Damage 伤害
|
This article or section is substantially or structurally incomplete. You can help the League of Legends Wiki by expanding it. For more projects, see the Community To Do List.
Additional information: This article and the Damage types section in particular contain confusing or outdated information that is presently subject to a complete overhaul.本文章或章节内容不完整或结构不全。您可以通过补充信息来帮助英雄联盟维基百科完善它。欲了解更多项目,请查看社区待办事项列表。 附加信息:本文章,特别是伤害类型部分,目前包含令人困惑或过时的信息,正在进行全面改革。 |

伤害以红色部分显示在英雄的生命值栏上。
- Note: Not to be confused with attack damage, a champion statistic, nor health costs.
注意:不要与攻击伤害(一项英雄属性)或生命值消耗混淆。
Damage is the deduction of a unit's current health as a result of an offensive interaction referred to as a damage instance or damage event.
伤害是指通过称为伤害实例或伤害事件的攻击性交互,导致单位当前生命值减少的过程。
Damage type classifications[edit | edit source]
伤害类型分类编辑 | 编辑源
Damage events in League of Legends can be assigned different types, tags and properties to manage interactions, such as mitigation by the respective type of resistances or additional effects to be triggered by the damage event based on tags.
英雄联盟中的伤害事件可以被分配不同的类型、标签和属性,以管理相互作用,例如通过相应类型的抗性进行减免,或基于标签触发伤害事件的额外效果。
Damage types[edit | edit source]
伤害类型编辑 | 编辑源
Any instance of damage can have only one of the following types:
任何伤害实例只能具有以下类型中的一种:
- Physical damage 物理伤害
- Mitigated by
armor. Almost all units'
basic attacks deal exclusively physical damage.
由
护�免。几�多单位的
普通攻击都造产生物理伤害。
- Magic damage 魔法伤害
- Mitigated by
magic resistance. The powerful ability casts of
Mages deal magic damage.
由
魔法抗性减免。法
法师施放强大技招都会造成魔法伤害。
- True damage 真实伤害
- Not reduced by resistances nor almost all damage reduction effects. Reserved for powerful effects or those that for gameplay or technical reasons are not supposed to interact with resistances or reduction effects. True damage still respects
shields and
invulnerability.
不受护甲抗性和几乎所有伤害减免效果的影响。这种伤害类型通常保留给强大的效果,或出于游戏性或技术原因不应与护甲抗性或减免效果产生交互的伤害。真实伤害仍然尊重
护盾和
无敌效果。
[edit | edit source]
伤害标签编辑 | 编辑源
Any instance of damage can have none or multiple of the following tags:
任何一次伤害都可以有零个或多个以下标签:
- BasicAttack 基础攻击
- A tag found on the primary damage instance of
basic attacks including empowered forms of basic attacks (e.g. , ), attack-like spells (e.g. , ) and automatic effects behaving like attacks (e.g. , , , ). Damage with this tag will interact with .
一个标签,用于标记
基础攻击的主要伤害实例,包括强化的基础攻击形式(例如
布里茨卡的
拳力打击,
德莱厄斯的
致命打击),类攻击法术(例如
伊泽瑞尔的
神秘射击,
菲奥拉的
突刺),以及表现得像攻击的自动效果(例如
阿克山的
英雄摆动,
贝尔维斯的
王者旋风,
厄加特的
清洗,
鲁安的飓风)。带有此标签的伤害将与
守卫者之锤产生相互作用。
- ActiveSpell 主动法术
- A tag found on damage instances of most abilities and some systemic effects that makes them trigger spell effects, including most empowered basic attacks. Often associated with the user spending mana and/or a cooldown to deal the damage.
一个标签,用于标记大多数技能和某些系统效果的伤害实例,使其触发法术效果,包括大多数强化的基础攻击。通常与使用者消耗法力和/或冷却时间来造成伤害相关联。
- AOE
- A tag that lets the game recognize an instance of damage as coming from an area of effect source. Certain
pets are more resilient against damage with this tag in order to make them less susceptible against champions with strong area-of-effect abilities. Often accompanies the ActiveSpell tag.
