安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
and before some people start shit, red hook doesn't mind it as long as you aren't giving away core dlc features (i.e. districts or the courtyard itself) as part of the mod.
Honestly, it's fine, adding multiple bleed checks seems to create its own problems in-game anyway, might as well just stick with the one I provided. And try to figure out if it's balanced from the stats I gave it. Then I can finally bring this mod to version 1 officially.
Again I don't see the issue with having a comp that reduces bleed resist as if they reduce resist far enough then yes the bleed will do 100% dmg 100% of the time, but that has always been true even of traditional bleeds. The expected value stays the same.
I'm not trying to tell you what to do, or even really suggesting you should do this at this point. I just find it interesting as I have myself recently been exploring atypical skill design and this mod piqued my interest as a clever take on an old skill.
My thinking with the individual 1 point bleeds would be to have them all have the same much lower % chance and let a random number of them succeed or fail to essentially achieve the same effect.
For example 6 100% chances vs 50% resist;
6 damage - 1/62
5 damage - 6/62
4 damage - 15/62
3 damage - 18/62
2 damage - 15/62
1 damage - 6/62
0 damage - 1/62
A more normal 6 dmg bleed at 100% vs 50% resist'
6 damage - 1/2 (31/62)
0 damage - 1/2 (31/62)