后面不用颜色引用了。。。太多了,虽然有颜色不会看得眼累,但我想睡觉了。。9) Taunt 嘲讽
The behaviour of taunt appears at first randomised or complicated. For instance, if you taunt a mob off another player, then do nothing, the mob will go back to the player as soon as the debuff wears off. It appears to be giving temporary hate, then. The following experiment disproves this: take any class, do 1000 damage or so to a mob, then stop. Then have a warrior taunt the mob, taking no action until the debuff has worn off. The mob will return to the original player. Now have the warrior twiddle his thumbs, have a beer, read the paper, etc, for as long as he likes (not too long or his buddy will probably die). Then have the warrior deal white damage until he gains aggro. You will find that in defensive stance with defiance, the first hit over 69 damage will score the warrior aggro. With battle stance, still only 125 damage is needed.
最初嘲讽被认为是随机且难解的,例如你嘲讽一个怪,然后什么都不做,这个怪会一直攻击你直到嘲讽debuff消失,看起来似乎是给了一个临时的仇恨,那么,这个实验将对此观点予以反驳:任意一个职业对怪造成1000伤害然后停止。然后一个战士嘲讽这个怪物,什么都不做等到嘲讽debuff消失。怪物将会重新攻击开始那个玩家,此时战士开始做各种表情等等来拖段时间(当然不能太长以免他的伙伴挂了)然后战士用普通攻击直到他获得aggro。你将发现防御姿态切有defiance的战士在达到69伤害后开始获得aggro,战斗姿态则需要125伤害。
The behaviour of taunt is surprisingly simple, once you remember the 10% rule. It will give you exactly the threat of the player on top of the threat list - but not the 10% needed for the mob to change aggro, only a temporary aggro from the debuff! If you do nothing, you will stay at 100% of the mob's old target's threat, and will lose aggro with the taunt debuff. With a relatively small effort, you can gain aggro.
当你想到10%规则后会发觉嘲讽原理如此简单! 它将给你永久仇恨使你位于仇恨列表顶端,但并不给你aggro需要的10%仇恨,在debuff存在下让你获得临时的aggro!如果你什么都不做,你的仇恨将停留在怪物之前目标的仇恨数值上,并且失去aggro。仍需要相当的努力,才能获得aggro。
The behaviour can be described as "temporary aggro, permament threat". It is easy to show that taunt does not give the warrior any constant amount of threat. Have player 1 body pull a mob, but do no damage to it. He now has 0 threat, but has aggro. Now have the warrior taunt, and do nothing. After the 3 seconds, the warrior will lose aggro. He is now on 0 threat, but does not have the more than 0 required to gain aggro, by the 10% rule.
嘲讽可以被描述为“临时的aggro,永久的仇恨” 很容易就证明嘲讽不是给战士一个恒量的仇恨值:玩家1拉一个怪,但是不攻击他,那么此时他仇恨为0,但是他有aggro。然后一个战士嘲讽,什么都不做,3秒后战士将失去aggro。此时战士仇恨是0,但是根据10%规则,他没有大于0的仇恨值来获得aggro。
10) Implications 推论
a) Regaining aggro. Considering the 10% rule, if you lose aggro naturally, someone will have at least 110% of your current threat. To regain it, you need 10% of that, or 121% of your current threat, at an absolute minimum. So don't lose aggro, it's hard to get back! Not that you didn't already know this, but still.
获得aggro,根据10%规则,你失去了aggro,必然有人造成了至少相当于你110%的仇恨值。为了拉回目标,你最少需要那个人110%的仇恨值,或者121%你自己的当前仇恨值。因此不要失去aggro,想拉回来很难。
b) Taunt is potentially your highest threat move, because it gives permanent threat. The longer other people have been beating on a mob while you were not, the more threat you will gain by taunting. But from the 10% rule, you will need to do a lot of work to get aggro if the mob has been attacked for a decent amount of time without you.