标记表示游戏识别伤害来自范围效果源。某些
单位对具有该标记的伤害更具抵抗力,以降低它们对拥有强大范围能力的英雄的脆弱性。通常与 ActiveSpell 标记同时出现。
- Periodic 周期性
- A tag that lets the game recognize an instance of damage as a repetitive kind. Found on Damage debuffs (e.g. , , ), most non-targeted spells that deal damage repeatedly (e.g. , ). Damage with the periodic tag does not interrupt
sleep.
标记表示游戏识别伤害为重复性伤害。可在伤害减益效果中找到(例如
玛尔扎哈的
邪恶幻象,
辛吉德的
毒性之路,
荆棘魔法书),以及大多数非目标型会重复造成伤害的法术(例如
卢锡安的
最后审判,
莫甘娜的
痛苦之土)。带有周期性标记的伤害不会打断
睡眠状态。
- Item 物品
- A tag that lets the game recognize an instance of damage as coming from a non-champion source, such as an item or summoner spell. This allows effects that are supposed to only trigger on champion abilities (e.g. Cleave, Torment) to ignore damage instances with this tag.
一个标记,用于让游戏识别某个伤害实例来自非英雄源,如物品或召唤师技能。这允许原本只应在英雄技能上触发的效果(例如
提亚马特的分裂效果,
莉安德琳的折磨)忽略带有此标记的伤害实例。
- Proc 触发
- A tag that lets the game recognise an instance of damage as being applied as a secondary effect. This is commonly used for on-hit effects or other instances of damage that shouldn't interact with anything else. This tag is normally reserved for automatic applications of on-hit effects (e.g. , , ).
一个标记,用于让游戏识别伤害实例是作为次要效果施加的。这通常用于触发效果或不应与其他任何效果交互的伤害实例。此标记通常保留给自动触发的 on-hit 效果(例如
杰克斯的
武术大师,
科加斯的
生化飞弹,
魔王之刃)。
- Pet 宠物
- NonRedirectable 不可重定向的
- Indirect 间接的
Damage properties[edit | edit source]
伤害属性编辑 | 编辑源
Any instance of damage can have none or multiple of the following properties:
任何伤害实例可以具有以下一种或多种属性:
- ApplyLifesteal 应用生命偷取
- A tag that forces a damage instance to apply life steal. Unless otherwise specified it applies at 100% effectiveness, with no penalty for AoE damage. Found on certain auto-attack-like abilities (e.g. , , ).
一个强制使伤害实例应用生命偷取的标签。除非另有说明,否则以 100%效果应用,对范围伤害没有惩罚。出现在某些类似普通攻击的技能上(例如
莎弥拉的
风采,
卡蜜尔的
精准协议,
赫卡里姆的
毁灭冲锋)。
- EnableCallForHelp 启用求援
- RespectImmunity 尊重免疫
- RespectDodge 尊重闪避
- A tag that forces a damage instance to respect dodges (e.g. , ). This is the default for basic damage, as well as some abilities.
一个标签,强制伤害实例尊重闪避(例如:
妮莱的
欢跃面纱,
杰克斯的
反击姿态)。这是基础伤害以及部分技能的默认设置。
- TriggerOnHitEvents 触发命中事件
- TriggerDamageEvents 触发伤害事件
- ApplyOmnivamp 应用全能吸血
- Nameless property 无名属性
The information in the following sections describe an outdated model of damage classification, but will continue to exist until they and all cross-wiki references are fully overhauled.
以下章节中的信息描述了一个已过时的伤害分类模型,但在完全更新之前将继续保留。
There are two systems for classifying damages: an engine-level system and a script-level system. As the name suggests, the engine-level system is integrated into the game's engine; while the script-level system is a relatively modern addition that allows Riot more flexibility.
伤害分类有两种系统:引擎级系统和脚本级系统。顾名思义,引擎级系统是集成到游戏引擎中的;而脚本级系统是一个相对较新的补充,它为拳头提供了更大的灵活性。
Damage classifications modify what effects are triggered when damage is dealt or received - e.g. on-hit effects (such as ) are triggered whenever your champion deals a source of
basic damage.
