魔獸怎麼仇恨范圍
A. 魔獸世界防禦戰士如何快速建立仇恨
只說拉單個怪,血性狂怒(看情況是否沖鋒),起手盾猛初步建立仇恨,看怒氣,夠的話震盪猛擊+震盪波,期間英勇打擊不要斷,怒氣不夠就用懲戒打擊,然後毀滅打擊觸發劍盾猛攻,復仇能用則用,盾猛>復仇>震盪猛擊>震盪波>毀滅打擊,只要怒氣夠,就一直狂按英勇打擊,這是個神奇的技能,仇恨都靠它了·
B. 請問 芒果魔獸世界 怪物的發現攻擊范圍怎麼調啊
你是要怪早一點發現你么?這個恐怕不能調,因為這是怪的仇恨系統,但很多情況會影響到怪發現你的時間快慢:
1、你比怪等級高越多,那你要更靠近怪,怪才會發現你。
2、網路關系,網路如果不夠順暢,也就是有延遲的話,雖說你自己看上去已經貼著怪了,但在伺服器端,你可能還沒有進入怪的觸怒范圍,這種情況你得在怪面前逗留一段時間,待伺服器端的你走近怪的觸怒范圍,怪才能發現你。
3、如果你開著各種角色的主動技能,也會讓怪發現你的范圍縮小,例如安撫。
希望對你有幫助。
C. 魔獸世界中怪物仇恨怎麼計算
It's often said that we will never be able to work out the way threat and hate lists and mobs' AI works, because it's too complicated and unknowable, that we'll only ever have crude approximations and guesses. I've concted some decent, rigorous tests, and i have what i believe is a good list of hate values and explanations of gaining and losing aggro and the behaviour of taunt. I am also able to debunk a few myths about how threat works.
大家普遍認為我們永遠無法解算出仇恨以及仇恨列表以及怪物的AI,因為這個系統復雜未知,所以我們只能推導和得到一些粗略的近似值.我做了一些正規嚴格的測試,並且得出了我認為很優秀的包括仇恨列表,對獲得和失去aggro以及嘲諷的合理解釋. 本文將揭開關於仇恨系統的神秘面紗.
1) Definitions 定義
We define "aggro" to be who the mob is attacking. We define "threat" to be a numeric value that each mob has towards each player on it's hate list. Note, as we shall soon see, even for a normal mob, the target who has aggro is not necessarily the player on it's threat list with the most threat.
我們定義aggro為怪物正在攻擊的目標,我們定義「仇恨」為怪物對於每個玩家在仇恨列表中的量化數值。需要注意的是,如我們下面要講的,任何一個怪物,在仇恨列表裡最高位並不是取得aggro的必要條件。
We define arbitratily that 1 point of unmodified damage gives 1 point of threat.
我們定義1點無修正傷害產生1點仇恨
2) 如何取得aggro(aggr成為boss的目標)- 超越10%仇恨
Simply put, for a mob to change aggro to a new target, the new target must have over 10% more threat than the mob's current target. E.g. mob is attacking player x. x does 100 damage to mob, then stops. Player y starts hitting the mob. The mob will start attacking y when y does over 110 damage.
想使怪物目標轉到一個新目標上,那麼新目標必須超過現有目標對該怪物仇恨的10%. 例如:怪物正在攻擊玩家x, x對怪物造成100傷害,然後停止. 玩家y開始攻擊怪物,當造成110傷害後怪物開始攻擊y.
Proof: this is easy to demonstrate. Get two players both doing autoattack on a mob (not warriors of rogues; we'll see later they complicate things). Have player 1 do a certain amount of damage, then stop. Have player 2 keep attacking till he gets aggro. You have an upper and lower bound on the threat required to get aggro - 1 attack before he got aggro was not enough, but the attack that he got aggro was at least enough. With low damage attacks (i.e. fists only), you will get a very good value of 10%.
實驗:很容易的證明,2個玩家都自動攻擊一個怪(不要是戰士或者盜賊,等會說明更為復雜的東西),玩家1先造成一定數量的傷害然後停止,玩家2繼續攻擊直到他取得aggro。你可以得到一個帶有上下限范圍的仇恨來取得aggro---玩家1攻擊到造成怪物aggro的最少傷害,使用最低攻擊(比如空手攻擊),你可以得到一個非常准確的10%。
This is only a deion of the normal mob targetting. Obviously there are mobs who will attack secondary targets with special abilities, ignoring their current threat / aggro.
