute 67.5 damage on average, for a total of 212 unmodified threat. This is still only 82% of the threat a sunder would give. Even with a 1.3 eed weapon, you will still do 94% the threat of sunder per time interval.
c。英勇打击不应该作为一个主要的吸引仇恨的技能。假设你正在tank一个62级的怪物,我们假定这个怪物有8000点护甲,而5个破甲之后,怪物的护甲是 5750。所以,他只受到48.89%的伤害。15%的爆击将平衡防御姿态10%的伤害惩罚。你可以期望英勇打击138的额外伤害真正造成67.5的平均伤害,总共212的仇恨。这仅仅是一个破甲仇恨的82%,就算你使用一个1.3攻击速度的武器,你也只能获得一个破甲仇恨的94%。
Best practice is to am sunder, and use HS in between to soak up exce rage.
好好的练习这个,并且学会用英勇打击来消耗多余的怒气
d) Revenge ftw. You can expect to do about 345 unmodified threat with Revenge, including damage, agai t the mob in the example above, which is exceptional for the low rage cost, even throwing in 10 for a shield block. However, there is a rage cost of shield block, in that you will block more attacks, so take le damage, so gain le rage from damage. Two blocks for 180 damage and you can say goodbye to another 4 rage.
d 复仇技能。你可以期望复仇技能为你带来345的仇恨值,包括伤害获得的仇恨。在上面的例子显示中,即使花费10点怒气来使用盾牌格档,这也是一个低怒气消耗而高仇恨的技能。然而,这将花费怒气来使用盾牌格档,并且,当你格档了很多的攻击以后,你获得的怒气值也会减少,当你格档2个180点的伤害,你将失去额外的4点怒气。
e) Demo Shout ftl. Demoralising shout does one sixth the threat of a sunder. Even ammed in defe ive stance with defiance, you're doing no more threat than 42d on each mob. Besides picking up whel in Onyxia and tanking panthers in the Panther bo encounter in ZG, i ca #39;t see a compelling reason to use this.
e。挫志吼叫,挫志吼叫将使你获得一个破甲的1/6的仇恨。即使是在防御姿态,并学习了defiance天赋,你也只能获得42d 的伤害对每个怪物造成的仇恨。包括在面对奥尼克西亚和zg的豹子的时候,我也无法看到任何使人感兴趣的原因来使用它
f) Shield Slam ftl. Given the 6 second cooldown, there is no improvement in threat per second by using shield slam. With shield slam: 3 sunders and 1 shield slam every 6 seconds. About 212 threat per second, unmodified. With the 30 rage from the shield slam you can cast 1 sunder and about 1.2 heroic strikes, a uming you have the talents (which you would with any shield slam build), and are losing 3 rage per Heroic Strike from lost white damage rage (i.e. a uming 90 modified damage per hit). The 4 sunders and 1.2 heroic strikes every 6 seconds gives about 215 threat per second.
f。盾牌猛击。由于有6秒的释放间隔,我们无法看到盾牌猛击为我们提供任何更多的仇恨。使用盾牌猛击:3个破甲和1个盾牌猛击(每6s)大概212的仇恨每秒。而使用30点怒气来使用盾牌猛击,你也可以换成1个破甲和1.2个英勇打击,前提是你学习了英勇打击消耗减少3点怒气的天赋,也就是说,通过换掉盾牌猛击,我们可以在6s内使用4个破甲和1.2个英勇打击,大概215点仇恨每秒
The only improvement is if you are amming both sunder and HS, and want even more threat. Su ose we have a 2.0 eed weapon, HS am and sunder am. That' about 280 unmodified t . Changing one sunder for a shield slam gives us 318 unmodified. However, the same effect would be achieved by changing to a 1.4 eed weapon and casting HS more often. And these values are #39;t taking into account autoattack damage, which makes the margi comparatively smaller.