伤害分类会改变造成或受到伤害时触发的效果 - 例如,每当你的英雄造成
基础伤害时,就会触发特定的触发效果(如
智慧末刃)。
Engine level[edit | edit source]
引擎等级编辑 | 编辑来源
| Wiki Name 维基名称 | API name API 名称 | Description 描述 | Example(s) 示例 |
|---|---|---|---|
| raw 原始 | Damage that ignores shields. It is hard-coded to ignore 无视护盾的伤害。它被硬编码为忽略 |
, and | |
| N/A 无数据 | internalraw | As above, but also ignores 如上所述,同时无视 |
|
| periodic[s 1] 周期性 [s 1] | Ability-based procs with no interactions. Effects without a proper damage type default to this category, including most splash damage. 没有相互作用的基于技能的触发效果。没有特定伤害类型的效果默认归入此类别,包括大多数溅射伤害。 |
, , , , | |
| proc[s 2] 过程 | Attack-based procs with no interactions. Proc effects are triggered whenever you deal basic damage. 基于攻击且无其他交互的触发效果。只要你造成基础伤害,就会触发这些效果。 |
||
| reactive 反应性 | Damage type dealt by Thorns. Similar reflection effects (e.g. Annie and Rammus) are classified as area damage. 由荆棘效果造成的伤害。类似的反射效果(如安妮和拉莫斯)被归类为范围伤害。 |
Only and 仅限 | |
| attack[s 3] 攻击 [s 3] | Damage dealt by any unit(s), which includes turrets, neutral monsters, and minions 任何单位(包括防御塔、中立怪物和小兵)造成的伤害,涉及其基础攻击和部分英雄技能。 |
, , | |
| spell[s 4] 法术 [s 4] | Damage used for single target abilities and some basic attacks. 用于单体技能和某些普通攻击的伤害。 |
, , , | |
| spellaoe 法术 AOE | Damage dealt by most abilities capable of damaging multiple units. 大多数能对多个单位造成伤害的技能所造成的伤害。 |
, , | |
| spellpersist 法术持续效果 | Damage dealt through DoTs 通过持续伤害(DoT)造成的伤害 |
, | |
| pet 宠物 | Damage dealt by most pet basic attacks. Other pet damage is classified as Spell/SpellPersist. 大多数宠物的基础攻击所造成的伤害。其他宠物伤害被归类为法术/持续法术。 |
, , |
- ↑ The League of Legends Wiki decided that the word "periodic" would be too easily misunderstood due to the implication of 'bleed' or 'over-time' behaviour.
↑英雄联盟维基百科决定不使用"周期性"这个词,因为它可能会被误解为出血或持续性效果。 - ↑ The term 'proc' refers to a mechanic that has a chance of triggering, which is common in games such as World of Warcraft (e.g., "Your attacks have an x % chance to cause [...]" effects). League of Legends originally featured 'true' proc effects (e.g., "your attacks have a chance to slow.") However, the design philosophy of Riot Games' over-time grew more towards preferring 'on-hit' or "every nth attack" to purely random mechanics. Despite this: the engine-level label persisted. The term 'proc' now describes all additional effect triggers even if they are not guaranteed, 'proc' is used as a verb when triggering such an effect.
↑术语"触发"指的是一种有几率被激活的机制,这在诸如魔兽世界等游戏中很常见(例如:"你的攻击有 x%的几率造成[...]"效果)。英雄联盟最初有纯随机的触发效果(例如:"你的攻击有几率减速")。然而,随着时间推移,拳头游戏的设计理念更倾向于使用"命中时"或"每第 n 次攻击"而非纯随机机制。尽管如此,引擎层面的标签仍然保留。现在,"触发"这个词描述所有额外效果的触发,即便它们并非必定发生,并且作为动词使用时表示触发这类效果。 - ↑ The League of Legends Wiki elected to use the 'basic' portion of basic attack to refer to this damage type to avoid confusion between 'attack damage' the damage type and attack damage the statistic.
