能slow怪物的属性有:
1. Slow Target XX%、Clay Golem的Slow%
2. Cold Damage
3. Holy Freeze (aura)
4. Decrepify (curse)
不同属性的效果可累加,相同者则会互盖。
slow加起来的%数并「不」就等于怪实际被slow多少%(较少许多),详见
而 Cold Damage、Holy Freeze 的slow效果又受到怪物 coldeffect 数值的影响:
coldeffect:
大部份怪的数值为:-50/-40/-33(或接近此数值)(敌方)(Normal/NM/Hell)
-50/-50/-50(我方)
coldeffect = -1 ~ -100
Cold Damage:chilling 的slow效果(50%) * 1% ~ 100%
Holy Freeze:aura 的slow效果(视等级) * 1% ~ 100%
coldeffect = 0
Cold Damage:无法 chilling / freeze
Holy Freeze:无法 chilling / aura 的 cold damage 无效
coldeffect > 0
Cold Damage:加快怪物速度
Holy Freeze:无法 chilling / aura 的 cold damage 无效
注:coldeffect > 0 的怪物:目前只有一只: Hell Act-5 的 FrozenHorror
coldeffect = 0 的怪物
参考资料:
monstats.txt
chill 及 freeze 的作用机制
Chill:
效果:敌方速度减50%。
效果受敌方的cold effect影响,实际减速要再乘以对方的cold effect(百分比)值。若敌人cold effect为0 ~ -100,减速的效果为0% ~ 100%;若敌人cold effect为正值,则速度反变快。
时间:恶梦:1/2 地狱:1/4
物品的 Chill duration:
chill duration 效果受敌人cold res影响,实际时间要再乘以敌人的cold res(百分比):cold res >= 100,持续时间为零;cold res < 0,持续时间延长。
Freeze:
效果:冻结目标
机率:技能为百分之百。若为物品所附,则攻击时冻结目标的机率为:
50 + (AL + (B*4) - DL) * 5
AL = attacker level
DL = defender level
B = freeze bonus from item (default is 1)
if it's ranged, the AL has a -6 penalty.
if it's ranged, the chance is divided by 3
时间:恶梦:1/2 地狱:1/4
算法1:http://www.battle.net/diablo2exp/items/magic.shtml
Freeze length = (Chance - Roll) * 2 + 25 frames
with a minimum length of 25 frames (1 second) and a maximum length of 250 frames (10 seconds)
roll=RND(100) for a range of 0 to 99
算法2:http://www.theamazonbasin.com/d2/fo...showtopic=49527
Step 1: determine chance to freeze %:
melee: % Chance to Freeze = 50 + (alvl + (FreezeBonus x 4) - dlvl) x 5
ranged: % Chance to Freeze = (50 + (alvl-6 + (FreezeBonus x 4) - dlvl) x 5)/3
Step 2: Roll against chance to freeze.
Step 3: If freeze, then
Max base freeze length = (% Chance to Freeze - Roll) × 2 + 25 frames
Step 4: Apply a cap of 10 seconds (250 frames) to result from Step 3.
Set Min base freeze length = 25 frames (1 sec).
Step 5: Apply difficulty level modifiers to results from Step 4.
normal: multiply by 1
nightmare: multiply by 1/2
hell: multiply by 1/4
Step 6: Obtain final max freeze length and final min freeze length by multiplying modified base freeze lengths from Steps 5 by (1 - target's cold resistance).
Step 7: Randomly select number between final min freeze length and final max from Step 6 (uniform distribution). This is the duration that the target will be frozen.
freeze length 效果受敌人cold res影响,实际时间要再乘以敌人的cold res(百分比):cold res >= 100,持续时间为零;cold res < 0,持续时间延长。
通常,champions、uniques、bosses及一些特别的怪物只会被chill而不会被freeze
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