名人细心观察的故事50:魔兽世界中有什么可以监视仇恨的插件

来源:百度文库 编辑:查人人中国名人网 时间:2024/04/29 14:58:31
我是一个小工会的战士 ,经常去mc ,我想找一个能够监视团队人员仇恨大小的插件,最好是那种能以列表的方式显示仇恨及其数值的插件 以便于我更好的拉住仇恨 谢谢大家乐
最好是正规一点插件 希望知道的朋友分享一下

大脚好象没仇恨度的条吧 ?
  晚上再仔细看看去

  提供点关于仇恨的理解,原文NGA上面,已经有很多人证实,对战士很有帮助的。

  It's often said that we will never be able to work out the way threat and hate lists and mobs' AI works, because it's too complicated and unknowable, that we'll only ever have crude approximations and guesses. I've conducted some decent, rigorous tests, and i have what i believe is a good list of hate values and explanations of gaining and losing aggro and the behaviour of taunt. I am also able to debunk a few myths about how threat works.
  大家普遍认为我们永远无法解算出仇恨以及仇恨列表以及怪物的AI,因为这个系统复杂未知,所以我们只能推导和得到一些粗略的近似值.我做了一些正规严格的测试,并且得出了我认为很优秀的包括仇恨列表,对获得和失去aggro以及嘲讽的合理解释. 本文将揭开关于仇恨系统的神秘面纱.
  1) Definitions 定义

  We define "aggro" to be who the mob is attacking. We define "threat" to be a numeric value that each mob has towards each player on it's hate list. Note, as we shall soon see, even for a normal mob, the target who has aggro is not necessarily the player on it's threat list with the most threat.
  我们定义aggro为怪物正在攻击的目标,我们定义“仇恨”为怪物对于每个玩家在仇恨列表中的量化数值。需要注意的是,如我们下面要讲的,任何一个怪物,在仇恨列表里最高位并不是取得aggro的必要条件。

  We define arbitratily that 1 point of unmodified damage gives 1 point of threat.
  我们定义1点无修正伤害产生1点仇恨

  2) 如何取得aggro(aggro:成为boss的目标)- 超越10%仇恨

  Simply put, for a mob to change aggro to a new target, the new target must have over 10% more threat than the mob's current target. E.g. mob is attacking player x. x does 100 damage to mob, then stops. Player y starts hitting the mob. The mob will start attacking y when y does over 110 damage.
  想使怪物目标转到一个新目标上,那么新目标必须超过现有目标对该怪物仇恨的10%. 例如:怪物正在攻击玩家x, x对怪物造成100伤害,然后停止. 玩家y开始攻击怪物,当造成110伤害后怪物开始攻击y.

  Proof: this is easy to demonstrate. Get two players both doing autoattack on a mob (not warriors of rogues; we'll see later they complicate things). Have player 1 do a certain amount of damage, then stop. Have player 2 keep attacking till he gets aggro. You have an upper and lower bound on the threat required to get aggro - 1 attack before he got aggro was not enough, but the attack that he got aggro was at least enough. With low damage attacks (i.e. fists only), you will get a very good value of 10%.
  实验:很容易的证明,2个玩家都自动攻击一个怪(不要是战士或者盗贼,等会说明更为复杂的东西),玩家1先造成一定数量的伤害然后停止,玩家2继续攻击直到他取得aggro。你可以得到一个带有上下限范围的仇恨来取得aggro---玩家1攻击到造成怪物aggro的最少伤害,使用最低攻击(比如空手攻击),你可以得到一个非常准确的10%。

  This is only a deion of the normal mob targetting. Obviously there are mobs who will attack secondary targets with special abilities, ignoring their current threat / aggro.
  以上只能用来描述普通怪,显然有些怪物有特殊技能忽略当时的仇恨或者aggro而攻击第2目标。

  3) Threat modifiers from Warrior Stances 战士姿态的仇恨修正

  In Battle Stance and Berserker Stance, all threat from a Warrior is multiplied by 80%. In defensive stance, the multiplier is 130%. With Defiance, it is 145%.
  战斗和狂爆姿态,战士的所有仇恨值为80%.防御姿态为130%,如果有defiance天赋为145%。

  Proof: a simple modification of the above proof. Get a warrior to do, say, 1000 damage in defensive stance, without defiance. Get a non-warrior to take aggro with white damage. You will find it does not happen before 1430 damage. The warrior's 1000 damage caused 1300 threat in defensive stance, and the 10% barrier means you need more than 1430 to gain aggro.
  实验:让一个战士在防御姿态造成1000伤害,且没有defiance.一个非战士职业通过普通攻击取得aggro,你将发现在造成1430伤害前aggro无法取得. 防御姿态战士的1000伤害达到了1300的仇恨,而10%的设置需要高于1430的伤害来获得aggro。