↑英雄联盟维基百科选择使用"基础"攻击的"基础"部分来指代这种伤害类型,以避免"攻击伤害"作为伤害类型和攻击伤害作为属性之间的混淆。 - ↑ Some abilities such as Karthus' Lay Waste are capable of dealing either spell damage or area damage depending on the number of targets hit.
↑某些技能,如卡尔萨斯的"死亡射线",可以根据击中的目标数量造成法术伤害或区域伤害。
Before our editors determined the above damage types from the game files, the wiki's damage type documentation was based on observation. The wiki previously grouped spell, spellaoe and spellpersist as a single 'ability damage' type, with 'single target,' 'aoe' and 'dot' being noted as subtypes. The wiki also used pure damage as a conjectural placeholder for the now-termed raw damage. While the described functionality was usually correct, the previous documentation included many 'special cases' for abilities that did not behave consistently with the observed rules.
在我们的编辑从游戏文件中确定上述伤害类型之前,wiki 的伤害类型文档是基于观察得出的。wiki 之前将法术、法术范围和持续法术法术归类为单一的"技能伤害"类型,并将"单体目标"、"范围"和"持续伤害"作为子类型。wiki 还使用纯伤害作为现在被称为原始伤害的临时占位符。尽管所描述的功能通常是正确的,但之前的文档包含了许多对于未能始终如一地遵循观察规则的技能的"特殊情况"。
Despite having distinct use-cases,
proc damage and
default damage are almost indistinguishable in terms of their gameplay functionality. Differentiating the two damage types without accessing the game files is extremely difficult for some effects. One of the only known ways to distinguish the two types involves : Instances of default damage do not disable passive movement speed, while instances of proc damage will. This distinction does not apply to other "out of combat" effects.
尽管具有不同的使用场景,
触发伤害和
默认伤害在游戏功能上几乎没有区别。在没有访问游戏文件的情况下,区分这两种伤害类型对某些效果来说极其困难。已知区分这两种类型的方法之一涉及
提莫:默认伤害实例不会禁用
迅疾被动移动速度,而触发伤害实例会。这种区别不适用于其他"脱战"效果。
Script level[edit | edit source]
脚本编辑 | 编辑源代码
The following are the currently known script-tags:
以下是目前已知的脚本标签:
- AOE 范围攻击
- Periodic 周期性
- Indirect 间接
- BasicAttack 普通攻击
- ActiveSpell 主动法术
- Proc 触发
- Pet 宠物
- NonRedirectable 不可重定向
- Item 物品
For the most part, the two systems correlate and so the League of Legends Wiki has elected to not to document the script-level system separately across all articles. Instances where script-level tags create deviations from engine-level rules will be noted on a case-by-case basis in the ability-details. A notable but consistent deviation is
persistent area damage, as documented below:
在大多数情况下,这两个系统是相关的,因此英雄联盟维基选择不在所有文章中单独记录脚本级系统。脚本级标签与引擎级规则产生偏差的情况将在具体能力详情中逐一说明。一个值得注意但相对一致的偏差是
持续性区域伤害,如下所述:
| Wiki Name 维基名称 | API name API 名称 | Description 描述 | Example(s) 示例 |
|---|---|---|---|
| N/A 无 | Abilities classified as area damage on an engine-level, but periodic on a script level. This means that engine-level effects (such as spell vamp) trigger the reduced healing, while script-level effects (such as ) trigger the damage-over-time cooldown reduction.
在引擎层面被分类为范围伤害,但在脚本层面为持续性伤害。这意味着引擎层面的效果(例如法术吸血)会触发减少的治疗效果,而脚本层面的效果(例如 |
, , |
Damage values[edit | edit source]
伤害值编辑 | 编辑源
Base values and character statistics ratios[edit | edit source]
基础值和角色统计系数编辑 | 编辑源
Critical strike[edit | edit source]
暴击编辑 | 编辑源
A damage instance can critically strike when it is implemented as such on an active attack or ability. Damage that critically strikes has been modified by a percentage above 100%, thus deals increased damage. Critical strikes interact exclusively with
critical strike chance,
critical strike damage, and Resilience. The highest critical strike damage instance is also tracked in the post-game statistics.