以上只能用來描述普通怪,顯然有些怪物有特殊技能忽略當時的仇恨或者aggro而攻擊第2目標。
3) Threat modifiers from Warrior Stances 戰士姿態的仇恨修正
In Battle Stance and Berserker Stance, all threat from a Warrior is multiplied by 80%. In defensive stance, the multiplier is 130%. With Defiance, it is 145%.
戰斗和狂爆姿態,戰士的所有仇恨值為80%.防禦姿態為130%,如果有defiance天賦為145%。
Proof: a simple modification of the above proof. Get a warrior to do, say, 1000 damage in defensive stance, without defiance. Get a non-warrior to take aggro with white damage. You will find it does not happen before 1430 damage. The warrior's 1000 damage caused 1300 threat in defensive stance, and the 10% barrier means you need more than 1430 to gain aggro.
實驗:讓一個戰士在防禦姿態造成1000傷害,且沒有defiance.一個非戰士職業通過普通攻擊取得aggro,你將發現在造成1430傷害前aggro無法取得. 防禦姿態戰士的1000傷害達到了1300的仇恨,而10%的設置需要高於1430的傷害來獲得aggro。
4) 仇恨不會隨時間消退
Threat never, ever decays. Here is test data. Warrior does 83 damage on mob in battle stance, gains aggro. From above, we know it will take more than 83 * 0.8 * 1.1 = 73.04 threat to gain aggro. Warrior waits for 5 minutes getting beat on. Then mage starts attacking slowly. Mage does 73 damage, but does not gain aggro! Mage does another 2 damage, and does gain aggro. From the warrior's initial hit to losing aggro, the time taken was 496 seconds.
仇恨不會消退.這里有測試數據. 戰斗姿態戰士對怪物造成83點傷害,取得了aggro. 從上我們知道需要造成83x0.8x1.1=73.04仇恨才能搶到aggro. 戰士等待了5分鍾在攻擊,然後法師開始緩慢攻擊. 法師造成73點傷害帶市未能獲得aggro.法師又造成了2點傷害後,取得了aggro.。從戰士開始攻擊到失去aggro,全過程一共用了496秒。
As an upper bound, assume maximal threat decay. i.e. the mage only needed 73.000000001 threat to gain aggro. Then the warrior's threat had decayed to 66.36363636, from 66.4. This means he went down to 99.945% threat in 496 seconds.
假設仇恨衰減達到最大(73是臨界值的話). 法師只需要73.000000001仇恨來取得aggro. 然後戰士仇恨從66.4衰減到66.36363636. 這意味著他在496秒里失去了99.945%的仇恨。
At this maximal rate of hate decay, the time taken for the warrior's threat to decay to 90% of the original value would be 26.5 hours. In fact, if a warrior logged in as soon as the server came online after the weekly reset and hit a mob, his threat would not decay to 50% before the server reset next week. I think this is enough to rule out threat decay.
根據這個最大仇恨衰減率,這個戰士仇恨衰減到90%需要26.5小時.實際上,如果一個戰士在伺服器開始時候登陸,在下個星期伺服器維護時也無法衰減50%仇恨.我認為這個足夠可以無視仇恨衰減了。
5) 戰士技能產生的仇恨值
the following list is not exhaustive, but includes all the major tanking abilities.
下面的列表不夠全面,但是包括了戰士的幾個主要拉仇恨技能。
Note: the following values are given in raw terms. In reality the warrior must have either a 1.3 or 0.8 or 1.45 modifier on these, depending on his stance and talents.
註:下面的數值排列順序不分先後,實際上戰士有1.3或者0.8或者1.45的修正,取決於姿態和天賦
Note: * All abilities do not include threat generated by their damage. This will be discussed more later.
