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poe絕望詛咒光環 在 コバにゃんチャンネル Youtube 的最讚貼文
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如題這季用這個拓荒碰到個些小問題上來請教大家主要是裝備和光環詛咒串法不知道該怎 ... 我看有些人雙咒是直接用詛咒光環開衰弱+絕望我主要是用靈體撕 ... ... <看更多>
#1. 絕望- 流亡編年史, Path of Exile Wiki
絕望 :以智慧為基底的技能寶石,對目標區域降下詛咒,使目標有較少的混沌抗性和增加承受持續傷害。受詛咒的敵人被擊中時承受額外混沌傷害。 流亡者在深淵聯盟探險時,某些 ...
#2. 絕望- Despair - 技能- POE流亡黯道透視鏡 - T客邦
對目標區域降下詛咒,降低目標混沌抗性。 基礎持續時間為(8 to 11.8) 秒 +(0 to 10) 範圍半徑被詛咒的敵人(-15 to -30)% 混沌抗性. 1% 品質追加效果. 基本:精良的.
#3. 【POE】機制檢證–詛咒光環是否會吃裝備擊中咒術的額外效果 ...
像是絕望詛咒光環,是否會吃戒指擊中絕望所增加的20%效果? 結論,不吃。 擊中時使用X詛咒敵人,且增加#% 效果. Curse Enemies with X on Hit ...
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如題這季用這個拓荒碰到個些小問題上來請教大家主要是裝備和光環詛咒串法不知道該怎 ... 我看有些人雙咒是直接用詛咒光環開衰弱+絕望我主要是用靈體撕 ...
#10. 【心得】我站着就是诅咒!3.14控制超强的妖孽九诅咒光环+ ...
幽魂串在武器6L长杖上,然后抓花园的大螃蟹(可爱的蟹堡们XD). 主技能2:脆弱–导电–易燃–冻伤–元素要害–绝望. 这些诅咒串在衣服上,不用连没关系.
#11. 有个兄弟对我说,死神光环比漩涡强,是真的吗? 178
死神面板10W左右T16小怪都是见面就爆炸金怪和BOSS补下腐蚀箭配合绝望+惩击双诅咒基本2秒死血量多的比如T19和希鲁斯腐蚀箭150W面板也是坚持不了10秒.
#12. [情報] 3.20 詛咒改動- 看板PathofExile - 批踢踢實業坊
我們想增加自施咒術的誘因,當初厄運系統便是現在則是詛咒光環輔助跟咒術 ... 一些擊中詛咒的裝備,玩家比較偏好擊中脆弱跟擊中絕望(似乎是因為1等CP ...
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#14. 【POE】3.13 初見A9賽勒斯元素使魔像完全體Elementalist ...
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poe絕望詛咒光環 在 [情報] 3.20 詛咒改動- 看板PathofExile - 批踢踢實業坊 的推薦與評價
https://www.pathofexile.com/forum/view-thread/3323432
TLDR:
1.隱藏的怪物對詛咒的懲罰已被移除。
(應該是指黃怪橘怪減免,然後宅爸賽勒斯還減免更多那個)
2.咒術現在對獨特的怪物更強,對後期頭目的強度至少是原來的兩倍
但對普通怪物的抵抗力較弱。
3.Doom(厄運) 機制已被移除,以簡化咒術系統。與厄運相關的所有內容都經過重新設計
,因此可以與以前相提並論。
4.秘術師已經昇華調整
5.虛弱和時間鎖鏈buff。
6.為了配合上述更改,一些不太容易獲得的詛咒效果來源已被移除。
這會導致有使用咒術相關的build被nerf。
7.咒術技能已經重新平衡,目的是確保與自動詛咒相比,自施詛咒仍有誘因。
8.一堆與咒術相關的傳奇裝buff,並重新設計了之前與 Doom 互動的傳奇裝。
9.我們還添加了一些與咒術交互的強大的新傳奇裝。
正題 :
Hex Strength Against Different Monster Tiers
Currently, Hex Builds are at their weakest against monsters where they matter
the most and at their strongest where they matter the least. This is partly
because Hexes have hidden penalties which reduce their effectiveness when
fighting unique monsters and pinnacle bosses (currently 33% and 66%
respectively).