  4) 仇恨不会随时间消退

  Threat never, ever decays. Here is test data. Warrior does 83 damage on mob in battle stance, gains aggro. From above, we know it will take more than 83 * 0.8 * 1.1 = 73.04 threat to gain aggro. Warrior waits for 5 minutes getting beat on. Then mage starts attacking slowly. Mage does 73 damage, but does not gain aggro! Mage does another 2 damage, and does gain aggro. From the warrior's initial hit to losing aggro, the time taken was 496 seconds.
  仇恨不会消退.这里有测试数据. 战斗姿态战士对怪物造成83点伤害,取得了aggro. 从上我们知道需要造成83x0.8x1.1=73.04仇恨才能抢到aggro. 战士等待了5分钟在攻击,然后法师开始缓慢攻击. 法师造成73点伤害带市未能获得aggro.法师又造成了2点伤害后,取得了aggro.。从战士开始攻击到失去aggro,全过程一共用了496秒。

  As an upper bound, assume maximal threat decay. i.e. the mage only needed 73.000000001 threat to gain aggro. Then the warrior's threat had decayed to 66.36363636, from 66.4. This means he went down to 99.945% threat in 496 seconds.

  假设仇恨衰减达到最大(73是临界值的话). 法师只需要73.000000001仇恨来取得aggro. 然后战士仇恨从66.4衰减到66.36363636. 这意味着他在496秒里失去了99.945%的仇恨。

  At this maximal rate of hate decay, the time taken for the warrior's threat to decay to 90% of the original value would be 26.5 hours. In fact, if a warrior logged in as soon as the server came online after the weekly reset and hit a mob, his threat would not decay to 50% before the server reset next week. I think this is enough to rule out threat decay.
  根据这个最大仇恨衰减率,这个战士仇恨衰减到90%需要26.5小时.实际上,如果一个战士在服务器开始时候登陆,在下个星期服务器维护时也无法衰减50%仇恨.我认为这个足够可以无视仇恨衰减了。

  5) 战士技能产生的仇恨值

  the following list is not exhaustive, but includes all the major tanking abilities.
  下面的列表不够全面,但是包括了战士的几个主要拉仇恨技能。
  Note: the following values are given in raw terms. In reality the warrior must have either a 1.3 or 0.8 or 1.45 modifier on these, depending on his stance and talents.
  注:下面的数值排列顺序不分先后,实际上战士有1.3或者0.8或者1.45的修正,取决于姿态和天赋
  Note: * All abilities do not include threat generated by their damage. This will be discussed more later.
  注:带*的技能仇恨不包括伤害带来的仇恨,这个以后讨论。
  破甲: 260 (258.0 - 260.8)
  英勇*: 145 (143.9 - 148.8)
  复仇*: 315 (313.9 - 318.3)
  复仇昏迷: 25 (23.4 - 29.1)
  盾击*: 180 (175.4 - 180.3)
  盾牌猛击*: ?? 250 (estimated from Cop's data. More on that later)
  盾档: 0 (0 - 0. Can be higher - more on this later)
  雷霆一击*: 130 (126.9 - 134.8)
  挫志吼叫: 43 (42.8 - 43.8)

  6) Healing, "you gain x ___", etc 治疗,“你获得xxxx”等

  Each point of healing, when completely unmodified by talents, gives 0.5 threat. Replace the proof for (2) by the second person only healing.
  每点治疗,无天赋修正情况下造成0.5的仇恨值,通过(2)的实验中一个只负责治疗的人证明。

  Note: overhealing doesn't count, only the actual amount healed. This is easy to demonstrate.
  注:过量治疗不被计算。,计算实际治疗量。这个很容易论证。
  Abilities that put "you gain x mana" in the combat log give 0.5 threat per point gained; life is the same. Examples would be drinking potions, but not natural regen, or the Shaman's mana spring totem.
  战斗日志里的“你获得x法力”每点获得0.5仇恨值,生命值也一样。喝药水等都算,但是人物的自然回复的那部分以及撒满图腾提供的回复都无仇恨。
  Abilities that put "you gain x rage" in the combat log give 5 threat per point gained. However, this is not modified by warrior stance. Such abilities include bloodrage, improved blocking talent, unbridled wrath, and 5/8 Might.
  战斗日志里“你获得x点怒气”每点获得5点仇恨值。但是,这些不会因为战士姿态而修正。获得怒气的技能包括包括嗜血狂怒,增强盾挡天赋,无尽怒气,5件力量套等。
  Like healing, these only give threat if you are below the maximum.
  和治疗一样,状态满时候增加不会造成仇恨。

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  更多内容nga.com

有插件可以看怪当前锁定的目标,我没发现有具体量化仇恨的。
月光,大脚等都有这个功能。

看来你对魔兽不了解。你说的这种东西根本没有。估计很难设计出来,因为除了爆雪的设计人员没人知道WOW的仇恨原理,目前网上也有许多说法都有漏洞。
就算有一天可视化列表出现爆雪绝对视作外挂处理!
所以您就别在这里浪费时间了,直接把分给我。该下副本下副本去吧

去下大脚,
怪的当前目标下有个蓝条就是怪的目标对怪的仇恨度,,仇恨度小于1半时,其他攻击职业应该放慢频率。

当然该仇恨条也是个大概的估算,,不准确。但是总算做到了量化。