註:帶*的技能仇恨不包括傷害帶來的仇恨,這個以後討論。
破甲: 260 (258.0 - 260.8)
英勇*: 145 (143.9 - 148.8)
復仇*: 315 (313.9 - 318.3)
復仇昏迷: 25 (23.4 - 29.1)
盾擊*: 180 (175.4 - 180.3)
盾牌猛擊*: ?? 250 (estimated from Cop's data. More on that later)
盾檔: 0 (0 - 0. Can be higher - more on this later)
雷霆一擊*: 130 (126.9 - 134.8)
挫志吼叫: 43 (42.8 - 43.8)
6) Healing, "you gain x ___", etc 治療,「你獲得xxxx」等
Each point of healing, when completely unmodified by talents, gives 0.5 threat. Replace the proof for (2) by the second person only healing.
每點治療,無天賦修正情況下造成0.5的仇恨值,通過(2)的實驗中一個只負責治療的人證明。
Note: overhealing doesn't count, only the actual amount healed. This is easy to demonstrate.
註:過量治療不被計算。,計算實際治療量。這個很容易論證。
Abilities that put "you gain x mana" in the combat log give 0.5 threat per point gained; life is the same. Examples would be drinking potions, but not natural regen, or the Shaman's mana spring totem.
戰斗日誌里的「你獲得x法力」每點獲得0.5仇恨值,生命值也一樣。喝葯水等都算,但是人物的自然回復的那部分以及撒滿圖騰提供的回復都無仇恨。
Abilities that put "you gain x rage" in the combat log give 5 threat per point gained. However, this is not modified by warrior stance. Such abilities include bloodrage, improved blocking talent, unbridled wrath, and 5/8 Might.
戰斗日誌里「你獲得x點怒氣」每點獲得5點仇恨值。但是,這些不會因為戰士姿態而修正。獲得怒氣的技能包括包括嗜血狂怒,增強盾擋天賦,無盡怒氣,5件力量套等。
Like healing, these only give threat if you are below the maximum.
和治療一樣,狀態滿時候增加不會造成仇恨。
7) Explaining Cop's 4.0 damage to heal ratio 解釋cop的關於4:1的傷害與治療換算比率
Cop stated that in his tests, each point of damage by the warrior took approximately 4 points of healing by the priest, for the priest to get aggro. Here's how:
cop通過測試得到一個規律:戰士1點傷害仇恨=牧師4點治療仇恨,以下分析原因:
Warrior in defensive stance, with defiance: 1.45 multiplier
Gaining aggro from Warrior: 1.1 multiplier
Priest with discipline: 80% threat
Healing: each point gives 0.5 threat
戰士在防禦姿態,並且有defiance天賦:1.45修正
戰士獲得aggro:1.1修正
牧師有discipline天賦:80%仇恨
治療:每點增加0.5仇恨
Together, 1.45 * 1.1 / 0.8 / 0.5 = 3.9875. Pretty darn close to 4.
綜合:1.45x1.1/0.8/0.5=3.9875 非常接近4。
8) Threat from pulling? add的仇恨?
There is no threat associated with pulling. The smallest amouts of threat we could generate drew aggro from a body pull, no matter how long we waited after the pull. Pulling with damage did not effect the results of tests such as in section (2) at all.
拉怪本身並不產生仇恨。無論在引到怪後我們等待多久,我們通過用身體引到怪產生aggro都只產生一個最小化的仇恨。而用攻擊拉怪不影響(2)的測試結果。(意即為拉怪本身不產生額外仇恨,只有攻擊製造的仇恨,計算量同(2)的測試結果)
9) Taunt 嘲諷
The behaviour of taunt appears at first randomised or complicated. For instance, if you taunt a mob off another player, then do nothing, the mob will go back to the player as soon as the debuff wears off. It appears to be giving temporary hate, then. The following experiment disproves this: take any class, do 1000 damage or so to a mob, then stop. Then have a warrior taunt the mob, taking no action until the debuff has worn off. The mob will return to the original player. Now have the warrior twiddle his thumbs, have a beer, read the paper, etc, for as long as he likes (not too long or his buddy will probably die). Then have the warrior deal white damage until he gains aggro. You will find that in defensive stance with defiance, the first hit over 69 damage will score the warrior aggro. With battle stance, still only 125 damage is needed.