当伤害实例被设计为主动攻击或技能的一部分时,可以触发暴击。经过暴击修改的伤害百分比会超过 100%,因此造成更高的伤害。暴击仅与
暴击几率、
暴击伤害和
兰顿的熔炉的韧性有关。游戏结束后的统计数据中还会追踪最高的暴击伤害。
| Physical damage 物理伤害 critical strike 暴击 |
Magic damage 魔法伤害 critical strike 暴击 |
True damage 真实伤害 critical strike 暴击 |
A basic attack that critically strikes is modified by the attacker's
critical strike damage, which is by default 175%. Most on-hit effects will not be affected, unless specified (e.g. ).
一次造成暴击的普通攻击会受到攻击者的
暴击伤害修正,默认为 175%。大多数被动效果不会受到影响,除非另有说明(例如
锐雯的
符文之刃)。
Critical strike chance above 100% does not affect critical strikes.
暴击几率超过 100%不会额外影响暴击。
- Average damage calculations
平均伤害计算
- Assuming: 根据上下文和规则,请提供具体的英文文本,我将为您翻译成简体中文。由于您的消息似乎未包含完整的翻译文本,请直接粘贴需要翻译的内容
- All amounts are in decimal form.
所有数值均以小数形式表示。 - DamageBase = the normal damage amount (before any modifiers)
伤害基础值 = 正常伤害数值(未经任何修正前) - CritChance = critical strike chance
暴击几率 = 暴击概率 - CritMod = critical strike modifier/ratio
暴击系数 = 暴击倍率/比率
Then the average damage per attack when continously attacking can be calculated with the formula:
那么持续攻击时的每次攻击平均伤害可以使用以下公式计算:
- For example: 举个例子:
- 100 DamageBase, 40% CritChance, 175% CritMod
100 点基础伤害,40%暴击几率,175%暴击伤害系数- average damage per attack
每次攻击的平均伤害
- average damage per attack
- 100 DamageBase, 100% CritChance, 175% CritMod
100 点基础伤害,100%暴击几率,175%暴击伤害系数- average damage per attack
每次攻击的平均伤害
- average damage per attack
- 100 DamageBase, 80% CritChance, 215% CritMod
100 基础伤害,80%暴击率,215%暴击伤害系数- average damage per attack
每次攻击的平均伤害
- average damage per attack
- 100 DamageBase, 100% CritChance, 120% CritMod
100 基础伤害,100%暴击率,120%暴击伤害系数- average damage per attack
每次攻击的平均伤害
- average damage per attack
Successful ability casts[edit | edit source]
成功施法编辑 | 编辑源代码
Certain abilities have unique impact text that triggers when they deal increased damage due to the player successfully passing the ability's condition (e.g. to denote hitting a single target). On the LoL Wiki, these are referred to as
cosmetic critical strikes (not to be confused with actual
critical strikes). A list of all abilities that use this impact effect can be found below.