It's normal for these monsters to have various hidden penalties, as noting
every single one would create a lot of clutter in their mod descriptions.
Players can reasonably expect these monsters to be more difficult to fight,
so in general, showing the entire list of penalties is not very necessary.
However, the penalty against Hexes is an outlier because it's much more
significant compared to other hidden penalties.
Because it is so substantial while also being hidden from players, it is
unlikely to be compensated for during build creation and creates a notable
disadvantage for Hex builds
We have removed both of these penalties so that Hexes will be consistently
effective against all monsters in the game.
現有機制咒術在最需要的敵人面前最弱,不需要的敵人面前最強
(你才知道)
然後不顯示的原因是他們原本認為地圖詞越來越多的情況下,沒必要再多秀詛咒減免
但現在他們發現這減免似乎頗重要的
(你發現啦)
所以 GGG 決定,移除黃怪橘怪詛咒減免
(欸!?)
The Doom Mechanic
Another issue that we feel undermines Hex builds is the Doom mechanic. We
designed Doom with the goal of making self-cast Hexes more effective than
other more trivial applications of Hexes, such as the Blasphemy and Hextouch
Support gems. The Doom mechanic was somewhat successful in its goal, but came
at the cost of adding a lot of complexity to Hex-related mechanics.
We are removing the Doom mechanic and as a consequence will be making several
other changes to mechanics that previously interacted with Doom. For example,
all stats that reference Doom have been replaced with other curse-themed
stats.
Hexblast has had its skill mechanics and damage adjusted to account for the
loss of Doom's scaling. Impending Doom has also had its base damage roughly
doubled to compensate for this loss. We have replaced the Doomsday keystone
with a new Hex-themed keystone.
我們認為厄運機制反而破壞了咒術架構
他把咒術搞得太複雜了
所以我們直接移除厄運,所有會用到厄運的道具都會調整
咒術枯萎調整機制與傷害好配合沒了厄運的現在
末日厄運輔助的傷害也調整了約二倍來彌補沒有厄運的情況
末日關鍵天賦會有新的咒術相關關鍵天賦來取代他
Curse-Related Uniques
We've buffed a bunch of Hex-related unique items and have reworked unique
items that previously interacted with Doom such as the Fated End unique ring.
We've also added some powerful new unique items that interact with Hexes.
This new ring lets you scale your curse limit in a completely different way,
by tying it to your power charge count. Or you can simply not scale it and
put this on to apply 3 curses!
Here is an example of one of the rebalanced curse uniques. The Reservation
Efficiency mod has been buffed from 20% to 30%, and the level of socketed
curse gems has gone up from +1 to +2.
新戒指
+37智慧
13%施放速度
當你施放詛咒技能時16%機率獲得一個暴擊球
你的詛咒上限等於你的最大暴擊球數量
(拿球用的是curse,應該印記也算)
(自帶+最大藍球的聖宗秘術刺客表示開心)
異教面紗
+2插槽上的詛咒寶石
插槽上寶石被22等詛咒光環輔助
插槽中詛咒寶石增加 30% 保留效用
+103%閃避與ES
+46ES
Ensuring Self-Cast is Powerful
In most cases, systems that facilitate somewhat automated gameplay, like
Hextouch applying Hexes automatically, should either come at a much higher
cost or be less effective. In some cases, both are needed to counterbalance
the significant upside of automation. Otherwise, the option to automate will
always be the obvious choice and eclipse other more interactive gameplay
styles. The Doom mechanic was aimed at fulfilling this function for Hexes,
and is being replaced by alternative, simpler solutions.
We have added penalties to both Blasphemy and Hextouch Supports which grant
less curse effect at all gem levels. Additionally, item mods that inflict a
specific Hex no longer do so with increased effect. This includes items where
the Hex is meant to be a downside on the player, such as Coward's Chains,
Coward's Legacy or Soul Mantle.
我們想增加自施咒術的誘因,當初厄運系統便是
現在則是詛咒光環輔助跟咒術降臨輔助新增了懲罰
他們將會減少詛咒效果
另外,造成特定咒術的裝備將不再增加詛咒效果
例如懦夫的鎖鏈,懦夫的遺產,祖靈之約
(果然砍......欸!?)