最初嘲諷被認為是隨機且難解的,例如你嘲諷一個怪,然後什麼都不做,這個怪會一直攻擊你直到嘲諷debuff消失,看起來似乎是給了一個臨時的仇恨,那麼,這個實驗將對此觀點予以反駁:任意一個職業對怪造成1000傷害然後停止。然後一個戰士嘲諷這個怪物,什麼都不做等到嘲諷debuff消失。怪物將會重新攻擊開始那個玩家,此時戰士開始做各種表情等等來拖段時間(當然不能太長以免他的夥伴掛了)然後戰士用普通攻擊直到他獲得aggro。你將發現防禦姿態切有defiance的戰士在達到69傷害後開始獲得aggro,戰斗姿態則需要125傷害。
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 mob's old target's threat, and will lose aggro with the taunt debuff. With a relatively small effort, you can gain aggro.
當你想到10%規則後會發覺嘲諷原理如此簡單! 它將給你永久仇恨使你位於仇恨列表頂端,但並不給你aggro需要的10%仇恨,在debuff存在下讓你獲得臨時的aggro!如果你什麼都不做,你的仇恨將停留在怪物之前目標的仇恨數值上,並且失去aggro。仍需要相當的努力,才能獲得aggro。
The behaviour can be described as "temporary aggro, permament threat". It is easy to show that taunt does not give the warrior any constant 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.
嘲諷可以被描述為「臨時的aggro,永久的仇恨」 很容易就證明嘲諷不是給戰士一個恆量的仇恨值:玩家1拉一個怪,但是不攻擊他,那麼此時他仇恨為0,但是他有aggro。然後一個戰士嘲諷,什麼都不做,3秒後戰士將失去aggro。此時戰士仇恨是0,但是根據10%規則,他沒有大於0的仇恨值來獲得aggro。
10) Implications 推論
a) Regaining aggro. Considering 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 absolute minimum. So don't lose aggro, it's hard to get back! Not that you didn't already know this, but still.
獲得aggro,根據10%規則,你失去了aggro,必然有人造成了至少相當於你110%的仇恨值。為了拉回目標,你最少需要那個人110%的仇恨值,或者121%你自己的當前仇恨值。因此不要失去aggro,想拉回來很難。
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.
嘲諷會把你移到仇恨列表最高位置,因為它帶來的是永久仇恨。你不攻擊而別人攻擊怪物的時間越長,你通過嘲諷獲得的仇恨就越多,但是根據10%規則,你需要在怪物轉移目標前做大量事情來獲取aggro。
c) Heroic Strike should not be used as a primary threat ability. Suppose you are tanking a level 62 mob. Let's give him 8,000 ac raw, and even assume 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 defensive 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 speed weapon, you will still do 94% the threat of sunder per time interval.
英勇打擊不是主仇恨技能。假設你在tank一個62級的怪,它有8000護甲,並且有5個破甲效果,然後實際為5750的護甲,因此他將受到48.89%的傷害。 15%的致命一擊率並受到防禦姿態10%的傷害調整,以及10%的格擋率格擋50%傷害。那麼你可以預算HS造成的138傷害換算成67.5的平均傷害。最高212的無修正仇恨值。可是仍然只有1個破甲的82%仇恨效果。即使是1.3攻擊速度的武器,仍然只有94%的破甲的TPS。(月豬:羅嗦半天就是說破甲比hs更好拉怪)
Best practice is to spam sunder, and use HS in between to soak up excess rage.
實際效果最好是破甲和hs一起使用來消耗掉過量的怒氣
d) Revenge ftw. You can expect to do about 345 unmodified threat with Revenge, including damage, against 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 less damage, so gain less rage from damage. Two blocks for 180 damage and you can say goodbye to another 4 rage.
復仇,通過復仇可以獲得345的無修正仇恨值,還有傷害造成的仇恨,這一切只需要少量的怒氣,甚至已經花費10怒用在盾擋上。但是在盾擋上消耗怒氣,承受傷害也下降了。2次格擋180傷害你可以跟4怒氣說再見了。
e) Demo Shout ftl. Demoralising shout does one sixth the threat of a sunder. Even spammed in defensive stance with defiance, you're doing no more threat than 42dps on each mob. Besides picking up whelps in Onyxia and tanking panthers in the Panther boss encounter in ZG, i can't see a compelling reason to use this.
