{"zh":{"abilities":{"arcane_crepuscular":"赋能·影袭","eclipse":"黯然失色","eclipse_helminth":"黯然失色（Helminth）","energized_munitions":"充沛军需","fireball_frenzy":"狂热火球","freeze_force":"寒冰之力","nourish":"消化滋养","nourish_helminth":"消化滋养（Helminth）","resupply":"补给","roar":"战吼","roar_helminth":"战吼（Helminth）","shock_trooper":"电击奇兵","tenacious_bond":"坚韧连结","toxic_lash":"剧毒鞭笞","valence_formation":"效价炼成","venom_dose":"猛毒附加","warcry":"咆哮","wrathful_advance":"暴怒突进","wrathful_advance_helminth":"暴怒突进（Helminth）","xatas_whisper":"真理密语","xatas_whisper_helminth":"真理密语（Helminth）"},"arcane_descriptions":{"akimbo_slip_shot":["滑行或处于飞身瞄准时：使用双持手枪获得 15% 的弹药效率。","滑行或处于飞身瞄准时：使用双持手枪获得 25% 的弹药效率。","滑行或处于飞身瞄准时：使用双持手枪获得 35% 的弹药效率。","滑行或处于飞身瞄准时：使用双持手枪获得 45% 的弹药效率。","滑行或处于飞身瞄准时：使用双持手枪获得 55% 的弹药效率。","滑行或处于飞身瞄准时：使用双持手枪获得 65% 的弹药效率。"],"cascadia_accuracy":["翻滚时：\n+50% 命中弱点暴击几率，持续 4 秒","翻滚时：\n+100% 命中弱点暴击几率，持续 4 秒","翻滚时：\n+150% 命中弱点暴击几率，持续 4 秒","翻滚时：\n+200% 命中弱点暴击几率，持续 4 秒","翻滚时：\n+250% 命中弱点暴击几率，持续 4 秒","翻滚时：\n+300% 命中弱点暴击几率，持续 4 秒"],"cascadia_empowered":["触发异常状态时：\n造成与异常状态类型匹配的 250 伤害","触发异常状态时：\n造成与异常状态类型匹配的 350 伤害","触发异常状态时：\n造成与异常状态类型匹配的 450 伤害","触发异常状态时：\n造成与异常状态类型匹配的 550 伤害","触发异常状态时：\n造成与异常状态类型匹配的 650 伤害","触发异常状态时：\n造成与异常状态类型匹配的 750 伤害"],"cascadia_flare":["触发 火焰异常状态时：\n+2% 伤害，持续 10 秒。最多叠加到 80%。","触发 火焰异常状态时：\n+4% 伤害，持续 10 秒。最多叠加到 160%。","触发 火焰异常状态时：\n+6% 伤害，持续 10 秒。最多叠加到 240%。","触发 火焰异常状态时：\n+8% 伤害，持续 10 秒。最多叠加到 320%。","触发 火焰异常状态时：\n+10% 伤害，持续 10 秒。最多叠加到 400%。","触发 火焰异常状态时：\n+12% 伤害，持续 10 秒。最多叠加到 480%。"],"cascadia_overcharge":["「过载护盾」处于激活状态时：+50% 暴击几率。","「过载护盾」处于激活状态时：+100% 暴击几率。","「过载护盾」处于激活状态时：+150% 暴击几率。","「过载护盾」处于激活状态时：+200% 暴击几率。","「过载护盾」处于激活状态时：+250% 暴击几率。","「过载护盾」处于激活状态时：+300% 暴击几率。"],"conjunction_voltage":["触发 电击异常状态时：\n+0.25% 装填速度 和 +0.5% 多重射击，持续 12 秒。最多叠加到 40 层。","触发 电击异常状态时：\n+0.5% 装填速度 和 +1% 多重射击，持续 12 秒。最多叠加到 40 层。","触发 电击异常状态时：\n+0.75% 装填速度 和 +1.5% 多重射击，持续 12 秒。最多叠加到 40 层。","触发 电击异常状态时：\n+1% 装填速度 和 +2% 多重射击，持续 12 秒。最多叠加到 40 层。","触发 电击异常状态时：\n+1.25% 装填速度 和 +2.5% 多重射击，持续 12 秒。最多叠加到 40 层。","触发 电击异常状态时：\n+1.5% 装填速度 和 +3% 多重射击，持续 12 秒。最多叠加到 40 层。"],"fractalized_reset":["使用技能后：\n+40% 装填速度，持续 5 秒","使用技能后：\n+80% 装填速度，持续 5 秒","使用技能后：\n+120% 装填速度，持续 5 秒","使用技能后：\n+160% 装填速度，持续 5 秒","使用技能后：\n+200% 装填速度，持续 5 秒","使用技能后：\n+240% 装填速度，持续 5 秒"],"longbow_sharpshot":["命中弱点时：下一次射击 +50% 伤害。","命中弱点时：下一次射击 +100% 伤害。","命中弱点时：下一次射击 +150% 伤害。","命中弱点时：下一次射击 +200% 伤害。","命中弱点时：下一次射击 +250% 伤害。","命中弱点时：下一次射击 +300% 伤害。"],"melee_afflictions":["受到异常状态影响的敌人在被近战攻击击倒或击飞时，增加 1 层额外异常状态层数。","受到异常状态影响的敌人在被近战攻击击倒或击飞时，增加 2 层额外异常状态层数。","受到异常状态影响的敌人在被近战攻击击倒或击飞时，增加 3 层额外异常状态层数。","受到异常状态影响的敌人在被近战攻击击倒或击飞时，增加 4 层额外异常状态层数。","受到异常状态影响的敌人在被近战攻击击倒或击飞时，增加 5 层额外异常状态层数。","受到异常状态影响的敌人在被近战攻击击倒或击飞时，增加 6 层额外异常状态层数。"],"melee_animosity":["近战命中时：下一次重击获得 7% 暴击几率，最多获得 70% 暴击几率。","近战命中时：下一次重击获得 14% 暴击几率，最多获得 140% 暴击几率。","近战命中时：下一次重击获得 21% 暴击几率，最多获得 210% 暴击几率。","近战命中时：下一次重击获得 28% 暴击几率，最多获得 280% 暴击几率。","近战命中时：下一次重击获得 35% 暴击几率，最多获得 350% 暴击几率。","近战命中时：下一次重击获得 42% 暴击几率，最多获得 420% 暴击几率。"],"melee_assimilation":["护盾被打破时：\n+25% 在重击时的近战伤害 和 重击击杀可恢复 +5% 最大护盾值，持续 20 秒。","护盾被打破时：\n+50% 在重击时的近战伤害 和 重击击杀可恢复 +10% 最大护盾值，持续 20 秒。","护盾被打破时：\n+75% 在重击时的近战伤害 和 重击击杀可恢复 +15% 最大护盾值，持续 20 秒。","护盾被打破时：\n+100% 在重击时的近战伤害 和 重击击杀可恢复 +20% 最大护盾值，持续 20 秒。","护盾被打破时：\n+125% 在重击时的近战伤害 和 重击击杀可恢复 +25% 最大护盾值，持续 20 秒。","护盾被打破时：\n+150% 在重击时的近战伤害 和 重击击杀可恢复 +30% 最大护盾值，持续 20 秒。"],"melee_careen":["对被冰冻的敌人造成近战伤害 x1.25。翻滚时：冰冻 3 米范围内的敌人，冷却时间为 2 秒。","对被冰冻的敌人造成近战伤害 x1.50。翻滚时：冰冻 3.5 米范围内的敌人，冷却时间为 2 秒。","对被冰冻的敌人造成近战伤害 x1.75。翻滚时：冰冻 4 米范围内的敌人，冷却时间为 2 秒。","对被冰冻的敌人造成近战伤害 x2.00。翻滚时：冰冻 4.5 米范围内的敌人，冷却时间为 2 秒。","对被冰冻的敌人造成近战伤害 x2.25。翻滚时：冰冻 5 米范围内的敌人，冷却时间为 2 秒。","对被冰冻的敌人造成近战伤害 x2.50。翻滚时：冰冻 5.5 米范围内的敌人，冷却时间为 2 秒。"],"melee_crescendo":["处决击杀时：永久获得 1 初始连击，直到任务结束","处决击杀时：永久获得 2 初始连击，直到任务结束","处决击杀时：永久获得 3 初始连击，直到任务结束","处决击杀时：永久获得 4 初始连击，直到任务结束","处决击杀时：永久获得 5 初始连击，直到任务结束","处决击杀时：永久获得 6 初始连击，直到任务结束"],"melee_doughty":["每 10% 近战武器 穿刺触发几率可获得 0.5 倍暴击伤害加成。","每 10% 近战武器 穿刺触发几率可获得 0.6 倍暴击伤害加成。","每 10% 近战武器 穿刺触发几率可获得 0.7 倍暴击伤害加成。","每 10% 近战武器 穿刺触发几率可获得 0.8 倍暴击伤害加成。","每 10% 近战武器 穿刺触发几率可获得 0.9 倍暴击伤害加成。","每 10% 近战武器 穿刺触发几率可获得 1.0 倍暴击伤害加成。"],"melee_duplicate":["基础暴击命中时：有 25% 几率施加第二次攻击。","基础暴击命中时：有 40% 几率施加第二次攻击。","基础暴击命中时：有 55% 几率施加第二次攻击。","基础暴击命中时：有 70% 几率施加第二次攻击。","基础暴击命中时：有 85% 几率施加第二次攻击。","基础暴击命中时：有 100% 几率施加第二次攻击。"],"melee_exposure":["使用技能后：近战攻击获得 10% 腐蚀伤害，持续 25 秒。最多叠加到 240% 伤害。","使用技能后：近战攻击获得 20% 腐蚀伤害，持续 25 秒。最多叠加到 240% 伤害。","使用技能后：近战攻击获得 30% 腐蚀伤害，持续 25 秒。最多叠加到 240% 伤害。","使用技能后：近战攻击获得 40% 腐蚀伤害，持续 25 秒。最多叠加到 240% 伤害。","使用技能后：近战攻击获得 50% 腐蚀伤害，持续 25 秒。最多叠加到 240% 伤害。","使用技能后：近战攻击获得 60% 腐蚀伤害，持续 25 秒。最多叠加到 240% 伤害。"],"melee_fortification":["近战击杀时：+35 护甲，持续 10 秒。","近战击杀时：+70 护甲，持续 10 秒。","近战击杀时：+105 护甲，持续 10 秒。","近战击杀时：+140 护甲，持续 10 秒。","近战击杀时：+175 护甲，持续 10 秒。","近战击杀时：+210 护甲，持续 10 秒。"],"melee_influence":["近战造成 电击异常状态时：有 20% 几率使 3 秒内近战攻击触发的元素异常状态施加于 10 米内的敌人上。效果激活时无法刷新。","近战造成 电击异常状态时：有 20% 几率使 6 秒内近战攻击触发的元素异常状态施加于 12 米内的敌人上。效果激活时无法刷新。","近战造成 电击异常状态时：有 20% 几率使 9 秒内近战攻击触发的元素异常状态施加于 14 米内的敌人上。效果激活时无法刷新。","近战造成 电击异常状态时：有 20% 几率使 12 秒内近战攻击触发的元素异常状态施加于 16 米内的敌人上。效果激活时无法刷新。","近战造成 电击异常状态时：有 20% 几率使 15 秒内近战攻击触发的元素异常状态施加于 18 米内的敌人上。效果激活时无法刷新。","近战造成 电击异常状态时：有 20% 几率使 18 秒内近战攻击触发的元素异常状态施加于 20 米内的敌人上。效果激活时无法刷新。"],"melee_retaliation":["当前每拥有 200 护盾，获得 5% 近战伤害，最多获得 420% 近战伤害。通过过载护盾获得的增益减半。","当前每拥有 200 护盾，获得 10% 近战伤害，最多获得 420% 近战伤害。通过过载护盾获得的增益减半。","当前每拥有 200 护盾，获得 15% 近战伤害，最多获得 420% 近战伤害。通过过载护盾获得的增益减半。","当前每拥有 200 护盾，获得 20% 近战伤害，最多获得 420% 近战伤害。通过过载护盾获得的增益减半。","当前每拥有 200 护盾，获得 25% 近战伤害，最多获得 420% 近战伤害。通过过载护盾获得的增益减半。","当前每拥有 200 护盾，获得 30% 近战伤害，最多获得 420% 近战伤害。通过过载护盾获得的增益减半。"],"melee_vortex":["击杀受到 磁力异常状态影响的敌人时有 20% 几率将半径 18 米内的敌人拉近。","击杀受到 磁力异常状态影响的敌人时有 25% 几率将半径 18 米内的敌人拉近。","击杀受到 磁力异常状态影响的敌人时有 30% 几率将半径 18 米内的敌人拉近。","击杀受到 磁力异常状态影响的敌人时有 35% 几率将半径 18 米内的敌人拉近。","击杀受到 磁力异常状态影响的敌人时有 40% 几率将半径 18 米内的敌人拉近。","击杀受到 磁力异常状态影响的敌人时有 45% 几率将半径 18 米内的敌人拉近。"],"primary_blight":["触发 毒素异常状态时：\n+0.6% 暴击伤害 和 +0.3% 多重射击，持续 12 秒。最多叠加到 40 层。","触发 毒素异常状态时：\n+1.2% 暴击伤害 和 +0.6% 多重射击，持续 12 秒。最多叠加到 40 层。","触发 毒素异常状态时：\n+1.8% 暴击伤害 和 +0.9% 多重射击，持续 12 秒。最多叠加到 40 层。","触发 毒素异常状态时：\n+2.4% 暴击伤害 和 +1.2% 多重射击，持续 12 秒。最多叠加到 40 层。","触发 毒素异常状态时：\n+3% 暴击伤害 和 +1.5% 多重射击，持续 12 秒。最多叠加到 40 层。","触发 毒素异常状态时：\n+3.6% 暴击伤害 和 +1.8% 多重射击，持续 12 秒。最多叠加到 40 层。"],"primary_bulwark":["超过 1,000 护甲值的每一点护甲，增加 1% 伤害，最高可增加 250%。","超过 1,000 护甲值的每一点护甲，增加 1% 伤害，最高可增加 300%。","超过 1,000 护甲值的每一点护甲，增加 1% 伤害，最高可增加 350%。","超过 1,000 护甲值的每一点护甲，增加 1% 伤害，最高可增加 400%。","超过 1,000 护甲值的每一点护甲，增加 1% 伤害，最高可增加 450%。","超过 1,000 护甲值的每一点护甲，增加 1% 伤害，最高可增加 500%。"],"primary_compression":["瞄准时：爆炸范围为 0.2 倍，且每缩小 1 米范围，增加 50% 伤害与 3.0% 弹药效率。","瞄准时：爆炸范围为 0.2 倍，且每缩小 1 米范围，增加 60% 伤害与 3.5% 弹药效率。","瞄准时：爆炸范围为 0.2 倍，且每缩小 1 米范围，增加 70% 伤害与 4.0% 弹药效率。","瞄准时：爆炸范围为 0.2 倍，且每缩小 1 米范围，增加 80% 伤害与 4.5% 弹药效率。","瞄准时：爆炸范围为 0.2 倍，且每缩小 1 米范围，增加 90% 伤害与 5.0% 弹药效率。","瞄准时：爆炸范围为 0.2 倍，且每缩小 1 米范围，增加 100% 伤害与 5.5% 弹药效率。"],"primary_crux":["命中弱点时：获得 +5% 触发几率和 +1% 弹药效率，持续 10 秒。最多可叠加 10 层。","命中弱点时：获得 +10% 触发几率和 +2% 弹药效率，持续 10 秒。最多可叠加 10 层。","命中弱点时：获得 +15% 触发几率和 +3% 弹药效率，持续 10 秒。最多可叠加 10 层。","命中弱点时：获得 +20% 触发几率和 +4% 弹药效率，持续 10 秒。最多可叠加 10 层。","命中弱点时：获得 +25% 触发几率和 +5% 弹药效率，持续 10 秒。最多可叠加 10 层。","命中弱点时：获得 +30% 触发几率和 +6% 弹药效率，持续 10 秒。最多可叠加 10 层。"],"primary_deadhead":["弱点击杀时：\n+20% 伤害，持续 24 秒。最多叠加到 3 层。","弱点击杀时：\n+40% 伤害，持续 24 秒。最多叠加到 3 层。","弱点击杀时：\n+60% 伤害，持续 24 秒。最多叠加到 3 层。","弱点击杀时：\n+80% 伤害，持续 24 秒。最多叠加到 3 层。","弱点击杀时：\n+100% 伤害，持续 24 秒。最多叠加到 3 层。","弱点击杀时：\n+120% 伤害，持续 24 秒。最多叠加到 3 层。\n+30% 爆头倍率\n-50% 武器后坐力"],"primary_debilitate":["如果敌人身上叠加了 10 层复合异常状态，再次造成相同的异常状态有 50% 的几率施加组成该异常状态的基础异常状态之一。","如果敌人身上叠加了 10 层复合异常状态，再次造成相同的异常状态有 60% 的几率施加组成该异常状态的基础异常状态之一。","如果敌人身上叠加了 10 层复合异常状态，再次造成相同的异常状态有 70% 的几率施加组成该异常状态的基础异常状态之一。","如果敌人身上叠加了 10 层复合异常状态，再次造成相同的异常状态有 80% 的几率施加组成该异常状态的基础异常状态之一。","如果敌人身上叠加了 10 层复合异常状态，再次造成相同的异常状态有 90% 的几率施加组成该异常状态的基础异常状态之一。","如果敌人身上叠加了 10 层复合异常状态，再次造成相同的异常状态有 100% 的几率施加组成该异常状态的基础异常状态之一。"],"primary_dexterity":["近战击杀时：\n+10% 伤害，持续 20 秒。最多叠加到 6 层。","近战击杀时：\n+20% 伤害，持续 20 秒。最多叠加到 6 层。","近战击杀时：\n+30% 伤害，持续 20 秒。最多叠加到 6 层。","近战击杀时：\n+40% 伤害，持续 20 秒。最多叠加到 6 层。","近战击杀时：\n+50% 伤害，持续 20 秒。最多叠加到 6 层。","近战击杀时：\n+60% 伤害，持续 20 秒。最多叠加到 6 层。\n+7.5 秒连击持续时间"],"primary_exhilarate":["武器触发 冲击异常状态：\n每秒恢复 +0.2 能量，持续 10 秒。最多叠加到 3 层。","武器触发 冲击异常状态：\n每秒恢复 +0.4 能量，持续 10 秒。最多叠加到 3 层。","武器触发 冲击异常状态：\n每秒恢复 +0.6 能量，持续 10 秒。最多叠加到 3 层。","武器触发 冲击异常状态：\n每秒恢复 +0.8 能量，持续 10 秒。最多叠加到 3 层。","武器触发 冲击异常状态：\n每秒恢复 +1 能量，持续 10 秒。最多叠加到 3 层。","武器触发 冲击异常状态：\n每秒恢复 +1.2 能量，持续 10 秒。最多叠加到 3 层。"],"primary_frostbite":["触发 冰冻异常状态时：\n+0.5% 暴击伤害 和 +0.38% 多重射击，持续 12 秒。最多叠加到 40 层。","触发 冰冻异常状态时：\n+1% 暴击伤害 和 +0.75% 多重射击，持续 12 秒。最多叠加到 40 层。","触发 冰冻异常状态时：\n+1.5% 暴击伤害 和 +1.12% 多重射击，持续 12 秒。最多叠加到 40 层。","触发 冰冻异常状态时：\n+2% 暴击伤害 和 +1.5% 多重射击，持续 12 秒。最多叠加到 40 层。","触发 冰冻异常状态时：\n+2.5% 暴击伤害 和 +1.88% 多重射击，持续 12 秒。最多叠加到 40 层。","触发 冰冻异常状态时：\n+3% 暴击伤害 和 +2.25% 多重射击，持续 12 秒。最多叠加到 40 层。"],"primary_merciless":["击杀时：\n+5% 伤害，持续 4 秒。最多叠加到 12 层。","击杀时：\n+10% 伤害，持续 4 秒。最多叠加到 12 层。","击杀时：\n+15% 伤害，持续 4 秒。最多叠加到 12 层。","击杀时：\n+20% 伤害，持续 4 秒。最多叠加到 12 层。","击杀时：\n+25% 伤害，持续 4 秒。最多叠加到 12 层。","击杀时：\n+30% 伤害，持续 4 秒。最多叠加到 12 层。\n+30% 装填速度"],"primary_obstruct":["武器触发 磁力异常状态时：目标 15 米内的敌人武器会被干扰。冷却时间 60 秒。","武器触发 磁力异常状态时：目标 15 米内的敌人武器会被干扰。冷却时间 50 秒。","武器触发 磁力异常状态时：目标 15 米内的敌人武器会被干扰。冷却时间 40 秒。","武器触发 磁力异常状态时：目标 15 米内的敌人武器会被干扰。冷却时间 30 秒。","武器触发 磁力异常状态时：目标 15 米内的敌人武器会被干扰。冷却时间 20 秒。","武器触发 磁力异常状态时：目标 15 米内的敌人武器会被干扰。冷却时间 10 秒。"],"primary_overcharge":["当能量值达到或超过 90% 时：获得最大能量值的 35% 作为多重射击，上限为 100%。","当能量值达到或超过 90% 时：获得最大能量值的 35% 作为多重射击，上限为 150%。","当能量值达到或超过 90% 时：获得最大能量值的 35% 作为多重射击，上限为 200%。","当能量值达到或超过 90% 时：获得最大能量值的 35% 作为多重射击，上限为 250%。","当能量值达到或超过 90% 时：获得最大能量值的 35% 作为多重射击，上限为 300%。","当能量值达到或超过 90% 时：获得最大能量值的 35% 作为多重射击，上限为 350%。"],"primary_plated_round":["装填时：每装填一发子弹可根据最大弹匣容量增加伤害。持续 3 秒。","装填时：每装填一发子弹可根据最大弹匣容量增加伤害。持续 4 秒。","装填时：每装填一发子弹可根据最大弹匣容量增加伤害。持续 5 秒。","装填时：每装填一发子弹可根据最大弹匣容量增加伤害。持续 6 秒。","装填时：每装填一发子弹可根据最大弹匣容量增加伤害。持续 8 秒。","装填时：每装填一发子弹可根据最大弹匣容量增加伤害。持续 10 秒。"],"secondary_cryogenic":["造成  穿刺时：对 10 米内的敌人施加 1 层  冰冻异常状态。","造成  穿刺时：对 11 米内的敌人施加 1 层  冰冻异常状态。","造成  穿刺时：对 12 米内的敌人施加 2 层  冰冻异常状态。","造成  穿刺时：对 13 米内的敌人施加 2 层  冰冻异常状态。","造成  穿刺时：对 14 米内的敌人施加 3 层  冰冻异常状态。","造成  穿刺时：对 15 米内的敌人施加 3 层  冰冻异常状态。"],"secondary_deadhead":["弱点击杀时：\n+20% 伤害，持续 24 秒。最多叠加到 3 层。","弱点击杀时：\n+40% 伤害，持续 24 秒。最多叠加到 3 层。","弱点击杀时：\n+60% 伤害，持续 24 秒。最多叠加到 3 层。","弱点击杀时：\n+80% 伤害，持续 24 秒。最多叠加到 3 层。","弱点击杀时：\n+100% 伤害，持续 24 秒。最多叠加到 3 层。","弱点击杀时：\n+120% 伤害，持续 24 秒。最多叠加到 3 层。\n+30% 爆头倍率\n-50% 武器后坐力"],"secondary_dexterity":["近战击杀时：\n+10% 伤害，持续 20 秒。最多叠加到 6 层。","近战击杀时：\n+20% 伤害，持续 20 秒。最多叠加到 6 层。","近战击杀时：\n+30% 伤害，持续 20 秒。最多叠加到 6 层。","近战击杀时：\n+40% 伤害，持续 20 秒。最多叠加到 6 层。","近战击杀时：\n+50% 伤害，持续 20 秒。最多叠加到 6 层。","近战击杀时：\n+60% 伤害，持续 20 秒。最多叠加到 6 层。\n+7.5 秒连击持续时间"],"secondary_encumber":["触发异常状态时：+4% 几率触发第二个随机异常状态。","触发异常状态时：+8% 几率触发第二个随机异常状态。","触发异常状态时：+12% 几率触发第二个随机异常状态。","触发异常状态时：+16% 几率触发第二个随机异常状态。","触发异常状态时：+20% 几率触发第二个随机异常状态。","触发异常状态时：+24% 几率触发第二个随机异常状态。"],"secondary_enervate":["命中时：增加 10% 暴击几率。在 1 次强力暴击命中后重置。","命中时：增加 10% 暴击几率。在 2 次强力暴击命中后重置。","命中时：增加 10% 暴击几率。在 3 次强力暴击命中后重置。","命中时：增加 10% 暴击几率。在 4 次强力暴击命中后重置。","命中时：增加 10% 暴击几率。在 5 次强力暴击命中后重置。","命中时：增加 10% 暴击几率。在 6 次强力暴击命中后重置。"],"secondary_fortifier":["每对敌人的超宏防护造成 100 伤害，便获得 1 超宏防护。\n对超宏防护造成 x3 额外伤害。","每对敌人的超宏防护造成 100 伤害，便获得 1 超宏防护。\n对超宏防护造成 x4 额外伤害。","每对敌人的超宏防护造成 100 伤害，便获得 1 超宏防护。\n对超宏防护造成 x5 额外伤害。","每对敌人的超宏防护造成 100 伤害，便获得 1 超宏防护。\n对超宏防护造成 x6 额外伤害。","每对敌人的超宏防护造成 100 伤害，便获得 1 超宏防护。\n对超宏防护造成 x7 额外伤害。","每对敌人的超宏防护造成 100 伤害，便获得 1 超宏防护。\n对超宏防护造成 x8 额外伤害。"],"secondary_irradiate":["命中受到 10 层 辐射影响的敌人时：对 4.5 米范围内的敌人造成 80% 的命中伤害。","命中受到 10 层 辐射影响的敌人时：对 5 米范围内的敌人造成 100% 的命中伤害。","命中受到 10 层 辐射影响的敌人时：对 5.5 米范围内的敌人造成 120% 的命中伤害。","命中受到 10 层 辐射影响的敌人时：对 6 米范围内的敌人造成 140% 的命中伤害。","命中受到 10 层 辐射影响的敌人时：对 6.5 米范围内的敌人造成 160% 的命中伤害。","命中受到 10 层 辐射影响的敌人时：对 7 米范围内的敌人造成 180% 的命中伤害。"],"secondary_kinship":["为友军战甲提供增益时：每个增益 +3% 暴击率。","为友军战甲提供增益时：每个增益 +6% 暴击率。","为友军战甲提供增益时：每个增益 +10% 暴击率。","为友军战甲提供增益时：每个增益 +13% 暴击率。","为友军战甲提供增益时：每个增益 +17% 暴击率。","为友军战甲提供增益时：每个增益 +20% 暴击率。"],"secondary_merciless":["击杀时：\n+5% 伤害，持续 4 秒。最多叠加到 12 层。","击杀时：\n+10% 伤害，持续 4 秒。最多叠加到 12 层。","击杀时：\n+15% 伤害，持续 4 秒。最多叠加到 12 层。","击杀时：\n+20% 伤害，持续 4 秒。最多叠加到 12 层。","击杀时：\n+25% 伤害，持续 4 秒。最多叠加到 12 层。","击杀时：\n+30% 伤害，持续 4 秒。最多叠加到 12 层。\n+30% 装填速度"],"secondary_outburst":["切换到次要武器时消耗所有连击倍率，每层消耗的连击倍率增加 5% 的次要武器暴击几率和暴击伤害，持续 30 秒。","切换到次要武器时消耗所有连击倍率，每层消耗的连击倍率增加 7% 的次要武器暴击几率和暴击伤害，持续 30 秒。","切换到次要武器时消耗所有连击倍率，每层消耗的连击倍率增加 9% 的次要武器暴击几率和暴击伤害，持续 30 秒。","切换到次要武器时消耗所有连击倍率，每层消耗的连击倍率增加 12% 的次要武器暴击几率和暴击伤害，持续 30 秒。","切换到次要武器时消耗所有连击倍率，每层消耗的连击倍率增加 16% 的次要武器暴击几率和暴击伤害，持续 30 秒。","切换到次要武器时消耗所有连击倍率，每层消耗的连击倍率增加 20% 的次要武器暴击几率和暴击伤害，持续 30 秒。"],"secondary_shiver":["每层 冰冻异常状态会使敌人受到 +7.5% 的伤害","每层 冰冻异常状态会使敌人受到 +15% 的伤害","每层 冰冻异常状态会使敌人受到 +22.5% 的伤害","每层 冰冻异常状态会使敌人受到 +30% 的伤害","每层 冰冻异常状态会使敌人受到 +37.5% 的伤害","每层 冰冻异常状态会使敌人受到 +45% 的伤害"],"secondary_surge":["施放技能时：当前每拥有 200 能量，下一次射击伤害增加 1 倍，最高可达 3 倍。","施放技能时：当前每拥有 200 能量，下一次射击伤害增加 1 倍，最高可达 4 倍。","施放技能时：当前每拥有 200 能量，下一次射击伤害增加 1 倍，最高可达 5 倍。","施放技能时：当前每拥有 200 能量，下一次射击伤害增加 1 倍，最高可达 6 倍。","施放技能时：当前每拥有 200 能量，下一次射击伤害增加 1 倍，最高可达 7 倍。","施放技能时：当前每拥有 200 能量，下一次射击伤害增加 1 倍，最高可达 8 倍。"],"shotgun_vendetta":["在目标 5 米以内使用霰弹枪击杀时：\n+30% 多重射击 和 +12.5% 装填速度，持续 15 秒。","在目标 5 米以内使用霰弹枪击杀时：\n+60% 多重射击 和 +25% 装填速度，持续 15 秒。","在目标 5 米以内使用霰弹枪击杀时：\n+90% 多重射击 和 +37.5% 装填速度，持续 15 秒。","在目标 5 米以内使用霰弹枪击杀时：\n+120% 多重射击 和 +50% 装填速度，持续 15 秒。","在目标 5 米以内使用霰弹枪击杀时：\n+150% 多重射击 和 +62.5% 装填速度，持续 15 秒。","在目标 5 米以内使用霰弹枪击杀时：\n+180% 多重射击 和 +75% 装填速度，持续 15 秒。"]},"arcanes":{"akimbo_slip_shot":"双枪·滑射","cascadia_accuracy":"瀑流·精准","cascadia_empowered":"瀑流·强化","cascadia_flare":"瀑流·耀炎","cascadia_overcharge":"瀑流·溢能","conjunction_voltage":"联结·电压","fractalized_reset":"分形·重置","longbow_sharpshot":"弓箭·利矢","melee_afflictions":"近战·苦痛","melee_animosity":"近战·憎恶","melee_assimilation":"近战·同化","melee_careen":"近战·疾驰","melee_crescendo":"近战·渐强","melee_doughty":"近战·无畏","melee_duplicate":"近战·刃影","melee_exposure":"近战·暴露","melee_fortification":"近战·坚壁","melee_influence":"近战·侵染","melee_retaliation":"近战·报复","melee_vortex":"近战·漩涡","primary_blight":"主要·毒侵","primary_bulwark":"主要·堡垒","primary_compression":"主要·压缩","primary_crux":"主要·准星","primary_deadhead":"主要·死首","primary_debilitate":"主要·衰弱","primary_dexterity":"主要·熟练","primary_exhilarate":"主要·激昂","primary_frostbite":"主要·霜冻","primary_merciless":"主要·无情","primary_obstruct":"主要·滞阻","primary_overcharge":"主要·过载","primary_plated_round":"主要·镀金弹头","secondary_cryogenic":"次要·低温","secondary_deadhead":"次要·死首","secondary_dexterity":"次要·熟练","secondary_encumber":"次要·妨害","secondary_enervate":"次要·失活","secondary_fortifier":"次要·筑垒","secondary_irradiate":"次要·照射","secondary_kinship":"次要·手足","secondary_merciless":"次要·无情","secondary_outburst":"次要·爆发","secondary_shiver":"次要·冷颤","secondary_surge":"次要·激涌","shotgun_vendetta":"霰弹·仇杀"},"artifact_mods":{"da_ren":"达仁","empazu_shol":"恩肖","esti_vel_ikha":"埃伊","evir_ti":"埃蒂","hayan_dabor":"哈达","hok_kaal":"霍卡","kaal_zidi":"卡齐","lashta_vak":"拉瓦","lorun_tash":"洛塔","metem_erun":"梅伦","metem_hakh":"梅哈","omn_evi":"奥维","sey_taph":"塞塔","sil_tabol":"西塔","talsek_an":"塔安","ubri_kaneph":"乌卡","ulashta_shol":"乌肖","vik_anam":"维南","vikla_safor":"维萨","yar_dal":"亚达"},"auras":{"aerodynamic":"空气动力","brief_respite":"快速休整","coaction_drift":"协力窜升","combat_discipline":"战斗教条","corrosive_projection":"腐蚀投射","dead_eye":"死亡之眼","dreamers_bond":"梦者羁绊","emp_aura":"电磁脉冲场","empowered_blades":"强化刀锋","enemy_radar":"侦敌雷达","energy_siphon":"能量虹吸","growing_power":"成长之力","holster_amp":"切换增幅","infested_impedance":"感染者阻抗","loot_detector":"战利品探测器","mecha_empowered":"机甲 强化","melee_guidance":"近战指引","physique":"体魄","pistol_amp":"手枪增幅","pistol_scavenger":"手枪弹药搜集者","power_donation":"献出力量","ready_steel":"磨砺锋刃","rejuvenation":"返老还童","rifle_amp":"步枪增幅","rifle_scavenger":"步枪弹药搜集者","shepherd":"牧羊人","shield_disruption":"护盾瓦解","shotgun_amp":"霰弹枪增幅","shotgun_scavenger":"霰弹枪弹药搜集者","sniper_scavenger":"狙击枪弹药搜集者","sprint_boost":"冲刺提升","stand_united":"团结一致","steel_charge":"钢铁充能","summoners_wrath":"召唤师之怒","swift_momentum":"迅敏动量","toxin_resistance":"毒素抵抗","worthy_comradery":"可靠战友"},"catalogue":{"amp/virtuos_forge":"正直·熔炉","amp/virtuos_fury":"正直·狂怒","amp/virtuos_ghost":"正直·鬼魅","amp/virtuos_null":"正直·空无","amp/virtuos_shadow":"正直·暗影","amp/virtuos_spike":"正直·尖刺","amp/virtuos_strike":"正直·打击","amp/virtuos_surge":"正直·突波","amp/virtuos_tempo":"正直·节奏","amp/virtuos_trojan":"正直·特洛伊","archmelee/astral_autopsy":"星界剖解","archmelee/astral_slash":"星体切砍","archmelee/blazing_steel":"炽烈坚刃","archmelee/bleeding_edge":"血色刃缘","archmelee/conductive_blade":"通电刀刃","archmelee/critical_meltdown":"关键熔毁","archmelee/cryo_coating":"冷冻包覆","archmelee/cutting_edge":"切割刃缘","archmelee/extend":"延展","archmelee/furor":"狂怒","archmelee/glacial_edge":"冰冷刃缘","archmelee/infectious_injection":"传染性注射","archmelee/ion_infusion":"离子注入","archmelee/magnetized_core":"磁性核心","archmelee/meteor_crash":"流星撞击","archmelee/nebula_bore":"星云钻孔","archmelee/poisonous_sting":"剧毒螫刺","archmelee/searing_steel":"炽燃钢铁","archmelee/sudden_impact":"瞬间冲击","archmelee/tempered_blade":"强化刀片","archwing/afterburner":"加力燃烧","archwing/argon_plating":"氩晶装甲","archwing/auxiliary_power":"辅助动力","archwing/cold_snap":"寒流来袭","archwing/efficient_transferral":"高效传输","archwing/energy_amplifier":"能量扩散","archwing/energy_field":"能量力场","archwing/energy_inversion":"能量转化","archwing/enhanced_durability":"耐久强化","archwing/hyperion_thrusters":"超越推进","archwing/kinetic_diversion":"动力转移","archwing/morphic_transformer":"非晶变压器","archwing/primed_morphic_transformer":"非晶变压器 Prime","archwing/superior_defenses":"卓越防御","archwing/system_reroute":"系统重划","k_drive/air_time":"乘空时间","k_drive/bomb_the_landin":"轰炸落地","k_drive/cold_arrival":"冷抵步","k_drive/extreme_velocity":"极限加速","k_drive/inertia_dampeners":"惯性减震","k_drive/juice":"能量果汁","k_drive/kinetic_friction":"动能摩擦","k_drive/mad_stack":"狂堆速","k_drive/mag_locks":"磁吸固锁","k_drive/nitro_boost":"氮气喷射","k_drive/perfect_balance":"完美平衡","k_drive/pop_top":"瞬满","k_drive/poppin_vert":"纵腾天际","k_drive/primo_flair":"顶级花式","k_drive/quick_escape":"迅逃夭","k_drive/rail_guards":"护轨器","k_drive/slay_board":"斩杀悬浮板","k_drive/sonic_boost":"声波提升","k_drive/thrash_landing":"收尾痛击","k_drive/trail_blazer":"轨上燃焰","k_drive/vapor_trail":"雾化尾迹","k_drive/venerdo_hoverdrive":"启明物悬浮驱动","necramech/necramech_augur":"殁世机甲 预言","necramech/necramech_aviator":"殁世机甲 飞行员","necramech/necramech_blitz":"殁世机甲 闪击","necramech/necramech_continuity":"殁世机甲 持久力","necramech/necramech_deflection":"殁世机甲 充能","necramech/necramech_drift":"殁世机甲 窜升","necramech/necramech_efficiency":"殁世机甲 增效","necramech/necramech_enemy_sense":"殁世机甲 敌人感应","necramech/necramech_flow":"殁世机甲 川流不息","necramech/necramech_friction":"殁世机甲 摩擦","necramech/necramech_fury":"殁世机甲 狂暴","necramech/necramech_hydraulics":"殁世机甲 液压","necramech/necramech_intensify":"殁世机甲 聚精会神","necramech/necramech_pressure_point":"殁世机甲 压迫点","necramech/necramech_rage":"殁世机甲 狂暴化","necramech/necramech_reach":"殁世机甲 剑风","necramech/necramech_rebuke":"殁世机甲 训戒","necramech/necramech_redirection":"殁世机甲 蓄能重划","necramech/necramech_refuel":"殁世机甲 燃料补给","necramech/necramech_repair":"殁世机甲 修复","necramech/necramech_seismic_wave":"殁世机甲 震波","necramech/necramech_slipstream":"殁世机甲 滑流","necramech/necramech_steel_fiber":"殁世机甲 钢铁纤维","necramech/necramech_streamline":"殁世机甲 简化","necramech/necramech_stretch":"殁世机甲 延伸","necramech/necramech_thrusters":"殁世机甲 推进器","necramech/necramech_vitality":"殁世机甲 生命力","parazon/anti_v":"防毒先锋","parazon/auto_breach":"自动破解","parazon/blood_for_ammo":"血易弹药","parazon/blood_for_energy":"血易能量","parazon/blood_for_life":"血易生命","parazon/byteryte":"字节卫士","parazon/computer_cop":"电脑巡警","parazon/drive_duster":"驱动除尘","parazon/failsafe":"失效保险","parazon/firewall":"防火墙","parazon/hard_reset":"硬重启","parazon/hit_and_run":"脚底抹油","parazon/immuno_shield":"免疫护盾","parazon/instant_secure":"即刻安保","parazon/intruder":"入侵者","parazon/keep_clean":"持续清理","parazon/live_wire":"火线电击","parazon/malicious_code":"恶毒指令","parazon/master_key":"万能钥匙","parazon/out_of_sight":"视野之外","parazon/power_drain":"力量汲取","parazon/quick_correct":"快速修正","parazon/runtime":"溜之大吉","parazon/soft_safe":"软件安全","parazon/swift_mercy":"迅捷怜悯","parazon/threat_blocker":"威胁壁垒","parazon/trojan_tracker":"木马追缉","parazon/turbo_protect":"极速防护","parazon/untraceable":"无迹可寻","parazon/worm_away":"蠕虫驱逐","railjack/artillery_cheap_shot":"高效光能炮","railjack/battle_forge":"战斗锻造","railjack/battle_stations":"战位","railjack/blackout_pulse":"熄扰脉冲","railjack/breach_quanta":"封隙量子","railjack/conic_nozzle":"锥型推进器","railjack/countermeasures":"反制系统","railjack/crimson_fugue":"猩红逐击","railjack/cruising_speed":"巡航速度","railjack/death_blossom":"死亡绽放","railjack/defensive_fire":"防御火力","railjack/fire_suppression":"火势抑制","railjack/flow_burn":"热流涌动","railjack/form_up":"列阵归队","railjack/fortifying_fire":"固盾火力","railjack/forward_artillery":"前装光能炮","railjack/granums_nemesis":"格拉努之劲敌","railjack/hyperstrike":"超量打击","railjack/indomitable_matrix":"不屈矩阵","railjack/intruder_stasis":"侵入停滞","railjack/ion_burn":"离子燃烧","railjack/ironclad_matrix":"铁甲矩阵","railjack/munitions_vortex":"弹药漩涡","railjack/onslaught_matrix":"强攻矩阵","railjack/ordnance_cheap_shot":"高效火炮","railjack/ordnance_velocity":"火炮速度","railjack/orgone_tuning_matrix":"能量调谐矩阵","railjack/overloader":"超量载弹","railjack/particle_ram":"粒子冲撞","railjack/phoenix_blaze":"凤凰烈焰","railjack/predator":"捕食者","railjack/protective_shots":"防护射击","railjack/quicklock":"快速锁定","railjack/raider_matrix":"劫袭矩阵","railjack/revo_reducer":"节流降耗","railjack/ripload":"撕裂装填","railjack/scourging_warheads":"苦痛弹头","railjack/section_density":"截面密度","railjack/seeker_volley":"追踪齐射","railjack/sentient_scalpel":"Sentient 解剖刀","railjack/shatter_burst":"碎裂爆破","railjack/squad_renew":"小队治愈","railjack/tether":"束缚力场","railjack/turret_velocity":"炮台速度","railjack/void_cloak":"虚空隐匿","railjack/void_hole":"虚空虹洞","railjack/warhead":"湮灭弹头","railjack/waveband_disruptor":"波段干扰","railjack/worms_torment":"蠕虫熬煎"},"catalogue_descriptions":{"amp/virtuos_forge":"击中后：\n将 98% 虚空伤害转换成 火焰伤害。","amp/virtuos_fury":"触发异常状态时：\n20% 几率得到 +30% 伤害，持续 4 秒","amp/virtuos_ghost":"造成爆头后：\n40% 几率得到 +60% 触发几率，持续 12 秒","amp/virtuos_null":"击杀时：\n+20% 的增幅器能量恢复速率，持续 4 秒","amp/virtuos_shadow":"造成爆头后：\n40% 几率得到 +60% 暴击几率，持续 12 秒","amp/virtuos_spike":"击中后：\n将 98% 虚空伤害转换成 穿刺伤害。","amp/virtuos_strike":"造成暴击后：\n20% 几率得到 +80% 暴击伤害，持续 4 秒","amp/virtuos_surge":"击中后：\n将 98% 虚空伤害转换成 电击伤害。","amp/virtuos_tempo":"击杀时：\n60% 几率得到 +60% 射速，持续 8 秒","amp/virtuos_trojan":"击中后：\n将 98% 虚空伤害转换成 病毒伤害。","archmelee/astral_autopsy":"对一个敌人致死攻击同时也会进行资料库扫描。扫描需要携带一个资料库扫描器且有可用的扫描次数。","archmelee/astral_slash":"+90% 切割伤害","archmelee/blazing_steel":"+120% 火焰伤害","archmelee/bleeding_edge":"+110% 暴击伤害","archmelee/conductive_blade":"+120% 电击伤害","archmelee/critical_meltdown":"+60% 辐射伤害\n+60% 暴击几率","archmelee/cryo_coating":"+60% 冰冻伤害\n+60% 触发几率","archmelee/cutting_edge":"+110% 近战伤害","archmelee/extend":"+100 吸引范围（太空）\n+3 近战范围","archmelee/furor":"+10% 攻击速度","archmelee/glacial_edge":"+120% 冰冻伤害","archmelee/infectious_injection":"+60% 毒素伤害\n+60% 触发几率","archmelee/ion_infusion":"+60% 电击伤害\n+60% 触发几率","archmelee/magnetized_core":"+60% 磁力伤害\n+40% 暴击伤害","archmelee/meteor_crash":"+90% 冲击伤害","archmelee/nebula_bore":"+90% 穿刺伤害","archmelee/poisonous_sting":"+120% 毒素伤害","archmelee/searing_steel":"+60% 火焰伤害\n+60% 触发几率","archmelee/sudden_impact":"+60% 触发几率","archmelee/tempered_blade":"+150% 暴击几率","archwing/afterburner":"核心通气强化:爆炸伤害会将废气点燃 12 秒，穿过其中的敌人会受到 500 火焰伤害。","archwing/argon_plating":"+100% 护甲","archwing/auxiliary_power":"+100% 最大能量","archwing/cold_snap":"星体震荡强化：黑洞可以削弱范围内的热能并完全冻结附近的敌人 |val| 秒。\n星体震荡强化：黑洞可以削弱范围内的热能并完全冻结附近的敌人 5 秒。","archwing/efficient_transferral":"+30% 技能持续时间","archwing/energy_amplifier":"+60% 技能范围","archwing/energy_field":"能量护罩强化：能量护罩能作用在 140 米范围内的队友身上。","archwing/energy_inversion":"+100% 护盾容量","archwing/enhanced_durability":"+100% 生命值","archwing/hyperion_thrusters":"+27.5% 飞行速度","archwing/kinetic_diversion":"将生命值所受伤害的 +40% 转换为能量。在没有护盾的情况下，友方超宏防护将充当生命值。","archwing/morphic_transformer":"+20% 技能强度","archwing/primed_morphic_transformer":"+55% 技能强度","archwing/superior_defenses":"+100% 护盾恢复\n-50% 护盾恢复延迟","archwing/system_reroute":"+55% 技能效率","k_drive/air_time":"坠落时-20％重力","k_drive/bomb_the_landin":"在空中点击并按住卡杆，来放出一道 20 米范围的震地冲击波造成 300 伤害。","k_drive/cold_arrival":"卸板时对 4 米内的敌人造成 400 冰冻伤害。","k_drive/extreme_velocity":"+30% K 式悬浮板速度","k_drive/inertia_dampeners":"+4 分数倍率至特技分数","k_drive/juice":"使用特技来获取能量：每 100 特技分数可充能 55 能量。","k_drive/kinetic_friction":"卡杆积蓄能量，完成特技后对半径 4 米内的敌人造成 400 电击伤害。","k_drive/mad_stack":"+120% 坠落时速度","k_drive/mag_locks":"+30% K 式悬浮板卡杆吸附","k_drive/nitro_boost":"+30% K 式悬浮板冲刺速度","k_drive/perfect_balance":"+66% 抵抗坠落几率","k_drive/pop_top":"-60% 跳跃充能时间","k_drive/poppin_vert":"+80% K 式悬浮板二段跳高度","k_drive/primo_flair":"将最大特技组合数提升到 6000","k_drive/quick_escape":"登上 K 式悬浮板时获取 5 秒的无敌时间，但于卸板后很快失效。","k_drive/rail_guards":"+30% K 式悬浮板卡杆速度","k_drive/slay_board":"定向卸板时：\n悬浮板丢出后，切到敌人时造成 400 伤害。","k_drive/sonic_boost":"每 10 秒冲刺将释放一道晕眩半径 4 米内敌人的震波。","k_drive/thrash_landing":"完成一项特技可对周围敌人造成 40% 特技分数的爆炸伤害，有效半径4 米。","k_drive/trail_blazer":"使用特技后留下一道可对敌人造成 40火焰伤害的轨迹。","k_drive/vapor_trail":"增加 11 加速速度。每秒消耗 10 能量。","k_drive/venerdo_hoverdrive":"+30% K 式悬浮板跳跃高度","necramech/necramech_augur":"240% 用在技能上的能量将转化成护盾。","necramech/necramech_aviator":"在空中时受到的伤害降低 40%","necramech/necramech_blitz":"+80% 滑行攻击伤害","necramech/necramech_continuity":"+30% 技能持续时间","necramech/necramech_deflection":"+90% 护盾恢复\n-45% 护盾恢复延迟","necramech/necramech_drift":"+60% 悬浮效率","necramech/necramech_efficiency":"+30% 引擎效率","necramech/necramech_enemy_sense":"+30 米侦敌雷达","necramech/necramech_flow":"+100% 最大能量","necramech/necramech_friction":"+60% 滑行效率","necramech/necramech_fury":"+40% 近战攻击速度","necramech/necramech_hydraulics":"+120% 跳跃高度","necramech/necramech_intensify":"+30% 技能强度","necramech/necramech_pressure_point":"+60% 近战伤害","necramech/necramech_rage":"将生命值所受伤害的 +15% 转换为能量。在没有护盾的情况下，友方超宏防护将充当生命值。","necramech/necramech_reach":"+1 近战范围","necramech/necramech_rebuke":"当护盾耗尽时，给 20 米内的敌人施加持续 3 秒的电击，并且造成 300电击伤害。\n冷却时间 10 秒。","necramech/necramech_redirection":"+100% 护盾容量","necramech/necramech_refuel":"+20% 引擎补给","necramech/necramech_repair":"当生命值低于 20% 时，每秒恢复 10% 生命值，持续 3 秒。冷却时间 15 秒。","necramech/necramech_seismic_wave":"+45% 震地攻击伤害","necramech/necramech_slipstream":"+60% 滑行","necramech/necramech_steel_fiber":"+100% 护甲","necramech/necramech_streamline":"+30% 技能效率","necramech/necramech_stretch":"+45% 技能范围","necramech/necramech_thrusters":"+100% 最大引擎","necramech/necramech_vitality":"+100% 生命值","parazon/anti_v":"有了防毒先锋的保护，数字极端分子就没有机会","parazon/auto_breach":"+30% 的几率自动完成入侵","parazon/blood_for_ammo":"怜悯之击可装填主要武器和次要武器 100% 的弹匣容量","parazon/blood_for_energy":"怜悯之击时有 50% 几率掉落能量球","parazon/blood_for_life":"怜悯之击时有 100% 几率掉落生命球","parazon/byteryte":"保持字节紧凑，确保比特精准","parazon/computer_cop":"制止网络犯罪","parazon/drive_duster":"你的数字病毒克星","parazon/failsafe":"入侵失败后有 +50% 的几率重新尝试","parazon/fass":"我们的世界，沸腾着，呻吟着\n\n在癫狂之中，等待迷失者的只有死亡","parazon/firewall":"入侵时，受到的伤害减少 75%","parazon/hard_reset":"怜悯之击使同伴恢复时间减少 15 秒","parazon/hit_and_run":"怜悯之击后增加 60% 的跑酷速度，持续 15 秒","parazon/immuno_shield":"获得 15% 查杀进度并获得 5000 经验值","parazon/instant_secure":"获得 15% 查杀进度并获得 10,000 霍币","parazon/intruder":"+8 入侵时间","parazon/jahu":"定律归零\n\n太阳和爱退缩","parazon/keep_clean":"没有任何清理能比得上持续清理。","parazon/khra":"对于从相切位面演化出的宇宙来说\n\n我们的结局又回到了开始","parazon/live_wire":"入侵系统期间会对 20 米内的敌人产生电击","parazon/lohk":"来自沉思之渊的视线，落在了我们身上\n\n其源头为无名之物","parazon/malicious_code":"怜悯之击有 50% 几率使 15 米范围内的敌人进入恐惧状态 8 秒","parazon/master_key":"入侵后在 20 米范围内解锁 5 个储物柜","parazon/netra":"腐朽的大军以亵渎的口吻\n\n吟唱着古老的计划","parazon/oull":"通过无尽的面孔、无数的形态，呈现出千姿百态。\n\n（可模拟任意安魂 Mod）","parazon/out_of_sight":"怜悯之击时致盲 18 米范围内的敌人","parazon/power_drain":"怜悯之击后的下一次技能施放获得 +50% 技能强度","parazon/quick_correct":"获得 10% 查杀进度和 10% 几率掉落活体心肌细胞","parazon/ris":"光明的太空之中，飘荡着焦黑的星辰\n\n它们凝视、指责、否认","parazon/runtime":"入侵后增加 75 %冲刺速度，持续 15 秒","parazon/soft_safe":"时刻监控，保障软件的安全","parazon/swift_mercy":"怜悯之击的施放速度提升 50%","parazon/threat_blocker":"获得 10% 查杀进度和 25% 几率掉落效价 Mod","parazon/trojan_tracker":"自 1989 年以来一直在消灭潜伏病毒","parazon/turbo_protect":"获得 10% 查杀进度和 25% 几率掉落杀毒 Mod","parazon/untraceable":"入侵后隐身 15 秒","parazon/vome":"面对疯狂的宇宙，法则选择了屈服\n\n但那些坚定之人却前去乞求","parazon/worm_away":"清除恶意软件、间谍软件、植入软件和蠕虫","parazon/xata":"掉落的星辰是它到来的先兆\n\n天地燃烧","railjack/artillery_cheap_shot":"前装光能炮有 +90% 的几率不消耗穹顶能量弹","railjack/battle_forge":"减少 120 秒锻造冷却时间\n冷却时间：480 秒","railjack/battle_stations":"炮台伤害提高 75%，持续 30 秒\n冷却时间：240 秒","railjack/blackout_pulse":"电磁脉冲可对敌人造成伤害并且使它们暂时瘫痪。","railjack/breach_quanta":"暂时拖延舰体裂口时间 55 秒\n冷却时间：300 秒","railjack/conic_nozzle":"+38.3% 航道星舰速度","railjack/countermeasures":"可干扰敌方制导导弹的热诱弹。","railjack/crimson_fugue":"每击落一个敌方单位，炮台伤害增加 35%，持续 8 秒（最多叠加 5 次）","railjack/cruising_speed":"当 3000米范围内没有敌人时，+110% 航道星舰速度","railjack/death_blossom":"取消炮台冷却，效果持续 30 秒\n冷却时间：300 秒","railjack/defensive_fire":"每击落一个敌方单位，最大护盾增加 13.5%，持续 10 秒（最多叠加 10 次）","railjack/fire_suppression":"扑灭 1 起火灾\n冷却时间：200 秒","railjack/flow_burn":"+38% 速度和助推速度，持续 13 秒\n冷却时间：240 秒","railjack/form_up":"召回所有舰员到航道星舰，并为他们恢复 100% 生命\n冷却时间：240 秒","railjack/fortifying_fire":"暴击命中时：\n恢复 4.5% 的护盾","railjack/forward_artillery":"+127.3% 前装光能炮伤害","railjack/granums_nemesis":"x1.41 炮台对 Corpus 的伤害","railjack/hyperstrike":"+112.5% 炮台伤害","railjack/indomitable_matrix":"-18% 舰体缺口发生几率\n+22% 舰体产生缺口时的护盾恢复速度\n当舰体低于 53% 时，+30% 护甲","railjack/intruder_stasis":"冻结所有敌方登舰部队，持续 45 秒\n冷却时间：300 秒","railjack/ion_burn":"+67.5% 航道星舰冲刺速度","railjack/ironclad_matrix":"+33.75% 舰体和护甲\n+38.25% 最大护盾和护盾恢复速度","railjack/munitions_vortex":"漩涡能吸收来袭的伤害，并可以引爆来释放伤害。","railjack/onslaught_matrix":"舰体为 100% 的状态时， 炮台伤害 +22%\n有 20% 的几率，在护盾为 80% 时反弹 38% 的伤害\n战斗 Mod 效率 +9%","railjack/ordnance_cheap_shot":"火炮武器有 +90% 的几率不消耗火炮弹药","railjack/ordnance_velocity":"+90% 火炮投射物速度","railjack/orgone_tuning_matrix":"+33.75% 锻造容量\n-22.5% 锻造冷却时间\n+22.5% 元素抗性\n+27% 炮台热容量","railjack/overloader":"+87% 火炮最大弹药数量","railjack/particle_ram":"航道星舰的撞击装置在前进时会对所接触的任何东西造成伤害。","railjack/phoenix_blaze":"让航道星舰包裹在烈火中，增加炮台伤害和射速。","railjack/predator":"+75% 炮台暴击几率","railjack/protective_shots":"当护盾高于 75% 时，炮台伤害 +30%","railjack/quicklock":"-112.5% 火炮锁定时间","railjack/raider_matrix":"+22% 曲翼速度和伤害\n+36% 曲翼护盾和护甲\n+67% 被捕获的战舰速度和伤害","railjack/revo_reducer":"-60.8% 万用工具通用耗材消耗量","railjack/ripload":"-63% 火炮装填时间","railjack/scourging_warheads":"火炮有 +76.5% 的几率无视敌方护盾","railjack/section_density":"+75% 炮台暴击伤害","railjack/seeker_volley":"连续发射一连串制导导弹。","railjack/sentient_scalpel":"x1.41 炮台对 Sentient 的伤害","railjack/shatter_burst":"在一大片区域内倾泻爆炸弹幕。","railjack/squad_renew":"所有航道星舰上成员生命恢复 100%.\n冷却时间：300 秒","railjack/tether":"困住敌人，使其更容易受到航道星舰武器的伤害。","railjack/turret_velocity":"+32.2% 炮台范围\n+70% 炮台投射物速度","railjack/void_cloak":"在敌人面前隐身 50 秒\n引擎速度减少至 50%\n冷却时间：120 秒","railjack/void_hole":"一个能将敌人吸引进来造成伤害的黑洞。","railjack/warhead":"+127.3% 火炮伤害","railjack/waveband_disruptor":"炮台暴击命中时有 +76.5% 的几率无视敌方护盾","railjack/worms_torment":"x1.41 炮台对 Grineer 的伤害"},"damage_types":{"blast":"爆炸","cold":"冰冻","corrosive":"腐蚀","electricity":"电击","gas":"毒气","heat":"火焰","impact":"冲击","magnetic":"磁力","puncture":"穿刺","radiation":"辐射","slash":"切割","toxin":"毒素","true":"真实","viral":"病毒","void":"虚空"},"effect_phrases":[["Ammo Pickup Conversion","弹药拾取转换"],["Self-Stagger Reduction","自我击退减免"],["Status Spread Chance","异常扩散几率"],["Stagger Resist","抗击退"],["Explosion on Kill","击杀爆炸"],["Movement Speed","移动速度"],["Acrobatic Speed","翻滚速度"],["Noise Reduction","消音"],["Sprint Speed","冲刺速度"],["Charge Rate","蓄力速度"],["Double Jumps","二段跳"],["Beam Range","光束长度"],["Ammo Reserve","备弹"],["Holstered Reload/s","收枪装填/秒"],["\\bRange\\b","攻击范围"],["\\bZoom\\b","变焦"],["\\(aiming\\)","（瞄准时）"],["Melee Damage on Heavy Attack","在重击时的近战伤害"],["Heavy Attack Wind Up Speed","重击准备速度"],["Slam Attack Damage","震地攻击伤害"],["Parry Angle","招架角度"],["Magazine Reloaded/s when Holstered","收起武器时弹匣每秒自动装填"],["Status Damage","异常状态伤害"],["Melee Damage","近战伤害"],["Finisher Damage","处决伤害"],["Critical Chance for Slide Attack","滑行攻击暴击几率"],["\\(x2 for Heavy Attacks\\)","（重击时 x2）"],["\\s*\\(x2 for Bows\\)","（弓类武器效果加倍）"],["Heavy Attack Efficiency","重击效率"],["Attack Speed","攻击速度"],["Combo Duration","连击持续时间"],["Initial Combo","初始连击"],["Additional Combo Count Chance","额外连击数几率"],["Chance to Gain Combo Count","连击数几率"],["Status Duration","触发时间"],["Critical Chance","暴击几率"],["Critical Damage","暴击伤害"],["Status Chance","触发几率"],["Magazine Capacity","弹匣容量"],["Reload Speed","装填速度"],["Fire Rate","射速"],["Multishot","多重射击"],["Weapon Recoil","武器后坐力"],["\\bRecoil\\b","后坐力"],["Punch Through","穿透"],["Projectile Speed","投射物速度"],["Ammo Efficiency","弹药效率"],["Ammo Maximum","弹药最大值"],["Dodge Speed","闪避速度"],["\\bAccuracy\\b","精准度"],["Weak Point Damage","弱点伤害"],["Weak Point","弱点"],["Damage to Orokin","对奥罗金的伤害"],["Damage to (Grineer|Corpus|Infested|Corrupted|The Murmur|Techrot|Scaldra)","对 $1 的伤害"],["(\\d%?\\s*)Impact$","$1冲击伤害"],["(\\d%?\\s*)Puncture$","$1穿刺伤害"],["(\\d%?\\s*)Slash$","$1切割伤害"],["(\\d%?\\s*)Heat$","$1火焰伤害"],["(\\d%?\\s*)Cold$","$1冰冻伤害"],["(\\d%?\\s*)Electricity$","$1电击伤害"],["(\\d%?\\s*)Toxin$","$1毒素伤害"],["(\\d%?\\s*)Blast$","$1爆炸伤害"],["(\\d%?\\s*)Corrosive$","$1腐蚀伤害"],["(\\d%?\\s*)Gas$","$1毒气伤害"],["(\\d%?\\s*)Magnetic$","$1磁力伤害"],["(\\d%?\\s*)Radiation$","$1辐射伤害"],["(\\d%?\\s*)Viral$","$1病毒伤害"],["\\bImpact\\b","冲击","g"],["\\bPuncture\\b","穿刺","g"],["\\bSlash\\b","切割","g"],["\\bHeat\\b","火焰","g"],["\\bCold\\b","冰冻","g"],["\\bElectricity\\b","电击","g"],["\\bToxin\\b","毒素","g"],["\\bBlast\\b","爆炸","g"],["\\bCorrosive\\b","腐蚀","g"],["\\bGas\\b","毒气","g"],["\\bMagnetic\\b","磁力","g"],["\\bRadiation\\b","辐射","g"],["\\bViral\\b","病毒","g"],["\\bDamage\\b","伤害"]],"enemies":{"angst":"焦虑","corrupted_heavy_gunner":"堕落重型机枪手","demolisher_devourer":"爆破型吞噬者","malice":"怨恨","mania":"躁狂","misery":"苦难","thrax_centurion":"凶魂百夫长","torment":"折磨","violence":"暴力"},"evolution_descriptions":{"angstrum_critical_parallel":"基础暴击几率增加+14% 基础暴击倍率增加+0.2x","angstrum_evo1_incarnon_form":"直接命中为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。","angstrum_fatal_affliction":"目标身上的每种异常状态可增加+40%的直接伤害","angstrum_haven_foray":"基础伤害增加+50 拥有过载护盾时：基础伤害增加+50","angstrum_hitmans_hoard":"增加+9弹药上限","angstrum_paladin_virtue":"基础伤害增加+75 最大能量值大于700时：基础暴击倍率增加+0.5x","angstrum_rapid_reinforcement":"+50%装填速度","angstrum_survivors_edge":"基础暴击几率增加+9% 基础触发几率增加+9%","angstrum_swift_deliverance":"+30%投射物速度","atomos_commodores_fortune":"基础暴击几率增加+19%","atomos_elemental_balance":"基础触发几率增加+20%","atomos_evo1_incarnon_form":"爆头为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。","atomos_hoplite_virtue":"基础伤害增加+24 打破护盾时：基础伤害增加+30，持续8s","atomos_mercenary_chamber":"弹药容量提升至560","atomos_moonrise_velocity":"+7攻击范围","atomos_paladin_virtue":"基础伤害增加+24 能量最大值达到700以上：基础暴击伤害增加+1x","atomos_resonant_restore":"空弹匣装填时：弹匣容量增加+5 最高叠加至7层","atomos_survivors_edge":"基础暴击几率增加+10% 触发几率增加+10%","ballistica_critical_parallel":"基础暴击几率增加+15% 基础暴击伤害倍率增加+1.0","ballistica_elemental_balance":"每个投射物的基础触发几率增加+20% 灵化形态的基础触发几率增加+20%","ballistica_evo1_incarnon_form":"命中弱点为灵化转变充能，次要射击进行转变。切换回原有模式将消耗剩余的充能。","ballistica_headcracker":"基础伤害增加+30 造成爆头后：+7.5%射速，持续4秒。最多叠加到10层。","ballistica_prime_critical_parallel":"基础暴击几率增加+12% 基础暴击伤害倍率增加+1.0","ballistica_prime_elemental_balance":"每个投射物的基础触发几率增加+18% 灵化形态的基础触发几率增加+72%","ballistica_prime_evo1_incarnon_form":"命中弱点为灵化转变充能，次要射击进行转变。切换回原有模式将消耗剩余的充能。","ballistica_prime_headcracker":"基础伤害增加+3 造成爆头后：+7.5%射速，持续4秒。最多叠加到10层。","ballistica_prime_prolific_perforation":"基础伤害增加+3 穿透命中时：+10%暴击几率，持续3秒。最多叠加到8层。","ballistica_prime_rapid_reinforcement":"+50%装填速度","ballistica_prime_survivors_edge":"基础暴击几率增加+7% 每个投射物的基础触发几率增加+7% 灵化形态的基础触发几率增加+28%","ballistica_prime_swift_deliverance":"+50%投射物速度","ballistica_prime_voids_guidance":"+40%精确度 -40%武器后坐力","ballistica_prolific_perforation":"基础伤害增加+30 穿透命中时：+10%暴击几率，持续3秒。最多叠加到8层。","ballistica_rapid_reinforcement":"+50%装填速度","ballistica_survivors_edge":"基础暴击几率增加+10% 每个投射物的基础触发几率增加+10% 灵化形态的基础触发几率增加+10%","ballistica_swift_deliverance":"+50%投射物速度","ballistica_voids_guidance":"+40%精确度 -40%武器后坐力","boar_critical_parallel":"基础暴击几率增加 +20%。\n基础暴击伤害增加 +0.5x。","boar_elemental_balance":"基础触发几率增加 +12%。\n灵化形态的基础触发几率增加 +96%。","boar_evo1_incarnon_form":"爆头为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。\n灵化形态发射三束能自动锁定准星 10° 范围内敌人的火焰射线，每根射线还能链接攻击 9 米内的 2 名敌人，链接伤害为之前的 80%。","boar_fortress_salvo":"基础伤害增加 +16。\n护甲大于 450 时：+4 穿透。","boar_mercenary_chamber":"提升弹药上限至 195。","boar_practiced_grip":"精准度提升 +50%。","boar_prime_critical_parallel":"基础暴击几率增加 +20%。\n基础暴击伤害增加 +0.5x。","boar_prime_elemental_balance":"基础触发几率增加 +12%。\n灵化形态的基础触发几率增加 +96%。","boar_prime_evo1_incarnon_form":"爆头为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。\n灵化形态发射三束能自动锁定准星 10° 范围内敌人的火焰射线，每根射线还能链接攻击 9 米内的 2 名敌人，链接伤害为之前的 80%。","boar_prime_fortress_salvo":"基础伤害增加 +16。\n护甲大于 450 时：+4 穿透。","boar_prime_mercenary_chamber":"提升弹药上限至 195。","boar_prime_practiced_grip":"精准度提升 +50%。","boar_prime_ready_retaliation":"空弹匣装填时：+100% 装填速度。","boar_prime_reified_bane":"基础伤害增加 +10。\n空弹匣装填时：基础伤害增加 +10。","boar_prime_survivors_edge":"基础暴击几率增加 +10%。\n每个投射物的基础触发几率增加 +6%。\n灵化形态的基础触发几率增加 +48%。","boar_ready_retaliation":"空弹匣装填时：+100% 装填速度。","boar_reified_bane":"基础伤害增加 +10。\n空弹匣装填时：基础伤害增加 +10。","boar_survivors_edge":"基础暴击几率增加 +10%。\n每个投射物的基础触发几率增加 +6%。\n灵化形态的基础触发几率增加 +48%。","boltor_commodores_fortune":"基础暴击几率增加+12%。","boltor_crimson_overture":"击杀时：基础伤害增加+12和+20% 弹药效率，持续5秒。 最多叠加到3x。","boltor_elemental_balance":"基础触发几率增加+20%。","boltor_evo1_incarnon_form":"爆头为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。\n灵化形态下武器相较普通模式具有3基础多重射击，提升了射速以及暴击几率和倍率，伤害组成为10%冲击30%穿刺60%切割，但降低了精准度以及单个投射物的基础伤害。\n需要20次爆头才能完成充能。多重射击造成的爆头也会被计入充能中。\n每个投射物造成的爆头能为灵化形态提供8发弹药，最高至160。充能耗尽后武器会自动转变为普通模式。","boltor_extended_volley":"+20弹匣容量。","boltor_hunters_mantra":"基础伤害增加+18。 持续消耗能量类技能激活时：+4穿透 +40% 精准度。","boltor_prime_commodores_fortune":"基础暴击几率增加+14%。","boltor_prime_crimson_overture":"击杀时：基础伤害增加+2和+20% 弹药效率，持续5秒。 最多叠加到3x。","boltor_prime_elemental_balance":"基础触发几率增加+18%。","boltor_prime_evo1_incarnon_form":"爆头为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。\n灵化形态下武器相较普通模式具有3基础多重射击，提升了射速以及暴击几率和倍率，伤害组成为10%冲击30%穿刺60%切割，但降低了精准度以及单个投射物的基础伤害。\n需要20次爆头才能完成充能。多重射击造成的爆头也会被计入充能中。\n每个投射物造成的爆头能为灵化形态提供8发弹药，最高至160。充能耗尽后武器会自动转变为普通模式。","boltor_prime_extended_volley":"+20弹匣容量。","boltor_prime_hunters_mantra":"基础伤害增加+4。 持续消耗能量类技能激活时：+4穿透 +40% 精准度。","boltor_prime_rapid_reinforcement":"+60%装填速度。","boltor_prime_survivors_edge":"基础暴击几率增加+10%，基础触发几率增加+10%。","boltor_prime_swift_deliverance":"+60%投射物速度。","boltor_rapid_reinforcement":"+60%装填速度。","boltor_survivors_edge":"基础暴击几率增加+8%，基础触发几率增加+8%。","boltor_swift_deliverance":"+60%投射物速度。","braton_critical_parallel":"基础暴击几率增加+16%，基础暴击伤害增加+0.4x","braton_daring_reverie":"基础伤害增加+24 持续消耗型技能激活时：基础伤害增加+30，+50% 弹药效率","braton_evo1_incarnon_form":"爆头为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。\n灵化形态额外造成3米的范围伤害，拥有更高的基础伤害，暴击几率，暴击倍率和触发几率，但射速显著降低。","braton_gunsmoke_pick_up":"穿透命中时：20%几率回复10%弹药","braton_mercenary_chamber":"弹药上限提升至675","braton_munitions_grit":"基础伤害增加+14 多重射击直接消耗弹匣中的弹药并将伤害提升+60%，+20% 多重射击（非灵化形态下消耗备弹增加伤害）","braton_prelude_of_might":"暴击几率低于50%时：基础暴击伤害增加+3.4x","braton_prime_critical_parallel":"基础暴击几率增加+18%，基础暴击伤害增加+0.2x","braton_prime_daring_reverie":"基础伤害增加+4 持续消耗型技能激活时：基础伤害增加+38，+50% 弹药效率","braton_prime_evo1_incarnon_form":"爆头为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。\n灵化形态额外造成3米的范围伤害，拥有更高的基础伤害，暴击几率，暴击倍率和触发几率，但射速显著降低。","braton_prime_gunsmoke_pick_up":"穿透命中时：20%几率回复10%弹药","braton_prime_mercenary_chamber":"弹药上限提升至1125","braton_prime_munitions_grit":"基础伤害增加+2 多重射击直接消耗弹匣中的弹药并将伤害提升+54%，+20% 多重射击（非灵化形态下消耗备弹增加伤害）","braton_prime_prelude_of_might":"暴击几率低于50%时：基础暴击伤害增加+3x","braton_prime_survivors_edge":"基础暴击几率增加+10%，基础触发几率增加+14%","braton_prime_voids_guidance":"提升精准度并减少60%武器后坐力","braton_survivors_edge":"基础暴击几率增加+12%，基础触发几率增加+12%","braton_vandal_critical_parallel":"基础暴击几率增加+16%，基础暴击伤害增加+0.4x","braton_vandal_daring_reverie":"基础伤害增加+12 持续消耗型技能激活时：基础伤害增加+34，+50% 弹药效率","braton_vandal_evo1_incarnon_form":"爆头为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。\n灵化形态额外造成3米的范围伤害，拥有更高的基础伤害，暴击几率，暴击倍率和触发几率，但射速显著降低。","braton_vandal_gunsmoke_pick_up":"穿透命中时：20%几率回复10%弹药","braton_vandal_mercenary_chamber":"弹药上限提升至755","braton_vandal_munitions_grit":"基础伤害增加+8 多重射击直接消耗弹匣中的弹药并将伤害提升+58%，+20% 多重射击（非灵化形态下消耗备弹增加伤害）","braton_vandal_prelude_of_might":"暴击几率低于50%时：基础暴击伤害增加+3","braton_vandal_survivors_edge":"基础暴击几率增加+10%，基础触发几率增加+12%","braton_vandal_voids_guidance":"提升精准度并减少60%武器后坐力","braton_voids_guidance":"提升精准度并减少60%武器后坐力","bronco_commodores_fortune":"+20%基础暴击几率","bronco_enough_for_everyone":"6米内至少有6名敌人时+80%弹药效率。","bronco_evo1_incarnon_form":"爆头为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。","bronco_extended_volley":"+2弹匣容量","bronco_infused_shots":"基础伤害增加 +20。每消耗50能量: 基础伤害增加 +10，持续10秒，最高可叠加至4x","bronco_kinetic_battle":"-50%后坐力","bronco_practiced_grip":"+30%精准度","bronco_prime_commodores_fortune":"+20%基础暴击几率","bronco_prime_enough_for_everyone":"6米内至少有6名敌人时+80%弹药效率。","bronco_prime_evo1_incarnon_form":"爆头为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。","bronco_prime_extended_volley":"+2弹匣容量","bronco_prime_infused_shots":"基础伤害增加 +16。每消耗50能量: 基础伤害增加 +9，持续10秒，最高可叠加至4x","bronco_prime_kinetic_battle":"-50%后坐力","bronco_prime_practiced_grip":"+30%精准度","bronco_prime_rain_of_lead":"+2基础多重射击","bronco_prime_speeding_bullet":"基础伤害增加 +30。冲刺速度在1.2或更高时: +60%投射物速度","bronco_rain_of_lead":"+2基础多重射击","bronco_speeding_bullet":"基础伤害增加 +36。冲刺速度在1.2或更高时: +60%投射物速度","burston_absolute_valor":"基础暴击几率增加 +22%。","burston_evo1_incarnon_form":"命中弱点为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。 变为全自动射击模式，并造成范围火焰伤害。","burston_extended_volley":"提升 +21 弹匣容量。","burston_fatal_affliction":"目标身上的每种异常状态可增加 +40% 直接伤害。","burston_forceful_finality":"基础伤害增加 +42。 每个弹匣最后一轮射击的每一发获得 +5 多重射击。","burston_fortress_salvo":"基础伤害增加 +42。 护甲超过 450 时：+2 穿透。","burston_kinetic_battle":"-50% 武器后坐力。","burston_prime_absolute_valor":"基础暴击几率增加 +22%。","burston_prime_evo1_incarnon_form":"命中弱点为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。 变为全自动射击模式，并造成范围火焰伤害。","burston_prime_extended_volley":"提升 +21 弹匣容量。","burston_prime_fatal_affliction":"目标身上的每种异常状态可增加 +40% 直接伤害。","burston_prime_forceful_finality":"基础伤害增加 +42。 每个弹匣最后一轮射击的每一发获得 +5 多重射击。","burston_prime_fortress_salvo":"基础伤害增加 +42。 护甲超过 450 时：+2 穿透。","burston_prime_kinetic_battle":"-50% 武器后坐力。","burston_prime_ready_retaliation":"空弹匣装填时：+100% 装填速度。","burston_prime_reavers_rapture":"多发点射全部命中时：+20% 伤害，重新装填后重置。","burston_ready_retaliation":"空弹匣装填时：+100% 装填速度。","burston_reavers_rapture":"多发点射全部命中时：+20% 伤害，重新装填后重置。","cestra_deathtrap_trigger":"基础暴击伤害倍率增加+2x","cestra_evo1_incarnon_form":"命中弱点时为灵化充能，按下次要开火键来激活。切换回原有模式将消耗剩余的充能。","cestra_fortress_salvo":"基础伤害增加+10 护甲超过450时：+80%多重射击","cestra_rapid_reinforcement":"+50%装填速度","cestra_slayers_nerve":"击中后：+6%精准度 和 -6%武器后坐力持续6秒。最多叠加到10层。","cestra_steadfast_grit":"基础伤害增加+10 护盾/超宏防护破裂时：x3暴击伤害，持续6秒","cestra_survivors_edge":"基础暴击几率增加+18%","cestra_swift_deliverance":"+50%投射物速度","cestra_wisemans_regard":"将当前暴击几率的30%增加到基础触发几率，最高可达40%","dera_crimson_overture":"基础伤害增加+8 击杀时：+20%弹药效率，持续5秒。最多叠加到4层。","dera_deathtrap_trigger":"基础暴击几率增加+14% 基础暴击伤害倍率增加+0.6x","dera_elemental_balance":"基础触发几率增加 by +18%","dera_evo1_incarnon_form":"爆头为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。","dera_evolved_autoloader":"收起武器时弹匣每秒自动装填+50%","dera_extended_volley":"+50%投射物速度","dera_high_ground":"将当前触发几率的25%增加到基础暴击几率，最高可达35%","dera_paragon_essence":"基础伤害增加+6 触发异常状态时：+5%射速，持续5秒。最多叠加到6层。","dera_swift_deliverance":"基础弹匣容量增加+22","dera_vandal_crimson_overture":"基础伤害增加+6 击杀时：+20%弹药效率，持续5秒。最多叠加到4层。","dera_vandal_deathtrap_trigger":"基础暴击几率增加+14% 基础暴击伤害倍率增加+0.4x","dera_vandal_elemental_balance":"基础触发几率增加 by +14%","dera_vandal_evo1_incarnon_form":"爆头为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。","dera_vandal_evolved_autoloader":"收起武器时弹匣每秒自动装填+50%","dera_vandal_extended_volley":"+50%投射物速度","dera_vandal_high_ground":"将当前触发几率的25%增加到基础暴击几率，最高可达35%","dera_vandal_paragon_essence":"基础伤害增加+4 触发异常状态时：+5%射速，持续5秒。最多叠加到6层。","dera_vandal_swift_deliverance":"基础弹匣容量增加+30","despair_critical_parallel":"基础暴击几率增加+18%，基础暴击倍率增加+0.4x","despair_elemental_balance":"基础触发几率增加+24%","despair_evo1_incarnon_form":"爆头为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。","despair_fatal_affliction":"基础伤害增加+50 目标身上的每种异常状态增加+40%直接伤害","despair_marksmans_focus":"-30%变焦","despair_rapid_reinforcement":"+100%装填速度","despair_stalkers_vendetta":"基础伤害增加+60 装备和时：多重射击将直接消耗弹药并使伤害增加+100%，+30%多重射击（非灵化姿态下消耗备弹增加伤害）","despair_survivors_edge":"基础暴击几率增加+12%，基础触发几率增加+12%","despair_swift_deliverance":"+50%投射物速度","dex_sybaris_blazing_barrel":"基础伤害增加+15 开火时：+5%多重射击。最多增加到10层。","dex_sybaris_elemental_dominance":"基础触发几率增加+15% 灵化形态下翻倍","dex_sybaris_evo1_incarnon_form":"命中弱点时为灵化充能，按下次要开火键来激活。切换回原有模式将消耗剩余的充能。","dex_sybaris_extended_volley":"基础弹匣增加+10","dex_sybaris_marksmans_hand":"-60%武器后坐力","dex_sybaris_ready_retaliation":"空弹匣装填时：+60%装填速度","dex_sybaris_reavers_rapture":"多发点射全部命中时：+20%伤害，重新装填后重置","dex_sybaris_survivors_edge":"基础暴击几率增加+5% 基础触发几率增加+10%","dex_sybaris_well_rehearsed":"基础伤害增加+15 连续击中弱点时：基础伤害增加+5。最多增加到3层。","dread_elemental_balance":"基础触发几率增加+24%","dread_evo1_incarnon_form":"爆头为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。","dread_hitmans_hoard":"弹药上限提升至144","dread_hitmans_opportunity":"基础伤害增加+70 若敌人生命值低于一半，伤害增加+100%","dread_marksmans_focus":"-30%变焦","dread_stalkers_resentment":"基础伤害增加+50 装备绝望和憎恨后命中时：基础伤害增加+10，射速+10%，最高叠加至5层。未命中时重置。","dread_survivors_edge":"基础暴击几率增加+10%，基础触发几率增加+10%","dread_swift_deliverance":"+30%投射物速度","dread_zeroed_in":"基础暴击伤害增加+1x","dual_toxocyst_carnage_reign":"基础伤害增加 +60。\n目标身上的每种异常状态可增加 +33% 直接伤害。","dual_toxocyst_commodores_fortune":"基础暴击几率增加 +20%。","dual_toxocyst_evo1_incarnon_form":"爆头为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。","dual_toxocyst_evolved_autoloader":"收起武器时弹匣每秒自动装填 +50%。","dual_toxocyst_fevered_frenzy":"基础伤害增加 +50。\n使用技能后：+5% 多重射击。最多叠加到 20 层。","dual_toxocyst_marksmans_hand":"-50% 武器后坐力。","dual_toxocyst_neurotoxin":"造成爆头后：+70% 毒素伤害，持续 3 秒。","dual_toxocyst_ready_retaliation":"空弹匣装填时：+100% 装填速度。","dual_toxocyst_ripper_rounds":"击杀时：+3 穿透，持续 7 秒。","felarx_agile_executor":"飞身瞄准和滑行时获得50%弹药效率","felarx_attuned_accuracy":"瞄准时+40%精准度","felarx_brutal_edge":"+10%暴击几率 +10%触发几率","felarx_devastating_attrition":"有50%的几率在非暴击时造成+2000%伤害","felarx_dual_mode_chamber":"装填时使武器在100%投射物速度和4米穿透效果之间切换。","felarx_evo1_incarnon_form":"爆头为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。 |-","felarx_evolved_autoloader":"收起武器时弹匣每秒自动装填+50%","felarx_incarnon_catalyst":"爆头增加50%灵化转变充能","felarx_mounting_momentum":"重新装填的每发弹药可使射速提高+10%。