[無名報]叁叁刊之二:Ten days of mayhem - Updates and clarifications

Day 3,615, 02:20 Published in Republic of China (Taiwan) Republic of China (Taiwan) by OMR.Ding

前言:只有雞才能超越雞。

本報為官方對活動的 更新及澄清 ,活動本文參見:
[無名報]叁叁刊:Ten days of mayhem
https://www.erepublik.com/en/article/-ten-days-of-mayhem1-2652571/1/20

錯譯、超譯現象,因為還是很麻煩。
如有翻譯錯誤,請務必在報紙留言處留言。
 
如有活動中的任何問題也請在本報留言,當然也歡迎討論。


以下內容翻譯來自:https://www.erepublik.com/en/main/latest-updates/0/301
選擇地形


The attacking side's military leaders (Country Presidents, Dictators, Ministers of Defense, Ministers of Foreign Affairs and Prime Ministers) will have the ability to choose the Attack Strategy by picking the terrains for the battles to come.
In case of Resistance Wars, the Resistance Force is the attacker and the military leaders of the country fighting to liberate the region will be able to set the Attack Strategy.

Attackers can set their Attack Strategy from the battle console, the wars list and the country military tab.
The terrains selected are valid per battle (round) and are valid for all the divisions of the battle (round). During a campaign, every terrain can be selected only once.

For dictatorship or liberation wars, the order of the terrains is randomly generated at the start of the campaign.
If the military leaders of a country do not select a default Attack Strategy, a random one will be generated.


進攻方的軍事領導者(國家統領、獨裁者、國防部長、外交部長及總理)將可以制定"進攻策略"來選定未來戰鬥的地形。
在起義戰爭,起義的國家方為進攻方且該國的軍事領導者將能夠制定"進攻策略"。

進攻方可以從 國家的軍事標籤、戰鬥列表及戰鬥控制台 設置"進攻策略"。
被選定的地形在逐個戰鬥(Battles(rounds))是有效的,且對於每個分區的該戰鬥(Battle(round))都是同樣的地形。
在一場戰役(Campaign)裡,每個地形只能被挑選一次。

獨裁戰爭或是解放戰爭,地形是完全隨機的。
如果軍事領導人未設定過"進攻策略",系統將會隨機分配。
 
 
換日間的戰鬥
 
 
The ongoing battles (rounds) at the start of the event will not change their rules and will not have the military rank bonus.
They will also not count in setting the epic thresholds for epic battles under the event rules.

 
在Day 3,615 換日前的戰鬥(Battles)並不會被活動任何影響也不會有軍銜點數加成。
他們也不會按造活動的史詩規則來運行史詩。
 
 
史詩戰鬥
 
 
As announced, during the event, Battles will become epic once they go above the maximal damage of a battle fought in the same divisions over the last days. This will only apply during the Event days.
Only battles that started after day 3,615 00:00 will be considered for the maximal damage mechanic.
That also means that the first batch of battles to start after 3,615 00:00 will be the ones to set the first epic thresholds.


正如所宣布的,在活動中,如果這幾天的戰鬥(Battles)達到之前同個分區的最大傷害,那麼該場則會變成為史詩。這設定僅用在活動期間內。
只有在 Day 3,615 00:00 之後啟動的戰鬥(Battles)才會被計量最大傷害。
這也意味著Day 3,615 00:00 之後啟動的戰鬥為設定第一批史詩戰鬥的門檻。

Example Scenario:
Battle 1 starts before 3,615 00:00 so standard rules and strength applies.
Battle 2 is the first one to start after 3,615 00:00 and no epic threshold is available for it.When it ends at 1h40 it will set the epic threshold of 1,000.
Battle 3 reaches the Epic threshold at 1h40 and becomes epic once battle 2 is finished. Battle 3 sets a new epic threshold of 1,200 when it ends.
Battle 4 reaches the Epic threshold at 2h20 and becomes epic. It sets a new epic threshold of 1,500 when it ends.
Battle 5 never makes the epic threshold and never becomes epic, ending at 1,200 damage.
Battle 6 and Battle 7 reach the 1,500 epic threshold at 3:20 and 3:40 respectively both becoming epics. Battle 6 sets a new threshold of 2,000 at 4:00. The new threshold will not affect the status of Battle 7 which remains epic until it ends.
The new threshold will only be considered for future battles or battles in progress that did not achieve epic status.



