【边狱巴士公司】3月7日系统公告(战斗调整)——个人翻译
[Planned Combat Adjustments]
[计划中的战斗调整]
1.Resonance-based Offense & Defense Level Boost
- Sin Resonance will now boost the Offense/Defense Level as well. (Offense Level boost applies to Attack/Counter skills, while Defense Level applies to Guard/Evade skills.)
- Absolute Resonance applies the highest level of the boost to allresonating skills in the chain.
基于共鸣的攻防等级提升
- 罪恶共振现在也会提高进攻/防御等级。(攻击等级提升适用于攻击/反击技能,而防御等级提升适用于防守/逃避技能。)
- 绝对共振对链条中的所有共振技能施加最高等级的提升。
2.Defense Skill Changes
- Using defense skills in regular combat will no longer skip the unit'saction.
- Defense skills will be able to redirect enemy skills in Abnormalitybattles.
- Guard and Evade skills will activate when the unit is about to beattacked by a skill that would otherwise result in a Clash if they werenot defending, rather than any attack.
- Counter skills maintain the same activation conditions.
防御技能变化
- 在常规战斗中使用防御技能不再会跳过单位的行动。
- 防御技能可以在非正常战斗中重定向敌人的技能。
- 守卫和闪避技能会在单位被攻击时激活,如果单位没有被攻击,这个技能会导致冲突。
- 反击技能保持相同的激活条件。
3.Guard and Evade skills are now affected by character growth. - Defense skills (outside of Counter) are affected by the DefenseLevel.
- When using a Guard or Evade skill, its Power may increase ordecrease based on the difference between the attacking skil'sOffense Level and the defending skil's Defense Level.
防守和躲避技能现在受角色成长影响。-防御技能(反击之外)受防御等级影响。
- 当使用防守或躲避技能时,其威力会根据攻击技能的“攻击等级”和防御技能的“防御等级”的差异而增加或减少。
4.Changes to Stagger
- The turn-based action slot additions on the Dashboard willprioritize non-Staggered units.
- There will be adjustments to the Stagger Thresholds of certainldentities based on their intended roles and traits.
(e.g.Tankers and Damage Sponges will have fewer thresholds. Offense-oriented characters may see little change to their StaggerThresholds.)
4.蹒跚的改变
- 仪表板上增加的回合制行动槽会优先考虑非蹒跚单位。
- 某些实体的蹒跚阈值将根据其预期的角色和特征进行调整。
(例如e.g.Tankers和Damage Sponges将有更少的阈值。面向攻击的角色可能会看到他们的蹒跚阈值的变化很小。)
5.Clashes will further boost the final damage.
- 1%->3% damage boost per Clash.
交锋会进一步提高最终伤害。
- 1%->每次交锋增加3%伤害
6.When a status effect that occurs next turn is first applied, theadded Potency and Count will now be maintained after the effect isapplied additional times.
The listed adjustments are under development and are subject tochange during our internal testing.
We will notify you of the finalized adjustments in a futureannouncement around the time of the update.
当下一回合出现的状态效果第一次被应用时,添加的效力和计数将在该效果被应用多次后保持。
所列的调整正在开发中,可能会在我们的内部测试中发生变化。
我们将在更新前后在未来的公告中通知您最终的调整。