某些技能具有独特的伤害文本,当它们因玩家成功满足技能条件而造成额外伤害时触发(例如表示
卡尔萨斯的
死亡射线命中单个目标)。在英雄联盟维基上,这些被称为
装饰性暴击(不要与实际的
暴击混淆)。下面可以找到所有使用此伤害效果的技能列表。
| Physical damage 物理伤害 "successfully enhanced" "成功强化" |
Magic damage 魔法伤害 "successfully enhanced" "成功强化" |
True damage 真实伤害 "successfully enhanced" "成功强化" |
- against enemies hit by each cast's Sweetspot
对被每次施法的甜点区域命中的敌人造成的艾尔特鲁克斯
暗裔之刃 - against enemies hit by the outer edge and against the first enemy hit
对被外侧区域命中的敌人造成的安贝萨
狡猾横扫,以及对第一个被命中的敌人造成的
裂地猛击 - against enemies recently hit by or a fully formed
对最近被
冰霜之环或完全形成的
冰风暴命中的敌人,安妮维亚的
寒霜打击 - against bursted enemies and against enemies hit
对被击溃的敌人的奥利安·索尔的
光之吐息,以及对被命中的敌人的
天降神威 - against champions with her attacks
对被她攻击的英雄的贝尔薇丝
无尽盛宴 - against enemies that hit a wall
对撞击墙壁的敌人的布莱尔
寒冷尖啸 - against enemies hit if they were revealed by
如果敌人被
约德尔捕猎陷阱暴露,
凯特琳的
皮尔特沃夫和平使者会对其造成伤害 - against the target and against enemies under the health threshold
伊芙琳的
强化鞭笞对目标造成伤害,
最后的爱抚则对血量低于阈值的敌人造成伤害 - against the target if they were recently feared by the ability
如果目标最近被该技能恐惧过,
费德提克的
恐惧会对其生效 - against enemies that collide with terrain
格纳尔的
GNAR!对与地形相撞的敌人造成伤害 - against enemies hit after the barrel has fully fermented
格拉加斯在桶子完全发酵后命中敌人的"桶滚"技能 - against enemies hit in the center of the cone
格温在锥形范围中心命中敌人的"剪剪!"技能 - against immobilized or isolated targets
对不可移动或被隔离目标的辉的断裂之箭
- against an isolated enemy
卡尔萨斯的
死亡宣告对孤立的敌人造成的伤害 - against enemies under the health threshold
寇格·玛的
生命炮对低血量敌人造成的伤害 - , , and against enemies marked by
勒布朗的
魔印、
错位移形和
以太锁链对被
魔印标记的敌人造成的伤害 - against enemy champions and monsters hit in the center of the area
莉莉娅的
小心!呜呜!对击中区域中心的敌方英雄和野怪造成的伤害 - against enemies hit by both bolts
对被两个光束命中的敌人施放鲁璐的魔法光线 - against the target hit by the first attack
对首次攻击命中目标时的石头人马尔非特的雷霆之击 - against a single target
对单个目标施放莫德凯撒的粉碎 - against the target if they are already bleeding
对已处于流血状态的目标施放娜菲瑞的达尔金匕首 - against the target if they were
对于被
捕猎的目标,奈德丽的
致命一击 - against enemies under the health threshold
潘森对低血量敌人使用的
彗星长矛 - against executed enemy champions
对被处决的敌方英雄使用派克的
死亡从下方 - against enemies under the health threshold
对处于生命值阈值以下的敌人使用奇亚娜的
元素之怒(地形) - at maximum Fury
雷克塞在最大怒气状态下使用愤怒撕咬 - against enemies marked by
对被
法术通量标记的敌人使用瑞兹的
超负荷 - against the enemy hit
对敌人使用的莎米拉挑衅 - against enemies under the health threshold
对低血量敌人使用的小丑的双刃毒刃 - against enemies that take increased damage
对易受额外伤害的敌人使用的瑟拉芬高音 - and against enemies hit in the center of the respective areas
对击中各自区域中心的敌人使用的赛特的猛击和终极技能 - against enemies in the center
对中心区域的敌人使用斯莫德的
MMOOOMMMM! - when casting on Worked Ground
在工地区域施放时的塔莉雅
穿织弹幕 - against both the target and enemies hit by the lightning, and bonus damage.
