魔獸怎麼找仇人插件
『壹』 魔獸世界裡,我的大腳里的仇恨插件隱藏了。怎麼弄出來
打開大腳頁面(按ESC頭一個或小地圖旁邊的大腳標志),裡面有很多分類,在團隊工具分類里,有一個
仇恨插件(omen3),打鉤後重載即可~~~~~
『貳』 魔獸世界 插件 仇恨統計欄消失 求助
有,KLHThreatMeter安裝好這個插件以後,進入游戲,屏幕上將會有2個可拖動的窗口。
一個是你個人技能造成的仇恨統計另外一個是你所在團隊裡面,所有安裝了這個插件的人仇恨列表,還有一個紅色的獲得Aggr的條是指你需要獲得怪物仇恨所要達到的值也是提高dps的利器,對於整個團隊而言更是提高farm效率的一個好攻擊。
有些bss會有守衛,對於守衛的傷害如果都統計進來的話仇恨就會不正確,比如黑龍MM的小龍,MCBss1的2小弟等情況。
故事背景(黑石之禍)
經歷了天災入侵的艾澤拉斯大陸滿目瘡痍,費伍德森林變成了一片死地,提瑞斯法林地游盪者那些早已死去卻又一次站起的腐朽身軀,夜色鎮終日濃霧彌漫,希利蘇斯的沙漠中暗流涌動,洛丹倫王國覆滅,伊利丹背叛暗夜精靈被流放外域。
阿爾薩斯這個曾經的王子終於登上了冰封王座,成為了坐鎮諾森德的新巫妖王,似乎戰爭暫時平息,因為戰爭部落和聯盟達成的那些脆弱的協議似乎已經逐漸被人遺忘。
『叄』 求魔獸血條仇恨插件
很多插件都有在血條上顯示仇恨的功能,這個視頻里的是Pitbull 4,還有Xperl也不錯,下載地址ht t p://w w w.w o w ui.me/ui /inte rf ace/6 61.html,去掉網址中的空格。不過我感覺這樣的統計仇恨不是很准,還是用OMEN比較好
『肆』 魔獸世界大腳插件仇恨指示器沒有了
右上角小地圖周圍有一堆小圈圈 找個有楓葉的小圈圈 點擊 就能把仇恨插件開開了 或者說你把仇恨插件大小弄到最小了,仔細找找你是不是已經開開了因為你弄到最小而沒有注意到
『伍』 魔獸世界大腳插件的仇恨監視在哪怎麼現實二十五個人的仇恨
在大腳界面->團隊助手->選擇OMEN,然後在畫面上就可以顯示仇恨條了 我就不明白,你要25人的仇恨做什麼,仇恨是按高到低排列的,只用看到前5人的仇恨就可以了後面的根本就沒有必要去看,他們壓根就不會OT
『陸』 魔獸世界中有什麼可以監視仇恨的插件
大腳好象沒仇恨度的條吧 ?
晚上再仔細看看去
提供點關於仇恨的理解,原文NGA上面,已經有很多人證實,對戰士很有幫助的。
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(aggro: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。
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更多內容nga.com
『柒』 魔獸世界大腳插件的仇恨列表怎麼拉出來我看插件里沒有啊
仇恨列表要在進團隊的時候才會出來.平時是隱藏的.
『捌』 我的魔獸世界仇恨插件沒出來。。怎麼樣才能調出來
確定你的插件目錄下有OMEN而且沒有禁用插件
在聊天欄中輸入/omen toggle
『玖』 魔獸世界打PVP喊集火 還有顯示敵對職業的插件怎麼弄啊 我總是挑不出來 誰幫幫我啊
battleground target ,插件弄好,進界面右邊的插件把他跳調出來。
弄好插件要設置一下才可以顯示的。估計你沒設置好
首先要先下載battleground target 。然後復制到魔獸插件文件夾,然後更新下插件(如果你用了魔盒之類的)然後esc,進界面,進右邊的插件,點插件設置顯示、位置等,然後就出來了
『拾』 魔獸世界 精靈插件 仇恨統計器 和DPS 怎麼打開
OMEN一般直接是地圖的那圈上直接可以點擊,傷害統計在插件管理里。
游戲中點擊WOWSHELL的插件圖標,找到OMEN和DPS統計這些項目, 打開設置,裡面有選項「當....時顯示」 選擇你所需要的條件。
我一般是直接讓它不顯示,需要的時候, 手動把他們點出來。