Hex Skill Gem Scaling
Different Hex types are not evenly balanced when applied via Hex-on-hit
modifiers. Some Hexes like Vulnerability and Despair are much more powerful
than others. This is because Hex-on-hit modifiers apply a Hex equivalent to
the level 1 version of the Hex skill gem. Some Hexes are very strong at Level
1, relative to their Level 20 power, because they scale in a more gradual way
with gem level. This means that in some cases, using Hex-on-hit is too
powerful alongside its benefit of also applying Hexes automatically.
We are stabilising the gem scaling rates of Hexes. In general, they should be
twice as powerful at gem level 20 than they are at gem level 1.
一些擊中詛咒的裝備,玩家比較偏好擊中脆弱跟擊中絕望
(似乎是因為1等CP值比較高? 中間1等跟20等那段看不太懂)
所以我們決定調整咒術的數值,讓大部分咒術20等時數值是1等的2倍
Scaling Curse Effect
We feel that there are currently too many sources of Curse Effect available.
This has created a large power gap between players that have no investment in
Curses and those that have heavy investment into Curses, which has
continually caused us to have the baseline effect of curses to be lower than
we'd like.
We are regulating the number of sources of Curse Effect throughout the game.
This will also rein in the power of players building Curse Support
characters. These changes have been focused on less-accessible sources of
Curse Effect, such as Eldritch Implicits on helmets, rather than accessible
sources like the Passive Skill Tree. The curse effect notables on cluster
jewels have been replaced with other appropriate ones. For example, the one
that used to grant Flammability effect now allows your Flammability Hex to
apply to hexproof enemies and also causes your ignites on cursed enemies to
deal damage faster.
我們認為遊戲中增加詛咒效果的來源太多了,所以會進行調整
主要是修改一些原本就不太容易獲得的來源而不是改天賦樹
像紅藍王上綴的頭盔之類
另外,星團珠寶上有關詛咒的天賦會調整
例如,原本增加易燃效果的會改成
你的易燃在無咒的敵人上仍有效果且你的點燃在被詛咒的敵人上會加速
The Occultist Ascendancy Class
We have removed the '15% increased Effect of your Curses' and 'Enemies you
Curse have Malediction' stats from the Malediction notable in the Occultist's
Ascendancy. The 'Your Hexes can affect Hexproof Enemies' stat has been moved
from Profane Bloom to the Malediction notable. We will be renaming this
notable passive as it no longer causes you to apply Malediction to enemies
you Curse.
Due to the significant increase in the power of hexes against tougher
monsters, the effects of this notable are still very strong, as the removal
of the hex penalty cannot be understated. The massive buff to hexes
especially applies to Occultists because they have access to more Hexes than
other Ascendancies.
The curse effect removed from the notable previously known as Malediction has
been moved to the passive skill tree, where it's available for everyone. This
is important, because while the Occultist is still the strongest overall
Ascendancy for someone who wants to specialise in applying many hexes, it's
not mandatory to play for someone who merely wants to apply really strong
hexes.
秘術家
昇華天賦 惡語術 的 詛咒效果+15% 跟被你詛咒的敵人有惡語術移除
你的咒術可以影響無咒的敵人 把他從 穢言亡語 移到 惡語術 上
惡語術會改名
(穢言亡語會只剩下擊殺詛咒敵人爆炸,但數值不變的話應該還是最強爆炸)
(詛咒昇華變成 +1咒跟無視無咒一組 , 擊殺爆炸一組 , 功能分家)
這改動是配合移除咒術懲罰
詛咒效果+15%會移到天賦樹上
Temporal Chains and Enfeeble
The current balance of Enfeeble and Temporal Chains makes them exceedingly
strong against normal and magic monsters while being relatively ineffective
against pinnacle bosses. For example, a level 20 Temporal Chains gem
currently reduces a Pinnacle Boss' action speed by just 4%. You can get more
than twice as much action speed reduction using any skill that chills. This
is another case of Hexes being weakest where they matter most and strongest
where they matter least.
Because of the changes to Curse Effect, we're now able to make Temporal
Chains and Enfeeble strong defensive options without requiring large
investment into Curse Effect. In addition to changes to their overall gem
levels and scaling, we are also planning to increase the "Cursed Rare and
Unique Enemies have x% less Action Speed" modifier on Temporal Chains as well
as increasing the "Cursed Rare and Unique Enemies deal x% less Damage"
modifier on Enfeeble.
