效果与关键词
护盾: 阻挡对头部/身体的伤害,消耗与被阻挡的伤害等量的层数。
计算原理
每次触发会从该时刻冷却中的每个技能的剩余时间中扣除10%。扣除是剩余时间的一部分,而非完整冷却。
生效时机: It triggers when an effect that gives Barrier to this unit resolves, from its own skills or from any other source. The hit must not miss, and the unit must not be immune to it. It still triggers when the Barrier is at its cap and does not grow. Barrier that absorbs damage does not trigger it.
作用对象: 仅对触发时已在冷却中的技能有效。准备就绪的技能不获得任何效果,也不会保留到后续。全局冷却不会改变。
工具提示不会告诉你的内容
- 这不是冷却减少属性。它不会缩短您的下一个冷却。它仅缩短在其触发时正在进行的冷却。
- 触发会叠加。连续两次触发会扣除19%的等待时间,而非20%。
- The 10% comes from the skill's data. The code reads the first number in Wave Cycle's data as a percent.
- A Barrier grant of 0 does not trigger it.
与其他效果的相互作用
- Many Barrier grants inside one beat give one trigger. The others are lost, not saved for later.
- A Barrier that absorbs hits does not trigger it. Only a new Barrier grant does.
- 冷却减少以不同方式工作。它在技能使用时设置冷却的长度。之后,正在进行的冷却以固定速度倒计时。
另见:冷却。
从 build 25846389 的游戏二进制读取。 Refactor.Combat.SkillRelated.SKILL_WaveCicle.Passive_WaveCicle$$OnEnable@0x93C2DC, Refactor.TickEvent$$CallOnAfterProcess@0x80B720, Refactor.Combat.SkillRelated.SKILL_WaveCicle.Passive_WaveCicle$$AddAffecterRoutine@0x93C5DC, Refactor.Combat.IExecutionLog$$get_IsApplied@0x8AA228, Refactor.Combat.ExecutionProcess.AffecterSimulator$$Simulate@0x94A380, Refactor.Combat.AffecterExecutionLog$$.ctor@0x8A90F4, Refactor.Combat.SkillRelated.SKILL_WaveCicle.Passive_WaveCicle$$OnLogicalRefresh@0x93C7E8, Refactor.Util.TikiTakaRuntimePolicy$$get_LogicalRefreshDeltaSec@0xA75D04, Refactor.Combat.SkillRelated.SKILL_WaveCicle.Passive_WaveCicle.<SubSkillCooldownRoutine>d__7$$MoveNext@0x93C904, Refactor.Combat.AffecterRelated.PassiveAction$$Initialize@0x9B90BC, Refactor.Tick.DataApply.TickEventApplier$$Apply(CooldownApplyData)@0xAC7200
数值
| 射程 | 1 |
| 开始延迟 | 0.2s |
| 结束延迟 | 0.2s |
| 冷却 | 0s |
| 能量消耗 | 0 |
| 学习所需技能点 | 6 |
| 所需等级 | 4 |
| 普通攻击技能 | 否 |
| 延迟随攻击速度调整 | 是 |
| 可越过墙壁选定目标 | 否 |
| 原始数值 | 10 |
前置条件
需要:
潮起潮落
技能树位置
潮汐技能树 - 第 2 层,第 3 列