挫志吼叫,1/6的破甲仇恨值。即便是防禦姿態+defiance天賦,降低每個怪42dps也無法帶來更多仇恨。除非了黑龍蛋的那些小龍和zg里的一些豹子,真看不出有什麼理由用這個技能。
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, assuming 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. assuming 90 modified damage per hit). The 4 sunders and 1.2 heroic strikes every 6 seconds gives about 215 threat per second.
盾牌猛擊,6秒的cd,使用盾牌猛擊無法對TPS有任何改善。3破甲1盾牌猛擊每6秒,大概212的無修正TPS。但是30怒的盾牌猛擊可以使用1破甲和1.2的英勇,假設你有盾牌猛擊天賦(無論你怎樣的天賦樹結構),每次英勇都從普通攻擊中損失3怒。4破甲1.2英勇每6秒帶來215點TPS。
The only improvement is if you are spamming both sunder and HS, and want even more threat. Suppose we have a 2.0 speed weapon, HS spam and sunder spam. That's about 280 unmodified tps. Changing one sunder for a shield slam gives us 318 unmodified. However, the same effect would be achieved by changing to a 1.4 speed weapon and casting HS more often. And these values aren't taking into account autoattack damage, which makes the margins comparatively smaller.
唯一的好處是,當你一直在使用破甲和英勇打擊,仍然希望獲得更多的仇恨。
假設我們使用一個2s攻擊速度的武器,英勇打擊和破甲一直使用,這大概造成280的仇恨/秒。
如果把一個破甲換成盾牌猛擊將給我們提供318點的額外怒氣。當然,這個效果也可以通過換成1個1.4秒攻擊速度的武器而更頻繁的使用英勇打擊來實現。但是,這個結果並沒有考慮自動攻擊的傷害造成的仇恨,實際上,使用一個1.4速度的武器,會使自動攻擊的仇恨變小一些。
g) There's 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-recing knockbacks can conceivably be worked out, if threat values are carefully monitored.
實際上,BLZ的怪物攻擊目標的計算公式並沒有什麼特別秘密的計算方法。這個概念是很簡單的,數值也很容易計算。甚至仇恨建立的數值和公式,也可以准確地計算出來----如果仇恨被很仔細的監視著。
Well, i hope some of you are still awake, and are feeling somewhat enlightened. And if you skipped to the bottom, i can't exactly blame you after my essay above.
好吧,我希望你們之中的有些人還是清醒的,能夠從我的文章中發現一些有價值的東西。如果你。不好好看而只是掃了一遍,我鄙視你
D. 魔獸爭霸如何轉移怪物仇恨
