Stacking 叠加效果
Stacking has two meanings, the one being used can be deduced from the context. Effect stacking occurs when a single effect is applied more than once to a target. Stats stacking occurs when stats are modified by multiple effects.
堆叠具有两层含义,从上下文可以推断出正在使用的意义。效果堆叠是指同一效果多次作用于同一目标。属性堆叠是指多个效果修改同一属性。
Effect stacking[edit | edit source]
效果堆叠编辑 | 编辑源
Champion abilities, summoner spells, items, and buffs often apply effects to characters. Different effects always stack with each other. However, if the same effect is applied several times to the same unit, sometimes it stacks and sometimes it does not stack.
英雄技能、召唤师技能、装备和增益效果经常对角色造成效果。不同的效果总是可以叠加。然而,如果相同的效果多次作用于同一单位,有时会堆叠,有时则不会。
When a non-stacking effect is applied to a target that already has the effect, the effect's duration is reset to the duration of the most recent application.
当对已经具有某效果的目标再次施加非堆叠效果时,效果的持续时间将重置为最新施加的效果持续时间。
When a stacking effect is applied to a target that already has the effect:
当叠加效果作用于已经存在该效果的目标时:
- The number of stacks of that effect increases by one, unless the maximum number of stacks has been reached. For example, stacks up to 3 times.
该效果的叠加层数增加 1,除非已达到最大叠加层数。例如,
金克丝的
热血高涨可以叠加至 3 层。 - The duration of all stacks is reset to the duration of the most recent application.
所有叠加层的持续时间会重置为最近一次施加效果的持续时间。
- Example: If Jinx has 1 stack of with 1 second left and gets another, the duration of the first stack resets to the full 2.5 seconds.
示例:如果金克丝的热血高涨效果还剩 1 秒,再次获得叠加层时,第一层的持续时间会重置为完整的 2.5 秒。
Some stacking effects are just counters building up to a different effect (e.g. ). Most effects, though, have their potency multiplied by the number of stacks.
某些叠加效果只是计数器,用于触发另一种效果(例如
凯特琳的
爆头)。不过,大多数效果的强度会随着叠加层数而倍增。
- Example: If Ezreal has 5 stacks of , his attack speed is increased by 50% = 5 stacks × 10%.
例如:如果伊泽瑞尔有 5 层
法术高涨,他的攻击速度会提高 50% = 5 层 × 10%。
Aura stacking[edit | edit source]
光环叠加编辑 | 编辑源代码
Aura effects don't stack with themselves: If champion A and champion B are generating the same aura, and champion C is affected by both auras, champion C receives the effect of these auras only once.
However, for the purposes of stacking, if the aura has two different effects based on if the target is the user or somebody else, then the auras stack with each other. A unit receives the aura effect from the aura they are creating, but also the effect from the aura created by their ally.
光环效果不会与自身叠加:如果英雄 A 和英雄 B 生成相同的光环,而英雄 C 受到这两个光环的影响,英雄 C 只会接收这些光环的效果一次。然而,就叠加而言,如果光环根据目标是使用者还是其他人有两种不同的效果,那么这些光环会相互叠加。一个单位会接收他们自身创造的光环效果,同时也会接收盟友创造的光环效果。
Champion statistic stacking[edit | edit source]
英雄属性叠加编辑 | 编辑源代码
Some statistics can be modified by multiple effects. A stat may stack
additively or
multiplicatively
某些属性可以通过多种效果进行修改。一个属性可以通过
加法 或
乘法方式叠加
Stacks additively[edit | edit source]
加法叠加编辑 | 编辑源代码
When effects stack additively, the cumulative effect can be calculated by simply adding each source's value.
当效果通过加法叠加时,累积效果可以通过简单地将每个来源的值相加来计算。
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- Example: if your champion has two items granting +100 health each, your champion has 200 bonus health.
