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2.0版翻译(附简评)!

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Features(新功能)
Battle Arena(竞技场!战起来!)
Modes(模式):
1v1
2v2
Practice ( 练习赛does not affect rating 不影响排名)
League System(联赛系统)
Leagues include: Common, Magic, Elite, Epic, Legend, Mythic, Eternal
(包括普通,魔法,精英,史诗,传奇,神话,永恒一共七个等级,即白,蓝,黄,橙,红,紫,绿)
1000 points to reach the next League
(达到1000点就可以升级下一级的联赛)
Matchmaking System(匹配系统)
Matchmaking attempts to find you easy matches first, then progressively finds more difficult opponents until you lose.
(匹配系统会先给你匹配简单的对手,连胜后会找更难的对手给你,直到你输为止)
UI(界面改动,具体不翻译了,进游戏一看便知)
Updated Front Menu
Updated Select Menu and Difficulty Menu
Updated All Dialog boxes
New font for better detail text
New improved textures for many buttons and frames
Updated Inventory Screen with more clear item tabs and gold display
Updated In Game menu that includes a link to Codex
Updated In Game descriptions for various systems
Updated Item Detail
Alphabetized All Stats page
Message System – Receive messages and rewards which can be assigned to different characters
Design
Balance(平衡性)
Floor Requirements to open Maps have been removed, which means you can give maps to your alts to help them catch up in floors
(开地图不再有要求,也就是说你可以把2000层的地图给1级小号开进去打
Enemies now deal 33% less damage
(敌人的伤害减33%……这是要闹哪样?)
HP/MP Potions increased CD from 1 to 3
(磕药水的CD从1秒增加到3秒)
Mitigation now takes place before Elemental Effects are placed, like poison, and fire.
(缓解?现在在元素效果之前发生。缓解mitigation是什么来的?没见过,或许是1.9版的新属性?)
Luck nature now gives 25 luck instead of 10
(装备的幸运后缀提供的幸运值从10增加到25,幸运更容易堆了……一点点)
Stats
Mana Absorb no longer works with Blood Magic
(魔法吸收属性不再与血魔法共同起作用)
Talents(天赋改动)
Wizard(法师)
Mastery Changed to: Primary attacks have (rank)% chance to finish Special Cooldowns – .25%
(Mastery天赋改为:普通攻击每级有1%的概率刷新特殊攻击的CD)
Insight changed to: (rank)% Dodge, gain (rank2) MP with each Dodge
(Insight天赋改为:每级加1%几率闪避和闪避后回2%魔法)
Backfire changed to: Infusion – (rank)% of your All Resists applies to damage taken by your Mana Shield
(Backfire天赋改为Infusion:每等级有1%的全抗性加到魔法盾的减伤里,然而魔法盾的减伤是先扣再加,如果2.0没改这个机制的话这个减伤还是然并卵)
Hearty changed to Sacrifice – Minions explode for (rank)% OH DMG on death
(Hearty天赋改为Sacrifice:召唤怪死了爆炸,造成技能等级百分比的副手伤害)
Spiritual changed to: All minions have (rank)% chance to Extra Attack
(Spiritual天赋改为:所以召唤怪有每级1%的机会造成额外攻击)
Empower is now calculated after Blood Magic and other resource systems
(Empower天赋现在在血魔法和其他血量/魔法量系统之后计算。继玻璃炮之后,Empower和血魔法的组合也彻底废了,老老实实开魔法盾或者打魂斗罗吧……)
Warrior(战士)
Cleanse changed to: Blocking has a (rank)% chance to purge all negative effects and heal (rank) HP
(Cleanse天赋改为:格挡有每等级1%的概率净化所有负面效果并加血,看起来非常好,待实战检验)
Bloodbath changed to: Heal for 0.1% per rank of Total HP when Bleed DMG is dealt
(Bloodbath天赋改为:造成流血伤害的时候,治疗每等级0.1%的总血量。40级也就4%总血量,真的有用么?)
Frenzy dropped from 1x to 0.5x per rank, description updated to: (rank)% Move and Attack Speed Multiplier when enemies bleed