先跟你說一下怪物的仇恨列表,仇恨度從大到小排列。首先是有攻擊性的建築物,如大樹或箭塔。其次是召喚物。最後是普通單位和英雄。就因為這種排列,所以人們都用大樹或召喚物練級。說下轉移仇恨的問題,一般情況下怪物的仇恨都是按上面排的,但也有例外,比如受視野和攻擊范圍影響怪物可能會打你兵而不打肉盾。轉移仇恨的方法有兩種,一是被打單位A別的單位(包括敵友雙方),如果A自己的兵就選個距離遠點的A,別真A,A一下,快打到時再A野怪。二是從怪物的視野范圍內消失,或離開他們的攻擊范圍,包括向後退、上飛艇、回城等。另外說一下,被網住的單位仇恨度是最低的,野怪沒人打時才會打被網住的。順便說一下練級的技巧,練級時把怪勾出來練,怪物在來回的路上不會施諸如噬血、網之類的法術。如果沒有樹和召喚物當肉盾的話不要在怪物面前用右鍵晃來晃去,怪物會先照顧或網移動中的單位,包括敵軍,如果你被抓的話。石頭人會把石頭優先丟給農民,這個很賤,如果沒農民會丟給第一個進入它視野的,而第二次則會丟給最後一個進入視野的。如果中立怪有毒的技能,那麼毒怪會優先打沒中毒的兵,直到你所有兵都中毒為止,人人有份永不落空啊。網是不會網英雄的,優先網空軍。說了這么多說個實例吧,假說在EI你用人族首發大法帶步兵去練分礦,你帶了個水人,但水人被網,那怪不打水人打兵,然後你再召個水人,這次怪打水人了。打著打著惡魔獵手帶弓手來抓了,弓手一來到就會被網。如果這時水人還在怪繼續打水人,如果不在了,他惡魔打你大法,你大法圍著步兵走或逃跑,那你大法就會挨打,因為你用右鍵移動。如果你不跑了,拉大法和所有兵A惡魔,那怪就會打惡魔。要特別注意,如果你練級被人從後面抓到時先別動,一動就會被網,等對方進入怪物視野了怪物就會網敵人,等怪物把網放出來了你再逃跑,最好的還是勾出來打。希望對你有用,GL
E. Wow的仇恨計算公式
1.毀滅打擊仇恨:毀滅打擊傷害+315+5%Ap
2.使用"毀滅打擊雕文"後的 毀滅打擊 仇恨:毀滅打擊傷害+(315+5%Ap)*2
3.毀滅打擊雕文+破甲雕文: 主目標2層破甲/次,仇恨計算方式為結論2,次目標只有1層"破甲技能"的仇恨/次,"破甲技345+5%Ap
以上結論全部「無視破甲層數」,不存在「5破以後,毀滅打擊只有傷害仇恨,沒有附加仇恨」的說法
關於「無視破甲層數」的解釋:即無論目標身上幾層破甲,毀滅打擊/破甲效果的仇恨的計算方式始終不變,也就是前5層是這么算,之後每次刷新也都是這么算的
F. 魔獸爭霸各個主流地圖野怪的仇恨值以及吸引和避開仇恨值的方法
天哪~~~~~~ 其它地圖的我不說,轉移仇恨的方法有兩個。 1、拉離怪物的攻擊范圍~~。 2、A自己一個相對血多點的單位。(不用A到,只要做出動作就可以。) 不容易轉移仇恨的單位。所有地圖的主礦點的主怪,那個怪會優先攻擊貧血單位。一般我們會用主英雄,去引仇恨。方法,直接第一個A那個主怪。如果那個怪還是會攻擊貧血單位的話就用方法2轉移仇恨。可以不停地重復方法2.這樣那個怪基本就不會攻擊了~~~據說有人可以不用傷血就練掉主礦點的主怪~~~~~~~~
記得採納啊
G. 魔獸世界裡各種攻擊產生的仇恨是多少
關於仇恨:
增加仇恨的途徑:
獲得1點治療量=0.5仇恨
獲得1點藍=0.5仇恨
治療他人1點HP=0.5仇恨
傷害輸出1點=1點仇恨
戰士獲得1點怒氣=5點仇恨
增加仇恨的技能:(非全部)
德,挫志怒吼=42仇恨
德,精靈之火=108仇恨
戰士,挫志怒吼=43仇恨
戰士,戰斗怒吼=55仇恨
獵人,驅散射擊=600仇恨
戰士,英勇打擊=145仇恨(其傷害未計算在內)
戰士,盾擊(中斷施法的那個)=180仇恨
戰士,破甲=261仇恨
戰士,復仇(防禦姿態,擋格,招架,躲避,以後反擊的那個)=315仇恨
戰士,復仇造成的暈=25仇恨
戰士,盾擊(防禦天賦31點的那個)=250仇恨
減少仇恨的途徑:
術士女妖,安撫之吻=-165仇恨
獵人寵,畏縮=-225仇恨
德,畏縮=-600仇恨
獵人,逃脫=-405仇恨
賊,佯攻=-800仇恨(加天賦為880/960)
牧師,漸隱=-820仇恨(漸隱無法真正的減少仇恨,一旦從漸隱中出來,820點仇恨馬上回到牧師身上)
