参考原版的 AC 设定,如下图:



这篇特别篇章,记录了继 DR 系统数值设定之后,又引入 DT 的一些想法,具体关于 DT 加入之前的 DR 设计请参考
https://www.nexusmods.com/baldursgate3/articles/1327


备注:
目前抗性,DR,DT的工作机制测试如下,假设伤害 50 点,如遇到抗性 -25,如又遇到 DR -3 = 22,此时遇到 重甲 DT 13点,由于 剩余的 22点伤害 超过 13的阈值,所以能给目标造成全部 22点伤害

Notes:
The current mechanics of resistance,DR,and DT are tested as follows:
Assuming the damage is 50 points,encountering resistance of-25 results in 25 points remaining.If DR-3 is then applied,the damage is further reduced to 22 points.At this point,if the target has heavy armor with a DT of 13 points,the remaining 22 points of damage exceed the 13-point threshold.Therefore,the full 22 points of damage can be inflicted on the target.

护甲系统大修 Mod 的调整细节 - 特别关于 Damage Threshold(DT):

  • AC 表示闪避
  • DR 表示物理伤害减免 -1 代表每次被击中物理伤害 -1
  • DT 表示物理伤害阈值 DT 10 表示,当所造成伤害(经过所有减值结算)不足或等于10时,伤害全部被吸收。而 如果能造成大于10点的伤害则全部正常造成伤害。类似护甲被完全击穿的效果
  • 护甲名后面带有* 表示穿着后隐匿检定劣势

  • AC stands for Dodge,representing the ability to evade attacks.
  • DR stands for Physical Damage Reduction.A value of -1 means that each time you are hit,the physical damage is reduced by1.
  • DT stands for Physical Damage Threshold.For example, DT 10 means that if the damage(after all reductions) is less than or equal to 10,it is fully absorbed.However,if the damage exceeds10,it deals its full value.This is similar to the effect of armor being completely penetrated.
  • Armor names followed by an asterisk()indicate that wearing them imposes disadvantage on Stealth checks.

轻型护甲(Light)
布甲(Padded)*       AC 14 + 敏捷Dex调整值Modi        DR  -1DT  0
皮甲(Leather)         AC 15 + 敏捷调整值             DR  -0DT  0
镶钉皮甲(Studded)      AC 14 + 敏捷调整值             DR  -1DT  0

* 轻型护甲 +1 +2 只会相应增加 AC 的数值,不会获得任何 DR 和 DT
• Light armor with+1 or+2 bonuses will only increase the AC value accordingly and will not grant any DR and DT.

中型护甲(Medium)
兽皮甲(Hide)        AC 14 + 敏捷Dex调整值(Cap 3)DR  -(1d4-1)  DT 3 
链甲衫(Chain shirt)      AC 13 + 敏捷Dex调整值(Cap 3)DR  -1d4DT 3
鳞甲*(Scale Mail)      AC 12 + 敏捷Dex调整值(Cap 2)DR  -1d6DT 4
胸甲(Breastplate)      AC 12 + 敏捷Dex调整值(Cap 3)       DR  -(1d6-1)  DT 3
半身板甲*(Half plate)     AC 11 + 敏捷Dex调整值(Cap 2) DR  -1d6DT 5

*中甲比较特殊,敏调最大值 2 的中甲更接近重甲, + 1中甲敏调最大变为 3,+2 原版的增益
这里除了兽皮甲作为中甲中的皮甲 +1 +2 可获得AC, 其他 +1 +2 都没获得额外 AC (欢迎测试反馈)
• Medium armor is somewhat unique.Medium armors with a maximum Dexterity bonus of+2 are closer to heavy armors.When enhanced with a+1 bonus,the maximum Dexterity bonus for medium armor increases to+3.With a+2 bonus,it retains the original benefits.
Here,apart from Hide Armor(which is a type of medium armor similar to leather armor)gaining AC from+1 and+2 bonuses,no other medium armors receive additional AC from these bonuses(feedback through testing is welcome).

重型护甲(Heavy)
环甲*(Ring M)          AC 11 + 敏捷Dex调整值(最大 1)       DR -1d6     DT  5
链甲*(Chain M)          AC 11 + 敏捷Dex调整值(最大 1)       DR -1d8     DT  5          力量 13 否则移速 -4.5m(减半)
板条甲*(Splint)        AC 10 + 敏捷Dex调整值(最大 1)          DR -(1d10-1)    DT  5           力量15 否则移速 -4.5m(减半)
板甲*(Plate)          AC 10 + 无敏捷No Dex调整值        DR -1d10  DT  5    力量 15 否则移速 -4.5m(减半)

* 重型护甲 +1 +2会获得原版的增益 (包括 材料 DT),但不会获得任何 AC
• Heavy armor with+1 or+2 bonuses will gain the original benefits(including material-based DT),but will not receive any additional AC.

