【邊獄巴士公司】3月7日系統(tǒng)公告(戰(zhàn)斗調(diào)整)——個(gè)人翻譯
[Planned Combat Adjustments]
[計(jì)劃中的戰(zhàn)斗調(diào)整]
1.Resonance-based Offense & Defense Level Boost
- Sin Resonance will now boost the Offense/Defense Level as well.? ?(Offense Level boost applies to Attack/Counter skills, while Defense Level applies to Guard/Evade skills.)
- Absolute Resonance applies the highest level of the boost to allresonating skills in the chain.
? 基于共鳴的攻防等級(jí)提升
- 罪惡共振現(xiàn)在也會(huì)提高進(jìn)攻/防御等級(jí)。(攻擊等級(jí)提升適用于攻擊/反擊技能,而防御等級(jí)提升適用于防守/逃避技能。)
- 絕對(duì)共振對(duì)鏈條中的所有共振技能施加最高等級(jí)的提升。
2.Defense Skill Changes
- Using defense skills in regular combat will no longer skip the unit'saction.
- Defense skills will be able to redirect enemy skills in Abnormalitybattles.
- Guard and Evade skills will activate when the unit is about to beattacked by a skill that would otherwise result in a Clash if they werenot defending, rather than any attack.
- Counter skills maintain the same activation conditions.
? 防御技能變化
- 在常規(guī)戰(zhàn)斗中使用防御技能不再會(huì)跳過(guò)單位的行動(dòng)。
- 防御技能可以在非正常戰(zhàn)斗中重定向敵人的技能。
- 守衛(wèi)和閃避技能會(huì)在單位被攻擊時(shí)激活,如果單位沒(méi)有被攻擊,這個(gè)技能會(huì)導(dǎo)致沖突。
- 反擊技能保持相同的激活條件。
3.Guard and Evade skills are now affected by character growth. - Defense skills (outside of Counter) are affected by the DefenseLevel.
- When using a Guard or Evade skill, its Power may increase ordecrease based on the difference between the attacking skil'sOffense Level and the defending skil's Defense Level.
? 防守和躲避技能現(xiàn)在受角色成長(zhǎng)影響。-防御技能(反擊之外)受防御等級(jí)影響。
- 當(dāng)使用防守或躲避技能時(shí),其威力會(huì)根據(jù)攻擊技能的“攻擊等級(jí)”和防御技能的“防御等級(jí)”的差異而增加或減少。
4.Changes to Stagger
- The turn-based action slot additions on the Dashboard willprioritize non-Staggered units.
- There will be adjustments to the Stagger Thresholds of certainldentities based on their intended roles and traits.
? (e.g.Tankers and Damage Sponges will have fewer thresholds. Offense-oriented characters may see little change to their StaggerThresholds.)
4.蹣跚的改變
- 儀表板上增加的回合制行動(dòng)槽會(huì)優(yōu)先考慮非蹣跚單位。
- 某些實(shí)體的蹣跚閾值將根據(jù)其預(yù)期的角色和特征進(jìn)行調(diào)整。
? (例如e.g.Tankers和Damage Sponges將有更少的閾值。面向攻擊的角色可能會(huì)看到他們的蹣跚閾值的變化很小。)
5.Clashes will further boost the final damage.
- 1%->3% damage boost per Clash.
? 交鋒會(huì)進(jìn)一步提高最終傷害。
- 1%->每次交鋒增加3%傷害
6.When a status effect that occurs next turn is first applied, theadded Potency and Count will now be maintained after the effect isapplied additional times.
? The listed adjustments are under development and are subject tochange during our internal testing.
? We will notify you of the finalized adjustments in a futureannouncement around the time of the update.
? 當(dāng)下一回合出現(xiàn)的狀態(tài)效果第一次被應(yīng)用時(shí),添加的效力和計(jì)數(shù)將在該效果被應(yīng)用多次后保持。
? 所列的調(diào)整正在開發(fā)中,可能會(huì)在我們的內(nèi)部測(cè)試中發(fā)生變化。
? 我們將在更新前后在未來(lái)的公告中通知您最終的調(diào)整。