机制

来自Dota 2 Wiki
(重定向自Mechanics
跳转至: 导航搜索
Globeicon.png
播放 “I am a beacon of knowledge blazing out across a black sea of ignorance.”
这个页面或章节正在翻译成中文。
您可以通过借助"英文页面"的内容编辑来协助改善它。
Mechanics Header.png

机制是整个Dota 2的基石。你可以点击下表中列出的任意一个机制,来查看它们是如何计算,起源于何处,又是如何与其他机制进行复杂交互的。

单位机制[编辑 | 编辑源代码]

以下属性是一些单位所常有的属性,包括英雄creeps,和召唤生物。英雄具有部分其他单位没有的独特机制。

机制 介绍
技能 任何一个单位都可能拥有技能。任何一个英雄至少具有三个基础技能和一个终极技能。升级英雄的技能需要通过获取经验值来提升自身等级。大部分技能是需要主动施放的,也有部分技能是被动生效的。主动技能在两次使用之间存在冷却时间。
属性 基础属性会随着每次自身等级的提升而提升。力量增加生命值和生命恢复速度,敏捷增加护甲和攻击速度,智力增加魔法值,魔法恢复速度和技能伤害。任何英雄都在三个属性中具有一个主属性。主属性的提升同时能提升他们的物理攻击。物品和技能也能提升属性。
天赋 这是一个能极大提升一个英雄属性和特性的机制。玩家可以在10,15,20,和25级时分别从两个天赋中选取一个。
经验 英雄升级所需要的能量点数。经验值能通过击杀小兵、野怪和敌方英雄获得。当达到最高等级25级时,经验值将毫无意义。
复活 英雄出生在fountain,位于他们的基地核心。死亡的英雄会在一段时间后重生。重生时间取决于英雄的等级。
生命值 一个英雄所具有的血量称之为生命值。生命值和生命恢复速度取决于力量,物品,技能和天赋。
魔法值 单位使用大部分技能时所需要的能量点数。魔法值和魔法恢复速度取决于智力,物品,技能和天赋。
护甲 护甲能极大地降低物理伤害。护甲有三种类型,同时能被物品和技能所提升或降低。
伤害格挡 对于每次攻击,抵消一个固定数值,一些物品和技能可以提供此特性。
魔法抗性 以百分比的形式削弱受到的魔法伤害。大部分英雄具有25%的基础魔法抗性。部分物品和技能能进一步提升此特性。
闪避 此特性提供一定的概率来完全规避一次物理攻击。克敌先机能让一个英雄忽视闪避。
移动速度 一个单位移动的速率。部分物品和技能能提升此特性。
转身速率 一个单位的模型的转身速率。大部分操作需要模型正对需要操作的方向。
碰撞体积 一个单位的内在体积(系统级体积),不能被穿越并且可以阻挡其他单位。大部分英雄具有相同的碰撞体积,和他们的物理模型大小无关。
光环 于某个单位或英雄周身一定范围内生效的被动buff或debuff。光环来自于技能和物品,并且不能被驱散
幻象 由技能,物品或神符所生成的英雄的克隆体。幻象有不同的类型,并缺失一些英雄才具有的特性。

攻击机制[编辑 | 编辑源代码]

机制 介绍
伤害类型 一共有三种伤害类型。物理伤害由普通攻击和一些技能造成。魔法伤害由技能和物品造成。纯粹伤害是最罕见的,能忽视护甲和魔法抗性。生命移除忽略任何伤害增幅或削弱,并且不被算作是一种伤害类型。
攻击力 由普通攻击造成的伤害。这种伤害的伤害类型恒定为物理伤害,但是它在作用于不同类型的护甲时有四种不同的表现。
技能伤害 不由普通攻击造成的任何其他伤害。技能伤害可能是魔法伤害,物理伤害,或是纯粹伤害。它会受到智力属性的增幅。
伤害调整 一系列会影响一次最终伤害实例的计算。物品和技能可以加深,减免,和无效化伤害。
持续伤害 以极短间隔时间连续触发的伤害,通常每次触发的伤害数值较小。
攻击速度 进行一次攻击所需要的时间。攻击速度可以被物品和技能增幅或减少。
攻击动作 单位模型进行攻击时的动画效果。当模型做完“攻击点”动画时,产生攻击伤害,并紧接着会做“攻击后摇”动画。攻击动画的播放速度取决于单位的攻击速度。
施法动作 The model animation that plays when a unit uses an ability. The ability is used at the cast point, followed by the cast backswing of the animation. Each ability has its own unique cast animation. The speed of cast animations cannot be altered, and therefore cast speed stays the same throughout the match for each ability.
持续施法 The model animation for certain abilities that require a unit to stand still in order to effect the ability over time.
弹道速度 The speed at which the projectile from a ranged basic attack travels. Abilities have unique missile speeds for their projectiles.
攻击距离 The distance from which a unit can perform basic attacks. Most melee heroes have a range of 150, while ranged heroes can have a range of up to 700.

