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4. Court alchemists have proven their research useful on inventing new revolutionary methods of enchanting. As of now, each armorer can set modifications for up to 20% elemental magic shield, 2% per Guild branch level. Every masterpiece of Jewellery will improve items for up to 20% magical damage, as well as grant 10% piercing through the counter-element (Earth pierces through Air, Fire through Water and vice versa), being 2% of damage and 1% of piercing per Guild branch level. The alchemists have gracefully agreed to make the already existing enchantments sustain the necessary improvements. In order to get new parameters in action, Lords are supposed to re-equip their armor and accessories. 宫廷炼金术师已研发出一套革新的附魔方法。现在军械士可以嵌入最高20%的元素护盾 (每技能等级2%)。而珠宝可强化最高20%的魔法伤害和相克属性10%的魔法穿透(地vs风 、火vs水,每技能等级2%伤害/1%穿透)。炼金术师们同意现存的附魔装备可以获得必要 的改善,领主必须重新装备他们盔甲和配件以使新的属性生效。 5. The Empress's new educational reform decree has caused a lot of talks amongst the wise wizards of the Empire. It is generally believed that the changes have been made first and foremost to stimulate Lords to win every combat they take part in. 女皇的教育改革法令引起帝国睿智的巫师们广大的讨论。人们普遍相信,新的政令首要 的目的,是为了鼓励领主尽力赢得每一场他们所参与的战斗。 a) Duels and group battles: The victorious party receives 130% the normal faction skill points and still the normal amount of experience, the defeated party receives 30% of experience and 70% of skill points earned through fight. 单挑、团战: 优胜者队伍可获得130%职业技能值和100%经验值; 被击败的队伍仅有 70%职业技能值和 30%经验值。 b) Every One For Oneself and Blindfold battles: The first Lord out gets 30% experience, 50% skill; second one - 40% exp, 80% skill; last but one - 50% exp, 120% skill; last man standing gets 100% exp and 150% skill points earned through fight. 大乱斗: 最先出局者获得30%经验值/ 50%技能值;第二位出局获得40%经验值/ 80%技能值。 第三位出局获得50%经验值/120%技能值;优胜者获得 100%经验值/150%技能值。 c) Battles against AI: Victory gains have not changed. Defeats grant 30% of experience earned, while the skill gained can be calculated by the following formula: Skill = ([earned exp])/([character lvl]*1000), never bigger than 0.5. For instance, a Lord of combat level 10 would have to earn 5000 exp in order to gain 0.5 skill, but, given his or her defeat, will only gain 1500 exp and 0.5 skill points. This measure has been taken to limit players that intentionally lose AI combats in pursuit of skill points. 对抗中立生物: 胜利可获得奖励并无改变。失败仍然可获得30%经验值,获得技能值将以下列公式计算 :技能值 = [获得经验值]/([角色等级]*1000),最高不超过0.5。举例来说,一位战斗 等级10的领主至少必须在战斗中击败经验值总量5000的部队,才会有0.5技能值,而因为 战斗失败,将只得到1500经验值和0.5技能值。此项计算方式是为了限制故意输掉AI战 斗以获取技能值的玩家。 d) Battles against caravans: The amount of experience gained in case of victory is doubled due to presence of the enemy character. In case of defeat, the amount of experience the Lord gains is calculated as in general Battles against AI. 对抗商队: 由於敌方也有英雄出场,胜利时可获得双倍经验值奖励。失败时经验值计算方式和对抗 中立生物相同。 e) The amount of experience points gained per unit of each faction has been increased, mainly upwards. As a result, experience gained for defeating players of each faction will now be nearly equal (as long as all other conditions are equal); 击败每一单位生物可得的经验值已调升。在对抗不同阵营失败的情况下获得的经验值 将会几乎相等(只要其他条件也都相等)。 f) Assistants in hunt will now also gain 100% of experience earned; 支援打猎也将获得全额的经验值。 g) Welcome certain new coefficients: -increasing coefficients for 2x2 and 3x3 battles; -increasing group combat coefficient for experience and skill points depending on creature tier: +10% for tier 4, +30% for tier 5, +55% for tier 6; -A new coefficient for battles with different character levels: [A=(sum of characters' levels)/(number of characters in combat)], in short, A=average character level. Then, each participant's experience and skill points are multiplied by coefficient [K=A/character level], never bigger than 1.1. 一些新的系数: -2x2和3x3战斗的系数调高(注:我想应该是指团战的经验值奖励提高吧) -团战时击败4阶生物奖励+10%、5阶+30%、6阶+55% -队伍中成员等级不同时:个人获得奖励 = 队伍平均等级/自身等级,此系数上限为1.1。 6. Finally, the East Bay Society of Living Nature activists have ratified changes in hunt. The hunt for leisure on easier groups of 1/2, 1/3 or 2/3 of your current maximum is now forbidden and will not take place. Moreover, the game seems to have grown a greater instinct of survival. From now on there is a poor likelihood of neutrals to flee until they catch up with another group of neutrals being under attack by a different Lord. As a result, a battle of two Lords versus two groups of neutral creatures, assembled randomly, will take place. In case of victory, the maximum for that creature type will not be increased; each Lord will receive up to 0.5 skill points and twice as big an amount of Hunters' Guild points as usual. Combat levels of the two willy-nilly hunt assistants aren't bound to be same. East Bay的自然生物社会学家已批准打猎的新规定。即日起禁止猎捕总量为1/2、1/3或 者2/3的生物群。并且,由於生存的本能大幅增强,中立生物有些微的可能逃离追捕,直 到遇上另一群同样正遭受攻击的生物,而形成两位领主对抗两群中立生物的战斗。在胜 利的情况下,往後猎捕该类型生物的总量不会增加;每位领主最多可获得0.5技能值和两 倍的猎人公会声望。随机组成的队伍,将不受等级限制。 --



※ 发信站: 批踢踢实业坊(ptt.cc)
◆ From: 220.134.20.115
1F:推 Moritz:感谢翻译 12/16 16:46
2F:→ keepp:希望能多吸引一些人来玩,顺便赚一点p币 XD 12/16 16:56
3F:推 poety:支持 12/16 20:01
4F:推 sincecard:感谢翻译 12/16 21:10
5F:推 zone0016:打个广告...我有在出租theif invitation~ 12/16 22:18
6F:推 krc:推. 12/17 01:21
7F:推 moonwave:推~我是希望改版快一些,最近回锅发现跟半年前差没多少东 12/17 01:29
8F:→ moonwave:西,人数也都1000上下在跳。害我很想跳俄版XD 12/17 01:31







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