再一次使用装填按键时重置。 |-","felarx_racking_wrath":"+20%触发几率 -10%暴击几率 |-","felarx_ruptured_plentitude":"开火穿透3名敌人时:+70%弹药效率，持续20秒","furis_elemental_balance":"基础触发几率增加 +28%。","furis_evo1_incarnon_form":"爆头为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。 发射短射程粗光束，造成火焰伤害。","furis_executioners_fortune":"爆头时：10% 几率立即装填。","furis_extended_volley":"提升 +25 弹匣容量。","furis_haven_foray":"基础伤害增加 +28。 过载护盾激活时：基础伤害增加 +30。","furis_headcracker":"爆头时：+5% 射速，持续 2 秒。最多叠加到 10 层。","furis_practiced_grip":"精准度提升 +50%。","furis_prelude_of_might":"暴击几率低于 40% 时，基础暴击伤害增加 +3x。","furis_stormburst":"基础伤害增加 +28。 命中受电击异常影响的目标时：+40% 多重射击，持续 2 秒。最多叠加到 3 层。","gammacor_critical_parallel":"基础暴击几率增加+20% 基础暴击倍率增加+0.2x","gammacor_elemental_balance":"基础触发几率增加+20%","gammacor_evo1_incarnon_form":"爆头为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。","gammacor_evolved_autoloader":"收起武器时弹匣每秒自动装填+50%","gammacor_extended_volley":"弹匣容量增加+40","gammacor_infused_shots":"基础伤害增加+6 每消耗50能量：基础伤害增加+5，持续10s，至多叠加至4x","gammacor_moonrise_velocity":"+8射程","gammacor_sages_resolve":"基础伤害增加+10 持续消耗型技能激活时：+25%多重射击","gammacor_survivors_edge":"基础暴击几率增加+12% 基础触发几率增加+10%","gorgon_absolute_valor":"基础暴击几率增加+14%","gorgon_elemental_balance":"基础触发几率增加+16%","gorgon_evo1_incarnon_form":"爆头为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。","gorgon_hoplite_virtue":"基础伤害增加+10 护盾被打破时：基础伤害增加+13，持续8s。","gorgon_hunters_mantra":"基础伤害增加+10 持续消耗型技能激活时：+3穿透，+40%精准度","gorgon_rapid_reinforcement":"+50%装填速度","gorgon_resonant_restore":"空弹匣装填时，弹匣容量增加+15，至多叠加至3x。","gorgon_survivors_edge":"基础暴击几率增加+8% 基础触发几率增加+9%","gorgon_voids_guidance":"-50%后坐力","gorgon_wraith_absolute_valor":"基础暴击几率增加+14%","gorgon_wraith_elemental_balance":"基础触发几率增加+14%","gorgon_wraith_evo1_incarnon_form":"爆头为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。","gorgon_wraith_hoplite_virtue":"基础伤害增加+5 护盾被打破时：基础伤害增加+8，持续8s。","gorgon_wraith_hunters_mantra":"基础伤害增加+5 持续消耗型技能激活时：+3穿透，+40%精准度","gorgon_wraith_rapid_reinforcement":"+50%装填速度","gorgon_wraith_resonant_restore":"空弹匣装填时，弹匣容量增加+15，至多叠加至3x。","gorgon_wraith_survivors_edge":"基础暴击几率增加+8% 基础触发几率增加+6%","gorgon_wraith_voids_guidance":"-50%后坐力","kunai_accelerating_volley":"开火时：+20%射速，持续0.5s 最高叠加至5层","kunai_deathtrap_trigger":"从主要武器切换后：基础暴击几率增加+40%，基础暴击伤害增加+1.4x 持续4秒。","kunai_evo1_incarnon_form":"爆头为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。","kunai_extended_volley":"弹匣容量增加+10","kunai_rapid_reinforcement":"+50%装填速度","kunai_sages_resolve":"基础伤害增加+80 持续消耗型技能激活时：+100%多重射击","kunai_survivors_edge":"基础暴击几率增加+12%，基础触发几率增加+12%","kunai_swift_conclusion":"基础伤害增加+70 对生命值低于一半的敌人增加+200%伤害","kunai_swift_deliverance":"+50%投射物速度","laetum_awakened_readiness":"收起武器时弹匣每秒自动装填 +30%。","laetum_caput_mortuum":"+50% 爆头伤害。","laetum_devouring_attrition":"有 50% 的几率在非暴击时造成 +2000% 伤害。","laetum_elemental_excess":"+20% 触发几率，-10% 暴击几率。","laetum_evo1_incarnon_form":"爆头为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。","laetum_feather_of_justice":"飞身瞄准和滑行时获得 60% 弹药效率。","laetum_incarnon_efficiency":"爆头增加 50% 灵化转变充能。","laetum_lethal_rearmament":"造成爆头后：+30% 装填速度，持续 12 秒。最多叠加到 3 层。","laetum_marksmans_hand":"-40% 武器后坐力。","laetum_overwhelming_attrition":"非暴击且非触发异常状态命中时：+400% 伤害，持续 10 秒。最多叠加到 3 层。","laetum_rapid_wrath":"+20% 射速。","laetum_raptors_chase":"瞄准时增加 50% 移动速度。","laetum_reapers_plenty":"造成爆头后：+40% 弹药效率，持续 6 秒。","lato_carnage_reign":"对每个受到的异常状态增加+40%直接伤害","lato_deathtrap_trigger":"从主要武器切换后：基础暴击几率增加+50%，基础暴击伤害增加+3.2x，持续4s","lato_evo1_incarnon_form":"爆头为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。","lato_exact_penance":"击杀时：50%几率立即装填","lato_haven_foray":"基础伤害增加+40 拥有过载护盾时：基础伤害增加+40","lato_marksmans_gain":"爆头命中时：20%几率获得+50%弹药效率，持续6s","lato_prime_carnage_reign":"对每个受到的异常状态增加+40%直接伤害","lato_prime_deathtrap_trigger":"从主要武器切换后：基础暴击几率增加+30%，基础暴击伤害增加+2.3x，持续4s","lato_prime_evo1_incarnon_form":"爆头为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。","lato_prime_exact_penance":"击杀时：50%几率立即装填","lato_prime_haven_foray":"基础伤害增加+2 拥有过载护盾时：基础伤害增加+34","lato_prime_marksmans_gain":"爆头命中时：20%几率获得+50%弹药效率，持续6s","lato_prime_reified_bane":"基础伤害增加+2 空弹匣装填时：基础伤害增加+24","lato_prime_survivors_edge":"基础暴击几率增加+4%，基础触发几率增加+10%","lato_prime_voids_guidance":"提升精准度并-50%武器后坐力","lato_reified_bane":"基础伤害增加+30 空弹匣装填时：基础伤害增加+30","lato_survivors_edge":"基础暴击几率增加+20%，基础触发几率增加+12%","lato_vandal_carnage_reign":"对每个受到的异常状态增加+40%直接伤害","lato_vandal_deathtrap_trigger":"从主要武器切换后：基础暴击几率增加+38%，基础暴击伤害增加+2.6x，持续4s","lato_vandal_evo1_incarnon_form":"爆头为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。","lato_vandal_exact_penance":"击杀时：50%几率立即装填","lato_vandal_haven_foray":"基础伤害增加+22 拥有过载护盾时：基础伤害增加+40","lato_vandal_marksmans_gain":"爆头命中时：20%几率获得+50%弹药效率，持续6s","lato_vandal_reified_bane":"基础伤害增加+12 空弹匣装填时：基础伤害增加+30","lato_vandal_survivors_edge":"基础暴击几率增加+6%，基础触发几率增加+12%","lato_vandal_voids_guidance":"提升精准度并-50%武器后坐力","lato_voids_guidance":"提升精准度并-50%武器后坐力","latron_critical_parallel":"基础暴击几率增加+30%，基础暴击伤害增加+0.6x","latron_deadhead":"+100%爆头倍率","latron_evo1_incarnon_form":"爆头为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。\n灵化形态下武器发射能够在命中后弹跳的投射物，至多弹跳6次并在弹跳时造成4米范围伤害。\n每次弹跳都会使投射物飞行速度降低。\n需要8次爆头才能完成充能。多重射击造成的爆头也会被计入充能中。\n每个投射物造成的爆头能为灵化形态提供5发弹药，最高至40。充能耗尽后武器会自动转变为普通模式。","latron_extended_volley":"弹匣容量增加+15","latron_flensing_spikes":"每层穿刺异常移除20%敌人护甲","latron_marksmans_focus":"-30%变焦","latron_marksmans_hand":"-60%武器后坐力","latron_prime_critical_parallel":"基础暴击几率增加+24%，基础暴击伤害增加+0.2x","latron_prime_deadhead":"+100%爆头倍率","latron_prime_evo1_incarnon_form":"爆头为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。\n灵化形态下武器发射能够在命中后弹跳的投射物，至多弹跳6次并在弹跳时造成4米范围伤害。\n每次弹跳都会使投射物飞行速度降低。\n需要8次爆头才能完成充能。多重射击造成的爆头也会被计入充能中。\n每个投射物造成的爆头能为灵化形态提供5发弹药，最高至40。充能耗尽后武器会自动转变为普通模式。","latron_prime_extended_volley":"弹匣容量增加+15","latron_prime_flensing_spikes":"每层穿刺异常移除20%敌人护甲","latron_prime_marksmans_focus":"-30%变焦","latron_prime_marksmans_hand":"-60%武器后坐力","latron_prime_riddled_target":"基础伤害增加+6 触发穿刺异常时：+25%多重射击，持续8秒，最高叠加至4层","latron_prime_swift_punishment":"基础伤害增加+6  冲刺速度不低于1.2时：对每个受到的异常状态增加+30%直接伤害","latron_riddled_target":"基础伤害增加+48 触发穿刺异常时：+25%多重射击，持续8秒，最高叠加至4层","latron_swift_punishment":"基础伤害增加+48  冲刺速度不低于1.2时：对每个受到的异常状态增加+30%直接伤害","latron_wraith_critical_parallel":"基础暴击几率增加+24%，基础暴击伤害增加+0.2x","latron_wraith_deadhead":"+100%爆头倍率","latron_wraith_evo1_incarnon_form":"爆头为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。\n灵化形态下武器发射能够在命中后弹跳的投射物，至多弹跳6次并在弹跳时造成4米范围伤害。\n每次弹跳都会使投射物飞行速度降低。\n需要8次爆头才能完成充能。多重射击造成的爆头也会被计入充能中。\n每个投射物造成的爆头能为灵化形态提供5发弹药，最高至40。充能耗尽后武器会自动转变为普通模式。","latron_wraith_extended_volley":"弹匣容量增加+15","latron_wraith_flensing_spikes":"每层穿刺异常移除20%敌人护甲","latron_wraith_marksmans_focus":"-30%变焦","latron_wraith_marksmans_hand":"-60%武器后坐力","latron_wraith_riddled_target":"基础伤害增加+12 触发穿刺异常时：+25%多重射击，持续8秒，最高叠加至4层","latron_wraith_swift_punishment":"基础伤害增加+12  冲刺速度不低于1.2时：对每个受到的异常状态增加+30%直接伤害","lex_critical_parallel":"基础暴击几率+20%，基础暴击伤害+0.4x。","lex_elemental_balance":"基础触发几率+40%。","lex_evo1_incarnon_form":"爆头为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。","lex_executioners_dawn":"装备时：+100%爆头伤害，持续4秒。","lex_extended_volley":"+10弹匣容量。","lex_hoplite_virtue":"基础伤害增加+80 战甲护盾被耗尽时，基础伤害增加+80，持续8秒。","lex_lex_talionis":"造成爆头后：-20%后坐力和+20%精准度，持续4秒。最多可叠加至4x。","lex_prime_critical_parallel":"基础暴击几率+19%，基础暴击伤害+0.4x。","lex_prime_elemental_balance":"基础触发几率+30%。","lex_prime_evo1_incarnon_form":"爆头为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。","lex_prime_executioners_dawn":"装备时：+100%爆头伤害，持续4秒。","lex_prime_extended_volley":"+10弹匣容量。","lex_prime_hoplite_virtue":"基础伤害增加+20 战甲护盾被耗尽时，基础伤害增加+80，持续8秒。","lex_prime_lex_talionis":"造成爆头后：-20%后坐力和+20%精准度，持续4秒。最多可叠加至4x。","lex_prime_ready_retaliation":"空弹匣装填时：+100%装填速度。","lex_prime_trusty_sidearm":"基础伤害增加+20持续能量消耗类技能激活时+60%弹药效率。","lex_ready_retaliation":"空弹匣装填时：+100%装填速度。","lex_trusty_sidearm":"基础伤害增加+80持续能量消耗类技能激活时+60%弹药效率。","miter_commodores_fortune":"基础暴击几率增加+22%","miter_critical_parallel":"基础暴击几率增加+12%，基础触发几率增加+12%","miter_evo1_incarnon_form":"爆头为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。","miter_mercenary_chamber":"弹药容量提升至160","miter_plentiful_mayhem":"基础伤害增加+57 多重射击直接消耗弹匣中的弹药并将伤害增加+20%","miter_ready_retaliation":"空弹匣装填时：+100%装填速度","miter_sawblade_storm":"蓄力1秒以提升爆炸范围","miter_swift_deliverance":"+50%投射物速度","miter_swift_sawblades":"基础伤害增加+77 持续消耗型技能激活时：+70%射速","mk1_braton_critical_parallel":"基础暴击几率增加+18%，基础暴击伤害增加+0.5x","mk1_braton_daring_reverie":"基础伤害增加+28 持续消耗型技能激活时：基础伤害增加+22，+50% 弹药效率","mk1_braton_evo1_incarnon_form":"爆头为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。\n灵化形态额外造成3米的范围伤害，拥有更高的基础伤害，暴击几率，暴击倍率和触发几率，但射速显著降低。","mk1_braton_gunsmoke_pick_up":"穿透命中时：20%几率回复10%弹药","mk1_braton_mercenary_chamber":"弹药上限提升至600","mk1_braton_munitions_grit":"基础伤害增加+20 多重射击直接消耗弹匣中的弹药并将伤害提升+48%，+20% 多重射击（非灵化形态下消耗备弹增加伤害）","mk1_braton_prelude_of_might":"暴击几率低于50%时：基础暴击伤害增加+3.3x","mk1_braton_survivors_edge":"基础暴击几率增加+10%，基础触发几率增加+12%","mk1_braton_voids_guidance":"提升精准度并减少60%武器后坐力","mk1_furis_elemental_balance":"基础触发几率增加 +39%。","mk1_furis_evo1_incarnon_form":"爆头为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。 发射短射程粗光束，造成火焰伤害。","mk1_furis_executioners_fortune":"爆头时：10% 几率立即装填。","mk1_furis_extended_volley":"提升 +25 弹匣容量。","mk1_furis_haven_foray":"基础伤害增加 +34。 过载护盾激活时：基础伤害增加 +30。","mk1_furis_headcracker":"爆头时：+5% 射速，持续 2 秒。最多叠加到 10 层。","mk1_furis_practiced_grip":"精准度提升 +50%。","mk1_furis_prelude_of_might":"暴击几率低于 40% 时，基础暴击伤害增加 +3x。","mk1_furis_stormburst":"基础伤害增加 +34。 命中受电击异常影响的目标时：+40% 多重射击，持续 2 秒。最多叠加到 3 层。","mk1_kunai_accelerating_volley":"开火时：+20%射速，持续0.5s 最高叠加至5层","mk1_kunai_deathtrap_trigger":"从主要武器切换后：基础暴击几率增加+42%，基础暴击伤害增加+1x 持续4秒。","mk1_kunai_evo1_incarnon_form":"爆头为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。","mk1_kunai_extended_volley":"弹匣容量增加+10","mk1_kunai_rapid_reinforcement":"+50%装填速度","mk1_kunai_sages_resolve":"基础伤害增加+70 持续消耗型技能激活时：+100%多重射击","mk1_kunai_survivors_edge":"基础暴击几率增加+12%，基础触发几率增加+12%","mk1_kunai_swift_conclusion":"基础伤害增加+80 对生命值低于一半的敌人增加+200%伤害","mk1_kunai_swift_deliverance":"+50%投射物速度","mk1_paris_ardent_trigger":"穿透命中时：+40%射速，持续6s","mk1_paris_deadly_pace":"基础伤害增加+50 拥有1.2或更高冲刺速度时： +80% 射速","mk1_paris_elemental_balance":"基础触发几率增加+60%","mk1_paris_evo1_incarnon_form":"爆头为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。","mk1_paris_guardians_might":"基础伤害增加+50 拥有过载护盾时：基础伤害增加+40","mk1_paris_marksmans_focus":"-30%变焦","mk1_paris_striking_succession":"命中后：基础伤害增加+15，持续3s，最多叠加至4层","mk1_paris_swift_deliverance":"+60%投射物速度","mk1_paris_vicious_promise":"对未受伤害的敌人增加+40%基础暴击几率，+2x基础暴击伤害","mk1_strun_blazing_barrel":"基础伤害增加+68 开火时：+5%多重射击，最多叠加至5层","mk1_strun_brutal_edge":"基础暴击几率增加+2%，基础触发几率增加+2%","mk1_strun_commodores_fortune":"基础暴击几率增加+10%","mk1_strun_elemental_balance":"基础触发几率增加+11%；","mk1_strun_evo1_incarnon_form":"爆头为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。","mk1_strun_galvanic_reload":"命中受Electricity异常影响的目标时，有40%从弹药中恢复一发子弹至弹匣","mk1_strun_rapid_reinforcement":"+60%装填速度","mk1_strun_swift_deliverance":"+30%投射物速度","mk1_strun_tenno_targeting":"基础伤害增加+68 持续消耗型技能激活时：+4穿透","onos_devastation_cascade":"以灵化形态命中敌人会使完全充能爆炸的暴击几率和暴击伤害提升+5%。最多叠加至50x","onos_elemental_excess":"+20% 触发几率 -10% 暴击几率 |-","onos_evo1_incarnon_form":"爆头为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。 |-","onos_extended_volley":"+10弹匣容量","onos_hunters_rearmament":"击杀时：10%回复10弹药 |-","onos_impalers_ferocity":"穿透命中时：+200%伤害，持续10s。","onos_incarnon_efficiency":"爆头增加50%灵化转变充能","onos_lethal_lance":"击杀时： +2.5 穿透，持续20s","onos_marksmans_hand":"-30% 后坐力","onos_rapid_reinforcement":"+30% 装填速度","onos_rapid_wrath":"+25% 射速","onos_sequential_skullbuster":"连续爆头时：+30%爆头伤害。最多叠加至4x","onos_swift_deliverance":"+50% 投射物速度 |-","paris_ardent_trigger":"穿透命中时：+40%射速，持续6s","paris_deadly_pace":"基础伤害增加+40 拥有1.2或更高冲刺速度时： +80% 射速","paris_elemental_balance":"基础触发几率增加+60%","paris_evo1_incarnon_form":"爆头为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。","paris_guardians_might":"基础伤害增加+40 拥有过载护盾时：基础伤害增加+52","paris_marksmans_focus":"-30%变焦","paris_prime_ardent_trigger":"穿透命中时：+40%射速，持续6s","paris_prime_deadly_pace":"基础伤害增加+20 拥有1.2或更高冲刺速度时： +80% 射速","paris_prime_elemental_balance":"基础触发几率增加+60%","paris_prime_evo1_incarnon_form":"爆头为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。","paris_prime_guardians_might":"基础伤害增加+20 拥有过载护盾时：基础伤害增加+74","paris_prime_marksmans_focus":"-30%变焦","paris_prime_striking_succession":"命中后：基础伤害增加+15，持续3s，最多叠加至4层","paris_prime_swift_deliverance":"+60%投射物速度","paris_prime_vicious_promise":"对未受伤害的敌人增加+40%基础暴击几率，+2x基础暴击伤害","paris_striking_succession":"命中后：基础伤害增加+15，持续3s，最多叠加至4层","paris_swift_deliverance":"+60%投射物速度","paris_vicious_promise":"对未受伤害的敌人增加+40%基础暴击几率，+2x基础暴击伤害","phenmor_devouring_attrition":"有50%的几率在非暴击时造成+2000%伤害","phenmor_elemental_excess":"+20%触发几率\n-10%暴击几率","phenmor_evo1_incarnon_form":"爆头为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。","phenmor_executioners_fortune":"爆头击杀时：20%几率立即重新装填","phenmor_incarnon_efficiency":"爆头增加50%灵化转变充能","phenmor_lingering_judgement":"在2秒内爆头击杀两次：+50%爆头伤害，持续8秒","phenmor_rapid_wrath":"+20%射速","phenmor_ready_retaliation":"空弹匣装填完后：+100%装填速度，持续6秒","phenmor_retributions_vessel":"+50%弹匣容量","phenmor_spiteful_defilement":"身上受到少于3个异常状态的敌人将遭受：+100%暴击伤害","phenmor_survivors_edge":"+10%暴击几率\n+10%触发几率","phenmor_swift_deliverance":"+80%投射物速度","phenmor_voids_guidance":"+50%精准度和在瞄准时武器后坐力减少+50%","prisma_angstrum_critical_parallel":"基础暴击几率增加+10% 基础暴击倍率增加+0.2x","prisma_angstrum_evo1_incarnon_form":"直接命中为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。","prisma_angstrum_fatal_affliction":"目标身上的每种异常状态可增加+40%的直接伤害","prisma_angstrum_haven_foray":"基础伤害增加+50 拥有过载护盾时：基础伤害增加+50","prisma_angstrum_hitmans_hoard":"增加+9弹药上限","prisma_angstrum_paladin_virtue":"基础伤害增加+75 最大能量值大于700时：基础暴击倍率增加+0.5x","prisma_angstrum_rapid_reinforcement":"+50%装填速度","prisma_angstrum_survivors_edge":"基础暴击几率增加+6% 基础触发几率增加+6%","prisma_angstrum_swift_deliverance":"+30%投射物速度","prisma_gorgon_absolute_valor":"基础暴击几率增加+6%","prisma_gorgon_elemental_balance":"基础触发几率增加+12%","prisma_gorgon_evo1_incarnon_form":"爆头为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。","prisma_gorgon_hoplite_virtue":"基础伤害增加+5 护盾被打破时：基础伤害增加+8，持续8s。","prisma_gorgon_hunters_mantra":"基础伤害增加+5 持续消耗型技能激活时：+3穿透，+40%精准度","prisma_gorgon_rapid_reinforcement":"+50%装填速度","prisma_gorgon_resonant_restore":"空弹匣装填时，弹匣容量增加+15，至多叠加至3x。","prisma_gorgon_survivors_edge":"基础暴击几率增加+2% 基础触发几率增加+6%","prisma_gorgon_voids_guidance":"-50%后坐力","rakta_ballistica_critical_parallel":"基础暴击几率增加+14% 基础暴击伤害倍率增加+1.0","rakta_ballistica_elemental_balance":"每个投射物的基础触发几率增加+20% 灵化形态的基础触发几率增加+20%","rakta_ballistica_evo1_incarnon_form":"命中弱点为灵化转变充能，次要射击进行转变。切换回原有模式将消耗剩余的充能。","rakta_ballistica_headcracker":"基础伤害增加+10 造成爆头后：+7.5%射速，持续4秒。最多叠加到10层。","rakta_ballistica_prolific_perforation":"基础伤害增加+10 穿透命中时：+10%暴击几率，持续3秒。最多叠加到8层。","rakta_ballistica_rapid_reinforcement":"+50%装填速度","rakta_ballistica_survivors_edge":"基础暴击几率增加+8% 每个投射物的基础触发几率增加+8% 灵化形态的基础触发几率增加+8%","rakta_ballistica_swift_deliverance":"+50%投射物速度","rakta_ballistica_voids_guidance":"+40%精确度 -40%武器后坐力","sicarus_commodores_fortune":"基础暴击几率增加+18%","sicarus_evo1_incarnon_form":"命中弱点时为灵化充能，按下次要开火键来激活。 切换回原有模式将消耗剩余的充能。","sicarus_extended_volley":"基础弹匣容量增加+9","sicarus_feigned_retreat":"基础伤害增加+50 对生命值低于一半的敌人造成+40%伤害","sicarus_kings_gambit":"基础伤害增加+50 x0 击身暴击几率，+150%命中弱点暴击几率","sicarus_prime_commodores_fortune":"基础暴击几率增加14%","sicarus_prime_evo1_incarnon_form":"命中弱点时为灵化充能，按下次要开火键来激活。 切换回原有模式将消耗剩余的充能。","sicarus_prime_extended_volley":"基础弹匣容量增加+12","sicarus_prime_feigned_retreat":"基础伤害增加+40 对生命值低于一半的敌人造成+40%伤害","sicarus_prime_kings_gambit":"基础伤害增加+40 x0 击身暴击几率，+150%命中弱点暴击几率","sicarus_prime_rapid_reinforcement":"+50%装填速度","sicarus_prime_survivors_edge":"基础暴击几率增加+9% 基础触发几率增加至+9%","sicarus_prime_voids_guidance":"+40%精准度 -40%武器后坐力","sicarus_prime_wisemans_regard":"将当前暴击几率的30%增加到基础触发几率，最高可达40%","sicarus_rapid_reinforcement":"+50%装填速度","sicarus_survivors_edge":"基础暴击几率增加12% 基础触发几率增加至12%","sicarus_voids_guidance":"+40%精准度 -40%武器后坐力","sicarus_wisemans_regard":"将当前暴击几率的30%增加到基础触发几率，最高可达40%","soma_evo1_incarnon_form":"爆头为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。","soma_fatal_affliction":"目标身上的每种异常状态可增加+40%的直接伤害","soma_fortifying_bloodshed":"基础伤害增加+10，触发切割异常击杀时：+100过载护盾","soma_fortress_salvo":"基础伤害增加+12，护甲超过450时：+4穿透","soma_fresh_havoc":"空弹匣装填时：基础伤害增加+6。最多叠加到2层。","soma_kinetic_battle":"-50%武器后坐力","soma_practiced_grip":"精准度提高+50%","soma_prime_evo1_incarnon_form":"爆头为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。","soma_prime_fatal_affliction":"目标身上的每种异常状态可增加+40%的直接伤害","soma_prime_fortifying_bloodshed":"基础伤害增加+10，触发切割异常击杀时：+100过载护盾","soma_prime_fortress_salvo":"基础伤害增加+12，护甲超过450时：+4穿透","soma_prime_fresh_havoc":"空弹匣装填时：基础伤害增加+6。最多叠加到2层。","soma_prime_kinetic_battle":"-50%武器后坐力","soma_prime_practiced_grip":"精准度提高+50%","soma_prime_rapid_reinforcement":"+50%装填速度","soma_prime_zeroed_in":"基础暴击伤害增加+0.6x","soma_rapid_reinforcement":"+50%装填速度","soma_zeroed_in":"基础暴击伤害增加+0.6x","strun_blazing_barrel":"基础伤害增加+54 开火时：+5%多重射击，最多叠加至5层","strun_brutal_edge":"基础暴击几率增加+4%，基础触发几率增加+4%","strun_commodores_fortune":"基础暴击几率增加+16%","strun_elemental_balance":"基础触发几率增加+11%；","strun_evo1_incarnon_form":"爆头为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。","strun_galvanic_reload":"命中受Electricity异常影响的目标时，有40%从弹药中恢复一发子弹至弹匣","strun_prime_blazing_barrel":"基础伤害增加+2 开火时：+5%多重射击，最多叠加至5层","strun_prime_brutal_edge":"基础暴击几率增加+4%，基础触发几率增加+4%","strun_prime_commodores_fortune":"基础暴击几率增加+12%","strun_prime_elemental_balance":"基础触发几率增加+11.3%；","strun_prime_evo1_incarnon_form":"爆头为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。","strun_prime_galvanic_reload":"命中受Electricity异常影响的目标时，有40%从弹药中恢复一发子弹至弹匣","strun_prime_rapid_reinforcement":"+60%装填速度","strun_prime_swift_deliverance":"+30%投射物速度","strun_prime_tenno_targeting":"基础伤害增加+2 持续消耗型技能激活时：+4穿透","strun_rapid_reinforcement":"+60%装填速度","strun_swift_deliverance":"+30%投射物速度","strun_tenno_targeting":"基础伤害增加+54 持续消耗型技能激活时：+4穿透","strun_wraith_blazing_barrel":"基础伤害增加+24 开火时：+5%多重射击，最多叠加至5层","strun_wraith_brutal_edge":"基础暴击几率增加+4，基础触发几率增加+4.8%","strun_wraith_commodores_fortune":"基础暴击几率增加+12%","strun_wraith_elemental_balance":"基础触发几率增加+10%；","strun_wraith_evo1_incarnon_form":"爆头为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。","strun_wraith_galvanic_reload":"命中受Electricity异常影响的目标时，有40%从弹药中恢复一发子弹至弹匣","strun_wraith_rapid_reinforcement":"+60%装填速度","strun_wraith_swift_deliverance":"+30%投射物速度","strun_wraith_tenno_targeting":"基础伤害增加+24 持续消耗型技能激活时：+4穿透","stug_blazing_barrel":"基础伤害增加+175 开火时：+5%多重射击，装填时充值。最多叠加到10层","stug_deathtrap_trigger":"基础暴击几率增加+25% 基础暴击伤害倍率增加+1.5x","stug_elemental_dominance":"基础触发几率增加+20% 灵化形态下效果加倍","stug_evo1_incarnon_form":"直接命中为灵化转变充能，次要射击进行转变。切换回原有模式将消耗剩余的充能。","stug_overcharge_blast":"基础伤害增加+300 能量最大值超过700时：+50%爆炸范围","stug_rapid_reinforcement":"+50%装填速度","stug_resonant_restore":"空弹匣装填时：基础弹匣容量+10。最多叠加到3层","stug_survivors_edge":"基础暴击几率增加+15% 基础触发几率增加至+15%","stug_swift_deliverance":"+50%投射物速度","sybaris_blazing_barrel":"基础伤害增加+20 开火时：+5%多重射击。最多增加到10层。","sybaris_elemental_dominance":"基础触发几率增加+15% 灵化形态下翻倍","sybaris_evo1_incarnon_form":"命中弱点时为灵化充能，按下次要开火键来激活。切换回原有模式将消耗剩余的充能。","sybaris_extended_volley":"基础弹匣增加+8","sybaris_marksmans_hand":"-60%武器后坐力","sybaris_prime_blazing_barrel":"基础伤害增加+15 开火时：+5%多重射击。最多增加到10层。","sybaris_prime_elemental_dominance":"基础触发几率增加+8% 灵化形态下翻倍","sybaris_prime_evo1_incarnon_form":"命中弱点时为灵化充能，按下次要开火键来激活。切换回原有模式将消耗剩余的充能。","sybaris_prime_extended_volley":"基础弹匣增加+12","sybaris_prime_marksmans_hand":"-60%武器后坐力","sybaris_prime_ready_retaliation":"空弹匣装填时：+60%装填速度","sybaris_prime_reavers_rapture":"多发点射全部命中时：+20%伤害，重新装填后重置","sybaris_prime_survivors_edge":"基础暴击几率增加+5% 基础触发几率增加+10%","sybaris_prime_well_rehearsed":"基础伤害增加+15 连续击中弱点时：基础伤害增加+5。最多增加到3层。","sybaris_ready_retaliation":"空弹匣装填时：+60%装填速度","sybaris_reavers_rapture":"多发点射全部命中时：+20%伤害，重新装填后重置","sybaris_survivors_edge":"基础暴击几率增加+5% 基础触发几率增加+10%","sybaris_well_rehearsed":"基础伤害增加+20 连续击中弱点时：基础伤害增加+5。最多增加到3层。","synoid_gammacor_critical_parallel":"基础暴击几率增加+10% 基础暴击倍率增加+0.2x","synoid_gammacor_elemental_balance":"基础触发几率增加+10%","synoid_gammacor_evo1_incarnon_form":"爆头为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。","synoid_gammacor_evolved_autoloader":"收起武器时弹匣每秒自动装填+50%","synoid_gammacor_extended_volley":"弹匣容量增加+40","synoid_gammacor_infused_shots":"基础伤害增加+6 每消耗50能量：基础伤害增加+5，持续10s，至多叠加至4x","synoid_gammacor_moonrise_velocity":"+8射程","synoid_gammacor_sages_resolve":"基础伤害增加+10 持续消耗型技能激活时：+25%多重射击","synoid_gammacor_survivors_edge":"基础暴击几率增加+6% 基础触发几率增加+6%","telos_boltor_commodores_fortune":"基础暴击几率增加+6%。","telos_boltor_crimson_overture":"击杀时：基础伤害增加+2和+20% 弹药效率，持续5秒。 最多叠加到3x。","telos_boltor_elemental_balance":"基础触发几率增加+20%。","telos_boltor_evo1_incarnon_form":"爆头为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。\n灵化形态下武器相较普通模式具有3基础多重射击，提升了射速以及暴击几率和倍率，伤害组成为10%冲击30%穿刺60%切割，但降低了精准度以及单个投射物的基础伤害。\n需要20次爆头才能完成充能。多重射击造成的爆头也会被计入充能中。\n每个投射物造成的爆头能为灵化形态提供8发弹药，最高至160。充能耗尽后武器会自动转变为普通模式。","telos_boltor_extended_volley":"+20弹匣容量。","telos_boltor_hunters_mantra":"基础伤害增加+4。 持续消耗能量类技能激活时：+4穿透 +40% 精准度。","telos_boltor_rapid_reinforcement":"+60%装填速度。","telos_boltor_survivors_edge":"基础暴击几率增加+4%，基础触发几率增加+4%。","telos_boltor_swift_deliverance":"+60%投射物速度。","torid_commodores_fortune":"基础暴击几率增加 +20%。","torid_elemental_balance":"基础触发几率增加 +34%。","torid_evo1_incarnon_form":"直接命中为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。","torid_extended_volley":"基础弹匣容量增加 +9。","torid_final_fusillade":"基础伤害增加 +51。\n弹匣中的最后一发子弹 +3 多重射击。","torid_plentiful_mayhem":"基础伤害增加 +31。\n多重射击直接消耗弹匣中的弹药，并将其伤害提升 +60%。","torid_renewed_horror":"空弹匣装填时：在首次射击后，残留伤害区域的持续时间翻倍。","torid_survivors_edge":"基础暴击几率增加 +15%。\n基础触发几率增加 +15%。","torid_swift_deliverance":"+50% 投射物速度。","vasto_awakened_readiness":"收起武器时弹匣每秒自动装填+20%","vasto_commodores_fortune":"基础暴击几率增加+16%","vasto_deathtrap_trigger":"基础伤害增加+66，从主要武器切换时：基础暴击几率增加+30%，基础暴击伤害增加+2.2x，持续3秒","vasto_evo1_incarnon_form":"爆头为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。","vasto_extended_volley":"提升+6弹夹容量","vasto_lone_gun":"基础伤害增加+66，没有装备主要武器时：基础伤害增加+40，提升+14弹夹容量","vasto_marksmans_hand":"-50%武器后坐力","vasto_prime_awakened_readiness":"收起武器时弹匣每秒自动装填+20%","vasto_prime_commodores_fortune":"基础暴击几率增加+18%","vasto_prime_deathtrap_trigger":"基础伤害增加+24，从主要武器切换时：基础暴击几率增加+30%，基础暴击伤害增加+0.8x，持续3秒","vasto_prime_evo1_incarnon_form":"爆头为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。","vasto_prime_extended_volley":"提升+6弹夹容量","vasto_prime_lone_gun":"基础伤害增加+24，没有装备主要武器时：基础伤害增加+40，提升+14弹夹容量","vasto_prime_marksmans_hand":"-50%武器后坐力","vasto_prime_reapers_plenty":"造成爆头后：+100%弹药效率，持续2秒","vasto_prime_survivors_edge":"基础暴击几率增加+10%，基础触发几率增加+10%","vasto_reapers_plenty":"造成爆头后：+100%弹药效率，持续2秒","vasto_survivors_edge":"基础暴击几率增加+10%，基础触发几率增加+10%","vectis_critical_parallel":"基础暴击几率增加+10% 基础暴击伤害倍率增加+0.5x","vectis_deadhead":"+25%爆头伤害","vectis_evo1_incarnon_form":"命中弱点为灵化转变充能，次要射击进行转变。切换回原有模式将消耗剩余的充能。","vectis_inciting_incident":"基础伤害增加+100 导引技能激活时：+2穿透","vectis_lone_enforcer":"基础伤害增加+75 如果附近5米内没有敌人，+25%多重射击","vectis_marksmans_hand":"-60%武器后坐力","vectis_prime_critical_parallel":"基础暴击几率增加+8% 基础暴击伤害倍率增加+0.5x","vectis_prime_deadhead":"+25%爆头伤害","vectis_prime_evo1_incarnon_form":"命中弱点为灵化转变充能，次要射击进行转变。切换回原有模式将消耗剩余的充能。","vectis_prime_inciting_incident":"基础伤害增加+200 导引技能激活时：+2穿透","vectis_prime_lone_enforcer":"基础伤害增加150 如果附近5米内没有敌人，+25%多重射击","vectis_prime_marksmans_hand":"-60%武器后坐力","vectis_prime_rapid_reinforcement":"+60%装填速度","vectis_prime_silent_running":"降低100%敌人听见枪声的几率","vectis_prime_survivors_edge":"将当前暴击几率的30%增加到基础触发几率，最高可达40%","vectis_rapid_reinforcement":"+60%装填速度","vectis_silent_running":"降低100%敌人听见枪声的几率","vectis_survivors_edge":"将当前暴击几率的30%增加到基础触发几率，最高可达40%","zylok_commodores_fortune":"基础暴击几率增加+32%","zylok_evo1_incarnon_form":"爆头为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。","zylok_extended_volley":"+12 弹匣容量","zylok_fatal_affliction":"目标每种不同的异常状态增加+40% 直接伤害","zylok_maulers_magazine":"基础伤害增加+76 空弹匣装填时: 基础暴击伤害增加+1x。最多叠加到2层。","zylok_precisions_payoff":"基础伤害增加+76 多发点射爆头时: 基础伤害增加+20。最多叠加到3层。","zylok_prime_commodores_fortune":"基础暴击几率增加+30%","zylok_prime_evo1_incarnon_form":"爆头为灵化转变充能，次要开火进行转变。切换回原有模式将消耗剩余的充能。","zylok_prime_extended_volley":"+18 弹匣容量","zylok_prime_fatal_affliction":"目标每种不同的异常状态增加+40% 直接伤害","zylok_prime_maulers_magazine":"基础伤害增加+30 空弹匣装填时: 基础暴击伤害增加+1x。最多叠加到2层。","zylok_prime_precisions_payoff":"基础伤害增加+30 多发点射爆头时: 基础伤害增加+20。最多叠加到3层。","zylok_prime_rapid_reinforcement":"+50%装填速度","zylok_prime_survivors_edge":"基础暴击几率增加+22%，基础触发几率增加+16%","zylok_prime_voids_guidance":"+60%精准度以及后座降低","zylok_rapid_reinforcement":"+50%装填速度","zylok_survivors_edge":"基础暴击几率和触发几率增加+20%","zylok_voids_guidance":"+60%精准度以及后座降低"},"evolutions":{"angstrum_critical_parallel":"临界平行","angstrum_evo1_incarnon_form":"灵化形态","angstrum_fatal_affliction":"致命苦痛","angstrum_haven_foray":"安逸冒险","angstrum_hitmans_hoard":"杀意贮藏","angstrum_paladin_virtue":"骑士圣德","angstrum_rapid_reinforcement":"急速强化","angstrum_survivors_edge":"生还占优","angstrum_swift_deliverance":"迅速判决","atomos_commodores_fortune":"准将沐福","atomos_elemental_balance":"元素平衡","atomos_evo1_incarnon_form":"灵化形态","atomos_hoplite_virtue":"重兵圣德","atomos_mercenary_chamber":"佣兵枪膛","atomos_moonrise_velocity":"皎月速升","atomos_paladin_virtue":"骑士圣德","atomos_resonant_restore":"共鸣恢复","atomos_survivors_edge":"生还占优","ballistica_critical_parallel":"临界平行","ballistica_elemental_balance":"元素平衡","ballistica_evo1_incarnon_form":"灵化形态","ballistica_headcracker":"碎颅破脑","ballistica_prime_critical_parallel":"临界平行","ballistica_prime_elemental_balance":"元素平衡","ballistica_prime_evo1_incarnon_form":"灵化形态","ballistica_prime_headcracker":"碎颅破脑","ballistica_prime_prolific_perforation":"连环贯穿","ballistica_prime_rapid_reinforcement":"急速强化","ballistica_prime_survivors_edge":"生还占优","ballistica_prime_swift_deliverance":"迅速判决","ballistica_prime_voids_guidance":"虚空指引","ballistica_prolific_perforation":"连环贯穿","ballistica_rapid_reinforcement":"急速强化","ballistica_survivors_edge":"生还占优","ballistica_swift_deliverance":"迅速判决","ballistica_voids_guidance":"虚空指引","boar_critical_parallel":"临界平行","boar_elemental_balance":"元素平衡","boar_evo1_incarnon_form":"灵化形态","boar_fortress_salvo":"要塞齐射","boar_mercenary_chamber":"佣兵枪膛","boar_practiced_grip":"熟练之握","boar_prime_critical_parallel":"临界平行","boar_prime_elemental_balance":"元素平衡","boar_prime_evo1_incarnon_form":"灵化形态","boar_prime_fortress_salvo":"要塞齐射","boar_prime_mercenary_chamber":"佣兵枪膛","boar_prime_practiced_grip":"熟练之握","boar_prime_ready_retaliation":"待命报复","boar_prime_reified_bane":"具象克星","boar_prime_survivors_edge":"生还占优","boar_ready_retaliation":"待命报复","boar_reified_bane":"具象克星","boar_survivors_edge":"生还占优","boltor_commodores_fortune":"准将沐福","boltor_crimson_overture":"猩红序曲","boltor_elemental_balance":"元素平衡","boltor_evo1_incarnon_form":"灵化形态","boltor_extended_volley":"扩充齐发","boltor_hunters_mantra":"猎者密咒","boltor_prime_commodores_fortune":"准将沐福","boltor_prime_crimson_overture":"猩红序曲","boltor_prime_elemental_balance":"元素平衡","boltor_prime_evo1_incarnon_form":"灵化形态","boltor_prime_extended_volley":"扩充齐发","boltor_prime_hunters_mantra":"猎者密咒","boltor_prime_rapid_reinforcement":"急速强化","boltor_prime_survivors_edge":"生还占优","boltor_prime_swift_deliverance":"迅速判决","boltor_rapid_reinforcement":"急速强化","boltor_survivors_edge":"生还占优","boltor_swift_deliverance":"迅速判决","braton_critical_parallel":"临界平行","braton_daring_reverie":"勇敢梦想","braton_evo1_incarnon_form":"灵化形态","braton_gunsmoke_pick_up":"硝烟拾起","braton_mercenary_chamber":"佣兵枪膛","braton_munitions_grit":"实弹胆魄","braton_prelude_of_might":"力量前奏","braton_prime_critical_parallel":"临界平行","braton_prime_daring_reverie":"勇敢梦想","braton_prime_evo1_incarnon_form":"灵化形态","braton_prime_gunsmoke_pick_up":"硝烟拾起","braton_prime_mercenary_chamber":"佣兵枪膛","braton_prime_munitions_grit":"实弹胆魄","braton_prime_prelude_of_might":"力量前奏","braton_prime_survivors_edge":"生还占优","braton_prime_voids_guidance":"虚空指引","braton_survivors_edge":"生还占优","braton_vandal_critical_parallel":"临界平行","braton_vandal_daring_reverie":"勇敢梦想","braton_vandal_evo1_incarnon_form":"灵化形态","braton_vandal_gunsmoke_pick_up":"硝烟拾起","braton_vandal_mercenary_chamber":"佣兵枪膛","braton_vandal_munitions_grit":"实弹胆魄","braton_vandal_prelude_of_might":"力量前奏","braton_vandal_survivors_edge":"生还占优","braton_vandal_voids_guidance":"虚空指引","braton_voids_guidance":"虚空指引","bronco_commodores_fortune":"准将沐福","bronco_enough_for_everyone":"人人有份","bronco_evo1_incarnon_form":"灵化形态","bronco_extended_volley":"扩容齐发","bronco_infused_shots":"注能射击","bronco_kinetic_battle":"动能战斗","bronco_practiced_grip":"熟练之握","bronco_prime_commodores_fortune":"准将沐福","bronco_prime_enough_for_everyone":"人人有份","bronco_prime_evo1_incarnon_form":"灵化形态","bronco_prime_extended_volley":"扩容齐发","bronco_prime_infused_shots":"注能射击","bronco_prime_kinetic_battle":"动能战斗","bronco_prime_practiced_grip":"熟练之握","bronco_prime_rain_of_lead":"铅雨纷飞","bronco_prime_speeding_bullet":"超速子弹","bronco_rain_of_lead":"铅雨纷飞","bronco_speeding_bullet":"超速子弹","burston_absolute_valor":"绝对勇气","burston_evo1_incarnon_form":"灵化形态","burston_extended_volley":"扩充齐发","burston_fatal_affliction":"致命苦痛","burston_forceful_finality":"强制终结","burston_fortress_salvo":"要塞齐射","burston_kinetic_battle":"动能战斗","burston_prime_absolute_valor":"绝对勇气","burston_prime_evo1_incarnon_form":"灵化形态","burston_prime_extended_volley":"扩充齐发","burston_prime_fatal_affliction":"致命苦痛","burston_prime_forceful_finality":"强制终结","burston_prime_fortress_salvo":"要塞齐射","burston_prime_kinetic_battle":"动能战斗","burston_prime_ready_retaliation":"待命报复","burston_prime_reavers_rapture":"掠夺者的狂喜","burston_ready_retaliation":"待命报复","burston_reavers_rapture":"掠夺者的狂喜","cestra_deathtrap_trigger":"死险触发","cestra_evo1_incarnon_form":"灵化形态","cestra_fortress_salvo":"要塞齐射","cestra_rapid_reinforcement":"急速强化","cestra_slayers_nerve":"杀手的胆识","cestra_steadfast_grit":"坚定不移","cestra_survivors_edge":"生还占优","cestra_swift_deliverance":"迅速判决","cestra_wisemans_regard":"智者慧眼","dera_crimson_overture":"猩红序曲","dera_deathtrap_trigger":"死险触发","dera_elemental_balance":"元素平衡","dera_evo1_incarnon_form":"灵化形态","dera_evolved_autoloader":"进化自填器","dera_extended_volley":"扩充齐发","dera_high_ground":"高地优势","dera_paragon_essence":"英豪本源","dera_swift_deliverance":"迅速判决","dera_vandal_crimson_overture":"猩红序曲","dera_vandal_deathtrap_trigger":"死险触发","dera_vandal_elemental_balance":"元素平衡","dera_vandal_evo1_incarnon_form":"灵化形态","dera_vandal_evolved_autoloader":"进化自填器","dera_vandal_extended_volley":"扩充齐发","dera_vandal_high_ground":"高地优势","dera_vandal_paragon_essence":"英豪本源","dera_vandal_swift_deliverance":"迅速判决","despair_critical_parallel":"临界平行","despair_elemental_balance":"元素平衡","despair_evo1_incarnon_form":"灵化形态","despair_fatal_affliction":"致命苦痛","despair_marksmans_focus":"善射之焦","despair_rapid_reinforcement":"急速强化","despair_stalkers_vendetta":"Stalker 仇杀","despair_survivors_edge":"生还占优","despair_swift_deliverance":"迅速判决","dex_sybaris_blazing_barrel":"炽热枪管","dex_sybaris_elemental_dominance":"元素主宰","dex_sybaris_evo1_incarnon_form":"灵化形态","dex_sybaris_extended_volley":"扩充齐发","dex_sybaris_marksmans_hand":"善射之手","dex_sybaris_ready_retaliation":"待命报复","dex_sybaris_reavers_rapture":"掠夺者的狂喜","dex_sybaris_survivors_edge":"生还占优","dex_sybaris_well_rehearsed":"久经锤炼","dread_elemental_balance":"元素平衡","dread_evo1_incarnon_form":"灵化形态","dread_hitmans_hoard":"杀意贮藏","dread_hitmans_opportunity":"杀意乘势","dread_marksmans_focus":"善射之焦","dread_stalkers_resentment":"Stalker 怨恨","dread_survivors_edge":"生还占优","dread_swift_deliverance":"迅速判决","dread_zeroed_in":"归零","dual_toxocyst_carnage_reign":"屠杀统治","dual_toxocyst_commodores_fortune":"准将沐福","dual_toxocyst_evo1_incarnon_form":"灵化形态","dual_toxocyst_evolved_autoloader":"进化自填器","dual_toxocyst_fevered_frenzy":"狂热乱暴","dual_toxocyst_marksmans_hand":"善射之手","dual_toxocyst_neurotoxin":"神经毒素","dual_toxocyst_ready_retaliation":"待命报复","dual_toxocyst_ripper_rounds":"撕裂弹头","felarx_agile_executor":"矫捷行刑者","felarx_attuned_accuracy":"调和精准","felarx_brutal_edge":"残暴锋缘","felarx_devastating_attrition":"毁灭损耗","felarx_dual_mode_chamber":"双型膛室","felarx_evo1_incarnon_form":"灵化形态","felarx_evolved_autoloader":"进化自填器","felarx_incarnon_catalyst":"灵化触媒","felarx_mounting_momentum":"装载动能","felarx_racking_wrath":"毁灭之怒","felarx_ruptured_plentitude":"破裂满盈","furis_elemental_balance":"元素平衡","furis_evo1_incarnon_form":"灵化形态","furis_executioners_fortune":"行刑者财富","furis_extended_volley":"扩充齐发","furis_haven_foray":"安逸冒险","furis_headcracker":"碎颅破脑","furis_practiced_grip":"熟练之握","furis_prelude_of_might":"力量前奏","furis_stormburst":"风雷骤起","gammacor_critical_parallel":"临界平行","gammacor_elemental_balance":"元素平衡","gammacor_evo1_incarnon_form":"灵化形态","gammacor_evolved_autoloader":"进化自填器","gammacor_extended_volley":"扩充齐发","gammacor_infused_shots":"注能射击","gammacor_moonrise_velocity":"皎月速升","gammacor_sages_resolve":"贤者的决心","gammacor_survivors_edge":"生还占优","gorgon_absolute_valor":"绝对勇气","gorgon_elemental_balance":"元素平衡","gorgon_evo1_incarnon_form":"灵化形态","gorgon_hoplite_virtue":"重兵圣德","gorgon_hunters_mantra":"猎者密咒","gorgon_rapid_reinforcement":"急速强化","gorgon_resonant_restore":"共鸣恢复","gorgon_survivors_edge":"生还占优","gorgon_voids_guidance":"虚空指引","gorgon_wraith_absolute_valor":"绝对勇气","gorgon_wraith_elemental_balance":"元素平衡","gorgon_wraith_evo1_incarnon_form":"灵化形态","gorgon_wraith_hoplite_virtue":"重兵圣德","gorgon_wraith_hunters_mantra":"猎者密咒","gorgon_wraith_rapid_reinforcement":"急速强化","gorgon_wraith_resonant_restore":"共鸣恢复","gorgon_wraith_survivors_edge":"生还占优","gorgon_wraith_voids_guidance":"虚空指引","kunai_accelerating_volley":"加速齐发","kunai_deathtrap_trigger":"死陷触发","kunai_evo1_incarnon_form":"灵化形态","kunai_extended_volley":"扩充齐发","kunai_rapid_reinforcement":"急速强化","kunai_sages_resolve":"贤者的决心","kunai_survivors_edge":"生还占优","kunai_swift_conclusion":"迅速结果","kunai_swift_deliverance":"迅速判决","laetum_awakened_readiness":"觉醒备战","laetum_caput_mortuum":"死亡首级","laetum_devouring_attrition":"压制损耗","laetum_elemental_excess":"元素超量","laetum_evo1_incarnon_form":"灵化形态","laetum_feather_of_justice":"正义之羽","laetum_incarnon_efficiency":"灵化效率","laetum_lethal_rearmament":"致命重装","laetum_marksmans_hand":"善射之手","laetum_overwhelming_attrition":"强袭损耗","laetum_rapid_wrath":"极速之怒","laetum_raptors_chase":"猛禽追逐","laetum_reapers_plenty":"死神之裕","lato_carnage_reign":"屠杀统治","lato_deathtrap_trigger":"死陷触发","lato_evo1_incarnon_form":"灵化形态","lato_exact_penance":"精确忏悔","lato_haven_foray":"安逸冒险","lato_marksmans_gain":"善射之获","lato_prime_carnage_reign":"屠杀统治","lato_prime_deathtrap_trigger":"死陷触发","lato_prime_evo1_incarnon_form":"灵化形态","lato_prime_exact_penance":"精确忏悔","lato_prime_haven_foray":"安逸冒险","lato_prime_marksmans_gain":"善射之获","lato_prime_reified_bane":"具象克星","lato_prime_survivors_edge":"生还占优","lato_prime_voids_guidance":"虚空指引","lato_reified_bane":"具象克星","lato_survivors_edge":"生还占优","lato_vandal_carnage_reign":"屠杀统治","lato_vandal_deathtrap_trigger":"死陷触发","lato_vandal_evo1_incarnon_form":"灵化形态","lato_vandal_exact_penance":"精确忏悔","lato_vandal_haven_foray":"安逸冒险","lato_vandal_marksmans_gain":"善射之获","lato_vandal_reified_bane":"具象克星","lato_vandal_survivors_edge":"生还占优","lato_vandal_voids_guidance":"虚空指引","lato_voids_guidance":"虚空指引","latron_critical_parallel":"临界平行","latron_deadhead":"死亡头颅","latron_evo1_incarnon_form":"灵化形态","latron_extended_volley":"扩充齐发","latron_flensing_spikes":"剥肤利钉","latron_marksmans_focus":"善射之焦","latron_marksmans_hand":"善射之手","latron_prime_critical_parallel":"临界平行","latron_prime_deadhead":"死亡头颅","latron_prime_evo1_incarnon_form":"灵化形态","latron_prime_extended_volley":"扩充齐发","latron_prime_flensing_spikes":"剥肤利钉","latron_prime_marksmans_focus":"善射之焦","latron_prime_marksmans_hand":"善射之手","latron_prime_riddled_target":"百孔千疮","latron_prime_swift_punishment":"迅捷惩罚","latron_riddled_target":"百孔千疮","latron_swift_punishment":"迅捷惩罚","latron_wraith_critical_parallel":"临界平行","latron_wraith_deadhead":"死亡头颅","latron_wraith_evo1_incarnon_form":"灵化形态","latron_wraith_extended_volley":"扩充齐发","latron_wraith_flensing_spikes":"剥肤利钉","latron_wraith_marksmans_focus":"善射之焦","latron_wraith_marksmans_hand":"善射之手","latron_wraith_riddled_target":"百孔千疮","latron_wraith_swift_punishment":"迅捷惩罚","lex_critical_parallel":"临界平行","lex_elemental_balance":"元素平衡","lex_evo1_incarnon_form":"灵化形态","lex_executioners_dawn":"行刑者黎明","lex_extended_volley":"扩充齐发","lex_hoplite_virtue":"重兵圣德","lex_lex_talionis":"以牙还牙","lex_prime_critical_parallel":"临界平行","lex_prime_elemental_balance":"元素平衡","lex_prime_evo1_incarnon_form":"灵化形态","lex_prime_executioners_dawn":"行刑者黎明","lex_prime_extended_volley":"扩充齐发","lex_prime_hoplite_virtue":"重兵圣德","lex_prime_lex_talionis":"以牙还牙","lex_prime_ready_retaliation":"待命报复","lex_prime_trusty_sidearm":"可信赖的副武","lex_ready_retaliation":"待命报复","lex_trusty_sidearm":"可信赖的副武","miter_commodores_fortune":"准将沐福","miter_critical_parallel":"临界平行","miter_evo1_incarnon_form":"灵化形态","miter_mercenary_chamber":"佣兵枪膛","miter_plentiful_mayhem":"丰饶混乱","miter_ready_retaliation":"待命报复","miter_sawblade_storm":"锯刃风暴","miter_swift_deliverance":"迅速判决","miter_swift_sawblades":"迅捷锯片","mk1_braton_critical_parallel":"临界平行","mk1_braton_daring_reverie":"勇敢梦想","mk1_braton_evo1_incarnon_form":"灵化形态","mk1_braton_gunsmoke_pick_up":"硝烟拾起","mk1_braton_mercenary_chamber":"佣兵枪膛","mk1_braton_munitions_grit":"实弹胆魄","mk1_braton_prelude_of_might":"力量前奏","mk1_braton_survivors_edge":"生还占优","mk1_braton_voids_guidance":"虚空指引","mk1_furis_elemental_balance":"元素平衡","mk1_furis_evo1_incarnon_form":"灵化形态","mk1_furis_executioners_fortune":"行刑者财富","mk1_furis_extended_volley":"扩充齐发","mk1_furis_haven_foray":"安逸冒险","mk1_furis_headcracker":"碎颅破脑","mk1_furis_practiced_grip":"熟练之握","mk1_furis_prelude_of_might":"力量前奏","mk1_furis_stormburst":"风雷骤起","mk1_kunai_accelerating_volley":"加速齐发","mk1_kunai_deathtrap_trigger":"死陷触发","mk1_kunai_evo1_incarnon_form":"灵化形态","mk1_kunai_extended_volley":"扩充齐发","mk1_kunai_rapid_reinforcement":"急速强化","mk1_kunai_sages_resolve":"贤者的决心","mk1_kunai_survivors_edge":"生还占优","mk1_kunai_swift_conclusion":"迅速结果","mk1_kunai_swift_deliverance":"迅速判决","mk1_paris_ardent_trigger":"炽热先机","mk1_paris_deadly_pace":"致命步伐","mk1_paris_elemental_balance":"元素平衡","mk1_paris_evo1_incarnon_form":"灵化形态","mk1_paris_guardians_might":"守护者之力","mk1_paris_marksmans_focus":"善射之焦","mk1_paris_striking_succession":"连续猛攻","mk1_paris_swift_deliverance":"迅速判决","mk1_paris_vicious_promise":"恶毒之诺","mk1_strun_blazing_barrel":"炽热枪管","mk1_strun_brutal_edge":"残暴锋缘","mk1_strun_commodores_fortune":"准将沐福","mk1_strun_elemental_balance":"元素平衡","mk1_strun_evo1_incarnon_form":"灵化形态","mk1_strun_galvanic_reload":"电流重载","mk1_strun_rapid_reinforcement":"急速强化","mk1_strun_swift_deliverance":"迅速判决","mk1_strun_tenno_targeting":"Tenno之瞄","onos_devastation_cascade":"毁灭连锁","onos_elemental_excess":"元素超量","onos_evo1_incarnon_form":"灵化形态","onos_extended_volley":"扩充齐发","onos_hunters_rearmament":"猎人重装","onos_impalers_ferocity":"穿刺者的凶猛","onos_incarnon_efficiency":"灵化效率","onos_lethal_lance":"致命穿刺","onos_marksmans_hand":"善射之手","onos_rapid_reinforcement":"急速强化","onos_rapid_wrath":"疾速之怒","onos_sequential_skullbuster":"连续爆颅","onos_swift_deliverance":"迅速判决","paris_ardent_trigger":"炽热先机","paris_deadly_pace":"致命步伐","paris_elemental_balance":"元素平衡","paris_evo1_incarnon_form":"灵化形态","paris_guardians_might":"守护者之力","paris_marksmans_focus":"善射之焦","paris_prime_ardent_trigger":"炽热先机","paris_prime_deadly_pace":"致命步伐","paris_prime_elemental_balance":"元素平衡","paris_prime_evo1_incarnon_form":"灵化形态","paris_prime_guardians_might":"守护者之力","paris_prime_marksmans_focus":"善射之焦","paris_prime_striking_succession":"连续猛攻","paris_prime_swift_deliverance":"迅速判决","paris_prime_vicious_promise":"恶毒之诺","paris_striking_succession":"连续猛攻","paris_swift_deliverance":"迅速判决","paris_vicious_promise":"恶毒之诺","phenmor_devouring_attrition":"压制损耗","phenmor_elemental_excess":"元素超量","phenmor_evo1_incarnon_form":"灵化形态","phenmor_executioners_fortune":"行刑者财富","phenmor_incarnon_efficiency":"灵化效率","phenmor_lingering_judgement":"恒久审判","phenmor_rapid_wrath":"极速之怒","phenmor_ready_retaliation":"待命报复","phenmor_retributions_vessel":"报应之舟","phenmor_spiteful_defilement":"怨之亵渎","phenmor_survivors_edge":"生还占优","phenmor_swift_deliverance":"迅速判决","phenmor_voids_guidance":"虚空指引","prisma_angstrum_critical_parallel":"临界平行","prisma_angstrum_evo1_incarnon_form":"灵化形态","prisma_angstrum_fatal_affliction":"致命苦痛","prisma_angstrum_haven_foray":"安逸冒险","prisma_angstrum_hitmans_hoard":"杀意贮藏","prisma_angstrum_paladin_virtue":"骑士圣德","prisma_angstrum_rapid_reinforcement":"急速强化","prisma_angstrum_survivors_edge":"生还占优","prisma_angstrum_swift_deliverance":"迅速判决","prisma_gorgon_absolute_valor":"绝对勇气","prisma_gorgon_elemental_balance":"元素平衡","prisma_gorgon_evo1_incarnon_form":"灵化形态","prisma_gorgon_hoplite_virtue":"重兵圣德","prisma_gorgon_hunters_mantra":"猎者密咒","prisma_gorgon_rapid_reinforcement":"急速强化","prisma_gorgon_resonant_restore":"共鸣恢复","prisma_gorgon_survivors_edge":"生还占优","prisma_gorgon_voids_guidance":"虚空指引","rakta_ballistica_critical_parallel":"临界平行","rakta_ballistica_elemental_balance":"元素平衡","rakta_ballistica_evo1_incarnon_form":"灵化形态","rakta_ballistica_headcracker":"碎颅破脑","rakta_ballistica_prolific_perforation":"连环贯穿","rakta_ballistica_rapid_reinforcement":"急速强化","rakta_ballistica_survivors_edge":"生还占优","rakta_ballistica_swift_deliverance":"迅速判决","rakta_ballistica_voids_guidance":"虚空指引","sicarus_commodores_fortune":"准将沐福","sicarus_evo1_incarnon_form":"灵化形态","sicarus_extended_volley":"扩充齐发","sicarus_feigned_retreat":"假意撤退","sicarus_kings_gambit":"帝王棋局","sicarus_prime_commodores_fortune":"准将沐福","sicarus_prime_evo1_incarnon_form":"灵化形态","sicarus_prime_extended_volley":"扩充齐发","sicarus_prime_feigned_retreat":"假意撤退","sicarus_prime_kings_gambit":"帝王棋局","sicarus_prime_rapid_reinforcement":"急速强化","sicarus_prime_survivors_edge":"生还占优","sicarus_prime_voids_guidance":"虚空指引","sicarus_prime_wisemans_regard":"智者慧眼","sicarus_rapid_reinforcement":"急速强化","sicarus_survivors_edge":"生还占优","sicarus_voids_guidance":"虚空指引","sicarus_wisemans_regard":"智者慧眼","soma_evo1_incarnon_form":"灵化形态","soma_fatal_affliction":"致命苦痛","soma_fortifying_bloodshed":"固盾血光","soma_fortress_salvo":"要塞齐射","soma_fresh_havoc":"新生浩劫","soma_kinetic_battle":"动能战斗","soma_practiced_grip":"熟练之握","soma_prime_evo1_incarnon_form":"灵化形态","soma_prime_fatal_affliction":"致命苦痛","soma_prime_fortifying_bloodshed":"固盾血光","soma_prime_fortress_salvo":"要塞齐射","soma_prime_fresh_havoc":"新生浩劫","soma_prime_kinetic_battle":"动能战斗","soma_prime_practiced_grip":"熟练之握","soma_prime_rapid_reinforcement":"急速强化","soma_prime_zeroed_in":"归零","soma_rapid_reinforcement":"急速强化","soma_zeroed_in":"归零","strun_blazing_barrel":"炽热枪管","strun_brutal_edge":"残暴锋缘","strun_commodores_fortune":"准将沐福","strun_elemental_balance":"元素平衡","strun_evo1_incarnon_form":"灵化形态","strun_galvanic_reload":"电流重载","strun_prime_blazing_barrel":"炽热枪管","strun_prime_brutal_edge":"残暴锋缘","strun_prime_commodores_fortune":"准将沐福","strun_prime_elemental_balance":"元素平衡","strun_prime_evo1_incarnon_form":"灵化形态","strun_prime_galvanic_reload":"电流重载","strun_prime_rapid_reinforcement":"急速强化","strun_prime_swift_deliverance":"迅速判决","strun_prime_tenno_targeting":"Tenno之瞄","strun_rapid_reinforcement":"急速强化","strun_swift_deliverance":"迅速判决","strun_tenno_targeting":"Tenno之瞄","strun_wraith_blazing_barrel":"炽热枪管","strun_wraith_brutal_edge":"残暴锋缘","strun_wraith_commodores_fortune":"准将沐福","strun_wraith_elemental_balance":"元素平衡","strun_wraith_evo1_incarnon_form":"灵化形态","strun_wraith_galvanic_reload":"电流重载","strun_wraith_rapid_reinforcement":"急速强化","strun_wraith_swift_deliverance":"迅速判决","strun_wraith_tenno_targeting":"Tenno之瞄","stug_blazing_barrel":"炽热枪管","stug_deathtrap_trigger":"死陷触发","stug_elemental_dominance":"元素主宰","stug_evo1_incarnon_form":"灵化形态","stug_overcharge_blast":"过载爆炸","stug_rapid_reinforcement":"急速强化","stug_resonant_restore":"共鸣恢复","stug_survivors_edge":"生还占优","stug_swift_deliverance":"迅速判决","sybaris_blazing_barrel":"炽热枪管","sybaris_elemental_dominance":"元素主宰","sybaris_evo1_incarnon_form":"灵化形态","sybaris_extended_volley":"扩充齐发","sybaris_marksmans_hand":"善射之手","sybaris_prime_blazing_barrel":"炽热枪管","sybaris_prime_elemental_dominance":"元素主宰","sybaris_prime_evo1_incarnon_form":"灵化形态","sybaris_prime_extended_volley":"扩充齐发","sybaris_prime_marksmans_hand":"善射之手","sybaris_prime_ready_retaliation":"待命报复","sybaris_prime_reavers_rapture":"掠夺者的狂喜","sybaris_prime_survivors_edge":"生还占优","sybaris_prime_well_rehearsed":"久经锤炼","sybaris_ready_retaliation":"待命报复","sybaris_reavers_rapture":"掠夺者的狂喜","sybaris_survivors_edge":"生还占优","sybaris_well_rehearsed":"久经锤炼","synoid_gammacor_critical_parallel":"临界平行","synoid_gammacor_elemental_balance":"元素平衡","synoid_gammacor_evo1_incarnon_form":"灵化形态","synoid_gammacor_evolved_autoloader":"进化自填器","synoid_gammacor_extended_volley":"扩充齐发","synoid_gammacor_infused_shots":"注能射击","synoid_gammacor_moonrise_velocity":"皎月速升","synoid_gammacor_sages_resolve":"贤者的决心","synoid_gammacor_survivors_edge":"生还占优","telos_boltor_commodores_fortune":"准将沐福","telos_boltor_crimson_overture":"猩红序曲","telos_boltor_elemental_balance":"元素平衡","telos_boltor_evo1_incarnon_form":"灵化形态","telos_boltor_extended_volley":"扩充齐发","telos_boltor_hunters_mantra":"猎者密咒","telos_boltor_rapid_reinforcement":"急速强化","telos_boltor_survivors_edge":"生还占优","telos_boltor_swift_deliverance":"迅速判决","torid_commodores_fortune":"准将沐福","torid_elemental_balance":"元素平衡","torid_evo1_incarnon_form":"灵化形态","torid_extended_volley":"扩充齐发","torid_final_fusillade":"终结齐发","torid_plentiful_mayhem":"丰饶混乱","torid_renewed_horror":"再续恐惧","torid_survivors_edge":"生还占优","torid_swift_deliverance":"迅速判决","vasto_awakened_readiness":"觉醒备战","vasto_commodores_fortune":"准将沐福","vasto_deathtrap_trigger":"死陷触发","vasto_evo1_incarnon_form":"灵化形态","vasto_extended_volley":"扩充齐发","vasto_lone_gun":"孤枪","vasto_marksmans_hand":"善射之手","vasto_prime_awakened_readiness":"觉醒备战","vasto_prime_commodores_fortune":"准将沐福","vasto_prime_deathtrap_trigger":"死陷触发","vasto_prime_evo1_incarnon_form":"灵化形态","vasto_prime_extended_volley":"扩充齐发","vasto_prime_lone_gun":"孤枪","vasto_prime_marksmans_hand":"善射之手","vasto_prime_reapers_plenty":"死神之裕","vasto_prime_survivors_edge":"生还占优","vasto_reapers_plenty":"死神之裕","vasto_survivors_edge":"生还占优","vectis_critical_parallel":"临界平行","vectis_deadhead":"死亡头颅","vectis_evo1_incarnon_form":"灵化形态","vectis_inciting_incident":"导火索","vectis_lone_enforcer":"孤胆执法者","vectis_marksmans_hand":"善射之手","vectis_prime_critical_parallel":"临界平行","vectis_prime_deadhead":"死亡头颅","vectis_prime_evo1_incarnon_form":"灵化形态","vectis_prime_inciting_incident":"导火索","vectis_prime_lone_enforcer":"孤胆执法者","vectis_prime_marksmans_hand":"善射之手","vectis_prime_rapid_reinforcement":"急速强化","vectis_prime_silent_running":"静步无声","vectis_prime_survivors_edge":"智者慧眼","vectis_rapid_reinforcement":"急速强化","vectis_silent_running":"静步无声","vectis_survivors_edge":"智者慧眼","zylok_commodores_fortune":"准将沐福","zylok_evo1_incarnon_form":"灵化形态","zylok_extended_volley":"扩充齐发","zylok_fatal_affliction":"致命苦痛","zylok_maulers_magazine":"击手的弹匣","zylok_precisions_payoff":"精准回报","zylok_prime_commodores_fortune":"准将沐福","zylok_prime_evo1_incarnon_form":"灵化形态","zylok_prime_extended_volley":"扩充齐发","zylok_prime_fatal_affliction":"致命苦痛","zylok_prime_maulers_magazine":"击手的弹匣","zylok_prime_precisions_payoff":"精准回报","zylok_prime_rapid_reinforcement":"急速强化","zylok_prime_survivors_edge":"生还占优","zylok_prime_voids_guidance":"虚空指引","zylok_rapid_reinforcement":"急速强化","zylok_survivors_edge":"生还占优","zylok_voids_guidance":"虚空指引"},"mod_descriptions":{"accelerated_blast":["+15% 射速\n+15% 穿刺伤害","+30% 射速\n+30% 穿刺伤害","+45% 射速\n+45% 穿刺伤害","+60% 射速\n+60% 穿刺伤害"],"accelerated_isotope":["+15% 辐射伤害\n+10% 射速","+30% 辐射伤害\n+20% 射速","+45% 辐射伤害\n+30% 射速","+60% 辐射伤害\n+40% 射速"],"acid_shells":["敌人死亡时爆炸，在半径 2.5 米内造成 75  腐蚀伤害（+8% 敌人最大生命）。","敌人死亡时爆炸，在半径 5 米内造成 150  腐蚀伤害（+15% 敌人最大生命）。","敌人死亡时爆炸，在半径 7.5 米内造成 225  腐蚀伤害（+23% 敌人最大生命）。","敌人死亡时爆炸，在半径 10 米内造成 300  腐蚀伤害（+30% 敌人最大生命）。","敌人死亡时爆炸，在半径 12.5 米内造成 375  腐蚀伤害（+38% 敌人最大生命）。","敌人死亡时爆炸，在半径 15 米内造成 450  腐蚀伤害（+45% 敌人最大生命）。"],"aerial_ace":["击杀时：\n在空中时，重置二段跳，最多可达 1 次。","击杀时：\n在空中时，重置二段跳，最多可达 2 次。","击杀时：\n在空中时，重置二段跳，最多可达 3 次。","击杀时：\n在空中时，重置二段跳，最多可达 4 次。","击杀时：\n在空中时，重置二段跳，最多可达 5 次。","击杀时：\n在空中时，重置二段跳，最多可达 6 次。"],"aero_periphery":["飞身瞄准时 -12.5% 变焦","飞身瞄准时 -25% 变焦","飞身瞄准时 -37.5% 变焦","飞身瞄准时 -50% 变焦"],"agile_aim":["瞄准时增加 +5% 移动速度","瞄准时增加 +10% 移动速度","瞄准时增加 +15% 移动速度","瞄准时增加 +20% 移动速度"],"amalgam_argonak_metal_auger":["+0.5 穿透\n匕首造成的伤害将减少 1 护甲。