攻击特效[编辑 | 编辑源代码]

主条目:攻击特效

Additional effects can be added to basic attacks. Some of these effects stack with each other in several ways, while others do not stack at all.

机制 介绍
致命一击 Modifier that increases damage from basic attacks by a percentage multiplier.
分裂&溅射 Modifiers that cause damage from basic attacks to spill past a single target to a larger area.
重击 Modifier that gives basic attacks to a chance to stun.
吸血 Modifier that causes attacks to regenerate a portion of their damage as health.
法力损毁 Modifier that causes attacks to drain mana from the target.
主动/自动施法 Modifiers that are innate to abilities, and can be toggled on or off.
独占攻效 Modifiers that do not stack with each other.

世界机制[编辑 | 编辑源代码]

机制 介绍
游戏地图 The battlefield where Dota 2 matches takes place. Three Lanes are present on the map, and lead into each team's base. In between the lanes are wooded areas known as the Jungle.
建筑物 Structures that aid in the defense of each opposing side. The main building is the Ancient, which must be destroyed in order for a side to win. Buildings can be made temporarily invulnerable with Glyph of Fortification.
商店 Stores scattered across the map that sell items to heroes.
金钱 Currency used to buy items, which increase a hero's capabilities. Heroes gain a small amount of gold every second, and can earn more gold by killing creeps, enemy heroes, and buildings. Dead heroes can use gold to Buyback, allowing them to respawn instantly.
物品 Objects that can be purchased on the game map. Items increase a hero's properties, and grant them special abilities and effects. Smaller items combine into larger items, with the help of recipes. Some items can be disassembled. Most items cannot be shared with other players.
信使 A special unit owned by each team that holds and delivers items to players.
小兵 Units that automatically spawn on the map. They are killed for gold and experience. Lane creeps attack and push towards the opposing base. Neutral creeps reside in the jungle.
Summons Units that are created by heroes to aid them in combat.
Wards Units that provide vision, or some other utility.
Runes Special boosters that spawn on the map. Runes give extra gold and experience to heroes who pick them up, as well as a variety of power-up effects.
Vision A unit's ability to see the map in real time, versus being covered by the fog of war. Most units have a radius of vision around them. Some units can turn invisible, and can only be detected by True Sight.
Time of day The cycle of night and day. Some heroes have abilities that function differently at night. Vision is also limited at night.
Trees Vegetation that serve as impassible obstacles on the game map. Trees can be cut down, and will regrow over time. Some items and abilities can interact with trees.
Pseudo-random distribution The chance an ability or item's effect will occur, increasing every time the effect does not occur.
True random distribution The chance an ability or item's effect will occur, calculated independently of previous instances.

状态效果[编辑 | 编辑源代码]

主条目:控制

Status effects are a variety of conditions that can afflict units. They are caused by abilities and items.

机制 介绍
Stun Unit is unable to move or perform any actions. Shackle is the same as stun, but requires the attacking hero to channel the effect.
Root Unit is unable to move, but can perform some actions.
Hex Unit is transformed into a critter, and is unable to perform any actions except move at a slow pace.
Cyclone Unit is swept into the air, where it is invulnerable, but cannot move or perform any actions.
Hide/Banish Unit is temporarily removed from the game map, and cannot be damaged or affected by any other mechanics.
Blind Unit has a chance to miss basic attacks.
Silence Unit is disabled from using unit abilities, but can still use item abilities.
Mute Unit is disabled from using item abilities.
Break Unit's passive abilities are disabled.
Disarm Unit cannot attack, but can still use abilities.
Slow Unit's movement speed is reduced. Most slows end after a set time, while other slows gradually decrease over time.
Trap Unit's movement is restricted by barriers, but can still perform actions.
Taunt Unit is compelled to attack a certain target, ignoring player input.
Forced movement Unit is compelled to move in a certain direction, ignoring player input.
Teleport/Blink Unit moves to a location instantaneously.
Invisibility Unit cannot be seen by normal vision, but can be detected by True Sight.
Phased Unit can move through other units, ignoring collision size.
Invulnerability Unit cannot be damaged by physical attacks.
Spell immunity Unit cannot be targeted or affected by most spells.
Ethereal Unit assumes a ghostly form, becoming immune to physical damage, but takes more magical damage. Ethereal units cannot attack.

驱散[编辑 | 编辑源代码]

主条目:驱散

Dispel refers to methods that remove buffs, debuffs, and status effects. This is an important topic to understanding the internal interactions of Dota 2.

