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基于迪希雅的楓丹體系個人推測

2023-01-24 22:37 作者:冰箱里的灰燼使者  | 我要投稿
{"ops":[{"insert":"由于某論壇最近堵嘴和抬杠現(xiàn)象異常泛濫,所以把原帖移到了b站。目前論壇風氣是只要罵迪希雅設計弱,就是正確的而不用負任何責任;猜測未來迪希雅強度高的,就會被人罵無中生有而且不接受任何反駁。\n"},{"attributes":{"background":"#fff9e4","color":"#323232"},"insert":"本人迪廚,迪寄論支持者,以下只基于迪希雅割裂的技能設計對楓丹新體系和玩法做一些個人的猜想。歡迎秋后清算。"},{"insert":"\n\n"},{"attributes":{"background":"#fff9e4","color":"#323232"},"insert":"直接上推測的結論"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"background":"#fff9e4","color":"#323232"},"insert":"1.楓丹以承傷為主,轉(zhuǎn)換成輸出"},{"insert":"\n"},{"attributes":{"background":"#fff9e4","color":"#323232"},"insert":"2."},{"attributes":{"background":"#fff9e4","color":"#f85a54","bold":true},"insert":"迪希雅賽道在于提高隊伍承傷次數(shù),高頻承傷,完全不需要去打燃燒、蒸發(fā)和拼直傷"},{"insert":"\n"},{"attributes":{"background":"#fff9e4","color":"#323232"},"insert":"0命機制基本完全,2+1提高生存輸出能力(但是數(shù)值真的很爛)"},{"insert":"\n"},{"attributes":{"background":"#fff9e4","color":"#323232"},"insert":"3.召喚物受到的傷害由前臺承擔,從而提高承傷次數(shù),同時兼顧隊伍輸出"},{"insert":"\n"},{"attributes":{"background":"#fff9e4","color":"#323232"},"insert":"4.承傷排斥護盾,而巖輔能引入護盾"},{"insert":"\n"},{"attributes":{"background":"#fff9e4","color":"#323232"},"insert":"5.減傷、抗性、免控作用變高,主詞條可能會主推生命副推防御"},{"insert":"\n\n"},{"attributes":{"background":"#fff9e4","color":"#323232","bold":true},"insert":"3.0生存輔助???"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"background":"#fff9e4","color":"#323232"},"insert":"目前最主流的猜測是迪希雅的承傷減傷機制是楓丹的生存位玩法。"},{"insert":"\n"},{"attributes":{"background":"#fff9e4","color":"#323232"},"insert":"為了減少各個隊伍對盾奶的綁定,采用承傷轉(zhuǎn)傷、承傷增傷的輸出機制能很巧妙的避開對盾奶生存機制的需求,一定程度上限制老生存輔在新體系的價值。"},{"insert":"\n"},{"attributes":{"background":"#fff9e4","color":"#323232"},"insert":"一方面,通過增加受到的傷害讓奶量跟不上,加強了減傷、抗性對生存的作用。另一方面,使護盾不計入承傷,無法獲得承傷帶來的增益,也提高了免控的價值。于是承傷也就成為了新體系的生存方式。"},{"insert":"\n"},{"attributes":{"background":"#fff9e4","color":"#323232"},"insert":"可以進一步推測,楓丹的主流玩法就是“承傷轉(zhuǎn)傷”,而楓丹水神芙芙的輔助作用很可能是通過機制把"},{"attributes":{"background":"#fff9e4","color":"#f85a54"},"insert":"受到的傷害按倍率進行返還,或者是受到傷害后為隊伍帶來強力的buff"},{"attributes":{"background":"#fff9e4","color":"#323232"},"insert":"。"},{"insert":"\n\n"},{"attributes":{"background":"#fff9e4","color":"#323232"},"insert":"輸出機制???召喚物?"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"background":"#fff9e4","color":"#323232"},"insert":"受到的傷害如何轉(zhuǎn)變?yōu)檩敵龅膫??一種方式是將原始承傷數(shù)值按照一定倍率進行返還,另一種可能的方式是通過對承傷次數(shù)計數(shù)并按照角色自身攻擊力進行返還。"},{"insert":"\n"},{"attributes":{"background":"#fff9e4","color":"#00aeec","bold":true},"insert":"如何增加隊伍受到的傷害或傷害次數(shù)?"},{"attributes":{"background":"#fff9e4","color":"#323232"},"insert":"Lz有以下幾種猜測:"},{"insert":"\n"},{"attributes":{"background":"#fff9e4","color":"#323232"},"insert":"1.利用"},{"attributes":{"background":"#fff9e4","color":"#f85a54"},"insert":"嘲諷機制"},{"attributes":{"background":"#fff9e4","color":"#323232"},"insert":",嘲諷怪物后增加它們的攻擊頻率。這條路的概率不高。"