\n敌人可通过穿透效果来显示。","+1 穿透\n匕首造成的伤害将减少 2 护甲。\n敌人可通过穿透效果来显示。","+1.5 穿透\n匕首造成的伤害将减少 3 护甲。\n敌人可通过穿透效果来显示。","+2 穿透\n匕首造成的伤害将减少 4 护甲。\n敌人可通过穿透效果来显示。","+2.5 穿透\n匕首造成的伤害将减少 5 护甲。\n敌人可通过穿透效果来显示。","+3 穿透\n匕首造成的伤害将减少 6 护甲。\n敌人可通过穿透效果来显示。"],"amalgam_barrel_diffusion":["+18% 多重射击\n+10% 闪避速度","+37% 多重射击\n+20% 闪避速度","+55% 多重射击\n+30% 闪避速度","+73% 多重射击\n+40% 闪避速度","+91% 多重射击\n+50% 闪避速度","+110% 多重射击\n+60% 闪避速度"],"amalgam_daikyu_target_acquired":["+12.5% 爆头倍率\n+0.5% 侍刃类武器的生命窃取\n10% 几率拾起使用过的箭矢。","+25% 爆头倍率\n+1% 侍刃类武器的生命窃取\n20% 几率拾起使用过的箭矢。","+37.5% 爆头倍率\n+1.5% 侍刃类武器的生命窃取\n30% 几率拾起使用过的箭矢。","+50% 爆头倍率\n+2% 侍刃类武器的生命窃取\n40% 几率拾起使用过的箭矢。","+62.5% 爆头倍率\n+2.5% 侍刃类武器的生命窃取\n50% 几率拾起使用过的箭矢。","+75% 爆头倍率\n+3% 侍刃类武器的生命窃取\n60% 几率拾起使用过的箭矢。"],"amalgam_javlok_magazine_warp":["+7.5% 弹匣容量\n使用盾牌格挡时有 +16.7% 连击数几率","+15% 弹匣容量\n使用盾牌格挡时有 +33.3% 连击数几率","+22.5% 弹匣容量\n使用盾牌格挡时有 +50% 连击数几率","+30% 弹匣容量\n使用盾牌格挡时有 +66.7% 连击数几率","+37.5% 弹匣容量\n使用盾牌格挡时有 +83.3% 连击数几率","+45% 弹匣容量\n使用盾牌格挡时有 +100% 连击数几率"],"amalgam_organ_shatter":["+14% 暴击伤害\n+10% 重击准备速度","+28% 暴击伤害\n+20% 重击准备速度","+42% 暴击伤害\n+30% 重击准备速度","+56% 暴击伤害\n+40% 重击准备速度","+71% 暴击伤害\n+50% 重击准备速度","+85% 暴击伤害\n+60% 重击准备速度"],"amalgam_serration":["+14% 伤害\n+2% 冲刺速度","+28% 伤害\n+5% 冲刺速度","+42% 伤害\n+7% 冲刺速度","+56% 伤害\n+9% 冲刺速度","+71% 伤害\n+11% 冲刺速度","+85% 伤害\n+14% 冲刺速度","+99% 伤害\n+16% 冲刺速度","+113% 伤害\n+18% 冲刺速度","+127% 伤害\n+20% 冲刺速度","+141% 伤害\n+23% 冲刺速度","+155% 伤害\n+25% 冲刺速度"],"amalgam_shotgun_barrage":["+14% 射速\n+8% 复活速度","+28% 射速\n+15% 复活速度","+42% 射速\n+23% 复活速度","+56% 射速\n+30% 复活速度","+71% 射速\n+38% 复活速度","+85% 射速\n+45% 复活速度"],"amars_contempt":["+15% 近战伤害\n+5% 切割伤害","+30% 近战伤害\n+10% 切割伤害","+45% 近战伤害\n+15% 切割伤害","+60% 近战伤害\n+20% 切割伤害","+75% 近战伤害\n+25% 切割伤害","+90% 近战伤害\n+30% 切割伤害"],"ambush_optics":["-12.5% 变焦","-25% 变焦","-37.5% 变焦","-50% 变焦"],"ammo_chain":["+16.7% 弹药最大值","+33.3% 弹药最大值","+50% 弹药最大值","+66.7% 弹药最大值","+83.4% 弹药最大值","+100% 弹药最大值"],"ammo_drum":["+15% 弹药最大值","+30% 弹药最大值","+45% 弹药最大值","+60% 弹药最大值","+75% 弹药最大值","+90% 弹药最大值"],"ammo_stock":["+10% 弹匣容量","+20% 弹匣容量","+30% 弹匣容量","+40% 弹匣容量","+50% 弹匣容量","+60% 弹匣容量"],"anemic_agility":["+15% 射速\n-2.5% 伤害","+30% 射速\n-5% 伤害","+45% 射速\n-7.5% 伤害","+60% 射速\n-10% 伤害","+75% 射速\n-12.5% 伤害","+90% 射速\n-15% 伤害"],"archgun_ace":["爆头击杀时：\n+8% 射速 / 蓄力速度\n+17% 装填速度，持续 2 秒","爆头击杀时：\n+17% 射速 / 蓄力速度\n+33% 装填速度，持续 3 秒","爆头击杀时：\n+25% 射速 / 蓄力速度\n+50% 装填速度，持续 5 秒","爆头击杀时：\n+33% 射速 / 蓄力速度\n+67% 装填速度，持续 6 秒","爆头击杀时：\n+42% 射速 / 蓄力速度\n+83% 装填速度，持续 8 秒","爆头击杀时：\n+50% 射速 / 蓄力速度\n+100% 装填速度，持续 9 秒"],"argon_scope":["命中弱点时：\n瞄准时增加 +22.5% 暴击几率，持续 2 秒","命中弱点时：\n瞄准时增加 +45% 暴击几率，持续 3 秒","命中弱点时：\n瞄准时增加 +67.5% 暴击几率，持续 5 秒","命中弱点时：\n瞄准时增加 +90% 暴击几率，持续 6 秒","命中弱点时：\n瞄准时增加 +112.5% 暴击几率，持续 8 秒","命中弱点时：\n瞄准时增加 +135% 暴击几率，持续 9 秒"],"atomic_fallout":["+15% 辐射伤害\n+10% 弹匣容量","+30% 辐射伤害\n+20% 弹匣容量","+45% 辐射伤害\n+30% 弹匣容量","+60% 辐射伤害\n+40% 弹匣容量"],"auger_strike":["+20% 穿刺伤害","+40% 穿刺伤害","+60% 穿刺伤害","+80% 穿刺伤害","+100% 穿刺伤害","+120% 穿刺伤害"],"augur_pact":["+15% 伤害","+30% 伤害","+45% 伤害","+60% 伤害","+75% 伤害","+90% 伤害"],"augur_seeker":["+15% 触发时间","+30% 触发时间","+45% 触发时间","+60% 触发时间","+75% 触发时间","+90% 触发时间"],"automatic_trigger":["+10% 射速","+20% 射速","+30% 射速","+40% 射速","+50% 射速","+60% 射速"],"ballista_measure":["+5% 攻击范围","+10% 攻击范围","+15% 攻击范围","+20% 攻击范围"],"bane_of_corpus":["x1.05 对 Corpus 的伤害","x1.1 对 Corpus 的伤害","x1.15 对 Corpus 的伤害","x1.2 对 Corpus 的伤害","x1.25 对 Corpus 的伤害","x1.3 对 Corpus 的伤害"],"bane_of_grineer":["x1.05 对 Grineer 的伤害","x1.1 对 Grineer 的伤害","x1.15 对 Grineer 的伤害","x1.2 对 Grineer 的伤害","x1.25 对 Grineer 的伤害","x1.3 对 Grineer 的伤害"],"bane_of_infested":["x1.05 对 Infested 的伤害","x1.1 对 Infested 的伤害","x1.15 对 Infested 的伤害","x1.2 对 Infested 的伤害","x1.25 对 Infested 的伤害","x1.3 对 Infested 的伤害"],"bane_of_orokin":["x1.05 对奥罗金的伤害","x1.1 对奥罗金的伤害","x1.15 对奥罗金的伤害","x1.2 对奥罗金的伤害","x1.25 对奥罗金的伤害","x1.3 对奥罗金的伤害"],"bane_of_the_murmur":["x1.05 对低语者的伤害","x1.1 对低语者的伤害","x1.15 对低语者的伤害","x1.2 对低语者的伤害","x1.25 对低语者的伤害","x1.3 对低语者的伤害"],"barrel_diffusion":["+20% 多重射击","+40% 多重射击","+60% 多重射击","+80% 多重射击","+100% 多重射击","+120% 多重射击"],"berserker_fury":["近战击杀时：\n+5.8% 攻击速度，持续 10 秒。最多叠加到 2 层。","近战击杀时：\n+11.7% 攻击速度，持续 10 秒。最多叠加到 2 层。","近战击杀时：\n+17.5% 攻击速度，持续 10 秒。最多叠加到 2 层。","近战击杀时：\n+23.3% 攻击速度，持续 10 秒。最多叠加到 2 层。","近战击杀时：\n+29.2% 攻击速度，持续 10 秒。最多叠加到 2 层。","近战击杀时：\n+35% 攻击速度，持续 10 秒。最多叠加到 2 层。"],"bhisaj_bal":["每 3 个异常状态恢复 50 生命。\n+15% 触发几率","每 3 个异常状态恢复 100 生命。\n+30% 触发几率","每 3 个异常状态恢复 150 生命。\n+45% 触发几率","每 3 个异常状态恢复 200 生命。\n+60% 触发几率","每 3 个异常状态恢复 250 生命。\n+75% 触发几率","每 3 个异常状态恢复 300 生命。\n+90% 触发几率"],"biotic_rounds":["弱点击杀时：\n+25% 病毒伤害\n+25% 磁力伤害\n+25% 病毒触发几率\n+25% 磁力触发几率\n，持续 15 秒","弱点击杀时：\n+50% 病毒伤害\n+50% 磁力伤害\n+50% 病毒触发几率\n+50% 磁力触发几率\n，持续 15 秒","弱点击杀时：\n+75% 病毒伤害\n+75% 磁力伤害\n+75% 病毒触发几率\n+75% 磁力触发几率\n，持续 15 秒","弱点击杀时：\n+100% 病毒伤害\n+100% 磁力伤害\n+100% 病毒触发几率\n+100% 磁力触发几率\n，持续 15 秒","弱点击杀时：\n+125% 病毒伤害\n+125% 磁力伤害\n+125% 病毒触发几率\n+125% 磁力触发几率\n，持续 15 秒","弱点击杀时：\n+150% 病毒伤害\n+150% 磁力伤害\n+150% 病毒触发几率\n+150% 磁力触发几率\n，持续 15 秒"],"bladed_rounds":["击杀时：\n瞄准时增加 +20% 暴击伤害，持续 2 秒","击杀时：\n瞄准时增加 +40% 暴击伤害，持续 3 秒","击杀时：\n瞄准时增加 +60% 暴击伤害，持续 5 秒","击杀时：\n瞄准时增加 +80% 暴击伤害，持续 6 秒","击杀时：\n瞄准时增加 +100% 暴击伤害，持续 8 秒","击杀时：\n瞄准时增加 +120% 暴击伤害，持续 9 秒"],"blaze":["+15% 伤害\n+15% 火焰伤害","+30% 伤害\n+30% 火焰伤害","+45% 伤害\n+45% 火焰伤害","+60% 伤害\n+60% 火焰伤害"],"blood_rush":["连击倍率可叠加 +3.6% 暴击几率","连击倍率可叠加 +7.3% 暴击几率","连击倍率可叠加 +10.9% 暴击几率","连击倍率可叠加 +14.6% 暴击几率","连击倍率可叠加 +18.2% 暴击几率","连击倍率可叠加 +21.8% 暴击几率","连击倍率可叠加 +25.5% 暴击几率","连击倍率可叠加 +29.1% 暴击几率","连击倍率可叠加 +32.8% 暴击几率","连击倍率可叠加 +36.4% 暴击几率","连击倍率可叠加 +40% 暴击几率"],"blunderbuss":["+15% 暴击几率","+30% 暴击几率","+45% 暴击几率","+60% 暴击几率","+75% 暴击几率","+90% 暴击几率"],"body_count":["+2 秒连击持续时间","+4 秒连击持续时间","+6 秒连击持续时间","+8 秒连击持续时间","+10 秒连击持续时间","+12 秒连击持续时间"],"bore":["+20% 穿刺伤害","+40% 穿刺伤害","+60% 穿刺伤害","+80% 穿刺伤害","+100% 穿刺伤害","+120% 穿刺伤害"],"brain_storm":["造成爆头后：\n+25% 弹药效率，持续 0.125 秒","造成爆头后：\n+50% 弹药效率，持续 0.25 秒","造成爆头后：\n+75% 弹药效率，持续 0.375 秒","造成爆头后：\n+100% 弹药效率，持续 0.5 秒"],"breach_loader":["+20% 穿刺伤害","+40% 穿刺伤害","+60% 穿刺伤害","+80% 穿刺伤害","+100% 穿刺伤害","+120% 穿刺伤害"],"broad_eye":["飞身瞄准时 -10% 变焦","飞身瞄准时 -20% 变焦","飞身瞄准时 -30% 变焦","飞身瞄准时 -40% 变焦","飞身瞄准时 -50% 变焦","飞身瞄准时 -60% 变焦"],"burdened_magazine":["+10% 弹匣容量\n-3% 装填速度","+20% 弹匣容量\n-6% 装填速度","+30% 弹匣容量\n-9% 装填速度","+40% 弹匣容量\n-12% 装填速度","+50% 弹匣容量\n-15% 装填速度","+60% 弹匣容量\n-18% 装填速度"],"bursting_mass":["感染物会积累 50% 的伤害，在到期后造成 15 米的范围伤害。次要射击会爆破所有现有的感染物。","感染物会积累 80% 的伤害，在到期后造成 15 米的范围伤害。次要射击会爆破所有现有的感染物。","感染物会积累 110% 的伤害，在到期后造成 15 米的范围伤害。次要射击会爆破所有现有的感染物。","感染物会积累 140% 的伤害，在到期后造成 15 米的范围伤害。次要射击会爆破所有现有的感染物。","感染物会积累 170% 的伤害，在到期后造成 15 米的范围伤害。次要射击会爆破所有现有的感染物。","感染物会积累 200% 的伤害，在到期后造成 15 米的范围伤害。次要射击会爆破所有现有的感染物。"],"buzz_kill":["+20% 切割伤害","+40% 切割伤害","+60% 切割伤害","+80% 切割伤害","+100% 切割伤害","+120% 切割伤害"],"carnis_mandible":["+15% 切割伤害\n+10% 触发几率","+30% 切割伤害\n+20% 触发几率","+45% 切割伤害\n+30% 触发几率","+60% 切割伤害\n+40% 触发几率","+75% 切割伤害\n+50% 触发几率","+90% 切割伤害\n+60% 触发几率"],"carnis_stinger":["+15% 切割伤害\n+10% 触发几率","+30% 切割伤害\n+20% 触发几率","+45% 切割伤害\n+30% 触发几率","+60% 切割伤害\n+40% 触发几率","+75% 切割伤害\n+50% 触发几率","+90% 切割伤害\n+60% 触发几率"],"catalyzer_link":["使用技能后：\n瞄准时增加 +10% 触发几率，持续 2 秒","使用技能后：\n瞄准时增加 +20% 触发几率，持续 3 秒","使用技能后：\n瞄准时增加 +30% 触发几率，持续 5 秒","使用技能后：\n瞄准时增加 +40% 触发几率，持续 6 秒","使用技能后：\n瞄准时增加 +50% 触发几率，持续 8 秒","使用技能后：\n瞄准时增加 +60% 触发几率，持续 9 秒"],"cautious_shot":["+9.1% 的几率减少从应用于自身的范围攻击中受到失衡效果","+18.2% 的几率减少从应用于自身的范围攻击中受到失衡效果","+27.3% 的几率减少从应用于自身的范围攻击中受到失衡效果","+36.4% 的几率减少从应用于自身的范围攻击中受到失衡效果","+45.5% 的几率减少从应用于自身的范围攻击中受到失衡效果","+54.5% 的几率减少从应用于自身的范围攻击中受到失衡效果","+63.6% 的几率减少从应用于自身的范围攻击中受到失衡效果","+72.7% 的几率减少从应用于自身的范围攻击中受到失衡效果","+81.8% 的几率减少从应用于自身的范围攻击中受到失衡效果","+90.9% 的几率减少从应用于自身的范围攻击中受到失衡效果","+100% 的几率减少从应用于自身的范围攻击中受到失衡效果"],"charged_bullets":["+15% 电击伤害\n+15% 触发几率","+30% 电击伤害\n+30% 触发几率","+45% 电击伤害\n+45% 触发几率","+60% 电击伤害\n+60% 触发几率"],"charged_chamber":["弹匣中第一发子弹 +10% 伤害","弹匣中第一发子弹 +20% 伤害","弹匣中第一发子弹 +30% 伤害","弹匣中第一发子弹 +40% 伤害"],"charged_shell":["+15% 电击伤害","+30% 电击伤害","+45% 电击伤害","+60% 电击伤害","+75% 电击伤害","+90% 电击伤害"],"chilling_grasp":["+15% 冰冻伤害","+30% 冰冻伤害","+45% 冰冻伤害","+60% 冰冻伤害","+75% 冰冻伤害","+90% 冰冻伤害"],"chilling_reload":["+15% 冰冻伤害\n+10% 装填速度","+30% 冰冻伤害\n+20% 装填速度","+45% 冰冻伤害\n+30% 装填速度","+60% 冰冻伤害\n+40% 装填速度"],"cleanse_corpus":["x1.05 对 Corpus 的伤害","x1.1 对 Corpus 的伤害","x1.15 对 Corpus 的伤害","x1.2 对 Corpus 的伤害","x1.25 对 Corpus 的伤害","x1.3 对 Corpus 的伤害"],"cleanse_grineer":["x1.05 对 Grineer 的伤害","x1.1 对 Grineer 的伤害","x1.15 对 Grineer 的伤害","x1.2 对 Grineer 的伤害","x1.25 对 Grineer 的伤害","x1.3 对 Grineer 的伤害"],"cleanse_infested":["x1.05 对 Infested 的伤害","x1.1 对 Infested 的伤害","x1.15 对 Infested 的伤害","x1.2 对 Infested 的伤害","x1.25 对 Infested 的伤害","x1.3 对 Infested 的伤害"],"cleanse_orokin":["x1.05 对奥罗金的伤害","x1.1 对奥罗金的伤害","x1.15 对奥罗金的伤害","x1.2 对奥罗金的伤害","x1.25 对奥罗金的伤害","x1.3 对奥罗金的伤害"],"cleanse_the_murmur":["x1.05 对低语者的伤害","x1.1 对低语者的伤害","x1.15 对低语者的伤害","x1.2 对低语者的伤害","x1.25 对低语者的伤害","x1.3 对低语者的伤害"],"clip_delegation":["装弹时：当前弹匣每次射击命中都会增加下一个弹匣的 5% 触发几率和多重射击。最多叠加 15 次。","装弹时：当前弹匣每次射击命中都会增加下一个弹匣的 7% 触发几率和多重射击。最多叠加 15 次。","装弹时：当前弹匣每次射击命中都会增加下一个弹匣的 9% 触发几率和多重射击。最多叠加 15 次。","装弹时：当前弹匣每次射击命中都会增加下一个弹匣的 11% 触发几率和多重射击。最多叠加 15 次。","装弹时：当前弹匣每次射击命中都会增加下一个弹匣的 13% 触发几率和多重射击。最多叠加 15 次。","装弹时：当前弹匣每次射击命中都会增加下一个弹匣的 15% 触发几率和多重射击。最多叠加 15 次。"],"collision_force":["+20% 冲击伤害","+40% 冲击伤害","+60% 冲击伤害","+80% 冲击伤害","+100% 冲击伤害","+120% 冲击伤害"],"combat_reload":["如果 5 发弹片造成爆头，会提高 +20% 的装填速度，持续 3 秒。","如果 5 发弹片造成爆头，会提高 +40% 的装填速度，持续 3 秒。","如果 5 发弹片造成爆头，会提高 +60% 的装填速度，持续 3 秒。","如果 5 发弹片造成爆头，会提高 +80% 的装填速度，持续 3 秒。","如果 5 发弹片造成爆头，会提高 +100% 的装填速度，持续 3 秒。","如果 5 发弹片造成爆头，会提高 +120% 的装填速度，持续 3 秒。"],"combustion_beam":["被击杀的敌人不久后会爆炸，造成 100 伤害。","被击杀的敌人不久后会爆炸，造成 200 伤害。","被击杀的敌人不久后会爆炸，造成 300 伤害。","被击杀的敌人不久后会爆炸，造成 400 伤害。","被击杀的敌人不久后会爆炸，造成 500 伤害。","被击杀的敌人不久后会爆炸，造成 600 伤害。"],"combustion_rounds":["+20% 火焰伤害","+40% 火焰伤害","+60% 火焰伤害","+80% 火焰伤害","+100% 火焰伤害","+120% 火焰伤害"],"comet_blast":["+15% 冲击伤害","+30% 冲击伤害","+45% 冲击伤害","+60% 冲击伤害","+75% 冲击伤害","+90% 冲击伤害"],"concussion_rounds":["+15% 冲击伤害","+30% 冲击伤害","+45% 冲击伤害","+60% 冲击伤害","+75% 冲击伤害","+90% 冲击伤害"],"condition_overload":["目标身上的每种异常状态可增加 +13.3% 近战伤害","目标身上的每种异常状态可增加 +26.7% 近战伤害","目标身上的每种异常状态可增加 +40% 近战伤害","目标身上的每种异常状态可增加 +53.3% 近战伤害","目标身上的每种异常状态可增加 +66.7% 近战伤害","目标身上的每种异常状态可增加 +80% 近战伤害"],"conditions_perfection":["启用 Tenno 气解。Tenno 气解攻击的触发几率提升 +25%。","启用 Tenno 气解。Tenno 气解攻击的触发几率提升 +50%。","启用 Tenno 气解。Tenno 气解攻击的触发几率提升 +75%。","启用 Tenno 气解。Tenno 气解攻击的触发几率提升 +100%。"],"contagious_spread":["+15% 毒素伤害","+30% 毒素伤害","+45% 毒素伤害","+60% 毒素伤害","+75% 毒素伤害","+90% 毒素伤害"],"containment_breach":["+15% 辐射伤害\n+7.5% 多重射击","+30% 辐射伤害\n+15% 多重射击","+45% 辐射伤害\n+22.5% 多重射击","+60% 辐射伤害\n+30% 多重射击"],"contamination_casing":["+15% 毒素伤害\n+15% 触发几率","+30% 毒素伤害\n+30% 触发几率","+45% 毒素伤害\n+45% 触发几率","+60% 毒素伤害\n+60% 触发几率"],"continuous_misery":["+25% 触发时间","+50% 触发时间","+75% 触发时间","+100% 触发时间"],"convulsion":["+15% 电击伤害","+30% 电击伤害","+45% 电击伤害","+60% 电击伤害","+75% 电击伤害","+90% 电击伤害"],"corrupt_charge":["+7.5 初始连击\n-12.5% 连击持续时间","+15 初始连击\n-25% 连击持续时间","+22.5 初始连击\n-37.5% 连击持续时间","+30 初始连击\n-50% 连击持续时间"],"counterbalance":["-15% 武器后坐力","-30% 武器后坐力","-45% 武器后坐力","-60% 武器后坐力"],"crash_course":["+20% 冲击伤害","+40% 冲击伤害","+60% 冲击伤害","+80% 冲击伤害","+100% 冲击伤害","+120% 冲击伤害"],"creeping_bullseye":["+33.3% 暴击几率\n-3.3% 射速","+66.7% 暴击几率\n-6.7% 射速","+100% 暴击几率\n-10% 射速","+133.3% 暴击几率\n-13.3% 射速","+166.7% 暴击几率\n-16.7% 射速","+200% 暴击几率\n-20% 射速"],"critical_deceleration":["+33.3% 暴击几率\n-3.3% 射速","+66.7% 暴击几率\n-6.7% 射速","+100% 暴击几率\n-10% 射速","+133.3% 暴击几率\n-13.3% 射速","+166.7% 暴击几率\n-16.6% 射速","+200% 暴击几率\n-20% 射速"],"critical_delay":["+33.3% 暴击几率\n-3.3% 射速（弓类武器效果加倍）","+66.7% 暴击几率\n-6.7% 射速（弓类武器效果加倍）","+100% 暴击几率\n-10% 射速（弓类武器效果加倍）","+133.3% 暴击几率\n-13.3% 射速（弓类武器效果加倍）","+166.7% 暴击几率\n-16.6% 射速（弓类武器效果加倍）","+200% 暴击几率\n-20% 射速（弓类武器效果加倍）"],"critical_focus":["+10% 瞄准时的暴击几率和伤害","+20% 瞄准时的暴击几率和伤害","+30% 瞄准时的暴击几率和伤害","+40% 瞄准时的暴击几率和伤害","+50% 瞄准时的暴击几率和伤害","+60% 瞄准时的暴击几率和伤害"],"critical_mutation":["每击杀一个敌人，暴击几率和暴击伤害都增加 5%，最高可达 300%。当手雷爆炸击中的敌人少于 3 个时，减少 5%。","每击杀一个敌人，暴击几率和暴击伤害都增加 10%，最高可达 300%。当手雷爆炸击中的敌人少于 3 个时，减少 10%。","每击杀一个敌人，暴击几率和暴击伤害都增加 15%，最高可达 300%。当手雷爆炸击中的敌人少于 3 个时，减少 15%。","每击杀一个敌人，暴击几率和暴击伤害都增加 20%，最高可达 300%。当手雷爆炸击中的敌人少于 3 个时，减少 20%。","每击杀一个敌人，暴击几率和暴击伤害都增加 25%，最高可达 300%。当手雷爆炸击中的敌人少于 3 个时，减少 25%。","每击杀一个敌人，暴击几率和暴击伤害都增加 30%，最高可达 300%。当手雷爆炸击中的敌人少于 3 个时，减少 30%。"],"critical_precision":["仅限多发点射模式：爆头可增加 2.5% 暴击几率，最高至 500%。单次多发点射中所有射击均未命中会移除最多 100% 额外的暴击几率。","仅限多发点射模式：爆头可增加 4% 暴击几率，最高至 500%。单次多发点射中所有射击均未命中会移除最多 100% 额外的暴击几率。","仅限多发点射模式：爆头可增加 5.5% 暴击几率，最高至 500%。单次多发点射中所有射击均未命中会移除最多 100% 额外的暴击几率。","仅限多发点射模式：爆头可增加 7% 暴击几率，最高至 500%。单次多发点射中所有射击均未命中会移除最多 100% 额外的暴击几率。","仅限多发点射模式：爆头可增加 8.5% 暴击几率，最高至 500%。单次多发点射中所有射击均未命中会移除最多 100% 额外的暴击几率。","仅限多发点射模式：爆头可增加 10% 暴击几率，最高至 500%。单次多发点射中所有射击均未命中会移除最多 100% 额外的暴击几率。"],"cryo_rounds":["+15% 冰冻伤害","+30% 冰冻伤害","+45% 冰冻伤害","+60% 冰冻伤害","+75% 冰冻伤害","+90% 冰冻伤害"],"damzav_vati":["+40% 病毒伤害","+80% 病毒伤害","+120% 病毒伤害","+160% 病毒伤害","+200% 病毒伤害","+240% 病毒伤害"],"deadly_efficiency":["空弹匣装填时：\n+20% 伤害，持续 2 秒","空弹匣装填时：\n+40% 伤害，持续 3 秒","空弹匣装填时：\n+60% 伤害，持续 5 秒","空弹匣装填时：\n+80% 伤害，持续 6 秒","空弹匣装填时：\n+100% 伤害，持续 8 秒","空弹匣装填时：\n+120% 伤害，持续 9 秒"],"deadly_maneuvers":["进行闪避动作时，你接下来的 2 次射击在爆头时有 100% 的暴击几率。","进行闪避动作时，你接下来的 2 次射击在爆头时有 200% 的暴击几率。","进行闪避动作时，你接下来的 2 次射击在爆头时有 300% 的暴击几率。","进行闪避动作时，你接下来的 2 次射击在爆头时有 400% 的暴击几率。"],"deadly_sequence":["+50% 暴击几率\n+0.3 '数列'","+100% 暴击几率\n+0.5 '数列'","+150% 暴击几率\n+0.8 '数列'","+200% 暴击几率\n+1 '数列'"],"deep_freeze":["+15% 冰冻伤害","+30% 冰冻伤害","+45% 冰冻伤害","+60% 冰冻伤害","+75% 冰冻伤害","+90% 冰冻伤害"],"directed_convergence":["+25% 瞄准时的精准度","+50% 瞄准时的精准度","+75% 瞄准时的精准度","+100% 瞄准时的精准度"],"disarming_purity":["次要射击有 10% 几率使敌人缴械。\n+0.3 '纯净'","次要射击有 20% 几率使敌人缴械。\n+0.5 '纯净'","次要射击有 30% 几率使敌人缴械。\n+0.8 '纯净'","次要射击有 40% 几率使敌人缴械。\n+1 '纯净'"],"disciplines_merit":["启用 Tenno 气解。每 7 次近战攻击显现机遇，而非随机出现。","启用 Tenno 气解。每 6 次近战攻击显现机遇，而非随机出现。","启用 Tenno 气解。每 5 次近战攻击显现机遇，而非随机出现。","启用 Tenno 气解。每 4 次近战攻击显现机遇，而非随机出现。"],"dispatch_overdrive":["重击命中后：\n+10% 移动速度，持续 3 秒","重击命中后：\n+20% 移动速度，持续 5 秒","重击命中后：\n+30% 移动速度，持续 8 秒","重击命中后：\n+40% 移动速度，持续 10 秒","重击命中后：\n+50% 移动速度，持续 13 秒","重击命中后：\n+60% 移动速度，持续 15 秒"],"disruptor":["+15% 冲击伤害","+30% 冲击伤害","+45% 冲击伤害","+60% 冲击伤害","+75% 冲击伤害","+90% 冲击伤害"],"dizzying_rounds":["2 米内的射击可以震晕敌人，并使他们可以被处决。\n+50% 触发几率","4 米内的射击可以震晕敌人，并使他们可以被处决。\n+100% 触发几率","6 米内的射击可以震晕敌人，并使他们可以被处决。\n+150% 触发几率","8 米内的射击可以震晕敌人，并使他们可以被处决。\n+200% 触发几率"],"double_barrel_drift":["-5% 武器后坐力\n和 +5% 的精准度，处于滑行时","-10% 武器后坐力\n和 +10% 的精准度，处于滑行时","-15% 武器后坐力\n和 +15% 的精准度，处于滑行时","-20% 武器后坐力\n和 +20% 的精准度，处于滑行时"],"double_tap":["命中时：\n下次射击获得 5% 额外伤害，持续 0.5 秒。\n在武形秘仪外最多叠加 80 层。","命中时：\n下次射击获得 10% 额外伤害，持续 1 秒。\n在武形秘仪外最多叠加 40 层。","命中时：\n下次射击获得 15% 额外伤害，持续 1.5 秒。\n在武形秘仪外最多叠加 26 层。","命中时：\n下次射击获得 20% 额外伤害，持续 2 秒。\n在武形秘仪外最多叠加 20 层。"],"dreadful_killshot":["每有 75 点战甲生命值，伤害和触发几率都增加 10%。上限为 360%。","每有 75 点战甲生命值，伤害和触发几率都增加 12%。上限为 360%。","每有 75 点战甲生命值，伤害和触发几率都增加 14%。上限为 360%。","每有 75 点战甲生命值，伤害和触发几率都增加 16%。上限为 360%。","每有 75 点战甲生命值，伤害和触发几率都增加 18%。上限为 360%。","每有 75 点战甲生命值，伤害和触发几率都增加 20%。上限为 360%。"],"dreamers_wrath":["启用 Tenno 气解。机遇几率增加 12.5%，Tenno 气解的暴击伤害提升 8%。","启用 Tenno 气解。机遇几率增加 25%，Tenno 气解的暴击伤害提升 16%。","启用 Tenno 气解。机遇几率增加 37.5%，Tenno 气解的暴击伤害提升 24%。","启用 Tenno 气解。机遇几率增加 50%，Tenno 气解的暴击伤害提升 32%。"],"drifting_contact":["+2.5 秒连击持续时间\n+10% 触发几率","+5 秒连击持续时间\n+20% 触发几率","+7.5 秒连击持续时间\n+30% 触发几率","+10 秒连击持续时间\n+40% 触发几率"],"dual_rounds":["+10% 多重射击","+20% 多重射击","+30% 多重射击","+40% 多重射击","+50% 多重射击","+60% 多重射击"],"eagle_eye":["+10% 变焦","+20% 变焦","+30% 变焦","+40% 变焦"],"efficient_beams":["只有在造成伤害时才消耗弹药。\n+25% 触发几率","只有在造成伤害时才消耗弹药。\n+50% 触发几率","只有在造成伤害时才消耗弹药。\n+75% 触发几率","只有在造成伤害时才消耗弹药。\n+100% 触发几率","只有在造成伤害时才消耗弹药。\n+125% 触发几率","只有在造成伤害时才消耗弹药。\n+150% 触发几率"],"eject_magazine":["收起武器时弹匣每秒自动装填 +5 %","收起武器时弹匣每秒自动装填 +10 %","收起武器时弹匣每秒自动装填 +15 %","收起武器时弹匣每秒自动装填 +20 %"],"electrified_barrel":["+20% 电击伤害","+40% 电击伤害","+60% 电击伤害","+80% 电击伤害","+100% 电击伤害","+120% 电击伤害"],"embedded_catalyzer":["使用技能后：\n瞄准时增加 +15% 触发几率，持续 2 秒","使用技能后：\n瞄准时增加 +30% 触发几率，持续 3 秒","使用技能后：\n瞄准时增加 +45% 触发几率，持续 5 秒","使用技能后：\n瞄准时增加 +60% 触发几率，持续 6 秒","使用技能后：\n瞄准时增加 +75% 触发几率，持续 8 秒","使用技能后：\n瞄准时增加 +90% 触发几率，持续 9 秒"],"enduring_affliction":["+16.7% 对浮空敌人的触发几率","+33.3% 对浮空敌人的触发几率","+50% 对浮空敌人的触发几率","+66.7% 对浮空敌人的触发几率","+83.3% 对浮空敌人的触发几率","+100% 对浮空敌人的触发几率"],"enduring_strike":["对浮空敌人有 +5% 额外连击数几率","对浮空敌人有 +10% 额外连击数几率","对浮空敌人有 +15% 额外连击数几率","对浮空敌人有 +20% 额外连击数几率"],"energy_channel":["将 50% 的能量消耗转化为下一次近战攻击的伤害，至多 50 点。","将 100% 的能量消耗转化为下一次近战攻击的伤害，至多 100 点。","将 150% 的能量消耗转化为下一次近战攻击的伤害，至多 150 点。","将 200% 的能量消耗转化为下一次近战攻击的伤害，至多 200 点。"],"entropy_burst":["+5 最终触发几率\n+0.3 '熵数'","+10 最终触发几率\n+0.5 '熵数'","+15 最终触发几率\n+0.8 '熵数'","+20 最终触发几率\n+1 '熵数'"],"entropy_spike":["+5% 爆炸率（谨慎使用）\n+0.3 '熵数'","+10% 爆炸率（谨慎使用）\n+0.5 '熵数'","+15% 爆炸率（谨慎使用）\n+0.8 '熵数'","+20% 爆炸率（谨慎使用）\n+1 '熵数'"],"eroding_blight":["+50% 弹匣容量\n+0.3 '毁坏'","+100% 弹匣容量\n+0.5 '毁坏'","+150% 弹匣容量\n+0.8 '毁坏'","+200% 弹匣容量\n+1 '毁坏'"],"eximus_advantage":["对卓越者敌人造成爆头会使次要武器伤害提升 +100%，持续 10 秒。","对卓越者敌人造成爆头会使次要武器伤害提升 +200%，持续 10 秒。","对卓越者敌人造成爆头会使次要武器伤害提升 +300%，持续 10 秒。","对卓越者敌人造成爆头会使次要武器伤害提升 +400%，持续 10 秒。","对卓越者敌人造成爆头会使次要武器伤害提升 +500%，持续 10 秒。","对卓越者敌人造成爆头会使次要武器伤害提升 +600%，持续 10 秒。"],"expel_corpus":["x1.05 对 Corpus 的伤害","x1.1 对 Corpus 的伤害","x1.15 对 Corpus 的伤害","x1.2 对 Corpus 的伤害","x1.25 对 Corpus 的伤害","x1.3 对 Corpus 的伤害"],"expel_grineer":["x1.05 对 Grineer 的伤害","x1.1 对 Grineer 的伤害","x1.15 对 Grineer 的伤害","x1.2 对 Grineer 的伤害","x1.25 对 Grineer 的伤害","x1.3 对 Grineer 的伤害"],"expel_infested":["x1.05 对 Infested 的伤害","x1.1 对 Infested 的伤害","x1.15 对 Infested 的伤害","x1.2 对 Infested 的伤害","x1.25 对 Infested 的伤害","x1.3 对 Infested 的伤害"],"expel_orokin":["x1.05 对奥罗金的伤害","x1.1 对奥罗金的伤害","x1.15 对奥罗金的伤害","x1.2 对奥罗金的伤害","x1.25 对奥罗金的伤害","x1.3 对奥罗金的伤害"],"expel_the_murmur":["x1.05 对低语者的伤害","x1.1 对低语者的伤害","x1.15 对低语者的伤害","x1.2 对低语者的伤害","x1.25 对低语者的伤害","x1.3 对低语者的伤害"],"exposing_harpoon":["拉回一名敌人将获得 15 秒的 +100% 暴击几率。","拉回一名敌人将获得 15 秒的 +130% 暴击几率。","拉回一名敌人将获得 15 秒的 +160% 暴击几率。","拉回一名敌人将获得 15 秒的 +200% 暴击几率。","拉回一名敌人将获得 15 秒的 +250% 暴击几率。","拉回一名敌人将获得 15 秒的 +300% 暴击几率。"],"fanged_fusillade":["+20% 切割伤害","+40% 切割伤害","+60% 切割伤害","+80% 切割伤害","+100% 切割伤害","+120% 切割伤害"],"fass_canticle":["击杀敌人会为经验共享范围内的队友提供 25% 护盾恢复速率和减少 7% 护盾恢复延迟，持续 15 秒。","击杀敌人会为经验共享范围内的队友提供 30% 护盾恢复速率和减少 14% 护盾恢复延迟，持续 15 秒。","击杀敌人会为经验共享范围内的队友提供 35% 护盾恢复速率和减少 21% 护盾恢复延迟，持续 15 秒。","击杀敌人会为经验共享范围内的队友提供 40% 护盾恢复速率和减少 28% 护盾恢复延迟，持续 15 秒。"],"fast_hands":["+5% 装填速度","+10% 装填速度","+15% 装填速度","+20% 装填速度","+25% 装填速度","+30% 装填速度"],"fatal_acceleration":["+10% 投射物速度","+20% 投射物速度","+30% 投射物速度","+40% 投射物速度"],"fever_strike":["+15% 毒素伤害","+30% 毒素伤害","+45% 毒素伤害","+60% 毒素伤害","+75% 毒素伤害","+90% 毒素伤害"],"finishing_touch":["+15% 处决伤害","+30% 处决伤害","+45% 处决伤害","+60% 处决伤害"],"firestorm":["提高范围攻击武器的爆炸半径。\n+6% 爆炸范围","提高范围攻击武器的爆炸半径。\n+12% 爆炸范围","提高范围攻击武器的爆炸半径。\n+18% 爆炸范围","提高范围攻击武器的爆炸半径。\n+24% 爆炸范围"],"flechette":["+15% 穿刺伤害","+30% 穿刺伤害","+45% 穿刺伤害","+60% 穿刺伤害","+75% 穿刺伤害","+90% 穿刺伤害"],"flux_overdrive":["射线发射时，触发几率在 5 秒内波动于 +25% 和 +41% 之间。","射线发射时，触发几率在 5 秒内波动于 +50% 和 +83% 之间。","射线发射时，触发几率在 5 秒内波动于 +75% 和 +125% 之间。","射线发射时，触发几率在 5 秒内波动于 +100% 和 +167% 之间。","射线发射时，触发几率在 5 秒内波动于 +125% 和 +209% 之间。","射线发射时，触发几率在 5 秒内波动于 +150% 和 +250% 之间。"],"focus_energy":["+10% 重击效率\n+15% 电击伤害","+20% 重击效率\n+30% 电击伤害","+30% 重击效率\n+45% 电击伤害","+40% 重击效率\n+60% 电击伤害"],"focus_radon":["+15% 辐射伤害\n+10% 重击效率","+30% 辐射伤害\n+20% 重击效率","+45% 辐射伤害\n+30% 重击效率","+60% 辐射伤害\n+40% 重击效率"],"focused_acceleration":["当瞄准时，\n+20% 投射物速度","当瞄准时，\n+40% 投射物速度","当瞄准时，\n+60% 投射物速度","当瞄准时，\n+80% 投射物速度"],"focused_defense":["+5 招架角度","+10 招架角度","+15 招架角度","+20 招架角度"],"fomorian_accelerant":["高射炮弹片将反弹至多 1 次 并且速度加快 15%。","高射炮弹片将反弹至多 2 次 并且速度加快 30%。","高射炮弹片将反弹至多 3 次 并且速度加快 45%。","高射炮弹片将反弹至多 4 次 并且速度加快 60%。"],"frail_momentum":["+15% 射速\n-2.5% 伤害","+30% 射速\n-5% 伤害","+45% 射速\n-7.5% 伤害","+60% 射速\n-10% 伤害","+75% 射速\n-12.5% 伤害","+90% 射速\n-15% 伤害"],"frigid_blast":["+15% 冰冻伤害\n+15% 触发几率","+30% 冰冻伤害\n+30% 触发几率","+45% 冰冻伤害\n+45% 触发几率","+60% 冰冻伤害\n+60% 触发几率"],"frostbite":["+15% 冰冻伤害\n+15% 触发几率","+30% 冰冻伤害\n+30% 触发几率","+45% 冰冻伤害\n+45% 触发几率","+60% 冰冻伤害\n+60% 触发几率"],"full_contact":["+20% 冲击伤害","+40% 冲击伤害","+60% 冲击伤害","+80% 冲击伤害","+100% 冲击伤害","+120% 冲击伤害"],"fulmination":["提高范围攻击武器的爆炸半径。\n+6% 爆炸范围","提高范围攻击武器的爆炸半径。\n+12% 爆炸范围","提高范围攻击武器的爆炸半径。\n+18% 爆炸范围","提高范围攻击武器的爆炸半径。\n+24% 爆炸范围"],"fury":["+5% 攻击速度","+10% 攻击速度","+15% 攻击速度","+20% 攻击速度","+25% 攻击速度","+30% 攻击速度"],"galvanized_acceleration":["+2.7% 投射物速度和 +2.7% 光束范围\n击杀时：\n+2.7% 投射物速度和 +2.7% 光束范围，持续 10 秒。最多叠加到 2 层。","+5.5% 投射物速度和 +5.5% 光束范围\n击杀时：\n+5.5% 投射物速度和 +5.5% 光束范围，持续 10 秒。最多叠加到 2 层。","+8.2% 投射物速度和 +8.2% 光束范围\n击杀时：\n+8.2% 投射物速度和 +8.2% 光束范围，持续 10 秒。最多叠加到 2 层。","+10.9% 投射物速度和 +10.9% 光束范围\n击杀时：\n+10.9% 投射物速度和 +10.9% 光束范围，持续 10 秒。最多叠加到 2 层。","+13.6% 投射物速度和 +13.6% 光束范围\n击杀时：\n+13.6% 投射物速度和 +13.6% 光束范围，持续 10 秒。最多叠加到 2 层。","+16.4% 投射物速度和 +16.4% 光束范围\n击杀时：\n+16.4% 投射物速度和 +16.4% 光束范围，持续 10 秒。最多叠加到 2 层。","+19.1% 投射物速度和 +19.1% 光束范围\n击杀时：\n+19.1% 投射物速度和 +19.1% 光束范围，持续 10 秒。最多叠加到 2 层。","+21.8% 投射物速度和 +21.8% 光束范围\n击杀时：\n+21.8% 投射物速度和 +21.8% 光束范围，持续 10 秒。最多叠加到 2 层。","+24.5% 投射物速度和 +24.5% 光束范围\n击杀时：\n+24.5% 投射物速度和 +24.5% 光束范围，持续 10 秒。最多叠加到 2 层。","+27.3% 投射物速度和 +27.3% 光束范围\n击杀时：\n+27.3% 投射物速度和 +27.3% 光束范围，持续 10 秒。最多叠加到 2 层。","+30% 投射物速度和 +30% 光束范围\n击杀时：\n+30% 投射物速度和 +30% 光束范围，持续 10 秒。最多叠加到 2 层。"],"galvanized_aptitude":["+7.3% 触发几率\n击杀时：\n目标身上的每种异常状态可增加 +3.6% 直接伤害，持续 20 秒。最多叠加到 2 层。","+14.5% 触发几率\n击杀时：\n目标身上的每种异常状态可增加 +7.3% 直接伤害，持续 20 秒。最多叠加到 2 层。","+21.8% 触发几率\n击杀时：\n目标身上的每种异常状态可增加 +10.9% 直接伤害，持续 20 秒。最多叠加到 2 层。","+29.1% 触发几率\n击杀时：\n目标身上的每种异常状态可增加 +14.5% 直接伤害，持续 20 秒。最多叠加到 2 层。","+36.4% 触发几率\n击杀时：\n目标身上的每种异常状态可增加 +18.2% 直接伤害，持续 20 秒。最多叠加到 2 层。","+43.6% 触发几率\n击杀时：\n目标身上的每种异常状态可增加 +21.8% 直接伤害，持续 20 秒。最多叠加到 2 层。","+50.9% 触发几率\n击杀时：\n目标身上的每种异常状态可增加 +25.5% 直接伤害，持续 20 秒。最多叠加到 2 层。","+58.2% 触发几率\n击杀时：\n目标身上的每种异常状态可增加 +29.1% 直接伤害，持续 20 秒。最多叠加到 2 层。","+65.5% 触发几率\n击杀时：\n目标身上的每种异常状态可增加 +32.7% 直接伤害，持续 20 秒。最多叠加到 2 层。","+72.7% 触发几率\n击杀时：\n目标身上的每种异常状态可增加 +36.4% 直接伤害，持续 20 秒。最多叠加到 2 层。","+80% 触发几率\n击杀时：\n目标身上的每种异常状态可增加 +40% 直接伤害，持续 20 秒。最多叠加到 2 层。"],"galvanized_chamber":["+7.3% 多重射击\n击杀时：\n+2.7% 多重射击，持续 20 秒。最多叠加到 5 层。","+14.5% 多重射击\n击杀时：\n+5.5% 多重射击，持续 20 秒。最多叠加到 5 层。","+21.8% 多重射击\n击杀时：\n+8.2% 多重射击，持续 20 秒。最多叠加到 5 层。","+29.1% 多重射击\n击杀时：\n+10.9% 多重射击，持续 20 秒。最多叠加到 5 层。","+36.4% 多重射击\n击杀时：\n+13.6% 多重射击，持续 20 秒。最多叠加到 5 层。","+43.6% 多重射击\n击杀时：\n+16.4% 多重射击，持续 20 秒。最多叠加到 5 层。","+50.9% 多重射击\n击杀时：\n+19.1% 多重射击，持续 20 秒。最多叠加到 5 层。","+58.2% 多重射击\n击杀时：\n+21.8% 多重射击，持续 20 秒。最多叠加到 5 层。","+65.5% 多重射击\n击杀时：\n+24.5% 多重射击，持续 20 秒。最多叠加到 5 层。","+72.7% 多重射击\n击杀时：\n+27.3% 多重射击，持续 20 秒。最多叠加到 5 层。","+80% 多重射击\n击杀时：\n+30% 多重射击，持续 20 秒。最多叠加到 5 层。"],"galvanized_crosshairs":["命中弱点时：\n瞄准时增加 +10.9% 暴击几率，持续 12 秒\n弱点击杀时：\n瞄准时增加 +3.6% 暴击几率，持续 12 秒。最多叠加到 5 层。","命中弱点时：\n瞄准时增加 +21.8% 暴击几率，持续 12 秒\n弱点击杀时：\n瞄准时增加 +7.3% 暴击几率，持续 12 秒。最多叠加到 5 层。","命中弱点时：\n瞄准时增加 +32.7% 暴击几率，持续 12 秒\n弱点击杀时：\n瞄准时增加 +10.9% 暴击几率，持续 12 秒。最多叠加到 5 层。","命中弱点时：\n瞄准时增加 +43.6% 暴击几率，持续 12 秒\n弱点击杀时：\n瞄准时增加 +14.5% 暴击几率，持续 12 秒。最多叠加到 5 层。","命中弱点时：\n瞄准时增加 +54.5% 暴击几率，持续 12 秒\n弱点击杀时：\n瞄准时增加 +18.2% 暴击几率，持续 12 秒。最多叠加到 5 层。","命中弱点时：\n瞄准时增加 +65.5% 暴击几率，持续 12 秒\n弱点击杀时：\n瞄准时增加 +21.8% 暴击几率，持续 12 秒。最多叠加到 5 层。","命中弱点时：\n瞄准时增加 +76.4% 暴击几率，持续 12 秒\n弱点击杀时：\n瞄准时增加 +25.5% 暴击几率，持续 12 秒。最多叠加到 5 层。","命中弱点时：\n瞄准时增加 +87.3% 暴击几率，持续 12 秒\n弱点击杀时：\n瞄准时增加 +29.1% 暴击几率，持续 12 秒。最多叠加到 5 层。","命中弱点时：\n瞄准时增加 +98.2% 暴击几率，持续 12 秒\n弱点击杀时：\n瞄准时增加 +32.7% 暴击几率，持续 12 秒。最多叠加到 5 层。","命中弱点时：\n瞄准时增加 +109.1% 暴击几率，持续 12 秒\n弱点击杀时：\n瞄准时增加 +36.4% 暴击几率，持续 12 秒。最多叠加到 5 层。","命中弱点时：\n瞄准时增加 +120% 暴击几率，持续 12 秒\n弱点击杀时：\n瞄准时增加 +40% 暴击几率，持续 12 秒。最多叠加到 5 层。"],"galvanized_diffusion":["+10% 多重射击\n击杀时：\n+2.7% 多重射击，持续 20 秒。最多叠加到 4 层。","+20% 多重射击\n击杀时：\n+5.5% 多重射击，持续 20 秒。最多叠加到 4 层。","+30% 多重射击\n击杀时：\n+8.2% 多重射击，持续 20 秒。最多叠加到 4 层。","+40% 多重射击\n击杀时：\n+10.9% 多重射击，持续 20 秒。最多叠加到 4 层。","+50% 多重射击\n击杀时：\n+13.6% 多重射击，持续 20 秒。最多叠加到 4 层。","+60% 多重射击\n击杀时：\n+16.4% 多重射击，持续 20 秒。最多叠加到 4 层。","+70% 多重射击\n击杀时：\n+19.1% 多重射击，持续 20 秒。最多叠加到 4 层。","+80% 多重射击\n击杀时：\n+21.8% 多重射击，持续 20 秒。最多叠加到 4 层。","+90% 多重射击\n击杀时：\n+24.5% 多重射击，持续 20 秒。最多叠加到 4 层。","+100% 多重射击\n击杀时：\n+27.3% 多重射击，持续 20 秒。最多叠加到 4 层。","+110% 多重射击\n击杀时：\n+30% 多重射击，持续 20 秒。最多叠加到 4 层。"],"galvanized_elementalist":["+7.3% 异常状态伤害\n近战击杀时：\n+2.7% 触发几率，持续 20 秒。最多叠加到 4 层。","+14.5% 异常状态伤害\n近战击杀时：\n+5.5% 触发几率，持续 20 秒。最多叠加到 4 层。","+21.8% 异常状态伤害\n近战击杀时：\n+8.2% 触发几率，持续 20 秒。最多叠加到 4 层。","+29.1% 异常状态伤害\n近战击杀时：\n+10.9% 触发几率，持续 20 秒。最多叠加到 4 层。","+36.4% 异常状态伤害\n近战击杀时：\n+13.6% 触发几率，持续 20 秒。最多叠加到 4 层。","+43.6% 异常状态伤害\n近战击杀时：\n+16.4% 触发几率，持续 20 秒。最多叠加到 4 层。","+50.9% 异常状态伤害\n近战击杀时：\n+19.1% 触发几率，持续 20 秒。最多叠加到 4 层。","+58.2% 异常状态伤害\n近战击杀时：\n+21.8% 触发几率，持续 20 秒。最多叠加到 4 层。","+65.4% 异常状态伤害\n近战击杀时：\n+24.5% 触发几率，持续 20 秒。最多叠加到 4 层。","+72.7% 异常状态伤害\n近战击杀时：\n+27.3% 触发几率，持续 20 秒。最多叠加到 4 层。","+80% 异常状态伤害\n近战击杀时：\n+30% 触发几率，持续 20 秒。最多叠加到 4 层。"],"galvanized_hell":["+10% 多重射击\n击杀时：\n+2.7% 多重射击，持续 20 秒。最多叠加到 4 层。","+20% 多重射击\n击杀时：\n+5.5% 多重射击，持续 20 秒。最多叠加到 4 层。","+30% 多重射击\n击杀时：\n+8.2% 多重射击，持续 20 秒。最多叠加到 4 层。","+40% 多重射击\n击杀时：\n+10.9% 多重射击，持续 20 秒。最多叠加到 4 层。","+50% 多重射击\n击杀时：\n+13.6% 多重射击，持续 20 秒。最多叠加到 4 层。","+60% 多重射击\n击杀时：\n+16.4% 多重射击，持续 20 秒。最多叠加到 4 层。","+70% 多重射击\n击杀时：\n+19.1% 多重射击，持续 20 秒。最多叠加到 4 层。","+80% 多重射击\n击杀时：\n+21.8% 多重射击，持续 20 秒。最多叠加到 4 层。","+90% 多重射击\n击杀时：\n+24.5% 多重射击，持续 20 秒。最多叠加到 4 层。","+100% 多重射击\n击杀时：\n+27.3% 多重射击，持续 20 秒。最多叠加到 4 层。","+110% 多重射击\n击杀时：\n+30% 多重射击，持续 20 秒。最多叠加到 4 层。"],"galvanized_reflex":["+4.5% 重击效率\n近战击杀时：\n+2 初始连击，持续 20 秒。最多叠加到 4 层。","+9.1% 重击效率\n近战击杀时：\n+4 初始连击，持续 20 秒。最多叠加到 4 层。","+13.6% 重击效率\n近战击杀时：\n+6 初始连击，持续 20 秒。最多叠加到 4 层。","+18.2% 重击效率\n近战击杀时：\n+7 初始连击，持续 20 秒。最多叠加到 4 层。","+22.7% 重击效率\n近战击杀时：\n+9 初始连击，持续 20 秒。最多叠加到 4 层。","+27.3% 重击效率\n近战击杀时：\n+11 初始连击，持续 20 秒。最多叠加到 4 层。","+31.8% 重击效率\n近战击杀时：\n+13 初始连击，持续 20 秒。最多叠加到 4 层。","+36.4% 重击效率\n近战击杀时：\n+15 初始连击，持续 20 秒。最多叠加到 4 层。","+40.9% 重击效率\n近战击杀时：\n+17 初始连击，持续 20 秒。最多叠加到 4 层。","+45.5% 重击效率\n近战击杀时：\n+19 初始连击，持续 20 秒。最多叠加到 4 层。","+50% 重击效率\n近战击杀时：\n+20 初始连击，持续 20 秒。最多叠加到 4 层。"],"galvanized_savvy":["+7.3% 触发几率\n击杀时：\n目标身上的每种异常状态可增加 +3.6% 直接伤害，持续 20 秒。最多叠加到 2 层。","+14.5% 触发几率\n击杀时：\n目标身上的每种异常状态可增加 +7.3% 直接伤害，持续 20 秒。最多叠加到 2 层。","+21.8% 触发几率\n击杀时：\n目标身上的每种异常状态可增加 +10.9% 直接伤害，持续 20 秒。最多叠加到 2 层。","+29.1% 触发几率\n击杀时：\n目标身上的每种异常状态可增加 +14.5% 直接伤害，持续 20 秒。最多叠加到 2 层。","+36.4% 触发几率\n击杀时：\n目标身上的每种异常状态可增加 +18.2% 直接伤害，持续 20 秒。最多叠加到 2 层。","+43.6% 触发几率\n击杀时：\n目标身上的每种异常状态可增加 +21.8% 直接伤害，持续 20 秒。最多叠加到 2 层。","+50.9% 触发几率\n击杀时：\n目标身上的每种异常状态可增加 +25.5% 直接伤害，持续 20 秒。最多叠加到 2 层。","+58.2% 触发几率\n击杀时：\n目标身上的每种异常状态可增加 +29.1% 直接伤害，持续 20 秒。最多叠加到 2 层。","+65.5% 触发几率\n击杀时：\n目标身上的每种异常状态可增加 +32.7% 直接伤害，持续 20 秒。最多叠加到 2 层。","+72.7% 触发几率\n击杀时：\n目标身上的每种异常状态可增加 +36.4% 直接伤害，持续 20 秒。最多叠加到 2 层。","+80% 触发几率\n击杀时：\n目标身上的每种异常状态可增加 +40% 直接伤害，持续 20 秒。最多叠加到 2 层。"],"galvanized_scope":["命中弱点时：\n瞄准时增加 +10.9% 暴击几率，持续 12 秒\n弱点击杀时：\n瞄准时增加 +3.6% 暴击几率，持续 12 秒。最多叠加到 5 层。","命中弱点时：\n瞄准时增加 +21.8% 暴击几率，持续 12 秒\n弱点击杀时：\n瞄准时增加 +7.3% 暴击几率，持续 12 秒。最多叠加到 5 层。","命中弱点时：\n瞄准时增加 +32.7% 暴击几率，持续 12 秒\n弱点击杀时：\n瞄准时增加 +10.9% 暴击几率，持续 12 秒。最多叠加到 5 层。","命中弱点时：\n瞄准时增加 +43.6% 暴击几率，持续 12 秒\n弱点击杀时：\n瞄准时增加 +14.5% 暴击几率，持续 12 秒。最多叠加到 5 层。","命中弱点时：\n瞄准时增加 +54.6% 暴击几率，持续 12 秒\n弱点击杀时：\n瞄准时增加 +18.2% 暴击几率，持续 12 秒。最多叠加到 5 层。","命中弱点时：\n瞄准时增加 +65.5% 暴击几率，持续 12 秒\n弱点击杀时：\n瞄准时增加 +21.8% 暴击几率，持续 12 秒。最多叠加到 5 层。","命中弱点时：\n瞄准时增加 +76.4% 暴击几率，持续 12 秒\n弱点击杀时：\n瞄准时增加 +25.5% 暴击几率，持续 12 秒。最多叠加到 5 层。","命中弱点时：\n瞄准时增加 +87.3% 暴击几率，持续 12 秒\n弱点击杀时：\n瞄准时增加 +29.1% 暴击几率，持续 12 秒。最多叠加到 5 层。","命中弱点时：\n瞄准时增加 +98.2% 暴击几率，持续 12 秒\n弱点击杀时：\n瞄准时增加 +32.7% 暴击几率，持续 12 秒。最多叠加到 5 层。","命中弱点时：\n瞄准时增加 +109.1% 暴击几率，持续 12 秒\n弱点击杀时：\n瞄准时增加 +36.4% 暴击几率，持续 12 秒。最多叠加到 5 层。","命中弱点时：\n瞄准时增加 +120% 暴击几率，持续 12 秒\n弱点击杀时：\n瞄准时增加 +40% 暴击几率，持续 12 秒。最多叠加到 5 层。"],"galvanized_shot":["+7.3% 触发几率\n击杀时：\n目标身上的每种异常状态可增加 +3.6% 直接伤害，持续 14 秒。最多叠加到 3 层。","+14.5% 触发几率\n击杀时：\n目标身上的每种异常状态可增加 +7.3% 直接伤害，持续 14 秒。最多叠加到 3 层。","+21.8% 触发几率\n击杀时：\n目标身上的每种异常状态可增加 +10.9% 直接伤害，持续 14 秒。最多叠加到 3 层。","+29.1% 触发几率\n击杀时：\n目标身上的每种异常状态可增加 +14.5% 直接伤害，持续 14 秒。最多叠加到 3 层。","+36.4% 触发几率\n击杀时：\n目标身上的每种异常状态可增加 +18.2% 直接伤害，持续 14 秒。最多叠加到 3 层。","+43.6% 触发几率\n击杀时：\n目标身上的每种异常状态可增加 +21.8% 直接伤害，持续 14 秒。最多叠加到 3 层。","+50.9% 触发几率\n击杀时：\n目标身上的每种异常状态可增加 +25.5% 直接伤害，持续 14 秒。最多叠加到 3 层。","+58.2% 触发几率\n击杀时：\n目标身上的每种异常状态可增加 +29.1% 直接伤害，持续 14 秒。最多叠加到 3 层。","+65.5% 触发几率\n击杀时：\n目标身上的每种异常状态可增加 +32.7% 直接伤害，持续 14 秒。最多叠加到 3 层。","+72.7% 触发几率\n击杀时：\n目标身上的每种异常状态可增加 +36.4% 直接伤害，持续 14 秒。最多叠加到 3 层。","+80% 触发几率\n击杀时：\n目标身上的每种异常状态可增加 +40% 直接伤害，持续 14 秒。最多叠加到 3 层。"],"galvanized_steel":["+10% 暴击几率（重击时 x2）\n近战击杀时：\n+2.7% 暴击伤害，持续 20 秒。最多叠加到 4 层。","+20% 暴击几率（重击时 x2）\n近战击杀时：\n+5.5% 暴击伤害，持续 20 秒。最多叠加到 4 层。","+30% 暴击几率（重击时 x2）\n近战击杀时：\n+8.2% 暴击伤害，持续 20 秒。最多叠加到 4 层。","+40% 暴击几率（重击时 x2）\n近战击杀时：\n+10.9% 暴击伤害，持续 20 秒。最多叠加到 4 层。","+50% 暴击几率（重击时 x2）\n近战击杀时：\n+13.6% 暴击伤害，持续 20 秒。最多叠加到 4 层。","+60% 暴击几率（重击时 x2）\n近战击杀时：\n+16.4% 暴击伤害，持续 20 秒。最多叠加到 4 层。","+70% 暴击几率（重击时 x2）\n近战击杀时：\n+19.1% 暴击伤害，持续 20 秒。最多叠加到 4 层。","+80% 暴击几率（重击时 x2）\n近战击杀时：\n+21.8% 暴击伤害，持续 20 秒。最多叠加到 4 层。","+90% 暴击几率（重击时 x2）\n近战击杀时：\n+24.5% 暴击伤害，持续 20 秒。最多叠加到 4 层。","+100% 暴击几率（重击时 x2）\n近战击杀时：\n+27.3% 暴击伤害，持续 20 秒。最多叠加到 4 层。","+110% 暴击几率（重击时 x2）\n近战击杀时：\n+30% 暴击伤害，持续 20 秒。最多叠加到 4 层。"],"gilded_truth":["+20% 射速\n+0.3 '真相'","+40% 射速\n+0.5 '真相'","+60% 射速\n+0.8 '真相'","+80% 射速\n+1 '真相'"],"gladiator_might":["+10% 暴击伤害","+20% 暴击伤害","+30% 暴击伤害","+40% 暴击伤害","+50% 暴击伤害","+60% 暴击伤害"],"gladiator_rush":["增加连击持续时间 +1 秒","增加连击持续时间 +2 秒","增加连击持续时间 +3 秒","增加连击持续时间 +4 秒","增加连击持续时间 +5 秒","增加连击持续时间 +6 秒"],"gladiator_vice":["提升 +5% 攻击速度","提升 +10% 攻击速度","提升 +15% 攻击速度","提升 +20% 攻击速度","提升 +25% 攻击速度","提升 +30% 攻击速度"],"guardian_derision":["格挡会嘲讽 6 米内的敌人，使你代替队友成为被攻击目标。\n格挡时有 +5% 连击数几率","格挡会嘲讽 7 米内的敌人，使你代替队友成为被攻击目标。\n格挡时有 +10% 连击数几率","格挡会嘲讽 8 米内的敌人，使你代替队友成为被攻击目标。\n格挡时有 +15% 连击数几率","格挡会嘲讽 10 米内的敌人，使你代替队友成为被攻击目标。\n格挡时有 +20% 连击数几率","格挡会嘲讽 12 米内的敌人，使你代替队友成为被攻击目标。\n格挡时有 +25% 连击数几率","格挡会嘲讽 15 米内的敌人，使你代替队友成为被攻击目标。\n格挡时有 +30% 连击数几率"],"guided_ordnance":["击中后：\n瞄准时精准度 +5%，持续 2 秒","击中后：\n瞄准时精准度 +10%，持续 3 秒","击中后：\n瞄准时精准度 +15%，持续 5 秒","击中后：\n瞄准时精准度 +20%，持续 6 秒","击中后：\n瞄准时精准度 +25%，持续 8 秒","击中后：\n瞄准时精准度 +30%，持续 9 秒"],"gun_glide":["-5% 武器后坐力\n和 +5% 的精准度，处于滑行时","-10% 武器后坐力\n和 +10% 的精准度，处于滑行时","-15% 武器后坐力\n和 +15% 的精准度，处于滑行时","-20% 武器后坐力\n和 +20% 的精准度，处于滑行时"],"gunslinger":["+12% 射速","+24% 射速","+36% 射速","+48% 射速","+60% 射速","+72% 射速"],"hammer_shot":["+15% 暴击伤害\n+20% 触发几率","+30% 暴击伤害\n+40% 触发几率","+45% 暴击伤害\n+60% 触发几率","+60% 暴击伤害\n+80% 触发几率"],"harkonar_scope":["+2 秒连击持续时间","+4 秒连击持续时间","+6 秒连击持续时间","+8 秒连击持续时间","+10 秒连击持续时间","+12 秒连击持续时间"],"hata_satya":["每发命中提高 0.2% 的暴击几率。在装填或切换武器后重置。","每发命中提高 0.4% 的暴击几率。在装填或切换武器后重置。","每发命中提高 0.6% 的暴击几率。在装填或切换武器后重置。","每发命中提高 0.8% 的暴击几率。在装填或切换武器后重置。","每发命中提高 1% 的暴击几率。在装填或切换武器后重置。","每发命中提高 1.2% 的暴击几率。在装填或切换武器后重置。"],"hawk_eye":["+20% 变焦","+40% 变焦","+60% 变焦","+80% 变焦"],"healing_return":["目标身上的每种异常状态可恢复 1 点生命值","目标身上的每种异常状态可恢复 2 点生命值","目标身上的每种异常状态可恢复 3 点生命值","目标身上的每种异常状态可恢复 4 点生命值","目标身上的每种异常状态可恢复 5 点生命值","目标身上的每种异常状态可恢复 6 点生命值","目标身上的每种异常状态可恢复 7 点生命值","目标身上的每种异常状态可恢复 8 点生命值","目标身上的每种异常状态可恢复 9 点生命值","目标身上的每种异常状态可恢复 10 点生命值","目标身上的每种异常状态可恢复 11 点生命值"],"heated_charge":["+15% 火焰伤害","+30% 火焰伤害","+45% 火焰伤害","+60% 火焰伤害","+75% 火焰伤害","+90% 火焰伤害"],"heavy_caliber":["+15% 伤害\n-5% 精准度","+30% 伤害\n-10% 精准度","+45% 伤害\n-15% 精准度","+60% 伤害\n-20% 精准度","+75% 伤害\n-25% 精准度","+90% 伤害\n-30% 精准度","+105% 伤害\n-35% 精准度","+120% 伤害\n-40% 精准度","+135% 伤害\n-45% 精准度","+150% 伤害\n-50% 精准度","+165% 伤害\n-55% 精准度"],"heavy_trauma":["+15% 冲击伤害","+30% 冲击伤害","+45% 冲击伤害","+60% 冲击伤害","+75% 冲击伤害","+90% 冲击伤害"],"hellfire":["+15% 火焰伤害","+30% 火焰伤害","+45% 火焰伤害","+60% 火焰伤害","+75% 火焰伤害","+90% 火焰伤害"],"hells_chamber":["+20% 多重射击","+40% 多重射击","+60% 多重射击","+80% 多重射击","+100% 多重射击","+120% 多重射击"],"hemorrhage":["冲击异常状态有 10% 的几率施加一个 切割异常状态（射速低于 2.5 时 x2）。","冲击异常状态有 15% 的几率施加一个 切割异常状态（射速低于 2.5 时 x2）。","冲击异常状态有 20% 的几率施加一个 切割异常状态（射速低于 2.5 时 x2）。","冲击异常状态有 25% 的几率施加一个 切割异常状态（射速低于 2.5 时 x2）。","冲击异常状态有 30% 的几率施加一个 切割异常状态（射速低于 2.5 时 x2）。","冲击异常状态有 35% 的几率施加一个 切割异常状态（射速低于 2.5 时 x2）。"],"higasa_serration":["次要射击会对被击中的敌人造成一种随机异常状态。\n+75% 伤害","次要射击会对被击中的敌人造成一种随机异常状态。\n+150% 伤害","次要射击会对被击中的敌人造成一种随机异常状态。\n+225% 伤害","次要射击会对被击中的敌人造成一种随机异常状态。\n+300% 伤害","次要射击会对被击中的敌人造成一种随机异常状态。\n+375% 伤害","次要射击会对被击中的敌人造成一种随机异常状态。\n+450% 伤害"],"high_voltage":["+15% 电击伤害\n+15% 触发几率","+30% 电击伤害\n+30% 触发几率","+45% 电击伤害\n+45% 触发几率","+60% 电击伤害\n+60% 触发几率"],"hollow_point":["+10% 暴击伤害\n-2.5% 伤害","+20% 暴击伤害\n-5% 伤害","+30% 暴击伤害\n-7.5% 伤害","+40% 暴击伤害\n-10% 伤害","+50% 暴击伤害\n-12.5% 伤害","+60% 暴击伤害\n-15% 伤害"],"hollowed_bullets":["+20% 暴击伤害","+40% 暴击伤害","+60% 暴击伤害","+80% 暴击伤害"],"hornet_strike":["+20% 伤害","+40% 伤害","+60% 伤害","+80% 伤害","+100% 伤害","+120% 伤害","+140% 伤害","+160% 伤害","+180% 伤害","+200% 伤害","+220% 伤害"],"hunter_munitions":["+5% 几率在暴击时造成","+10% 几率在暴击时造成","+15% 几率在暴击时造成","+20% 几率在暴击时造成","+25% 几率在暴击时造成","+30% 几率在暴击时造成"],"hunter_track":["+15% 触发时间","+30% 触发时间","+45% 触发时间","+60% 触发时间","+75% 触发时间","+90% 触发时间"],"hush":["降低 25% 敌人听见枪声的几率","降低 50% 敌人听见枪声的几率","降低 75% 敌人听见枪声的几率","降低 100% 敌人听见枪声的几率"],"hydraulic_crosshairs":["命中弱点时：\n瞄准时增加 +22.5% 暴击几率，持续 2 秒","命中弱点时：\n瞄准时增加 +45% 暴击几率，持续 3 秒","命中弱点时：\n瞄准时增加 +67.5% 暴击几率，持续 5 秒","命中弱点时：\n瞄准时增加 +90% 暴击几率，持续 6 秒","命中弱点时：\n瞄准时增加 +112.5% 暴击几率，持续 8 秒","命中弱点时：\n瞄准时增加 +135% 暴击几率，持续 9 秒"],"hypothermic_shell":["+15% 冰冻伤害\n+15% 触发几率","+30% 冰冻伤害\n+30% 触发几率","+45% 冰冻伤害\n+45% 触发几率","+60% 冰冻伤害\n+60% 触发几率"],"ice_storm":["+10% 弹匣容量\n+10% 冰冻伤害","+20% 弹匣容量\n+20% 冰冻伤害","+30% 弹匣容量\n+30% 冰冻伤害","+40% 弹匣容量\n+40% 冰冻伤害"],"incendiary_coat":["+15% 火焰伤害","+30% 火焰伤害","+45% 火焰伤害","+60% 火焰伤害","+75% 火焰伤害","+90% 火焰伤害"],"infected_clip":["+15% 毒素伤害","+30% 毒素伤害","+45% 毒素伤害","+60% 毒素伤害","+75% 毒素伤害","+90% 毒素伤害"],"internal_bleeding":["冲击异常状态有 10% 的几率施加一个 切割异常状态（射速低于 2.5 时 x2）。","冲击异常状态有 15% 的几率施加一个 切割异常状态（射速低于 2.5 时 x2）。","冲击异常状态有 20% 的几率施加一个 切割异常状态（射速低于 2.5 时 x2）。","冲击异常状态有 25% 的几率施加一个 切割异常状态（射速低于 2.5 时 x2）。","冲击异常状态有 30% 的几率施加一个 切割异常状态（射速低于 2.5 时 x2）。","冲击异常状态有 35% 的几率施加一个 切割异常状态（射速低于 2.5 时 x2）。"],"jagged_edge":["+15% 切割伤害","+30% 切割伤害","+45% 切割伤害","+60% 切割伤害","+75% 切割伤害","+90% 切割伤害"],"jahu_canticle":["击杀敌人会使经验共享范围内其他敌人的护甲和护盾降低 2%。","击杀敌人会使经验共享范围内其他敌人的护甲和护盾降低 3%。","击杀敌人会使经验共享范围内其他敌人的护甲和护盾降低 4%。","击杀敌人会使经验共享范围内其他敌人的护甲和护盾降低 5%。"],"jolt":["+15% 电击伤害\n+15% 触发几率","+30% 电击伤害\n+30% 触发几率","+45% 电击伤害\n+45% 触发几率","+60% 电击伤害\n+60% 触发几率"],"jugulus_barbs":["+15% 穿刺伤害\n+10% 触发几率","+30% 穿刺伤害\n+20% 触发几率","+45% 穿刺伤害\n+30% 触发几率","+60% 穿刺伤害\n+40% 触发几率","+75% 穿刺伤害\n+50% 触发几率","+90% 穿刺伤害\n+60% 触发几率"],"jugulus_spines":["+15% 穿刺伤害\n+10% 触发几率","+30% 穿刺伤害\n+20% 触发几率","+45% 穿刺伤害\n+30% 触发几率","+60% 穿刺伤害\n+40% 触发几率","+75% 穿刺伤害\n+50% 触发几率","+90% 穿刺伤害\n+60% 触发几率"],"khra_canticle":["敌人死亡时有 3% 的几率掉落通用补给球。","敌人死亡时有 6% 的几率掉落通用补给球。","敌人死亡时有 9% 的几率掉落通用补给球。","敌人死亡时有 12% 的几率掉落通用补给球。"],"killing_blow":["+20% 在重击时的近战伤害\n+10% 重击准备速度","+40% 在重击时的近战伤害\n+20% 重击准备速度","+60% 在重击时的近战伤害\n+30% 重击准备速度","+80% 在重击时的近战伤害\n+40% 重击准备速度","+100% 在重击时的近战伤害\n+50% 重击准备速度","+120% 在重击时的近战伤害\n+60% 重击准备速度"],"kinetic_ricochet":["子弹现在可至多弹跳 1 次并且增加 5% 飞行距离","子弹现在可至多弹跳 2 次并且增加 10% 飞行距离","子弹现在可至多弹跳 3 次并且增加 15% 飞行距离","子弹现在可至多弹跳 4 次并且增加 20% 飞行距离","子弹现在可至多弹跳 5 次并且增加 25% 飞行距离","子弹现在可至多弹跳 6 次并且增加 30% 飞行距离"],"laser_sight":["命中弱点时：\n瞄准时增加 +20% 暴击几率，持续 2 秒","命中弱点时：\n瞄准时增加 +40% 暴击几率，持续 3 秒","命中弱点时：\n瞄准时增加 +60% 暴击几率，持续 5 秒","命中弱点时：\n瞄准时增加 +80% 暴击几率，持续 6 秒","命中弱点时：\n瞄准时增加 +100% 暴击几率，持续 8 秒","命中弱点时：\n瞄准时增加 +120% 暴击几率，持续 9 秒"],"lasting_purity":["瞄准时 +15% 伤害\n+0.3 '纯净'","瞄准时 +30% 伤害\n+0.5 '纯净'","瞄准时 +45% 伤害\n+0.8 '纯净'","瞄准时 +60% 伤害\n+1 '纯净'"],"lasting_sting":["+10% 触发时间","+20% 触发时间","+30% 触发时间","+40% 触发时间","+50% 触发时间","+60% 触发时间","+70% 触发时间","+80% 触发时间","+90% 触发时间","+100% 触发时间","+110% 触发时间"],"leaded_gas":["命中弱点时：\n+50% 毒气伤害\n+50% 毒气触发几率\n，持续 1 秒","命中弱点时：\n+100% 毒气伤害\n+100% 毒气触发几率\n，持续 2 秒","命中弱点时：\n+150% 毒气伤害\n+150% 毒气触发几率\n，持续 3 秒","命中弱点时：\n+200% 毒气伤害\n+200% 毒气触发几率\n，持续 4 秒","命中弱点时：\n+250% 毒气伤害\n+250% 毒气触发几率\n，持续 5 秒","命中弱点时：\n+300% 毒气伤害\n+300% 毒气触发几率\n，持续 6 秒"],"lethal_momentum":["+10% 投射物速度","+20% 投射物速度","+30% 投射物速度","+40% 投射物速度"],"lethal_torrent":["+10% 射速\n+10% 多重射击","+20% 射速\n+20% 多重射击","+30% 射速\n+30% 多重射击","+40% 射速\n+40% 多重射击","+50% 射速\n+50% 多重射击","+60% 射速\n+60% 多重射击"],"life_strike":["重击造成 +5% 生命窃取","重击造成 +10% 生命窃取","重击造成 +15% 生命窃取","重击造成 +20% 生命窃取"],"lingering_torment":["+15% 触发时间","+30% 触发时间","+45% 触发时间","+60% 触发时间","+75% 触发时间","+90% 触发时间"],"lock_and_load":["收起武器时弹匣每秒自动装填 +5 %","收起武器时弹匣每秒自动装填 +10 %","收起武器时弹匣每秒自动装填 +15 %","收起武器时弹匣每秒自动装填 +20 %"],"lohk_canticle":["击杀敌人会使经验共享范围内的队友增加 +7.5% 射速，持续 15 秒。","击杀敌人会使经验共享范围内的队友增加 +15% 射速，持续 15 秒。","击杀敌人会使经验共享范围内的队友增加 +22.5% 射速，持续 15 秒。","击杀敌人会使经验共享范围内的队友增加 +30% 射速，持续 15 秒。"],"magazine_extension":["+10% 弹匣容量","+20% 弹匣容量","+30% 弹匣容量","+40% 弹匣容量","+50% 弹匣容量","+60% 弹匣容量"],"magazine_warp":["+5% 弹匣容量","+10% 弹匣容量","+15% 弹匣容量","+20% 弹匣容量","+25% 弹匣容量","+30% 弹匣容量"],"magma_chamber":["+15% 火焰伤害\n+15% 触发几率","+30% 火焰伤害\n+30% 触发几率","+45% 火焰伤害\n+45% 触发几率","+60% 火焰伤害\n+60% 触发几率"],"magnetic_capacity":["+15% 磁力伤害\n+10% 弹匣容量","+30% 磁力伤害\n+20% 弹匣容量","+45% 磁力伤害\n+30% 弹匣容量","+60% 磁力伤害\n+40% 弹匣容量"],"magnetic_might":["+15% 磁力伤害\n+10% 暴击伤害","+30% 磁力伤害\n+20% 暴击伤害","+45% 磁力伤害\n+30% 暴击伤害","+60% 磁力伤害\n+40% 暴击伤害"],"magnetic_rush":["+15% 磁力伤害\n+5% 攻击速度","+30% 磁力伤害\n+10% 攻击速度","+45% 磁力伤害\n+15% 攻击速度","+60% 磁力伤害\n+20% 攻击速度"],"magnetic_strafe":["+15% 磁力伤害\n+10% 射速","+30% 磁力伤害\n+20% 射速","+45% 磁力伤害\n+30% 射速","+60% 磁力伤害\n+40% 射速"],"magnetic_welt":["冲击异常状态有 10% 的几率施加一层 磁力异常状态（射速低于 2.5 时 x2）。","冲击异常状态有 15% 的几率施加一层 磁力异常状态（射速低于 2.5 时 x2）。","冲击异常状态有 20% 的几率施加一层 磁力异常状态（射速低于 2.5 时 x2）。","冲击异常状态有 25% 的几率施加一层 磁力异常状态（射速低于 2.5 时 x2）。","冲击异常状态有 30% 的几率施加一层 磁力异常状态（射速低于 2.5 时 x2）。","冲击异常状态有 35% 的几率施加一层 磁力异常状态（射速低于 2.5 时 x2）。"],"magnetized_cycle":["+15% 磁力伤害\n+7.5% 射速","+30% 磁力伤害\n+15% 射速","+45% 磁力伤害\n+22.5% 射速","+60% 磁力伤害\n+30% 射速"],"magnum_force":["+15% 伤害\n-5% 精准度","+30% 伤害\n-10% 精准度","+45% 伤害\n-15% 精准度","+60% 伤害\n-20% 精准度","+75% 伤害\n-25% 精准度","+90% 伤害\n-30% 精准度","+105% 伤害\n-35% 精准度","+120% 伤害\n-40% 精准度","+135% 伤害\n-45% 精准度","+150% 伤害\n-50% 精准度","+165% 伤害\n-55% 精准度"],"maim":["+20% 切割伤害","+40% 切割伤害","+60% 切割伤害","+80% 切割伤害","+100% 切割伤害","+120% 切割伤害"],"maiming_strike":["+25% 滑行攻击暴击几率","+50% 滑行攻击暴击几率","+75% 滑行攻击暴击几率","+100% 滑行攻击暴击几率","+125% 滑行攻击暴击几率","+150% 滑行攻击暴击几率"],"malignant_force":["+15% 毒素伤害\n+15% 触发几率","+30% 毒素伤害\n+30% 触发几率","+45% 毒素伤害\n+45% 触发几率","+60% 毒素伤害\n+60% 触发几率"],"marked_target":["+20% 瞄准时的触发几率","+40% 瞄准时的触发几率","+60% 瞄准时的触发几率","+80% 瞄准时的触发几率","+100% 瞄准时的触发几率","+120% 瞄准时的触发几率"],"masters_edge":["启用 Tenno 气解。Tenno 气解伤害增加 10%。","启用 Tenno 气解。Tenno 气解伤害增加 20%。","启用 Tenno 气解。Tenno 气解伤害增加 30%。","启用 Tenno 气解。Tenno 气解伤害增加 40%。","启用 Tenno 气解。Tenno 气解伤害增加 50%。","启用 Tenno 气解。Tenno 气解伤害增加 60%。"],"melee_elementalist":["+15% 异常状态伤害\n+10% 重击准备速度","+30% 异常状态伤害\n+20% 重击准备速度","+45% 异常状态伤害\n+30% 重击准备速度","+60% 异常状态伤害\n+40% 重击准备速度","+75% 异常状态伤害\n+50% 重击准备速度","+90% 异常状态伤害\n+60% 重击准备速度"],"melee_prowess":["+15% 触发几率","+30% 触发几率","+45% 触发几率","+60% 触发几率","+75% 触发几率","+90% 触发几率"],"merciless_gunfight":["+7.5% 暴击伤害\n+0.2 穿透","+15% 暴击伤害\n+0.4 穿透","+22.5% 暴击伤害\n+0.6 穿透","+30% 暴击伤害\n+0.8 穿透","+37.5% 暴击伤害\n+1 穿透","+45% 暴击伤害\n+1.2 穿透"],"metal_auger":["+0.4 穿透","+0.7 穿透","+1 穿透","+1.4 穿透","+1.8 穿透","+2.1 穿透"],"metamorphic_magazine":["+15% 弹匣容量\n+15% 弹药最大值\n对敌人造成累积 20 次攻击会使他们石化 5 秒。","+30% 弹匣容量\n+30% 弹药最大值\n对敌人造成累积 20 次攻击会使他们石化 5 秒。","+45% 弹匣容量\n+45% 弹药最大值\n对敌人造成累积 20 次攻击会使他们石化 5 秒。","+60% 弹匣容量\n+60% 弹药最大值\n对敌人造成累积 20 次攻击会使他们石化 5 秒。","+75% 弹匣容量\n+75% 弹药最大值\n对敌人造成累积 20 次攻击会使他们石化 5 秒。","+90% 弹匣容量\n+90% 弹药最大值\n对敌人造成累积 20 次攻击会使他们石化 5 秒。"],"meticulous_aim":["+17.5% 爆头伤害\n-7.5% 击身伤害","+35% 爆头伤害\n-15% 击身伤害","+52.5% 爆头伤害\n-22.5% 击身伤害","+70% 爆头伤害\n-30% 击身伤害","+87.5% 爆头伤害\n-37.5% 击身伤害","+105% 爆头伤害\n-45% 击身伤害"],"modified_munitions":["+10% 触发几率","+20% 触发几率","+30% 触发几率","+40% 触发几率","+50% 触发几率","+60% 触发几率"],"molten_impact":["+15% 火焰伤害","+30% 火焰伤害","+45% 火焰伤害","+60% 火焰伤害","+75% 火焰伤害","+90% 火焰伤害"],"motus_impact":["提升 +0.5 米空中近战攻击的范围。","提升 +1 米空中近战攻击的范围。","提升 +1.5 米空中近战攻击的范围。","提升 +2 米空中近战攻击的范围。"],"motus_setup":["二段跳或旋身飞跃落地后获得 25% 暴击和触发几率，持续 1 秒。","二段跳或旋身飞跃落地后获得 50% 暴击和触发几率，持续 2 秒。","二段跳或旋身飞跃落地后获得 75% 暴击和触发几率，持续 3 秒。","二段跳或旋身飞跃落地后获得 100% 暴击和触发几率，持续 4 秒。"],"nano_applicator":["使用技能后：\n瞄准时增加 +15% 触发几率，持续 2 秒","使用技能后：\n瞄准时增加 +30% 触发几率，持续 3 秒","使用技能后：\n瞄准时增加 +45% 触发几率，持续 5 秒","使用技能后：\n瞄准时增加 +60% 触发几率，持续 6 秒","使用技能后：\n瞄准时增加 +75% 触发几率，持续 8 秒","使用技能后：\n瞄准时增加 +90% 触发几率，持续 9 秒"],"napalm_grenades":["榴弹撞击时会留下一处燃烧区域。\n+5 最终触发几率","榴弹撞击时会留下一处燃烧区域。\n+10 最终触发几率","榴弹撞击时会留下一处燃烧区域。\n+15 最终触发几率","榴弹撞击时会留下一处燃烧区域。\n+20 最终触发几率","榴弹撞击时会留下一处燃烧区域。\n+25 最终触发几率","榴弹撞击时会留下一处燃烧区域。\n+30 最终触发几率"],"narrow_barrel":["击中后：\n瞄准时精准度 +5%，持续 2 秒","击中后：\n瞄准时精准度 +10%，持续 3 秒","击中后：\n瞄准时精准度 +15%，持续 5 秒","击中后：\n瞄准时精准度 +20%，持续 6 秒","击中后：\n瞄准时精准度 +25%，持续 8 秒","击中后：\n瞄准时精准度 +30%，持续 9 秒"],"necrophagic_vigor":["重新装填根据产生的弹药消耗最多一半生命值，每消耗 20 点生命值，暴击几率和暴击伤害增加 10%。上限为 360%。","重新装填根据产生的弹药消耗最多一半生命值，每消耗 20 点生命值，暴击几率和暴击伤害增加 12%。上限为 360%。","重新装填根据产生的弹药消耗最多一半生命值，每消耗 20 点生命值，暴击几率和暴击伤害增加 14%。上限为 360%。","重新装填根据产生的弹药消耗最多一半生命值，每消耗 20 点生命值，暴击几率和暴击伤害增加 16%。上限为 360%。","重新装填根据产生的弹药消耗最多一半生命值，每消耗 20 点生命值，暴击几率和暴击伤害增加 18%。上限为 360%。","重新装填根据产生的弹药消耗最多一半生命值，每消耗 20 点生命值，暴击几率和暴击伤害增加 20%。上限为 360%。"],"netra_invocation":["次要射击每击中一个敌人就会提升 1% 技能效率，持续 20 秒。最多可叠加 15 次。","次要射击每击中一个敌人就会提升 2% 技能效率，持续 20 秒。最多可叠加 15 次。","次要射击每击中一个敌人就会提升 3% 技能效率，持续 20 秒。最多可叠加 15 次。","次要射击每击中一个敌人就会提升 4% 技能效率，持续 20 秒。最多可叠加 15 次。"],"neutralizing_justice":["米特尔每一个锯片都具有 +22.5% 的几率立刻消除虚能船员的力场。\n+0.3 '正义'","米特尔每一个锯片都具有 +45% 的几率立刻消除虚能船员的力场。\n+0.5 '正义'","米特尔每一个锯片都具有 +67.5% 的几率立刻消除虚能船员的力场。\n+0.8 '正义'","米特尔每一个锯片都具有 +90% 的几率立刻消除虚能船员的力场。\n+1 '正义'"],"nightwatch_napalm":["火箭扩散为拥有 15% 爆炸范围的燃烧弹，造成 5% 伤害并持续 1 秒。","火箭扩散为拥有 30% 爆炸范围的燃烧弹，造成 10% 伤害并持续 2 秒。","火箭扩散为拥有 45% 爆炸范围的燃烧弹，造成 15% 伤害并持续 3 秒。","火箭扩散为拥有 60% 爆炸范围的燃烧弹，造成 20% 伤害并持续 4 秒。","火箭扩散为拥有 75% 爆炸范围的燃烧弹，造成 25% 伤害并持续 5 秒。","火箭扩散为拥有 90% 爆炸范围的燃烧弹，造成 30% 伤害并持续 6 秒。"],"north_wind":["+15% 冰冻伤害","+30% 冰冻伤害","+45% 冰冻伤害","+60% 冰冻伤害","+75% 冰冻伤害","+90% 冰冻伤害"],"opportunitys_reach":["启用 Tenno 气解。机遇窗口增加至 2.8 秒，Tenno 气解的近战范围提升 0.75 米。","启用 Tenno 气解。机遇窗口增加至 3.2 秒，Tenno 气解的近战范围提升 1.5 米。","启用 Tenno 气解。机遇窗口增加至 3.6 秒，Tenno 气解的近战范围提升 2.25 米。","启用 Tenno 气解。机遇窗口增加至 4.0 秒，Tenno 气解的近战范围提升 3 米。"],"organ_shatter":["+15% 暴击伤害","+30% 暴击伤害","+45% 暴击伤害","+60% 暴击伤害","+75% 暴击伤害","+90% 暴击伤害"],"overpressured_rounds":["步枪击杀时，下次鹿弹攻击增加 20% 衰减距离，并降低其扩散。鹿弹击杀恢复 25% 的当前弹匣容量。","步枪击杀时，下次鹿弹攻击增加 40% 衰减距离，并降低其扩散。鹿弹击杀恢复 30% 的当前弹匣容量。","步枪击杀时，下次鹿弹攻击增加 60% 衰减距离，并降低其扩散。鹿弹击杀恢复 35% 的当前弹匣容量。","步枪击杀时，下次鹿弹攻击增加 80% 衰减距离，并降低其扩散。鹿弹击杀恢复 40% 的当前弹匣容量。","步枪击杀时，下次鹿弹攻击增加 100% 衰减距离，并降低其扩散。鹿弹击杀恢复 45% 的当前弹匣容量。","步枪击杀时，下次鹿弹攻击增加 120% 衰减距离，并降低其扩散。鹿弹击杀恢复 50% 的当前弹匣容量。"],"overview":["飞身瞄准时 -10% 变焦","飞身瞄准时 -20% 变焦","飞身瞄准时 -30% 变焦","飞身瞄准时 -40% 变焦","飞身瞄准时 -50% 变焦","飞身瞄准时 -60% 变焦"],"pain_points":["主要射击命中弱点时：\n+10% 弱点伤害，持续 5 秒。最多叠加到 10 层。","主要射击命中弱点时：\n+20% 弱点伤害，持续 5 秒。最多叠加到 10 层。","主要射击命中弱点时：\n+30% 弱点伤害，持续 5 秒。最多叠加到 10 层。","主要射击命中弱点时：\n+40% 弱点伤害，持续 5 秒。最多叠加到 10 层。","主要射击命中弱点时：\n+50% 弱点伤害，持续 5 秒。最多叠加到 10 层。","主要射击命中弱点时：\n+60% 弱点伤害，持续 5 秒。最多叠加到 10 层。"],"parallax_scope":["+25% 暴击几率","+50% 暴击几率","+75% 暴击几率","+100% 暴击几率"],"parry":["战甲近战格挡后，有 +16% 几率使敌人进入可被处决的状态","战甲近战格挡后，有 +32% 几率使敌人进入可被处决的状态","战甲近战格挡后，有 +48% 几率使敌人进入可被处决的状态","战甲近战格挡后，有 +64% 几率使敌人进入可被处决的状态","战甲近战格挡后，有 +80% 几率使敌人进入可被处决的状态","战甲近战格挡后，有 +96% 几率使敌人进入可被处决的状态"],"pathogen_rounds":["+15% 毒素伤害","+30% 毒素伤害","+45% 毒素伤害","+60% 毒素伤害","+75% 毒素伤害","+90% 毒素伤害"],"perpetual_agony":["+15% 触发时间","+30% 触发时间","+45% 触发时间","+60% 触发时间","+75% 触发时间","+90% 触发时间"],"photon_overcharge":["+15% 暴击伤害\n击杀或助攻时：敌人被击杀时身上的每层 冰冻异常状态会使其有 2% 几率掉落能量球。","+30% 暴击伤害\n击杀或助攻时：敌人被击杀时身上的每层 冰冻异常状态会使其有 2% 几率掉落能量球。","+45% 暴击伤害\n击杀或助攻时：敌人被击杀时身上的每层 冰冻异常状态会使其有 2% 几率掉落能量球。","+60% 暴击伤害\n击杀或助攻时：敌人被击杀时身上的每层 冰冻异常状态会使其有 2% 几率掉落能量球。","+75% 暴击伤害\n击杀或助攻时：敌人被击杀时身上的每层 冰冻异常状态会使其有 2% 几率掉落能量球。","+90% 暴击伤害\n击杀或助攻时：敌人被击杀时身上的每层 冰冻异常状态会使其有 2% 几率掉落能量球。"],"piercing_caliber":["+20% 穿刺伤害","+40% 穿刺伤害","+60% 穿刺伤害","+80% 穿刺伤害","+100% 穿刺伤害","+120% 穿刺伤害"],"piercing_hit":["+15% 穿刺伤害","+30% 穿刺伤害","+45% 穿刺伤害","+60% 穿刺伤害","+75% 穿刺伤害","+90% 穿刺伤害"],"pistol_acuity":["+32% 弱点伤害\n+32% 弱点暴击几率。多重射击无法变动。","+64% 弱点伤害\n+64% 弱点暴击几率。多重射击无法变动。","+95% 弱点伤害\n+95% 弱点暴击几率。多重射击无法变动。","+127% 弱点伤害\n+127% 弱点暴击几率。多重射击无法变动。","+159% 弱点伤害\n+159% 弱点暴击几率。多重射击无法变动。","+191% 弱点伤害\n+191% 弱点暴击几率。多重射击无法变动。","+223% 弱点伤害\n+223% 弱点暴击几率。多重射击无法变动。","+254% 弱点伤害\n+254% 弱点暴击几率。多重射击无法变动。","+286% 弱点伤害\n+286% 弱点暴击几率。多重射击无法变动。","+318% 弱点伤害\n+318% 弱点暴击几率。多重射击无法变动。","+350% 弱点伤害\n+350% 弱点暴击几率。