(Frenzy天赋每等级移速和攻速的加成从1x降为0.5x)
Assault dropped from 4x to 2.5x per rank
(Assault天赋从每等级4x降为2.5x,这是要废掉Assault的节奏吗?触发个飞斧也不怎么imba啊)
Phalanx changed to: (rank)% to cast Shield Wall on block
(Phalanx天赋改为:每等级1%概率在格挡的时候触发盾墙。如果没有内置CD的话,硬扛流神级天赋不解释)
Brutality changed to: Bleeding enemies take (rank)% more damage
(Brutality改为:流血的敌人受到每等级1%的额外伤害,强力输出天赋)
Hardened moved to Defender tree
(Hardened移到防御天赋树里)
Stonecold talent removed
(删除Stonecold天赋)
Might elemental damage granted lowered from 2.5% to 1.5% per rank and moved to Tier 1 Champion
(Might天赋的元素伤害加成从每等级2.5%削弱到每等级1.5%,并且移到冠军天赋树第一层)
New Champion Talent: Fanaticism – (rank)% to cast Charge on attack
(新的冠军系天赋:Fanaticism:攻击时有每等级1%的概率释放冲锋。目测是为pvp准备的天赋,具体效果尚待实战检验)
Suffering fixed to actually cause enemies to miss
(修正了Suffering天赋不会使敌人miss的bug……)
Icy Touch changed to: Intimidation – (rank)% to cast Fear on hit
(Icy Touch天赋改为Initmidation:击中时每等级1%概率释放恐惧)
Iceberg changed to: Provocation – (rank)% to cast Taunt on attack
(Iceberg改为Provocation:攻击时每等级1%概率释放嘲讽)
Icebound changed to: Salvation – Reduces all DMG taken by (rank)% Block%
(Icebound天赋改为Salvation:每等级提供1%x格挡概率的减伤。满级满格挡24%的减伤,减伤流的春天真的要来了吗?)
Bulwark functionality fixed and changed to: Blocked attacks give (rank)% Block for 5 seconds
(Bulwark天赋改为:成功格挡后5秒内提升每等级1%的格挡。能突破上限的话40级正好100%格挡,于是就无敌了……然而这显然是不可能的。所以还是继续无视吧)
Rogue(盗贼)
Veil changed to 1.5% from 2.5% Stealth Duration
(Veil天赋增加潜行时间从每等级2.5%减为1.5%——无限潜行已经走远,乖乖的魂斗罗吧亲)
Fletcher changed to: Attack Speed Multiplier while using a bow is increased by (rank)%
(Flectcher天赋改为:用弓时攻速每级加1%)
Dexterous changed to: Increases Critical Damage ( beyond cap ) of your next attack by (rank)% on Dodge
(Dexterous天赋改为:闪避后提高每等级1%的暴击伤害,可以超过上限。可惜40%暴伤也并不是很多)
Mutilate changed to: Extra and Multiple attack deal (rank)% more damage
(Mutilate天赋改为:额外攻击和多重攻击造成每级1%的额外伤害。这个有点意思)
Talents adjusted to place Mirror Image based talents in Ranger tree, and Blind effects in Pirate Tree
(Mirror Image移到游侠天赋树,Blind移到海盗天赋树,下面几个是天赋位置的改变懒得翻译了,影响不大)
Deception moved to Ranger Tree from Pirate Tree
Remedy moved to Pirate Tree from Assassin Tree
Counter moved to Assassin tree from Ranger Tree
Illusion moved to Ranger Tree from Pirate Tree
Darkness moved to Pirate Tree from Assassin Tree
Deadeye moved to Assassin Tree from Ranger Tree
Ensnaring changed to: (rank)% chance for Traps to Root enemies in place for 3 seconds
(Ensnaring改为:陷阱每等级有1%几率使敌人不能移动3秒。估计有递减,否则神级控场天赋)
Deadeye changed to: Adds (rank)% deadly strike
(Deadeye改为:增加每级1%的致命一击概率)
Darkness fixed to no longer have a chance to blind
(Darkness不再有致盲效果)
Deception changed to: Increased chance for enemy to miss when there’s summonsed mirror images
(Deception改为:有镜像的时候增加敌人攻击miss的几率)
Relentless changed to: Deal (rank)% of enemies missing health to enemy
(Relentless改为:对敌人造成每等级x1%敌人丢失生命的伤害。这个,我没看错吧?这个不是死灵法的大招么?半血斩杀么?配合crushing blow岂不是要日天的节奏?)
Remedy changed to: Heal (rank) HP per Dodge – rank at 20
(Remedy改为:闪避后治疗每等级1%的血量。闪一下补40%血,看上去很美。然而在后期,闪避了就不会掉血,没闪到你就已经扑街了