嘲讽会把你移到仇恨列表最高位置,因为它带来的是永久仇恨。你不攻击而别人攻击怪物的时间越长,你通过嘲讽获得的仇恨就越多,但是根据10%规则,你需要在怪物转移目标前做大量事情来获取aggro。
c) Heroic Strike should not be used as a primary threat ability. Suppose you are tanking a level 62 mob. Let's give him 8,000 ac raw, and even assume he has 5 sunders stacked, for 5750 final ac, so he will take 48.89% of damage. A 15% crit rate is balanced by the 10% penalty to damage in defensive stance, and a 10% chance of a glancing blow chance for 50% damage. Then you can expect the 138 damage from Heroic Strike to contribute 67.5 damage on average, for a total of 212 unmodified threat. This is still only 82% of the threat a sunder would give. Even with a 1.3 speed weapon, you will still do 94% the threat of sunder per time interval.
英勇打击不是主仇恨技能。假设你在tank一个62级的怪,它有8000护甲,并且有5个破甲效果,然后实际为5750的护甲,因此他将受到48.89%的伤害。 15%的致命一击率并受到防御姿态10%的伤害调整,以及10%的格挡率格挡50%伤害。那么你可以预算HS造成的138伤害换算成67.5的平均伤害。最高212的无修正仇恨值。可是仍然只有1个破甲的82%仇恨效果。即使是1.3攻击速度的武器,仍然只有94%的破甲的TPS。(月猪:罗嗦半天就是说破甲比hs更好拉怪)
Best practice is to spam sunder, and use HS in between to soak up excess rage.
实际效果最好是破甲和hs一起使用来消耗掉过量的怒气
d) Revenge ftw. You can expect to do about 345 unmodified threat with Revenge, including damage, against the mob in the example above, which is exceptional for the low rage cost, even throwing in 10 for a shield block. However, there is a rage cost of shield block, in that you will block more attacks, so take less damage, so gain less rage from damage. Two blocks for 180 damage and you can say goodbye to another 4 rage.
复仇,通过复仇可以获得345的无修正仇恨值,还有伤害造成的仇恨,这一切只需要少量的怒气,甚至已经花费10怒用在盾挡上。但是在盾挡上消耗怒气,承受伤害也下降了。2次格挡180伤害你可以跟4怒气说再见了。
e) Demo Shout ftl. Demoralising shout does one sixth the threat of a sunder. Even spammed in defensive stance with defiance, you're doing no more threat than 42dps on each mob. Besides picking up whelps in Onyxia and tanking panthers in the Panther boss encounter in ZG, i can't see a compelling reason to use this.
挫志吼叫,1/6的破甲仇恨值。即便是防御姿态+defiance天赋,降低每个怪42dps也无法带来更多仇恨。除非了黑龙蛋的那些小龙和zg里的一些豹子,真看不出有什么理由用这个技能。
f) Shield Slam ftl. Given the 6 second cooldown, there is no improvement in threat per second by using shield slam. With shield slam: 3 sunders and 1 shield slam every 6 seconds. About 212 threat per second, unmodified. With the 30 rage from the shield slam you can cast 1 sunder and about 1.2 heroic strikes, assuming you have the talents (which you would with any shield slam build), and are losing 3 rage per Heroic Strike from lost white damage rage (i.e. assuming 90 modified damage per hit). The 4 sunders and 1.2 heroic strikes every 6 seconds gives about 215 threat per second.
盾牌猛击,6秒的cd,使用盾牌猛击无法对TPS有任何改善。3破甲1盾牌猛击每6秒,大概212的无修正TPS。但是30怒的盾牌猛击可以使用1破甲和1.2的英勇,假设你有盾牌猛击天赋(无论你怎样的天赋树结构),每次英勇都从普通攻击中损失3怒。4破甲1.2英勇每6秒带来215点TPS。
The only improvement is if you are spamming both sunder and HS, and want even more threat. Suppose we have a 2.0 speed weapon, HS spam and sunder spam. That's about 280 unmodified tps. Changing one sunder for a shield slam gives us 318 unmodified. However, the same effect would be achieved by changing to a 1.4 speed weapon and casting HS more often. And these values aren't taking into account autoattack damage, which makes the margins comparatively smaller.