上面那些改動,會讓衰弱跟時間鎖鏈強很多
而不是20等時空鎖鏈只能讓宅爸行動速度減少4%
(詐欺都比你強(?))
除了所有詛咒都會調整能力外
預計時空鎖鏈會多一條 被詛咒的黃怪橘怪有 x% 更少行動速度
衰弱則是多一條 被詛咒的黃怪橘怪造成 x% 更少傷害
Vulnerability and Despair
While working on the updates outlined above, we took the opportunity to make
some stat changes to Vulnerability and Despair to help make these gems
cleaner. They are now more focussed on making enemies vulnerable to Physical
and Chaos damage in ways that are generically useful for any build dealing
primarily Physical or Chaos damage. We will confirm the specifics of these
changes in the 3.20 expansion patch notes.
脆弱跟絕望會調整
他們會更專注於任何物理傷害以及任何混沌傷害
詳情等3.20 的 patch note
(應該是打算把絕望的持續傷移走只留混沌持續吧)
Hexblast
Hexblast has had its skill mechanics and damage adjusted to account for the
loss of Doom's scaling. Broadly speaking, it does less damage at the very top
end of gameplay but getting it to a fairly decent level of damage is easier
than before. It now removes a random Hex from an enemy and will deal more
damage with hits and ailments if a Hex was removed in this way. Its damage is
also more consistent because you no longer need to wait for Doom to build up.
咒術枯萎
調整傷害以彌補沒有厄運的問題
大致上來說,天花板拉低但地板提高,讓傷害更穩定
它現在從敵人身上移除一個隨機咒術,如果以這種方式移除一個咒術
它會造成更多的擊中和異常狀態傷害。
你不用在那邊等厄運了
Conclusion
In general, Hexes will be stronger against tough monsters and weaker against
lesser monsters. We've removed Doom in order to simplify how Hexes work,
introduced penalties to automated Hex application methods to keep them from
outclassing self-casting, and made several other balance changes as a
consequence of these overall changes.
Please note that the above plans are still subject to change in the lead up
to the launch of The Forbidden Sanctum expansion. We'll reveal the specifics
of these changes in the patch notes.
結論
一般來說,咒術打強怪變強,打白怪變弱
厄運系統移除
自動詛咒相關加入懲罰
當然我們隨時有可能會再改
.......這次有夠多
--
※ 發信站: 批踢踢實業坊(ptt.cc), 來自: 220.130.208.154 (臺灣)
※ 文章網址: https://www.ptt.cc/bbs/PathofExile/M.1669601414.A.AF5.html
※ 編輯: steven70101 (220.130.208.154 臺灣), 11/28/2022 10:13:27
只是說惡語術上的增加詛咒效果這條會下放到天賦術啦
惡語整個下放也太強XD
但是Uber賽勒斯行動速度-75%聽起來就很香....你再跑啊
其實就是表示詛咒基本效果一定全面調低
但至少不會砍超過橘怪的66% less吧(大概)
大概率是數值都直接少一半吧
例如
導電從 -25 ~ -44(橘怪66減免變成 -8 ~ 14) 電抗
變成
-12 ~ -24 之類的
(以上都是個人看文章的通靈)
這樣才符合對白怪變弱,對橘怪變強
詛咒光環之後也會自帶減詛咒效果
然後之前德瑞柱子的立即施放也被拔了
暗砍啥的你也只能等到3.20真的上了才會知道XD
至少肯放出利多而不是3.15那種開場直接說我們要大縮水好了
看樣子有競爭對手還是好事,希望他們能多玩點火炬惡月當觀摩依據
懦夫跟圖騰衣的欸其實是意外他們居然是buff
文章中提到的這3件裝備的詛咒其實都是副作用,都是把詛咒扔在你身上的
所以拔掉詛咒效果反而是減少副作用
再加上他們說的詛咒改動後對白怪會變弱
其實就是暗示數值會全面砍
圖騰衣全詛咒都會給你就算了,乖乖設法抵銷掉
懦夫腰或許可以硬吃1等脆弱?
他們都說對白怪效果反而會變低了
但是懲罰移除表示至少在橘怪上比以前有用了
反正砍半也是buff。
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