IP属地:广东本楼含有高级字体1楼2015-08-13 13:57回复
    Sets(套装改动)
    Druidic changed to: HP and MP Regen 25% per rank. Poison DoT DMG * (HP+MP Regen)/4000
    (德鲁伊套:每件加25%回血回魔速度。毒的持续伤害乘以(回血+回魔速度)/4000。也就是说回血回魔速度加起来不到4000的话还要扣你毒伤,问你怕不怕)
    Blood Magic Damage reduced from 12.5% per tank to 6.25
    (血魔法套:伤害加成从每件12.5%减为6.25%)
    Defiant changed to: Increases DMG and DMG Reduction by 25%, increased by %(rank) of total HP% missing
    (挑衅套:提高伤害和减伤25%,每件还可以再提升丢失血量百分比的1%,如果我没理解错误的话,25%血以下的话就是100%减伤了,不带吸血装备,然后穿个吸血鬼套避免回血,岂不是无敌了,还是说减伤加了上限封顶?)
    Rage changed to: Increases AR by (rank)% of your Crit Chance, Crit DMG by (rank)% of your Crit Chance
    (狂怒套:暴击率按百分比增加护甲和暴伤)
    Rage is now calculated before Plagued
    (狂怒套的加护甲效果在瘟疫套之前计算,现在护甲不好堆了啊)
    Vampiric and Golden Veins are now calculated before Blood Magic
    (吸血鬼套和金矿套的增加血量在血魔法套之前计算,想靠魔法量转血量也不行了)
    Spell Sword changed to: Skills -> Comet and Meteor. All Resists and Total MP increased by (rank)%
    (魔剑客套:技能还是火球和流星,另外增加全抗性和魔法百分比)
    Battle Mage changed to: Skills -> Charge and Whirlwind. Total Armor % and Total HP increased by (rank)%
    (战法师套:技能还是冲锋和旋风,另外增加护甲和血量百分比)
    Golden Veins changed to: Satyr’s Spirit – Increases Total MP% and Total AR% by (rank)% Gold on Gear
    (金矿套改名为羊神之魂套:按装备上的找金币属性提升总魔法量和护甲百分比)
    Plagued changed to: Increases HP and Total AR% by (rank). Increases {0144} DoT DMG for each Enemy poisoned by (rank2)%
    (瘟疫套:按件数提升血量和护甲百分比,每个敌人中毒都会提升持续伤害效果。
    (New Set) Gladiator – Debuffs hit enemies with (rank)% reduced healing. Empowers Trophy affixes by (rank)%
    (新套装:角斗士-击中的敌人减少治疗效果,并增强奖杯的词缀。奖杯是pvp专用装备,这个显然是pvp套装)
    Summoner set now grants +2 per tank to spiritmancer talents
    (召唤者套:每件+2灵魂法师天赋等级)
    Spirit Master changed to: Increases the total possible Spirit Minions summoned by .5 per rank ( rounded up ) and summon related skill ranks by 2 per rank
    (灵魂大师套:每件可以多召唤半个小弟,每件提升召唤相关的技能两级)
    Druidic and Plagued’s poison damage modifiers now happen at DoT application
    (德鲁伊套和瘟疫套的毒伤修正在上毒的时候计算)
    Momentum’s DMG Increase dropped from 12.5 to 7.5 per rank
    (动量套:伤害加成从每件12.5%减为7.5%)
    Skills(技能改动)
    Stealth now has a 10 second cooldown with a 4 second minimum cooldown duration
    (潜行CD改为10秒,并且强行设置最小CD4秒。再见,无限潜行,你好,魂斗罗
    Swap and Teleport now have a 1 second CD
    (盗贼镜子技能交换位置和法师的瞬间移动现在有1秒CD,再见,无CD瞬移
    Whirling Blades damage increased to 4.5x from 1x
    (盗贼旋风回旋镖,伤害提高4.5倍,然而这个技能实在是不怎么好用)
    Removed unintended 100% bonus on chakram return for boomerang and whirling blades
    (取消回旋镖回收时的100%额外伤害)
    Multishot damage increase to 10.5x from 5x
    (弓箭多重攻击伤害从5x提高到10.5x)
    Knight’s charge cooldown reduced to 1 second, knockback removed, mana cost reduced by 25%, and damage increased from 6x to 8x
    (战士骑士冲锋CD减到1秒,取消击退效果,耗魔减25%,伤害从6x提升到8x)
    Earthshatter now create craters at up to 5 nearby enemy locations
    (锤子砸地板现在会在5个附近的敌人脚下砸出坑)
    Scalp now creates three spiraling hatchets at the cast location. CD reduced to 1 second and Damage increased from 2x to 4x
    (剥皮飞斧现在在施放点制造3个回旋斧砍人。CD1秒,伤害从2x提升到4x
    Reduced hit frequency of Orb from .1 to .5 seconds
    (法师剑球的攻击频率从0.1秒削弱到0.5秒,直接砍废)
    Living Force now takes priority over seeking behavior of comet, pierce, and barrage when there’s extra bolts
    (回力镖套在用火球、飞剑、魔棒产生额外攻击时会优先飞回来,而不是追踪敌人)
    Ballista now works with Chakrams
    (弩炮套装现在对回旋镖有效,配合伤害翻了4.5倍的旋风镖不知效果如何)


