安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
For Gunship: "20% increased armor repair per kill" - obviously good, since 20% of over 90k is quite a bit of extra HP per kill!
I think the 20% applies to the existing "armor repair per kill" stat on your installed armor piece, not directly to your armor. For example, armor with a 10% armor repair per kill stat, will now function as 12% with this passive, not 30% armor repair per kill. Essentially, it works like a 20% Repair Protocol catalyst.
For Sentinel: 15% increased shield hitpoints: this applies to the base shield value only, not the 276% multiplier. So for example, a 12.2k shield normally yields 45.8k total shield after Sentinel multiplier. Due to this, with this passive, it becomes only 47.6k instead of 52.5k (if the multiplier was applied).
Cheers!