安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
this is working as intended
Welcome to korean games.
Throne and liberty is built upon the rock paper scissors foundations. Which means that, you are able to effectively build against one (and even two) types of attacks and then the third one will be your weakness. What you are experiencing is having your attack type being countered, the game design hopes that another player of a different attack type will be there to neutralize your friend. Its definitely not made for solos, and not only skill based.
Its ironic to say that when the exact opposite would show a glaring issue. You stacked 2000 melee evasion and melee players can overcome that. Okay, very cool. Now your 2000 evasion is worthless. Its not countering anyone, its not being a rock, a paper or a scissor.
what would be the point of a system like that?
In order to remove evasion and endurance the whole stat system would need an overhaul i assume, and finding one that works on both large and medium scale is very hard to pull off.
I have 1,440 hit chance with GS and have the skill specialization to increase my stunning blow hit chance by 30% and i'm attacking a SNS Wand user who has 825 melee evasion but i'm missing about 75% of my stunning blow hits. i have tested this over and over and get the same result of about 75% miss roughly.
isn't hit vs evasion supposed to be if you have more hit then the enemy's evasion you shouldn't miss?
if i'm wrong please explain the % chance to hit vs miss to me in pvp