多重射击无法变动。"],"pistol_ammo_mutation":["将拾取的主要武器弹药转换为 8% 弹药拾取。","将拾取的主要武器弹药转换为 16% 弹药拾取。","将拾取的主要武器弹药转换为 25% 弹药拾取。","将拾取的主要武器弹药转换为 33% 弹药拾取。","将拾取的主要武器弹药转换为 42% 弹药拾取。","将拾取的主要武器弹药转换为 50% 弹药拾取。"],"pistol_elementalist":["+15% 异常状态伤害\n+10% 装填速度","+30% 异常状态伤害\n+20% 装填速度","+45% 异常状态伤害\n+30% 装填速度","+60% 异常状态伤害\n+40% 装填速度","+75% 异常状态伤害\n+50% 装填速度","+90% 异常状态伤害\n+60% 装填速度"],"pistol_gambit":["+20% 暴击几率","+40% 暴击几率","+60% 暴击几率","+80% 暴击几率","+100% 暴击几率","+120% 暴击几率"],"pistol_pestilence":["+15% 毒素伤害\n+15% 触发几率","+30% 毒素伤害\n+30% 触发几率","+45% 毒素伤害\n+45% 触发几率","+60% 毒素伤害\n+60% 触发几率"],"point_blank":["+15% 伤害","+30% 伤害","+45% 伤害","+60% 伤害","+75% 伤害","+90% 伤害"],"point_strike":["+25% 暴击几率","+50% 暴击几率","+75% 暴击几率","+100% 暴击几率","+125% 暴击几率","+150% 暴击几率"],"polar_magazine":["+20% 冰冻伤害","+40% 冰冻伤害","+60% 冰冻伤害","+80% 冰冻伤害","+100% 冰冻伤害","+120% 冰冻伤害"],"precision_strike":["用榴弹直接击中敌人会提升其 37% 的装填速度，持续 5 秒。","用榴弹直接击中敌人会提升其 75% 的装填速度，持续 5 秒。","用榴弹直接击中敌人会提升其 110% 的装填速度，持续 5 秒。","用榴弹直接击中敌人会提升其 150% 的装填速度，持续 5 秒。"],"pressure_point":["+20% 近战伤害","+40% 近战伤害","+60% 近战伤害","+80% 近战伤害","+100% 近战伤害","+120% 近战伤害"],"pressurized_magazine":["装弹时：\n瞄准时增加 +15% 射速，持续 2 秒","装弹时：\n瞄准时增加 +30% 射速，持续 3 秒","装弹时：\n瞄准时增加 +45% 射速，持续 5 秒","装弹时：\n瞄准时增加 +60% 射速，持续 6 秒","装弹时：\n瞄准时增加 +75% 射速，持续 8 秒","装弹时：\n瞄准时增加 +90% 射速，持续 9 秒"],"primary_acuity":["+32% 弱点伤害\n+32% 弱点暴击几率。多重射击无法变动。","+64% 弱点伤害\n+64% 弱点暴击几率。多重射击无法变动。","+95% 弱点伤害\n+95% 弱点暴击几率。多重射击无法变动。","+127% 弱点伤害\n+127% 弱点暴击几率。多重射击无法变动。","+159% 弱点伤害\n+159% 弱点暴击几率。多重射击无法变动。","+191% 弱点伤害\n+191% 弱点暴击几率。多重射击无法变动。","+223% 弱点伤害\n+223% 弱点暴击几率。多重射击无法变动。","+254% 弱点伤害\n+254% 弱点暴击几率。多重射击无法变动。","+286% 弱点伤害\n+286% 弱点暴击几率。多重射击无法变动。","+318% 弱点伤害\n+318% 弱点暴击几率。多重射击无法变动。","+350% 弱点伤害\n+350% 弱点暴击几率。多重射击无法变动。"],"primed_ammo_chain":["+15% 弹药最大值","+30% 弹药最大值","+45% 弹药最大值","+60% 弹药最大值","+75% 弹药最大值","+90% 弹药最大值","+105% 弹药最大值","+120% 弹药最大值","+135% 弹药最大值","+150% 弹药最大值","+165% 弹药最大值"],"primed_ammo_stock":["+10% 弹匣容量","+20% 弹匣容量","+30% 弹匣容量","+40% 弹匣容量","+50% 弹匣容量","+60% 弹匣容量","+70% 弹匣容量","+80% 弹匣容量","+90% 弹匣容量","+100% 弹匣容量","+110% 弹匣容量"],"primed_bane_of_corpus":["x1.05 对 Corpus 的伤害","x1.1 对 Corpus 的伤害","x1.15 对 Corpus 的伤害","x1.2 对 Corpus 的伤害","x1.25 对 Corpus 的伤害","x1.3 对 Corpus 的伤害","x1.35 对 Corpus 的伤害","x1.4 对 Corpus 的伤害","x1.45 对 Corpus 的伤害","x1.5 对 Corpus 的伤害","x1.55 对 Corpus 的伤害"],"primed_bane_of_grineer":["x1.05 对 Grineer 的伤害","x1.1 对 Grineer 的伤害","x1.15 对 Grineer 的伤害","x1.2 对 Grineer 的伤害","x1.25 对 Grineer 的伤害","x1.3 对 Grineer 的伤害","x1.35 对 Grineer 的伤害","x1.4 对 Grineer 的伤害","x1.45 对 Grineer 的伤害","x1.5 对 Grineer 的伤害","x1.55 对 Grineer 的伤害"],"primed_bane_of_infested":["x1.05 对 Infested 的伤害","x1.1 对 Infested 的伤害","x1.15 对 Infested 的伤害","x1.2 对 Infested 的伤害","x1.25 对 Infested 的伤害","x1.3 对 Infested 的伤害","x1.35 对 Infested 的伤害","x1.4 对 Infested 的伤害","x1.45 对 Infested 的伤害","x1.5 对 Infested 的伤害","x1.55 对 Infested 的伤害"],"primed_bane_of_orokin":["x1.05 对奥罗金的伤害","x1.1 对奥罗金的伤害","x1.15 对奥罗金的伤害","x1.2 对奥罗金的伤害","x1.25 对奥罗金的伤害","x1.3 对奥罗金的伤害","x1.35 对奥罗金的伤害","x1.4 对奥罗金的伤害","x1.45 对奥罗金的伤害","x1.5 对奥罗金的伤害","x1.55 对奥罗金的伤害"],"primed_bane_of_the_murmur":["x1.05 对低语者的伤害","x1.1 对低语者的伤害","x1.15 对低语者的伤害","x1.2 对低语者的伤害","x1.25 对低语者的伤害","x1.3 对低语者的伤害","x1.35 对低语者的伤害","x1.4 对低语者的伤害","x1.45 对低语者的伤害","x1.5 对低语者的伤害","x1.55 对低语者的伤害"],"primed_chamber":["弹匣中第一发子弹 +25% 伤害","弹匣中第一发子弹 +50% 伤害","弹匣中第一发子弹 +75% 伤害","弹匣中第一发子弹 +100% 伤害"],"primed_charged_shell":["+15% 电击伤害","+30% 电击伤害","+45% 电击伤害","+60% 电击伤害","+75% 电击伤害","+90% 电击伤害","+105% 电击伤害","+120% 电击伤害","+135% 电击伤害","+150% 电击伤害","+165% 电击伤害"],"primed_chilling_grasp":["+15% 冰冻伤害","+30% 冰冻伤害","+45% 冰冻伤害","+60% 冰冻伤害","+75% 冰冻伤害","+90% 冰冻伤害","+105% 冰冻伤害","+120% 冰冻伤害","+135% 冰冻伤害","+150% 冰冻伤害","+165% 冰冻伤害"],"primed_cleanse_corpus":["x1.05 对 Corpus 的伤害","x1.1 对 Corpus 的伤害","x1.15 对 Corpus 的伤害","x1.2 对 Corpus 的伤害","x1.25 对 Corpus 的伤害","x1.3 对 Corpus 的伤害","x1.35 对 Corpus 的伤害","x1.4 对 Corpus 的伤害","x1.45 对 Corpus 的伤害","x1.5 对 Corpus 的伤害","x1.55 对 Corpus 的伤害"],"primed_cleanse_grineer":["x1.05 对 Grineer 的伤害","x1.1 对 Grineer 的伤害","x1.15 对 Grineer 的伤害","x1.2 对 Grineer 的伤害","x1.25 对 Grineer 的伤害","x1.3 对 Grineer 的伤害","x1.35 对 Grineer 的伤害","x1.4 对 Grineer 的伤害","x1.45 对 Grineer 的伤害","x1.5 对 Grineer 的伤害","x1.55 对 Grineer 的伤害"],"primed_cleanse_infested":["x1.05 对 Infested 的伤害","x1.1 对 Infested 的伤害","x1.15 对 Infested 的伤害","x1.2 对 Infested 的伤害","x1.25 对 Infested 的伤害","x1.3 对 Infested 的伤害","x1.35 对 Infested 的伤害","x1.4 对 Infested 的伤害","x1.45 对 Infested 的伤害","x1.5 对 Infested 的伤害","x1.55 对 Infested 的伤害"],"primed_cleanse_orokin":["x1.05 对奥罗金的伤害","x1.1 对奥罗金的伤害","x1.15 对奥罗金的伤害","x1.2 对奥罗金的伤害","x1.25 对奥罗金的伤害","x1.3 对奥罗金的伤害","x1.35 对奥罗金的伤害","x1.4 对奥罗金的伤害","x1.45 对奥罗金的伤害","x1.5 对奥罗金的伤害","x1.55 对奥罗金的伤害"],"primed_cleanse_the_murmur":["x1.05 对低语者的伤害","x1.1 对低语者的伤害","x1.15 对低语者的伤害","x1.2 对低语者的伤害","x1.25 对低语者的伤害","x1.3 对低语者的伤害","x1.35 对低语者的伤害","x1.4 对低语者的伤害","x1.45 对低语者的伤害","x1.5 对低语者的伤害","x1.55 对低语者的伤害"],"primed_combustion_rounds":["+17% 火焰伤害","+34% 火焰伤害","+51% 火焰伤害","+68% 火焰伤害","+85% 火焰伤害","+102% 火焰伤害","+119% 火焰伤害","+136% 火焰伤害","+153% 火焰伤害","+170% 火焰伤害","+187% 火焰伤害"],"primed_convulsion":["+15% 电击伤害","+30% 电击伤害","+45% 电击伤害","+60% 电击伤害","+75% 电击伤害","+90% 电击伤害","+105% 电击伤害","+120% 电击伤害","+135% 电击伤害","+150% 电击伤害","+165% 电击伤害"],"primed_counterbalance":["-7.7% 武器后坐力","-15.5% 武器后坐力","-23.2% 武器后坐力","-30.9% 武器后坐力","-38.6% 武器后坐力","-46.4% 武器后坐力","-54.1% 武器后坐力","-61.8% 武器后坐力","-69.5% 武器后坐力","-77.3% 武器后坐力","-85% 武器后坐力"],"primed_cryo_rounds":["+15% 冰冻伤害","+30% 冰冻伤害","+45% 冰冻伤害","+60% 冰冻伤害","+75% 冰冻伤害","+90% 冰冻伤害","+105% 冰冻伤害","+120% 冰冻伤害","+135% 冰冻伤害","+150% 冰冻伤害","+165% 冰冻伤害"],"primed_deadly_efficiency":["空弹匣装填时：\n+20% 伤害，持续 2 秒","空弹匣装填时：\n+40% 伤害，持续 3 秒","空弹匣装填时：\n+60% 伤害，持续 5 秒","空弹匣装填时：\n+80% 伤害，持续 6 秒","空弹匣装填时：\n+100% 伤害，持续 8 秒","空弹匣装填时：\n+120% 伤害，持续 9 秒","空弹匣装填时：\n+140% 伤害，持续 11 秒","空弹匣装填时：\n+160% 伤害，持续 12 秒","空弹匣装填时：\n+180% 伤害，持续 14 秒","空弹匣装填时：\n+200% 伤害，持续 15 秒","空弹匣装填时：\n+220% 伤害，持续 17 秒"],"primed_dual_rounds":["+10% 多重射击","+20% 多重射击","+30% 多重射击","+40% 多重射击","+50% 多重射击","+60% 多重射击","+70% 多重射击","+80% 多重射击","+90% 多重射击","+100% 多重射击","+110% 多重射击"],"primed_expel_corpus":["x1.05 对 Corpus 的伤害","x1.1 对 Corpus 的伤害","x1.15 对 Corpus 的伤害","x1.2 对 Corpus 的伤害","x1.25 对 Corpus 的伤害","x1.3 对 Corpus 的伤害","x1.35 对 Corpus 的伤害","x1.4 对 Corpus 的伤害","x1.45 对 Corpus 的伤害","x1.5 对 Corpus 的伤害","x1.55 对 Corpus 的伤害"],"primed_expel_grineer":["x1.05 对 Grineer 的伤害","x1.1 对 Grineer 的伤害","x1.15 对 Grineer 的伤害","x1.2 对 Grineer 的伤害","x1.25 对 Grineer 的伤害","x1.3 对 Grineer 的伤害","x1.35 对 Grineer 的伤害","x1.4 对 Grineer 的伤害","x1.45 对 Grineer 的伤害","x1.5 对 Grineer 的伤害","x1.55 对 Grineer 的伤害"],"primed_expel_infested":["x1.05 对 Infested 的伤害","x1.1 对 Infested 的伤害","x1.15 对 Infested 的伤害","x1.2 对 Infested 的伤害","x1.25 对 Infested 的伤害","x1.3 对 Infested 的伤害","x1.35 对 Infested 的伤害","x1.4 对 Infested 的伤害","x1.45 对 Infested 的伤害","x1.5 对 Infested 的伤害","x1.55 对 Infested 的伤害"],"primed_expel_orokin":["x1.05 对奥罗金的伤害","x1.1 对奥罗金的伤害","x1.15 对奥罗金的伤害","x1.2 对奥罗金的伤害","x1.25 对奥罗金的伤害","x1.3 对奥罗金的伤害","x1.35 对奥罗金的伤害","x1.4 对奥罗金的伤害","x1.45 对奥罗金的伤害","x1.5 对奥罗金的伤害","x1.55 对奥罗金的伤害"],"primed_expel_the_murmur":["x1.05 对低语者的伤害","x1.1 对低语者的伤害","x1.15 对低语者的伤害","x1.2 对低语者的伤害","x1.25 对低语者的伤害","x1.3 对低语者的伤害","x1.35 对低语者的伤害","x1.4 对低语者的伤害","x1.45 对低语者的伤害","x1.5 对低语者的伤害","x1.55 对低语者的伤害"],"primed_fast_hands":["+5% 装填速度","+10% 装填速度","+15% 装填速度","+20% 装填速度","+25% 装填速度","+30% 装填速度","+35% 装填速度","+40% 装填速度","+45% 装填速度","+50% 装填速度","+55% 装填速度"],"primed_fever_strike":["+15% 毒素伤害","+30% 毒素伤害","+45% 毒素伤害","+60% 毒素伤害","+75% 毒素伤害","+90% 毒素伤害","+105% 毒素伤害","+120% 毒素伤害","+135% 毒素伤害","+150% 毒素伤害","+165% 毒素伤害"],"primed_firestorm":["提高范围攻击武器的爆炸半径。\n+4% 爆炸范围","提高范围攻击武器的爆炸半径。\n+8% 爆炸范围","提高范围攻击武器的爆炸半径。\n+12% 爆炸范围","提高范围攻击武器的爆炸半径。\n+16% 爆炸范围","提高范围攻击武器的爆炸半径。\n+20% 爆炸范围","提高范围攻击武器的爆炸半径。\n+24% 爆炸范围","提高范围攻击武器的爆炸半径。\n+28% 爆炸范围","提高范围攻击武器的爆炸半径。\n+32% 爆炸范围","提高范围攻击武器的爆炸半径。\n+36% 爆炸范围","提高范围攻击武器的爆炸半径。\n+40% 爆炸范围","提高范围攻击武器的爆炸半径。\n+44% 爆炸范围"],"primed_fulmination":["提高范围攻击武器的爆炸半径。\n+4% 爆炸范围","提高范围攻击武器的爆炸半径。\n+8% 爆炸范围","提高范围攻击武器的爆炸半径。\n+12% 爆炸范围","提高范围攻击武器的爆炸半径。\n+16% 爆炸范围","提高范围攻击武器的爆炸半径。\n+20% 爆炸范围","提高范围攻击武器的爆炸半径。\n+24% 爆炸范围","提高范围攻击武器的爆炸半径。\n+28% 爆炸范围","提高范围攻击武器的爆炸半径。\n+32% 爆炸范围","提高范围攻击武器的爆炸半径。\n+36% 爆炸范围","提高范围攻击武器的爆炸半径。\n+40% 爆炸范围","提高范围攻击武器的爆炸半径。\n+44% 爆炸范围"],"primed_fury":["+5% 攻击速度","+10% 攻击速度","+15% 攻击速度","+20% 攻击速度","+25% 攻击速度","+30% 攻击速度","+35% 攻击速度","+40% 攻击速度","+45% 攻击速度","+50% 攻击速度","+55% 攻击速度"],"primed_heated_charge":["+15% 火焰伤害","+30% 火焰伤害","+45% 火焰伤害","+60% 火焰伤害","+75% 火焰伤害","+90% 火焰伤害","+105% 火焰伤害","+120% 火焰伤害","+135% 火焰伤害","+150% 火焰伤害","+165% 火焰伤害"],"primed_heavy_trauma":["+15% 冲击伤害","+30% 冲击伤害","+45% 冲击伤害","+60% 冲击伤害","+75% 冲击伤害","+90% 冲击伤害","+105% 冲击伤害","+120% 冲击伤害","+135% 冲击伤害","+150% 冲击伤害","+165% 冲击伤害"],"primed_magazine_warp":["+5% 弹匣容量","+10% 弹匣容量","+15% 弹匣容量","+20% 弹匣容量","+25% 弹匣容量","+30% 弹匣容量","+35% 弹匣容量","+40% 弹匣容量","+45% 弹匣容量","+50% 弹匣容量","+55% 弹匣容量"],"primed_pistol_ammo_mutation":["将拾取的主要武器弹药转换为 8% 弹药拾取。","将拾取的主要武器弹药转换为 16% 弹药拾取。","将拾取的主要武器弹药转换为 25% 弹药拾取。","将拾取的主要武器弹药转换为 33% 弹药拾取。","将拾取的主要武器弹药转换为 42% 弹药拾取。","将拾取的主要武器弹药转换为 50% 弹药拾取。","将拾取的主要武器弹药转换为 58% 弹药拾取。","将拾取的主要武器弹药转换为 67% 弹药拾取。","将拾取的主要武器弹药转换为 75% 弹药拾取。","将拾取的主要武器弹药转换为 84% 弹药拾取。","将拾取的主要武器弹药转换为 92% 弹药拾取。"],"primed_pistol_gambit":["+17% 暴击几率","+34% 暴击几率","+51% 暴击几率","+68% 暴击几率","+85% 暴击几率","+102% 暴击几率","+119% 暴击几率","+136% 暴击几率","+153% 暴击几率","+170% 暴击几率","+187% 暴击几率"],"primed_point_blank":["+15% 伤害","+30% 伤害","+45% 伤害","+60% 伤害","+75% 伤害","+90% 伤害","+105% 伤害","+120% 伤害","+135% 伤害","+150% 伤害","+165% 伤害"],"primed_polar_magazine":["+17% 冰冻伤害","+34% 冰冻伤害","+51% 冰冻伤害","+68% 冰冻伤害","+85% 冰冻伤害","+102% 冰冻伤害","+119% 冰冻伤害","+136% 冰冻伤害","+153% 冰冻伤害","+170% 冰冻伤害","+187% 冰冻伤害"],"primed_pressure_point":["+15% 近战伤害","+30% 近战伤害","+45% 近战伤害","+60% 近战伤害","+75% 近战伤害","+90% 近战伤害","+105% 近战伤害","+120% 近战伤害","+135% 近战伤害","+150% 近战伤害","+165% 近战伤害"],"primed_quickdraw":["+8% 装填速度","+16% 装填速度","+24% 装填速度","+32% 装填速度","+40% 装填速度","+48% 装填速度","+56% 装填速度","+64% 装填速度","+72% 装填速度","+80% 装填速度","+88% 装填速度"],"primed_ravage":["+10% 暴击伤害","+20% 暴击伤害","+30% 暴击伤害","+40% 暴击伤害","+50% 暴击伤害","+60% 暴击伤害","+70% 暴击伤害","+80% 暴击伤害","+90% 暴击伤害","+100% 暴击伤害","+110% 暴击伤害"],"primed_reach":["+0.3 攻击范围","+0.5 攻击范围","+0.8 攻击范围","+1.1 攻击范围","+1.4 攻击范围","+1.6 攻击范围","+1.9 攻击范围","+2.2 攻击范围","+2.5 攻击范围","+2.7 攻击范围","+3 攻击范围"],"primed_rifle_ammo_mutation":["将拾取的次要武器弹药转换为 8% 弹药拾取。","将拾取的次要武器弹药转换为 16% 弹药拾取。","将拾取的次要武器弹药转换为 25% 弹药拾取。","将拾取的次要武器弹药转换为 33% 弹药拾取。","将拾取的次要武器弹药转换为 42% 弹药拾取。","将拾取的次要武器弹药转换为 50% 弹药拾取。","将拾取的次要武器弹药转换为 58% 弹药拾取。","将拾取的次要武器弹药转换为 67% 弹药拾取。","将拾取的次要武器弹药转换为 75% 弹药拾取。","将拾取的次要武器弹药转换为 84% 弹药拾取。","将拾取的次要武器弹药转换为 92% 弹药拾取。"],"primed_rubedo_lined_barrel":["+17% 伤害","+34% 伤害","+51% 伤害","+68% 伤害","+85% 伤害","+102% 伤害","+119% 伤害","+136% 伤害","+153% 伤害","+170% 伤害","+187% 伤害"],"primed_shotgun_ammo_mutation":["将拾取的次要武器弹药转换为 8% 弹药拾取。","将拾取的次要武器弹药转换为 16% 弹药拾取。","将拾取的次要武器弹药转换为 25% 弹药拾取。","将拾取的次要武器弹药转换为 33% 弹药拾取。","将拾取的次要武器弹药转换为 42% 弹药拾取。","将拾取的次要武器弹药转换为 50% 弹药拾取。","将拾取的次要武器弹药转换为 58% 弹药拾取。","将拾取的次要武器弹药转换为 67% 弹药拾取。","将拾取的次要武器弹药转换为 75% 弹药拾取。","将拾取的次要武器弹药转换为 84% 弹药拾取。","将拾取的次要武器弹药转换为 92% 弹药拾取。"],"primed_shred":["+5% 射速（弓类武器效果加倍）\n+0.2 穿透","+10% 射速（弓类武器效果加倍）\n+0.4 穿透","+15% 射速（弓类武器效果加倍）\n+0.6 穿透","+20% 射速（弓类武器效果加倍）\n+0.8 穿透","+25% 射速（弓类武器效果加倍）\n+1 穿透","+30% 射速（弓类武器效果加倍）\n+1.2 穿透","+35% 射速（弓类武器效果加倍）\n+1.4 穿透","+40% 射速（弓类武器效果加倍）\n+1.6 穿透","+45% 射速（弓类武器效果加倍）\n+1.8 穿透","+50% 射速（弓类武器效果加倍）\n+2 穿透","+55% 射速（弓类武器效果加倍）\n+2.2 穿透"],"primed_slip_magazine":["+5% 弹匣容量","+10% 弹匣容量","+15% 弹匣容量","+20% 弹匣容量","+25% 弹匣容量","+30% 弹匣容量","+35% 弹匣容量","+40% 弹匣容量","+45% 弹匣容量","+50% 弹匣容量","+55% 弹匣容量"],"primed_smite_corpus":["x1.05 对 Corpus 的伤害","x1.1 对 Corpus 的伤害","x1.15 对 Corpus 的伤害","x1.2 对 Corpus 的伤害","x1.25 对 Corpus 的伤害","x1.3 对 Corpus 的伤害","x1.35 对 Corpus 的伤害","x1.4 对 Corpus 的伤害","x1.45 对 Corpus 的伤害","x1.5 对 Corpus 的伤害","x1.55 对 Corpus 的伤害"],"primed_smite_corrupted":["x1.05 对奥罗金的伤害","x1.1 对奥罗金的伤害","x1.15 对奥罗金的伤害","x1.2 对奥罗金的伤害","x1.25 对奥罗金的伤害","x1.3 对奥罗金的伤害","x1.35 对奥罗金的伤害","x1.4 对奥罗金的伤害","x1.45 对奥罗金的伤害","x1.5 对奥罗金的伤害","x1.55 对奥罗金的伤害"],"primed_smite_grineer":["x1.05 对 Grineer 的伤害","x1.1 对 Grineer 的伤害","x1.15 对 Grineer 的伤害","x1.2 对 Grineer 的伤害","x1.25 对 Grineer 的伤害","x1.3 对 Grineer 的伤害","x1.35 对 Grineer 的伤害","x1.4 对 Grineer 的伤害","x1.45 对 Grineer 的伤害","x1.5 对 Grineer 的伤害","x1.55 对 Grineer 的伤害"],"primed_smite_infested":["x1.05 对 Infested 的伤害","x1.1 对 Infested 的伤害","x1.15 对 Infested 的伤害","x1.2 对 Infested 的伤害","x1.25 对 Infested 的伤害","x1.3 对 Infested 的伤害","x1.35 对 Infested 的伤害","x1.4 对 Infested 的伤害","x1.45 对 Infested 的伤害","x1.5 对 Infested 的伤害","x1.55 对 Infested 的伤害"],"primed_smite_the_murmur":["x1.05 对低语者的伤害","x1.1 对低语者的伤害","x1.15 对低语者的伤害","x1.2 对低语者的伤害","x1.25 对低语者的伤害","x1.3 对低语者的伤害","x1.35 对低语者的伤害","x1.4 对低语者的伤害","x1.45 对低语者的伤害","x1.5 对低语者的伤害","x1.55 对低语者的伤害"],"primed_stabilizer":["-7.7% 武器后坐力","-15.5% 武器后坐力","-23.2% 武器后坐力","-30.9% 武器后坐力","-38.6% 武器后坐力","-46.4% 武器后坐力","-54.1% 武器后坐力","-61.8% 武器后坐力","-69.5% 武器后坐力","-77.3% 武器后坐力","-85% 武器后坐力"],"primed_steady_hands":["-7.7% 武器后坐力","-15.5% 武器后坐力","-23.2% 武器后坐力","-30.9% 武器后坐力","-38.6% 武器后坐力","-46.4% 武器后坐力","-54.1% 武器后坐力","-61.8% 武器后坐力","-69.5% 武器后坐力","-77.3% 武器后坐力","-85% 武器后坐力"],"primed_tactical_pump":["+9.1% 装填速度","+18.2% 装填速度","+27.3% 装填速度","+36.4% 装填速度","+45.5% 装填速度","+54.5% 装填速度","+63.6% 装填速度","+72.7% 装填速度","+81.8% 装填速度","+90.9% 装填速度","+100% 装填速度"],"primed_target_cracker":["+10% 暴击伤害","+20% 暴击伤害","+30% 暴击伤害","+40% 暴击伤害","+50% 暴击伤害","+60% 暴击伤害","+70% 暴击伤害","+80% 暴击伤害","+90% 暴击伤害","+100% 暴击伤害","+110% 暴击伤害"],"primed_venomous_clip":["+17% 毒素伤害","+34% 毒素伤害","+51% 毒素伤害","+68% 毒素伤害","+85% 毒素伤害","+102% 毒素伤害","+119% 毒素伤害","+136% 毒素伤害","+153% 毒素伤害","+170% 毒素伤害","+187% 毒素伤害"],"proton_jet":["壁面攀附期间增加 +30% 触发几率和暴击几率。","壁面攀附期间增加 +60% 触发几率和暴击几率。","壁面攀附期间增加 +90% 触发几率和暴击几率。","壁面攀附期间增加 +120% 触发几率和暴击几率。"],"proton_snap":["维持壁面攀附 2 秒来获得 + 25%  的毒素伤害。\n并且 +12.5% 触发几率，持续 5 秒。","维持壁面攀附 2 秒来获得 + 50%  的毒素伤害。\n并且 +25% 触发几率，持续 10 秒。","维持壁面攀附 2 秒来获得 + 75%  的毒素伤害。\n并且 +37.5% 触发几率，持续 15 秒。","维持壁面攀附 2 秒来获得 + 100%  的毒素伤害。\n并且 +50% 触发几率，持续 20 秒。"],"prototype_shock_coils":["增加 +15% 电击伤害，并且射击有 20% 的基础几率造成额外的电击异常状态，不受伤害类型 Mod 影响。","增加 +30% 电击伤害，并且射击有 20% 的基础几率造成额外的电击异常状态，不受伤害类型 Mod 影响。","增加 +45% 电击伤害，并且射击有 20% 的基础几率造成额外的电击异常状态，不受伤害类型 Mod 影响。","增加 +60% 电击伤害，并且射击有 20% 的基础几率造成额外的电击异常状态，不受伤害类型 Mod 影响。","增加 +75% 电击伤害，并且射击有 20% 的基础几率造成额外的电击异常状态，不受伤害类型 Mod 影响。","增加 +90% 电击伤害，并且射击有 20% 的基础几率造成额外的电击异常状态，不受伤害类型 Mod 影响。"],"pummel":["+20% 冲击伤害","+40% 冲击伤害","+60% 冲击伤害","+80% 冲击伤害","+100% 冲击伤害","+120% 冲击伤害"],"quasar_drill":["+15% 穿刺伤害","+30% 穿刺伤害","+45% 穿刺伤害","+60% 穿刺伤害","+75% 穿刺伤害","+90% 穿刺伤害"],"quick_reload":["+25% 装填速度","+50% 装填速度","+75% 装填速度","+100% 装填速度"],"quickdraw":["+8% 装填速度","+16% 装填速度","+24% 装填速度","+32% 装填速度","+40% 装填速度","+48% 装填速度"],"quickening":["+10% 攻击速度\n+5% 连击数几率","+20% 攻击速度\n+10% 连击数几率","+30% 攻击速度\n+15% 连击数几率","+40% 攻击速度\n+20% 连击数几率"],"radiated_reload":["+15% 辐射伤害\n+10% 装填速度","+30% 辐射伤害\n+20% 装填速度","+45% 辐射伤害\n+30% 装填速度","+60% 辐射伤害\n+40% 装填速度"],"range_advantage":["如果附近 10 米内没有敌人则 +50% 伤害。","如果附近 10 米内没有敌人则 +100% 伤害。","如果附近 10 米内没有敌人则 +150% 伤害。","如果附近 10 米内没有敌人则 +200% 伤害。","如果附近 10 米内没有敌人则 +250% 伤害。","如果附近 10 米内没有敌人则 +300% 伤害。"],"ravage":["+10% 暴击伤害","+20% 暴击伤害","+30% 暴击伤害","+40% 暴击伤害","+50% 暴击伤害","+60% 暴击伤害"],"razor_shot":["+15% 切割伤害","+30% 切割伤害","+45% 切割伤害","+60% 切割伤害","+75% 切割伤害","+90% 切割伤害"],"reach":["+0.4 攻击范围","+0.8 攻击范围","+1.1 攻击范围","+1.5 攻击范围"],"reflex_coil":["+10% 重击效率","+20% 重击效率","+30% 重击效率","+40% 重击效率","+50% 重击效率","+60% 重击效率"],"reflex_draw":["装备时：\n-10% 武器后坐力，增加 10% 精准度，持续 8 秒","装备时：\n-20% 武器后坐力，增加 20% 精准度，持续 8 秒","装备时：\n-30% 武器后坐力，增加 30% 精准度，持续 8 秒","装备时：\n-40% 武器后坐力，增加 40% 精准度，持续 8 秒"],"relentless_combination":["切割触发造成伤害时有 +25% 的几率增加近战连击数。","切割触发造成伤害时有 +50% 的几率增加近战连击数。","切割触发造成伤害时有 +75% 的几率增加近战连击数。","切割触发造成伤害时有 +100% 的几率增加近战连击数。"],"rending_strike":["+15% 切割伤害\n+20% 穿刺伤害","+30% 切割伤害\n+40% 穿刺伤害","+45% 切割伤害\n+60% 穿刺伤害","+60% 切割伤害\n+80% 穿刺伤害"],"repeater_clip":["装弹时：\n瞄准时增加 +17.5% 射速，持续 2 秒","装弹时：\n瞄准时增加 +35% 射速，持续 3 秒","装弹时：\n瞄准时增加 +52.5% 射速，持续 5 秒","装弹时：\n瞄准时增加 +70% 射速，持续 6 秒","装弹时：\n瞄准时增加 +87.5% 射速，持续 8 秒","装弹时：\n瞄准时增加 +105% 射速，持续 9 秒"],"resolute_focus":["+17% 瞄准时抵挡失衡攻击/击倒的几率\n+8% 瞄准时的精准度","+33% 瞄准时抵挡失衡攻击/击倒的几率\n+17% 瞄准时的精准度","+50% 瞄准时抵挡失衡攻击/击倒的几率\n+25% 瞄准时的精准度","+67% 瞄准时抵挡失衡攻击/击倒的几率\n+33% 瞄准时的精准度","+84% 瞄准时抵挡失衡攻击/击倒的几率\n+42% 瞄准时的精准度","+100% 瞄准时抵挡失衡攻击/击倒的几率\n+50% 瞄准时的精准度"],"rifle_ammo_mutation":["将拾取的次要武器弹药转换为 8% 弹药拾取。","将拾取的次要武器弹药转换为 16% 弹药拾取。","将拾取的次要武器弹药转换为 25% 弹药拾取。","将拾取的次要武器弹药转换为 33% 弹药拾取。","将拾取的次要武器弹药转换为 42% 弹药拾取。","将拾取的次要武器弹药转换为 50% 弹药拾取。"],"rifle_aptitude":["+15% 触发几率","+30% 触发几率","+45% 触发几率","+60% 触发几率","+75% 触发几率","+90% 触发几率"],"rifle_elementalist":["+15% 异常状态伤害\n+0.1 穿透","+30% 异常状态伤害\n+0.2 穿透","+45% 异常状态伤害\n+0.3 穿透","+60% 异常状态伤害\n+0.4 穿透","+75% 异常状态伤害\n+0.5 穿透","+90% 异常状态伤害\n+0.6 穿透"],"rime_rounds":["+15% 冰冻伤害\n+15% 触发几率","+30% 冰冻伤害\n+30% 触发几率","+45% 冰冻伤害\n+45% 触发几率","+60% 冰冻伤害\n+60% 触发几率"],"ris_invocation":["次要射击每击中一个敌人就会提升 1% 技能持续时间，持续 20 秒。最多可叠加 15 次。","次要射击每击中一个敌人就会提升 2% 技能持续时间，持续 20 秒。最多可叠加 15 次。","次要射击每击中一个敌人就会提升 3% 技能持续时间，持续 20 秒。最多可叠加 15 次。","次要射击每击中一个敌人就会提升 4% 技能持续时间，持续 20 秒。最多可叠加 15 次。"],"rubedo_lined_barrel":["+16.7% 伤害","+33.3% 伤害","+50% 伤害","+66.6% 伤害","+83.3% 伤害","+100% 伤害"],"ruinous_extension":["+2 米光束范围","+4 米光束范围","+6 米光束范围","+8 米光束范围"],"rupture":["+15% 冲击伤害","+30% 冲击伤害","+45% 冲击伤害","+60% 冲击伤害","+75% 冲击伤害","+90% 冲击伤害"],"sabot_rounds":["+10% 伤害\n+0.5 穿透","+20% 伤害\n+1 穿透","+30% 伤害\n+1.5 穿透","+40% 伤害\n+2 穿透","+50% 伤害\n+2.5 穿透","+60% 伤害\n+3 穿透"],"sacrificial_pressure":["+10% 近战伤害\nx1.03 对 Sentient 的伤害","+20% 近战伤害\nx1.06 对 Sentient 的伤害","+30% 近战伤害\nx1.09 对 Sentient 的伤害","+40% 近战伤害\nx1.12 对 Sentient 的伤害","+50% 近战伤害\nx1.15 对 Sentient 的伤害","+60% 近战伤害\nx1.18 对 Sentient 的伤害","+70% 近战伤害\nx1.21 对 Sentient 的伤害","+80% 近战伤害\nx1.24 对 Sentient 的伤害","+90% 近战伤害\nx1.27 对 Sentient 的伤害","+100% 近战伤害\nx1.3 对 Sentient 的伤害","+110% 近战伤害\nx1.33 对 Sentient 的伤害"],"sacrificial_steel":["+20% 暴击几率（重击时 x2）\nx1.03 对 Sentient 的伤害","+40% 暴击几率（重击时 x2）\nx1.06 对 Sentient 的伤害","+60% 暴击几率（重击时 x2）\nx1.09 对 Sentient 的伤害","+80% 暴击几率（重击时 x2）\nx1.12 对 Sentient 的伤害","+100% 暴击几率（重击时 x2）\nx1.15 对 Sentient 的伤害","+120% 暴击几率（重击时 x2）\nx1.18 对 Sentient 的伤害","+140% 暴击几率（重击时 x2）\nx1.21 对 Sentient 的伤害","+160% 暴击几率（重击时 x2）\nx1.24 对 Sentient 的伤害","+180% 暴击几率（重击时 x2）\nx1.27 对 Sentient 的伤害","+200% 暴击几率（重击时 x2）\nx1.3 对 Sentient 的伤害","+220% 暴击几率（重击时 x2）\nx1.33 对 Sentient 的伤害"],"sawtooth_clip":["+15% 切割伤害","+30% 切割伤害","+45% 切割伤害","+60% 切割伤害","+75% 切割伤害","+90% 切割伤害"],"saxum_spittle":["+15% 冲击伤害\n+10% 触发几率","+30% 冲击伤害\n+20% 触发几率","+45% 冲击伤害\n+30% 触发几率","+60% 冲击伤害\n+40% 触发几率","+75% 冲击伤害\n+50% 触发几率","+90% 冲击伤害\n+60% 触发几率"],"saxum_thorax":["+15% 冲击伤害\n+10% 触发几率","+30% 冲击伤害\n+20% 触发几率","+45% 冲击伤害\n+30% 触发几率","+60% 冲击伤害\n+40% 触发几率","+75% 冲击伤害\n+50% 触发几率","+90% 冲击伤害\n+60% 触发几率"],"scattered_justice":["+50% 多重射击\n+0.3 '正义'","+100% 多重射击\n+0.5 '正义'","+150% 多重射击\n+0.8 '正义'","+200% 多重射击\n+1 '正义'"],"scattering_inferno":["+15% 火焰伤害\n+15% 触发几率","+30% 火焰伤害\n+30% 触发几率","+45% 火焰伤害\n+45% 触发几率","+60% 火焰伤害\n+60% 触发几率"],"scorch":["+15% 火焰伤害\n+15% 触发几率","+30% 火焰伤害\n+30% 触发几率","+45% 火焰伤害\n+45% 触发几率","+60% 火焰伤害\n+60% 触发几率"],"seeker":["+0.4 穿透","+0.7 穿透","+1 穿透","+1.4 穿透","+1.8 穿透","+2.1 穿透"],"seeking_force":["+0.4 穿透","+0.7 穿透","+1 穿透","+1.4 穿透","+1.8 穿透","+2.1 穿透"],"seeking_fury":["+2.5% 装填速度\n+0.2 穿透","+5% 装填速度\n+0.4 穿透","+7.5% 装填速度\n+0.6 穿透","+10% 装填速度\n+0.8 穿透","+12.5% 装填速度\n+1 穿透","+15% 装填速度\n+1.2 穿透"],"seismic_wave":["+50% 震地攻击伤害","+100% 震地攻击伤害","+150% 震地攻击伤害","+200% 震地攻击伤害"],"semi_pistol_cannonade":["仅适用于半自动扳机。射速无法修改。\n+50% 伤害\n+0.25 穿透","仅适用于半自动扳机。射速无法修改。\n+100% 伤害\n+0.5 穿透","仅适用于半自动扳机。射速无法修改。\n+150% 伤害\n+0.75 穿透","仅适用于半自动扳机。射速无法修改。\n+200% 伤害\n+1 穿透","仅适用于半自动扳机。射速无法修改。\n+250% 伤害\n+1.25 穿透","仅适用于半自动扳机。射速无法修改。\n+300% 伤害\n+1.5 穿透"],"semi_rifle_cannonade":["仅适用于半自动扳机。射速无法修改。\n+40% 伤害\n+0.25 穿透","仅适用于半自动扳机。射速无法修改。\n+80% 伤害\n+0.5 穿透","仅适用于半自动扳机。射速无法修改。\n+120% 伤害\n+0.75 穿透","仅适用于半自动扳机。射速无法修改。\n+160% 伤害\n+1 穿透","仅适用于半自动扳机。射速无法修改。\n+200% 伤害\n+1.25 穿透","仅适用于半自动扳机。射速无法修改。\n+240% 伤害\n+1.5 穿透"],"semi_shotgun_cannonade":["仅适用于半自动扳机。射速无法修改。\n+40% 伤害\n+0.25 穿透","仅适用于半自动扳机。射速无法修改。\n+80% 伤害\n+0.5 穿透","仅适用于半自动扳机。射速无法修改。\n+120% 伤害\n+0.75 穿透","仅适用于半自动扳机。射速无法修改。\n+160% 伤害\n+1 穿透","仅适用于半自动扳机。射速无法修改。\n+200% 伤害\n+1.25 穿透","仅适用于半自动扳机。射速无法修改。\n+240% 伤害\n+1.5 穿透"],"sentient_barrage":["次要射击开火现在具有无限穿透效果，但不再会接触敌人后爆炸。每击中一个敌人将完成一次充能，完全充能后将为下一次次要射击开火增加 50% 的暴击几率和暴击伤害。","次要射击开火现在具有无限穿透效果，但不再会接触敌人后爆炸。每击中一个敌人将完成一次充能，完全充能后将为下一次次要射击开火增加 100% 的暴击几率和暴击伤害。","次要射击开火现在具有无限穿透效果，但不再会接触敌人后爆炸。每击中一个敌人将完成一次充能，完全充能后将为下一次次要射击开火增加 150% 的暴击几率和暴击伤害。","次要射击开火现在具有无限穿透效果，但不再会接触敌人后爆炸。每击中一个敌人将完成一次充能，完全充能后将为下一次次要射击开火增加 200% 的暴击几率和暴击伤害。","次要射击开火现在具有无限穿透效果，但不再会接触敌人后爆炸。每击中一个敌人将完成一次充能，完全充能后将为下一次次要射击开火增加 250% 的暴击几率和暴击伤害。","次要射击开火现在具有无限穿透效果，但不再会接触敌人后爆炸。每击中一个敌人将完成一次充能，完全充能后将为下一次次要射击开火增加 300% 的暴击几率和暴击伤害。"],"sentient_surge":["每个被消灭的目标都会补充 3% 的视使之触弹匣。对于每一个激活状态的卷须，触发几率和暴击几率提高 10%。","每个被消灭的目标都会补充 6% 的视使之触弹匣。对于每一个激活状态的卷须，触发几率和暴击几率提高 20%。","每个被消灭的目标都会补充 9% 的视使之触弹匣。对于每一个激活状态的卷须，触发几率和暴击几率提高 30%。","每个被消灭的目标都会补充 12% 的视使之触弹匣。对于每一个激活状态的卷须，触发几率和暴击几率提高 40%。","每个被消灭的目标都会补充 15% 的视使之触弹匣。对于每一个激活状态的卷须，触发几率和暴击几率提高 50%。","每个被消灭的目标都会补充 20% 的视使之触弹匣。对于每一个激活状态的卷须，触发几率和暴击几率提高 60%。"],"sequence_burn":["+5 米光束范围\n+0.3 '数列'","+10 米光束范围\n+0.5 '数列'","+15 米光束范围\n+0.8 '数列'","+20 米光束范围\n+1 '数列'"],"serration":["+15% 伤害","+30% 伤害","+45% 伤害","+60% 伤害","+75% 伤害","+90% 伤害","+105% 伤害","+120% 伤害","+135% 伤害","+150% 伤害","+165% 伤害"],"sharpened_bullets":["击杀时：\n瞄准时增加 +12.5% 暴击伤害，持续 2 秒","击杀时：\n瞄准时增加 +25% 暴击伤害，持续 3 秒","击杀时：\n瞄准时增加 +37.5% 暴击伤害，持续 5 秒","击杀时：\n瞄准时增加 +50% 暴击伤害，持续 6 秒","击杀时：\n瞄准时增加 +62.5% 暴击伤害，持续 8 秒","击杀时：\n瞄准时增加 +75% 暴击伤害，持续 9 秒"],"shattering_impact":["冲击伤害将减少敌人 1 点护甲。","冲击伤害将减少敌人 2 点护甲。","冲击伤害将减少敌人 3 点护甲。","冲击伤害将减少敌人 4 点护甲。","冲击伤害将减少敌人 5 点护甲。","冲击伤害将减少敌人 6 点护甲。"],"shattering_justice":["+22.5% 触发几率\n+0.3 '正义'","+45% 触发几率\n+0.5 '正义'","+67.5% 触发几率\n+0.8 '正义'","+90% 触发几率\n+1 '正义'"],"shell_compression":["+15% 弹药最大值","+30% 弹药最大值","+45% 弹药最大值","+60% 弹药最大值","+75% 弹药最大值","+90% 弹药最大值"],"shell_rush":["+12.5% 蓄力速度","+25% 蓄力速度","+37.5% 蓄力速度","+50% 蓄力速度"],"shell_shock":["+15% 电击伤害\n+15% 触发几率","+30% 电击伤害\n+30% 触发几率","+45% 电击伤害\n+45% 触发几率","+60% 电击伤害\n+60% 触发几率"],"shivering_contagion":["触发 冰冻异常状态时：有 17% 几率将此状态传播给 6 米内的敌人。","触发 冰冻异常状态时：有 33% 几率将此状态传播给 6 米内的敌人。","触发 冰冻异常状态时：有 50% 几率将此状态传播给 6 米内的敌人。","触发 冰冻异常状态时：有 67% 几率将此状态传播给 6 米内的敌人。","触发 冰冻异常状态时：有 84% 几率将此状态传播给 6 米内的敌人。","触发 冰冻异常状态时：有 100% 几率将此状态传播给 6 米内的敌人。"],"shocking_touch":["+15% 电击伤害","+30% 电击伤害","+45% 电击伤害","+60% 电击伤害","+75% 电击伤害","+90% 电击伤害"],"shotgun_ammo_mutation":["将拾取的次要武器弹药转换为 8% 弹药拾取。","将拾取的次要武器弹药转换为 16% 弹药拾取。","将拾取的次要武器弹药转换为 25% 弹药拾取。","将拾取的次要武器弹药转换为 33% 弹药拾取。","将拾取的次要武器弹药转换为 42% 弹药拾取。","将拾取的次要武器弹药转换为 50% 弹药拾取。"],"shotgun_barrage":["+15% 射速","+30% 射速","+45% 射速","+60% 射速","+75% 射速","+90% 射速"],"shotgun_elementalist":["+15% 异常状态伤害\n+10% 弹匣容量","+30% 异常状态伤害\n+20% 弹匣容量","+45% 异常状态伤害\n+30% 弹匣容量","+60% 异常状态伤害\n+40% 弹匣容量","+75% 异常状态伤害\n+50% 弹匣容量","+90% 异常状态伤害\n+60% 弹匣容量"],"shotgun_savvy":["+15% 触发几率","+30% 触发几率","+45% 触发几率","+60% 触发几率","+75% 触发几率","+90% 触发几率"],"shrapnel_rounds":["+200% 多重射击\n-66% 伤害"],"shrapnel_shot":["击杀时：\n瞄准时增加 +16.5% 暴击伤害，持续 2 秒","击杀时：\n瞄准时增加 +33% 暴击伤害，持续 3 秒","击杀时：\n瞄准时增加 +49.5% 暴击伤害，持续 5 秒","击杀时：\n瞄准时增加 +66% 暴击伤害，持续 6 秒","击杀时：\n瞄准时增加 +82.5% 暴击伤害，持续 8 秒","击杀时：\n瞄准时增加 +99% 暴击伤害，持续 9 秒"],"shred":["+5% 射速（弓类武器效果加倍）\n+0.2 穿透","+10% 射速（弓类武器效果加倍）\n+0.4 穿透","+15% 射速（弓类武器效果加倍）\n+0.6 穿透","+20% 射速（弓类武器效果加倍）\n+0.8 穿透","+25% 射速（弓类武器效果加倍）\n+1 穿透","+30% 射速（弓类武器效果加倍）\n+1.2 穿透"],"shredder":["+15% 切割伤害","+30% 切割伤害","+45% 切割伤害","+60% 切割伤害","+75% 切割伤害","+90% 切割伤害"],"silent_battery":["降低 25% 敌人听见枪声的几率","降低 50% 敌人听见枪声的几率","降低 75% 敌人听见枪声的几率","降低 100% 敌人听见枪声的几率"],"sinister_reach":["+3 米光束范围","+6 米光束范围","+9 米光束范围","+12 米光束范围"],"skull_shots":["造成爆头后：\n+25% 弹药效率，持续 0.5 秒","造成爆头后：\n+50% 弹药效率，持续 1 秒","造成爆头后：\n+75% 弹药效率，持续 2 秒","造成爆头后：\n+100% 弹药效率，持续 2 秒"],"slip_magazine":["+5% 弹匣容量","+10% 弹匣容量","+15% 弹匣容量","+20% 弹匣容量","+25% 弹匣容量","+30% 弹匣容量"],"smite_corpus":["x1.05 对 Corpus 的伤害","x1.1 对 Corpus 的伤害","x1.15 对 Corpus 的伤害","x1.2 对 Corpus 的伤害","x1.25 对 Corpus 的伤害","x1.3 对 Corpus 的伤害"],"smite_grineer":["x1.05 对 Grineer 的伤害","x1.1 对 Grineer 的伤害","x1.15 对 Grineer 的伤害","x1.2 对 Grineer 的伤害","x1.25 对 Grineer 的伤害","x1.3 对 Grineer 的伤害"],"smite_infested":["x1.05 对 Infested 的伤害","x1.1 对 Infested 的伤害","x1.15 对 Infested 的伤害","x1.2 对 Infested 的伤害","x1.25 对 Infested 的伤害","x1.3 对 Infested 的伤害"],"smite_orokin":["x1.05 对奥罗金的伤害","x1.1 对奥罗金的伤害","x1.15 对奥罗金的伤害","x1.2 对奥罗金的伤害","x1.25 对奥罗金的伤害","x1.3 对奥罗金的伤害"],"smite_the_murmur":["x1.05 对低语者的伤害","x1.1 对低语者的伤害","x1.15 对低语者的伤害","x1.2 对低语者的伤害","x1.25 对低语者的伤害","x1.3 对低语者的伤害"],"snap_shot":["瞄准时增加 +5% 移动速度","瞄准时增加 +10% 移动速度","瞄准时增加 +15% 移动速度","瞄准时增加 +20% 移动速度"],"soft_hands":["装备时：\n-10% 武器后坐力，增加 10% 精准度，持续 8 秒","装备时：\n-20% 武器后坐力，增加 20% 精准度，持续 8 秒","装备时：\n-30% 武器后坐力，增加 30% 精准度，持续 8 秒","装备时：\n-40% 武器后坐力，增加 40% 精准度，持续 8 秒"],"spectral_serration":["+30% 隐身时伤害","+60% 隐身时伤害","+90% 隐身时伤害","+120% 隐身时伤害","+150% 隐身时伤害","+180% 隐身时伤害","+210% 隐身时伤害","+240% 隐身时伤害","+270% 隐身时伤害","+300% 隐身时伤害","+330% 隐身时伤害"],"speed_trigger":["+10% 射速（弓类武器效果加倍）","+20% 射速（弓类武器效果加倍）","+30% 射速（弓类武器效果加倍）","+40% 射速（弓类武器效果加倍）","+50% 射速（弓类武器效果加倍）","+60% 射速（弓类武器效果加倍）"],"split_chamber":["+15% 多重射击","+30% 多重射击","+45% 多重射击","+60% 多重射击","+75% 多重射击","+90% 多重射击"],"split_flights":["击中后：\n+16.7% 多重射击\n-30% 精准度，持续 0.333 秒。最多叠加到 4 层。\n(非范围伤害弓箭)","击中后：\n+33.3% 多重射击\n-60% 精准度，持续 0.666 秒。最多叠加到 4 层。\n(非范围伤害弓箭)","击中后：\n+50% 多重射击\n-90% 精准度，持续 0.999 秒。最多叠加到 4 层。\n(非范围伤害弓箭)","击中后：\n+66.7% 多重射击\n-120% 精准度，持续 1 秒。最多叠加到 4 层。\n(非范围伤害弓箭)","击中后：\n+83.3% 多重射击\n-150% 精准度，持续 2 秒。最多叠加到 4 层。\n(非范围伤害弓箭)","击中后：\n+100% 多重射击\n-180% 精准度，持续 2 秒。最多叠加到 4 层。\n(非范围伤害弓箭)"],"spoiled_strike":["+25% 近战伤害\n-5% 攻击速度","+50% 近战伤害\n-10% 攻击速度","+75% 近战伤害\n-15% 攻击速度","+100% 近战伤害\n-20% 攻击速度"],"spontaneous_singularity":["命中目标的球体会立即爆炸，造成 15% 额外伤害，并有 3% 概率产生奇点，将更多目标吸入。球体不再弹跳或融合。","命中目标的球体会立即爆炸，造成 30% 额外伤害，并有 6% 概率产生奇点，将更多目标吸入。球体不再弹跳或融合。","命中目标的球体会立即爆炸，造成 45% 额外伤害，并有 9% 概率产生奇点，将更多目标吸入。球体不再弹跳或融合。","命中目标的球体会立即爆炸，造成 60% 额外伤害，并有 12% 概率产生奇点，将更多目标吸入。球体不再弹跳或融合。","命中目标的球体会立即爆炸，造成 75% 额外伤害，并有 15% 概率产生奇点，将更多目标吸入。球体不再弹跳或融合。","命中目标的球体会立即爆炸，造成 90% 额外伤害，并有 18% 概率产生奇点，将更多目标吸入。球体不再弹跳或融合。"],"spring_loaded_blade":["触发异常状态时：+0.2 攻击范围，持续 4 秒。最多叠加 2 次。","触发异常状态时：+0.3 攻击范围，持续 8 秒。最多叠加 2 次。","触发异常状态时：+0.5 攻击范围，持续 12 秒。最多叠加 2 次。","触发异常状态时：+0.7 攻击范围，持续 16 秒。最多叠加 2 次。","触发异常状态时：+0.8 攻击范围，持续 20 秒。最多叠加 2 次。","触发异常状态时：+1 攻击范围，持续 24 秒。最多叠加 2 次。"],"spring_loaded_broadhead":["增加 +40% 伤害\n若目标距离 45 米以上。","增加 +40% 伤害\n若目标距离 39 米以上。","增加 +40% 伤害\n若目标距离 33 米以上。","增加 +40% 伤害\n若目标距离 27 米以上。","增加 +40% 伤害\n若目标距离 21 米以上。","增加 +40% 伤害\n若目标距离 15 米以上。"],"spring_loaded_chamber":["装弹时：\n瞄准时增加 +12.5% 射速，持续 2 秒","装弹时：\n瞄准时增加 +25% 射速，持续 3 秒","装弹时：\n瞄准时增加 +37.5% 射速，持续 5 秒","装弹时：\n瞄准时增加 +50% 射速，持续 6 秒","装弹时：\n瞄准时增加 +62.5% 射速，持续 8 秒","装弹时：\n瞄准时增加 +75% 射速，持续 9 秒"],"stabilizer":["-15% 武器后坐力","-30% 武器后坐力","-45% 武器后坐力","-60% 武器后坐力"],"steady_hands":["-15% 武器后坐力","-30% 武器后坐力","-45% 武器后坐力","-60% 武器后坐力"],"stinging_truth":["+10 弹匣容量\n+0.3 '真相'","+20 弹匣容量\n+0.5 '真相'","+30 弹匣容量\n+0.8 '真相'","+40 弹匣容量\n+1 '真相'"],"stockpiled_blight":["+50% 弹匣容量\n+0.3 '毁坏'","+100% 弹匣容量\n+0.5 '毁坏'","+150% 弹匣容量\n+0.8 '毁坏'","+200% 弹匣容量\n+1 '毁坏'"],"stormbringer":["+15% 电击伤害","+30% 电击伤害","+45% 电击伤害","+60% 电击伤害","+75% 电击伤害","+90% 电击伤害"],"strain_infection":["每颗包囊都能让近战攻击获得 +5% 暴击伤害。","每颗包囊都能让近战攻击获得 +10% 暴击伤害。","每颗包囊都能让近战攻击获得 +15% 暴击伤害。","每颗包囊都能让近战攻击获得 +20% 暴击伤害。"],"stunning_speed":["+10% 装填速度\n+7.5% 触发几率","+20% 装填速度\n+15% 触发几率","+30% 装填速度\n+22.5% 触发几率","+40% 装填速度\n+30% 触发几率"],"sundering_strike":["+15% 穿刺伤害","+30% 穿刺伤害","+45% 穿刺伤害","+60% 穿刺伤害","+75% 穿刺伤害","+90% 穿刺伤害"],"suppress":["降低 25% 敌人听见枪声的几率","降低 50% 敌人听见枪声的几率","降低 75% 敌人听见枪声的几率","降低 100% 敌人听见枪声的几率"],"sure_shot":["+15% 触发几率","+30% 触发几率","+45% 触发几率","+60% 触发几率","+75% 触发几率","+90% 触发几率"],"sweeping_serration":["+20% 切割伤害","+40% 切割伤害","+60% 切割伤害","+80% 切割伤害","+100% 切割伤害","+120% 切割伤害"],"synth_charge":["弹匣中最后一发子弹带有 +50% 额外伤害。需要弹匣容量为 6 及以上的武器。","弹匣中最后一发子弹带有 +100% 额外伤害。需要弹匣容量为 6 及以上的武器。","弹匣中最后一发子弹带有 +150% 额外伤害。需要弹匣容量为 6 及以上的武器。","弹匣中最后一发子弹带有 +200% 额外伤害。需要弹匣容量为 6 及以上的武器。"],"tactical_pump":["+10% 装填速度","+20% 装填速度","+30% 装填速度","+40% 装填速度","+50% 装填速度","+60% 装填速度"],"tactical_reload":["收起武器时弹匣每秒自动装填 +5 %","收起武器时弹匣每秒自动装填 +10 %","收起武器时弹匣每秒自动装填 +15 %","收起武器时弹匣每秒自动装填 +20 %"],"tainted_mag":["+6% 弹匣容量\n-3% 装填速度","+12% 弹匣容量\n-6% 装填速度","+18% 弹匣容量\n-9% 装填速度","+24% 弹匣容量\n-12% 装填速度","+30% 弹匣容量\n-15% 装填速度","+36% 弹匣容量\n-18% 装填速度","+42% 弹匣容量\n-21% 装填速度","+48% 弹匣容量\n-24% 装填速度","+54% 弹匣容量\n-27% 装填速度","+60% 弹匣容量\n-30% 装填速度","+66% 弹匣容量\n-33% 装填速度"],"tainted_shell":["+7% 精准度\n-5% 射速","+14% 精准度\n-10% 射速","+21% 精准度\n-15% 射速","+28% 精准度\n-20% 射速","+35% 精准度\n-25% 射速","+42% 精准度\n-30% 射速","+49% 精准度\n-35% 射速","+56% 精准度\n-40% 射速","+63% 精准度\n-45% 射速","+70% 精准度\n-50% 射速","+77% 精准度\n-55% 射速"],"target_cracker":["+10% 暴击伤害","+20% 暴击伤害","+30% 暴击伤害","+40% 暴击伤害","+50% 暴击伤害","+60% 暴击伤害"],"targeting_subsystem":["击中后：\n瞄准时精准度 +5%，持续 2 秒","击中后：\n瞄准时精准度 +10%，持续 3 秒","击中后：\n瞄准时精准度 +15%，持续 5 秒","击中后：\n瞄准时精准度 +20%，持续 6 秒","击中后：\n瞄准时精准度 +25%，持续 8 秒","击中后：\n瞄准时精准度 +30%，持续 9 秒"],"tek_gravity":["在标记范围中震地攻击会将 5 米内的所有敌人拉过来。","在标记范围中震地攻击会将 10 米内的所有敌人拉过来。","在标记范围中震地攻击会将 15 米内的所有敌人拉过来。","在标记范围中震地攻击会将 20 米内的所有敌人拉过来。"],"terminal_velocity":["+15% 投射物速度","+30% 投射物速度","+45% 投射物速度","+60% 投射物速度"],"tether_grenades":["榴弹会系上 4 米内的 2 名敌人。","榴弹会系上 5 米内的 3 名敌人。","榴弹会系上 6 米内的 3 名敌人。","榴弹会系上 7 米内的 4 名敌人。","榴弹会系上 8 米内的 4 名敌人。","榴弹会系上 9 米内的 5 名敌人。"],"thermagnetic_shells":["敌人死亡时爆炸，在半径 1.5 米内造成 20 磁力伤害（+10% 敌人最大生命）。","敌人死亡时爆炸，在半径 3 米内造成 40 磁力伤害（+20% 敌人最大生命）。","敌人死亡时爆炸，在半径 4.5 米内造成 60 磁力伤害（+30% 敌人最大生命）。","敌人死亡时爆炸，在半径 6 米内造成 80 磁力伤害（+40% 敌人最大生命）。"],"thermite_rounds":["+15% 火焰伤害\n+15% 触发几率","+30% 火焰伤害\n+30% 触发几率","+45% 火焰伤害\n+45% 触发几率","+60% 火焰伤害\n+60% 触发几率"],"toxic_barrage":["+15% 毒素伤害\n+15% 触发几率","+30% 毒素伤害\n+30% 触发几率","+45% 毒素伤害\n+45% 触发几率","+60% 毒素伤害\n+60% 触发几率"],"toxic_sequence":["+50% 触发时间\n+0.3 '数列'","+100% 触发时间\n+0.5 '数列'","+150% 触发时间\n+0.8 '数列'","+200% 触发时间\n+1 '数列'"],"trick_mag":["+15% 弹药最大值","+30% 弹药最大值","+45% 弹药最大值","+60% 弹药最大值","+75% 弹药最大值","+90% 弹药最大值"],"true_punishment":["+25% 额外连击数几率\n-12.5% 连击持续时间","+50% 额外连击数几率\n-25% 连击持续时间","+75% 额外连击数几率\n-37.5% 连击持续时间","+100% 额外连击数几率\n-50% 连击持续时间"],"true_steel":["+20% 暴击几率（重击时 x2）","+40% 暴击几率（重击时 x2）","+60% 暴击几率（重击时 x2）","+80% 暴击几率（重击时 x2）","+100% 暴击几率（重击时 x2）","+120% 暴击几率（重击时 x2）"],"truths_flame":["启用 Tenno 气解。\n使用 Tenno 气解进行击杀可获得额外 4 秒 Tenno 气解机遇窗口，并使 Tenno 气解伤害提高 30%。\n诅咒：每秒承受 25 火焰伤害，持续 6 秒。\n+0.3 '真相'","启用 Tenno 气解。\n使用 Tenno 气解进行击杀可获得额外 4 秒 Tenno 气解机遇窗口，并使 Tenno 气解伤害提高 40%。\n诅咒：每秒承受 35 火焰伤害，持续 6 秒。\n+0.5 '真相'","启用 Tenno 气解。\n使用 Tenno 气解进行击杀可获得额外 4 秒 Tenno 气解机遇窗口，并使 Tenno 气解伤害提高 60%。\n诅咒：每秒承受 50 火焰伤害，持续 6 秒。\n+0.8 '真相'","启用 Tenno 气解。\n使用 Tenno 气解进行击杀可获得额外 4 秒 Tenno 气解机遇窗口，并使 Tenno 气解伤害提高 120%。\n诅咒：每秒承受 100 火焰伤害，持续 6 秒。\n+1 '真相'"],"twitch":["装备时：\n-10% 武器后坐力，增加 10% 精准度，持续 8 秒","装备时：\n-20% 武器后坐力，增加 20% 精准度，持续 8 秒","装备时：\n-30% 武器后坐力，增加 30% 精准度，持续 8 秒","装备时：\n-40% 武器后坐力，增加 40% 精准度，持续 8 秒"],"unseen_dread":["用单个投射物命中 3 名或更多敌人时，隐身 5 秒。隐身时恐惧对敌人造成额外 50% 暴击伤害。","用单个投射物命中 3 名或更多敌人时，隐身 5 秒。隐身时恐惧对敌人造成额外 75% 暴击伤害。","用单个投射物命中 3 名或更多敌人时，隐身 5 秒。隐身时恐惧对敌人造成额外 100% 暴击伤害。","用单个投射物命中 3 名或更多敌人时，隐身 5 秒。隐身时恐惧对敌人造成额外 125% 暴击伤害。","用单个投射物命中 3 名或更多敌人时，隐身 5 秒。隐身时恐惧对敌人造成额外 150% 暴击伤害。","用单个投射物命中 3 名或更多敌人时，隐身 5 秒。隐身时恐惧对敌人造成额外 175% 暴击伤害。"],"velox_conclusion":["命中时，获得 +0.1% 技能强度，最多提升至 10%。下次施放技能时消耗。","命中时，获得 +0.2% 技能强度，最多提升至 20%。下次施放技能时消耗。","命中时，获得 +0.3% 技能强度，最多提升至 30%。下次施放技能时消耗。","命中时，获得 +0.4% 技能强度，最多提升至 40%。下次施放技能时消耗。","命中时，获得 +0.5% 技能强度，最多提升至 50%。下次施放技能时消耗。","命中时，获得 +0.6% 技能强度，最多提升至 60%。下次施放技能时消耗。"],"venomous_clip":["+20% 毒素伤害","+40% 毒素伤害","+60% 毒素伤害","+80% 毒素伤害","+100% 毒素伤害","+120% 毒素伤害"],"vicious_frost":["+15% 冰冻伤害\n+15% 触发几率","+30% 冰冻伤害\n+30% 触发几率","+45% 冰冻伤害\n+45% 触发几率","+60% 冰冻伤害\n+60% 触发几率"],"vicious_spread":["+15% 伤害\n-10% 精准度","+30% 伤害\n-20% 精准度","+45% 伤害\n-30% 精准度","+60% 伤害\n-40% 精准度","+75% 伤害\n-50% 精准度","+90% 伤害\n-60% 精准度"],"vigilante_armaments":["+10% 多重射击","+20% 多重射击","+30% 多重射击","+40% 多重射击","+50% 多重射击","+60% 多重射击"],"vigilante_fervor":["+7.5% 射速（弓类武器效果加倍）","+15% 射速（弓类武器效果加倍）","+22.5% 射速（弓类武器效果加倍）","+30% 射速（弓类武器效果加倍）","+37.5% 射速（弓类武器效果加倍）","+45% 射速（弓类武器效果加倍）"],"vigilante_offense":["+0.3 穿透","+0.5 穿透","+0.8 穿透","+1 穿透","+1.3 穿透","+1.5 穿透"],"vigilante_supplies":["将拾取的次要武器弹药转换为 5% 弹药拾取。","将拾取的次要武器弹药转换为 10% 弹药拾取。","将拾取的次要武器弹药转换为 15% 弹药拾取。","将拾取的次要武器弹药转换为 20% 弹药拾取。","将拾取的次要武器弹药转换为 25% 弹药拾取。","将拾取的次要武器弹药转换为 30% 弹药拾取。"],"vile_acceleration":["+15% 射速（弓类武器效果加倍）\n-2.5% 伤害","+30% 射速（弓类武器效果加倍）\n-5% 伤害","+45% 射速（弓类武器效果加倍）\n-7.5% 伤害","+60% 射速（弓类武器效果加倍）\n-10% 伤害","+75% 射速（弓类武器效果加倍）\n-12.5% 伤害","+90% 射速（弓类武器效果加倍）\n-15% 伤害"],"vile_discharge":["伤害能累积到至多 5,000。使用次要射击会发射一个爆炸性的邪恶包囊，造成累积的伤害并重置该伤害数值。","伤害能累积到至多 10,000。使用次要射击会发射一个爆炸性的邪恶包囊，造成累积的伤害并重置该伤害数值。","伤害能累积到至多 15,000。使用次要射击会发射一个爆炸性的邪恶包囊，造成累积的伤害并重置该伤害数值。","伤害能累积到至多 20,000。使用次要射击会发射一个爆炸性的邪恶包囊，造成累积的伤害并重置该伤害数值。","伤害能累积到至多 25,000。使用次要射击会发射一个爆炸性的邪恶包囊，造成累积的伤害并重置该伤害数值。","伤害能累积到至多 30,000。使用次要射击会发射一个爆炸性的邪恶包囊，造成累积的伤害并重置该伤害数值。"],"vile_precision":["-15% 武器后坐力\n-6% 射速（弓类武器效果加倍）","-30% 武器后坐力\n-12% 射速（弓类武器效果加倍）","-45% 武器后坐力\n-18% 射速（弓类武器效果加倍）","-60% 武器后坐力\n-24% 射速（弓类武器效果加倍）","-75% 武器后坐力\n-30% 射速（弓类武器效果加倍）","-90% 武器后坐力\n-36% 射速（弓类武器效果加倍）"],"virulent_scourge":["+15% 毒素伤害\n+15% 触发几率","+30% 毒素伤害\n+30% 触发几率","+45% 毒素伤害\n+45% 触发几率","+60% 毒素伤害\n+60% 触发几率"],"vital_sense":["+20% 暴击伤害","+40% 暴击伤害","+60% 暴击伤害","+80% 暴击伤害","+100% 暴击伤害","+120% 暴击伤害"],"volatile_variant":["射击具有 +3 穿透，且倒钩立即爆炸。直接命中敌人的倒钩有 +4 米的范围，并 +25% 触发几率。","射击具有 +3 穿透，且倒钩立即爆炸。直接命中敌人的倒钩有 +4 米的范围，并 +30% 触发几率。","射击具有 +3 穿透，且倒钩立即爆炸。直接命中敌人的倒钩有 +4 米的范围，并 +35% 触发几率。","射击具有 +3 穿透，且倒钩立即爆炸。直接命中敌人的倒钩有 +4 米的范围，并 +40% 触发几率。","射击具有 +3 穿透，且倒钩立即爆炸。直接命中敌人的倒钩有 +4 米的范围，并 +45% 触发几率。","射击具有 +3 穿透，且倒钩立即爆炸。直接命中敌人的倒钩有 +4 米的范围，并 +50% 触发几率。"],"volcanic_edge":["+15% 火焰伤害\n+15% 触发几率","+30% 火焰伤害\n+30% 触发几率","+45% 火焰伤害\n+45% 触发几率","+60% 火焰伤害\n+60% 触发几率"],"voltage_sequence":["击杀飞行的敌人时将从他们的残骸中创造一个电击陷阱，持续 2 秒。\n+0.3 '数列'","击杀飞行的敌人时将从他们的残骸中创造一个电击陷阱，持续 4 秒。\n+0.5 '数列'","击杀飞行的敌人时将从他们的残骸中创造一个电击陷阱，持续 6 秒。\n+0.8 '数列'","击杀飞行的敌人时将从他们的残骸中创造一个电击陷阱，持续 8 秒。\n+1 '数列'"],"voltaic_strike":["+15% 电击伤害\n+15% 触发几率","+30% 电击伤害\n+30% 触发几率","+45% 电击伤害\n+45% 触发几率","+60% 电击伤害\n+60% 触发几率"],"vome_invocation":["次要射击每击中一个敌人就会提升 1% 技能强度，持续 20 秒。最多可叠加 15 次。","次要射击每击中一个敌人就会提升 2% 技能强度，持续 20 秒。最多可叠加 15 次。","次要射击每击中一个敌人就会提升 3% 技能强度，持续 20 秒。最多可叠加 15 次。","次要射击每击中一个敌人就会提升 4% 技能强度，持续 20 秒。最多可叠加 15 次。"],"weeping_wounds":["连击倍率可叠加 +6.7% 触发几率","连击倍率可叠加 +13.3% 触发几率","连击倍率可叠加 +20% 触发几率","连击倍率可叠加 +26.7% 触发几率","连击倍率可叠加 +33.3% 触发几率","连击倍率可叠加 +40% 触发几率"],"wild_frenzy":["次要射击会以 +200% 射速发射直到弹匣空掉。击杀 2 名或更多敌人会退还 25% 的弹药。","次要射击会以 +222% 射速发射直到弹匣空掉。击杀 2 名或更多敌人会退还 40% 的弹药。","次要射击会以 +250% 射速发射直到弹匣空掉。击杀 2 名或更多敌人会退还 55% 的弹药。","次要射击会以 +285% 射速发射直到弹匣空掉。击杀 2 名或更多敌人会退还 70% 的弹药。","次要射击会以 +333% 射速发射直到弹匣空掉。击杀 2 名或更多敌人会退还 85% 的弹药。","次要射击会以 +400% 射速发射直到弹匣空掉。击杀 2 名或更多敌人会退还 100% 的弹药。"],"wildfire":["+5% 弹匣容量\n+15% 火焰伤害","+10% 弹匣容量\n+30% 火焰伤害","+15% 弹匣容量\n+45% 火焰伤害","+20% 弹匣容量\n+60% 火焰伤害"],"winds_of_purity":["+5% 生命窃取\n+0.3 '纯净'","+10% 生命窃取\n+0.5 '纯净'","+15% 生命窃取\n+0.8 '纯净'","+20% 生命窃取\n+1 '纯净'"],"xata_invocation":["次要射击每击中一个敌人就会提供每秒 0.25 能量恢复，持续 20 秒。最多可叠加 10 次。","次要射击每击中一个敌人就会提供每秒 0.5 能量恢复，持续 20 秒。最多可叠加 10 次。","次要射击每击中一个敌人就会提供每秒 0.75 能量恢复，持续 20 秒。最多可叠加 10 次。","次要射击每击中一个敌人就会提供每秒 1 能量恢复，持续 20 秒。最多可叠加 10 次。"],"zazvat_kar":["在空中时有 +12.5% 弹药效率","在空中时有 +25% 弹药效率","在空中时有 +37.5% 弹药效率","在空中时有 +50% 弹药效率","在空中时有 +62.5% 弹药效率","在空中时有 +75% 弹药效率"],"zodiac_shred":["+15% 切割伤害","+30% 切割伤害","+45% 切割伤害","+60% 切割伤害","+75% 切割伤害","+90% 切割伤害"]},"mods":{"accelerated_blast":"加速冲击","accelerated_isotope":"迅发核素","acid_shells":"酸性弹药","aerial_ace":"空中制霸","aero_periphery":"空飞 边际","agile_aim":"机动瞄准","amalgam_argonak_metal_auger":"并合 氩格纳克 合金钻头","amalgam_barrel_diffusion":"并合 弹头扩散","amalgam_daikyu_target_acquired":"并合 大久和弓 锁定目标","amalgam_javlok_magazine_warp":"并合 燃焰标枪 弹匣增幅","amalgam_organ_shatter":"并合 肢解","amalgam_serration":"并合 膛线","amalgam_shotgun_barrage":"并合 霰弹弹幕","amars_contempt":"欺谋狼主之鄙","ambush_optics":"伏击光子","ammo_chain":"弹链","ammo_drum":"弹鼓","ammo_stock":"霰弹扩充","anemic_agility":"乏能迅敏","archgun_ace":"曲翼枪械行家","argon_scope":"氩晶瞄具","astral_twilight":"星界微光","atlantis_vulcan":"深渊之火","atomic_fallout":"原子烟尘","auger_strike":"螺钻打击","augur_pact":"预言 契约","augur_seeker":"预言 探求","automatic_trigger":"自动扳机","ballista_measure":"弩炮测距","bane_of_corpus":"灭亡 Corpus","bane_of_grineer":"灭亡 Grineer","bane_of_infested":"灭亡 Infested","bane_of_orokin":"灭亡奥罗金","bane_of_the_murmur":"灭亡低语者","barrel_diffusion":"弹头扩散","berserker_fury":"嗜血 狂暴","bhisaj_bal":"治愈羽箭","biotic_rounds":"生化弹药","bladed_rounds":"尖刃弹头","blaze":"烈焰","bleeding_willow":"血色万柳","blind_justice":"无明制裁","blood_rush":"急进猛突","blunderbuss":"雷筒","body_count":"杀伤计数","bore":"枪膛","brain_storm":"头脑风暴","breach_loader":"破裂填装","broad_eye":"广域之视","brutal_tide":"残暴浪潮","bullet_dance":"刀锋弹舞","burdened_magazine":"过载弹匣","burning_wasp":"炙热黄蜂","bursting_mass":"爆发质量","butchers_revelry":"屠戮盛宴","buzz_kill":"败兴虐杀","carnis_mandible":"肉碾虫 巨颚","carnis_stinger":"肉碾虫 针刺","carving_mantis":"雕斩螳螂","catalyzer_link":"触媒连动","cautious_shot":"谨慎射击","charged_bullets":"带电子弹","charged_chamber":"蓄力装填","charged_shell":"充电弹头","chilling_grasp":"急冻控场","chilling_reload":"激冷装填","cleanse_corpus":"净化 Corpus","cleanse_grineer":"净化 Grineer","cleanse_infested":"净化 Infested","cleanse_orokin":"净化奥罗金","cleanse_the_murmur":"净化低语者","cleaving_whirlwind":"弧刃回天","clip_delegation":"弹能过继","coiling_viper":"毒蛇螺旋","collision_force":"冲击巨力","combat_reload":"战斗装填","combo_fury":"连击狂怒","combo_killer":"连击杀手","combustion_beam":"灼热光束","combustion_rounds":"燃烧弹头","comet_blast":"彗星爆发","concussion_rounds":"震荡弹头","condition_overload":"异况超量","conditions_perfection":"极致境地","contagious_spread":"传染蔓延","containment_breach":"核控突破","contamination_casing":"毒染套管","continuous_misery":"无尽苦难","convulsion":"痉挛","corrupt_charge":"邪恶蓄力","counterbalance":"制衡","crash_course":"连续冲击","creeping_bullseye":"匍匐靶心","crimson_dervish":"赤红狂舞","critical_deceleration":"降速暴击","critical_delay":"关键延迟","critical_focus":"关键焦点","critical_mutation":"关键突变","critical_precision":"致命精准","crossing_snakes":"双蛇牙突","crushing_ruin":"月落乌啼","cryo_rounds":"低温弹头","cyclone_kraken":"飓风海怪","damzav_vati":"剧毒射击","deadly_efficiency":"致命效率","deadly_maneuvers":"致命机动","deadly_sequence":"致命数列","decisive_judgement":"果断裁决","deep_freeze":"深层冷冻","defiled_snapdragon":"积秽骁龙","directed_convergence":"定向汇聚","disarming_purity":"缴械纯净","disciplines_merit":"纪律之功","dispatch_overdrive":"超速击杀","disruptor":"冲击干扰","dizzying_rounds":"晕眩弹药","double_barrel_drift":"游离双管","double_tap":"双重连击","dreadful_killshot":"恐怖杀戮","dreamers_wrath":"梦者之怒","drifting_contact":"漂移接触","dual_rounds":"双重弹头","eagle_eye":"鹰眼","efficient_beams":"高效光束","eject_magazine":"弹匣置换","electrified_barrel":"带电枪管","eleventh_storm":"终焉风暴","embedded_catalyzer":"内置触媒","enduring_affliction":"长时苦难","enduring_strike":"不朽打击","energy_channel":"能量导引","entropy_burst":"熵数爆发","entropy_spike":"熵数尖钉","eroding_blight":"侵蚀毁坏","eximus_advantage":"卓越者优势","expel_corpus":"驱逐 Corpus","expel_grineer":"驱逐 Grineer","expel_infested":"驱逐 Infested","expel_orokin":"驱逐奥罗金","expel_the_murmur":"驱逐低语者","exposing_harpoon":"暴露鱼叉","fanged_fusillade":"尖牙连射","fass_canticle":"Fass 颂歌","fast_hands":"爆发装填","fatal_acceleration":"致死加速","fever_strike":"热病打击","final_harbinger":"最终先驱","finishing_touch":"画龙点睛","firestorm":"烈焰风暴","flailing_branch":"多流抽击","flechette":"箭型弹头","flux_overdrive":"通量步枪超载","focus_energy":"聚焦能量","focus_radon":"聚焦氡气","focused_acceleration":"聚焦加速","focused_defense":"重点防御","fomorian_accelerant":"巨人促进剂","four_riders":"天启异象","fracturing_wind":"破碎之风","frail_momentum":"虚弱动能","frigid_blast":"冰冷疾风","frostbite":"结霜侵蚀","full_contact":"全面接触","fulmination":"猛烈爆发","fury":"狂暴","gaias_tragedy":"母神悲歌","galeforce_dawn":"狂风压境","galvanized_acceleration":"镀层 致死加速","galvanized_aptitude":"镀层 步枪才能","galvanized_chamber":"镀层 分裂膛室","galvanized_crosshairs":"镀层 液压准心","galvanized_diffusion":"镀层 弹头扩散","galvanized_elementalist":"镀层 元素师","galvanized_hell":"镀层 地狱弹膛","galvanized_reflex":"镀层 增幅线圈","galvanized_savvy":"镀层 通晓霰弹枪","galvanized_scope":"镀层 氩晶瞄具","galvanized_shot":"镀层 准确射手","galvanized_steel":"镀层 斩铁","gemini_cross":"纵横双子","gilded_truth":"镀金真相","gladiator_might":"角斗士 威猛","gladiator_rush":"角斗士 猛突","gladiator_vice":"角斗士 钳制","gleaming_talon":"微光利爪","gnashing_payara":"狼鱼咬咬","grim_fury":"冷面狂怒","guardian_derision":"奚落守护","guided_ordnance":"制导弹药","gun_glide":"恒稳枪杆","gunslinger":"神枪手","hammer_shot":"重锤射击","harkonar_scope":"哈库那瞄准镜","hata_satya":"真实击杀","hawk_eye":"隼目","healing_return":"治愈归复","heated_charge":"火焰装填","heavy_caliber":"重口径","heavy_trauma":"重创","hellfire":"地狱火","hells_chamber":"地狱弹膛","hemorrhage":"失血","higasa_serration":"晴日伞 膛线","high_noon":"正午","high_voltage":"高压电流","hollow_point":"空尖弹","hollowed_bullets":"中空子弹","homing_fang":"连牙追袭","hornet_strike":"黄蜂螫刺","hunter_munitions":"猎人 战备","hunter_track":"猎人 追踪","hush":"消音器","hydraulic_crosshairs":"液压准心","hypothermic_shell":"低温外壳","ice_storm":"冰风暴","incendiary_coat":"燃烧外壳","infected_clip":"污染弹匣","internal_bleeding":"内部出血","iron_phoenix":"钢铁凤凰","jagged_edge":"锯刃","jahu_canticle":"Jahu 颂歌","jolt":"电流震击","jugulus_barbs":"喉骨刃者 倒刺","jugulus_spines":"喉骨刃者 脊刺","khra_canticle":"Khra 颂歌","killing_blow":"一击必杀","kinetic_ricochet":"动力回弹","laser_sight":"雷射瞄具","lasting_purity":"永恒纯净","lasting_sting":"未完之刺","leaded_gas":"毒气铅弹","lethal_momentum":"致命动量","lethal_torrent":"致命洪流","life_strike":"生命打击","lingering_torment":"恒久折磨","lock_and_load":"填弹上膛","lohk_canticle":"Lohk 颂歌","magazine_extension":"扩充弹匣","magazine_warp":"弹匣增幅","magma_chamber":"熔岩弹膛","magnetic_capacity":"磁性弹容","magnetic_might":"磁吸巨力","magnetic_rush":"励磁加速","magnetic_strafe":"磁暴洗礼","magnetic_welt":"磁化冲击","magnetized_cycle":"磁场循环","magnum_force":"重装火力","maim":"致残枪弹","maiming_strike":"致残突击","malicious_raptor":"恶毒猛禽","malignant_force":"致命火力","mark_of_the_beast":"兽之印记","marked_target":"标记目标","masters_edge":"宗师锐势","melee_elementalist":"近战元素师","melee_prowess":"非凡技巧","mentors_legacy":"师传秘技","merciless_gunfight":"无情枪斗","metal_auger":"合金钻头","metamorphic_magazine":"异变弹匣","meticulous_aim":"细心瞄准","modified_munitions":"弹药改良","molten_impact":"熔岩冲击","motus_impact":"跃动 冲击","motus_setup":"跃动 设局","mountains_edge":"山之锋芒","nano_applicator":"纳米涂覆","napalm_grenades":"凝固汽油榴弹","narrow_barrel":"狭窄枪膛","necrophagic_vigor":"噬尸活力","netra_invocation":"Netra 神祈","neutralizing_justice":"抵消正义","nightwatch_napalm":"夜巡燃烧弹","north_wind":"北风","opportunitys_reach":"机遇所至","organ_shatter":"肢解","overpressured_rounds":"超压弹药","overview":"纵观全局","pain_points":"痛点","parallax_scope":"视差瞄具","parry":"招架","pathogen_rounds":"病原弹头","perpetual_agony":"永恒苦痛","photon_overcharge":"光子过载","piercing_caliber":"穿甲口径","piercing_hit":"穿甲伤害","pistol_acuity":"敏锐手枪","pistol_ammo_mutation":"手枪弹药转换","pistol_elementalist":"手枪元素师","pistol_gambit":"手枪精通","pistol_pestilence":"瘟疫手枪","point_blank":"抵近射击","point_strike":"致命一击","pointed_wind":"尖锐之风","polar_magazine":"极地弹仓","power_throw":"奋力一掷","precision_strike":"精准打击","pressure_point":"压迫点","pressurized_magazine":"增压弹匣","primary_acuity":"敏锐主武","primed_ammo_chain":"弹链 Prime","primed_ammo_stock":"霰弹扩充 Prime","primed_bane_of_corpus":"灭亡 Corpus Prime","primed_bane_of_grineer":"灭亡 Grineer Prime","primed_bane_of_infested":"灭亡 Infested Prime","primed_bane_of_orokin":"灭亡奥罗金 Prime","primed_bane_of_the_murmur":"灭亡低语者 Prime","primed_chamber":"膛室 Prime","primed_charged_shell":"充电弹头 Prime","primed_chilling_grasp":"急冻控场 Prime","primed_cleanse_corpus":"净化 Corpus Prime","primed_cleanse_grineer":"净化 Grineer Prime","primed_cleanse_infested":"净化 Infested Prime","primed_cleanse_orokin":"净化奥罗金 Prime","primed_cleanse_the_murmur":"净化低语者 Prime","primed_combustion_rounds":"燃烧弹头 Prime","primed_convulsion":"痉挛 Prime","primed_counterbalance":"制衡 Prime","primed_cryo_rounds":"低温弹头 Prime","primed_deadly_efficiency":"致命效率 Prime","primed_dual_rounds":"双重弹头 Prime","primed_expel_corpus":"驱逐 Corpus Prime","primed_expel_grineer":"驱逐 Grineer Prime","primed_expel_infested":"驱逐 Infested Prime","primed_expel_orokin":"驱逐奥罗金 Prime","primed_expel_the_murmur":"驱逐低语者 Prime","primed_fast_hands":"爆发装填 Prime","primed_fever_strike":"热病打击 Prime","primed_firestorm":"烈焰风暴 Prime","primed_fulmination":"猛烈爆发 Prime","primed_fury":"狂暴 Prime","primed_heated_charge":"火焰装填 Prime","primed_heavy_trauma":"重创 Prime","primed_magazine_warp":"弹匣增幅 Prime","primed_pistol_ammo_mutation":"手枪弹药转换 Prime","primed_pistol_gambit":"手枪精通 Prime","primed_point_blank":"抵近射击 Prime","primed_polar_magazine":"极地弹仓 Prime","primed_pressure_point":"压迫点 Prime","primed_quickdraw":"持续火力 Prime","primed_ravage":"破灭 Prime","primed_reach":"剑风 Prime","primed_rifle_ammo_mutation":"步枪弹药转换 Prime","primed_rubedo_lined_barrel":"红晶枪管 Prime","primed_shotgun_ammo_mutation":"霰弹枪弹药转换 Prime","primed_shred":"撕裂 Prime","primed_slip_magazine":"串联弹匣 Prime","primed_smite_corpus":"毁灭 Corpus Prime","primed_smite_corrupted":"毁灭奥罗金 Prime","primed_smite_grineer":"毁灭 Grineer Prime","primed_smite_infested":"毁灭 Infested Prime","primed_smite_the_murmur":"毁灭低语者 Prime","primed_stabilizer":"稳定 Prime","primed_steady_hands":"稳定枪手 Prime","primed_tactical_pump":"战术上膛 Prime","primed_target_cracker":"弱点专精 Prime","primed_venomous_clip":"恶毒弹匣 Prime","proton_jet":"质子 喷射","proton_snap":"质子 猛扑","prototype_shock_coils":"原型电击线圈","pummel":"强力猛击","quasar_drill":"类星钻体","quick_reload":"快速装填","quick_return":"快速收回","quickdraw":"持续火力","quickening":"加速","radiated_reload":"辐能装填","range_advantage":"优势距离","ravage":"破灭","razor_shot":"剃刀射击","reach":"剑风","reaping_spiral":"收割螺旋","rebound":"弹跳","reflex_coil":"增幅线圈","reflex_draw":"反射拔枪","relentless_combination":"残酷组合","rending_crane":"撕裂鹤击","rending_strike":"撕裂打击","repeater_clip":"转轮弹匣","resolute_focus":"坚决专注","rifle_ammo_mutation":"步枪弹药转换","rifle_aptitude":"步枪才能","rifle_elementalist":"步枪元素师","rime_rounds":"白霜弹头","ris_invocation":"Ris 神祈","rubedo_lined_barrel":"红晶枪管","ruinous_extension":"毁灭扩展","rupture":"破裂","sabot_rounds":"覆壳弹药","sacrificial_pressure":"牺牲 压迫点","sacrificial_steel":"牺牲 斩铁","sawtooth_clip":"锯齿弹链","saxum_spittle":"重岩者 唾液","saxum_thorax":"重岩者 胸腔","scattered_justice":"散射正义","scattering_inferno":"炼狱轰击","scorch":"灼痕焦点","seeker":"弹头导引","seeking_force":"穿透力","seeking_fury":"狂暴追猎","seismic_palm":"震撼冲拳","seismic_wave":"震波","semi_pistol_cannonade":"半自动手枪炮轰","semi_rifle_cannonade":"半自动步枪炮轰","semi_shotgun_cannonade":"半自动霰弹枪炮轰","sentient_barrage":"Sentient 猛攻","sentient_surge":"Sentient 涌现","sequence_burn":"延烧数列","serration":"膛线","sharpened_bullets":"尖锐子弹","shattering_impact":"碎裂冲击","shattering_justice":"破碎正义","shattering_storm":"云暴山碎","shell_compression":"压缩弹药","shell_rush":"填弹加速","shell_shock":"电冲弹药","shimmering_blight":"飞光荒疫","shivering_contagion":"冷颤触染","shocking_touch":"电击触点","shotgun_ammo_mutation":"霰弹枪弹药转换","shotgun_barrage":"霰弹弹幕","shotgun_elementalist":"霰弹枪元素师","shotgun_savvy":"通晓霰弹枪","shrapnel_rounds":"破片弹头","shrapnel_shot":"破片射击","shred":"撕裂","shredder":"粉碎器","silent_battery":"寂静炮组","sinister_reach":"凶恶延伸","sinking_talon":"沉没之爪","skull_shots":"头颅射击","slicing_feathers":"割裂羽翼","slip_magazine":"串联弹匣","smite_corpus":"毁灭 Corpus","smite_grineer":"毁灭 Grineer","smite_infested":"毁灭 Infested","smite_orokin":"毁灭奥罗金","smite_the_murmur":"毁灭低语者","snap_shot":"速射","soft_hands":"精湛快手","sovereign_outcast":"至尊浪人","spectral_serration":"幽灵 膛线","speed_trigger":"灵敏扳机","spinning_needle":"旋压刺针","split_chamber":"分裂膛室","split_flights":"分裂飞行","spoiled_strike":"腐坏打击","spontaneous_singularity":"自激奇点","spring_loaded_blade":"簧压刀刃","spring_loaded_broadhead":"簧压猎箭","spring_loaded_chamber":"簧压膛室","stabilizer":"稳定","stalking_fan":"缠旋风切","steady_hands":"稳定枪手","stinging_thorn":"螫刺狂棘","stinging_truth":"过激真相","stockpiled_blight":"积存毁坏","stormbringer":"暴风使者","strain_infection":"菌株 感染","stunning_speed":"慑人神速","sundering_strike":"破甲","sundering_weave":"分裂编织","suppress":"消音","sure_shot":"准确射手","sweeping_serration":"扫荡锯齿","swirling_tiger":"旋风虎击","swooping_falcon":"猎鹰俯击","synth_charge":"合成 充能","tactical_pump":"战术上膛","tactical_reload":"机动装填","tainted_mag":"腐败弹匣","tainted_shell":"污秽弹药","target_cracker":"弱点专精","targeting_subsystem":"定位辅助","tek_gravity":"技法 引力","tempo_royale":"皇家节奏","terminal_velocity":"极限速度","tether_grenades":"系绳榴弹","thermagnetic_shells":"热磁弹药","thermite_rounds":"铝热焊弹","toxic_barrage":"毒素弹幕","toxic_sequence":"毒素数列","tranquil_cleave":"秋风落叶","trick_mag":"戏法增幅","true_punishment":"真实惩罚","true_steel":"斩铁","truths_flame":"真相之焰","twirling_spire":"回转尖峰","twitch":"迅速抽换","unseen_dread":"潜隐恐惧","velox_conclusion":"逐电结局","vengeful_revenant":"复仇亡灵","venomous_clip":"恶毒弹匣","vermillion_storm":"朱红暴风","vicious_frost":"蚀骨寒霜","vicious_spread":"恶性扩散","vigilante_armaments":"私法 军备","vigilante_fervor":"私法 热诚","vigilante_offense":"私法 进攻","vigilante_supplies":"私法 补给","vile_acceleration":"卑劣加速","vile_discharge":"邪恶释放","vile_precision":"极恶精准","virulent_scourge":"剧毒灾害","vital_sense":"弱点感应","volatile_quick_return":"易爆速返","volatile_rebound":"易爆反弹","volatile_variant":"易爆变体","volcanic_edge":"爆裂刀刃","voltage_sequence":"电压数列","voltaic_strike":"伏打电能","vome_invocation":"Vome 神祈","votive_onslaught":"埋首猛击","vulpine_mask":"狡狐诈面","weeping_wounds":"创口溃烂","whirlwind":"旋风","wild_frenzy":"猛烈发狂","wildfire":"野火","winds_of_purity":"纯净之风","wise_razor":"慧黠斩剃","xata_invocation":"Xata 神祈","zazvat_kar":"无尽弹雨","zodiac_shred":"黄道碎裂"},"riven_query_words":{"any_malus":["负任意","任意负","负随便","随便负","负随意","任意负面"],"malus":["负","-"],"no_malus":["无负","不带负","没负","零负","无负面"],"with_riven":["紫卡","带紫卡","裂罅","带裂罅","带卡","riven"]},"riven_words":{"伤害":["damage","melee_damage"],"冰":["cold"],"冰冻":["cold"],"冰冻伤害":["cold"],"冲击":["impact"],"冲击伤害":["impact"],"切割":["slash"],"切割伤害":["slash"],"双暴":["critical_chance","critical_damage"],"后坐":["weapon_recoil"],"基伤":["damage","melee_damage"],"多重":["multishot"],"对c":["damage_to_corpus"],"对corpus的伤害":["damage_to_corpus"],"对g":["damage_to_grineer"],"对grineer的伤害":["damage_to_grineer"],"对i":["damage_to_infested"],"对infested的伤害":["damage_to_infested"],"对o":["damage_to_orokin"],"射程":["range"],"射速":["fire_rate","attack_speed"],"异常":["status_chance"],"弹匣":["magazine_capacity"],"弹夹":["magazine_capacity"],"弹药上限":["ammo_maximum"],"弹药最大值":["ammo_maximum"],"投射物速度":["projectile_speed"],"抛射物飞行速度":["projectile_speed"],"攻速":["fire_rate","attack_speed"],"暴伤":["critical_damage"],"暴击":["critical_chance"],"暴率":["critical_chance"],"毒":["toxin"],"毒气":["gas"],"毒气伤害":["gas"],"毒素":["toxin"],"毒素伤害":["toxin"],"滑暴":["critical_chance_for_slide_attack"],"火":["heat"],"火焰":["heat"],"火焰伤害":["heat"],"爆伤":["critical_damage"],"爆炸":["blast"],"爆炸伤害":["blast"],"爆率":["critical_chance"],"电":["electricity"],"电击":["electricity"],"电击伤害":["electricity"],"病毒":["viral"],"病毒伤害":["viral"],"磁力":["magnetic"],"磁力伤害":["magnetic"],"穿刺":["puncture"],"穿刺伤害":["puncture"],"穿透":["punch_through"],"腐蚀":["corrosive"],"腐蚀伤害":["corrosive"],"范围":["range"],"装填":["reload_speed"],"触发":["status_chance"],"触发持续时间":["status_duration"],"触发时间":["status_duration"],"触发率":["status_chance"],"辐射":["radiation"],"辐射伤害":["radiation"],"连击持续时间":["combo_duration"]},"shards":{"amber_archon_shard":"琥珀执刑官源力石","amber_archon_shard/casting_speed":"技能施放速度","amber_archon_shard/energy_on_spawn":"初始能量","amber_archon_shard/energy_orbs":"能量球效果","amber_archon_shard/health_orbs":"生命球效果","amber_archon_shard/parkour_velocity":"跑酷速度","azure_archon_shard":"蔚蓝执刑官源力石","azure_archon_shard/armor":"护甲","azure_archon_shard/energy_max":"能量上限","azure_archon_shard/health_regen":"每秒生命回复","azure_archon_shard/max_health":"生命值","azure_archon_shard/shield_capacity":"护盾值","crimson_archon_shard":"深红执刑官源力石","crimson_archon_shard/ability_duration":"技能持续时间","crimson_archon_shard/ability_strength":"技能强度","crimson_archon_shard/melee_crit_damage":"近战暴击伤害","crimson_archon_shard/primary_status_chance":"主要武器触发几率","crimson_archon_shard/secondary_crit_chance":"次要武器暴击几率","emerald_archon_shard":"翡翠执刑官源力石","emerald_archon_shard/corrosion_ability_damage":"对 Corrosive 异常敌人的技能伤害","emerald_archon_shard/corrosion_stack_cap":"Corrosive 异常最高堆叠层数","emerald_archon_shard/toxin_health_steal":"每次 Toxin 异常伤害恢复生命值","emerald_archon_shard/toxin_status_damage":"Toxin 异常状态伤害","topaz_archon_shard":"黄玉执刑官源力石","topaz_archon_shard/blast_kill_health":"每次 Blast 击杀增加生命上限","topaz_archon_shard/blast_kill_shield":"每次 Blast 击杀恢复护盾","topaz_archon_shard/heat_kill_crit":"每次 Heat 异常击杀增加次要武器暴击几率","topaz_archon_shard/radiation_ability_damage":"对 Radiation 异常敌人的技能伤害","violet_archon_shard":"紫晶执刑官源力石","violet_archon_shard/electricity_ability_damage":"对 Electricity 异常敌人的技能伤害","violet_archon_shard/melee_crit_damage":"近战暴击伤害","violet_archon_shard/orb_conversion":"拾取生命球得能量、拾取能量球得生命","violet_archon_shard/primary_electricity_damage":"主要武器 Electricity 伤害"},"ui":{" and agree that my account is kept by Cloudflare outside mainland China.":"，并同意我的账号数据由 Cloudflare 存储在中国大陆以外。","#{r} on the board":"榜单第 {r} 名","'DEATH KNELL', and it is most of the weapon: a weak-point hit grants 100% ammo efficiency, +0.5x final critical multiplier and +20% final status chance, stacking to 3, each stack lasting 2 seconds and refreshed by the next weak-point hit (wiki). This engine has no headshot-TRIGGERED buff — a crit is rolled for a hit and the body part is drawn beside it — so none of the three is applied, and the ammo half in particular is what makes a one-round magazine playable. Read this number as the weapon with its passive switched off":"「DEATH KNELL」，而且它就是这把武器的大部分：命中弱点会获得 100% 弹药效率、最终暴击倍率 +0.5x、最终触发几率 +20%，可叠加 3 层，每层持续 2 秒，并可被下一次弱点命中刷新（维基）。