唯一的好处是,当你一直在使用破甲和英勇打击,仍然希望获得更多的仇恨。
假设我们使用一个2s攻击速度的武器,英勇打击和破甲一直使用,这大概造成280的仇恨/秒。
如果把一个破甲换成盾牌猛击将给我们提供318点的额外怒气。当然,这个效果也可以通过换成1个1.4秒攻击速度的武器而更频繁的使用英勇打击来实现。但是,这个结果并没有考虑自动攻击的伤害造成的仇恨,实际上,使用一个1.4速度的武器,会使自动攻击的仇恨变小一些。
g) There' no amazing super secret randomised blizzard aggro algorithm. The concepts are simple and the values can be fitted with nice numbers. Even formulas for threat-reducing knockbacks can conceivably be worked out, if threat values are carefully monitored.
实际上,BLZ的怪物攻击目标的计算公式并没有什么特别秘密的计算方法。这个概念是很简单的,数值也很容易计算。甚至仇恨建立的数值和公式,也可以准确地计算出来----如果仇恨被很仔细的监视着。
Well, i hope some of you are still awake, and are feeling somewhat enlightened. And if you ski ed to the bottom, i ca #39;t exactly blame you after my e ay above.
好吧,我希望你们之中的有些人还是清醒的,能够从我的文章中发现一些有价值的东西。如果你。不好好看而只是扫了一遍,我鄙视你
(52041)
2006-01-18 16:44
好不容易翻译完了,顶上去,别沉了
(52041)
2006-01-18 16:51
(96873)
2006-01-18 16:52
以前有此帖居然没加精。 我认为这文章对新手有很大帮助
(123922)
2006-01-18 16:53
基本跟实际情况符合。
建议置顶
不管是新手还是老手都还是有必要看看的
(30258)
2006-01-18 17:31
理论物理学家的理论,都需要经过实验物理学家的实验,来证明自己的结论。
这也一样。
有空验证一下里面的一些结论,无法总结出规律的大众,也可以通过自己的努力为理论的明确添砖加瓦。
(140428)
2006-01-18 17:53
恩,有收获,3Q翻译的各位呢~
(26191)
2006-01-18 17:57
在沉下去之前顶上去,继续看。
(142478)
2006-01-18 18:36
10) Implicatio 推论
a) Regaining aggro. Co idering the 10% rule, if you lose aggro naturally, someone will have at least 110% of your current threat. To regain it, you need 10% of that, or 121% of your current threat, at an a olute minimum. So do #39;t lose aggro, it' hard to get back! Not that you did #39;t already know this, but still.
重新抢回仇恨很困难,考虑到需要多10%仇恨才能抢回仇恨.
b) Taunt is potentially your highest threat move, because it gives permanent threat. The longer other people have been beating on a mob while you were not, the more threat you will gain by taunting. But from the 10% rule, you will need to do a lot of work to get aggro if the mob has been attacked for a decent amount of time without you.
嘲讽可能是你能获得最多仇恨的动作,因为它增加永久仇恨.(意译,但实际上如果这样别人已经打了很久了,你获得之后的10%仇恨却很难,未必是嘲讽的两秒之内能得到的,按:这个在高级副本中就叫仇恨链失控了.)
c) Heroic Strike should not be used as a primary threat ability. Su ose you are tanking a level 62 mob. Let' give him 8,000 ac raw, and even a ume he has 5 sunders stacked, for 5750 final ac, so he will take 48.89% of damage. A 15% crit rate is balanced by the 10% penalty to damage in defe ive stance, and a 10% chance of a glancing blow chance for 50% damage. Then you can expect the 138 damage from Heroic Strike to contribute 67.5 damage on average, for a total of 212 unmodified threat. This is still only 82% of the threat a sunder would give. Even with a 1.3 eed weapon, you will still do 94% the threat of sunder per time interval.
英勇打击不应该作为主要的获取仇恨手段,即使有非常快的武器,1.3速度,英勇仍然比破甲仇恨稍低.
Best practice is to am sunder, and use HS in between to soak up exce rage.
最好的手段还是破甲,用英勇来消耗多余的怒气.
d) Revenge ftw. You can expect to do about 345 unmodified threat with Revenge, including damage, agai t the mob in the example above, which is exceptional for the low rage cost, even throwing in 10 for a shield block. However, there is a rage cost of shield block, in that you will block more attacks, so take le damage, so gain le rage from damage. Two blocks for 180 damage and you can say goodbye to another 4 rage.
复仇 -- 胜利者(ftw=For The Win, 我不知道怎么翻合适).
即使算上盾档的10怒.