对目标和被闪电击中的敌人使用乌迪尔的
觉醒
野性利爪,以及
觉醒
飞翼风暴的额外伤害。 - against the executed target
厄加特的
「超越死亡的恐惧」对已被处决的目标造成的伤害 - against enemies hit if the ability was fully charged (includes bonus damage)
瓦鲁斯的
「穿透箭」对被击中的敌人造成的伤害,如果技能被完全蓄力(包括
「枯萎箭袋」的额外伤害) - against the target if they collide with terrain
韦恩的
「强制处决」对目标造成的伤害,如果目标与地形发生碰撞 - against targets marked with Gloom
对标记了阴郁效果的目标使用维克斯的
末日阴霾 - against the target if the ability was empowered by
弗拉基米尔的
「生命转换」对目标造成的伤害,如果技能被
「猩红冲击」强化 - against the target if they are Wounded and against enemies hit in the center of the area
如果目标处于创伤状态,沃利贝尔的
狂暴之击会作用于目标,并且
雷霆使者会对区域中心命中的敌人生效 - upon attacking enemies marked by
约里克的
迷雾行者攻击被
哀嚎迷雾标记的敌人 - against executed targets
泽丽对被处决的目标使用的
基础攻击 - against turrets below the health threshold
的
针对低血量防御塔的攻击 - charge against turrets
对防御塔的冲击 - Shield Reaver against
shields
的
效果
Capped damage[edit | edit source]
上限伤害编辑 | 编辑源代码
Damage value modifiers[edit | edit source]
伤害数值修正器编辑 | 编辑源代码
See also: Damage modifier
另请参见:伤害修正器
Invulnerability[edit | edit source]
无敌状态编辑 | 编辑源代码
See also: Invulnerability
另请参见:无敌状态
Calculating mitigation[edit | edit source]
计算减伤编辑 | 编辑来源
See also: Armor and Magic Resistance
另请参见:护甲和魔法抗性
Calculating applied damage[edit | edit source]
计算实际伤害编辑 | 编辑来源
See also: Shields 另请参阅:护盾
Subtypes[edit | edit source]
子类型编辑 | 编辑源代码
Resistance subtypes[edit | edit source]
抗性子类型编辑 | 编辑源代码
See also: Armor and Magic Resistance
另请参阅:护甲和魔法抗性
Resistance subtypes are a secondary typing system that exists to promote champion classes by diversifying the effectiveness of items and champion match-ups. There is a small selection of effects that are triggered by specific subtypes rather than the above archetypes - e.g. will trigger on anything with the magic damage subtype, including abilities, basic attacks and on-hit effects (i.e. will trigger Morellonomicon on a champion with no other source of magic damage). These are the damage types visible to players in-game.
抗性子类型是一个次要的分类系统,旨在通过多样化物品和英雄对战的效果来推广英雄职业。有一小部分效果是由特定子类型触发,而非上述原型 - 例如,
莫雷洛秘典会对任何带有魔法伤害子类型的效果生效,包括技能、普通攻击和触发效果(即
智慧末端会在没有其他魔法伤害来源的英雄身上触发莫雷洛秘典)。这些是玩家在游戏中可见的伤害类型。
| Name 伤害 | Description 描述 | Example 示例 |
|---|---|---|
| A damage type thematically associated with making physical contact, such as fists, swords and the physical projectiles of bows and guns. 与拳头、剑、弓箭和枪支等实体接触相关的伤害类型。 |
Most basic attacks; most AD-scaling abilities; some item effects.
大多数基础攻击;大多数 AD 缩放能力;一些装备效果。 | |
| A damage type thematically associated with non-physical, such as magic or the supernatural. 一种与非物理属性(如魔法或超自然力量)相关的伤害类型。 |
Most AP-scaling abilities; some item effects.
大多数按法强比例缩放的技能;一些物品效果。 | |
| A damage type thematically associated with bypassing the target's defenses. Not to be confused with 一种可以绕过目标防御的伤害类型。不要与 |
A select few sources, such as , , and .
极少数来源,例如 |
Calculating Damage[edit | edit source]
计算伤害编辑 | 编辑源代码
- Also see: Damage modifier.
另请参阅:伤害修正。
The following effects influence damage as non-zero values, in no particular order of calculation. They may originate from the attacker or the target.
以下效果以非零值影响伤害,且没有特定的计算顺序。这些效果可能源自攻击者或目标。
- Percentage damage amplification
百分比伤害放大 - Percentage damage reduction
百分比伤害减免 - Flat damage reduction 固定伤害减免
- Resistances, meaning
armor and
magic resistance, against physical damage and magic damage, respectively
抗性,即对物理伤害和魔法伤害分别的
护甲和
魔法抗性 - Resistances reduction 抗性削减
- Resistances penetration, meaning
armor penetration and
magic penetration
抗性穿透,即
护甲穿透和
魔法穿透
Resistances effectively reduce the respective damage subtype (physical or magic) by a percentage. However, "percent damage reduction" is a different, independent effect: abilities such as and item effects such as Plating may grant it as a beneficial effect while effects such as may apply it as a debuff. Percent damage modifiers
stack multiplicatively with the damage reduction achieved through resistances.