本引擎没有「爆头触发」的增益 —— 暴击是为这一次命中掷的，命中部位是在旁边另外抽的 —— 所以这三项一项都没有生效，而其中弹药那一半正是让一发弹匣能打得下去的原因。请把这个数字读作「关掉被动的这把武器」","(no longer holds it)":"（已不再持有）","(removed)":"（已移除）","(this browser)":"（这个浏览器）","(you)":"（你）","({n} of {of} boards will take it)":"（{of} 块榜里有 {n} 块会收）","+ a blank start":"+ 空白起点","+ add aura":"+ 添加光环","+ add exilus mod":"+ 添加 Exilus MOD","+ add mod":"+ 添加 MOD","+ add one of my builds":"+ 从我的配装里选","+ add the current build as a start":"+ 把当前配装加为起点","+30% Movement Speed while aiming and the explosion's self-stagger are not read here.":"瞄准时 +30% 移动速度和爆炸造成的自身踉跄，这里不读取。","+{n} more took damage — click one to follow it too":"另有 {n} 个吃到伤害，点一下就能跟踪它",", ":"、",", and agree that a new account is kept outside mainland China.":"，并同意新账号的数据存储在中国大陆以外。",", and what this weapon's number does not account for":"，以及这把武器的数字没算进去的东西","1 · Enemy":"1 · 敌人","1 · The fight":"1 · 这场战斗","2 · External bonuses":"2 · 外部加成","3 kills within 2 s of each other summon the second gun":"2 秒内连续 3 次击杀，召唤出第二把枪","3 kills, each within 2 s of the last, summon a second copy of this weapon for 6 s: magazine ×2 and fire rate ×1.4. This is simulated, and a kill while it is up does not refresh it — a fight whose bodies take longer than 2 s each never sees it at all.":"连续 3 次击杀、每次都在上一次击杀后 2 秒内，会召唤出第二把同样的武器，持续 6 秒：弹匣 ×2、射速 ×1.4。这一条有建模；第二把枪在场期间的击杀不会刷新它——一场每个目标都要打满 2 秒以上才死的战斗，永远也不会看到它。","3 · Buffs":"3 · 增益","3 · Limits":"3 · 限制","4 · Buffs":"4 · 增益","4 · Simulation":"4 · 模拟","5 mod slots · 1 arcane slot · every card at max rank":"5 个 MOD 槽 · 1 个赋能槽 · 所有卡牌按满级计","5 · Extra stats":"5 · 额外属性","6 · Warframe buffs":"6 · 战甲增益","7 · Measure":"7 · 指标","7 · Simulation":"7 · 模拟","A 20% chance to resist a status effect while held protects the wielder; nothing shoots back here.":"持握时有 20% 几率抵抗一次异况，保护的是使用者；这里没有东西会还击。","A Mercy kill grants +100% damage and multishot for 20 s, refreshed on each Mercy, which doubles the weapon. This fight cannot perform a Mercy, so the number reads low.":"慈悲击杀会获得 20 秒 +100% 伤害与多重射击，每次慈悲都会刷新，相当于把武器翻倍。本场无法执行慈悲处决，所以数字偏低。","A Riven Splicer's stat, made out of two rolled ones: always a bonus, at most one a card":"由裂罅熔接器把两条词条熔接成的属性：永远是正面词条，每张卡最多一条","A Status Effect has a 15% chance to SET the next hit's crit chance to 300% — ignoring every other crit bonus. Rolled per pellet.":"异常状态有 15% 几率把下一次命中的暴击率设定为 300%——无视其他一切暴击加成。逐弹丸判定。","A Warframe calculator built to match the game, checked against in-game measurements item by item. The calculator is free for everyone, and the same for everyone.":"一个对着游戏实测、逐项校准的 Warframe 计算器。计算器对所有人免费，对所有人都一样。","A Windows notification comes while this window is minimised or in the tray.":"窗口最小化或在托盘里时，会弹 Windows 通知。","A body that dies respawns where it stood, so the arrangement is the same at the end as at the start and the score is a rate rather than a race to the last body.":"死掉的目标在原地重生，所以阵型从头到尾一样，分数是一个速率而不是清空最后一个的竞速。","A bounce explosion (Volatile Rebound, Volatile Quick Return) takes no combo multiplier and spends no combo (wiki); whether Killing Blow or any other heavy-attack card reaches it is unpublished, and here none does. Volatile Quick Return's +3 Blast Radius is put on the bounce explosion alone.":"弹跳爆炸（易爆反弹、易爆速返）不吃连击倍率，也不消耗连击（wiki）；一击必杀或其他重击 Mod 是否作用于它没有公开，这里都不作用。易爆速返的 +3 爆炸半径只加在弹跳爆炸上。","A bounce here reflects off enemies only; in game walls and the floor count too, so with cover the number reads low.":"这里的反弹只发生在敌人身上；游戏里墙和地面也算，所以有掩体时数字偏低。","A browser you are signed in on counts its compute here, and it is on the public ranking without your name unless you choose to show it. What it computes is free for everyone and never sold.":"登录了这个账号的浏览器，计算量记在这里，并以匿名方式出现在公开的贡献榜上，除非你选择显示名字。它算出来的东西对所有人免费，永远不会卖钱。","A buff starts the fight FULL only if it is permanent — no timer, and not spent by being used. Such a buff can be held for the whole fight by anyone, so scoring it at anything less would rank how long ago the entrant last topped it up. Every other buff starts at zero and is earned in the fight. Two buffs in the data qualify today.":"一个 buff 只有在它是永久的时候才以满层开局 —— 没有计时，也不会因使用而消耗。这样的 buff 任何人都能全程保持，所以按低于满层计分，等于在排「投稿者上次补层是多久以前」。其余所有 buff 从零开始，在战斗中挣得。目前数据中有两个 buff 符合。","A cast's length is unpublished: each cast here takes one second at 1.0x Casting Speed, which sets how often it hits and changes no single hit.":"一次施放的时长没有公开数据：这里每次施放按 1.0x 施放速度下 1 秒计算，它决定命中的频率，不改变任何一次命中的伤害。","A code was just sent. Wait a minute before asking again.":"验证码刚刚发出，请一分钟后再试。","A cube left alone detonates after 9 s, which needs a miss and a timer the sim does not run.":"无人理会的方块会在 9 秒后自行引爆，这需要一次打空和一个模拟不运行的计时。","A cube that is shot explodes for 600 Blast in 6 m, four times this blast (wiki). The sim never shoots a cube, so the number reads low.":"被打中的方块会在 6 米内爆炸，造成 600 爆炸伤害，是这次爆炸的四倍（wiki）。模拟从不打方块，所以数字偏低。","A dart that pierces an enemy deals it only 1 tick of the damage over time (page); not modelled either.":"飞镖穿过的敌人只吃 1 跳持续伤害（页面）；同样未建模。","A desktop version is available for Windows.":"桌面版目前只支持 Windows。","A detonated glaive goes off on its way out, no further than the first body it cannot pass, and makes no bounce after that one: the fight does not wait for the bounces it could still have made.":"引爆的战刃在飞出途中爆炸，最远到第一个穿透不过去的敌人，之后不再弹跳：不会等它把还能打的弹跳打完。","A direct hit forces a knockdown (wiki). Enemies here are not knocked down; the number is unaffected.":"直击必定击倒（wiki）。这里的敌人不会被击倒，数字不受影响。","A direct hit forces a knockdown and the explosion a ragdoll; neither is damage, and enemies here are neither knocked down nor thrown.":"直击必定击倒，爆炸必定造成布娃娃效果；两者都不是伤害，这里的敌人既不会被击倒也不会被抛飞。","A display name is at most 32 characters.":"显示名最多 32 个字符。","A gauge bought with kills is worth what the fight lets you earn: against something that will not die, this mode is the base one.":"用击杀换来的充能条，值多少取决于这场战斗让你赚到多少 —— 面对一个打不死的目标，这个模式就等于基础模式。","A ghost is counted, not fought: a charged-shot kill leaves one for 7 s and the run reports how many there were, but a ghost neither attacks nor blocks here.":"灵体只统计、不参战：蓄力射击击杀会留下一个，持续 7 秒，本次运行会报告数量；但这里灵体既不攻击，也不阻挡。","A glaive bounces off the bodies it cannot punch through: the body it was thrown into is its first bounce, and the last its count allows turns it for home. With no walls here, a glaive that passes every body flies its whole range and bounces off nothing. A quick throw is given the charged throw's count, the only one published, and the flight between bounces adds no time.":"战刃会从穿透不过去的敌人身上弹开：投中的那个敌人是第一次弹跳，弹跳次数允许的最后一次之后它就飞回来。这里没有墙，能穿过所有敌人的战刃会飞满射程，不弹跳。快速投掷沿用蓄力投掷的弹跳次数（只有它公开了），弹跳之间的飞行不计时间。","A glaive's heavy attack is the detonation of a thrown glaive, which is its own mode (a throw, detonated), so there is no standing heavy mode and a Tennokai window converts no swing.":"战刃的重击是把投出去的战刃引爆，这是它单独的模式（投掷后引爆），所以没有原地重击模式，Tennokai 窗口也不会把挥砍转换成重击。","A gunblade's heavy attack fires, which is not modelled, so there is no heavy mode and a Tennokai window converts nothing.":"枪刃的重击是射击，未建模，所以没有重击模式，Tennokai 窗口也转换不出任何东西。","A headshot spawns six homing spores that explode in 3.3 m each, plus a further explosion (module). The engine has no hit that spawns projectiles, so none is counted, and in a headshot-heavy fight the number reads several times low.":"爆头会生成六颗追踪孢子，各自在 3.3 米内爆炸，爆头本身还有一次额外爆炸（模块）。引擎没有「命中生成弹体」，所以都未计入；以爆头为主的战斗中数字会偏低好几倍。","A heavy attack grants every attack 5% life steal plus 5% per combo level, permanently, shared with allies within 15 m. Nothing damages the Tenno here and there are no allies, so it adds nothing.":"一次重击会让之后所有攻击获得 5% 吸血，每级连击再加 5%，永久生效，并与 15 米内的队友共享。这里没有东西会伤害 Tenno，也没有队友，所以不产生收益。","A missed shot drops the combo counter. This entry cannot miss, so only its {seconds} s timer removes a stack, and the number is the ceiling.":"打空一枪会掉连击。这个条目不会打空，所以只有 {seconds} 秒计时会掉层，数字是上限。","A mod that stacks on kill starts the fight at zero stacks. It builds during the fight, expires, and decays — so the build's own numbers change while you are shooting.":"击杀叠层的 MOD 从 0 层开始打。层数在这一场里叠起来、到期、往下掉——所以你开着枪的时候，这套配装自己的数值一直在变。","A new version is out; this page refreshes itself once what you started ends.":"有新版本了，你手上的计算结束后这个页面会自动刷新。","A new version of the program is out — you can sign in to your account, and it can start with Windows, sit in the tray and uninstall itself.":"新版程序已发布——可以登录账号了，还有开机启动、托盘和卸载设置。","A number. Nothing bought here moves a result by one decimal — an in-game measurement is the only thing that changes what the engine does.":"一个数字。这里买到的东西不会让任何结果动一位小数——能改变引擎行为的只有游戏内实测，没有第二样。","A partly charged shot is not modelled: an early release multiplies the Normal Shot's own base by (1 + charge) and adds the evolution's flat damage outside that, so 50% is 40 x 1.5 + 3, not 43 x 1.5. Only the two ends are carried: no charge, and the full charge.":"半蓄力射击未建模：提前松手时，乘以 (1 + 蓄力进度) 的是普通射击自己的基数，进化的固定伤害加在倍率之外，所以 50% 蓄力是 40 × 1.5 + 3，不是 43 × 1.5。这里只有两端：不蓄力和满蓄力。","A password needs at least 8 characters.":"密码至少需要 8 位。","A polarity can be swapped between this slot and a main one — the slot stays Exilus. So its polarity counts toward any build, even one that leaves it empty.":"极性可以在这个槽和主槽之间对调 —— 槽位本身仍然是 Exilus。所以它的极性对任何配装都算数，哪怕这个槽空着。","A reload buff gained mid-fight (Conjunction Voltage's stacks, Merciless) also shortens the refill here, which in game 'is not affected by mods or abilities'. Reload mods are handled correctly. The effect is at most the refill: 0.6 s of a 2.0 s empty cycle on a Tombfinger, so the number can read slightly high.":"战斗中途获得的换弹增益（Conjunction Voltage 的叠层、Merciless）在这里也会缩短充能，而游戏里充能「不受 MOD 或技能影响」。换弹 MOD 的处理是正确的。影响最多就是充能本身：Tombfinger 一次 2.0 秒空匣循环中的 0.6 秒，所以数字可能略偏高。","A reload is never interrupted here: in game you can fire mid-reload and keep the shells already loaded. A listed reload is a whole reload, by design.":"这里从不打断换弹：游戏里可以在换弹中途开火并保留已装的弹。按设计，标出的换弹就是完整的一次。","A reminder matches this":"已有提醒匹配这一项","A result counts once another device, of another owner on another network, computes exactly the same number. Open a task to see the build and the fight. This list stays in this browser.":"每个结果都要另一台不同主人、不同网络的设备算出一模一样的数，才会到账。点开一个任务，就能看到它算的配装和战斗。这个列表只存在这个浏览器里。","A riven gain link, opened from a chat with Nona, runs the search in your browser and sends its builds to the board without asking — that is what the link is for. It keeps the build it found and, only if you type one, a name, which Nona posts in the chat to thank you; both are deleted a day later.":"从九九的聊天里打开的裂罅收益链接，会在你的浏览器里运行搜索，并且不经询问就把搜出的配装提交到榜单——这正是这个链接的用途。它只保存搜出的配装，以及你主动填写的名字（九九会在群里用它来感谢你）；两者都在一天后删除。","A riven has two or three positive stats and at most one negative. (・_・;)":"裂罅是两到三条正面词条，最多一条负面。(・_・;)","A rocket that hits nothing detonates after 6 s; the sim does not model a miss.":"没有命中的火箭会在 6 秒后自行引爆；模拟不处理打空。","A ruler is covered by the best of its builds that fits: the line is how close to that ruler's leader it has to come.":"每个基准取装得下的配装里最好的一套；达标线是它至少要达到该基准榜首的百分之几。","A score is this engine's measurement of a build under the benchmark's fixed terms. Nobody submits a number.":"分数是本引擎在该基准的固定条件下测出的。没有人提交数字。","A sentinel weapon scores the same on both boards. Its companion picks its own targets and never aims for a head, so neither term is the player's to set — and none of that weapon is your aim.":"守护型武器在两个榜上分数完全相同。它的守护自己选目标、从不瞄头，所以这两个条件都不归玩家管——这把武器里没有一分是你的瞄准。","A stance decides what the weapon actually swings: it publishes a combo per mode, and installing one replaces the weapon's own. It also GRANTS capacity instead of costing it — 10 on a slot of its own polarity, 5 on a bare one, 4 on the wrong colour.":"架势决定这把武器实际挥出的是什么：它按 mode 各发布一套连段，装上就会顶掉武器自己的那套。它还**给予**容量而不是消耗容量——同极性槽位 10 点，无极性 5 点，极性不对 4 点。","A start is the build the search begins from. A blank start is filled in order — mode, evolutions, element, arcane, mods, exilus — and then improved position by position with the quick calc until no change helps. To begin from a build of your own, add the current build or one of your builds; edit a start in the builder, where a pinned position stays in every answer. Several starts that differ (another element, another mode) find answers one start cannot.":"起点就是搜索开始时的配装。空白起点会按顺序填满——模式、进化、元素、赋能、MOD、Exilus——然后逐个位置用快速计算改进，直到换什么都不再提升。想从自己的配装出发，就把当前配装或存过的配装加为起点；起点可以在配装器里编辑，钉住的位置在每个结果里都保持不变。多放几个方向不同的起点（换个元素、换个模式），能找到单个起点找不到的答案。","A submitted build is scored on the fight you ran first, then on every board that takes it.":"提交的配装会先在你跑的这一场评分，再到收它的每块榜上评分。","A system notification comes while this tab is in the background, if the browser allows it.":"标签页在后台时会发系统通知（需要浏览器允许）。","A task's points count once another device's answer agrees with it. This list stays in this browser.":"每个任务的积分，要等另一台设备算出一致的结果后才计入。这份清单只保存在这个浏览器里。","A throw's 50% chance to disarm is not modelled; nothing here is armed.":"投掷 50% 几率缴械未建模；本场没有持械的敌人。","A throw's own animation is unpublished: it is taken as one attack at the throw's listed rate, after the charge where there is one, and attack speed shortens it.":"投掷本身的动作时长没有公开：按投掷的面板攻速算一次攻击（蓄力投掷在蓄力之后），攻速会缩短它。","A username can change once a day.":"用户名每天只能修改一次。","A username is 3 to 20 letters, digits or underscores.":"用户名为 3 到 20 位字母、数字或下划线。","A volunteer's device has taken riven gain {code} — usually a few minutes. Nona will post the answer here. (｀・ω・´)":"已经有一台志愿者的设备接手收益码 {code} 了，一般需要几分钟，算完九九直接发到这里。(｀・ω・´)","A weapon's own explosion wider than about 6 m, and punch-through past five bodies, are clipped by the grid on purpose: a deeper column would rank the formation rather than the weapon.":"武器自身半径超过约 6 米的爆炸，以及超过 5 个的穿透，会被方阵有意截掉：更深的纵列排出来的是场地，而不是武器。","AGPL-3.0. The source archive beside the download is the same source as on GitHub.":"AGPL-3.0。下载旁的源码包与 GitHub 上的源码相同。","AI-generated content; it may be wrong.":"内容由 AI 生成，可能有误。","API key":"API 密钥","Abilities":"技能","Ability":"技能","Ability Damage — no ability deals damage in this fight, and the card excludes Exalted weapons":"技能伤害 —— 这场战斗里没有技能造成伤害，且卡面说明不作用于显赫武器","Ability Duration":"技能持续时间","Ability Efficiency":"技能效率","Ability Range":"技能范围","Ability Strength":"技能强度","Ability Strength %":"技能强度 %","About":"所属","About every {every} in the last 7 days":"近 7 天平均每 {every}一次","Account":"账号","Account created.":"账号已创建。","Account settings":"账号设置","Accounts are not available here":"这里无法使用账号","Accuracy":"精准度","Accuracy also improves during the spool (wiki); this entry uses the settled spread, so an early burst is tighter here than in game.":"转膛过程中精度也会提升（wiki）；本条目用的是收紧后的散布，所以前段连射比游戏里更集中。","Accuracy improves the longer it fires (wiki); this entry uses the settled spread.":"持续开火越久精度越高（wiki）；本条目用的是收紧后的散布。","Acrobatic Speed":"翻滚速度","Active":"生效中","Add":"添加","Add email and password":"添加邮箱与密码","Add them to this account":"加入这个账号","Add this build to the official board?":"把这套配装加入官方榜单？","Aerial attack damage":"空中攻击伤害","After a full break":"满盾破盾后","Against the board":"和榜单比","Against the reference, #{r}":"与对比基准（第 {r} 名）相比","Aim":"瞄准","Aim gliding":"飞身瞄准","Aiming":"瞄准","Aiming highlights enemies within 100 m (wiki), an aiming aid the sim does not use.":"瞄准时会高亮 100 米内的敌人（wiki），这是模拟用不上的瞄准辅助。","Aiming is disabled during the burst, so Acolyte mods do not apply to it; this entry does not apply that limit.":"连射期间无法瞄准，所以 Acolyte 系列 MOD 对它无效；本条目没有应用这道限制。","Aiming raises a shield that blocks frontal projectiles, closing on a reload or a charge (wiki). Nothing shoots back here; the number is unaffected.":"瞄准时会展开一面挡下正面弹体的护盾，换弹或蓄力时收起（wiki）。这里没有东西会还击，数字不受影响。","Airborne":"滞空","All":"全部","All builds":"全部配装","All devices together · updated every minute":"所有设备合计 · 每分钟更新","All items":"全部条目","All notifications":"全部通知","All rivens":"全部裂罅","All targets":"所有目标","All time":"全部","All together":"合计","All {n} Warframe weapons":"星际战甲全部 {n} 把武器","All-time ranking":"总榜","Alone":"单装","Already have an account?":"已有账号？","Also compute together on battery":"使用电池时也一起算","Alt fire":"次要开火","Alternate Fire":"副射击","Amalgam Argonak Metal Auger, the Argonak-exclusive mod — a weapon-exclusive card outside the pools this roster loads":"「Amalgam Argonak Metal Auger」，Argonak 的专属 MOD——这是一张武器专属卡，不在本武器库载入的卡池里","Ammo Efficiency":"弹药效率","Ammo Pickup Conversion":"弹药拾取转换","Ammo Reserve":"备弹","Ammo pickups are modelled, because a real player is being resupplied over three minutes. A weapon that cannot be resupplied runs on its real reserve.":"弹药拾取是计入的，因为三分钟里真实玩家一直在补给。而无法补给的武器，用的就是它真实的备弹。","Ammo pickups are modelled. An entry that cannot be resupplied runs on its own reserve.":"弹药拾取被建模。无法补给的条目只能靠自己的备弹。","Among the {n} rivens the board has measured (each at its best rolls), this card would rank #{k}.":"在榜单测过的 {n} 张裂罅里（都按满档算），这张能排第 {k}。","Amp":"增幅器","An AI agent connects by asking you for a code WFSim mails to your address. Disconnecting it stops its key at once.":"AI agent 需要向你索要 WFSim 发到你邮箱的验证码才能连接。断开后，它的 key 立即失效。","An Enkaus hit that leaves an ink-stained enemy below 35% health kills it outright, as one hit at 600% critical chance, 1x critical multiplier and a forced Corrosive status (wiki); the stain comes from the alternate fire or Follie's passive, and bosses and enemies with special states are spared. Nothing is ink-stained here, so every enemy is shot down to zero and the number reads low.":"Enkaus 的命中若让被墨迹沾染的敌人血量低于 35%，会直接将其击杀，这一击为 600% 暴击率、1 倍暴击伤害并必定触发腐蚀异况（wiki）；墨迹来自替代射击或 Follie 的被动，首领和处于特殊状态的敌人不受影响。这里没有任何敌人被墨迹沾染，所以每个敌人都要打到零血，数字偏低。","An account is optional. WFSim works the same without one.":"账号是可选的，不登录也能使用全部功能。","An aura hands capacity back instead of costing it: twice its drain on its own polarity, 80% of it rounded down on another. A polarity moves between all ten slots, the aura's included.":"光环不消耗容量，而是返还容量：极性相同时返还两倍，极性不同时返还 80%（向下取整）。极性可以在全部十个槽位之间移动，光环槽也包括在内。","An auto-targeted tendril always aims at the enemy's centre and never headshots; only one aimed above the enemy can.":"自动索敌的触须总是瞄准敌人中心，不会爆头；只有往敌人上方瞄的那条可以。","An enemy killed directly by it leaves a Gas cloud whose ticks deal half the killing shot's damage (wiki). The engine has no hit that exists only after a kill, so against anything that dies the number reads low by roughly a third.":"被它直接击杀的敌人会留下毒气云，每跳伤害为致命一击的一半（wiki）。引擎没有「击杀后才出现的命中」，所以只要目标会死，数字大约偏低三分之一。","An entry that can be played more than one way is ranked once per way, and the way it was played is part of the row.":"一个可以有多种打法的条目，每种打法各排一次，而用哪种打法本身就是这一行的一部分。","An extra hit also fires off a Blast detonation, taking the faction bonus a third time and the elemental bonus the detonation itself is denied. The wiki lists it as a bug; it is modelled as it plays now, and a fix would change this number.":"爆炸异况引爆时也会触发一次额外伤害：派系加成吃第三次，还会吃到引爆本身拿不到的元素加成。wiki 把它列为 bug；这里按现在的实际表现建模，修复后这个数字会变。","Analyse":"分析","Ancient Protector aura":"远古守护者光环","Anonymous":"匿名","Anonymous contributor":"匿名贡献者","Answers":"回答方式","Any":"任意","Apply to my build":"应用到我的配装","Arbitration":"仲裁","Arbitrations":"仲裁","Arcane":"赋能","Arcane (on status)":"赋能附加伤害","Arcane presets":"赋能预设","Arcanes":"赋能","Arch-Gun":"曲翼枪械","Arch-Guns":"曲翼枪械","Arch-Melee":"曲翼近战武器","Arch-guns and battery weapons (Kitguns with Pax Charge included) get nothing from it in game. The sim does not exclude them, so on those weapons it reads high.":"空战枪和电池类武器（包括装了 Pax Charge 的组合枪）在游戏里吃不到它。模拟没有排除它们，所以在这些武器上数字偏高。","Archgun":"曲翼枪械","Archon Shards":"执刑官源力石","Archon shards":"执刑官源力石","Archwing":"曲翼","Archwing (environment)":"空战","Armor":"护甲","Armor while Warcry and Hysteria are active":"Warcry 与 Hysteria 同时生效时的护甲","Armor while Warcry is active":"Warcry 生效时的护甲","Armour left":"剩余护甲","Ask Nona about this build…":"问问九九这套配装…","Assault Saw":"突击锯","Assumed: a bounce lands on a weak point 50% of the time. It can headshot (wiki), but where it lands depends on geometry the sim does not model, and no rate is published.":"假设值：反弹有 50% 落在弱点上。它可以爆头（wiki），但落点取决于模拟没有的几何，也没有公开的比例。","Assumed: the heavy attack's charge is a third of its published {published} s wind-up, the share measured on a Tonfa: {charge} s of charge, shortened only by wind-up speed, then {swing} s of swing, shortened by attack speed. This weapon's own split is unmeasured.":"假设值：重击蓄力取公布的 {published} 秒的三分之一（Tonfa 上实测的比例）：{charge} 秒蓄力，只受蓄力速度影响；之后 {swing} 秒挥砍，受攻速影响。这把武器自己的比例未实测。","At least 8 characters":"至少 8 位","Atmosphere (environment)":"地面","Attack Speed":"攻击速度","Augur set":"Augur 套装","Aura":"光环","Aura slot first":"优先极化光环槽","Automatic (the quicker)":"自动（选更快的）","Average of {runs} runs":"{runs} 场平均","Avionics":"航电设备","Back it ↗":"支持一下 ↗","Back to my build":"回到我的配装","Back to sign in":"返回登录","Back to the top {n}":"收起，只看前 {n} 个","Base Damage":"基础伤害","Base Form":"基础形态","Base URL":"接口地址","Base form":"基础形态","Base level":"基准等级","Beam Range":"光束长度","Being fought — simulated":"被打的 —— 模拟出来的","Benchmark":"基准榜","Benchmark builds":"基准配装","Benchmark fight":"标杆战斗","Benchmarks · read-only":"基准场景 · 只读","Best found":"找到的最佳","Biggest hit":"单发最高","Biotic Rounds, the AX-52-exclusive mod — a weapon-exclusive card outside the pools this roster loads":"「Biotic Rounds」，AX-52 的专属 MOD——这是一张武器专属卡，不在本武器库载入的卡池里","Blade And Whip":"剑鞭","Blast":"爆炸","Blast Radius":"爆炸半径","Block Combo":"格挡连段","Block Forward Combo":"格挡前冲连段","Blocked by this browser":"已被这个浏览器屏蔽","Board compute":"榜单计算","Board rank":"排名","Body":"身体","Body Punch Through":"躯体穿透","Body parts":"身体部位","Bolts stick and fling bodies on a kill, and a flung body damages targets in its path (wiki). There is no ragdoll here, so against a crowd the number reads low.":"弩箭会钉在目标身上，击杀时把尸体甩飞，飞出的尸体会伤害沿途的目标（wiki）。这里没有布娃娃物理，所以面对人群时数字偏低。","Bonus":"增益","Bow":"弓箭","Brain Storm and Wild Frenzy, the Grakata-exclusive mods — weapon-exclusive cards outside the pools this roster loads":"「Brain Storm」和「Wild Frenzy」，Grakata 家族的专属 MOD——这是武器专属卡，不在本武器库载入的卡池里","Budget":"资源投入","Buff coverage":"增益覆盖","Buffs":"增益","Build":"当前配装","Build finder":"配装查找器","Build sync":"配装同步","Builder":"配装器","Builder, simulator and optimizer are free for everyone.":"构建、模拟、优化，对所有人免费。","Builder, simulator, optimizer.":"配装器、模拟器、优化器。","Building, simulating and optimizing are the same for everyone. This is AGPL-3.0: the engine, the game data and the wasm are public, and you can run your own copy.":"构建、模拟、优化对谁都一样。项目是 AGPL-3.0，引擎、游戏数据、wasm 全部公开，你可以自己跑一份。","Builds":"配装","Builds of one item share its polarities. The plan finds one layout every ticked build fits, and moves the other builds' mods onto it.":"同一件装备的各套配装共用极性。规划会找一组所有勾选配装都装得下的极性，并把其他配装的 MOD 挪到对应的槽里。","Builds you run here are added to the official board.":"在这里跑过的配装会被加入官方榜单。","Built in the open since {day} — {n} commits, every one of them public.":"自 {day} 起一直公开开发，{n} 次提交，每一次都能查。","Built-in search":"内置搜索","Built-in searches · read-only":"内置搜索 · 只读","Bullseye Reload, its passive: a headshot grants +25% reload speed for 4 s, stacking to 2 (wiki). It is not applied, so a headshot build reads low.":"Bullseye Reload（它的被动）：爆头会获得 4 秒 +25% 换弹速度，最多 2 层（wiki）。未应用，所以爆头配装数字偏低。","Burst DPS":"爆发 DPS","By continuing you have read the":"继续即表示你已阅读","By weapon":"按武器","CPU threads":"CPU 线程","Cancel":"取消","Cancel deletion":"撤销删除","Cantare Chorale: hitting enemies with the returning blades grants allies in range +20% reload speed for 30 s (wiki). The return is not fired and there are no allies here.":"Cantare Chorale：用回收的刀刃击中敌人，会给范围内的队友 30 秒 +20% 换弹速度（wiki）。这里不会回收刀刃，也没有队友。","Card on the page":"页面卡片","Cast":"施放","Cast them":"实际释放","Cast time":"施放时间","Casting Speed":"施放速度","Casting converts energy to shields":"施放时能量转化为护盾","Chain lightning is not modelled, and it is a third of the weapon: each hit rolls 0-3 extra strikes (30/35/17.5/17.5%), guaranteed after three failures, chaining twice within 10 m. There is one target here, so the number reads low against a crowd.":"连锁闪电未建模，而它占这把武器的三分之一：每次命中掷出 0–3 道额外闪电（30/35/17.5/17.5%），连续三次落空后必定触发，在 10 米内连锁两次。这里只有一个目标，所以面对人群时数字偏低。","Chained Sling":"连锁冲刺","Chaining is not modelled, and it is what the weapon is for: the beam jumps to up to 3 enemies within 5 m of each other. There is one target here, so against a crowd the number reads low.":"连锁未建模，而这正是这把武器的用途：光束会在彼此 5 米内的最多 3 个敌人之间跳跃。这里只有一个目标，所以面对人群时数字偏低。","Chains skip enemies already hit by the main beam (page); here a chain can hit a body the beam passed through, so the number reads high.":"连锁不会打已被主光束命中的敌人（页面）；这里连锁可以打到被光束穿过的目标，所以数字偏高。","Chamber":"枪膛","Chamber (first round)":"弹膛（首发）","Chamber Cascade: a hit or a damaging status has a 4% chance to grant 100% ammo efficiency for 4 s (wiki). Reserves are infinite by default, so it adds nothing here.":"Chamber Cascade：命中或造成伤害的异况有 4% 几率获得 4 秒 100% 弹药效率（wiki）。备弹默认无限，所以这里不产生收益。","Change email":"更换邮箱","Change it":"修改","Change password":"修改密码","Changes on the copy":"副本上的改动","Charge Time":"蓄力时间","Charged Shot":"蓄力射击","Check":"检测","Check the spam folder too.":"也请看看垃圾邮件文件夹。","Check your email":"查看你的邮箱","Checking…":"正在检查…","Clan":"游戏内氏族","Class":"类别","Claws":"利爪","Clear selection":"取消选择","Cleared in":"预计清空","Click a build to open it; from there, make it the reference to compare the others with.":"点一个配装展开详情；在详情里可以把它设为对比基准，其他配装就都和它比。","Close":"关闭","Close to the tray":"关闭窗口时最小化到托盘","Cloud sync":"云同步","Coda":"终幕","Cold":"冰冻","Cold greatly slows a Demolisher in game, and its pulse cannot cleanse it. The sim has no movement, so slowing it changes nothing here.":"冰冻在游戏里会大幅减慢爆破使，且它的脉冲清除不掉。模拟没有移动，所以减速在这里没有影响。","Cold never converts on this unit, so the stacks climb to their cap and STAY — the bonus is up all fight instead of being spent on a 3-second Frozen window":"冷冻在这个单位上永远不会转化,所以层数会一路叠到上限并保持 —— 加成全程有效,而不是被 3 秒的冰冻窗口消耗掉","Collapse all":"全部收起","Combat Reload, the Tigris-exclusive mod — a weapon-exclusive card outside the pools this roster loads":"「Combat Reload」，Tigris 家族的专属 MOD——这是一张武器专属卡，不在本武器库载入的卡池里","Combat record":"战斗记录","Combo window":"连击窗口","Coming soon":"即将推出","Community":"社区","Companion":"同伴","Companion Weapon":"同伴武器","Companion builds":"同伴配装","Companion floor":"同伴保底","Companion mod":"同伴 MOD","Companions":"同伴","Compare others with this":"以它为对比基准","Comparing with":"对比基准：","Compute WFSim together?":"一起算出 WF模拟 吗？","Compute together":"一起算","Computed — another device checks it next":"已算完 · 交给另一台设备核对","Computer":"设备","Computing":"正在计算","Computing is off in this browser.":"这个浏览器已关闭计算。","Computing now":"此刻在算","Computing now.":"正在计算。","Computing together with the volunteers, with {pct}% of this device's processing power.":"正在和志愿者们一起算，使用这台设备 {pct}% 的处理能力。","Concise mode — no persona":"简洁模式（关闭角色腔）","Condition Overload bracket":"异况超量档","Condition Overload computes on this weapon's ORIGINAL base damage — this perk's added base is excluded, so every status type is worth less than the card implies":"异况超量按这把武器的原始基础伤害计算——这个进化增加的基础伤害不计入，所以每一种异常的价值都低于卡面看起来的样子","Condition Overload does not apply to slams, heavy slams or radial attacks (the mod's own words), and this entry does not yet exempt it — a build carrying Condition Overload therefore reads HIGH in this mode":"异况超量不作用于捶地、重击捶地和径向攻击（MOD 卡面原话），而本条目尚未做这个豁免——所以带异况超量的配装在这个模式下读数偏高","Configuration":"配置","Confirm":"确认","Connect":"连接","Connected":"已连接","Connected agents":"已连接的 agent","Connected.":"已连接。","Contagion Cloud, its augment, leaves a damaging cloud where an enemy dies. It needs a corpse and a second target, so it is not counted; against a crowd the number reads low.":"Contagion Cloud（强化 MOD）会在敌人死亡处留下伤害云。它需要尸体和第二个目标，所以未计入；面对人群时数字偏低。","Content":"常玩内容","Continue":"接着上次","Continue with {p}":"使用 {p} 继续","Contribution":"贡献","Contribution ranking":"贡献榜","Contributor":"贡献者","Contributor rank":"贡献段位","Contributor rank {n}":"贡献段位 {n}","Contributors":"贡献者","Cooldown":"冷却时间","Copied":"已复制","Copy as JSON":"复制为 JSON","Copy as text":"复制为文本","Corpus":"Corpus","Correct anything misread, then press OK.":"把认错的地方改对，再点确定。","Corrosive":"腐蚀","Corrupted":"堕落者","Could not reach WFSim — nothing was deleted. Try again later.":"连不上 WF模拟，什么都没有删除。请稍后再试。","Could not restore just now.":"暂时无法恢复。","Could not sync":"同步失败","Could not sync just now.":"暂时无法同步。","Create a WFSim account":"创建 WFSim 账号","Create account":"创建账号","Create an account":"注册账号","Crit Chance":"暴击几率","Crit Damage":"暴击伤害","Crit tier":"平均暴击层数","Critical Chance":"暴击几率","Critical Damage":"暴击伤害","Critical Mutation, the Catabolyst family's exclusive mod — a weapon-exclusive card outside the pools this roster loads":"「Critical Mutation」，Catabolyst 家族的专属 MOD——这是一张武器专属卡，不在本武器库载入的卡池里","Critical Precision, the Tiberon-exclusive mod — a weapon-exclusive card outside the pools this roster loads":"「Critical Precision」，Tiberon 的专属 MOD——这是一张武器专属卡，不在本武器库载入的卡池里","Critical chance":"暴击几率","Critical hits have a 6% chance to set the next shot's status chance to 500% (wiki). The engine does not model this crit-triggered status lock, so it procs at its card's 1%. It is most of the weapon; the number reads low.":"暴击有 6% 几率把下一发的触发几率设为 500%（wiki）。引擎没有建模这种暴击触发的异况锁定，所以只按卡面的 1% 触发。这是这把武器的主要部分；数字偏低。","Critical multiplier":"暴击倍率","Ctrl+Z undoes the last change":"Ctrl+Z 撤销上一步改动","Current password":"当前密码","Custom enemies":"自定义敌人","Customs":"自定义项","DPS":"DPS","DPS over time":"DPS 曲线","Dagger":"匕首","Damage":"伤害","Damage (combined)":"伤害（合成后）","Damage Falloff":"距离衰减","Damage by combatant":"按参战单位","Damage by source":"伤害构成","Damage by type":"伤害类型占比","Damage cap":"限伤","Damage taken":"承受伤害","Damage ×1.5 at 1 hit, +0.5 every ×3":"连击 1 时伤害 ×1.5，之后每翻三倍再 +0.5","Damage ×1.5 at 5 hits, +0.5 every ×3":"连击 5 时伤害 ×1.5，之后每翻三倍再 +0.5","Damzav-Vati, the Akbronco Prime-exclusive mod — a weapon-exclusive card outside the pools this roster loads":"「Damzav-Vati」，Akbronco Prime 的专属 MOD——这是一张武器专属卡，不在本武器库载入的卡池里","Data and privacy":"数据与隐私","Day":"日期","Deadly Maneuvers, the Magnus-exclusive mod — a weapon-exclusive card outside the pools this roster loads":"「Deadly Maneuvers」，Magnus 家族的专属 MOD——这是一张武器专属卡，不在本武器库载入的卡池里","Deadly Sequence, the Grinlok-exclusive mod — a weapon-exclusive card outside the pools this roster loads":"「Deadly Sequence」，Grinlok 的专属 MOD——这是一张武器专属卡，不在本武器库载入的卡池里","Debuff coverage":"异常覆盖","Default":"默认","Delete":"删除","Delete account":"删除账号","Delete account for good":"永久删除账号","Delete?":"确认删除？","Deleted":"删除时间","Deleted {n} records from WFSim's database. This browser has a new id.":"已从 WF模拟 数据库删除 {n} 条记录，这个浏览器换了新编号。","Deleting waits 7 days, and signing in within them lets you cancel. Then this account, every way to sign in to it and everything it syncs are gone for good, and its points go to the official pool.":"删除后有 7 天反悔期，期间登录即可撤销。之后这个账号、它的所有登录方式和同步的数据将被永久删除，它的积分转入官方公共池。","Deletion cancelled.":"已撤销删除。","Demand and compute":"需求与算力","Demolisher · one target · Demolisher Devourer Lv 1000 Icebind · 4-player health · 180 s · KPM":"爆破使 · 单体 · 爆破型吞噬者 1000 级 Icebind · 四人血量 · 180 秒 · KPM","Demolisher · one target · Demolisher Devourer Lv 200 SP · 4-player health · 180 s · KPM":"爆破使 · 单体 · 爆破型吞噬者 200 钢铁 · 四人血量 · 180 秒 · KPM","Demolisher · one target · Demolisher Devourer Lv 500 Archimedea · 4-player health · 180 s · KPM":"爆破使 · 单体 · 爆破型吞噬者 500 级 Archimedea · 四人血量 · 180 秒 · KPM","Demolisher · one target · Demolisher Devourer Lv 9999 SP · 4-player health · 180 s · KPM":"爆破使 · 单体 · 爆破型吞噬者 9999 钢铁 · 四人血量 · 180 秒 · KPM","Depth":"深度","Desktop settings":"桌面版设置","Detail":"明细","Details":"详情","Device":"设备","Device {id}":"设备 {id}","Devices":"设备","Did not sync":"未能同步","Didn't get it?":"没收到？","Digit":"第","Direct":"直连","Direct hit":"直击","Direct hits":"直接命中","Directed Convergence and Entropy Burst, the Supra-exclusive mods — weapon-exclusive cards outside the pools this roster loads":"「Directed Convergence」和「Entropy Burst」，Supra 家族的专属 MOD——这是武器专属卡，不在本武器库载入的卡池里","Disarming Purity, the Panthera-exclusive augment — a weapon-exclusive card outside the pools this roster loads":"「Disarming Purity」，Panthera 的专属增强 MOD——这是一张武器专属卡，不在本武器库载入的卡池里","Disconnect":"断开","Disconnected.":"已断开。","Dislikes":"不喜欢","Display name":"显示名","Disrupt amp":"磁力增伤","Dodge Speed":"闪避速度","Does not scale with ability strength":"不随技能强度变化","Doing the fighting — assumed":"打人的 —— 假设成立的","Don't":"不要","Done per hour":"每小时完成","Done — Nona will post the result in the chat. Thank you!":"算好了，九九会把结果发到群里。谢谢你！","Double Jumps":"二段跳","Double Tap":"二连击","Download":"下载","Download WFSim for Windows":"下载 WFSim Windows 桌面版","Download for {os}":"下载 {os} 版","Download my data":"下载我的数据","Download the Windows app":"下载 Windows 桌面版","Drain":"消耗","Dual Daggers":"双匕首","Dual Nikanas":"双侍刃","Dual Swords":"双剑","Duration":"持续时间","Duration (s)":"时长（秒）","Each count is kept under this id for 90 days; after that only daily totals that name no one remain. The id is replaced after 13 months.":"每条统计在这个编号下保存 90 天，之后只留下不指向任何人的每日总数。编号满 13 个月会自动更换。","Each generation gains random abilities from a pool of more than twenty; the Legacyte here is the same every time.":"每一代会从二十多种技能中随机获得新技能；这里的 Legacyte 每次都一样。","Each pellet adds 2 to the melee combo count, up to 28 a shot, and on Kullervo it adds 7 s of combo duration (wiki). There is no melee weapon here, so none of this applies.":"每颗弹丸给近战连击数 +2，单发上限 28；装在 Kullervo 身上还会给近战 +7 秒连击持续时间（wiki）。这里没有近战武器，所以都不适用。","Each shot lands in a small square around the aim point and can miss small targets (wiki); this entry uses the module's 1-1.2 degree spread for that square.":"每一发会落在瞄准点周围的一个小方阵里，面对小目标可能打空（wiki）；本条目用模块中 1–1.2 度的散布来表示这个方阵。","Each stat needs the number on the card, like {e}. (・_・;)":"每条词条后面要跟上卡上的数值，比如 {e}。(・_・;)","Each way costs an animation — {in}s in, {out}s out, both scaled by reload speed.":"两个方向各有一段动作 —— 进入 {in} 秒、退出 {out} 秒，都会被装填速度缩放。","Eclipse's damage buff does not reach this chamber in game (wiki, Bugs); here a buff reaches every weapon, so with Eclipse up the number reads high.":"游戏里黯然失色的伤害加成对这种枪膛无效（wiki，Bugs 一节）；这里增益对所有武器都生效，所以开着黯然失色时数字偏高。","Edit":"编辑","Editing start":"正在编辑起点","Effective Fire Rate":"实际射速","Efficient Beams, the Convectrix-exclusive mod — a weapon-exclusive card outside the pools this roster loads":"「Efficient Beams」，Convectrix 的专属 MOD——这是一张武器专属卡，不在本武器库载入的卡池里","Electricity":"电击","Element":"元素","Email":"邮箱","Email and password":"邮箱与密码","Empowerment":"强化","Enemies":"敌人","Enemies can shoot down the rockets (wiki); nothing shoots back here, so every rocket arrives.":"敌人可以打掉这些火箭（wiki）；这里没有东西会还击，所以每枚火箭都会命中。","Enemy":"敌人","Energy":"能量","Energy Max":"最大能量","Energy is unlimited here: every cast costs 25, scaled by Efficiency, and nothing runs dry.":"这里能量无限：每次施放消耗 25（受技能效率影响），不会耗尽。","Enter the email you signed up with, and we will send a code.":"输入注册时用的邮箱，我们会发一个验证码。","Entropy Spike, the Bolto-exclusive mod — a weapon-exclusive card outside the pools this roster loads":"「Entropy Spike」，Bolto 的专属 MOD——这是一张武器专属卡，不在本武器库载入的卡池里","Environment":"环境","Equipment slot":"装备位","Equipping it also takes the melee slot, so a Vinquibus loadout has no melee weapon; this fight has no melee to give up.":"装备它会同时占用近战槽位，所以带 Vinquibus 的配置没有近战武器；本场本来就没有近战。","Equivalent multiplier":"等效倍率","Erase":"擦除","Eroding Blight and Vile Discharge, the Embolist-exclusive mods — weapon-exclusive cards outside the pools this roster loads":"「Eroding Blight」和「Vile Discharge」，Embolist 的专属 MOD——这是武器专属卡，不在本武器库载入的卡池里","Every build shows when it was measured and by which version of WFSim. The game and WFSim both change, so an older record may be behind.":"每个配装都标明了测量时间和 WF模拟 版本。游戏和 WF模拟 都在更新，较早的记录可能已经落后。","Every formula cites its source, and every golden test is calibrated against a real in-game run.":"每一条公式都注明出处，每一个 golden test 都对着一次真实的游戏内实测校准。","Every formula in the engine cites its source — a wiki page, a datamine, or a measurement — and every golden test is calibrated against a real in-game run.":"引擎里每条公式都写明出处——wiki、数据挖掘，或者一次实测；每个 golden 测试都拿真实的游戏内跑测校准过。","Every hit counts.":"每一击都算数。","Every hit restores 100 health; nothing damages the Tenno here, so it adds nothing.":"每次命中回复 100 生命；这里没有东西会伤害 Tenno，所以不产生收益。","Every hit, sorted":"每一次命中，分类","Every kind":"全部类别","Every main slot filled, every evolution tier the weapon has, every arcane seat it has. Exilus is never counted.":"主槽位全部装满，武器有几层进化就点几层，有几个赋能位就装几个。Exilus 一律不计。","Every main slot is filled, every evolution tier the entry has is taken, every arcane seat it has is filled. The Exilus slot is never counted.":"每个主槽都装满，该条目拥有的每一阶进化都选，每一个赋能位都填。Exilus 槽从不计入。","Every main slot is filled, every evolution tier the entry has is taken, every arcane seat it has is filled. The Exilus slot is optional: a row may wear one and a row without one is not a lesser build, so the two sit on the same board and the better number wins.":"每个主槽都装满，该条目拥有的每一阶进化都选，每一个赋能位都填。Exilus 槽可选：配装可以装，也可以不装，不装的并不低人一等，两者在同一块榜上比，分数高的赢。","Every number here is the WFSim engine's — open the link to run it yourself.":"这里的每个数字都来自 WF模拟 引擎——打开链接，自己跑一遍。","Every riven of {w}":"{w} · 全裂罅遍历","Every shot is aimed and every one lands on the weak point, which is worth 3x.":"每一发都瞄准，并且全部命中弱点，弱点倍率为 3 倍。","Every shot is aimed and lands on the weak point of whatever it strikes directly, including anything it punches through. A chain hop and a damage cloud cannot be a weak point hit. A BLAST detonation can: it carries the weak-point and critical multipliers of the hit that applied the stack, out to everything its 5 m sphere reaches — measured in game (MEASUREMENTS M54).":"每一发都瞄准，并命中它直接击中的目标的弱点，穿透打到的目标也算。链式跳跃和伤害云不能命中弱点。爆炸异常的引爆可以：它会把施加这层异常的那一枪的弱点倍率和暴击倍率，带给它 5 米球形范围内的所有目标——这是游戏内实测的结果（MEASUREMENTS M54）。","Every shot is aimed and lands on the weak point of whatever it strikes directly. Nothing a chain, a blast or a cloud reaches can be a weak point hit.":"每一发都在瞄准状态下命中所直接击中目标的弱点。链接、爆炸和云雾波及到的一律不算弱点命中。","Every shot is aimed and lands on the weak point. That is the ceiling of aim, not a claim about how most players shoot.":"每一发都瞄准并命中弱点。这是瞄准的上限，不是说大多数人都这么打。","Every swing is a spin, reaching everything within the weapon's range.":"每一击都是旋击，触及范围内的敌人全部命中。","Everything this browser computes counts under the account signed in on it.":"这个浏览器算的每一分，都直接记在登录在它上面的账号名下。","Evolution":"进化","Evolution presets":"进化预设","Evolutions":"进化","Exalted":"显赫","Exalted Weapon":"显赫武器","Exalted weapons that scale with ability strength are ranked on their own, under Exalted Weapon.":"随技能强度变化的显赫武器不进总榜，在「显赫武器」里单独排名。","Excluded mods":"排除的 MOD","Exilus":"Exilus","Exilus slot":"Exilus 槽","Eximus":"卓越者","Eximus possible":"可以是卓越者","Expand all":"全部展开","Explosion on Kill":"击杀爆炸","Export":"导出","Extra hit (ability)":"技能附加伤害","Extra stats":"额外属性","Faction":"派系","Fight":"战斗","Fight conditions":"战斗条件","Filters":"筛选","Final Critical Damage":"最终暴击伤害","Finalists":"优胜名额","Finishes":"收尾","Fire Rate":"射速","Fire {base} until the gauge fills, spend it in {other}, come back — and again.":"用{base}打到充能条满，切到{other}把它花掉，再切回来 —— 如此往复。","Fired in its {form} for the whole fight — it never transforms.":"整场战斗都用{form}射击 —— 它不会变形。","Fired in its {form} for the whole fight.":"整场战斗都用{form}射击。","Fires only at full charge; an early release fires nothing. The sim always charges fully, so the number is the ceiling.":"只能满蓄力发射；提前松手什么都打不出来。模拟总是蓄满，所以数字是上限。","Firing the alt-fire without a full gauge still drains it (wiki); the sim fires only on a full gauge, so it never wastes one.":"充能条未满时使用副射击也会把它清空（wiki）；模拟只在满条时发射，所以从不浪费。","First magazine":"第一个弹匣","Fist":"拳套","Flat Base Damage (Condition Overload ignores it)":"固定基础伤害（不计入异况超量）","Flat Base Damage (Condition Overload reads it)":"固定基础伤害（计入异况超量）","Flat Critical Chance":"固定暴击几率","Flux Overdrive, the Flux Rifle family's exclusive mod — a weapon-exclusive card outside the pools this roster loads":"「Flux Overdrive」，Flux Rifle 家族的专属 MOD——这是一张武器专属卡，不在本武器库载入的卡池里","Focus school":"专精流派","Focused Acceleration and Kinetic Ricochet, the Tetra family's exclusive mods — weapon-exclusive cards outside the pools this roster loads":"「Focused Acceleration」与「动能跳弹」，Tetra 家族的专属 MOD——这是武器专属卡，不在本武器库载入的卡池里","Fomorian Accelerant, the Drakgoon-exclusive mod — a weapon-exclusive card outside the pools this roster loads":"「Fomorian Accelerant」，Drakgoon 的专属 MOD——这是一张武器专属卡，不在本武器库载入的卡池里","For example: {a}, or {b}":"例如：{a}，或者 {b}","For your safety, deleting needs a sign-in from the last 10 minutes. Sign out, sign in again, then delete.":"为了安全，删除账号需要在最近 10 分钟内登录过。