    IP属地:广东本楼含有高级字体2楼2015-08-13 13:58
    回复
      Affixes(词缀改变)
      MP Leech replaced by MP on Hit, which rewards a flat amount of MP per enemy hit
      HP Leech replaced by HP on Hit, which rewards a flat amount of HP per enemy hit
      (吸血和吸魔不再是百分比,而是固定数值。呵呵)
      Created new slot independent Mythic Affixes that can be placed on any gear slot that are all themed to Resource System alteration.
      (一些神话词缀,其实就是符文之语啦,不再有装备位置需求)
      Energy
      Moved to a slot independent Mythic affix
      changed to: Convert Resource system to Energy. Primary Skills Cost 10 Energy, Special Cost 30. Recovers 30% energy every second. Total Energy is 100. DMG dealt increased by current Energy %.
      (能量系统:可以在任何装备上做这个词缀。普通攻击消耗10点能量,特殊攻击消耗30点能量。总能量100点,每秒恢复30点。伤害按当前能量的百分比增加。
      Fury
      Moved to a slot independent Mythic affix
      changed to: Convert Resource system to Fury. Gain 10 Fury from Primary Attacks, Spend 50 Fury with Special Attacks. Lose 5% Fury every second. Total Fury is 100. DMG dealt with Specials increased by Fury %.
      (怒气系统:可以在任何装备上做这个词缀。普通攻击恢复10点怒气,特殊攻击消耗50点怒气。最大怒气100点,每秒减5点。伤害按当前怒气百分比增加。
      以上两个其实就是山寨WOW的盗贼和战士,玩过的应该很容易理解。怒气系统适合平A流,能量系统适合霰弹之类的大招流。
      Blood Magic
      Blood Magic legend set no longer drops
      When Blood Magic set and Blood Magic Mythic Affix are used together, only Blood Magic Mythic Affix will work.
      New slot independent Mythic Affix: Blood Magic – Replaces all MP, MP Regen, and MP Leech with HP equivalents, and removes your MP bar. You now use HP to cast spells. Spell cost doubled. DMG increased by HP Missing divided by 1.25
      (血魔法红装不再掉落!还没升级版本的小伙伴注意收集了。)
      (血魔法系统:魔法、回魔、吸魔转换成血,技能施放不再耗魔,而是耗双倍的血。伤害增加丢失的血量除以1.25)
      New slot independent Mythic Affix: Balance – Averages your Total HP and MP to the same value. Reduces DMG Taken and Resource Cost by 50% of your current HP/MP equality %
      (新的无位置需求的神话词缀:平衡-强行平分你的魔法量和血量,按你当前血量/魔法量的50%来减伤和减少技能消耗。
      New slot independent Mythic Affix: Discordance – The cooldown, mana cost, and damage for Primary and Special skills of your Main Hand are switched. All Main Hand Cooldowns, Mana Costs are reduced by 25%, all Main Hand DMG is increased by 25%.
      (新的无位置需求的神话词缀:失调-主手武器的普通攻击和特殊技能发生改变,CD和耗魔减少25%,伤害增加25%,很厉害的样子)
      New slot independent Mythic Affix: Alchemy – Losing HP or MP reduces HP or MP depending on which is highest. Gaining HP or MP restores HP or MP depending on which is lowest. +%DMG dealt is equal to your lowest current HP% or MP% while +%DMG taken is equal to your highest current HP% or MP%
      (新的无位置需求的神话词缀:炼金-扣血或者耗魔的时候,血多扣血魔多扣魔。补血或者补魔的时候,血少补血,魔少补魔。造成的伤害按当前血量或魔量百分比较低的那一个增加百分比,受到的伤害按当前血量或魔量百分比较高的那一个增加。很有趣的一个属性,伤害提高很可观,然而受到的伤害增加更可观……这是要将魂斗罗进行到底的意思吗?)