一些备注说明*重要*:


自 1.4版本以上开始 Threshold 采用新的系统运作。DR 被设计为浮动的,比对的是武器伤害系统。更坚实的盔甲拥有更高的DR,比如中甲之中的“鳞甲”可以作为中型甲的典型代表。
鳞甲具有 1d6的 DR,结合 3 点DT。这让他能有效的对抗 1d6 甚至是 1d8伤害的武器。


此套系统对 DR 和DT 的主要定义:
  • DR 数据模拟了被甲率-甲胄覆盖程度,之所以是浮动的设计想法和伤害骰是一致的,在物理对抗时当武器伤害确实作用在盔甲上时,DR先发挥了作用。打击在不同部位和诸多不可确定因素的影响下最后减少的伤害并不能确定。我想这会是有趣的博弈。如果伤害连DR都无法穿透,表示这一击只是在盔甲上留下了划痕,角色甚至都没感受到接触。
  • DT 数据是模拟制作盔甲的材料影响以及其他诸如结构或是魔法加持,强度数值是相对固定的。当DR没有抵消掉的伤害切实传递到了盔甲之上,这时DT成为了最后的防线。如果剩余伤害能够高过DT阈值,则伤害完全作用于角色否则角色会收到 1 点伤害,表示DT成功当下了最终的伤害
  • 之后会更新的破甲系统,所谓的破甲,会在DR的基础上制作,比如DR 1d6 的鳞甲,在遭到轻度(d4)破甲伤害(破甲箭),DR = 1d6-1d4,同样这也是一种复杂情况的博弈。轻度破甲并不一定能完全破坏原来的DR。取决于击中的部位,风向?或是一只处于弹道上的飞鸟?当然可能还有更强力的破甲(d8),和决对破甲减少固定数值的设计--可能这是预言系的法术。

总结:
新的DT系统,个人认为更好理解:
  • 选择盔甲你可以想象成你希望硬抗什么伤害程度的武器,比如1d6,1d8?当然越高效果越好越能让你少受伤害(虽然也看运气),中甲仍旧是更具性价比的选择。
  • DT 数值根本上对抗的是虚拟对手除了武器本来伤害之外的 -- 伤害加值,比如,对手的力量调整值+5,和武器附魔+2 获得了7点加值,这时候如果你选择 DT 3的护甲想当于你避免了期中的 3点,而如果你选择的是 DT 5 的甲,那你基本抵消了对手 +5 力量加值带了的优势。
  • 对抗重击伤害的情况,重甲的优势明显,而闪避法术攻击必然选择轻甲

Starting from version 1.4,Threshold has adopted a new system.DR(Damage Reduction)is designed to be a floating value,which is compared with the weapon damage system.The sturdier the armor,the higher the DR.For example,among medium armors,"scale mail"can serve as a typical representative.
Scale mail has a DR of 1d6,combined with 3 points of DT(Damage Threshold).This allows it to effectively counter weapons dealing 1d6 or even 1d8 damage.

The main definitions of DR and DT in this system are as follows:
  • DR:This simulates the armor coverage rate,and the idea of it being a floating value is consistent with the damage dice.In physical combat,when weapon damage actually impacts the armor,DR comes into play first.The final damage reduction cannot be determined due to the impact on different parts and many uncertain factors.I think this will be an interesting gamble.If the damage cannot even penetrate the DR,it means that the strike only left a scratch on the armor,and the character didn't even feel the contact.
  • DT:This simulates the influence of the materials used to make the armor,as well as other factors such as structure or magical enchantments.The strength value is relatively fixed.When the damage that DR has not canceled out actually reaches the armor,DT becomes the last line of defense.If the remaining damage exceeds the DT threshold,the damage is fully applied to the character.Otherwise,the character will receive 1 point of damage,indicating that DT has successfully absorbed the final damage.
  • The upcoming armor-piercing system will be built on top of DR.For example,scale mail with DR 1d6,when subjected to light(d4)armor-piercing damage(such as an armor-piercing arrow),the DR will be 1d6-1d4.This is also a complex gamble.Light armor-piercing damage does not necessarily completely destroy the original DR.It depends on the part hit,the wind direction?Or a bird in flight?Of course,there may also be stronger armor-piercing(d8)and absolute armor-piercing designs that reduce a fixed value—perhaps this is a divination spell.

Summary:
The new DT system,in my opinion,is easier to understand:
  • Choosing armor can be imagined as deciding what level of weapon damage you want to withstand,such as 1d6 or 1d8.Of course,the higher the better,as it will reduce the damage you take(though luck also plays a role).Medium armor remains a more cost-effective choice.
  • The DT value fundamentally counters the damage bonuses from the opponent's virtual attacks,in addition to the weapon's base damage.For example,if the opponent has a+5 strength modifier and a+2 weapon enchantment,resulting in a+7 damage bonus,choosing armor with DT 3 means you avoid 3 of those points.If you choose armor with DT 5,you essentially neutralize the advantage brought by the opponent's+5 strength bonus.
  • In the case of critical hit damage,heavy armor has a clear advantage.However,for dodging spell attacks,light armor is the obvious choice.

特别感谢 micheallv 的及时测试,帮我弄清楚抗性,DR以及DT的工作流程。
specially thank micheallv  for testing this idea promptly and helping me understand the mechanics of resistance,DR,and DT.

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