请先退出，重新登录，然后再删除。","Forces {procs}, whatever the status roll says.":"强制触发{procs}，与触发几率无关。","Forget everything":"全部忘掉","Forget everything?":"确认全部忘掉？","Forgot password?":"忘记密码？","Form":"形态","Forma limit":"Forma 上限","Forma plan":"Forma 规划","Forward Combo":"前冲连段","Four elements (60/60)":"四元素（60/60）","Frenzy":"疯狂","From the board · read-only":"来自榜单 · 只读","From the hip the seven beams spread; aiming focuses them on the crosshair (wiki). The sim aims, so all seven land: the ceiling against one enemy.":"腰射时七道光束会散开，瞄准时汇聚到准星（wiki）。模拟是瞄准状态，所以七道全部命中：这是对单个敌人的上限。","Full: new items stay on this browser":"已满：新内容只保存在这台浏览器上","Fulmination reaches only the blast, not the pull radius; the pull is not modelled, so this changes nothing.":"Fulmination 只作用于爆炸，不作用于牵引半径；牵引本身未建模，所以没有影响。","Gain":"提升","Galvanized Shot's bug on the grenade's direct hit (multiplicative with base damage; the Bugs section of the wiki's Catabolyst page) is not modelled.":"Galvanized Shot 对榴弹直击的 bug（与基础伤害相乘；见 wiki Catabolyst 页的 Bugs 一节）未建模。","Game data derived from the community":"游戏数据来自社区","Gas":"毒气","Ghosts":"灵体","Glaive":"战刃","Goals":"目标","Grineer":"Grineer","Grip":"握把","Guardian aura":"守护者光环","Gunblade":"枪刃","Hammer":"锤","Head":"头部","Headshot":"爆头","Headshot %":"爆头率 %","Headshot kills from the bolt boost reload speed by 50% (wiki); a kill-triggered buff the engine does not model.":"弩箭直接伤害造成的爆头击杀会让换弹速度 +50%（wiki）；引擎没有建模击杀触发的增益。","Headshot kills from the bolt boost reload speed by 50% (wiki); a kill-triggered buff the engine does not model. The page notes its forced Impact proc makes repeated headshots hard anyway.":"弩箭直接伤害造成的爆头击杀会让换弹速度 +50%（wiki）；引擎没有建模击杀触发的增益。页面也指出，它的必定冲击会让连续爆头很难。","Headshot kills shorten the companion's recovery timer. There is no companion to revive here; the number is unaffected.":"爆头击杀会缩短同伴的复苏计时。本场没有需要复苏的同伴，数字不受影响。","Headshot rate":"爆头率","Headshots":"爆头率","Headshots grant 2 stacks (max 16) of Vinquibus Precision, +250% melee damage; it lands on a weapon the sim does not fire, so it adds nothing here.":"爆头会获得 2 层（上限 16 层）Vinquibus Precision，近战伤害 +250%；它作用在模拟不会使用的武器上，所以这里不产生收益。","Headshots while charging":"攒条时全爆头","Health":"生命","Health restored per hit":"每次命中恢复生命值","Heat":"火焰","Heavy Attack":"重击","Heavy Blade":"巨刃","Heavy Gunner · one target · Eximus Corrupted Heavy Gunner Lv 1000 Icebind · 180 s · KPM":"重型机枪手 · 单体 · 卓越者堕落重型机枪手 1000 级 Icebind · 180 秒 · KPM","Heavy Gunner · one target · Eximus Corrupted Heavy Gunner Lv 200 SP · 180 s · KPM":"重型机枪手 · 单体 · 卓越者堕落重型机枪手 200 钢铁 · 180 秒 · KPM","Heavy Gunner · one target · Eximus Corrupted Heavy Gunner Lv 500 Archimedea · 180 s · KPM":"重型机枪手 · 单体 · 卓越者堕落重型机枪手 500 级 Archimedea · 180 秒 · KPM","Heavy Gunner · one target · Eximus Corrupted Heavy Gunner Lv 9999 SP · 180 s · KPM":"重型机枪手 · 单体 · 卓越者堕落重型机枪手 9999 钢铁 · 180 秒 · KPM","Heavy Scythe":"重型镰刀","Heavy Slam":"重击震地","Help":"帮助","Hide my name":"隐藏我的名字","Hide unmeasured":"隐藏未测","Hildryn's signature bonus is not modelled: carried by her, it holds 700 reserve ammo instead of 400.":"Hildryn 的专属加成未建模：由她携带时备弹为 700 而不是 400。","Hip-fire recoil is not modelled; the page notes the burst kicks much harder from the hip, and the sim has no recoil.":"腰射后坐力未建模；页面指出腰射时连射的后坐力大得多，而模拟没有后坐力。","History":"历史","Holstered Reload/s":"收枪装填/秒","Home":"首页","Hong Kong relay":"香港中转","Honour":"荣誉","How could my build do better?":"我这套配装还能怎么提升？","How fast a thrown glaive comes back is unpublished: one left to return is taken to fly back over the same distance at its own speed, and a detonated one is in the hand at once.":"投出的战刃飞回来的速度没有公开：不引爆时按原速沿同样距离飞回计算，引爆后则立刻回到手上。","How it works":"它是怎么算的","How many Forma a build needs is computed, and so is whether it fits in the weapon at all.":"一套配装要几个 Forma 是算出来的，装不装得下也是算出来的。","How many results":"结果个数","How much of a grenade's damage was the impact and how much was the cloud it left behind is something the fight works out. It is not a ratio you type in.":"一发榴弹里，撞击打了多少、留下的毒云打了多少，是这一场跑出来的结果，不是你填进去的一个比例。","How the weapon is PLAYED belongs to the entry, not to this ruler: a weapon with an Incarnon form is ranked twice, once through its cycle and once never transmuting.":"武器怎么打属于参赛条目，而不属于这把尺子：有灵化形态的武器会上榜两次，一次走灵化循环，一次全程不转变。","How to check it":"如何核对","How you are told":"通知方式","Hysteria drains 5 Energy a second while the claws are out; Energy is not modelled, so they stay out for the whole fight.":"Hysteria 开着利爪时每秒消耗 5 点能量；能量未建模，所以利爪全程保持。","I am Nona, WFSim's assistant. Send zk or pz… not that I was waiting for you. (⁄ ⁄•⁄ω⁄•⁄ ⁄)":"我是九九，WF模拟的助手。发 zk 或 pz 就行……才不是在等你呢。(⁄ ⁄•⁄ω⁄•⁄ ⁄)","I could not read “{word}”… The rulers are {list}; add riven for builds with one. (・_・;)":"「{word}」九九没认出来……基准可以写{list}，只看带裂罅的配装就加上「裂罅」。(・_・;)","I could not read “{word}”… Write a stat as the card does, or as short as 双暴, 暴伤 or 负任意. (・_・;)":"「{word}」九九没认出来……词条请照卡上的写，或者用双暴、暴伤、负任意这样的简称。(・_・;)","I don't have":"我没有","I don't have it":"我没有","I have read the":"我已阅读","Impact":"冲击","Impact damage":"冲击伤害","Import":"导入","Imported: {added} added, {copied} added as copies beside a changed one here, {same} already here.":"导入完成：新增 {added} 项；{copied} 项与这里已有的版本不同，作为副本另存；{same} 项这里已有。","In game it stops reload-triggered mods and arcanes, such as Pressurized Magazine or Arcane Awakening, because there is no reload. The sim does not, so a build pairing one with Pax Charge reads high by that card's worth.":"游戏里它会让装填触发类 MOD 和赋能（例如 Pressurized Magazine、Arcane Awakening）失效，因为根本没有装填。模拟没有这道限制，所以同时装了这类卡的配装数字偏高，偏高的量就是那张卡的价值。","In game its pulse does not currently dispel Warframe abilities, though the wiki says it does. This fight keeps your buffs; a fix restoring the pulse would remove them.":"游戏里它的驱散脉冲目前并不会清除战甲技能，尽管 wiki 写着会。本场保留你的增益；如果修复恢复了这个脉冲，增益会被清除。","In game the blast staggers the wielder; the player has no body here, so it costs nothing.":"游戏里爆炸会让使用者踉跄；这里玩家没有身体，所以没有代价。","In game the chain can pass through corpses (page); here a body that dies is removed, so a chain that would hop through a corpse to an enemy behind it finds nothing.":"游戏里连锁可以经由尸体继续跳（页面）；这里死掉的目标会被移除，所以本该穿过尸体连到后方敌人的连锁什么也找不到。","In game the chain can pass through corpses (page); here a body that dies is removed.":"游戏里连锁可以经由尸体继续跳（页面）；这里死掉的目标会被移除。","In game the chain can route through corpses (wiki); here a body that dies leaves the formation, so in a long fight the chain reaches fewer enemies and the number reads low.":"游戏里连锁可以经由尸体继续跳（wiki）；这里死掉的目标会离开阵型，所以长时间战斗中连锁能到达的敌人更少，数字偏低。","In game this mode is entered by aiming. The sim sets the mode and Aiming separately, so read every while-aiming bonus as active whenever this mode is.":"游戏里靠瞄准进入这个模式。模拟把模式和「瞄准」分开设置，所以只要处于这个模式，就应把所有「瞄准时」加成视为生效。","In the bar":"已在栏里","In this build":"这套里的","In this window, results that earned nothing: {d} disagreed with the agreed result, {w} wait for another computer's result, {r} were set aside by a refusal.":"这段时间里没有得分的结果：{d} 个与公认结果不一致，{w} 个在等另一台电脑的结果，{r} 个因拒收被作废。","In-game name":"国际服游戏 ID","Incarnon":"灵化","Incarnon Form":"灵化形态","Incarnon Genesis":"灵化之源","Incarnon cycle":"灵化循环","Incarnon gauge":"灵化槽","Incognito":"无痕","Infested":"感染者","Infinite ammo":"无限弹药","Install and uninstall":"安装与卸载","Interrupting the reload to throw again without reloading, the exploit the page describes, is not modelled.":"页面描述的打断换弹、不装填就再次投掷的技巧未建模。","Investment is not ranked: every entry is scored at full Forma, at max rank, and at the maximum roll of any bonus a player can raise by farming duplicates.":"投入不参与排名：每个条目都按满 Forma、满等级、以及任何可以靠刷重复品提升的加成的最大值来计分。","Invisibility is not simulated: ticking this treats the wielder as invisible for the whole fight.":"隐身状态不做模拟：勾选即视为使用者整场处于隐身。","Invulnerable":"无敌","It also counts what kind of device opens it, in broad classes only — touch or mouse, a narrow or wide screen, how many processor cores in a few steps, whether it is inside WeChat or QQ — never the model or the browser, whether computing for the board carries on with the page out of sight, and, once a day, how long a small public file takes to load directly and through WFSim's Hong Kong relay.":"另外还会统计打开它的设备属于哪一大类——触屏还是鼠标、窄屏还是宽屏、处理器核数分几档、是否在微信或 QQ 里打开——从不记录型号或浏览器；页面不在眼前时，为排行榜的计算是否还在继续；以及每天一次，一个公开的小文件直连和经 WF模拟香港中转各要多久才加载完。","It burrows, attacks from underground and drains health from what it hits. There is no movement and no player health here, so neither applies.":"它会钻地、从地下攻击，并吸取被击中者的生命。这里没有移动，也没有玩家生命，所以两者都不适用。","It can never be Frozen, so Cold climbs to its cap and stays there. An Impact proc lands and counts as a status type, and does not stagger it.":"它永远不会被冰冻，所以冷冻层数会一路叠到上限并保持。冲击异常能触发，也算作一种异常类型，但打不出硬直。","It cannot be modded here: it uses melee and thrown melee mods (Pressure Point, Fury, Whirlwind, Power Throw), which are not offered for it. Its base numbers are right; a build is not available.":"它在这里不能配 MOD：它使用近战和投掷近战 MOD（Pressure Point、Fury、Whirlwind、Power Throw），这里没有为它提供。它的基础数值是对的，只是没法配装。","It cannot hold a charge (wiki): the shot fires once charged, as in the sim.":"它无法保持蓄力（wiki）：蓄满即发射，与模拟一致。","It could not be sent. Try again later.":"没能发送，请稍后再试。","It does not score an opening state. It runs the fight — every ramp, every reload, every status that had to land before the damage depending on it — and reports what happened.":"它不是拿一个初始状态去套公式。它把这一场从头打到尾——起转、换弹、那些得先挂上去才吃得到加成的异常——然后告诉你这一场到底打出了什么。","It gets nothing from reload-triggered mods such as Spring-Loaded Chamber (wiki), because a battery never reloads.":"它吃不到装填触发类 MOD（例如 Spring-Loaded Chamber）（wiki），因为电池从不装填。","It is a voluntary contribution: everything it computes is free for every player, WFSim never makes money from it, and it is unpaid. Your contribution is counted to this browser, and, if you like, under your name on the contributors' ranking.":"这是自愿的公益贡献：算出的一切都免费给所有玩家，WF模拟 不会拿它赚钱，参与也没有报酬。你的贡献会记在这个浏览器上，你愿意的话，也会以你的名字出现在贡献榜上。","It is kept in the build, and seated when it syncs to this browser.":"它仍保留在配装里，同步到这个浏览器后会自动装上。","It needs 40 shots to reach full accuracy (wiki); this entry uses the settled spread, so an early burst is tighter here than in game.":"需要 40 发之后才能达到最佳精度（wiki）；本条目用的是收紧后的散布，所以前段连射比游戏里更集中。","It reaches WFSim as a Discord message, with your username. Nothing is kept here.":"游戏 ID 会连同你的用户名，以 Discord 消息发给 WFSim，这里不保存。","It reloads 33% of its magazine a second while holstered or deployed; it is never holstered here.":"收枪或架设时每秒自动装填 33% 弹匣；这里从不收枪。","It reloads 50% faster from an empty magazine (wiki); the engine has one reload time per weapon. The sim always empties the magazine, so the {seconds} s here is the slow reload and the number reads low.":"空匣换弹快 50%（wiki），而引擎每把武器只有一个换弹时间。模拟总是打空弹匣，所以这里的 {seconds} 秒是慢的那次，数字偏低。","It reloads {pct}% of its magazine a second while holstered or deployed; it is never holstered here, so the reload is always the full one.":"收枪或架设时每秒自动装填 {pct}% 弹匣；这里从不收枪，所以换弹始终是完整的一次。","It runs the same wasm engine as the site, so every number matches.":"它和网页版运行同一个 wasm 引擎，数字完全一致。","It spends the combo counter and is multiplied by it, so the cards that read that counter are worth far less here.":"它消耗连击计数器并按其倍率结算，所以读取该计数器的卡在这里价值大打折扣。","It takes 30% of this device's processing power by default, only while a WFSim page is open. You can set it from 10% to 100% in the compute menu at the top, beside Solo, the share your own calculations take (50% by default); past 100% together, the two share it in proportion while both run. It pauses on battery unless you change that in the menu; while it runs the device uses more power and runs warmer, and one click stops it.":"它默认使用这台设备 30% 的处理能力，只在 WF模拟 页面开着时运行。你可以在顶部的计算菜单里设为 10% 到 100%，旁边是“自己算”，也就是你自己计算所用的比例（默认 50%）；两者合计超过 100% 时，同时运行的两边按比例分配。使用电池时默认暂停，可在菜单里改；运行时设备会多耗电、多发热，一键就能关闭。","It updates itself, downloading only what changed.":"自动更新，只下载有变化的部分。","It uses ammo only when dealing damage (wiki); reserves are infinite here, so this changes nothing.":"它只在造成伤害时消耗弹药（wiki）；这里备弹无限，所以没有影响。","It uses no ammo pickups and has a reserve of zero (module); reserves are infinite here, so the limit it is built around does not apply.":"它不使用弹药拾取，备弹为零（模块）；这里备弹无限，所以它围绕的那个限制不适用。","It works with no connection at all.":"完全断网也能用。","Its +30% Ability Strength is not applied to the buffs here; add it to the Ability Strength box if it should be.":"它的 +30% 技能强度不会自动作用于这里的增益；需要的话，请手动加到技能强度一栏。","Its 20 m range is the projectile's 0.42 s lifetime, so Projectile Speed mods extend it in game; here they move the falloff and the cut-off stays at 20 m.":"20 米射程来自弹体 0.42 秒的存在时间，所以游戏里弹速 MOD 能延长射程；这里它们只移动衰减区间，截止距离仍是 20 米。","Its 42 m range is the projectile's 0.42 s lifetime, so Projectile Speed mods extend it in game; here they move the falloff and the cut-off stays at 42 m.":"42 米射程来自弹体 0.42 秒的存在时间，所以游戏里弹速 MOD 能延长射程；这里它们只移动衰减区间，截止距离仍是 42 米。","Its Energy cost is not modelled: 50 Energy for 5 s at 100% Ability Duration, and this fight has no energy economy. Set the duration to what your build keeps up.":"能量消耗未建模：100% 技能持续时间下，50 能量维持 5 秒，而本场没有能量系统。请把持续时间设为你的配装实际能维持的长度。","Its Incarnon evolutions and Incarnon Form are not modelled.":"它的灵化进化和灵化形态未建模。","Its capped status vulnerability is not applied: the game gives it partial status immunity, and the sim supports only full immunity, so each status type either lands or does not.":"受限的异况易伤未应用：游戏给它的是部分异况免疫，而模拟只支持完全免疫，所以每种异况要么能上、要么不能。","Its cost is not paid per cast and is not entered; see its page.":"它的消耗不是每次施放支付，尚未录入；见其页面。","Its damage attenuation is not applied, and it is this unit's main defence: the game caps damage per instance and per second as a share of its max health. A build here removes far more of it than in game, so the number reads high. The caps are unpublished.":"伤害衰减未应用，而这正是它的主要防御：游戏按最大生命的比例限制单次和每秒受到的伤害。这里的配装削掉的远多于游戏里，数字偏高。上限数值没有公开。","Its damage is an explosion centred on your own feet, so the weapon's reach does not bound it.":"它的伤害是以自身脚下为中心的爆炸，武器触及距离不构成限制。","Its damage is not affected by mods and does not combine with modded elements (wiki); the engine scales every attack by the build, so a modded build reads high in this mode.":"它的伤害不受 MOD 影响，也不与改装元素结合（wiki）；引擎会用配装缩放每一次攻击，所以带 MOD 的配装在这个模式上数字偏高。","Its drawback, converting health to ammo (up to 5% of max health), is not modelled: nothing shoots back and the Tenno has no health here, so the rifle is shown without its cost.":"它的代价（把生命转换为弹药，最多消耗最大生命的 5%）未建模：这里没有东西会还击，Tenno 也没有生命值，所以展示的是没有代价的这把步枪。","Its drawback, converting health to ammo, is not modelled: nothing shoots back and the Tenno has no health here, so the rifle is shown without its cost.":"它的代价（把生命转换为弹药）未建模：这里没有东西会还击，Tenno 也没有生命值，所以展示的是没有代价的这把步枪。","Its fire rate FALLS while the trigger is held — to 60% of the listed rate over 51 shots — and rebuilds the moment you stop firing. This is simulated; the sim holds the trigger until the magazine is dry.":"持续按住扳机时射速会下降——51 发之内降到标称射速的 60%，一停火就立刻回满。这条已经建模；模拟里是一直按到弹匣打空为止。","Its fire rate SPOOLS UP while the trigger is held — from 20% of the listed rate, full from the 6th shot. This is simulated, and it rebuilds after every reload.":"持续按住扳机时射速会往上爬——从标称射速的 20% 起步，到第 6发拉满。这条已经建模，每次换弹后重新爬。","Its fire rate SPOOLS UP while the trigger is held — from 20% of the listed rate, full from the 7th shot. This is simulated, and it rebuilds after every reload.":"持续按住扳机时射速会往上爬——从标称射速的 20% 起步，到第 7发拉满。这条已经建模，每次换弹后重新爬。","Its fire rate SPOOLS UP while the trigger is held — from 20% of the listed rate, full from the 9th shot. This is simulated, and it rebuilds after every reload.":"持续按住扳机时射速会往上爬——从标称射速的 20% 起步，到第 9发拉满。这条已经建模，每次换弹后重新爬。","Its fire rate SPOOLS UP while the trigger is held — from 25% of the listed rate, full from the 4th shot. This is simulated, and it rebuilds after every reload.":"持续按住扳机时射速会往上爬——从标称射速的 25% 起步，到第 4发拉满。这条已经建模，每次换弹后重新爬。","Its fire rate SPOOLS UP while the trigger is held — from 25% of the listed rate, full from the 6th shot. This is simulated, and it rebuilds after every reload.":"持续按住扳机时射速会往上爬——从标称射速的 25% 起步，到第 6发拉满。这条已经建模，每次换弹后重新爬。","Its flaws are stated rather than hidden: it carries no shield, its Overguard may sit high, and the spectral form it enters on death is switched off here.":"它的缺点也写在这里，不藏着：它没有护盾，超宏防护可能偏高，死后的灵体形态在这里是关掉的。","Its guaranteed knockback and ragdoll (wiki) are crowd control, not damage, and are not applied. The number is unaffected.":"它的必定击退和布娃娃效果（wiki）属于控制效果，不是伤害，所以未应用。数字不受影响。","Its helmet is not modelled: in game it is a separate destructible hitbox that takes more damage than the head beneath. Here every headshot lands on the bare head.":"头盔未建模：游戏里头盔是独立的可破坏部位，受到的伤害高于下面的头部。这里每次爆头都直接打在头上。","Its innate headshot bonus MULTIPLIES the headshot bracket instead of joining it, so it compounds with Deadhead and Target Acquired rather than adding to them.":"它自带的爆头加成是乘在爆头加算区上，而不是并入其中——所以它与首领终结、锁定目标是相乘而非相加。","Its innate punch through does not pass surfaces when the projectile's centre hits one; there are no surfaces here.":"弹体中心打到表面时，自带穿透对表面无效；这里没有表面。","Its innate punch through does not pass surfaces when the projectile's centre hits one; this fight has no surfaces, so this changes nothing here.":"弹体中心打到表面时，自带穿透对表面无效；本场没有表面，所以这里没有影响。","Its nullifying pulse is not applied. The wiki describes it dispelling every Warframe ability within 6.5 m every five seconds; it does not do so in game today, and this simulation matches the game rather than the card — so Roar, Eclipse and Nourish are up here.":"它的无效化脉冲不生效。维基说它每五秒驱散 6.5 米内的所有战甲技能；但目前游戏里它并不会这样做，而本模拟以游戏为准，不以说明为准——所以战吼、黯然失色和消化滋养在这里都是开着的。","Its nullifying pulse is not applied: in game it dispels every Warframe ability within 6.5 m every 5 s. Here Roar, Eclipse, Nourish and the elemental augments stay up.":"驱散脉冲未应用：游戏里它每 5 秒清除 6.5 米内的所有战甲技能。这里战吼、黯然失色、滋养和元素增幅会一直生效。","Its numbers are not entered.":"数值尚未录入。","Its radius is not affected by Fulmination (wiki); this entry has no radius for it to change anyway.":"它的半径不受 Fulmination 影响（wiki）；本条目本来也没有可以改变的半径。","Its reserve refill adds nothing here: reserves are infinite by default. Its effect on how often you reload is modelled.":"它补充备弹的效果在这里不产生收益：备弹默认无限。它对换弹次数的影响已建模。","Its scope's top zoom (4.5x) grants +50% headshot damage while aiming, additive with headshot mods. This fight has no field of view to trade for magnification, so the scope is always at that level.":"它瞄准镜的最高倍率（4.5x）在瞄准时提供 +50% 爆头伤害，与爆头 MOD 加算。这场战斗没有视野概念，倍率不需要用视野去换，所以瞄准镜始终停在这一档。","Its scope's top zoom (6.0x) grants +60% headshot damage while aiming, additive with headshot mods. This fight has no field of view to trade for magnification, so the scope is always at that level.":"它瞄准镜的最高倍率（6.0x）在瞄准时提供 +60% 爆头伤害，与爆头 MOD 加算。这场战斗没有视野概念，倍率不需要用视野去换，所以瞄准镜始终停在这一档。","Its tendril bulbs are a third hitbox the sim never aims at; they take 1.5x from guns and 0.1x from melee.":"它的触手球囊是第三个受击部位，模拟从不瞄准；它们受枪械伤害 1.5 倍、近战 0.1 倍。","Its {family} valence bonus is not modelled: the build cannot state the element and bonus this copy rolled, so it reads without one.":"它的 {family} 元素加成未建模：配装无法填写这一把随机到的元素和加成，所以按没有加成计算。","Its {form} alone, from the first second — a form that has to be bought and runs out, so this is here to read its numbers rather than to play.":"从第一秒起就只用{form}。这个形态需要换取且会耗尽，所以这一项是用来读它自己的数值的，而不是一种打法。","Join":"加入一起算","Join the Discord":"加入官方 Discord","Join the QQ group — 995078378":"加入 QQ 群 —— 995078378","Joined {date}":"{date}加入","K-Drive":"K 式悬浮板","KPM":"KPM","Keep at least one way to sign in. A way to sign in belongs to one account only; WFSim never merges accounts.":"至少保留一种登录方式。一种登录方式只能属于一个账号，WFSim 不会替你合并账号。","Keep it anonymous":"保持匿名","Keep on this browser only":"只留在本地","Kept for 30 days, then erased.":"保留 30 天，之后清除。","Kept for this browser until you sign in here; the first account to sign in takes them all.":"在你登录之前先记在这个浏览器上；第一个在这里登录的账号会一次性拿走全部。","Kill Streak":"连续击杀","Kills":"击杀","Kills leave an extra corpse, which the page notes for Nekros' Desecrate; it is a loot mechanic and changes nothing here.":"击杀会多留下一具尸体，页面把它列为与 Nekros「亵渎」的联动；这是掉落机制，这里没有影响。","Kind":"类别","Kitgun":"组合枪","Kitguns":"组合枪","Knockdown":"击倒","Kullervo's passive, +75% Heavy Attack Efficiency and +100% Heavy Attack Wind Up speed, belongs to the Warframe, and this fight has no Warframe.":"Kullervo 的被动（+75% 重击效率、+100% 重击蓄力速度）属于战甲，而本场没有战甲。","Kuva":"赤毒","Landing a tracer round grants +50% absolute critical chance for 20 s, unaffected by mods (wiki). The bonus comes from the other firing mode and the engine cannot carry it across, so this entry fires at 23% where a player with a beacon on the target fires at 73%. It is most of the weapon; the number reads low.":"打中信标弹会获得 20 秒 +50% 绝对暴击率，不受 MOD 影响（wiki）。这个加成来自另一个射击模式，引擎无法跨模式传递，所以本条目按 23% 开火，而已打中信标的玩家是 73%。这是这把武器的主要部分；数字偏低。","Language":"语言","Last answered {when}":"最后完成于 {when}","Later":"稍后","Leaded Gas, the Vesper 77-exclusive mod — a weapon-exclusive card outside the pools this roster loads":"「Leaded Gas」，Vesper 77 的专属 MOD——这是一张武器专属卡，不在本武器库载入的卡池里","Leaderboard order":"榜单订单","Leaderboard priority":"排行榜优先","Learn more":"了解更多","Leave your in-game name to be invited.":"留下你的国际服游戏 ID，就会收到邀请。","Ledger":"流水","Letters, digits and underscores for the username; anything for the display name. Everything you sign shows your current name.":"用户名只能用字母、数字和下划线，显示名随意。你署名的地方都会显示你当前的名字。","Level scaling":"等级缩放","Lifted":"浮空","Lifted's crowd control is not modelled; its 1 s status is, and Condition Overload counts it.":"浮空的控制效果未建模；那 1 秒的异况已建模，异况超量会计入。","Limits":"限制","Lingering field":"持续云雾","List":"列表","Loader":"填弹器","Loading the board…":"正在加载榜单…","Loading…":"加载中…","Lock-on homes on the body, making headshots hard unless aiming upward (page), so a headshot rate set on the scenario is optimistic for this form.":"锁定会追踪身体，除非往上瞄，否则很难爆头（页面），所以场景里设定的爆头率对这个形态而言偏乐观。","Lock-on marks several targets and sends a missile at each (wiki); the engine fires at the aimed body only, so against a crowd the number reads low by the number marked.":"锁定模式会标记多个目标，并向每个发射一枚导弹（wiki）；引擎只朝瞄准的目标开火，所以面对人群时数字偏低，偏低的倍数就是标记的数量。","Lower zoom levels are not modelled: the scope always sits at its top level and its best buff.":"较低的变焦档位未建模：瞄准镜始终在最高档，吃最好的加成。","Lv 1000 Icebind":"1000 级 Icebind","Lv 200 SP":"200 级 钢铁之路","Lv 500 Archimedea":"500 级 Archimedea","Lv 9999 SP":"9999 级 钢铁之路","Machete":"砍刀","Magazine":"弹匣容量","Magazine capacity raises this alt-fire's damage, multiplicatively with base-damage mods (page), and this entry pins it at the unmodded 10. A build with a magazine mod reads low by exactly that ratio.":"弹匣容量会提高这个副射击的伤害，并与基础伤害 MOD 相乘（页面），而本条目把它固定在未改装的 10。带弹匣 MOD 的配装，数字正好按那个比例偏低。","Magazine ×2, Fire Rate ×1.4, for 6 s":"弹匣 ×2、射速 ×1.4，持续 6 秒","Magnetic":"磁力","Malus":"减益","Manage":"管理","Manage reminders":"管理提醒","Mass Vitrify's barrier, which this attack explodes, and Splinter Storm's amplification are not modelled.":"这次攻击可以引爆的广域玻璃化屏障，以及玻片风暴的增伤，都未建模。","Max Charges":"最大充能","Max energy":"最大能量","Measure":"衡量指标","Measured":"测量记录","Measured builds":"实测配装","Measured: about 10% of the orb's strikes land on a weak point (5 in 48 body hits). Where they land in a crowd depends on positions the sim does not model, so a lined-up fight beats this number and a single tall target may not reach it.":"实测：光球大约 10% 的打击落在弱点上（48 次命中中 5 次）。在人群中落点取决于站位，模拟没有建模，所以敌人排成一线时会高于这个数字，单个高大目标则可能达不到。","Melee":"近战","Melee Animosity counts a throw as a heavy attack that pays its bonus and spends no stack; here a throw is a light input.":"近战·憎恶把投掷算作重击，吃加成且不消耗层数；这里投掷按普通攻击输入处理。","Melee damage vulnerability":"近战易伤","Melee drawn":"近战已抽出","Menu":"菜单","Merit":"功勋","Merit is minted from your contribution points, one for one: it cannot be bought or given away, and it never expires. Your contribution rank sets how much a day can mint and how much you can hold; the day starts at 00:00 UTC.":"功勋由你的贡献积分 1:1 铸出：不能购买，不能转让，永不过期。贡献段位决定每天最多铸多少、最多能存多少；每天从 UTC 0 点算起。","Merit, everyone together: {g} granted, {m} minted since, {s} spent, {h} held.":"功勋合计：首次补发 {g}，此后铸造 {m}，已使用 {s}，现存 {h}。","Messages":"消息","Microwave also enlarges the body part it hit, an aiming aid the sim does not use. Its status count is modelled.":"微波还会放大被击中的身体部位，这是模拟用不上的瞄准辅助。它的异况计数已建模。","Mine":"我的","Mines stick to surfaces, enemies and allies, and multishot throws them in a very wide horizontal spread (wiki), so on this weapon multishot covers ground rather than adding damage to one target.":"地雷会粘在地形、敌人和队友身上，多重射击会把它们以很宽的水平散布抛出（wiki），所以在这把武器上多重射击是覆盖范围，而不是叠加单个目标的伤害。","Mission":"任务","Mod":"MOD","Mod presets":"MOD 预设","Mode":"模式","Model":"模型","ModifiedBase":"改装后基伤","Mods":"MOD","Mods / build":"每套配装 MOD 数","Mods stay in place":"固定 MOD 位置","Monthly ranking":"月榜","More":"更多","Movement Speed (aiming)":"移动速度（瞄准时）","Multishot":"多重射击","Murmur":"低语者","My builds":"我的配装","Name":"名称","Name A→Z":"名称 A→Z","Name Z→A":"名称 Z→A","Necramech":"殁世机甲","Necrophagic Vigor, the Hema family's exclusive mod — a weapon-exclusive card outside the pools this roster loads":"「Necrophagic Vigor」，Hema 家族的专属 MOD——这是一张武器专属卡，不在本武器库载入的卡池里","Necrophagic Vigor, the Synapse family's exclusive mod — a weapon-exclusive card outside the pools this roster loads":"「Necrophagic Vigor」，Synapse 家族的专属 MOD——这是一张武器专属卡，不在本武器库载入的卡池里","Neutral Combo":"中立连段","New chat":"新对话","New email":"新邮箱","New password (8+ characters)":"新密码（至少 8 位）","New reminder":"新建提醒","New to WFSim?":"还没有账号？","Newest first":"最近保存在前","Next":"接下来","Next: {when}":"下一次：{when}","Nikana":"侍刃","No agent acts for this account.":"没有 agent 代表这个账号操作。","No arbitration in the next 14 days matches these filters.":"未来 14 天内没有符合筛选条件的仲裁。","No build has been measured for this weapon yet. Submitting one puts it in the queue.":"这把武器还没有任何配装被测过。提交一套就会进入队列。","No build matches — remove a condition":"没有符合的配装 —— 去掉一个条件试试","No device yet: leave WFSim open on a device while you are signed in.":"还没有设备：登录后在设备上开着 WF模拟 就行。","No email yet. Add one to sign in with an email and a password.":"还没有设置邮箱。添加后可以用邮箱和密码登录。","No fissure matches these filters.":"没有符合筛选条件的虚空裂缝。","No installer: it needs no administrator rights, and writes to the registry only if you turn on starting with Windows.":"无需安装：不需要管理员权限；只有打开「开机自动启动」时才写注册表。","No matches":"无匹配","No reminders yet. Make one above, or with the bell on a row of a list.":"还没有提醒。在上面新建，或者点列表里某一行的铃铛。","No riven":"不带裂罅","No riven build of this weapon has been measured yet.":"这把武器还没有测过带裂罅的配装。","No riven on the board has these stats yet. (￣^￣)":"榜单上还没有带这些词条的裂罅。(￣^￣)","No riven stats were found on this screenshot.":"这张截图里没有认出裂罅词条。","No thanks":"不用了","No weak point is published for it, so it has no head here: a headshot build scores as if every shot were a body shot.":"它没有公开的弱点，所以这里没有头部：爆头配装按每一枪都打身体计分。","No weapon by that name. Check it again — Chinese or English both work. (＞﹏＜)":"没找到这把武器。名字再确认一下，中英文都行。(＞﹏＜)","No weapon matches these filters.":"没有符合这些筛选的武器。","Nobody has measured this one yet. Measure a build on wfsim.app… then I will remember it. (´；ω；`)":"这把还没人测过。去 wfsim.app 测一套吧……测完九九就记住了。(´；ω；`)","Nobody has submitted a build for this weapon yet":"这把武器还没有人提交过配装","Nobody on the ranking shows that name.":"排行榜上没有叫这个名字的人。","Nobody on the ranking shows the name “{name}”. A name appears there only once its owner chooses to show it. (＞﹏＜)":"排行榜上没有叫“{name}”的人。名字要本人选择公开才会出现。(＞﹏＜)","Nobody submits a number. A submission is a BUILD, and its score is computed here by this engine under the pinned seed above — so any row can be reproduced exactly by anyone with the repo.":"没有人提交数字。提交的是一套配装，分数由本引擎在上面钉死的随机种子下算出——所以任何一行，任何拿到仓库的人都能一模一样地复现。","Nobody submits a number. A submission is a BUILD, and its score is computed here by this engine under the pinned seed above, so any row can be reproduced exactly by anyone with the repo.":"没有人提交数字。提交的是一套配装，分数由本引擎在上面钉死的种子下算出，所以任何一行都能被拿到仓库的人精确复现。","Nobody yet.":"还没有人。","Node":"节点","Noise Reduction":"消音","Nona":"九九","Nona could not reach the ranking just now. Try again in a moment. (＞﹏＜)":"九九刚才没连上排行榜。等一下再试试。(＞﹏＜)","Nona could not start the riven gain just now. Try again in a moment. (＞﹏＜)":"九九刚才没能开始计算裂罅收益，稍等一下再试试。(＞﹏＜)","Nona is still busy with your earlier ones. Try again in a while. (´；ω；`)":"九九还在忙你之前发的那几张，过一会儿再来吧。(´；ω；`)","Nona read it. The volunteers' devices are computing it together — usually a minute or two — and Nona will post the answer here. Can't wait? Scan the code to run it on your own device, riven gain {code}. (๑•̀ㅂ•́)و✧":"九九认出来了，志愿者的设备正在一起算，一般一两分钟，算完九九直接发到这里。等不及也可以扫码用自己的设备算，收益码 {code}。(๑•̀ㅂ•́)و✧","Nona remembered":"九九记住了","Nona tidied her memory":"九九整理了记忆","Nona would like to remember":"九九想记住","Nona's answers are generated by AI. Check the numbers that matter in the simulator.":"九九的回答由 AI 生成，重要的数字请以模拟器为准。","None":"无","None in the last 7 days":"近 7 天没有出现","Normal":"普通","Normal Shot":"普通射击","Normal attack damage":"普通攻击伤害","Not about a weapon":"不属于武器","Not aiming, and no shot finds a head. Two terms, because the stance and where the shots land are different facts — the stance is what gates mods like Argon Scope.":"不瞄准，且没有一枪打中头部。这是两个条件，因为“姿势”和“子弹落点”是两件不同的事——像氩晶瞄具这类 MOD 卡的是姿势。","Not available for this account":"这个账号暂不可用","Not built yet":"尚未建成","Not connected":"未连接","Not firing":"未开火","Not in the next 14 days":"未来 14 天内没有","Not modelled here":"这里没有建模的部分","Not modelled: the quick throw, which hovers over the first enemy for 3 s, strikes it three times and explodes by itself (wiki); only the charged throw is played here.":"未建模：快速投掷——它会悬停在第一个敌人上方 3 秒，打它三次后自行爆炸（wiki）；这里只有蓄力投掷。","Not modelled: {attacks}. Of this weapon's attacks, only the swing, the slam and the heavy slam are.":"未建模：{attacks}。这把武器的攻击中只有挥砍、捶地和重击捶地已建模。","Not modelled: {passive}.":"未建模：{passive}。","Not now":"暂不","Not offered here: Precision Strike and the launcher-exclusive Adhesive Blast.":"这里不提供：Precision Strike 和发射器专属的 Adhesive Blast。","Not offered here: Spring-Loaded Broadhead and the bow-exclusive Thunderbolt. Thunderbolt turns every arrow into a grenade, a second damage source.":"这里不提供：Spring-Loaded Broadhead 和弓专属的 Thunderbolt。Thunderbolt 会把每支箭变成一颗手雷，是一整个第二伤害来源。","Not offered here: Spring-Loaded Broadhead, Amalgam Daikyu Target Acquired and the bow-exclusive Thunderbolt.":"这里不提供：Spring-Loaded Broadhead、Amalgam Daikyu Target Acquired 和弓专属的 Thunderbolt。","Not offered here: Tether Grenades, Napalm Grenades and the launcher-exclusive Adhesive Blast. Tether Grenades turns each grenade into a vortex.":"这里不提供：Tether Grenades、Napalm Grenades 和发射器专属的 Adhesive Blast。Tether Grenades 会把每颗榴弹变成引力涡旋。","Not offered here: the bow-exclusive Thunderbolt, which on this weapon turns every bolt into a grenade, a second damage source.":"这里不提供：弓专属的 Thunderbolt，它会把这把武器的每支弩箭变成一颗手雷，是一整个第二伤害来源。","Not offered here: the launcher-exclusive Adhesive Blast, which sticks the rocket to what it hits and moves where it explodes.":"这里不提供：发射器专属的 Adhesive Blast，它会把火箭粘在命中物上，改变爆炸位置。","Not offered here: the thrown-exclusive Concealed Explosives, a second damage source on a weapon with this fire rate.":"这里不提供：投掷专属的 Concealed Explosives；对这种射速的武器来说，它是一整个第二伤害来源。","Not offered here: the thrown-exclusive Concealed Explosives.":"这里不提供：投掷专属的 Concealed Explosives。","Not on this ranking yet.":"暂未上榜。","Not restored: the account's sync allowance is used":"未恢复：账户的同步额度已用完","Not set yet":"尚未设置","Not set — the username is shown":"未设置，显示用户名","Not synced, the account's allowance for customs is used: {names}. Items here that use them will miss them on other browsers.":"自定义项额度已用完，以下未同步：{names}。用到它们的内容在其他浏览器上会缺少它们。","Nothing a companion seats moves a weapon's numbers yet: no robotic weapon reads its wielder's stats, and no precept is run. What this answers is capacity and Forma.":"守护装上的任何 MOD 目前都不会改变武器的数字：机械武器不读持有者的属性，指令也不会运行。这里能算的是容量和 Forma。","Nothing computed yet":"还没有算过","Nothing deleted in the last 30 days.":"最近 30 天没有删除过内容。","Nothing has fired yet.":"还没有触发过提醒。","Nothing here yet.":"这里还没有内容。","Nothing here.":"这里没有内容。","Nothing is saved on this browser yet.":"这个浏览器上还没有保存任何内容。","Nothing measured for this weapon yet.":"这把武器还没有测过。","Nothing spends merit yet: it is kept for you until something does.":"功勋暂时还没有用途，先为你存着。","Nothing yet.":"还没有。","Notifications":"通知","Now":"当前","Nunchaku":"双截棍","OK":"确定","ONE WEAPON FIRES. A four-player squad is a harder TARGET here, not three more guns — this fight has one shooter — so what is ranked is how much of that Demolisher your weapon alone takes off.":"只有一把武器在开火。四人小队在这里意味着更耐打的目标，而不是多出三把枪——这个场地只有一名射手——所以排名比的是你这一把武器单独能把这只爆破使削掉多少。","Off":"已关闭","Off: kept under the bell only":"关闭后只记入铃铛，不弹出","Official pool: {n} points — {d} from deleted accounts, {r} taken back from refused clients. Points are compute, so none is lost.":"官方公共池：{n} 分 —— 来自注销账号 {d} 分，处罚收回 {r} 分。积分就是算力，一分都不会丢。","Official test scenario":"官方测试场景","On":"已开启","On a kill the body follows the bolt, damaging anyone in its path (wiki). There is no ragdoll here, so against a crowd the number reads low.":"击杀时尸体会跟着弩箭飞出，伤害沿途的敌人（wiki）。这里没有布娃娃物理，所以面对人群时数字偏低。","On a kill the body follows the dart, damaging anyone in its path (page). There is no ragdoll here, so against a crowd the number reads low.":"击杀时尸体会跟着飞镖飞出，伤害沿途的敌人（页面）。这里没有布娃娃物理，所以面对人群时数字偏低。","On a reload the blades return, damaging everything in their path with critical chance set to 300% (wiki). A reload here fires nothing, so the number is the throw alone and reads well low.":"换弹时刀刃会飞回，沿途伤害一切，暴击率设为 300%（wiki）。这里的换弹不会发射任何东西，所以数字只是投掷本身，明显偏低。","On a throw the innate Toxin never combines with modded elements (wiki); here it combines as on a swing.":"投掷时自带的毒素不与 MOD 元素复合（wiki）；这里按挥砍时一样复合。","On the ranking":"排行榜","On this page":"页面导航","One Thrax Centurion at level 9999 on Steel Path, for 180 seconds. A single target, so nothing here rewards clearing a room.":"一只凶魂百夫长，9999 级，钢铁之路，打 180 秒。单体目标，所以清场能力在这里换不到任何分数。","One attack input's animation length is unpublished: the wiki gives each combo's total at 1.0x attack speed, so totals are exact and inputs are split evenly. This shifts a status tick by fractions of a second and changes no total.":"单次攻击输入的动作长度没有公开：wiki 给出每套连段在 1.0x 攻速下的总时长，所以总时长精确，各次输入平均分配。这只会让异况跳伤的时间偏移零点几秒，不影响总量。","One fight":"单场战斗","One of your devices takes no compute work until {when}.":"你有一台设备暂不领取计算任务，{when} 恢复。","One ruler, every weapon.":"一把尺子，量全部武器。","One specific fight players run, measured as it is rather than as a stand-in for most play: a Demolisher a full squad meets, taken apart by one weapon.":"这是玩家实际会打的一场具体战斗，按它本来的样子来测，不代表大多数情况：一整支小队面对的爆破使，由一把武器单独拆掉。","One specific fight players run, measured as it is rather than as a stand-in for most play: the Eximus Corrupted Heavy Gunner of the Void Fissures, taken apart by one weapon.":"这是玩家实际会打的一场具体战斗，按它本来的样子来测，不代表大多数情况：虚空裂缝里的卓越者堕落重型机枪手，由一把武器单独拆掉。","One target: damage that reaches other enemies counts for nothing here.":"只有一个目标：波及其他敌人的伤害在这里不计分。","Only builds scoring at least {share}% of their group's leader are listed.":"只列出分数达到所在分组榜首 {share}% 以上的配装。","Only five grenades can be live at once, and multishot counts toward the limit (wiki). The sim resolves each shot on its own and never reaches the cap, so a multishot build reads high.":"同时最多五颗榴弹在场，多重射击也计入这个上限（wiki）。模拟逐发结算，永远碰不到上限，所以堆多重射击的配装数字偏高。","Only the active school's nodes apply. A node that needs an Operator action counts only when you say it is running.":"只有当前流派的节点生效。需要指挥官先做动作才触发的节点，只有你勾选\"视为已触发\"时才计入。","Only the build is sent: the weapon and its mods, evolutions and arcanes. Not your fight, and nothing about you: no account and no score. The board takes builds with every main slot filled.":"只发送配装：武器及其 MOD、进化和赋能。不含场景，也不含任何关于你的信息：没有账号，没有分数。榜单只收主槽位全部装满的配装。","Only this weapon":"仅装备这把武器","Open":"前往","Open WFSim":"打开 WF模拟","Open build":"打开","Open in its own window":"在新窗口打开","Open the copy":"打开副本","Open the data folder":"打开数据目录","Open the record":"打开战斗记录","Open this build in the simulator":"在模拟器里打开这个配装","OpenAI-compatible":"OpenAI 兼容","Opens WFSim when you sign in to Windows.":"登录 Windows 后自动打开 WF模拟。","Operator":"指挥官","Operator builds":"指挥官配装","Operator: Transference and back":"指挥官：切换后切回战甲","Optimize":"优化","Optimizer":"优化器","Orange+":"橙暴以上","Orbs merge, and a full set collapses into a singularity dealing damage over time in 5 m (module). The engine resolves each shot on its own, so neither is counted; this is most of the weapon, and the number reads well low.":"光球会合并，叠满后坍缩成奇点，在 5 米内持续造成伤害（模块）。引擎逐发独立结算，所以两者都未计入；这是这把武器的主要部分，数字明显偏低。","Orbs merge: a new orb joining one in the air triggers 'Orb Merging Damage' in 4 m, growing with the number merged (wiki). The engine resolves each shot on its own, so the merge is not counted and the number reads well low for a player stacking orbs.":"光球会合并：新的光球并入空中已有的光球时，会在 4 米内触发「Orb Merging Damage」，伤害随合并数量增长（wiki）。引擎逐发独立结算，所以合并未计入，对堆叠光球的玩家而言数字明显偏低。","Order":"排序","Orokin":"堕落者","Other":"其他","Other devices are signed out when the password changes.":"修改密码后，其他设备会退出登录。","Otherwise it is forgotten when this tab closes. Set a spending limit on the key at your provider.":"不勾选的话，关闭标签页后就会忘记。建议在服务商那里给密钥设置消费上限。","Overdrive: a weak-point kill grants +100% fire rate, +100% ammo efficiency and -100% recoil for 8 s, and disables the alt-fire meanwhile (wiki). The engine does not model kill-triggered buffs, so this entry fires at its listed rate throughout.":"Overdrive：弱点击杀会获得 8 秒 +100% 射速、+100% 弹药效率、−100% 后坐力，期间禁用副射击（wiki）。引擎没有建模击杀触发的增益，所以本条目全程按面板射速开火。","Overguard":"超宏防护","Overkill":"溢出率","Overview":"总览","Owned":"已拥有","Pace":"节奏","Pairs":"两两交互","Pan":"平移","Parazon":"灭骸之刃","Part":"部件","Partial-reload grenade":"半弹匣换弹手雷","Partial-reload grenade explosion":"半弹匣换弹手雷爆炸","Parts":"配件","Passive":"被动","Password":"密码","Password (8+ characters)":"密码（至少 8 位）","Password changed. Other devices are signed out.":"密码已修改，其他设备已退出登录。","Password reset. You are signed in, and signed out everywhere else.":"密码已重置。当前设备已登录，其他设备已全部退出。","Pause memory":"暂停记忆","Paused while the browser saves data.":"浏览器开启了省流量，已暂停。","Paused while this device runs on battery.":"设备在使用电池，已暂停。","Pellets crit":"暴击弹丸占比","Pending verification: +{n} points.":"待验证：+{n} 积分。","Per shot":"每次射击","Photon Overcharge, the Glaxion family's exclusive mod — a weapon-exclusive card outside the pools this roster loads":"「Photon Overcharge」，Glaxion 家族的专属 MOD——这是一张武器专属卡，不在本武器库载入的卡池里","Piece by piece":"逐件看","Pin":"置顶","Pinned":"置顶","Pistol":"手枪","Place enemies":"放置敌人","Plan ahead":"超前规划","Plan together":"一起规划","Planet":"星球","Planned actions":"行动列表","Playstyle":"玩法","Points":"积分","Points by day":"每日积分","Points count verified compute and nothing else. A membership adds none.":"积分只计验证通过的计算量，会员没有任何加成。","Points ledger":"积分流水","Polarity":"极性","Polearm":"长柄武器","Pop up":"弹出","Popular":"热度排行","Power Spike's partial combo decay is a Warframe passive and is not modelled: the counter drops to zero when its timer runs out, so with that passive the number reads low.":"Power Spike 的连击部分衰减是战甲被动，未建模：计时结束时计数直接归零，所以带这个被动时数字偏低。","Precept":"指令","Preset":"预设","Presets":"预设","Pressing reload again 22-38% into a reload cuts it to 1 s and loads Heat rounds with +25% damage and guaranteed status (wiki). It is a timed input the sim does not press, so every reload is the full 5 s with ordinary rounds, and the number reads well low.":"在换弹进行到 22%–38% 时再按一次换弹，换弹缩短到 1 秒，并装入 +25% 伤害、必定触发的火焰弹（wiki）。这是一个有时机的按键，模拟不会按，所以每次都是完整的 5 秒换弹和普通子弹，数字明显偏低。","Prices":"价格","Primary":"主要武器","Primary Compression's 444% case is not modelled: the catalog gives a second value for aiming during the alt-fire, a state the sim does not have. The ordinary 100% applies.":"Primary Compression 的 444% 情形未建模：目录为「副射击期间瞄准」另给了一个数值，模拟没有这种状态。这里按常规的 100% 计算。","Primary Compression's row for this attack is not entered. The table reads '127% / Both / Merged': over 100% effectiveness, both stacking brackets at once, and a fourth kind of radius calculation. The engine has no place for that combination, so the arcane adds nothing on this form here, where in game it is worth more than on the primary fire.":"Primary Compression 对这次攻击的那一行未录入。表格写的是「127% / Both / Merged」：效能超过 100%，同时作用于两个叠加区间，半径计算方式是第四种。引擎没有这种组合的位置，所以这里这枚赋能在这个形态上不产生收益，而游戏里它在这里比在主射击上更值钱。","Primary fire on an ink-stained enemy spends no ammo and restores 0.33 rounds per enemy hit (wiki). Nothing is ink-stained here, so every tick spends a round and the beam reloads on its usual schedule; the number reads low.":"主射击命中被墨迹沾染的敌人时不消耗弹药，且每命中一个敌人返还 0.33 发（wiki）。这里没有任何敌人被墨迹沾染，所以每跳都消耗一发，光束按平常的节奏换弹；数字偏低。","Prisma":"棱晶","Privacy":"隐私","Privacy policy":"隐私政策","Processing power":"算力","Procs":"触发数量","Profile":"个人资料","Progress":"进度","Projectile Speed":"投射物速度","Projectiles bounce off surfaces (wiki); there are no walls here.":"弹体会从表面反弹（wiki）；这里没有墙。","Prototype":"原型","Pull radius":"拉拽半径","Punch Through":"穿透","Punch through moves the sphere to the last point of contact (page), so a punch-through build sets it off behind the last body it passes.":"穿透会把球形范围移到最后一个接触点（页面），所以带穿透的配装会在穿过的最后一个目标后方引爆。","Puncture":"穿刺","Put together a build for this weapon":"帮我给这把武器配一套配装","QQ group":"QQ官方交流群","Queued":"排队中","Quick calc":"快速计算","Quick fill":"快速填入","Quit":"退出","Qwen (DashScope)":"通义千问","RAGE, Valkyr's passive — +3% melee damage per hit and +12% per kill, up to +300%, additive with Pressure Point — is a Warframe passive and is not modelled, so a Valkyr build reads LOW here":"Rage（Valkyr 被动：每次命中 +3% 近战伤害、每次击杀 +12%，最高 +300%，与 Pressure Point 相加）是战甲被动，未建模，所以 Valkyr 配装在这里读数偏低","Radial (AoE)":"范围伤害","Radial explosion":"范围爆炸","Radiation":"辐射","Radiation cannot proc on this unit: the type is dropped from the draw, and every other type on the build gets likelier for it.":"辐射无法在这个单位上触发：抽取异常时会去掉辐射，配装上其他每种类型的触发几率都会因此变高。","Radius":"半径","Railjack":"航道星舰","Range":"攻击范围","Range Advantage, the Akjagara-exclusive mod — a weapon-exclusive card outside the pools this roster loads":"「Range Advantage」，Akjagara 家族的专属 MOD——这是一张武器专属卡，不在本武器库载入的卡池里","Rank":"等级","Ranking":"排行","Rapier":"细剑","Reach":"攻击距离","Reach max rank":"保证满级","Read from DE's world state each minute. China's own servers are not covered.":"每分钟从 DE 的世界状态读取一次，不含国服。","Read the record":"读取记录","Reading the screenshot…":"正在识别截图…","Recent":"最近","Recent tasks on this browser":"这个浏览器最近的任务","Recently deleted":"最近删除","Recently fired":"最近触发","Recoil":"后坐力","Record":"记录","Refunds":"退款政策","Relic era":"纪元","Reload":"装填时间","Reload grenade":"换弹手雷","Reload grenade explosion":"换弹手雷爆炸","Reloading from an empty magazine releases an 8 m shockwave, 10 Electricity at 100% status plus a forced Electricity proc (wiki). The engine has no reload-triggered explosion, so it is not counted.":"空匣换弹会释放 8 米冲击波，造成 10 电击伤害，触发率 100%，外加一次必定电击（wiki）。引擎没有换弹触发的爆炸，所以未计入。","Reloading leaves a freezing mist that applies Cold to anything entering it, growing with each round reloaded (wiki). No number for it is published, so it is not modelled and the gun applies more Cold in game than here.":"换弹会留下一团冰雾，对进入的目标施加冰冻，随每发装填的子弹变大（wiki）。它没有任何公开数值，所以未建模；游戏里这把枪施加的冰冻比这里多。","Reloading while sprinting gives +25% reload speed (+50% on Gauss); nobody moves here, so the reload is always the standing one.":"冲刺中换弹 +25% 换弹速度（Gauss 为 +50%）；这里没有人移动，所以换弹始终是站定的那一次。","Reloads":"装填次数","Remember":"记住","Remember the key in this browser":"在这个浏览器里记住密钥","Remind me of ones like this":"有类似的时提醒我","Remind me when a fissure opens with":"出现以下条件的裂缝时提醒我","Remind me when an arbitration is":"仲裁符合以下条件时提醒我","Reminder saved":"提醒已保存","Reminders":"提醒","Reminders live in this browser and fire while WFSim is open in it, on any page.":"提醒保存在这个浏览器里，只要在这个浏览器里开着 WF模拟（任何页面都行）就会触发。","Remove":"移除","Remove it from this list? Its points stay yours; signed in on it again, it is listed again.":"从列表中移除吗？它的积分仍归你；在它上面再次登录时，它会重新出现在列表里。","Removes this program and everything it keeps on this computer.":"删除本程序，以及它在这台电脑上保存的全部内容。","Rename":"改名","Replaced.":"已更换。","Replay":"回放","Request an invite":"申请邀请","Resend":"重新发送","Reset your password":"找回密码","Restart now":"立即重启","Restore":"恢复","Result":"结果","Results":"结果","Retry":"重试","Rifle":"步枪","Riven":"裂罅","Riven Analyst":"裂罅分析","Riven gain":"裂罅收益","Riven gain code":"收益码","Riven only":"仅裂罅","Riven stats":"裂罅属性","Rivens":"裂罅","Road":"线路","Ruinous Extension extends the beam to 36 m (page); beam-range mods are shown on the card but not applied until a measurement shows whether they add a flat or a percentage amount.":"Ruinous Extension 可将光束延长到 36 米（页面）；光束射程类 MOD 会显示在卡片上，但在实测确定它们是固定值还是百分比之前不会应用。","Ruler":"基准","Rules":"规则","Run Optimizer":"运行优化","Run Simulation":"运行模拟","Runs":"次数","Runs per candidate":"每个候选跑几场","Runs per subset":"每个子集的次数","Save":"保存","Save reminder":"保存提醒","Saved":"保存于","Saved items":"保存的内容","Saved.":"已保存。","Saving on this browser is never limited.":"在这个浏览器里保存不受限制。","Scales with ability strength — ranked on its own":"随技能强度变化 —— 单独排名","Scan the code below: your own browser searches this riven's best build, and Nona posts the result in the chat.":"扫下面的二维码：你的浏览器会搜出这张裂罅的最佳配装，九九再把结果发到群里。","Scenario":"场景","Scenarios":"场景","School":"流派","Scoped in, consecutive hits build a Shot Combo Counter: 1 landing hit multiply damage by 1.5x, and every threefold count past that adds another 0.5x. It drops by one for every 2 s without a hit, and it pays nothing at all from the hip.":"瞄准状态下连续命中会累积射击连击：命中 1 次即让伤害 ×1.5，此后每当连击数翻到三倍就再 +0.5。每 2 秒没有命中就掉 1 层，腰射则完全不生效。","Scoped in, consecutive hits build a Shot Combo Counter: 5 landing hits multiply damage by 1.5x, and every threefold count past that adds another 0.5x. It drops by one for every 2 s without a hit, and it pays nothing at all from the hip.":"瞄准状态下连续命中会累积射击连击：命中 5 次即让伤害 ×1.5，此后每当连击数翻到三倍就再 +0.5。每 2 秒没有命中就掉 1 层，腰射则完全不生效。","Score":"分数","Scored in kills per minute, counting the fraction of the current target already gone. A weapon that removes 3% of one Thrax in 180 seconds scores 0.03 and still has a rank.":"以每分钟击杀计分，并计入当前目标已被打掉的那一部分。