机制 介绍
Basic dispel A simple dispel granted by abilities and items.
Purge The same as a basic dispel, but with the addition of a slow debuff.
Spell immunity Some forms of spell immunity provide a basic dispel when activated.
Strong dispel A greater dispel that removes more status effects, granted by a handful of abilities.
Removable buffs A list of buffs that can be removed by various forms of dispel.
Removable debuffs A list of debuffs that can be removed by various forms of dispel.

Gameplay[编辑 | 编辑源代码]

Mechanic Introduction
Game modes Map conditions with different rulesets regarding hero picking and other variables.
Custom Games Game modes created by community members, with its own set of rules and assets. Custom games are made through modding.
Heads-up display The in-game graphical interface, showing a hero's portrait, abilities, items, stats, and more.
Minimap A small graphical representation of the game map, where heroes and other information can be seen. Scanning is a way to reveal the presence of enemies on the minimap.
Disjoint The act of dodging a projectile using an ability or item. Not all projectiles can be disjointed.
Denying The act of killing a friendly hero, creep or building with low health. Denying prevents enemy heroes from gaining gold and experience from the denied unit or building.
Creep control techniques Methods to manipulate creeps for the purpose of positioning, or spawning more creeps to kill later on.
Roles Play styles that heroes fulfill to serve a specific function for their team.
Ganking The strategy of ambushing and attacking isolated enemy heroes in order to secure an early game advantage.
Pushing The strategy of focusing on destroying buildings and pressuring the lanes.
Harassment The strategy of attacking opponents to intimidate them from farming effectively, especially during the early game.
Farming The act of accumulating gold by killing as many creeps as possible.
Jungling The act of farming in the jungle by killing neutral creeps, instead of farming in the lanes.
Initiating The act of starting a teamfight, usually by disabling opponents with powerful abilities first.

系统[编辑 | 编辑源代码]

This is a list of major functions that are not directly part of the game. It involves various features regarding player input, Steam, and others.

机制 介绍
补丁 Updates to the game client, including changes to elements outside of mechanics, such as cosmetic items or the graphical interface.
版本 Updates to game mechanics, including new heroes, items, and balance adjustments. Versions are shipped with patches.
奖杯&个人资料等级 In-game achievements that are awarded for accomplishing various feats.
活动 Time-limited promotions that come with exclusive cosmetic items, trophies, and more. Events usually take place around big tournaments and holidays.
观战 A function that allows players to watch live games, as well as replays of past games.

设置[编辑 | 编辑源代码]

主条目:游戏设置

游戏设置 allow users to change display, graphics, audio, and control settings.

机制 介绍
Controls Settings for hotkeys, mouse cursor interactions, and the in-game chat wheel.
Launch Options Command lines that can be entered Steam's settings to change the Dota 2 client.
Console commands List of commands that can be used through the in-game console.
Cheats List of official cheats that can be used in private lobbies, for the purpose of testing. Cheats cannot be used in matchmaking.

匹配[编辑 | 编辑源代码]

主条目:匹配

Matchmaking is the automated system that finds and matches players together, usually based on internal calculations of player skill. Casual and ranked matchmaking are both available.

机制 介绍
Matchmaking Rating The value that determines a player's skill level. Also known as MMR. Winning increases a player's rating, while losing decreases it.
Leaderboards Regional ladder rankings for the top 200 players with the highest matchmaking rating.
Bots AI controlled heroes that players can choose to match with.
Priority Internal flag that determines who players are matched with. Players with a history of bad conduct are placed in low priority, and can only match with others in low priority.
Ban Punishments given out to players who violate rules or community norms. Communication bans are given out based on feedback from other players. Total game bans are given out to players who use third party programs to cheat.

饰品[编辑 | 编辑源代码]

主条目:饰品

Cosmetic items can be used to alter the appearance of heroes and various elements of the interface. They are purely cosmetic and do not affect game mechanics.

机制 介绍
Item drop system Cosmetic items drop randomly after matches. Rare items drop less often.
Rarity Property of items that scale from 普通 to 至宝. Rarer items are generally harder to obtain, and contain more customizations.
Quality Property of items that are associated with the circumstances of their origin.
Armory The in-game interface where all cosmetic items are stored.
Treasures Boxes that can be opened to obtain random cosmetic items.
Gems Modifiers that can be socketed into some items to grant them a counter or custom effects.
Music Soundtracks that play depending on the events of the game. Numerous custom music packs exist.
Steam Market A community marketplace where cosmetic items can be bought and sold.
Trading The act of trading cosmetic items with a friend on Steam, with certain restrictions.
Gifting The act of sending cosmetic items to a friend as a gift, with certain restrictions.