},{"insert":"\n"},{"attributes":{"background":"#fff9e4","color":"#323232"},"insert":"2.一部分"},{"attributes":{"background":"#fff9e4","color":"#f85a54"},"insert":"后臺角色為前臺角色承傷"},{"attributes":{"background":"#fff9e4","color":"#323232"},"insert":",比如迪希雅的元素戰(zhàn)技。通過部分傷害的轉(zhuǎn)移,使一人受傷變?yōu)閳F隊受傷從而增加隊伍受到傷害的次數(shù),提高隊伍的"},{"attributes":{"background":"#fff9e4","color":"#323232","bold":true},"insert":"受傷次數(shù)和頻率"},{"attributes":{"background":"#fff9e4","color":"#323232"},"insert":",并加倍轉(zhuǎn)化為輸出傷害。"},{"insert":"\n"},{"attributes":{"background":"#fff9e4","color":"#18191c","bold":true},"insert":"策劃意圖其實一直很清楚,可以白給減傷和回奶,但是迪希雅必須要扣血。"},{"insert":"\n"},{"attributes":{"background":"#fff9e4","color":"#323232"},"insert":"3.還有一種方法,"},{"attributes":{"background":"#fff9e4","color":"#f85a54"},"insert":"召喚物"},{"attributes":{"background":"#fff9e4","color":"#323232"},"insert":"。類似林尼特的木偶,召喚召喚物之后,將召喚物受到的傷害轉(zhuǎn)移到角色本體上。怪物和Boss的aoe技能就回按照兩次的數(shù)字來進行承傷,最終的作用和機制2類似,提高了承傷次數(shù)并轉(zhuǎn)為輸出傷害。"},{"insert":"\n"},{"attributes":{"background":"#fff9e4","color":"#323232"},"insert":"當然,如果前臺血量不夠硬,或者缺乏減傷機制,那么召喚物導致的數(shù)倍的傷害會瞬秒前臺的角色,這也進一步加大了奶的難度提高了減傷的價值。"},{"insert":"\n\n"},{"attributes":{"background":"#fff9e4","color":"#ffb027"},"insert":"楓丹主詞條???巖輔?"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"background":"#fff9e4","color":"#323232"},"insert":"之前Lz發(fā)過一個帖子問楓丹的玩法,大部分兄弟認為會主推生命詞條。用厚血條來承傷無疑是正確的。Lz還給出另一個猜測:"},{"attributes":{"background":"#fff9e4","color":"#ffb027"},"insert":"防御"},{"attributes":{"background":"#fff9e4","color":"#323232"},"insert":"。"},{"insert":"\n"},{"attributes":{"background":"#fff9e4","color":"#323232"},"insert":"根據(jù)爆料,楓丹將烏克蘭國旗拆為兩半,分為藍黃陣營,且有新的泛用巖輔,可以推測黃色陣營與巖元素有一定的關系。防御也是承傷的一種手段,巖系的高防有巨大作用,完全可以嘗試脫離護盾生存。承傷轉(zhuǎn)傷對于巖系來說是不難實現(xiàn)的。"},{"insert":"\n"},{"attributes":{"background":"#fff9e4","color":"#323232"},"insert":"但是巖系的結晶盾會使承傷出現(xiàn)矛盾,可以猜測"},{"attributes":{"background":"#fff9e4","color":"#323232","bold":true},"insert":"新的泛用巖輔可能有將護盾數(shù)值計入承傷的機制"},{"attributes":{"background":"#fff9e4","color":"#323232"},"insert":",從而讓各元素盾輔能夠進入新體系。一方面可以解放巖隊對盾的需求,另一方面結晶盾輔也有效地能使巖隊擺脫目前的自個玩兒現(xiàn)狀。很明顯巖系想要擺脫孤兒身份就只能嘗試從巖盾的舒適區(qū)走出來,嘗試和別的元素組成新的體系,削弱鐘離的價值是必要的。當然,撕卡是不可能的情況,只是鐘離對于新體系相當于白占一個隊伍格子。"},{"insert":"\n\n"},{"attributes":{"background":"#fff9e4","color":"#323232","bold":true},"insert":"至此,楓丹體系基本可以實現(xiàn)自我閉環(huán),既能一定程度避免了盾奶輔一路玩到關服,也能抬一手弱勢元素、利用起廢棄詞條,一定程度實現(xiàn)環(huán)境的平衡和多元。同時,承傷轉(zhuǎn)傷的玩法在輸出難度上也不會太高,主詞條生命和防御在畢業(yè)難度上也比精通降低很多。"},{"insert":"\n"},{"attributes":{"background":"#fff9e4","color":"#323232"},"insert":"回到迪希雅的定位問題,我認為她不是完全的生存輔助,而是提供了必要機制的輔C。"},{"attributes":{"background":"#fff9e4","color":"#323232","bold":true},"insert":"屬于和盾奶完全不同的賽道,也沒有上位和撕卡一說,只是弱化了盾奶在新體系的需求。"},{"insert":"\n\n"},{"attributes":{"background":"#fff9e4","color":"#323232"},"insert":"純屬個人對于機制的娛樂猜測,沒有抬貶角色的意思。還有將近7個月才能來到楓丹庭,一切變數(shù)皆有可能。"},{"insert":"\n"}]}

基于迪希雅的楓丹體系個人推測的評論 (共 條)

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