一把 180 秒只能削掉一只凶魂 3% 的武器得 0.03 分，它仍然有名次。","Scythe":"镰刀","Search":"搜索","Search a mod or arcane…":"搜索 MOD 或赋能…","Search a mod…":"搜索 MOD…","Search a riven stat…":"搜索裂罅词条…","Search a target…":"搜索目标…","Search arcane / effect…":"搜索赋能 / 效果…","Search by name":"按名字搜索","Search names, weapons, Warframes…":"搜索名称、武器、战甲…","Searched by {who}. Thank you!":"由 {who} 帮忙搜索，谢谢！","Searches":"搜索方案","Search…":"搜索…","Second Pyrana Prime":"第二把食人鱼 Prime","Secondary":"次要武器","Secondary Fortifier":"次要强化","Secondary Irradiate's echo is measured at 3.6x the hit on this form, not the 1.8x on its card and on every other single-target weapon. The engine follows the measurement; it is unexplained, and a fix could change it.":"Secondary Irradiate 的回响在这个形态上实测为命中的 3.6 倍，而不是卡面以及其他所有单体武器上的 1.8 倍。引擎按实测计算；原因不明，修复后可能会变。","See this weapon's board":"看这把武器的榜单","Seeking rounds travel 5 m before they seek, so at contact range they are ordinary bullets.":"追踪弹要先飞 5 米才开始追踪，所以贴脸时就是普通子弹。","Select":"选择","Select all":"全选","Self-Stagger Reduction":"自我击退减免","Self-stagger is not modelled: an explosion at the wielder's feet can interrupt the 2-round burst so only one rocket fires (wiki).":"自身踉跄未建模：脚下的爆炸可能打断 2 发点射，只射出一枚火箭（wiki）。","Send":"发送","Send code":"发送验证码","Send this build to the optimizer":"把这套配装交给优化器","Send this read and your corrections to WFSim, with the rectangle around the card's stats, to make reading better":"把这次识别和修正提交给 WF模拟，用来改进识别（会发送卡上词条区域的截图）","Sending the build back…":"正在把配装发回去……","Sent: {name}. You will be invited in game.":"已提交：{name}。邀请会在游戏里发给你。","Sentient":"意识体","Sentinel Weapons":"守护武器","Sentinel floor":"哨兵保底","Sequence Burn, the Spectra-exclusive mod — a weapon-exclusive card outside the pools this roster loads":"「Sequence Burn」，Spectra 家族的专属 MOD——这是一张武器专属卡，不在本武器库载入的卡池里","Set":"已设置","Set a provider, key and model first.":"请先设置服务商、密钥和模型。","Set new password":"设置新密码","Set password":"设置密码","Setting up the search…":"正在准备搜索……","Settings":"设置","Shape":"词条构成","Shapley analysis":"部件价值分析","Share this result":"分享这次结果","Shared by":"分享者","Shattering Justice, Acid Shells and Clip Delegation, the Sobek-exclusive mods — weapon-exclusive cards outside the pools this roster loads. Acid Shells in particular detonates corpses for a share of their health, which is a whole second damage source":"「Shattering Justice」「Acid Shells」和「Clip Delegation」，Sobek 的专属 MOD——这些是武器专属卡，不在本武器库载入的卡池里。尤其是「Acid Shells」，它会按尸体生命值的一定比例引爆尸体，那是一整个第二伤害来源","Shield":"护盾","Shield Capacity":"护盾容量","Shield gate":"护盾门","Shot Combo Counter":"射击连击计数","Shotgun":"霰弹枪","Shots":"射击次数","Shots bounce off surfaces up to 4 times, which can double a shot's hits off a wall behind the target (page); there are no surfaces here.":"子弹最多在表面反弹 4 次，借目标身后的墙可以让一发的命中数翻倍（页面）；这里没有表面。","Shots ricochet once (wiki), which reaches enemies behind cover; there are no walls here.":"子弹会反弹一次（wiki），可以打到掩体后的敌人；这里没有墙。","Shots ricochet once (wiki); there are no walls here.":"子弹会反弹一次（wiki）；这里没有墙。","Show all history":"显示全部历史","Show all {n}":"显示全部 {n} 把","Show me":"切到那个窗口","Show me on the card":"在卡片上展示我","Show my name":"显示我的名字","Show the last 30 days":"只看最近 30 天","Show the top 10":"只显示前 10","Show {k} more of {n}":"再显示 {k} 个（共 {n} 个）","Shown, it is your display name, or your username if you have none, with any mark your account carries. You can change it any time.":"显示的是你的显示名，没有显示名就显示用户名，以及你账号带有的标识。随时可以更改。","Shrapnel Rounds, the Marelok-exclusive mod — a weapon-exclusive card outside the pools this roster loads":"「Shrapnel Rounds」，Marelok 家族的专属 MOD——这是一张武器专属卡，不在本武器库载入的卡池里","Sign in":"登录","Sign in first.":"请先登录。","Sign in on wfsim.app.":"请在 wfsim.app 上登录。","Sign in to WFSim":"登录 WFSim","Sign in to count it under your name":"登录后记在你的名下","Sign in, then leave your in-game name to be invited.":"登录后留下你的国际服游戏 ID，就会收到邀请。","Sign out":"退出登录","Sign up with {p}":"使用 {p} 注册","Sign-in was cancelled.":"登录已取消。","Signed in, every device you leave computing shows here together, and its work counts under your name.":"登录后，你开着计算的每台设备都会集中显示在这里，计算量记在你的名下。","Signed in, the board compute your browser does counts under your name.":"登录后，你的浏览器为榜单做的计算会记在你的名下。","Signed in.":"已登录。","Signed out.":"已退出登录。","SiliconFlow":"硅基流动","Sim":"模拟","Simulate":"模拟","Simulator":"模拟器","Site":"网站","Skull Shots and Stinging Truth, the Viper-exclusive mods — weapon-exclusive cards outside the pools this roster loads":"「Skull Shots」和「Stinging Truth」，Viper 家族的专属 MOD——这是武器专属卡，不在本武器库载入的卡池里","Slam attack damage":"砸地攻击伤害","Slam radius":"砸地半径","Slash":"切割","Slash damage":"切割伤害","Slide Attack":"滑行攻击","Sliding":"滑行","Slot":"槽位","Slow":"减速","Sniper":"狙击枪","Solo":"自己算","Someone asked Nona about this riven in a chat. Your browser is finding its best build — a minute or a few. When it finishes, the build goes back to the chat and onto the board.":"有人在聊天群里请九九算这张裂罅的收益。你的浏览器正在为它找最佳配装，大约一到几分钟。算完后配装会发回群里，并收进榜单。","Someone finished first; your build still went onto the board. Thank you!":"有人先算完了，你的配装也已经收进榜单。谢谢你！","Sort":"排序","Sparring":"搏击","Sprint":"冲刺","Sprint Speed":"冲刺速度","Squad":"小队人数","Squad aura":"小队光环","Staff":"长棍","Stagger Resist (aiming)":"抗击退（瞄准时）","Stalker":"追猎者","Stance":"架式","Stance slot first":"优先极化架势槽","Standard Multi Target · 5x5 at 3 m · Thrax Centurion Lv 1000 Icebind · 180 s · KPM":"标准群体 · 5x5 间隔 3 米 · 凶魂百夫长 1000 级 Icebind · 180 秒 · KPM","Standard Multi Target · 5x5 at 3 m · Thrax Centurion Lv 200 SP · 180 s · KPM":"标准群体 · 5x5 间隔 3 米 · 凶魂百夫长 200 级 钢铁之路 · 180 秒 · KPM","Standard Multi Target · 5x5 at 3 m · Thrax Centurion Lv 500 Archimedea · 180 s · KPM":"标准群体 · 5x5 间隔 3 米 · 凶魂百夫长 500 级 Archimedea · 180 秒 · KPM","Standard Multi Target · 5x5 at 3 m · Thrax Centurion Lv 9999 SP · 180 s · KPM":"标准群体 · 5x5 间隔 3 米 · 凶魂百夫长 9999 级 钢铁之路 · 180 秒 · KPM","Standard Single Target · Thrax Centurion Lv 1000 Icebind · 180 s · KPM":"标准单体 · 凶魂百夫长 1000 级 Icebind · 180 秒 · KPM","Standard Single Target · Thrax Centurion Lv 200 SP · 180 s · KPM":"标准单体 · 凶魂百夫长 200 钢铁 · 180 秒 · KPM","Standard Single Target · Thrax Centurion Lv 500 Archimedea · 180 s · KPM":"标准单体 · 凶魂百夫长 500 级 Archimedea · 180 秒 · KPM","Standard Single Target · Thrax Centurion Lv 9999 SP · 180 s · KPM":"标准单体 · 凶魂百夫长 9999 钢铁 · 180 秒 · KPM","Standard means this fight is claimed to represent most play, not that it is the fight you play: a crowd of tough, unaffiliated targets, packed as close as every elemental area effect still reaches and no larger than holds them whole.":"「标准」是说这场战斗被判断为能代表大多数情况，不是说你平时就在打它：一群耐打、不属于任何派系的目标，站得刚好让每种元素范围效果都能打到邻居，方阵大小刚好装下它们。","Standard means this fight is claimed to represent most play, not that it is the fight you play: one tough, unaffiliated target, and a build that beats it transfers.":"「标准」是说这场战斗被判断为能代表大多数情况，不是说你平时就在打它：一个耐打、不属于任何派系的目标，打得赢它的配装能迁移到别处。","Start":"起点","Start in the tray":"开机启动时最小化到托盘","Start with Windows":"开机自动启动","Starts":"起点","Starts in":"距离开始","State":"状态","Stats":"属性","Status Chance":"触发几率","Status Damage":"触发伤害","Status Duration":"触发时间","Status Spread Chance":"异常扩散几率","Status chance":"触发几率","Status cleanse":"清除异常状态","Status immunity":"异常免疫","Steel Path":"钢铁之路","Stop":"停止","Stop comparing":"取消对比","Stun":"眩晕","Submit":"提交","Support":"支持","Support WFSim":"支持 WFSim","Sustained DPS":"持续 DPS","Swap":"更换","Switching firing modes takes 3 s, can be interrupted and scales with reload speed (wiki); the sim never switches, so each mode is measured as the whole weapon and the switch costs nothing.":"切换射击模式需要 3 秒，可被打断，受换弹速度影响（wiki）；模拟从不切换，所以每个模式都按整把武器测量，切换没有代价。","Switching modes takes 1 s of animation (0.5 s on Wisp); the sim never switches, so each mode is measured as the whole weapon.":"切换模式需要 1 秒动作（Wisp 为 0.5 秒）；模拟从不切换，所以每个模式都按整把武器测量。","Sword":"剑","Sword And Shield":"剑盾","Sync":"同步","Sync now":"立即同步","Sync to the account":"同步到账户","Synced":"已同步","Syndicate":"集团","Synth Charge":"合成充能","System notification":"系统通知","THE DAMAGE IS HYSTERIA'S AT 100% ABILITY STRENGTH. Every swing, slide and slam number on the page carries the Strength icon, so a Valkyr build with more strength deals proportionally more than this reports":"**伤害来自 Hysteria，按 100% 技能强度计**。技能页上每个挥砍、滑行和捶地数值都带强度图标，所以强度更高的 Valkyr 配装实际伤害会按比例高于此处","THE OPENER IS A SLAM, and Seismic Wave pays it on the ability page. It is a swing here, so Seismic Wave pays it nothing and it reaches the body in front rather than a sphere":"**第一击是捶地**，技能页说 Seismic Wave 会加成它。这里按挥砍处理，所以 Seismic Wave 不加成，而且只打到面前的目标，不是一个球形范围","THE RELOAD GRENADE, which is most of this weapon and the whole reason it is built: every reload throws one at the reticle, exploding in a 5-7 metre radius, and reloading FROM EMPTY makes it far larger — 1,997 Corrosive in 7 metres at 31% crit and 59% status, against 203 in 5 metres at 11% and 43% on a partial reload. The engine has no hook that fires an attack ON A RELOAD, so none of it is counted and the number on screen is the beam alone. The CODA variant throws THREE of them":"换弹榴弹，它才是这把武器的主体，也是它被拿来配装的全部理由：每次换弹都会朝准星扔出一枚，在 5–7 米半径内爆炸；而「空匣换弹」会让它大得多——7 米内 1997 腐蚀、31% 暴击率、59% 异况，对比非空匣换弹的 5 米内 203 伤害、11% 与 43%。引擎没有「在换弹时触发一次攻击」的挂载点，所以这部分一点都没算，屏幕上的数字只是光束本身。终幕版本一次扔三枚","THE RELOAD GRENADES, which are most of this weapon and the whole reason it is built: \"Reload throws 3 grenades at a 45 degree angle towards the reticle that explodes in 3-5 meter radius on impact\", and reloading FROM EMPTY makes them far larger — 658 Corrosive apiece in 5 metres at 31% crit and 59% status, against 74 in 3 metres at 11% and 43% on a partial reload. Three of the from-empty grenades is 1,974 damage, which dwarfs the beam that earned them. The engine has no hook that fires an attack ON A RELOAD, so none of it is counted and the number on screen is the beam alone":"换弹榴弹，它才是这把武器的主体，也是它被拿来配装的全部理由：「换弹时朝准星方向以 45 度抛出 3 枚榴弹，命中后在 3–5 米半径内爆炸」，而「空匣换弹」会让它们大得多——每枚 5 米内 658 腐蚀、31% 暴击率、59% 异况，对比非空匣换弹的 3 米内 74 伤害、11% 与 43%。三枚空匣榴弹是 1974 点伤害，把挣来它们的那道光束衬得微不足道。引擎没有「在换弹时触发一次攻击」的挂载点，所以这部分一点都没算，屏幕上的数字只是光束本身","Tags":"标签","Take it out":"拿掉","Target Analysis: each shot grants +4% flat critical and status chance, stacking to 5 for 2 s (wiki). The engine has no shot-counting buff, so a build here fires at 18% / 26% where held fire reaches 38% / 46%. It is most of the weapon; the number reads low.":"Target Analysis：每一发给 +4% 固定暴击率和触发率，最多 5 层，持续 2 秒（wiki）。引擎没有按发数累计的增益，所以这里按 18% / 26% 开火，而持续开火可达 38% / 46%。这是这把武器的主要部分；数字偏低。","Task":"任务","Tau's status effect is not modelled. Tau's neutral damage is applied correctly, but its proc raises the status chance the target takes from every other source by 10% a stack, up to ten (wiki). With other statuses stacked, the number reads low.":"Tau 的异况效果未建模。Tau 对各类生命都是中性伤害，这一点处理正确；但它的触发效果会让目标受到的其他所有来源的触发几率每层 +10%，最多十层（wiki）。堆其他异况时数字偏低。","Tauforged":"Tau 融造","Technique":"手法","Tendrils":"卷须","Tenet":"信条","Tennokai on a throw is not modelled as the game has it: the window pauses while the glaive flies and only a detonation spends it.":"投掷时的 Tennokai 没有按游戏里的方式建模：战刃飞行期间窗口会暂停，只有引爆才会消耗它。","Terms":"服务条款","Thank you":"感谢","That code has expired. Ask for a new one.":"验证码已过期，请重新获取。","That code is not right.":"验证码不正确。","That email already has an account. Sign in, or reset its password.":"这个邮箱已经注册过了。请直接登录，或找回密码。","That file could not be read.":"无法读取这个文件。","That file is not a WFSim export.":"这个文件不是 WF模拟 导出的文件。","That file was written by a newer WFSim. Reload the page and try again.":"这个文件由更新版本的 WF模拟 导出，请刷新页面后再试。","That is not an email address.":"这不是有效的邮箱地址。","That is not an in-game name.":"这不是一个游戏 ID。","That name cannot be used.":"这个名字不能用。","That name cannot be used. A name cannot carry a link, contact details or trading.":"这个名字不能用：名字里不能有网址、联系方式或交易内容。","That name cannot be used: {why}.":"这个名字不能用：{why}。","That sign-in already belongs to another WFSim account. Sign in with it and disconnect it there first.":"这个登录方式已经属于另一个 WFSim 账号。请先用它登录那个账号，并在那里断开。","That username is reserved.":"这个用户名是保留名，不能使用。","That username is taken.":"这个用户名已被占用。","The +50% reload speed while sprinting is not modelled: the player stands still here (Gauss and Gauss Prime double it to +100%).":"冲刺时 +50% 换弹速度未建模：这里的玩家站着不动（Gauss 和 Gauss Prime 翻倍为 +100%）。","The 0.8 s embed delay before the slug detonates, during which it pulls in enemies within 6 m, is not modelled.":"弹丸引爆前 0.8 秒的嵌入延迟未建模；期间它会把 6 米内的敌人拉过来。","The 11-degree spread is not modelled; at zero distance all eleven pellets land.":"11 度散布未建模；零距离时十一颗弹丸全部命中。","The 20-40 degree spread is not modelled; at zero distance all six pellets land.":"20–40 度散布未建模；零距离时六颗弹丸全部命中。","The 45-degree fan is read as edge to edge around the reticle; the page does not say.":"45 度扇形按以准星为中心、从一边到另一边计算；页面没有写明。","The 5% Movement Speed bonus while held: nobody moves here.":"持握时 5% 移动速度加成：这里没有人移动。","The 5% life steal on headshots adds nothing here: there is nothing to heal.":"爆头附带的 5% 吸血在这里不产生收益：没有需要回复的生命。","The 8-degree spread is not modelled; at zero distance all six missiles land on the one target.":"8 度散布未建模；零距离时六枚导弹全部命中唯一的目标。","The Arch-Gun Deployer's five-minute cooldown is not modelled: in a mission the weapon is gone once its reserve runs dry; here it simply stops firing.":"空战枪投放器五分钟的冷却未建模：任务中备弹打空后这把枪就用不了了；这里只是停火。","The Archwing version is not offered: in space it fires a single 440-damage Impact/Heat projectile at 13% status, which is a different weapon.":"太空版本未提供：太空中它是一发 440 伤害的冲击/火焰弹、触发率 13%，属于另一把武器。","The Blight syndicate effect blinds enemies in a radius and opens them to finishers (wiki). It runs on a syndicate meter the sim does not track, and blindness is crowd control; it is not counted.":"Blight 集团特效会让一定范围内的敌人致盲，并可被处决（wiki）。它由模拟不追踪的集团能量驱动，致盲又属于控制效果；未计入。","The Bullet Attractor deals no damage. Its value, redirecting enemy fire and letting a punch-through round hit twice, needs enemies that shoot back and a second target; the number is unaffected.":"子弹吸引力场本身不造成伤害。它的价值（引开敌人火力、让穿透弹命中两次）需要会还击的敌人和第二个目标，数字不受影响。","The Bullet Attractor's value as an aiming aid is not counted: its 4.7 s on the target is (one Condition Overload status), but easier headshots are not. The wiki says it does not guarantee a headshot, so the rate needs measuring first.":"子弹吸引力场作为瞄准辅助的价值未计入：它挂在目标身上的 4.7 秒已计入（一层异况超量），但「更容易爆头」没有。wiki 说它并不保证爆头，所以这个比例需要先实测。","The Burst Shot is not modelled; this entry carries only the Charged Shot.":"Burst Shot 未建模；本条目只有 Charged Shot。","The Charged Throw's direct damage is the module's, the same as the quick throw's where every other glaive doubles it; unmeasured.":"蓄力投掷的直击伤害取自模块，与快速投掷相同，而其他战刃都是两倍；未实测。","The Condition Overload bonus ignores damage falloff (the catalog's notes on both rows); here it falls off with the shot, so a status-stacking build at range reads low.":"异况超量的加成无视伤害衰减（目录在两行备注中都写明）；这里它会随子弹一起衰减，所以远距离堆异况的配装数字偏低。","The Condition Overload bonus ignores damage falloff (the catalog's notes on this row).":"异况超量的加成无视伤害衰减（目录这一行的备注）。","The Condition Overload catalog prices this weapon's term on a fixed 57 damage whatever the grip, which cannot be expressed as a share of the direct hit. The direct hit takes the ordinary term on its own Impact instead: none on the default Gibber grip, 261 on Haymaker.":"异况超量目录对这把武器的加成固定按 57 点伤害计算，与握把无关，这无法表达为直击的一个比例。这里改为按直击自身的冲击伤害计算常规加成：默认的 Gibber 握把为零，Haymaker 为 261。","The Dark Split-Sword splits into a pair of Dual Swords with their own stats and stance; only the Heavy Blade form is entered here.":"Dark Split-Sword 可以拆分成一对双剑，有自己的数值和架式；这里只录入了巨刃形态。","The Entropy syndicate effect detonates enemies and restores the wielder's Energy (wiki). It runs on a syndicate meter the sim does not track; it is not counted.":"Entropy 集团特效会引爆敌人并为持有者恢复能量（wiki）。它由模拟不追踪的集团能量驱动；未计入。","The Incarnon Form Bounce Explosion is not modelled; this form has more parts than this entry carries.":"Incarnon Form Bounce Explosion 未建模；这个形态的部件比本条目能装下的多。","The Incarnon Form Embed AoE is not modelled; this form has more parts than this entry carries.":"Incarnon Form Embed AoE 未建模；这个形态的部件比本条目能装下的多。","The Incarnon Form's charged shot is not modelled, and it is most of the form: 2,200 Heat with guaranteed status, 38% crit and 3.2x, with the beam's 5 m punch through. It costs 50 of the 350 Incarnon rounds, so one gauge is seven charged shots. The number reads low.":"灵化形态的蓄力射击未建模，而它是这个形态的主要输出：2200 火焰伤害，必定触发，暴击率 38%、3.2 倍，带与光束相同的 5 米穿透。每发消耗 350 灵化弹药中的 50 发，一管就是七发。数字偏低。","The Incarnon form's bouncing secondary projectiles are not modelled: a stacked shot releases 2 to 5, each exploding on up to 3 bounces.":"灵化形态的弹跳次级弹体未建模：叠层的一发会放出 2 到 5 个，每个最多弹 3 次并各自爆炸。","The Incarnon form's fire rate falls to 60% over 51 held shots and resets when firing stops. The sim holds the trigger until the magazine is dry, so a player who taps keeps more of the 13.33/s. The spool-down itself is modelled.":"灵化形态的射速在持续开火 51 发内降到 60%，停火后立即回满。模拟会一直按到弹匣打空，所以点射的玩家能保住更多的 13.33/秒。射速衰减本身已建模。","The Justice syndicate effect detonates a radial blast and heals the wielder (wiki). It runs on a syndicate meter the sim does not track; the blast is not counted.":"Justice 集团特效会引爆一次范围爆炸并治疗持有者（wiki）。它由模拟不追踪的集团能量驱动；这次爆炸未计入。","The Lifted synergy is not modelled: the wiki gives up to 13 extra direct-hit instances against a Lifted enemy, and its alt-fire guarantees Lifted. Only the Lifted status is applied (Condition Overload counts it), so the primary reads low while the target is lifted.":"浮空联动未建模：wiki 写明打浮空目标时最多 13 次额外直击伤害，而它的副射击必定浮空。这里只应用了浮空状态（异况超量会计入），所以目标浮空期间主射击数字偏低。","The Maggots a throw drops are not modelled: the page gives no damage and no radius for them.":"投掷掉落的蛆虫未建模：页面没有给出它们的伤害和半径。","The Microwave status enlarges the body part that was shot (wiki). It deals no damage and has no entry in the engine; its effect is an aiming aid the sim does not use.":"微波异况会放大被击中的身体部位（wiki）。它本身不造成伤害，引擎里也没有对应条目；它的作用是瞄准辅助，模拟用不上。","The Purity syndicate effect heals and cleanses the wielder and nearby allies (wiki). There is no health and no ally here; the number is unaffected.":"Purity 集团特效会治疗持有者与附近队友并清除异况（wiki）。这里没有生命值，也没有队友，数字不受影响。","The SHA-256 and the command to verify it are in the notes beside the download.":"下载旁的说明里有 SHA-256 和校验命令。","The Sequence syndicate effect turns damage dealt into shields for the wielder and nearby allies (wiki). There are no shields and no allies here; the number is unaffected.":"Sequence 集团特效会把造成的伤害转化为持有者与附近队友的护盾（wiki）。这里没有护盾，也没有队友，数字不受影响。","The Single Rocket Explosion is not modelled; this entry carries only the Single Rocket Impact.":"Single Rocket Explosion 未建模；本条目只有 Single Rocket Impact。","The Tenno":"使用者","The Throw Recall Explosion's 12% crit chance is the module's, against 22% on every other quick-throw row; unmeasured.":"Throw Recall Explosion 的 12% 暴击率取自模块，而其他快速投掷行都是 22%；未实测。","The Toxin embed, a second attack dealing damage over 3 s on top of the hit (page), is not modelled; only the hit is carried.":"毒素嵌入（命中之外再用 3 秒造成伤害的第二段攻击，页面）未建模；只计命中本身。","The Truth syndicate effect detonates a radial blast that strips some armour (wiki). It runs on a syndicate meter the sim does not track; the blast is not counted.":"Truth 集团特效会引爆一次削减部分护甲的范围爆炸（wiki）。它由模拟不追踪的集团能量驱动；这次爆炸未计入。","The Uncharged Shot is not modelled; this entry carries only the Charged Shot.":"Uncharged Shot 未建模；本条目只有 Charged Shot。","The Valkyr Talons as a weapon, with their damage, mods and arcanes, belong to a weapon build, not to this panel.":"Valkyr 利爪作为武器的部分（伤害、MOD、赋能）属于武器配装，不在这个面板里。","The Vast Untime's +50% Void vulnerability, and its pause on this buff's timer, belong to another Xaku ability, which is not modelled.":"超维炼狱的 +50% 虚空易伤，以及它对本增益计时的暂停，属于 Xaku 的另一个技能，未建模。","The Void proc's reset of Sentient and Shadow Stalker damage adaptation is not modelled.":"虚空异况对 Sentient 与暗影 Stalker 伤害适应的重置未建模。","The account of one hit":"一发的账","The account, its ways to sign in, and what it syncs":"账号、登录方式及同步的内容","The alt-fire cannot be reloaded early to skip its delay, and Kinetic Ricochet does not affect it; the sim does not interrupt reloads, so neither changes anything here.":"副射击不能提前换弹来跳过延迟，Kinetic Ricochet 也对它无效；模拟不打断换弹，所以两者在这里都没有影响。","The alt-fire cycles four quill types, Poison, Fire, Electric and Ice; this entry is the Poison one. The others differ in element, and two in physical damage (40 against 36), so a build around another quill reads about a tenth low.":"副射击在四种刺之间切换：毒素、火焰、电击、冰冻；本条目是毒素。其余几种元素不同，其中两种物理伤害也不同（40 对 36），所以围绕其他刺的配装数字大约偏低十分之一。","The alt-fire cycles four quill types, Poison, Fire, Electric and Ice; this entry is the Poison one. The others differ in element, and two in physical damage, so a build around another quill is not exactly this number.":"副射击在四种刺之间切换：毒素、火焰、电击、冰冻；本条目是毒素。其余几种元素不同，其中两种物理伤害也不同，所以围绕其他刺的配装并不正好是这个数字。","The alt-fire detonates the arrow mid-flight; the sim lets it land, so choosing when to burst it is not modelled.":"副射击可以让箭在半空引爆；模拟让它落地，所以「何时引爆」这个选择未建模。","The alt-fire is a finisher tool: it latches a mite onto up to 6 enemies, marking their heads for 5 s and dealing Impact and Magnetic damage each second for 10 s, and against an enemy open to a Mercy it teleports the player in. It is out of reach here: it needs a target within 25 m, its damage over time has no form in the engine, and this fight has no execution threshold. The catalog's row for it reads 'Does not apply'.":"副射击是处决工具：它会把寄生虫附在最多 6 个敌人身上，标记头部 5 秒，并在 10 秒内每秒造成冲击和磁力伤害；对可被慈悲处决的敌人，则把玩家传送过去。这里用不上：它需要 25 米内的目标，它的持续伤害在引擎里没有对应形式，本场也没有处决血线。目录给它的那一行写的是「Does not apply」。","The alt-fire needs four rounds and reloads instead when there are fewer; the sim fires it whenever the mode is chosen, so a low magazine does not force a reload here.":"副射击需要弹匣里有四发，不够时会改成换弹；模拟只要选了这个模式就照打，所以弹匣见底时不会被强制换弹。","The alt-fire only changes the zoom (wiki), so this weapon has one attack and no mode to choose.":"副攻击只调整倍率（wiki），所以这把武器只有一种攻击，没有可选的模式。","The alt-fire prevents zoom, so Hydraulic Crosshairs and Sharpened Bullets do not work on it (page); this entry does not apply that limit, so with those mods it reads high.":"副射击无法瞄准，所以 Hydraulic Crosshairs 和 Sharpened Bullets 对它无效（页面）；本条目没有应用这道限制，所以带这些 MOD 时数字偏高。","The alt-fire spends the whole magazine to deploy a turret that shoots on its own, with a 75 Blast expiry blast (wiki, module). The engine has no deployed turret, so neither the turret nor the magazine it costs is counted.":"副射击会耗尽整个弹匣，部署一座自动射击的炮台，到期时爆炸造成 75 爆炸伤害（wiki、模块）。引擎没有可部署的炮台，所以炮台和它消耗的弹匣都未计入。","The alt-fire sweeps both beams across the front (wiki); the sim fires a fixed ray, so the number is the ceiling against one target and reads low against a line.":"副射击会让两道光束在正前方来回扫（wiki）；模拟发射一条固定射线，所以对单个目标数字是上限，对一排目标数字偏低。","The alt-fire's third attack, a burn in 6 m between the contact hit and the explosion, is not counted: the engine carries one direct hit and one explosion per attack. The number reads low.":"副射击的第三段攻击（接触命中与爆炸之间、6 米内的灼烧）未计入：引擎每次攻击只带一次直击和一次爆炸。数字偏低。","The alt-fire, a second charged shot, is not modelled: a weapon holds one charged form. It is 1.5 s of draw for 1,000 damage (500 Cold, 250 Puncture, 250 Slash) at 36% crit, 3.0x, 36% status and 2 m punch through, against this draw's 400 at 32% and 2.4x. It also leaves a chilling path behind the arrow with no published numbers, a trail the engine has no form for.":"副射击（第二种蓄力射击）未建模：一把武器只能有一个蓄力形态。它蓄力 1.5 秒，造成 1000 伤害（500 冰冻、250 穿刺、250 切割），暴击率 36%、3.0 倍，触发率 36%，2 米穿透；本条目的蓄力为 400、32%、2.4 倍。它还会在箭后留下一条冰冻路径，没有任何公开数值，引擎也没有对应的形式。","The answer: the best build the search found for this riven":"结论：为这张裂罅搜到的最优配装","The arbitration schedule could not be reached.":"仲裁时间表加载失败。","The area damage can headshot, which the page marks as a bug; the sim applies headshots to the direct hit only, so the blast is never a headshot here.":"范围伤害可以爆头，页面把它标为 bug；模拟只对直击应用爆头，所以这里的爆炸不会算爆头。","The arrow also throws appendages that grab enemies within 9 m and drag them in, dealing 90 damage each (module). The engine carries one explosion per attack, so neither the pull nor the damage is counted.":"这支箭还会甩出触手，抓住 9 米内的敌人并拖过来，每个造成 90 伤害（模块）。引擎每次攻击只带一次爆炸，所以拖拽和伤害都未计入。","The auto-spool ramp is not modelled: the rate is the spooled-up {rate}/s from the first shot, so a short burst is faster here than in game.":"自动转膛的爬升未建模：从第一发起就按转满的 {rate}/秒 计算，所以短点射比游戏里快。","The badge is the contributor rank: ten points are one experience, and the ranks climb as Mastery Rank does.":"名字前的徽章是贡献段位：10 积分算 1 经验，升段方式和游戏的段位一样。","The barb's 0.9 s eruption delay is not modelled: the explosion arrives with the shot, so a short fight gets its damage early.":"倒刺 0.9 秒的爆发延迟未建模：爆炸与命中同时到达，所以短时间的战斗拿到伤害的时间偏早。","The battery discharge when the magazine empties, a 20 m pulse for 100 Impact, is not built yet. Its rule is published: base damage, faction damage and Firestorm apply; elemental and multishot bonuses do not, and blast-radius mods reach it. Its status is a 100% chance, not a forced proc. The number reads low.":"弹匣打空时的电池放电（20 米范围、100 冲击伤害）尚未实现。它的规则是公开的：受基础伤害、派系伤害和 Firestorm 影响，不受元素和多重射击加成影响，爆炸半径 MOD 对它有效。它的触发是 100% 几率，不是必定触发。数字偏低。","The beacon exists to grant the primary fire +50% absolute critical chance and homing, which the engine cannot carry from one mode to another. On its own it is a three-damage dart.":"信标的作用是给主射击 +50% 绝对暴击率和追踪，而引擎无法把它们从一个模式带到另一个模式。单独使用时，它只是一根 3 点伤害的飞镖。","The beam's 0.15 m thickness, the largest of any continuous weapon, is not modelled: the beam here is a ray, so a shot that would clip an enemy with its edge misses, and Heavy Caliber's accuracy penalty costs more than in game.":"光束 0.15 米的粗细（所有连续武器中最粗）未建模：这里的光束是射线，所以本该用边缘擦到敌人的一击会打空，Heavy Caliber 的精度惩罚也比游戏里代价更大。","The beam's charge ramp is not modelled: its damage climbs to 2.5x the longer the trigger is held, resetting on release or on a charged shot. The beam here is scored at its lowest.":"光束的蓄能爬升未建模：按住越久伤害越高，最高 2.5 倍，松开或打出蓄力射击时重置。这里的光束按最低值计算。","The beam's cone, 'radial damage varying from 1 to 4 meters in a cone shape' (wiki), has no published damage figure and is not modelled. Only the direct beam is applied, so against anything the cone would catch the number reads low.":"光束的锥形范围（wiki：「1 到 4 米不等的锥形范围伤害」）没有公布伤害数值，未建模。这里只计光束直击，所以面对锥形能覆盖到的目标时数字偏低。","The best riven-free build":"不带裂罅的最佳配装","The blades ricochet off surfaces (wiki); there are no walls here.":"锯片会从表面反弹（wiki）；这里没有墙。","The blast ink-stains every enemy it hits for 20 s and leaves an 8 m puddle that stains anyone in it for 10 s, and an Enkaus hit that then leaves a stained enemy below 35% health kills it outright (wiki). Neither is modelled, so every enemy is shot down to zero and the number reads low.":"爆炸会让命中的每个敌人沾染墨迹 20 秒，并留下 8 米的墨池，10 秒内沾染进入其中的敌人；之后 Enkaus 的命中若让被沾染的敌人血量低于 35%，会直接将其击杀（wiki）。两者都未建模，所以每个敌人都要打到零血，数字偏低。","The blast needs no line of sight. There is no cover here, so the perk adds nothing.":"爆炸不需要视线。本场没有掩体，所以这个天赋不产生额外收益。","The board could not be reached.":"榜单加载失败。","The board has no riven-free build of this weapon yet.":"榜单上还没有这把武器不带裂罅的配装。","The board's best riven-free build":"榜单上不带裂罅的最佳配装","The board's best riven-free build: {s}":"榜单上不带裂罅的最佳配装：{s}","The bomblets take no Condition Overload: the wiki's catalog gives them a rule of their own ({row}), and the engine sets the rule per weapon. They read low by that term only.":"子炸弹不吃异况超量：wiki 目录给它们单独一条规则（{row}），而引擎按武器设定规则。它们只在这一项上偏低。","The bomblets' forced stagger on contact is not modelled; the contact hit rolls its status chance like any other.":"子炸弹接触时的强制踉跄未建模；接触命中照常掷触发几率。","The browser put this page to sleep a moment ago, and computing together stopped while it slept. To keep it computing while you are away, add wfsim.app to the sites your browser keeps active: in Edge, Settings › System and performance › Never put these sites to sleep; in Chrome, Settings › Performance › Always keep these sites active.":"浏览器刚才让这个页面休眠了，休眠期间一起算停了下来。想在你离开时也继续算，可以把 wfsim.app 加入浏览器的保持活动名单：Edge 在“设置 › 系统和性能 › 从不让这些站点进入睡眠状态”，Chrome 在“设置 › 性能 › 始终让这些网站保持活动状态”。","The bubble holds what it catches until it collapses (wiki); crowd control, and enemies here neither move nor stop.":"气泡会困住抓到的东西直到坍缩（wiki）；这是控制效果，这里的敌人既不会移动也不会被定住。","The bubbles explode 0.6-0.8 s after landing, which can let enemies leave the radius (page); here the blast resolves on impact, so nothing escapes.":"气泡在落地 0.6–0.8 秒后爆炸，敌人可能趁机离开范围（页面）；这里命中即结算，所以没有东西能躲开。","The build":"这个配装","The burst can be cancelled with a quick melee to spend less than a full magazine; the sim never does.":"这轮连射可以用快速近战取消，从而不必打完整个弹匣；模拟从不这样做。","The burst can be interrupted by a quick melee, a roll or a weapon swap; the sim does none of those, so it always runs to the end.":"这轮连射可以被快速近战、翻滚或换武器打断；模拟都不做，所以总是打完。","The burst empties the magazine, and this entry fires a fixed 21 rounds, the unmodded magazine. Magazine mods make the real burst longer, so a build with one reads low.":"这轮连射会打空弹匣，本条目固定打 21 发，即未改装的弹匣。弹匣 MOD 会让真实连射更长，所以带这类 MOD 的配装数字偏低。","The burst empties the magazine, and this entry fires a fixed 6 rounds, the unmodded magazine. Magazine mods lengthen the burst (page), so a build with one reads low.":"这轮连射会打空弹匣，本条目固定打 6 发，即未改装的弹匣。弹匣 MOD 会让连射变长（页面），所以带这类 MOD 的配装数字偏低。","The burst empties the magazine, and this entry fires a fixed count, the unmodded magazine. Magazine mods lengthen the burst (page), so a build with one reads low.":"这轮连射会打空弹匣，本条目固定打未改装的弹匣数量。弹匣 MOD 会让连射变长（页面），所以带这类 MOD 的配装数字偏低。","The calculator is the same for everyone":"计算器对所有人都一样","The card doubles this on melee strikes; the sim fires guns, so only the gun half applies.":"卡面在近战攻击时翻倍；模拟器只开枪，所以只计入枪械那一半。","The card omits a requirement: the +33% Direct Damage per Status Type pays only with Energy Max 200 or higher, and nothing below it.":"卡面漏写了一个条件：每种异况 +33% 直接伤害只在能量上限 200 或以上时生效，低于 200 完全不生效。","The card omits that a headshot adds a stack only half the time: the wiki gives it a 50% chance, and the sim rolls it.":"卡面没写爆头只有一半几率叠层：wiki 写明几率为 50%，模拟按 50% 掷骰。","The card says +10; the effect is +14, measured on the Boar Prime, which shares this card.":"卡面写 +10，实测为 +14（在共用这张卡的野猪 Prime 上测得）。","The card says +10; the effect is +14, measured: a pellet at 2 Galvanized stacks and 3 status types reads 266, where +10 would read 255.":"卡面写 +10，实测为 +14：镀层 2 层、目标 3 种异况时每颗弹丸打出 266，按 +10 应为 255。","The card says Sprint Speed 1.2 or higher; the effect requires 1.1, so it pays on Warframes the card excludes. Amalgam Serration alone carries any Warframe past it.":"卡面写冲刺速度 1.2 或以上，实际只需 1.1，所以在卡面排除的战甲上也生效。单装「并合 膛线」就能让任何战甲达标。","The catalog says the explosion takes Condition Overload computed on the direct hit's base, 200 against the radial's own 60. That base is not entered, so the radial takes none and a status-stacking build reads low on it.":"目录写明爆炸会吃异况超量，并按直击的基础伤害计算（200，而爆炸自身为 60）。这个基数没有录入，所以爆炸不吃这一项，堆异况的配装在它身上数字偏低。","The charge is automatic and need not be held (wiki), as in the sim.":"蓄力是自动的，不需要按住（wiki），与模拟一致。","The charge time is not modelled because the page publishes none: mods treat it as a charge weapon, but it fires at the listed 1.00/s. A real draw can only be slower, so the rate is a ceiling.":"蓄力时间没有公开，所以未建模：MOD 仍按蓄力武器对待它，但它按面板的 1.00/秒 开火。真实蓄力只会更慢，所以射速是上限。","The charged alt-fire is not modelled: a full 10-stack blob over 2 s, for 10 ammo.":"蓄力副射击未建模：用 2 秒蓄出一团满 10 层的粘液，消耗 10 发弹药。","The charged shot travels 26 m (wiki), which is not entered, so it reaches a target at any distance.":"蓄力射击飞行 26 米（wiki），这一点未录入，所以任何距离的目标都能命中。","The charged shot's explosion is not modelled either: 1,100 Heat in 3 m at 38% crit and 3.2x, falling off to 70% at the rim, needing no line of sight.":"蓄力射击的爆炸同样未建模：3 米内 1100 火焰伤害，暴击率 38%、3.2 倍，边缘衰减到 70%，不需要视线。","The climb is not timed: this loop takes the 150% radius of a slam dropped from 15 m and spends no time getting up there. A player who hops instead gets less radius, down to the 2.5 m / listed floor; this fight has no vertical axis to tell the two apart.":"爬升不计时间：这个循环吃的是从 15 米落下的 150% 半径，而爬上去不花时间。改成小跳的玩家半径更小，最低到 2.5 米或面板半径；本场没有垂直轴，分不出这两者。","The close button keeps WFSim running in the tray, and computing together goes on. Quit from the tray icon's menu.":"点关闭后 WF模拟 留在托盘里继续运行，一起算也不会停。要退出，在托盘图标的菜单里选「退出」。","The cloud arrives 1 s after the dart lands (wiki); here it resolves on impact, so nothing walks out of it.":"毒云在飞镖落地 1 秒后才出现（wiki）；这里命中即结算，所以没有东西能走出去。","The cloud confuses enemies in it, turning them on each other (wiki); crowd control, and enemies here neither turn nor stop.":"毒云会让其中的敌人陷入混乱、互相攻击（wiki）；这是控制效果，这里的敌人既不会倒戈也不会停下。","The cloud on each item switches it; saving on this browser is never limited.":"每一项上的云朵可以单独开关；在这个浏览器里保存不受任何限制。","The cloud's Condition Overload term is 50 against its own base of 20, the catalog's 250%; that is not entered here, so it takes 100% and a status-stacking build reads low on it.":"毒云的异况超量为 50，而它自身的基础值是 20，即目录中的 250%；这一点这里没有录入，所以按 100% 计算，堆异况的配装在它身上数字偏低。","The code is six digits.":"验证码是 6 位数字。","The cold field is not modelled, and it is most of the weapon: each grenade leaves a 1.5 m field dealing 20 Cold a second at 30% status, with no published duration. Only the grenade's 10 Impact is counted, so the number reads low.":"冰冻力场未建模，而它是这把武器的主体：每颗榴弹留下一个 1.5 米的力场，每秒 20 冰冻伤害、触发率 30%，没有公开的持续时间。这里只计榴弹本身的 10 冲击伤害，所以数字偏低。","The collapse's 1.3 s delay after the initial blast is not modelled: the blast arrives with the arrow, so a short fight gets its damage early.":"初始爆炸后 1.3 秒才坍缩，这段延迟未建模：爆炸与箭矢同时到达，所以短时间的战斗拿到伤害的时间偏早。","The combo counter gains 20 once per cast that hits; here a cast earns it per body it hits, which is the same against one target.":"连击计数在每次命中的施放中只增加一次 20；这里按每个被命中的目标各加一次，单个目标时两者相同。","The combo is not modelled: a recast inside the window multiplies damage by 200% and cuts the cost by 50%, and each recast after that by 400% and 75%.":"连击未建模：在窗口内再次施放，伤害 ×200%、消耗 −50%；之后每次再施放为 ×400%、−75%。","The companion fires this weapon: it picks its targets, fires when it decides, and stops while reviving or out of range. Here it fires continuously at one target, so the number is the ceiling.":"这把武器由同伴开火：它自己选目标、自己决定何时开火，复苏或超出范围时会停火。这里它对一个目标持续开火，所以数字是上限。","The condition, the companion's critical chance over 50%, is not checked: ticking this treats it as met.":"条件（同伴暴击率超过 50%）不做检查：勾选即视为满足。","The conduit it walks towards is not modelled: a Disruption run races its arrival, and this fight has no such clock.":"它走向的导管未建模：中断任务是在跟它的到达时间赛跑，而本场没有这个计时。","The cone is 2 m thick (wiki); the sim fires a ray with no width.":"锥形范围有 2 米厚（wiki）；模拟发射的射线没有宽度。","The contribution rankings — all time, this month, this week. (￣ー￣)ゞ":"贡献榜，总榜、月榜、周榜都在这了。(￣ー￣)ゞ","The contribution rankings — all time, this month, this week. {n} devices are computing together right now. (￣ー￣)ゞ":"贡献榜，总榜、月榜、周榜都在这了。此刻有 {n} 台设备在一起算。(￣ー￣)ゞ","The current password is not right.":"当前密码不对。","The damage type rotation is averaged: the weapon deals 130 of one type at a time, cycling Impact, Puncture, Slash, and this entry splits it evenly. Total damage and status mix are exact; armour is not, because mitigation applies per instance.":"伤害类型轮换按平均计算：这把武器每次打 130 点单一类型，按冲击、穿刺、切割循环，本条目则平均分成三份。总伤害和异况比例是准确的；护甲减伤不准确，因为减伤按每次伤害分别计算。","The damage type rotation is averaged: the weapon deals 160 of one type at a time, cycling Impact, Puncture, Slash, and this entry splits it evenly. Total damage and status mix are exact; armour is not, because mitigation applies per instance.":"伤害类型轮换按平均计算：这把武器每次打 160 点单一类型，按冲击、穿刺、切割循环，本条目则平均分成三份。总伤害和异况比例是准确的；护甲减伤不准确，因为减伤按每次伤害分别计算。","The dart's 1.5 s explosion delay is not modelled: the blast arrives with the dart, so a short fight gets its damage early.":"飞镖 1.5 秒的爆炸延迟未建模：爆炸与飞镖同时到达，所以短时间的战斗拿到伤害的时间偏早。","The detonation's 40% falloff and 3.6 m are the page's; the module states no falloff, and 4 m on the charged throw. Unmeasured.":"引爆的 40% 衰减和 3.6 米半径取自页面；模块写的是无衰减，蓄力投掷为 4 米。未实测。","The discharge also strips Sentient and Shadow Stalker damage resistances; no target here has any.":"放电还会移除 Sentient 和暗影 Stalker 的伤害抗性；这里没有目标带有这种抗性。","The draw time is not published: the module gives a charge time for the alt-fire (1.50 s) and none for this attack, so the cadence is the 0.6 s nock alone. A real draw can only be slower, so every rate here is a ceiling.":"蓄力时间没有公开：模块给了副射击的蓄力时间（1.50 秒），这一段攻击却没有，所以节奏只按 0.6 秒的搭箭计算。真实蓄力只会更慢，所以这里的每个速率都是上限。","The duplex trigger is not modelled: one pull fires two rounds in game, and this entry paces one per pull.":"双发扳机未建模：游戏里扣一次发射两发，本条目按每次一发计算。","The email or the password is not right.":"邮箱或密码不对。","The embedded detonation also forces a ragdoll, which is not damage and is not applied.":"嵌入后的引爆还会必定造成布娃娃效果，它不是伤害，未应用。","The engine is on your disk, so a fight is computed the moment you ask for it.":"引擎就在你的硬盘上，打开即算。","The escalating ammo cost the wiki lists under Bugs (2/2/2/3/3/4/6 through a magazine, and -1 damage per extra ammo) is not modelled, so the number reads slightly high.":"wiki 列在 Bugs 里的递增弹药消耗（一个弹匣内依次为 2/2/2/3/3/4/6，每多耗 1 发伤害 −1）未建模，所以数字略偏高。","The explosion arrives 0.6 s after the bolt lands, which lets an enemy walk out of it (page); here it resolves on impact, so nothing escapes.":"爆炸在弩箭落地 0.6 秒后才发生，敌人可以趁机走出范围（页面）；这里命中即结算，所以没有东西能躲开。","The explosion comes on the reload: rounds lodge in surfaces and explode in 1.5 m when reloading, up to 32 at a time (wiki). The engine's explosions go off on impact, so the 48 Blast a round is not counted, and against anything that survives a magazine the number reads low by about four fifths.":"爆炸发生在换弹时：子弹嵌在表面，换弹时在 1.5 米内爆炸，一次最多 32 发（wiki）。引擎的爆炸在命中时发生，所以每发 48 点爆炸伤害未计入；面对能扛过一个弹匣的目标，数字大约偏低五分之四。","The explosion is a reverse cone that damages enemies in front of the target (page); this fight gives a blast no facing, so it is a full 1.9 m sphere. Against a crowd it reaches enemies the game would not, so the number reads high.":"爆炸是一个反向锥形，伤害目标前方的敌人（页面）；本场的爆炸没有朝向，所以按完整的 1.9 米球形计算。面对人群时它会打到游戏里打不到的敌人，所以数字偏高。","The explosion is the whole weapon, and its radius is not modelled: the mine deals no contact damage, so this entry carries the blast as the shot's own damage. Against one target, as in this fight and on the boards, the number is exact; against a crowd it reads low.":"爆炸就是这把武器的全部，而它的半径未建模：地雷没有接触伤害，所以本条目把爆炸当作这一发自己的伤害。对单个目标（本场和榜单都是如此）数字是准确的；面对人群时偏低。","The explosion staggers enemies, opening them to finishers and stealth multipliers (wiki); there is no melee and no stealth here.":"爆炸会让敌人踉跄，可被处决并吃到潜行加成（wiki）；这里没有近战，也没有潜行。","The explosion's +9 s status duration is applied before other percentage duration bonuses (page), and is not modelled.":"爆炸的 +9 秒异况持续时间会在其他百分比持续时间加成之前生效（页面），未建模。","The explosion's falloff is not modelled; the one target stands at the centre and always takes the full 2,000, never the 1,400 at the rim.":"爆炸衰减未建模；唯一的目标站在中心，始终吃满 2000，不会是边缘的 1400。","The explosion's falloff is not published, so it is not modelled; the target stands at the centre and takes the full 228.":"爆炸衰减没有公布，所以未建模；目标站在中心，吃满 228。","The explosion's falloff is not published, so it is not modelled; the target stands at the centre and takes the full 30.":"爆炸衰减没有公布，所以未建模；目标站在中心，吃满 30。","The explosion's forced ragdoll and the alt-fire's forced knockdown on embed are crowd control; enemies here do not move, so neither applies.":"爆炸的必定布娃娃效果和副射击嵌入时的必定击倒都是控制效果；这里的敌人不会移动，所以都不适用。","The explosion's self-stagger, which costs the wielder time when the target stands inside the blast, is not modelled.":"爆炸造成的自身踉跄未建模；目标在爆炸范围内时，它会让使用者损失时间。","The fan between a heavy slam's three shockwave lines is unpublished: 60 degrees edge to edge is assumed (M110).":"重击捶地三道冲击波之间的扇形角度未公开：此处假设两侧边缘相距 60 度 (M110)。","The fan has a 'very wide spread' (wiki) but the module gives a cone of zero; the module's figure is used, so every knife lands on the reticle here.":"扇形有「非常宽的散布」（wiki），但模块给的锥角是零；这里采用模块的数值，所以每把飞刀都落在准星上。","The field is not placed: on a kill, a 20% chance to leave a field for 3-12 s dealing 200 Electricity to enemies within 10 m. Against a crowd this arcane reads low. Its damage is flat, so it matters less as the build gets stronger.":"力场不会放置：击杀时有 20% 几率留下持续 3–12 秒的力场，对 10 米内的敌人造成 200 电击伤害。面对人群时这个赋能的数字偏低。它的伤害是固定值，配装越强，占比越小。","The field is not placed: on a kill, a 20% chance to leave a field for 3-12 s dealing 40 Cold to enemies within 10 m. Against a crowd this arcane reads low. Its damage is flat, so it matters less as the build gets stronger.":"力场不会放置：击杀时有 20% 几率留下持续 3–12 秒的力场，对 10 米内的敌人造成 40 冰冻伤害。面对人群时这个赋能的数字偏低。它的伤害是固定值，配装越强，占比越小。","The field is not placed: on a kill, a 20% chance to leave a field for 3-12 s dealing 40 Toxin to enemies within 10 m. Against a crowd this arcane reads low. Its damage is flat, so it matters less as the build gets stronger.":"力场不会放置：击杀时有 20% 几率留下持续 3–12 秒的力场，对 10 米内的敌人造成 40 毒素伤害。面对人群时这个赋能的数字偏低。它的伤害是固定值，配装越强，占比越小。","The field is not placed: on a kill, a 20% chance to leave a field for 3-12 s dealing 80 Heat to enemies within 10 m. Against a crowd this arcane reads low. Its damage is flat, so it matters less as the build gets stronger.":"力场不会放置：击杀时有 20% 几率留下持续 3–12 秒的力场，对 10 米内的敌人造成 80 火焰伤害。面对人群时这个赋能的数字偏低。它的伤害是固定值，配装越强，占比越小。","The field pulls enemies within 10 m toward it for 30 s, the reason it is thrown. Grouping enemies helps every area weapon in a real room; enemies here do not move, so it changes nothing.":"力场会在 30 秒内把 10 米内的敌人拉向自己，这正是投出它的目的。把敌人聚在一起对真实房间里的每件范围武器都有帮助；这里的敌人不会移动，所以没有影响。","The fight":"这场战斗","The first build leaderboard computed by its players.":"第一个由玩家算出来的配装排行榜。","The first time you open it":"第一次打开","The first zoom's -50% recoil and +2 m punch through are not read here.":"第一档变焦的 −50% 后坐力和 +2 米穿透，这里不读取。","The game has never opened one like this":"游戏里从未开过这样的","The gap is to the best board build without that piece — not a measured one-for-one swap.":"差距是和「不带这一件的最好榜单配装」相比，不是单独替换这一件实测出来的。","The gauge also fills by blocking attacks, 10% a second for 2 s (wiki); nothing attacks the wielder here, so only the kill route is modelled.":"充能条也能靠格挡攻击填充，每秒 10%、持续 2 秒（wiki）；这里没有东西攻击使用者，所以只建模了击杀这条途径。","The glaive seeks enemies by itself (wiki, Volatile Rebound); here it flies straight and bounces where reflection takes it.":"这把战刃会自己寻找敌人（wiki，易爆反弹页面）；这里它直线飞行，按反射方向弹跳。","The grenade's damage scales with how full the magazine is (page), and this entry always fires the full-magazine grenade. Every later shot in a magazine reads high unless the rifle is reloaded first, which is how it is played.":"榴弹伤害与弹匣剩余比例成正比（页面），本条目每次都打满弹匣的那一发。一个弹匣里第一发之后的每一发都偏高，除非先换弹，而这正是它的实际用法。","The grenades are detonated by hand with the alt-fire, with no arming delay (wiki). The sim has no second trigger, so each grenade detonates on landing: the ceiling for a player who detonates at once. Laying several and detonating them together is not modelled.":"榴弹由副射击手动引爆，没有解除保险延迟（wiki）。模拟没有第二个扳机，所以每颗榴弹落地即爆，这是立即引爆的玩家能达到的上限。先布置多颗再一起引爆的打法未建模。","The grenades are earned by dealing damage with the primary fire, and the alt-fire is locked until the meter is full (wiki). The engine has no way for one mode to pay for another, so this entry fires on a cadence with no meter.":"榴弹需要用主射击造成伤害来换取，充能条满之前副射击不可用（wiki）。引擎无法让一个模式为另一个模式付费，所以本条目按固定节奏开火，没有充能条。","The grenades arm only after 7.5 m and deal much less damage without exploding (wiki). The sim applies the explosion at every range, so a fight set inside 7.5 m reads high by the whole explosion, 90% of the weapon.":"榴弹飞行 7.5 米后才会解除保险，未爆炸时伤害低得多（wiki）。模拟在任何距离都计算爆炸，所以设定在 7.5 米内的战斗数字偏高，偏高的量就是整次爆炸，占这把武器的 90%。","The grid is stated as three numbers rather than as 25 positions, so its terms can be read and argued with.":"方阵用三个数字描述而不是 25 个坐标，这样它的条款才读得懂、争得动。","The guaranteed Impact proc reaches only 14 m but is applied at every distance here, so past 14 m the number reads slightly high.":"必定触发的冲击只在 14 米内生效，但这里在任何距离都计算，所以超过 14 米时数字略偏高。","The guaranteed Impact proc reaches only 18 m (wiki) but is applied at every range here, so further out the number reads high by one forced proc.":"必定触发的冲击只在 18 米内生效（wiki），但这里在任何距离都计算，所以更远时数字偏高，偏高一次必定触发。","The guaranteed Impact proc reaches only 29 m but is applied at every distance here; past 29 m the damage is already at its falloff floor.":"必定触发的冲击只在 29 米内生效，但这里在任何距离都计算；超过 29 米时伤害本来就已衰减到下限。","The guaranteed Impact proc reaches only 9 m (further with Projectile Speed mods) but is applied at every distance here.":"必定触发的冲击只在 9 米内生效（弹速 MOD 可延长），但这里在任何距离都计算。","The guaranteed Impact proc reaches only 9 m, scaling with Projectile Speed (wiki); it is applied at every range here, so further out the number reads high by one forced proc.":"必定触发的冲击只在 9 米内生效，距离随弹速变化（wiki）；这里在任何距离都计算，所以更远时数字偏高，偏高一次必定触发。","The harpoon pulls enemies in, knocks them down, grounds flyers and interrupts casting (wiki); all crowd control, and enemies here are neither moved nor interrupted.":"鱼叉会把敌人拉近并击倒、把飞行单位拽下来、打断施法（wiki）；这些都是控制效果，这里的敌人既不会被移动也不会被打断。","The harpoon reels the target in and holds it (wiki); enemies here are neither moved nor held, so the mode's purpose adds nothing.":"鱼叉会把目标拉近并定住（wiki）；这里的敌人既不会被移动也不会被定住，所以这个模式的作用不产生收益。","The heavy attack is 2x, from this weapon's infobox; the wiki's class table and stance module say 5x. Unmeasured.":"重击按本武器信息框取 2x；wiki 的类别表和架式模块写的是 5x。未实测。","The heavy attack is the infobox's {infobox}x; the class's heavy table implies {table}x. Unmeasured.":"重击按信息框取 {infobox}x；类别重击表对应 {table}x。未实测。","The hip-fire half of the passive, +60% ammo efficiency: the sim aims, and reserves are infinite anyway.":"被动的腰射部分（+60% 弹药效率）：模拟是瞄准状态，而且备弹本来就无限。","The homing bolts are not fired: a headshot kill releases 1-4 bolts, half Slash and half Puncture, with a forced Impact proc and double benefit from crit mods. A headshot build with this arcane reads low by everything the bolts would deal.":"追踪弩箭不会射出：爆头击杀会放出 1–4 支，一半切割、一半穿刺，必定冲击，暴击 MOD 收益翻倍。带这个赋能的爆头配装数字偏低，偏低的量就是这些弩箭的伤害。","The horizontal spread is not modelled; at zero distance all eight projectiles land.":"水平散布未建模；零距离时八发弹体全部命中。","The in-game falloff display is wrong on this weapon (page): it shows 13-22 m, and full damage holds to about 28 m. The 26-52 m entered here is the module's and infobox's.":"这把武器在游戏里显示的衰减距离是错的（页面）：显示为 13–22 米，实际满伤害可以保持到约 28 米。这里录入的 26–52 米来自模块和信息框。","The innate Corrosive damage over time, 177 of each dart's 253, is dealt in 3 ticks of 59 over 2 s, per multishot pellet. The engine has no damage-over-time attack, so it is not counted, and against one target the number is about a third of the real one.":"自带的腐蚀持续伤害占每根飞镖 253 点中的 177 点，在 2 秒内分 3 跳、每跳 59 点，多重射击的每一发各自生成一份。