示例:如果你的英雄拥有两件各提供+100 生命值的装备,你的英雄将获得 200 点额外生命值。
Effects that stack additively[edit | edit source]
叠加效果(加法叠加)编辑 | 编辑源代码
The following effects' sources stack additively:
以下效果的来源以加法方式叠加:
Ability haste
技能急速
Ability power
法术强度
Armor
护甲
Armor penetration, flat
护甲穿透,固定值
Armor reduction, flat
护甲削减,固定值
Attack damage
攻击伤害
Attack speed bonuses (increases and decreases) 1
攻击速度加成(增益和减益) 1
Critical strike chance
暴击几率
Critical strike damage
暴击伤害
Heal and shield power
治疗和护盾强度
Health
生命值
Health regeneration
生命回复
Life steal
生命偷取
Magic penetration, flat
魔法穿透,固定值
Magic resistance
魔法抗性
Magic resistance reduction, flat
魔法抗性削减,固定值
Mana
法力值
Mana regeneration
法力恢复
Omnivamp
全吸血
Physical vamp
物理吸血- Size 大小
1 Attack speed has an upper and a lower limit.
1 攻击速度具有上限和下限。
Stacks multiplicatively[edit | edit source]
多重叠加效果编辑 | 编辑源代码
When effects stack multiplicatively, the cumulative effect can be calculated by multiplying the individual sources' values together. It is important to understand that most champion statistics that stack multiplicatively are displayed as the opposite of the actual numbers that are multiplied. For example, 10% damage reduction means 90% damage taken, 25% damage reduction means 75% damage taken, etc.
当效果以乘法叠加时,累积效果可以通过将各个来源的值相乘来计算。重要的是要理解,大多数以乘法叠加的英雄属性在显示时是反向显示的实际被乘的数值。例如,10%伤害减免意味着承受 90%的伤害,25%伤害减免意味着承受 75%的伤害,以此类推。
For champion stats, note that the game interface performs rounding, so what is shown in-game may be slightly different than what is calculated.
对于英雄属性,请注意游戏界面会进行四舍五入,因此游戏内显示的数值可能与实际计算的数值略有不同。
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- Example: If your champion has armor granting 10% damage reduction and an item granting 10% damage reduction, you multiply the damage factors—0.9 and 0.9—to get 0.81, which means your champion has 19% damage reduction (against physical damage).
示例:如果你的英雄拥有提供 10%伤害减免的护甲,并且有一件提供 10%伤害减免的装备,你需要将这些伤害因子相乘——0.9 和 0.9——得到 0.81,这意味着你的英雄总共有 19%的伤害减免(针对物理伤害)。
Effects that stack multiplicatively[edit | edit source]
可乘性叠加效果编辑 | 编辑源代码
The following effects' sources stack multiplicatively:
以下效果的来源可以乘性叠加:
Armor penetration, percent
Armor reduction, percent
Cripples
Magic penetration, percent
Magic resistance reduction, percent
魔法抗性削减,百分比
Slow resist
减速抵抗
Special stacking[edit | edit source]
特殊堆叠编辑 | 编辑源代码
Please visit the respective articles for details on these effects' stacking:
请访问各自的文章以获取关于这些效果堆叠的详细信息:
Movement speed
移动速度
Tenacity
坚韧性- Sources of damage modifiers have varying stacking behavior from the same sources: some status effects stack additively because they modify the same effect/statistic internally, while others stack multiplicatively with each other because they are not tracked via a standardized value.
不同来源的伤害调节效果具有不同的叠加行为:一些状态效果因为在内部修改相同的效果/统计值而以加法形式叠加,而另一些效果则因为未通过标准化数值追踪而以乘法形式相互叠加。- Damage amplifications stack multiplicatively with damage reductions (and vice versa) unless noted otherwise.
除非另有说明,伤害放大效果与伤害减免效果会以乘法形式相互叠加(反之亦然)。 - Please note that armor and magic resistance each contribute a percentage value to the larger category of "damage reduction" for calculating the final damage value that a unit receives. Calculate the damage reduction gained from armor and magic resistance first before applying other sources of damage reduction.
请注意,护甲和魔法抗性各自为"伤害减免"这一大类别贡献一定百分比的值,用于计算单位最终受到的伤害。请先计算来自护甲和魔法抗性的伤害减免,然后再应用其他伤害减免来源。
- Damage amplifications stack multiplicatively with damage reductions (and vice versa) unless noted otherwise.