抗性可以有效地按百分比降低相应的伤害子类型(物理或魔法)。然而,"百分比伤害减免"是一个不同的、独立的效果:诸如
阿利斯塔的
不屈意志和物品效果(如
钢铁护甲的镀层)可能会授予这种有益效果,而像
虚弱这样的效果可能会施加其作为一个负面状态。百分比伤害修正器
会与通过抗性获得的伤害减免呈倍数叠加。
After the physical and magic damage is affected by the various reductions, it is applied to the target in
health amount. This amount received by the target is called post-mitigation damage.
在物理和魔法伤害受到各种减免后,它被应用于目标的
生命值。目标接收到的这个数值被称为减免后伤害。
Capped Damage[edit | edit source]
有上限伤害编辑 | 编辑源
Some abilities, scaling with target's health, have a capped amount of damage they can deal to a target. This is made to avoid dealing massive damage to targets with a lot of health, most often against only
minions and/or
monsters.
某些技能通过目标的生命值进行缩放,对目标造成的伤害有上限数量。这是为了避免对拥有大量生命值的目标造成巨大伤害,最常见的是针对
小兵和/或
野怪。
- If the ability deals enough damage (before damage reductions) to reach the cap, the ability's damage is reduced to the cap and damage reductions are then applied. This means that against a target that has negative armor or magic resistance the ability's post-mitigation damage can be higher than the cap.
如果技能造成的伤害(在伤害减免之前)达到上限,技能的伤害将被减少到上限,然后再应用伤害减免。这意味着对于具有负护甲或负魔法抗性的目标,技能的后减免伤害可能高于上限。
Misconceptions[edit | edit source]
误解编辑 | 编辑源
The resistance types—physical, magic and true—are often regarded by players to be the archetypal damage types, which leads to a lot of misconceptions.
阻挡类型——物理、魔法和真实伤害——常常被玩家视为原型伤害类型,这导致了许多误解。
For example, some players believe that magic damage, ability damage and AP are all interchangeable terms, with even prominent streamers referring to abilities as dealing "AP damage" and "AD damage". This is incorrect. It is possible for basic attacks to deal magic damage (e.g. with a point in ); it is possible for abilities to deal physical damage (e.g. ); it is possible for AD-scaling abilities to deal magic damage (e.g. ); and it is possible for non-magic damage to apply spell effects (e.g. would trigger on Riven if she chose to buy it, although she's discouraged due to her having no AP scalings).
例如,一些玩家认为魔法伤害、技能伤害和 AP 是可以互换的术语,甚至有知名主播会说"AP 伤害"和"AD 伤害"。这是不正确的。基础攻击可以造成魔法伤害(例如,
遗迹守卫点了
重击);技能可以造成物理伤害(例如
锐雯);AD 系数的技能可以造成魔法伤害(例如
龙女);非魔法伤害也可以触发法术效果(例如,
卢登的伙伴会在锐雯购买它时触发,尽管由于她没有 AP 系数而不建议这样做)。
Similarly, many players believe that life steal and spell vamp are specific to physical and magic damage, respectively. Life steal will apply to anything classified as basic damage (including the magic damage from and and true damage from ), and spell vamp will apply to anything classified as ability damage (including the physical damage from and true damage from ).
同样,许多玩家认为生命偷取和法术吸血特定于物理伤害和魔法伤害。生命偷取将应用于任何被分类为基础伤害的攻击(包括
击杀和
无限压制的魔法伤害,以及
海克斯科技弹药的真实伤害),而法术吸血将应用于任何被分类为技能伤害的攻击(包括
彗星长矛的物理伤害和
鲁莽冲击的真实伤害)。