唯一的好处是,当你一直在使用破甲和英勇打击,仍然希望获得更多的仇恨。
假设我们使用一个2s攻击速度的武器,英勇打击和破甲一直使用,这大概造成280的仇恨/秒。
如果把一个破甲换成盾牌猛击将给我们提供318点的额外怒气。当然,这个效果也可以通过换成1个1.4秒攻击速度的武器而更频繁的使用英勇打击来实现。但是,这个结果并没有考虑自动攻击的伤害造成的仇恨,实际上,使用一个1.4速度的武器,会使自动攻击的仇恨变小一些。
g) There's no amazing super secret randomised blizzard aggro algorithm. The concepts are simple and the values can be fitted with nice numbers. Even formulas for threat-reducing knockbacks can conceivably be worked out, if threat values are carefully monitored.
实际上,BLZ的怪物攻击目标的计算公式并没有什么特别秘密的计算方法。这个概念是很简单的,数值也很容易计算。甚至仇恨建立的数值和公式,也可以准确地计算出来----如果仇恨被很仔细的监视着。
Well, i hope some of you are still awake, and are feeling somewhat enlightened. And if you skipped to the bottom, i can't exactly blame you after my essay above.
好吧,我希望你们之中的有些人还是清醒的,能够从我的文章中发现一些有价值的东西。如果你。不好好看而只是扫了一遍,我鄙视你
---------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------
本来想去看看原帖回复(实际上回复里有价值的东西最多是论坛的真理),结果发现一名叫Gannondorf的玩家发了一贴名为 Threat Generation And You(The Physics) 的文章.该文章引用了大段的kenco的原文,并且在后面添加了关于仇恨的内容,主要分析bwl3号.发现回帖都是赞扬,也没仔细看,先转来,慢慢翻~~~
以下是原版:
The "Aggro Ceiling" ---- aggro上限
This is a fairly new concept, in the sense that it has not yet played a significant part in the design of the WoW endgame until this point. Broodlord Lashlayer is the first boss you will encounter where it is a featured aspect of the encounter. The essential ideas are as follows:
这是一个全新的概念,感觉上这点是wow最后阶段设计的核心部分.血领主Lashlayer是第一个你会体会到这点的boss,这个实质概念如下:
* In general, with healing support and sufficient rage, any warrior will be able to generate at most a certain maximum amount of threat in any given unit of time.
*一般来说,在有治疗支持和足够的怒气情况下,一个战士都能够在单位时间内制造一定数量的最大仇恨 (月猪:我理解是每个战士都有自己独特的TPS)
* As long as the amount of threat generated per unit of time exceeds the rate at which all the other members of the raid are generating threat, the MT in question can continue to keep aggro control indefinitely. This is the situation for essentially every raid boss prior to Broodlord Lashlayer. It is true even if the boss in question has a way to permanently reduce the MT's accumulated threat, as long as the reduction is by some flat amount.
只要战士TPS大于队伍里其他任何一个人的TPS,战士应该就能拉住仇恨. 而且即使有像血领主Lashlayer这样有减仇恨技能的boss,只要减低的仇恨是一个固定数值,该观点依然有效.
* If a given encounter involves an ability that permanently removes a certain percentage of accumulated threat from the MT, rather than a flat amount, then at some point the amount of threat removed each time this ability is used will be equal to the maximum amount of threat that can be generated in the time between two uses of the ability.
如果减仇恨技能移去的是mt的总仇恨值的一个百分比而不是固定数值的仇恨,那么此技能作用可看成是使一定时间内仇恨值达到了最大值.(月猪:没看懂什么意思吧?那看下面)
* When this occurs, it creates an aggro "ceiling" beyond which the MT can effectively no longer build threat. As soon as another member of the raid exceeds that ceiling, there will be no way to avoid pulling aggro from the MT. This is especially significant for classes with no way to permanently reduce their own threat: mages, warlocks, and all types of healers.