影響最終仇恨值的因素:
全職業:
拯救祝福:減少仇恨30%
寧靜圖騰:減少仇恨20%
戰士:
戰斗姿態:減少仇恨20%
狂暴姿態:減少仇恨20%
防禦姿態:增加仇恨30%
挑釁:增加仇恨3%/6%/9%/12%/15%(5點天賦)
德:
熊形態:增加仇恨30%
野獸本能:增加熊形態仇恨3%/6%/9%/12%/15%(5點天賦)
重擊(Maul,熊形態擊暈的那招):增加仇恨75%
重擊(Swipe,熊形態攻擊3個目標83點傷害的那招):增加仇恨75%
微妙(Subtlety,5點天賦減治療仇恨的那個):減少治療仇恨4%/8%/12%/16%/20%
聖騎:
正義狂怒(Righteous Fury,加神聖魔法仇恨的那招):增加仇恨60%
強化正義狂怒(3點天賦):增加正義狂怒效果16%/33%/50%
聖騎的治療法術少產生仇恨50%(職業特性,不需要任何魔法或技能)
法師:
奧術精要(Arcane Subtlety,2點天賦):減少奧術攻擊性魔法仇恨20%/40%
冰霜聯結(Frost Channeling,2點天賦):減少冰霜攻擊性法術仇恨10%/20%/30%
火焰之魂(Burning Soul,2點天賦):減少火焰攻擊性法術仇恨15%/30%
牧師:
暗影共鳴(Shadow Affinity,3點天賦):減少暗影法術仇恨8%/16%/25%
Silent Resolve(5點天賦):減少法術仇恨4%/8%/12%/16%/20%
心靈震暴:仇恨加100%
術士:
惡魔大師:當帶小鬼的時候,減少仇恨4%/8%/12%/16%/20%
灼熱之痛:仇恨加100%
薩滿:
治療祝福(3點天賦):減少治療仇恨5%/10%/15%
大地沖擊(Earth Shock):仇恨加100%
賊:
任何情況下產生的仇恨減少20%(職業特性,不需要任何魔法或技能)
令怪改變目標的條件(OT):
1 嘲諷,群嘲,等。
2 處於怪近戰可以攻擊到的距離,你的仇恨高於怪當前目標10%。
3 處於怪近戰距離之外,你的仇恨高於怪當前目標30%
4 怪當前目標死亡,假死,消失,等。
5 怪當前目標處於攻擊范圍之外,例如用德的捆,捆住怪,則怪只攻擊近戰距離里仇恨最高的。
6 怪當前目標成為不合法的目標,例如,MT被控制,恐懼,被變長頸鹿,被變青蛙,或被敵對的賊鑿擊。
仇恨來源於5個渠道,任何1點仇恨都逃不出這5個渠道,他們是:
1 特殊技能產生的額外仇恨。類似術士分流之類的自我傷害技能,只要事後接受了治療也應該算是產生額外仇恨的技能。
2 傷害輸出職業產生的傷害。
3 敵方產生的傷害。
4 恢復性的技能,物品。每5秒回復x點HP,或者每5秒回復x點藍,這些效果都有仇恨。
5 戰士產生怒氣。
任何仇恨都來自這5個渠道。但存在很多影響最終仇恨值的因素。這些因素會放大和縮小仇恨,但不能產生仇恨。
想像最理想的情況:
1 傷害輸出的職業盡情地輸出而不死亡。
2 保證第1條的情況下,MT承受盡可能最小的傷害,把治療職業的治療壓力減到最低。治療職業有盡可能多的時間,藍,進行傷害輸出。
為了滿足第1點則需要不發生OT的情況,MT擁有盡量高的仇恨而不死,不被恐懼,變羊等,輸出職業擁有盡量低的仇恨。
輸出職業仇恨最小化:
1 減少仇恨的技能,物品等。
2 盡量不要使用產生額外仇恨的技能
3 盡量不要受傷害(盡量不要接受治療)
4 盡量不要使用恢復性的技能,物品。
5 盡量不要產生怒氣。
要MT不死則要求MT受到盡可能少的傷害。
MT仇恨最大化:
1 產生仇恨的額外技能,物品等。
2 盡量輸出傷害。
3 盡量承受敵方輸出的傷害。
4 盡量使用恢復性的物品
5 產生盡可能多的怒氣。
轉載自貓撲網
給我多加點分!
H. 請問下魔獸的仇恨系統是怎麼計算的 我是個新手~ 能給一份詳細而且明了的么
仇恨是根據你在一定時間內所造成的傷害和治療總量,現在的坦克是五倍仇恨,除非拉很多怪,不然OT只能說明坦克太水
I. 魔獸世界DZ怎麼控制仇恨值
這個有插件,輸出高了就停手,或者消失一下