      New Head Slot Mythic Affix: Desperation – On casting a spell that you don’t have enough resource for, gain mana equal to your MP Regen
      (新的头部神话词缀:绝望-不够魔放魔法的时候,回复等于你魔法恢复速度的魔法量。有这个就不怕放不出魔法了)
      New Head Slot Mythic Affix: Serenity – Restore 1% MP on critical hits
      (新的头部神话词缀:宁静-暴击时恢复1%魔量)
      Changed Head Slot Mythic Affix: Harmony – Whenever you restore HP, gain 25% of the HP gained in MP. Whenever you restore MP, gain 25% of the MP gained in HP.
      (头部神话词缀更改:和谐-回血时,魔法量也同时回复回血量的25%。回魔时,血量也同时回复回魔量的25%。
      MP and HP Regen epic affix max range increased to 1000
      (史诗词缀回血和回魔最大可达1000)
      Luck and Gold find epic affix max range increased to 75
      (史诗词缀幸运和找金币最大可达75)
      Element Dmg Legend affix min range reduced to 5%
      (传奇词缀元素伤害最小值5%)
      Weapon Dmg Legend affix min range reduced to 5%
      (传奇词缀武器伤害最小值5%)
      Crystal Affix now follow the rule of being no more than 3x max range of their Epic equivalent
      (水晶词缀不会超过史诗词缀最大值的3倍)
      Attack Speed, Resource Cost, Crit Chance and Reduced CD max range reduced from 50 to 45
      (水晶词缀攻速,耗魔,暴击率和减CD的最大值从50降到45。)
      Crit Damage max range increased from 200 to 225
      (水晶词缀暴伤最大值从200提高到225。)
      MP and HP Regen max range increased from 2000 to 3000
      (水晶词缀最大回血回魔从2000提高到3000)
      Total HP and MP max ranged reduced to 100 from 75
      (水晶词缀的最大加血和加魔百分比从100减到75)
      Gold Find and Luck max ranged increased from 200 to 225
      (水晶词缀找金币和幸运的最大值从200提升到225)
      Dodge max range reduced from 50 to 30
      (水晶词缀闪避最大值从50降到30)
      Block max range reduced from 50 to 45
      (水晶词缀格挡最大值从50降到45)
      Bug fixes(bug修正)
      Diffusion now properly spreads damage to minions, amount reduced from 2.5% to 1%
      (Diffusion现在终于可以把伤害给小弟分担了,不过减伤每级削弱到1%,40级就是40%)
      CS19 can now roll entire range of appropriate sets
      (19号水晶可以洗出所有套装属性了。那原来你是在逗我们么?
      Rock back now properly knocks back
      (石头-应该是符文之语那个技能,可以击退了)
      Fixed DPS calculation discrepancies between Compare Window and Stats screen
      (修正了装备比较面板和属性面板的DPS计算错误)
      Item Comparison should show increase/decrease more accurately
      (装备比较面板显示更准确了)
      Boomerang now only throws 2 Chakrams at max attack speed
      (回旋镖在最高攻速的时候也只能扔2个)
      Fixed issue with Whirling Blades benefiting too much from Living force, and naturally having more damage on return
      (修正了旋风镖从回力镖套装中受益过高的bug)
      Fixed issue with Throw-related spells benefiting too much from Ballista
      (修正了投掷类武器从弩炮套装中受益过高的bug。难道Ballista套装目前的高伤害是bug?修正了还给不给活路啊?)
      Fixed issue with Guided Shot benefiting too much from Piercing
      (修正了引导箭从穿刺中受益过高的bug。这是要赶尽杀绝的节奏啊!
      Ensuring that Mirror Images cannot kill their own masters
      (确保了镜像不会杀死角色,有这么严重的bug么,倒是没遇到过)


