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回報翻譯問題
First one gives 20%, the next one will not add another 20%, there's probably some formula here. Most of the times 3x 20% would logically grant 60% increase. But in most games this will instead land around 45-50%. So diminishing returns the more you have.
they're additive. you do get +60% HP with three 20% curios.
You're talking about wounds. The number of times you can go down before being killed, represented as "bars". They depend on the difficulty, and on the "+ wounds" stat you're carrying on your curios.
HP instead is a numerical value, describing how much damage you can take before going down.
These two are not the same thing.
Calling it "wounds" IS stupid, and lack of better explanation ingame does lead to the confusion. But the bars of health are your wound sections. which are only relevant to the amount of times you can be incapacitated before outright death, as well as the amount of health you will have when you are picked up from incapacitation.
+Wound curios give you more segments, which in turn means you have smaller chunks to worry about corruption overtaking and reducing the amount of times you can go down. And means that you have more health when you get back up, since you are always revived to max health but minus another "Wound" segment.
Also keep in mind that +health is a percentage, so on Sharpshooter and Psyker that's just a percentage of 100 base hp, so the amount of health gained is equal to the number displayed, in your example of 18+19+19 which should lead you to 156 max HP. But Zealot and Ogryn characters have a higher base HP, so they gain much more from +health curios.
In that game, the amount of times you can go down are displayed as a little visual of +'s near your health bar, which imo is a way better implementation of this system as a whole. Especially when you consider Corruption over time from Grimoires, on top of their flat value health max reduction. And funny that this minimum amount is a flat value, because again Ogryns and Zealots have a lot more health to spare than Psykers and Veterans.
Yep I feel the same way about hound resistance. The damage they do to you isn't even what makes them deadly. If it was % chance to resist a hound then that would be way more useful.
hound damage can be dangerous at higher difficulty b/c ~90% of the damage they do causes corruption (purple on your healthbar); you only gotta get pounced for a few seconds to build up corruption
when you are on a hunting grounds mission and getting pounced over and over by the low-health rapid-spawn dogpacks the purple starts to add up really quick
Hunting grounds definitely makes it more relevant, but I would actually say that "You *have* to get pounced for a few seconds for it to start hitting you with corruption damage. If your team gets it off fast enough (which is very common, in my experience. Even in matchmade games), the dog will get off of you before inflicting any amount of damage on you. So in that sense, hound resist is less useful.
Perfect curios are hard to come by, so some times you'll just accept things that aren't great or useless, but I would still say that hound resist is at best a "at least it's not +exp" pick over something you actually want.
but when there's 2 or more people who just got knocked down by a dog tidal wave everybody still standing starts scrambling to do whatever it takes to avoid instantly losing the run which means
1. keep themselves from getting pounced
2. dislodging any dogs from teammates who are right next to them
3. killing incoming dogs who are about to pounce
and whoever is knocked down and isn't right next to somebody tends to become a lower priority, so they usually gets dogged on for longer than they would with a single hound special
anyway i agree it's not a super useful perk
but it got a lot more relevant as a potential alternate curio to swap in for hunting grounds missions in the same way that grimoire-corrupt resist becomes useful as a curio swap when bookhunting