当上述情况发生,它制造了一个aggro上限使mt仇恨无法继续建立.一旦其他成员超越了这个上限,他们将ot,这对那些没有减仇恨技能的职业非常重要,这些职业如:法师,术士,以及各种治疗者.
* As an arbitrary example, assume that a given warrior can generate 1000 "units" of threat in 30 seconds, and every 30 seconds a given boss mob permanently reduces his threat by 10%. At some point in the encounter, the warrior in question will have 9000 "units" of threat immediately after being de-aggro'd. In the next 30 seconds, he would generate enough aggro to reach 10000 "units", but would be reduced back to 9000 immediately thereafter. As a result, the warrior in question would never be able to exceed approx. 10000 units of threat. Any other player that exceeds that much accumulated threat would be unable to avoid pulling aggro from the warrior.
举个例子:假设一个战士在30秒内能造成1000仇恨,并且每30秒boss都有技能减低他10%的仇恨.在某时刻,这个战士可能在总仇恨为9000时候失去aggro.但是在下个30秒里,他本可以制造足够仇恨让总仇恨达到10000,但是又会降低回9000.因此,那个战士可能永远也无法使仇恨超过10000. 其他任何一个人超过了10000仇恨都可能会导致仇恨失控.
The worst possible scenario for encountering this aggro ceiling occurs when a boss mob is untauntable. In that case, there is no way for the current aggro leader to avoid receiving the brunt each time the de-aggro ability is used. This is the situation for Broodlord Lashlayer.
最糟糕的情况就是这个aggro上限发生时候,该怪物是嘲讽免疫.这种情况下主tank无法避免吃到这种周期性的减仇恨技能,血领主Lashlayer就是这样的.
Because the primary de-aggro ability used by the Broodlord affects only a single target, the more MTs are alive and building aggro at any given time, the more that de-aggro effect will be "spread" across multiple MTs and the higher overall threat the aggro leader will be able to reach as the encounter progresses. Every time an MT is lost during the encounter, the maximum effective height of the aggro "ceiling" is significantly reduced.
因为血领主的主要减仇恨技能只对一个目标有效,越多的mt活着并且时刻在制造仇恨,那么越多的减仇恨效果将被平分通过坦克链以及ot的人.这样主坦克就能继续拉住. 每当死掉一个战士,那么aggro上限所能承受的"重量"就会降低一些.
It is important to note the following:
注意以下重点:
* Certain classes with ways to permanently reduce their own aggro (rogues and hunters) can effectively ignore the impact of the aggro ceiling, via use of these abilities.
某些职业可以利用减仇恨技能(盗贼,猎人)来忽略aggro上限带来的影响.
* Talents and gear that reduce threat generation (such as Subtlety, or the 3-pc Netherwind set bonus) can be used by DPS and healer classes to lengthen the amount of time it takes them to reach and exceed the ceiling.
一些天赋和装备(像微妙,3件灵风)可以让dps和healer延长他们超越aggro上限的时间.
* Talents, gear, and stance utilized by warriors can increase the "height" at which the ceiling occurs, thus also lengthening the amount of time it takes for DPS and healer classes to reach and exceed the ceiling.
战士的天赋,装备,姿态同样能延长dps和healer超越aggro上限的时间.
* Depending upon circumstances, it may be possible for classes with no intrinsic threat reduction abilities (mages, warlocks, priests, druids, and paladins in particular) to actively suicide during an encounter, so that an OOC rezzer can bring them back to life. This is effectively another mechanism by which such classes can wipe their aggro slate clean. Any use of organized "suicide chains" should be carefully considered before being implemented for a given encounter, since they are by no means always necessary.
综上所述,没有减仇恨的职业可以通过自杀然后被ooc的人救起来清除仇恨.在一些战斗中可以实现一些有组织性的自杀链,但也不是必须的(月猪:实际上1.9以前都这么做过)
There are a number of ways to help mitigate the "aggro ceiling" effect, but the Broodlord Lashlayer encounter is one place in which it operates at full force.
还有很多办法来减轻aggro上限效果,只不过血领主lashlayer战斗必须让这种效果最大化.