      IP属地:广东本楼含有高级字体3楼2015-08-13 13:59
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        2.0你下载了么?


        4楼2015-08-13 13:59
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          终于更新了。信息量很大呀。慢慢研究吧


          来自Android客户端6楼2015-08-13 14:08
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            生存方面,无限潜行已经走远。
            减伤有抬头趋势,怪的伤害直接砍掉三分之一,shinybox的意思应该很清楚了。新的减伤天赋和套装的加入,值得期待。然而血量和护甲比原来要更难堆了一点,硬扛到底能走多远,还有待实战的检验。
            吸血和吸魔大削,减魔耗和回血回魔或许不再是摆设。而新的能量系统和怒气系统变得更平民话的只占一个词缀,配合减消耗或许是不错的选择。
            攻击方面,引导箭和飞斧都被砍了,砍了多少目前还不能确定。倒是多了几个加伤害很给力的天赋和词缀,然而都是以生存能力为代价的,这不是逼着玩家打魂斗罗么?
            反伤倒是没砍,然而生存砍了,站不住拿头反
            Relentless changed to: Deal (rank)% of enemies missing health to enemy
            这个天赋我不敢相信自己的眼睛,要么就是高级怪有抵抗,否则配合crushing blow就可以日天了。


            IP属地:广东7楼2015-08-13 14:15
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              更新的信息量也太大了,,,,,,,,,


              IP属地:陕西来自Android客户端8楼2015-08-13 14:34
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                OH NO!我的引导箭
                每一段记忆,都有一个密码。只要时间,地点,人物组合正确,无论尘封多久,那人那景都将在遗忘中重新拾起。你也许会说“不是都过去了吗?”其实过去的只是时间,你依然逃不出,想起了就微笑或悲伤的宿命,那种宿命本叫“无能为力”.


                IP属地:浙江来自Android客户端9楼2015-08-13 14:59
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                  Ballista果然bug(作者本意为加成,结果迭乘了),这也是我发现后不发正式build的原因,就是不知道引导箭会削到什么地步祝贺英文版越做越好


                  来自iPhone客户端10楼2015-08-13 15:13
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                    水晶,传说属性值做好后,存档2.0后,会不会减少?比如Total hp 100变成75。?


                    来自手机贴吧13楼2015-08-13 20:24
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                      IP属地:湖南来自Android客户端14楼2015-08-13 20:41
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                        话说能附上下载链接么


                        IP属地:湖南来自Android客户端15楼2015-08-13 20:42
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                          放心总会找到一些奇怪的bug


                          IP属地:上海来自iPhone客户端16楼2015-08-14 12:47
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                            楼主,血魔法传奇装不会掉了,那可不可以打造啊


                            IP属地:广东来自Android客户端17楼2015-08-14 19:05
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                              莫慌,属性那么多,总会再找到的。


                              IP属地:浙江18楼2015-08-15 10:57
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