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Jarvz的伤害交互常见问题解答

2026-02-20 10:00:15

导读

这是《神界:原罪2》的战斗机制与实用技巧指南,详解了伤害状态、各类地表与云雾的效果及交互规则,给出不死族特性、伤害计算公式,还有潜行、物品合成等实用技巧,助力玩家提升战斗伤害与游戏操作。

《神界:原罪2》战斗交互与伤害缩放机制说明,以及各类实用技巧。概述与欢迎

Hi all. My name is Jarvz, an avid gamer and strategist. The purpose of this guide is to illustrate basic combat mechanics and interactions as well as tips and tricks. I hope you find this guide useful and can use it to improve your play! TLDR: Tons of Damage. Status Effects Status Effects are lingering effects on your character or enemies that show up as an icon next to their portait in and outside battle. Although a list of status effects can be found on the wiki [divinityoriginalsin2.wiki.fextralife.com], the interactions and scaling are not described. Damage statuses (poisoned/burning) scale off of character level and skill points (geomancy/pyrokinetic), respectively. The tooltip when hovering over a surface illustrates the impact damage (~half tick dmg) caused when walking through the damage surface when the surface is not buffed. As an example, casting fossil strike on a lantern does less fire damage damage because it does not consider your pyrokinetics. Damage statuses cannot critically hit. Fire/burning does not explode poisoned status. Flay skin does not reduce undead poison resist. Undead poison resist is always 200%. Surfaces Surface Duration Effects Fire 2 turns Fire removes all surfaces, leaving a temporary smoke cloud that blocks vision. Causes burning. Blessed: Immunity to Frozen, applies healing. Cursed: Applies Necrofire. Poison Permanent Can be ignited. Causes poisoned. Blessed: Applies regeneration. Cursed: Applies acid and poison. Water/Blood Permanent Can be electrified. Can be frozen. Causes wet. Blessed: Applies healing. Cursed: Applies decaying. Ice 2 turns Can cause knockdown, even through armor. Causes chilled. Surface returns to water/blood after duration. (Melts) Blessed: Chance of Magic Shell. Cursed: Applies chill and chance of frozen. Electrified Water/Blood 2 turns Causes shocked. Causes stunned if already shocked. Blessed: Removes electrified and becomes blessed water/blood. Blessed: Applies hasted (created in GM mode). Cursed: Applies shocked. Oil Permanent Causes slowed, even through armor. Can be ignited. Blessed: Applies Fortified, cleanses stun and petrified. Cursed: Applies slowed, chance to explode on movement. Web Permanent Chance to enweb. Created with Spider Legs polymorph, Spin Web. Blessed: Sets hasted. Cursed: Sets enweb, ignores armor. Source Permanent Gives source point on contact. Lava Permanent Lethal. Other Notes: Walking through a damage surface (fire/poison) causes 1/2 the tick value of the status effect per ~2 meters. Damage surface reactions also seem to do 1/2 the tick value on contact. As an example, if the fire tick damage is 140, a character standing in oil that becomes ignited will take 70 damage on ignition. Surfaces are replaced if another surface is placed on top of them. Surfaces that can be ignited can also be ignited by local light sources such as lanterns/ torches. Casting a surface modifying skill that breaks open a grenade applies the reaction. For example, casting fossil strike on a table with a firestorm grenade will explode the grenade and ignite the oil area immediately. Can fly over surfaces using wings (normal movement), as long as you do not stop in the surface. Blessed/Cursed versions last 2 turns. Clouds Cloud Duration Effects Fire 2 turns Causes burning. Created by laser ray or vaporizing fire