后面说两个盾档如果挡掉180伤害,你就少了4点怒.
e) Demo Shout ftl. Demoralising shout does one sixth the threat of a sunder. Even ammed in defe ive stance with defiance, you're doing no more threat than 42d on each mob. Besides picking up whel in Onyxia and tanking panthers in the Panther bo encounter in ZG, i ca #39;t see a compelling reason to use this.
挫志怒吼 -- 失败者. 除了黑龙mm的小龙和zg的小豹子,没什么理由用这个来吸引仇恨.
f) Shield Slam ftl. Given the 6 second cooldown, there is no improvement in threat per second by using shield slam. With shield slam: 3 sunders and 1 shield slam every 6 seconds. About 212 threat per second, unmodified. With the 30 rage from the shield slam you can cast 1 sunder and about 1.2 heroic strikes, a uming you have the talents (which you would with any shield slam build), and are losing 3 rage per Heroic Strike from lost white damage rage (i.e. a uming 90 modified damage per hit). The 4 sunders and 1.2 heroic strikes every 6 seconds gives about 215 threat per second.
盾牌惩戒,失败者.很多时候一个快一点武器加英勇能获得一样的仇恨效果.
The only improvement is if you are amming both sunder and HS, and want even more threat. Su ose we have a 2.0 eed weapon, HS am and sunder am. That' about 280 unmodified t . Changing one sunder for a shield slam gives us 318 unmodified. However, the same effect would be achieved by changing to a 1.4 eed weapon and casting HS more often. And these values are #39;t taking into account autoattack damage, which makes the margi comparatively smaller.
偶尔夹杂着用能提高一点,但是考虑平砍的伤害,区别更小.(注:我没出过这个天赋,英文作者似乎表示这个会重置普通攻击?)
g) There' no amazing super secret randomised blizzard aggro algorithm. The concepts are simple and the values can be fitted with nice numbers. Even formulas for threat-reducing knockbacks can conceivably be worked out, if threat values are carefully monitored.
暴雪的仇恨算法并无任何神秘可言,即使加上将来的仇恨增加/减少系统,也是一样.
Well, i hope some of you are still awake, and are feeling somewhat enlightened. And if you ski ed to the bottom, i ca #39;t exactly blame you after my e ay above.
(96873)
2006-01-18 18:40
工作去了,没时间翻译,把楼上几个朋友翻译的添加了,这样大家都好看了。
31点防御的盾牌猛击......唉,在怒用不完的时候就有用了吧。
此文作者叫Kenco
(231065)
2006-01-18 19:00
Re:关于仇恨值的若干描述(中+英原版,剩余继续翻译)
文章不错,不管我们MT怎么努力,总是有一些垃圾们不懂,总是OT,这篇文章让所有得人看才能真正体现他的价值
(96873)
2006-01-18 19:16
mf论坛上的有些玩家也很有意思。摆出了这样的情况,实际上bwl5里我遇见过一次。
bo 使用吸血诅咒,第2tank嘲讽,结果2秒后bo 目标扔为第2战士,mt失去aggro。
原因很可能是,有d 的仇恨正好是mt的109%。当第2战士嘲讽后获得109%的mt的仇恨。然后这2秒内的仇恨制造超过了1%的原mt仇恨,导致aggro的获得:)
还有一点我可以肯定,撒满的风之宁静图腾对战士嘲讽获得的仇恨没有效果。
有次bwl4的时候mt挂了,全程吃打击+风之宁静的ot嘲讽后顺利接手。
(26191)
2006-01-18 21:03
感谢各位的翻译:)
(30343)
2006-01-18 21:15
110%才会AGGRO获得第一次听说
这样的话原来的一些不太明白的东西就好理解了
(181482)
2006-01-18 21:21
很不错的技术贴~不过很久前看过个类似的~
做mt也时间不短了~个人认为用英勇释放多余怒气没有盾牌猛击来的迅速见效快~因此我也没加强化英勇~感觉盾牌猛击造成的伤害也是很可观的。
(201831)
2006-01-18 22:06
能不能给一下原文的链接,谢谢。
(96873)
2006-01-18 22:56
去官方论坛找一下就找的到。
难得那么多水有技术帖,美国人也喜欢讨论pk,nerf啥的
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