Steamをインストール
ログイン
|
言語
简体中文(簡体字中国語)
繁體中文(繁体字中国語)
한국어 (韓国語)
ไทย (タイ語)
български (ブルガリア語)
Čeština(チェコ語)
Dansk (デンマーク語)
Deutsch (ドイツ語)
English (英語)
Español - España (スペイン語 - スペイン)
Español - Latinoamérica (スペイン語 - ラテンアメリカ)
Ελληνικά (ギリシャ語)
Français (フランス語)
Italiano (イタリア語)
Bahasa Indonesia(インドネシア語)
Magyar(ハンガリー語)
Nederlands (オランダ語)
Norsk (ノルウェー語)
Polski (ポーランド語)
Português(ポルトガル語-ポルトガル)
Português - Brasil (ポルトガル語 - ブラジル)
Română(ルーマニア語)
Русский (ロシア語)
Suomi (フィンランド語)
Svenska (スウェーデン語)
Türkçe (トルコ語)
Tiếng Việt (ベトナム語)
Українська (ウクライナ語)
翻訳の問題を報告
Acid works as you said. So does haste. With 40+ int Haste is 4 turns, except on characters with walk it off, it becomes 1 turn.
Peace of mind however is interesting. Normally its 3 turns. 40+ int it becomes 6 turns, but on a character with walk it off it will last for... 4 turns?! Would be interesting to see what causes this.
Edit did some more testing:
Fortify, magic shell, encourage, meld metal and soothing cold all seem to follow Peace of Mind's structure of 3 turns base, 6 turns with 40+ int and 4 turns with 40+ int on a character with walk it off.
Interestingly, skills that only affect yourself behave differently.
Flaming Tongues for instance is also 3 turns base, turned into 6 with 40+ int, but if your character has walk it off, it's only active for 2, which follows the base-1 turn formula of acid/haste/burning/wet/schocked/suffocating.
Also interestingly, the bleeding from Terrifying cruelty and sawtooth knife at 40 int also becomes 4 turns on a character with walk it off, seemingly behaving differently than other damaging status effects..
So the only exception to this, are skills that are 3 turns in base length, that also affect other people.