surfaces. Blessed: Immunity to Frozen, applies healing. Cursed: Applies Necrofire. Smoke 2 turns Blocks vision. Blocks attacks of opportunity. Created after fire duration runs out. Blessed: Applies invisibility, removes silence. Cursed: Applies blind and suffocating. Poison Permanent Can be ignited. Causes poisoned. Created by living wall, poison wave, etc. Blessed: Applies regeneration. Cursed: Applies acid and poisoned. Steam Permanent Extinguishes burning. Created by casting fire on water/ice. Most reliable if fire is cast during rain. Blessed: Applies healing. Cursed: Applies decaying. Blood Permanent Same as water. Created by casting fire on blood. Most reliable if fire is cast during blood rain. Electrified Steam 2 turns Applies shocked. Blessed: Applies haste. Cursed: Applies shocked. Explosion 1 turn Caused by ignited poison/oil. Deathfog Permanent Instant death for the living. Other Notes: Walking through a damage cloud (fire/poison) causes 1/2 the tick value of the status effect per ~2 meters. Damage cloud reactions also seem to do 1/2 the tick value on contact. As an example, if the fire tick damage is 140, a character standing in a poison cloud that becomes ignited will take 70 damage on ignition. Clouds can be condensed to surfaces via pressure spike, excluding fire/smoke which is removed. Clouds that can be ignited can also be ignited by local light sources such as lanterns/ torches. Blessed/Cursed versions last 2 turns. Criticals In order for magic to critically strike you need the talent "Savage Sortilege." Shielding abilities such as fortify and magic shell cannot critically shield. Healing spells such as restoration cannot critically heal, however, when applied to undead they can critically do damage, including their healing over time ticks! Burning/poisoned cannot critically hit. Including surface damage, cloud damage, and the damage over time status ticks. Poison cannot critically heal undead. Undead Have 200% poison resistance, meaning that poison heals them. This resistance cannot increase nor decrease. Cannot bleed. Cannot be damaged by deathfog. Will cause people to attack if missing clothing while in skeleton form. Can be damaged by healing spells. Healing spells cause physical damage to undead. Can be critically damaged by healing spells, including their "heal" over time ticks. Do not require lockpicks, they use their fingers. Cannot critically heal from poison. Damage Calculation Damage Can be calculated with the following (Key): B = Base damage (from weapon/spell) CS = Combat skill % (warfare etc) A = Attribute % (finesse etc) W = Weapon Bonus % (single-handed etc) M = Misc Bonus % (thick of the fight etc) H = High Ground Bonus % C = Crit Bonus % AD = Ability Damage (see below) TD = Total Damage (see below) Formulas: Ability Damage = B * ( 1 + CS/100 ) Total Damage = AD + ( AD * A/100 ) + (AD * ( W/100 + M/100 )) Final Damage = TD * ( 1 + H/100) * ( 1 + C/100 ) Shield Amounts Shield spells scale with level and respective skills (geomancy/hydrosophist). Table below shows fortify/magic shell values per level:

技巧与窍门 《神界:原罪2》的技巧,从基础到进阶。其中一些非常实用。 【不死族】可以用他们的骨指开锁,无需开锁器。 【不死族】对死亡之雾免疫。(在第三章会很有用) 按住【Shift键】可以显示NPC的视野范围,有助于潜行或发起战斗。 冒险时按住【Alt键】可以显示世界中散落的物品/材料。 【睡袋】可用于战斗外治疗,且拥有无限使用次数。 【扎伊克之爪】可以将普通治疗药水转化为毒药。 合成物品时,有时需要将物品拆分为单独的堆叠。按住【Shift键】并将物品拖到 inventory 中的另一个槽位即可拆分堆叠。你可以将软泥桶与大多数武器组合(有时即使武器已带有毒素或其他元素效果也可以),这样能为武器添加毒素伤害并免费提升其价值。软泥桶拥有无限使用次数。法杖无法通过这种方式获得强化。 软泥桶还可以与空药水瓶组合,生成小型毒素药水。但这不会增加药水瓶的货币价值。 将箱子/桶等物体传送到敌人上方时,会造成与箱子/桶内物品重量成正比的伤害。

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