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报告翻译问题
The semantics of those two are referring to the same thing. Those two lines are the same stat. DE just sucks at consistency and proofreeding. Look at this:
Amalgam Javlok Magazine Warp - Combo Count Chance while blocking with a shield
Enduring Strike - Additional Combo Count Chance on Lifted enemies
Reflex Guard - Combo Count Chance while Blocking
Relentless Combination - chance to increase Melee Combo Counter when Slash Status deals damage
True Punishment - Additional Combo Count Chance
Different semantics, same effect: roll to increase melee counter by an extra 1 when [event] occurs. For some of those mods it's 100%, some not.
That riven has 2 stats to increase combo counter by 1, there's no specified event. Therefore, the event is "on hit". At the end of the day, these 2 values will add together and the result combine with whatever other compo mods you have.
It'll need to have "-100% [or worse] chance to gain combo count" as its curse and "+x% [no more than 100% below the absolute value of the curse] additional combo count chance". Then, a weapon with this riven, no other mods, and no relevant auras or frame augments affecting it will need to be taken into the Simulacrum and used to slap things around for a while.
If building a nonzero combo count is possible this way, then the multishot people are right and it'll be worth a bug report to get the duplicate property removed. If a long enough chain of hits fails to generate any combo, then that'll prove the complex interaction to be the true one.
I'd do it, but last I checked, the lighting was still ♥♥♥♥♥♥.
Like, actual math proves that it's the same if we just subtract negative from positive value and add it on top of 1.00 default value or we make them proc separate and apply bit of math on what happens over some number of hits
It does not matter how it applies, those stats are effectively +multishot -multishot at the end of the day. Mathematically it is the same, it may different on per hit basis but after 100 hits OP is gonna have 113 combo plus minus couple each and every time.
It is irrelevant how it applies, negative damages the positive value in the same way negative multishot would damage positive multishot - over course of your shots you would shot the exact number of pellets no matter how it's applied.
And if anything - it's worse to apply it one by one as it only wastes resources and does nothing of actual value to justify overly complicated math that has same exact outcome as X-Y, math proves outcome is same as X-Y whether you apply them one by one or you just sum them up.
You do not need to simulacrum it one bit, just read math I did cause I did it the way people suggested - each stat X and Y (EC and NC as I explained there) has a separate proc. And it is the same exact outcome. Not by chance, but by math.
It is so weird to see so many ignorant people saying you can't explain anything to anyone when I legit compared both cases and how would they apply in the code and how would both cases manifest in real life.
I do not INSIST it works like +multishot -multishot, I only say it's irrelevant in terms of actual outcome and that it would be stupid if it did not work as +-multishot as outcome is exactly the same as taking yout positive multishot and subtracting negative. Taking your positive chance ot get combo and subtracting negative.
Again, only difference it PER HIT but in Warframe you swing 1000 times per hour so for all intents and purposes it is irrelevant. And dumb if it works like that, I just cannot go without saying how retarded it would be. Not just because we get useless rolls where negative stat directly subtracts from a positive one, but just from math perspective - you never aim to make anything any more complicated than it needs to be. X-Y is enough.