範例:
Battle 1 在 3,615 00:00 之前開始,所以這不適用於活動規則及力量。
Battle 2 在 3,615 00:00 之後開始,並沒有史詩門檻,當它在1h40結束。其傷害為1000且被定為史詩門檻。
Battle 3 在 1h40 時達到史詩門檻,一旦 Battle 2結束,它將成為史詩。Battle 3 在結束時設定了一個新的史詩門檻,值1200。
Battle 4 在 2h20 時達到史詩門檻成為史詩。它結束時設置一個新的史詩門檻,值1500。
Battle 5 並沒有到達史詩門檻也不會變成史詩,戰場結束時傷害值1200。
Battle 6 及 Battle 7 分別在 3h20 及 3h40 達到史詩門檻且分別成為史詩。Battle 6 設定了新的史詩門檻為 2000 。新的門檻並不會影響 Battle 7的史詩狀態,直至戰鬥結束。
新的門檻僅會影響未來的戰鬥來決定有無到達史詩門檻。


Based on your feedback, we have lowered the interval on which the threshold is based on to the previous 2 days .


根據回饋,我們降低到門檻只會影響到兩天之內。
 
 
選擇地形
 
 
 
 
 
A player can distribute its strength points at any time between one or more terrains.
As long as there are strength points available players can assign them to a terrain of their choice.


That means that a division one player with 40,000 strength points can decide to only allocate 20,000 Skill Points for a terrain at the beginning of the event and keep the remaining 20,000 for a later assignment.


If a player does not assign any Skill Points his skills for all the terrain will be 0.
A maximum of 40,000 Skill Points can be assigned to a terrain.

You can check other player’s skill by visiting their profile page or in their hovercards.





玩家可以隨時分配一個或多個地形之間分配力量點數。
只要有力量點數,玩家就能分配力量點數到地形上面。

這意味著,活動開始後,一名擁有40,000力量的分區一玩家,可以只先配分配 20,000 力量到一個地形裡,並保留剩餘的 20,000 力量。

如果玩家並未分配任何點數在技能上面,他的所有地形的技能將為0。
可以分為最多40,000 力量點在地形上面。

你可以透過訪問其他玩家的個人頁面或是玩家卡來查看其他玩家的技能點數。
 
 

 
 

 
 
重置技能
 
 
In order to reset the skills a Reset Token is required.
Once used all the strength distributed in Skill Points will be added back to the available strength pool and you will be able to assign it to new skills.

Each citizen will get 5 Reset Tokens at the beginning of the event and will be able to purchase up to 10 more Reset Tokens.

為了重置技能,得需要重置代幣
一旦使用後,所有被分配的力量將會回歸至未被分配的狀態,你將可以重新地分配它們。

每個玩家將會在活動開始時獲得 5枚 重置代幣,並且最多可以擁有 10枚 重置代幣。

本線以上為翻譯內容。

 
 
 
Q&A
 
 
Q1:傷害到底怎麼算?

1.根據影響力公式在相對應地形之技能分配的點為S。
影響力公式:I = 10 × (1 + S/400) × (1 + R/5)
I=影響力 S=力量(在此為地形的分配力量) R=軍銜

SD1→0 - 20000
SD2→0 - 25000
SD3→0 - 30000
SD4→0 - 40000


舉例:A玩家為D4分區,在某地形分配了30000點 並在此地之D4區輸出 軍銜為God of War*** ( R:65 ) 用空手輸出,無其他額外加乘。

其造成的傷害為 10 × 76 × 14 = 10,640 (用Q7則為 31,920 )

舉例:A玩家在某地形分配了30000點 並在此地之D1區輸出,用空手輸出,無其他額外加乘。

會根據該區的Hit來判定你打出的傷害。

2.飛彈、核彈及火箭筒仍然按照該用具的傷害進行計算。
 
 
Q2:獲得的軍銜點到底怎麼算?

1.在未開傷害增幅器加成下,活動期間在地面戰所獲得的同等於正常之兩倍。

2.開加成狀況下為 該傷害/10 + 活動獲得的軍銜點。

如果是跨區,則為被借到的Hit *2倍
(如有軍階包加乘 再多乘以1.05)

 
3.火箭筒仍然只會獲得1000(或是1100軍銜點)
 

Q3:活動的地形更動之後持續?
 
只有雞知道。
 
 
Q4:壓等白壓了?

……

 
 
Q5:好糞!

所以快去找無頭雞抱怨!eRepublik Forum.