引擎没有持续伤害类攻击，所以未计入；对单个目标，数字大约只有真实值的三分之一。","The innate Corrosive damage over time, 81 of each dart's 130, ticks at 27, per multishot pellet. The engine has no damage-over-time attack, so it is not counted, and against one target the number is about a third of the real one.":"自带的腐蚀持续伤害占每根飞镖 130 点中的 81 点，每跳 27 点，多重射击的每一发各自生成一份。引擎没有持续伤害类攻击，所以未计入；对单个目标，数字大约只有真实值的三分之一。","The laser sight highlights weak points on screen, an aiming aid; the sim draws headshots from the fight's headshot rate.":"激光瞄具会在屏幕上标出弱点，这是瞄准辅助；模拟的爆头按战斗设定的爆头率计算。","The lingering flames the grenades leave are not modelled: the page gives 11 s of damage but no per-tick figure. The number reads low.":"榴弹留下的持续火焰未建模：页面给出持续 11 秒，但没有每跳数值。数字偏低。","The mail could not be sent. Try again later.":"邮件发送失败，请稍后再试。","The melee weapon is DRAWN, not quick-melee: a card that says \"With Melee Weapon Equipped\" pays here. A build swung out of a gun is a different fight and the simulator has a switch for it; the ruler does not.":"近战武器处于抽出状态，而不是快速近战：卡面写着「With Melee Weapon Equipped」的效果在这里生效。从枪上挥出的快速近战是另一场战斗，模拟器里有开关可以切换，这把标尺没有。","The mines are detonated by hand with the alt-fire, and several can be laid first (wiki). The sim detonates each on landing: the ceiling for one mine. Laying several and detonating them together is not modelled.":"地雷由副射击手动引爆，可以先布置多颗（wiki）。模拟让每颗落地即爆，这是单颗地雷的上限。先布置多颗再一起引爆的打法未建模。","The mines are detonated by hand with the alt-fire, up to four at a time (wiki). The sim detonates each on landing: the ceiling for one mine. Sticking four and detonating them together is not modelled.":"地雷由副射击手动引爆，最多同时四颗（wiki）。模拟让每颗落地即爆，这是单颗地雷的上限。先粘上四颗再一起引爆的打法未建模。","The mines on its back are a 0.5x hitbox the sim never aims at; shots land on the body or the head.":"它背上的地雷是 0.5 倍的受击部位，模拟从不瞄准那里；子弹只落在身体或头部。","The miniature rifles lock onto up to four enemies within 40 degrees and 10 m, paying ammo per target (wiki). The engine fires at the aimed body only: right against one enemy, up to four times low against a crowd.":"微型步枪会锁定 40 度、10 米内最多四个敌人，每个目标都消耗弹药（wiki）。引擎只朝瞄准的目标开火：对单个敌人是准确的，面对人群最多偏低四倍。","The missiles home, which is not modelled; with one target at zero distance, homing and straight missiles land the same.":"导弹会追踪，未建模；只有一个零距离目标时，追踪与直射的命中结果相同。","The mode is charged by dealing damage with the primary fire; the engine has no way for one mode to pay for another.":"这个模式需要用主射击造成伤害来充能；引擎无法让一个模式为另一个模式付费。","The mode locks up to 8 enemies within 60 m and fires a 2-round burst at each; this entry fires the burst one enemy receives. Right against one enemy; against a crowd up to eight times low.":"这个模式会锁定 60 米内最多 8 个敌人，并对每个打出一轮 2 发连射；本条目只计一个敌人承受的那一轮。对单个敌人是准确的；面对人群最多偏低八倍。","The module gives this shot three attacks and the engine carries one explosion: the Blast collapse is modelled, and the initial blast is not - neither its 10 Cold damage nor its guaranteed Cold status in 7.2 m, so a build that profits from Cold stacks or a status count reads low.":"模块给这一发三段攻击，而引擎只带一次爆炸：爆炸伤害的坍缩已建模，初始爆炸未建模——它的 10 冰冻伤害和 7.2 米内必定触发的冰冻状态都没有计入，所以吃冰冻层数或状态数量加成的配置读数偏低。","The module gives this shot three attacks and the engine carries one explosion: the Blast collapse is modelled, and the initial blast is not - neither its Cold damage nor its guaranteed Cold status in 7.2 m, so a build that profits from Cold stacks or a status count reads low.":"模块给这一发三段攻击，而引擎只带一次爆炸：爆炸伤害的坍缩已建模，初始爆炸未建模——它的冰冻伤害和 7.2 米内必定触发的冰冻状态都没有计入，所以吃冰冻层数或状态数量加成的配置读数偏低。","The module's third attack, 'Infested Harpoon Contact', is the damage dealt while the target is held, a state the engine does not track; it is not counted.":"模块中的第三段攻击「Infested Harpoon Contact」是目标被定住期间造成的伤害，引擎不追踪这种状态，所以未计入。","The orb bounces off walls and the floor, and there are neither here: it drifts on at {speed} m/s, leaves a standing target behind after about three seconds, lands {open_field} of its {total} strikes and detonates out of reach. In a room it stays near its target, worth about {worth} more damage. Every number for this form reads low.":"光球会在墙和地面上反弹，而这里两者都没有：它以 {speed} 米/秒飘走，约三秒后离开站立的目标，{total} 次打击只命中 {open_field} 次，并在够不着的地方引爆。在真实房间里它会留在目标附近，大约多造成 {worth} 伤害。这个形态的所有数字都偏低。","The orb hangs in place and damages what walks into it, and shooting the primary fire through it adds damage (wiki). The engine fires each mode on its own, so this interaction is not modelled.":"光球会停在原地，伤害走进去的敌人；用主射击穿过它还能获得额外伤害（wiki）。引擎各模式独立开火，所以这种联动未建模。","The pack refills the magazine instantly. Reserves are infinite by default, so the refill adds nothing here, and running the pack dry is not simulated.":"弹药包会立即装满弹匣。备弹默认无限，所以补充在这里不产生收益，弹药包耗尽也不做模拟。","The page gives the spool as a count, 6 shots to full fire rate, not as a starting fraction, so the spool is not entered.":"页面给的转膛是发数（6 发达到最佳射速），没有起始比例，所以转膛未录入。","The page lists as a bug that the field is disabled entirely against enemies with both shields and armor, or with Overguard. Against such a target the 2,250 above is zero.":"页面把这一条列为 bug：对同时有护盾和护甲、或带超宏防护的敌人，力场完全失效。对这样的目标，上面的 2250 是零。","The partial charge is a separate entry; in game both are the same trigger released at different moments.":"半蓄力射击是一个独立条目；游戏里两者是同一个扳机在不同时刻松开。","The pellet count spools from 1 to 12, and this entry fires 12 from the first shot. The fire-rate spool is modelled and the pellet spool is not, so a short burst reads high.":"弹丸数从 1 爬升到 12，本条目从第一发起就打 12 颗。射速爬升已建模，弹丸数爬升未建模，所以短点射数字偏高。","The pellet count spools up too, one more per consecutive shot (page); this entry fires the full count from the first shot. No fire-rate ramp is published either, so the rate is the settled one.":"弹丸数也会累积，每连续一发多一颗（页面）；本条目从第一发起就打满弹丸数。页面同样没有公布射速的爬升数据，所以射速也是稳定后的数值。","The perfect shot is not carried: the module gives a third attack, an arrow released in a window at 1.05 s, for more damage than this full draw. The engine has no way to describe a timing window, so one weapon cannot carry both. A player who hits the window does better than this number.":"完美射击未录入：模块给了第三段攻击，在 1.05 秒窗口内松手射出的箭，伤害高于这里的满蓄力。引擎无法描述时机窗口，所以一把武器不能同时带两者。抓住窗口的玩家高于这个数字。","The primary fire homes on a beaconed target for 20 s (wiki); shots here already land where aimed, so homing adds nothing.":"主射击会在 20 秒内追踪被标记的目标（wiki）；这里的子弹本来就落在瞄准处，所以追踪不产生收益。","The program is not code-signed, which is also why an antivirus may warn about it.":"这是因为程序没有代码签名，杀毒软件报警也是同一原因。","The projectile explodes on impact or after 15 m (wiki). This entry treats 15 m as the reach, which stops the direct hit correctly but also stops the explosion, so beyond 15 m it deals nothing here while in game it still explodes.":"弹体在命中或飞行 15 米后爆炸（wiki）。本条目把 15 米当作射程，这能正确地截断直击，但也截断了爆炸，所以超过 15 米时这里没有伤害，而游戏里仍会爆炸。","The projectile falls off from 13 m to 26 m to an unpublished amount, so no falloff is applied.":"弹体在 13 米到 26 米之间衰减，衰减到多少没有公开，所以这里不应用衰减。","The projectile has a width, smaller than the secondary's; the sim fires a ray, so with infinite punch through only bodies on the line are hit.":"弹体有宽度（比副武器的小）；模拟发射的是射线，所以即使无限穿透，也只命中线上的目标。","The projectile has travel time and must be led at range (wiki). Every shot here connects instantly, so against a moving target the real hit rate is lower.":"弹体有飞行时间，远距离需要提前量（wiki）。这里每一发都瞬间命中，所以面对移动目标时，实际命中率更低。","The projectile is a wall 3 m thick (4.4 m on the Tenet variant) that sweeps everything in that band; the sim fires a ray, so only bodies on the line are hit and against a crowd the number reads low.":"弹体是一道 3 米厚的墙（Tenet 版本为 4.4 米），会扫过这个宽度内的一切；模拟发射的是一条射线，只命中线上的目标，所以面对人群时数字偏低。","The projectile is a wall 4.4 m thick that sweeps everything in that band; the sim fires a ray, so only bodies on the line are hit and against a crowd the number reads low.":"弹体是一道 4.4 米厚的墙，会扫过这个宽度内的一切；模拟发射的是射线，只命中线上的目标，所以面对人群时数字偏低。","The projectile is wide, like the Arca Plasmor's (page); the sim fires a ray, so with infinite punch through only bodies on the line are hit.":"弹体很宽，类似 Arca Plasmor（页面）；模拟发射的是射线，所以即使无限穿透，也只命中线上的目标。","The projectile lives 0.6 s, and each enemy hit adds 50% to its life and size, up to 10 s (wiki). The engine stops a projectile at the first body it hits, so against a crowd the number reads low.":"弹体存在 0.6 秒，每命中一个敌人寿命和体积 +50%，最长 10 秒（wiki）。引擎让弹体在第一个命中目标处停下，所以面对人群时数字偏低。","The projectile's bounces are not counted. It bounces up to three times, each a reflection off what it hit, so off a body killed by a weak-point hit it leaves almost straight up. The plane has no surfaces, so the shot scores where it lands; in a tight corridor the bounces add up to three more collisions and explosions, and the number reads low.":"弹体的反弹未计入。它最多反弹三次，每次都是从被击中物体上反射出去，所以从被弱点击杀的目标身上几乎是笔直向上飞走。本场没有表面，所以只计落点；在狭窄的走廊里，反弹最多再带来三次碰撞和三次爆炸，数字偏低。","The projectile's thickness is left blank on the page; the sim fires a ray, so only bodies on the line are hit either way.":"页面没有填写弹体的厚度；模拟发射的是射线，所以无论多厚，都只命中线上的目标。","The projectiles arc and travel slowly, so at range they must be led; every shot here connects, so against a moving target the real hit rate is lower.":"弹体弧线大、飞得慢，远距离需要提前量；这里每一发都命中，所以面对移动目标时实际命中率更低。","The projectiles are 1 m thick (wiki); the sim fires a ray with no width.":"弹体有 1 米厚（wiki）；模拟发射的射线没有宽度。","The projectiles bounce off walls like a thrown glaive; there are no walls here.":"弹体会像投出的战刃一样从墙上反弹；这里没有墙。","The projectiles home on enemies (wiki); shots here already land where aimed, so homing adds nothing.":"弹体会追踪敌人（wiki）；这里的子弹本来就落在瞄准处，所以追踪不产生收益。","The provider could not be reached from the browser — the network failed, or it does not accept requests from a web page (CORS).":"浏览器连不上这个服务商——可能是网络问题，也可能它不接受网页直接发来的请求（CORS）。","The provider did not answer. Try again.":"登录服务没有响应，请重试。","The quick shot is not a form here: tapping fires a smaller explosion (1.7 m, 30-108 Radiation by grip, falloff to 75%) with the same total damage split differently, and that split is unpublished. One in-game reading would settle it.":"快速射击在这里不是一个形态：点按会打出更小的爆炸（1.7 米，按握把为 30–108 辐射伤害，衰减到 75%），总伤害不变但分配不同，而这个分配没有公开。游戏内测一次就能确定。","The quick throw's 450 Blast detonation is the module's, the same as its bounce explosion where every other glaive doubles it; unmeasured.":"快速投掷 450 爆炸的引爆伤害取自模块，与它的弹跳爆炸相同，而其他战刃都是两倍；未实测。","The radial's falloff is not modelled; the one target at the centre always takes the full 72, never the 58 at the rim.":"范围伤害衰减未建模；中心的目标始终吃满 72，不会是边缘的 58。","The real Simulacrum Prime.":"真正的幻影装置 Prime。","The reserve is not spent: every entry fires as if it were being resupplied by the squad this target was brought for, so nothing here ranks ammo economy. An entry that cannot be resupplied at all runs on its own reserve.":"备弹不消耗：每个条目开火时都当作有这只目标所针对的小队在给它补给，所以这里不比弹药经济。完全无法补给的条目只能靠自己的备弹。","The reserve is not spent: every entry fires as if it were being resupplied, so nothing here ranks ammo economy. An entry that cannot be resupplied at all runs on its own reserve.":"备弹不消耗：每个条目开火时都当作一直有人补给，所以这里不比弹药经济。完全无法补给的条目只能靠自己的备弹。","The result":"结果","The riven gain could not finish":"裂罅收益没能算完","The riven gain from earlier is in.":"刚才的裂罅收益算出来了。","The rocket flies at 60 m/s and can be shot down; nothing shoots back here, so every rocket arrives.":"火箭以 60 米/秒飞行，可以被打掉；这里没有东西会还击，所以每枚火箭都会命中。","The rockets aim for the torso, so a high headshot rate is not reachable in play, though this entry uses whatever is set.":"火箭瞄准躯干，所以实战中达不到高爆头率，但本条目会按设定的数值计算。","The rockets arm only after 7 m (wiki); closer, they hit without exploding. The sim applies the explosion at every range, so a fight set inside 7 m reads high by the whole explosion, most of the weapon.":"火箭飞行 7 米后才会解除保险（wiki）；距离更近时只命中、不爆炸。模拟在任何距离都计算爆炸，所以设定在 7 米内的战斗数字偏高，偏高的量就是整次爆炸，也就是这把武器的大部分伤害。","The rockets can be guided by aiming and fired from behind cover, at half speed while guided (20 m/s against 40). The target here does not move, so guidance changes nothing.":"火箭可以通过瞄准来引导，也能从掩体后发射，引导时速度减半（20 米/秒对 40 米/秒）。这里的目标不会移动，所以引导没有影响。","The rockets home within 15 degrees; every shot here hits anyway, so homing adds nothing.":"火箭会追踪 15 度内的目标；这里本来就每发都命中，所以追踪不产生收益。","The sac arcs heavily, reduced by Projectile Speed; not modelled.":"孢囊弧线很大，弹速可以减小弧度；未建模。","The sac bounces up to twice and explodes on each bounce (page); only the first explosion is fired here, because where a bounce lands depends on the room.":"孢囊最多反弹两次，每次都会爆炸（页面）；这里只计第一次爆炸，因为反弹落点取决于房间。","The same calculator on your own machine — opens instantly, works offline, and updates itself.":"同一个计算器，跑在你自己的电脑上 —— 秒开、可离线、自动更新。","The same calculator on your own machine: it opens instantly, works offline and updates itself.":"同一个计算器，运行在你自己的电脑上：秒开、可离线、自动更新。","The sawblade is deployed 6 m in front of the wielder and stays there; the engine fires it like a beam at the target, so if the enemy is not on that spot the number reads high.":"锯片会部署在使用者前方 6 米处并停留；引擎把它当作朝目标发射的光束，所以敌人不站在那个位置时数字偏高。","The schedule is computed ahead from the game's rotation and published by browse.wf; DE does not publish it. Times are in your time zone.":"时间表由 browse.wf 根据游戏的轮换规律提前推算并公布，DE 官方不公布。时间按你所在的时区显示。","The score is kills per minute across the whole formation, counting the fraction of each target already gone.":"分数是整个阵型的每分钟击杀数，并计入每个目标已被削掉的比例。","The score is kills per minute, counting the fraction of the current target already gone. Removing 3% of one Demolisher in 180 seconds scores 0.03 and still ranks.":"分数是每分钟击杀数，并计入当前目标已被削去的比例。180 秒内削掉一只爆破使的 3%，得分 0.03，仍然进榜。","The score is kills per minute, counting the fraction of the current target already gone. Removing 3% of one Heavy Gunner in 180 seconds scores 0.03 and still ranks.":"分数是每分钟击杀数，并计入当前目标已被削去的比例。180 秒内削掉一只重型机枪手的 3%，得分 0.03，仍然进榜。","The score is kills per minute, counting the fraction of the current target already gone. Removing 3% of one target in 180 seconds scores 0.03 and still ranks.":"分数是每分钟击杀数，并计入当前目标已被削去的比例。180 秒内削掉一个目标的 3%，得分 0.03，仍然进榜。","The screenshot could not be read":"截图识别失败","The search":"搜索方案","The second zoom level is not modelled. On this weapon it is a trade, not a buff: 3.5x gives +100% damage, +3 m explosion radius and -75% fire rate, half the sustained DPS for a much bigger single hit. This entry is the first level.":"第二档变焦未建模。在这把武器上它是取舍，不是加成：3.5x 给 +100% 伤害、+3 米爆炸半径和 −75% 射速，用一半的持续 DPS 换一发大得多的单发。本条目是第一档。","The self-stagger from its own explosion at close range is not modelled; it deals the firer no damage.":"近距离自身爆炸造成的踉跄未建模；它不会伤害开火者。","The semi-auto mode is entered by deploying a disc that lasts until a reload and highlights enemy heads within 20 m through walls (wiki). The sim does not use the highlight or the disc's timer, so the mode is available from the first shot.":"进入半自动模式需要部署一个圆盘，它持续到下一次换弹，并能透墙高亮 20 米内敌人的头部（wiki）。模拟不使用高亮，也不计圆盘的时间，所以这个模式从第一发起就可用。","The shockwave's blasts go off with the slam that sends them; the page says the wave travels and times nothing (M110).":"冲击波的各次爆炸与触发它的捶地同时发生；页面说冲击波会向前推进，但没有给出任何时间 (M110)。","The shooter stands at contact with the middle body of the front rank, and fires along the line that rank faces.":"射手贴身站在前排正中那个目标前，沿着该排面对的方向射击。","The sign-in expired. Try again.":"登录已过期，请重试。","The snare damages, paralyses for about 6 s and pulls up to 8 enemies within 15 m, the count multiplied by multishot (wiki). The engine applies it to the aimed body only, so the 40 Toxin here is all it pays.":"陷阱会造成伤害、麻痹约 6 秒，并把 15 米内最多 8 个敌人拉到一起，数量受多重射击加成（wiki）。引擎只对瞄准的目标结算，所以这里只计 40 毒素伤害。","The sniper combo counter and the scope's headshot bonus are not modelled in this form. Both are on the base form, and no source says whether either survives the transform.":"狙击连击计数和瞄准镜爆头加成在这个形态中未建模。两者在基础形态上已建模，没有资料说明变身后是否保留。","The source":"源码","The spacing decides whether splash or single-target damage wins: 3 m is where that ordering matches play, and it is the widest whole metre at which Electricity still reaches a neighbour.":"决定溅射还是单体胜出的是间隔：3 米时这个排序和实战一致，也是电还能打到相邻敌人的最大整米间隔。","The spear must be picked up or waited out; here it is thrown and firing continues.":"长矛需要捡回或等待返回；这里投出后照常继续开火。","The spear must be retrieved before the weapon can be used again (wiki); the sim throws on a cadence and never retrieves it.":"长矛必须捡回后才能再次使用（wiki）；模拟按固定节奏投掷，从不捡回。","The sphere also forms at the beam's maximum range (3 m, page); here the range is a hard limit, so a target up to 3 m beyond it takes nothing.":"在光束最大射程处也会形成球形范围（3 米，页面）；这里射程是硬上限，所以射程外 3 米内的目标什么都吃不到。","The split fires a zero-damage instance that still takes its own multipliers. Faction bonuses carry down the chain as intended; a per-instance bonus such as Devouring Attrition's +2000% carries too, which is not intended (x21 twice = x441). Modelled as it behaves now; a fix would remove it.":"分裂会触发一次零伤害实例，但它仍吃自己的乘区。派系加成沿链传递是设计如此；像 Devouring Attrition 的 +2000% 这种按实例的加成也会传递，则不是设计（两次 ×21 = ×441）。这里按现在的实际表现建模，修复后会消失。","The spool rebuilds after every reload. Per the page, short pauses in burst fire keep it, so a player who taps keeps more of the rate than the sim. The spool itself is modelled.":"每次换弹后转膛重新累积。按页面说法，点射的短暂停顿能保持它，所以点射的玩家能保住比模拟更高的射速。转膛本身已建模。","The spores are most of the weapon: an enemy hit by it and then killed spreads spores to 3 enemies within 20 m, with Cold every second and 50% vulnerability to this weapon for 20 s. It needs a kill and other enemies, so against one standing target it adds nothing; in a room it roughly doubles the weapon.":"孢子是这把武器的主要部分：被它命中后死亡的敌人会把孢子扩散给 20 米内的 3 个敌人，每秒施加冰冻，并让它们在 20 秒内受这把武器的伤害 +50%。它需要击杀和其他敌人，所以对单个站桩目标不产生收益；在房间里大约能让这把武器翻倍。","The stance page gives this slide up to 5 hits on one target or 4 on several; the module and the ability page say 6. This entry lands 6, unmeasured.":"架式页写这个滑行对单体最多 5 下、对多个敌人 4 下；模块和技能页写 6 下。本条目按 6 下，未实测。","The stance slot is optional too, and it is not a discount but a GRANT: a stance hands the weapon 10 mod capacity on a matching polarity, 5 on a bare slot and 4 on the wrong colour. A row without one is not a lesser build; it is a build that spent the capacity elsewhere.":"架势槽同样可选，而且它不是减免，而是赠予：架势在极性相符时给武器 10 点 MOD 容量，无极性时给 5 点，极性不符时给 4 点。不装架势的配装并不低人一等，只是把这份容量花在了别处。","The target":"目标","The target is a Corrupted Heavy Gunner because it spawns in Void Fissures, it is the toughest Orokin unit, and it is one of the targets players most often test builds on. It is Orokin, so faction mods and faction bonuses read on it, and it takes Puncture and Viral at 1.5x and Radiation at 0.5x. As an Eximus it carries Overguard in front of a health pool three and a half times an ordinary Heavy Gunner's; it is armoured; its weak points are 3x on the head and 1x elsewhere.":"选堕落重型机枪手做目标，是因为它会在虚空裂缝里出现，是堕落者里最硬的单位，也是玩家最常拿来测配装的木桩之一。它属于堕落者派系，所以派系 MOD 和派系加成对它生效；它受穿刺和病毒 1.5 倍、辐射 0.5 倍伤害。作为卓越者，它在生命值前面还有一层超宏防护，生命值是普通重型机枪手的三倍半；它有护甲；弱点是头部 3 倍、其他部位 1 倍。","The target is a Thrax Centurion because a build that beats it transfers: it belongs to no faction, so no faction mod and no faction bonus reads on it; it carries Overguard, which most Warframe abilities cannot take off, so the weapon has to; it is armoured and tanky; it is immune to no element, so every proc lands; its weak points are the ordinary ones, 3x on the head and 1x elsewhere.":"选凶魂百夫长做目标，是因为打得赢它的配装能迁移：它不属于任何派系，派系 MOD 和派系加成都对它无效；它带超宏防护，大多数战甲技能扒不掉，只能靠武器；它有护甲，够肉；它不免疫任何元素，各种触发都能正常吃到；它的弱点分布是常见的，头部 3 倍、其他部位 1 倍。","The target is a formation of 25 Thrax Centurions at level 1000 in The Icebind, a squad of six, a 5 by 5 grid spaced 3 metres centre to centre: the smallest odd square that holds every elemental area effect around the aimed body whole, a fully grown 6 m Gas cloud included. The fight lasts 180 seconds.":"目标是 25 个 1000 级 Icebind（六人小队）凶魂百夫长组成的阵型，5×5 的方阵，圆心间隔 3 米：这是能把以被瞄准敌人为中心的所有元素范围效果完整装下的最小奇数方阵，叠满到 6 米的毒气云也在内。战斗持续 180 秒。","The target is a formation of 25 Thrax Centurions at level 200 on Steel Path, a 5 by 5 grid spaced 3 metres centre to centre: the smallest odd square that holds every elemental area effect around the aimed body whole, a fully grown 6 m Gas cloud included. The fight lasts 180 seconds.":"目标是 25 个 200 级钢铁之路凶魂百夫长组成的阵型，5×5 的方阵，圆心间隔 3 米：这是能把以被瞄准敌人为中心的所有元素范围效果完整装下的最小奇数方阵，叠满到 6 米的毒气云也在内。战斗持续 180 秒。","The target is a formation of 25 Thrax Centurions at level 500 in Deep Archimedea, a squad of four, a 5 by 5 grid spaced 3 metres centre to centre: the smallest odd square that holds every elemental area effect around the aimed body whole, a fully grown 6 m Gas cloud included. The fight lasts 180 seconds.":"目标是 25 个 500 级 Deep Archimedea（四人小队）凶魂百夫长组成的阵型，5×5 的方阵，圆心间隔 3 米：这是能把以被瞄准敌人为中心的所有元素范围效果完整装下的最小奇数方阵，叠满到 6 米的毒气云也在内。战斗持续 180 秒。","The target is a formation of 25 Thrax Centurions at level 9999 on Steel Path, a 5 by 5 grid spaced 3 metres centre to centre: the smallest odd square that holds every elemental area effect around the aimed body whole, a fully grown 6 m Gas cloud included. The fight lasts 180 seconds.":"目标是 25 个 9999 级钢铁之路凶魂百夫长组成的阵型，5×5 的方阵，圆心间隔 3 米：这是能把以被瞄准敌人为中心的所有元素范围效果完整装下的最小奇数方阵，叠满到 6 米的毒气云也在内。战斗持续 180 秒。","The target is one Demolisher Devourer at level 1000 in The Icebind, a squad of six, carrying the health a four-player squad gives it. The fight lasts 180 seconds.":"目标是一只 1000 级 Icebind（六人小队）的爆破型吞噬者，带着四人小队时的血量。战斗持续 180 秒。","The target is one Demolisher Devourer at level 200 on Steel Path, carrying the health a four-player squad gives it. The fight lasts 180 seconds.":"目标是一只 200 级钢铁之路的爆破型吞噬者，带着四人小队时的血量。战斗持续 180 秒。","The target is one Demolisher Devourer at level 500 in Deep Archimedea, a squad of four, carrying the health a four-player squad gives it. The fight lasts 180 seconds.":"目标是一只 500 级 Deep Archimedea（四人小队）的爆破型吞噬者，带着四人小队时的血量。战斗持续 180 秒。","The target is one Demolisher Devourer at level 9999 on Steel Path, carrying the health a four-player squad gives it. The fight lasts 180 seconds.":"目标是一只 9999 级钢铁之路的爆破型吞噬者，带着四人小队时的血量。战斗持续 180 秒。","The target is one Eximus Corrupted Heavy Gunner at level 1000 in The Icebind, a squad of six. The fight lasts 180 seconds.":"目标是一只 1000 级 Icebind（六人小队）的卓越者堕落重型机枪手。战斗持续 180 秒。","The target is one Eximus Corrupted Heavy Gunner at level 200 on Steel Path. The fight lasts 180 seconds.":"目标是一只 200 级钢铁之路的卓越者堕落重型机枪手。战斗持续 180 秒。","The target is one Eximus Corrupted Heavy Gunner at level 500 in Deep Archimedea, a squad of four. The fight lasts 180 seconds.":"目标是一只 500 级 Deep Archimedea（四人小队）的卓越者堕落重型机枪手。战斗持续 180 秒。","The target is one Eximus Corrupted Heavy Gunner at level 9999 on Steel Path. The fight lasts 180 seconds.":"目标是一只 9999 级钢铁之路的卓越者堕落重型机枪手。战斗持续 180 秒。","The target is one Thrax Centurion at level 1000 in The Icebind, a squad of six. The fight lasts 180 seconds.":"目标是一只 1000 级 Icebind（六人小队）的 Thrax Centurion。战斗持续 180 秒。","The target is one Thrax Centurion at level 200 on Steel Path. The fight lasts 180 seconds.":"目标是一只 200 级钢铁之路的 Thrax Centurion。战斗持续 180 秒。","The target is one Thrax Centurion at level 500 in Deep Archimedea, a squad of four. The fight lasts 180 seconds.":"目标是一只 500 级 Deep Archimedea（四人小队）的 Thrax Centurion。战斗持续 180 秒。","The target is one Thrax Centurion at level 9999 on Steel Path. The fight lasts 180 seconds.":"目标是一只 9999 级钢铁之路的 Thrax Centurion。战斗持续 180 秒。","The teleport and its heavy attack are not modelled: the ability swaps to melee and strikes the target it jumps to. Only the buff the cast leaves behind is modelled.":"瞬移及其重击未建模：技能会切到近战，并重击跳到的目标。只计入施放后留下的增益。","The tendril auto-targets, with a noticeable delay between firing and dealing damage while ammo is spent (page); the delay is not modelled.":"触须会自动索敌，从开火到造成伤害有明显的延迟，期间仍消耗弹药（页面）；这段延迟未建模。","The tendrils aim themselves at different enemies and can fail to lock, losing damage (page). All five land on the target here, which is what staying at melee range and aiming directly produces.":"触须会各自锁定不同的敌人，也可能锁定失败，损失伤害（页面）。这里五条全部命中目标，这是贴身直接瞄准时的情况。","The tendrils auto-target with a slight delay before dealing damage, while ammo is spent (page); not modelled.":"触须自动索敌，造成伤害前有轻微延迟，期间仍消耗弹药（页面）；未建模。","The three bomblets the sac splits into are not fired. The module lists a Bomblet Impact and a 2.1 m Bomblet Explosion, both Toxin, and nothing prices the explosion. All the chamber's Toxin goes to the first explosion, which overpays it if the bomblets share that Toxin and underpays the shot if they add to it.":"孢囊分裂出的三颗子炸弹未发射。模块列出了 Bomblet Impact 和 2.1 米的 Bomblet Explosion，都是毒素伤害，但没有任何资料给出爆炸的数值。枪膛的全部毒素都算在第一次爆炸上：如果子炸弹分享这部分毒素，这里多算了；如果是额外叠加，这里少算了。","The three tendrils fan out within 6 m of the main target (page); here the chain hops 6 m from each previous enemy. Against a tight group the two agree; an enemy 6-12 m from the first is reached here and not in game.":"三条触须会在主目标 6 米范围内散开（页面）；这里的连锁则是每一跳距离上一个目标 6 米。面对密集的敌群两者一致；距离第一个目标 6–12 米的敌人，这里能打到，游戏里打不到。","The throw forces Ragdoll (the module's ForcedProcs), a state this arena does not have.":"投掷会强制触发 Ragdoll（模块的 ForcedProcs），本场没有这个状态。","The throw is silent and the cloud is not; there is nobody to alert here.":"投掷是静音的，毒云不是；这里没有会被惊动的敌人。","The throw's forced knockdown is crowd control, worth time and safety rather than damage; it changes nothing here.":"投掷必定击倒属于控制效果，价值在时间和安全，不在伤害；这里没有影响。","The top {n} builds of {w} under {ruler}. (￣ー￣)ゞ":"{w}在{ruler}下的前 {n} 套配装。(￣ー￣)ゞ","The top {n} riven builds of {w} under {ruler}. (￣ー￣)ゞ":"{w}在{ruler}下带裂罅的前 {n} 套配装。(￣ー￣)ゞ","The two beams converge on the crosshair and deal full damage only once aligned (wiki); here both land on the target from the first tick, so the number is the ceiling.":"两道光束向准星汇聚，对齐后才打出全额伤害（wiki）；这里从第一跳起两道都打在目标上，所以数字是上限。","The username can change again after {time}.":"用户名在 {time} 之后可以再次修改。","The very heavy side-to-side recoil (page) makes its accuracy hold only for the first shot; the sim has no recoil.":"很大的左右后坐力（页面）让它的精度只对第一发有效；模拟没有后坐力。","The volunteers whose devices compute WFSim's free features together. Everything they compute is free for every player, and WFSim never makes money from it.":"这些志愿者的设备一起算出了 WF模拟 给所有人的免费功能。算出的一切免费给所有玩家，WF模拟 不会拿它赚钱。","The volunteers' devices compute WFSim's free features together. Everything they compute is free for every player, and WFSim never makes money from it.":"志愿者们的设备一起算出了 WF模拟 给所有人的免费功能。算出的一切免费给所有玩家，WF模拟 不会拿它赚钱。","The wave's wide, flat hitbox is not modelled; this fight has no geometry for it.":"波浪的宽扁判定未建模；本场没有可以表达它的几何。","The whole fight — every field, including the ones this weapon hides":"完整的一场战斗 —— 全部字段，包括这把武器隐藏的那些","The wielder":"持械者","The wiki gives this weapon combos of its own ({combos}), which replace the stance's and are not transcribed; the stance's (or its class's) are used instead.":"wiki 给这把武器配了专属连段（{combos}），会替换所装架式的连段，这里没有录入；改用架式（或其类别）的版本。","The wiki publishes no heavy attack figure for this weapon, so there is no heavy mode.":"wiki 没有公布这把武器的重击数值，所以没有重击模式。","The wiki publishes no slide attack figure or duration for this weapon, so there is no slide mode.":"wiki 没有公布这把武器的滑行攻击数值或时长，所以没有滑行模式。","The wiki's Condition Overload catalog gives this weapon's lingering cloud its own row, 4100% of its base; that row is not entered here yet, so the cloud takes 100% and a status-stacking build reads low on it.":"wiki 的异况超量目录给这把武器的毒云单独一行，按其基础值的 4100%；这一行在这里还没有录入，所以毒云按 100% 计算，堆异况的配装在它身上数字偏低。","The wiki's Condition Overload catalog gives this weapon's radial its own row, 164% of its base; that row is not entered here yet, so the radial takes 100% and a status-stacking build reads low on it.":"wiki 的异况超量目录给这把武器的爆炸单独一行，按其基础值的 164%；这一行在这里还没有录入，所以爆炸按 100% 计算，堆异况的配装在它身上数字偏低。","The wiki's Condition Overload catalog gives this weapon's radial its own row, 200% of its base; that row is not entered here yet, so the radial takes 100% and a status-stacking build reads low on it.":"wiki 的异况超量目录给这把武器的爆炸单独一行，按其基础值的 200%；这一行在这里还没有录入，所以爆炸按 100% 计算，堆异况的配装在它身上数字偏低。","The wiki's Condition Overload catalog gives this weapon's radial its own row, 250% of its base; that row is not entered here yet, so the radial takes 100% and a status-stacking build reads low on it.":"wiki 的异况超量目录给这把武器的爆炸单独一行，按其基础值的 250%；这一行在这里还没有录入，所以爆炸按 100% 计算，堆异况的配装在它身上数字偏低。","The wiki's Condition Overload catalog gives this weapon's radial its own row, 333% of its base; that row is not entered here yet, so the radial takes 100% and a status-stacking build reads low on it.":"wiki 的异况超量目录给这把武器的爆炸单独一行，按其基础值的 333%；这一行在这里还没有录入，所以爆炸按 100% 计算，堆异况的配装在它身上数字偏低。","The wiki's Condition Overload catalog gives this weapon's radial its own row, 350% of its base; that row is not entered here yet, so the radial takes 100% and a status-stacking build reads low on it.":"wiki 的异况超量目录给这把武器的爆炸单独一行，按其基础值的 350%；这一行在这里还没有录入，所以爆炸按 100% 计算，堆异况的配装在它身上数字偏低。","The wiki's Condition Overload catalog gives this weapon's radial its own row, 75% of its base; that row is not entered here yet, so the radial takes 100% and a status-stacking build reads high on it.":"wiki 的异况超量目录给这把武器的爆炸单独一行，按其基础值的 75%；这一行在这里还没有录入，所以爆炸按 100% 计算，堆异况的配装在它身上数字偏高。","The world state could not be reached.":"世界状态加载失败。","The ~0.5 s delay before the mode can lock on again after a burst is not modelled.":"连射后约 0.5 秒才能再次锁定，这段延迟未建模。","Theme":"主题","There is no transition animation either way.":"两个方向都没有切换动作。","Thermagnetic Shells, the Detron family's exclusive mod — a weapon-exclusive card outside the pools this roster loads":"「热磁弹壳」，Detron 家族的专属 MOD——这是一张武器专属卡，不在本武器库载入的卡池里","These are {w}'s rivens under {ruler}, against the best build without one. I ran every one. (*/ω＼*)":"这是{w}在{ruler}下的裂罅，和不带裂罅的第一名作对比。九九每张都跑过了。(*/ω＼*)","These settings need the new version of the program.":"这些设置需要新版程序。","This account is to be deleted on {date}. Until then you can cancel.":"此账号将于 {date} 删除，在此之前可以撤销。","This attack's spread is not in the data, so none of its shots miss. At range the number is the ceiling; at point blank it is unaffected.":"这次攻击的散布没有录入，所以不会打空。远距离时数字是上限；贴脸时不受影响。","This browser":"这个浏览器","This browser holds items synced with another account.":"这台浏览器上的内容曾与另一个账号同步。","This browser is given no work until {t}: a result it sent differed from the server's own.":"{t} 之前不再给这个浏览器分配任务：它交回的一个结果与服务器自己算出的不一致。","This browser only":"仅本地","This browser's id:":"这个浏览器的编号：","This browser: {n} points.":"这台浏览器：{n} 积分。","This build's riven is not on this browser. It is kept, and the numbers here leave it out until it syncs.":"这套配装用的裂罅不在这个浏览器上。它仍保留在配装里；同步过来之前，这里的数字不含它。","This build's riven is not on this browser. Plan its Forma once it syncs.":"这套配装用的裂罅不在这个浏览器上，等它同步过来再规划极化。","This category is not built yet: nothing here is simulated.":"这个类别尚未建成：这里的一切都不参与模拟。","This copy of WFSim does not compute; the site at wfsim.app does.":"这个版本的 WF模拟 不参与计算，wfsim.app 网站版才会。","This copy of the program is older than the current one. Download the new WFSim.exe and use it in place of this one — your saved builds stay.":"你现在用的程序比最新版旧。下载新的 WFSim.exe 替换掉这个即可，存下的配装都会保留。","This device":"这台设备","This device computes WFSim together with the volunteers, in the background ({n} so far).":"这台设备正在后台和志愿者们一起算 WF模拟（已完成 {n} 个）。","This device is refused for now: its points count for nothing until the refusal ends.":"这台设备目前被拒收：拒收结束前，它的积分不计。","This fight's custom target is not on this browser. It is kept, and the fight here is against {name} until it syncs.":"这个场景用的自定义敌人不在这个浏览器上。它仍保留在场景里；同步过来之前，这里暂时以 {name} 作为目标。","This form is called a Charged Shot but has a semi-auto trigger with no charge time, so it is paced as a slow semi-auto shot.":"这个形态叫 Charged Shot，但它是半自动扳机、没有蓄力时间，所以按慢速半自动射击计算。","This is a Windows program — it will not run on the machine you are reading this on.":"这是一个 Windows 程序 —— 在你现在看这页的设备上跑不了。","This is the perfect release, not the ordinary full draw: the arsenal shows it and this entry carries its numbers. A mistimed release gets the module's second attack instead, a one-second draw for less damage, which is not carried. The engine has no way to describe a timing window, so one weapon cannot carry both.":"这是完美释放，不是普通的满蓄力：兵工厂显示的是它，本条目也用它的数值。没抓住窗口的释放会打出模块里的第二段攻击（一秒蓄力、伤害更低），这一段未录入。引擎无法描述时机窗口，所以一把武器不能同时带两者。","This is your last way to sign in. Disconnecting it deletes the account — do that below if you mean to.":"这是你最后一种登录方式，断开它等于删除账号。如果确实要删除，请在下方操作。","This month":"本月","This month counts from {from} and starts over at {until} ({zone}), for everyone at once.":"本月从 {from} 开始计算，到 {until}（{zone}）所有人同时清零重来。","This ranking shows results in this benchmark's scenario, a starting point for a build. Adjust it to how you actually play.":"排行榜是该场景下的结果，可作为配卡的起点，请根据实战自行调整。","This riven gain could not be found — it may have expired.":"找不到这次裂罅收益计算，可能已经过期了。","This riven is not a legal one: {why} (＞﹏＜)":"这不是一张合法的裂罅：{why} (＞﹏＜)","This riven's gain has already been found. Thank you for coming!":"这张裂罅的收益已经算出来了。谢谢你来帮忙！","This seat holds":"该赋能位装","This slot holds":"该槽装","This tier installs":"该阶装","This turns off starting with Windows and deletes the program, its data and everything saved in it. Builds, scenarios and rivens not synced to an account are lost: to keep them, export them first from Saved items in the settings menu.":"这会关闭开机自动启动，并删除本程序、它的数据和里面保存的一切。没有同步到账号的配装、场景和裂罅都会丢失：想保留的话，先在设置菜单的「保存的内容」里导出。","This way to sign in is not set up yet.":"这种登录方式还未开通。","This weapon cannot equip Concealed Explosives, the thrown-exclusive mod, which is not offered here either way.":"这把武器不能装备投掷专属的 Concealed Explosives，这里本来也不提供这张卡。","This weapon does not self-stagger, unlike other explosives; the sim charges none of them for it, so this changes nothing here.":"这把武器不会造成自身踉跄，这一点不同于其他爆炸武器；模拟对它们都不计这项代价，所以这里没有影响。","This weapon is silent; there is nobody to alert here, so stealth is worth nothing.":"这把武器是静音的；这里没有会被惊动的敌人，所以潜行没有价值。","This weapon never reloads on its own; the sim reloads it, so forgetting to costs nothing here.":"这把武器不会自动换弹；模拟会替你换弹，所以忘记换弹在这里没有代价。","This weapon's heavy attack is {what}, which is not modelled, so there is no heavy mode and a Tennokai window converts nothing.":"这把武器的重击是{what}，未建模，所以没有重击模式，Tennokai 窗口也转换不出任何东西。","This week":"本周","This week counts from {from} and starts over at {until} ({zone}), for everyone at once.":"本周从 {from} 开始计算，到 {until}（{zone}）所有人同时清零重来。","Throw":"投掷","Tick the box above to agree first.":"请先勾选上面的同意框。","Time left":"剩余时间","Time to first kill":"首杀耗时","To uninstall, use Uninstall in the program's own settings: it removes the file and everything it kept in %LOCALAPPDATA%\\WFSim.":"卸载：在程序自己的设置里点「卸载」，程序文件和它在 %LOCALAPPDATA%\\WFSim 保存的一切都会删除。","Today starts over every day at {time} ({zone}), for everyone at once.":"“今天”每天 {time}（{zone}）所有人同时重新计算。","Toggle light / dark":"切换亮色 / 暗色","Toggle theme":"切换主题","Tonfa":"拐刃","Too many tries. Wait a minute.":"尝试次数过多，请等一分钟。","Too many wrong codes. Ask for a new one.":"错误次数过多，请重新获取验证码。","Too many wrong passwords. Wait 15 minutes, or reset the password.":"密码错误次数过多。请等 15 分钟，或找回密码。","Tools":"工具","Toxic Sequence, the Acrid-exclusive mod — a weapon-exclusive card outside the pools this roster loads":"「Toxic Sequence」，Acrid 的专属 MOD——这是一张武器专属卡，不在本武器库载入的卡池里","Toxin":"毒素","Transforms":"形态切换","Transmute In":"灵化切入","Transmute Out":"灵化切出","Try again":"重试","Turn off":"关闭","Turn on":"开启","Turned on, this device joins the other volunteers in running WFSim's simulation and optimization tasks for every player. A result counts only when two volunteers compute it separately and get exactly the same answer, and your device is one of them.":"打开后，这台设备会和其他志愿者一起，为所有玩家运行 WF模拟 的模拟类任务和优化类任务。每一个结果都要两位志愿者各自算出、完全一致才算数，你的设备就是其中一位。","Two Handed Nikana":"双手侍刃","Type":"类型","Type DELETE to confirm.":"请输入 DELETE 确认。","Type DELETE to confirm:":"输入 DELETE 确认：","Undo":"撤销","Uninstall":"卸载","Uninstall for good":"确认卸载","Unmeasured: a pile is read as 200 a stack, the base form's linear scaling applied to the Incarnon explosion.":"未实测：这里按每层 200 线性叠加计算，即把基础形态的叠加方式套用到灵化形态的爆炸上。","Unmeasured: a shot already over the cap (multishot over {cap}) is read as holding the pile at {cap} and waiting 1.5 s, refreshed by each later shot, so steady fire never sets it off.":"未实测：一发就超过上限（多重射击高于 {cap}）时，按「这堆停在 {cap} 层、等待 1.5 秒」计算，之后每一发都会刷新等待，所以持续射击时一直不会引爆。","Unmeasured: a shot that crosses the cap is read as setting the pile off at once for {cap} stacks, the rest lost.":"未实测：一发跨过上限时，按「立即以 {cap} 层引爆、多出的层作废」计算。","Unmeasured: how many stacks a shot lays. Read as floor(multishot), the count the Grimoire's multishot buys; rolling the fraction would lay more.":"未实测：一发打几层。这里按 floor(多重射击) 计算，与 Grimoire 的多重射击规则一致；如果小数部分按概率取整，层数会更多。","Unmeasured: in a squad of more than four (The Icebind's six) its squad health bonus is read at the four-player +200%, the last value the wiki states. Empowered Enemies multiply on top of it.":"未实测：小队超过四人时（Icebind 是六人），它的小队血量加成按四人的 +200% 计算，这是 wiki 给出的最后一档。强化敌人的倍率再乘在它上面。","Unmeasured: the explosion's falloff is read as 70%, from the page's bug note, rather than the 30% in its table.":"未实测：爆炸衰减按 70% 计算（来自页面的 bug 说明），而不是表格中的 30%。","Unmeasured: the explosion's falloff is read as 70%, the base form's bug note applied to this form.":"未实测：爆炸衰减按 70% 计算，即把基础形态的 bug 说明套用到这个形态上。","Unmeasured: the page gives the beam a 30 m range and the weapon module 36 m. The sim uses 36 m, so a fight set between 30 m and 36 m reads high if the page is right.":"未实测：页面写光束射程 30 米，武器模块写 36 米。模拟用 36 米，所以如果页面是对的，设定在 30 到 36 米之间的战斗数字偏高。","Unmeasured: the page says the weapon uses no ammo pickups and has an infinite reserve, and the weapon module lists a reserve of 60. The sim uses the 60, so a fight with Infinite ammo unticked can run dry where the game would not, and reads low.":"未实测：页面说这把武器不使用弹药拾取、备弹无限，武器模块则写备弹 60。模拟用 60，所以取消勾选「无限弹药」的战斗可能在游戏里不会打空的地方打空，数字偏低。","Unmeasured: when a body dies, its pile is read as staying where it stood and going off on whoever is there.":"未实测：目标死亡时，按「这堆留在原地、到时对站在那里的目标爆炸」计算。","Unmeasured: when in the reload the grenade lands. The page says it is thrown mid-reload without a time, so it lands halfway through; the throw itself takes no time.":"未实测：榴弹在换弹的哪个时刻落地。页面只说在换弹中途扔出，没有给时间，所以按换弹进行到一半时落地；投掷本身不占时间。","Unpin":"取消置顶","Unpublished: how far an Incarnon pile's explosion grows with its stacks; every pile here goes off at the one-stack 0.3 m.":"未公开：灵化形态一堆粘液的爆炸范围随层数增长多少；这里每一堆都按 1 层的 0.3 米爆炸。","Unpublished: how long a spectral dagger orbits before it seeks (the Incarnon Form card uses a stand-in), and which enemy it seeks (here, the nearest within 15 m). Both decide how soon a kill pays; neither is measured.":"未公开：灵体匕首在追踪前环绕多久（灵化形态卡上用的是占位值），以及追向哪个敌人（这里取 15 米内最近的一个）。两者都决定击杀多快兑现，都未实测。","Update failed":"更新失败","Update ready — restart to finish":"更新已就绪，重启后生效","Upload new items":"新建的自动上传","Usage":"用量","Usage statistics":"使用统计","Use another email":"换一个邮箱","Used by Garuda it gains 1 m of innate punch through (wiki), a Warframe-specific bonus not modelled here.":"由 Garuda 使用时会获得 1 米自带穿透（wiki），这是绑定战甲的加成，这里未建模。","Username":"用户名","Utility":"工具","Valence":"效价加成","Valence bonus":"效价加成幅度","Vandal":"破坏者","Velox Conclusion, the Velox-exclusive mod — a weapon-exclusive card outside the pools this roster loads":"「Velox Conclusion」，Velox 家族的专属 MOD——这是一张武器专属卡，不在本武器库载入的卡池里","Verified":"已验证","View":"查看","Viral":"病毒","Viral amp":"病毒增伤","Viral stacks":"病毒层数","Void":"已作废","Void Fissures":"虚空裂缝","Void Fissures, Arbitrations":"虚空裂缝、仲裁","Voruna's signature bonus is not modelled: carried by her, the ammo pool doubles to 48.":"Voruna 的专属加成未建模：由她携带时备弹翻倍到 48。","Voruna's signature bonus is not modelled: carried by her, the ammo pool grows to 56.":"Voruna 的专属加成未建模：由她携带时备弹增至 56。","WF Sprint":"战甲冲刺速度","WFSim Volunteer":"WFSim 志愿者","WFSim Volunteer, once a device you turned on has computed its first task":"开启一起算的设备完成第一个任务后，你将获得「WFSim 志愿者」称号","WFSim counts what gets used — which pages open, whether a build was computed, a simulation or a search started and finished, whether Nona was opened, asked something or set to concise mode (never what was asked), whether the page itself failed (the kind of failure and where in WFSim's own code, never its text), a board build opened, a link shared and from which part of the page, how many presets and customs are saved, whether you are signed in (never which account) — under a random id this browser keeps. The count records no IP address and sets no cookie, and the id is not linked to anything that identifies you. With Global Privacy Control or Do Not Track on, nothing is sent. Per weapon, how many people ran a simulation or a search each day is added up and shown on the home page as its popularity ranking — totals only.":"WF模拟会统计功能的使用情况——打开了哪些页面、是否算出了配装、模拟或搜索是否开始和跑完、是否打开了九九、向她提问或切到精简模式（从不记录问了什么）、页面本身是否出错（只记出错的类别和在 WF模拟 自己代码里的位置，不记错误内容）、是否打开了排行榜上的配装、是否分享了链接以及从页面哪个位置分享、保存了多少预设和自定义项、是否已登录（从不记录是哪个账号）——记在这个浏览器保存的一个随机编号下。统计不记录 IP 地址，也不设置 cookie，这个编号不与任何能识别你身份的信息关联。浏览器开启了“全局隐私控制”或“请勿追踪”时，不发送任何数据。每把武器每天有多少人跑过模拟或优化，会累加后作为首页的热度排行公开显示——只有总数。","WFSim for Windows":"WFSim Windows 桌面版","WFSim is an unofficial fan project, not affiliated with or endorsed by Digital Extremes. Warframe is a trademark of Digital Extremes Ltd.":"WF模拟 是非官方粉丝项目，与 Digital Extremes 无从属关系，也未获其认可。Warframe 是 Digital Extremes Ltd. 的商标。","WFSim, the site":"WF模拟","Waiting for one that is not open? Make a reminder for it":"想等一个现在没开的？给它建一条提醒","Waiting for the next task.":"等待下一个任务。","Wall and slide attack damage":"墙面与滑行攻击伤害","Warfan":"武扇","Warframe":"战甲","Warframe Calculator":"星际战甲配卡与 DPS 计算器","Warframe ability":"战甲技能","Warframe buffs":"战甲增益","Warframe build":"星际战甲配卡","Warframe build & DPS":"星际战甲配卡与 DPS","Warframe builds":"战甲配装","Warframe floor":"战甲保底","Warframes":"战甲","Ways to sign in":"登录方式","We sent a 6-digit code to {email}. It works for 10 minutes.":"我们给 {email} 发了一个 6 位验证码，10 分钟内有效。","Weak-point hits get +250% critical chance, additive with Point Strike (wiki). The engine has no headshot-only crit bonus, so the crit chance here is 40% where a headshot lands at 290%. It is most of the weapon; the number reads low.":"弱点命中获得 +250% 暴击率，与 Point Strike 加算（wiki）。引擎没有只对爆头生效的暴击加成，所以这里按 40% 计算，而爆头应为 290%。这是这把武器的主要部分；数字偏低。","Weapon passive: Frenzy — see its buff card (grants +1 toxin while active).":"武器被动：疯狂 —— 详见它的增益卡（生效期间提供 +1 毒素）。","Weapons":"武器","Weekly ranking":"周榜","Went to":"去向","What Nona remembers":"九九记得的事","What WFSim keeps, and why":"我们保存什么、为什么保存","What came in to your account each day, device by device.":"你的账号每天进账多少，按设备分开。","What each mode is":"每种输出方式分别是什么","What is counted":"统计了什么","What is this weapon's best build without a riven?":"这把武器不带裂罅的最强配装是什么？","What it cannot model is stated on the card concerned: a weapon, an evolution, a mod, an arcane, an enemy.":"算不准的地方，写在对应的卡上：武器、进化、MOD、赋能、敌人。","What it does":"它做什么","What it was made of":"构成","What reaches the Warframe":"影响战甲的节点","What syncs":"同步内容","What the Warframe brings":"战甲带来的","What the frame does":"战甲与指挥官","What the screenshot reads as":"识别结果","What this benchmark measures":"这个基准到底在量什么","What this mode is":"这个模式是什么","What this panel does not compute":"这个面板没有计算的内容","What was missing here has synced, and is back in place.":"缺少的内容已同步过来，并已放回原处。","What would be sent: the weapon and its mods, evolutions and arcanes. Nothing else — no account, no identifier, no names you chose, and no score (the board measures builds itself).":"会发送的内容：武器，以及它的 MOD、进化和赋能。仅此而已 —— 没有账号，没有任何标识，没有你起的任何名字，也不含分数（榜单自己测量配装）。","What you have run here stays in your own browser. What the site counts, and how to turn it off, is at the foot of this page.":"你在这里跑过什么，只留在你自己的浏览器里。网站统计了什么、怎么关掉，写在本页最下面。","When Windows starts it, stay in the tray instead of opening a window.":"由开机启动打开时，不弹出窗口，留在托盘里。","When you press Run, it computes your own builds":"你按下运行时，计算你自己的配卡","Where the damage went":"伤害落在哪里","Where the game does something its card does not say, it follows the game and says so — a hotfix could change that number.":"有时游戏自己的行为和卡面不符，它会照实标出来——以后热修可能会改变这个数字。","Where this device's points went, day by day, in your time zone.":"这台设备的积分每天去了哪里（按你的时区）。","Where your in-game measurement disagrees with it, the measurement wins.":"你的实测与它不一致时，以实测为准。","Whether a lingering field's tick (the Torid's cloud) triggers an extra hit is stated by neither wiki, so it does not here.":"持续力场的跳伤（例如 Torid 的毒云）是否触发额外伤害，两份 wiki 都没有写明，所以这里不触发。","Which Eximus it is changes nothing here: no Eximus aura is applied, and no type that shields itself from weapons is used.":"是哪一种卓越者在这里没有区别：不计任何卓越者光环，也不使用会替自己挡武器伤害的类型。","Which means no Incarnon, for all but one weapon: eight of the nine Incarnon forms charge their gauge on weak-point hits, so at this rate they never fill it. The Torid charges on direct hits and still cycles.":"这也意味着除一把之外都进不了灵化：九个灵化形态里有八个靠弱点命中充能，在这个爆头率下永远填不满。托里德靠直接命中充能，照常循环。","Which weapon? Put its name after the command, like {e}. (・_・;)":"要查哪把武器？指令后面跟上武器名，比如 {e}。(・_・;)","While aiming, headshots get +400% critical chance, additive with Point Strike (wiki). The engine has no headshot-only crit bonus, so the crit chance here is the unaimed one. It is most of the weapon: in a headshot-heavy fight the number reads well low.":"瞄准时爆头获得 +400% 暴击率，与 Point Strike 加算（wiki）。引擎没有只对爆头生效的暴击加成，所以这里用的是不带这一条的暴击率。这是这把武器的主要部分：以爆头为主的战斗中数字明显偏低。","Whip":"鞭","Who else is firing":"队友","Why does my build score below the board's leader?":"为什么我的配装比排行榜第一低？","Wielder":"使用者","Wielder floor":"持械者保底","Windows app":"Windows 桌面版","Windows notification":"Windows 通知","Windows shows a blue notice, \"Windows protected your PC\". Click \"More info\", then \"Run anyway\".":"Windows 会弹出蓝色提示「Windows 已保护你的电脑」。点「更多信息」→「仍要运行」即可。","With a riven":"带裂罅","With punch through, chains come only from the furthest target the beam hits (page); here every body the beam crosses starts its own chain, so the number reads high.":"带穿透时，连锁只从光束命中的最远目标发出（页面）；这里光束穿过的每个目标都会各自发出连锁，所以数字偏高。","With riven":"有裂罅","With the rest of the build kept on, what each chosen part multiplies the result by.":"在其余部件保持装配的前提下，每个选中的部件让结果变成几倍。","With the volunteers, it runs simulation and optimization tasks for every player":"和志愿者们一起，为所有玩家运行模拟类和优化类任务","With this riven":"带这张裂罅","Without riven":"无裂罅","Wraith":"亡魂","Wrong name?":"填错了？","You":"你","You are on the contributors' ranking without your name. Show it?":"你在贡献榜上是匿名的。要显示你的名字吗？","You are running the Windows app. It updates itself — there is nothing to download here.":"你正在用的就是 Windows 桌面版。它会自己更新 —— 这里没有需要下载的东西。","You have run {n} simulations on this machine — {e} fights. That number is kept in this browser.":"你在这台机器上跑了 {n} 次模拟，一共 {e} 场战斗。这个数只存在你自己的浏览器里。","You have {n} points, on the ranking without your name. Show your name there?":"你有 {n} 积分，目前在贡献榜上是匿名的。要显示你的名字吗？","Your account will be deleted in 7 days. Sign in before then to cancel.":"账号将在 7 天后删除。在此之前登录即可撤销。","Your account will be deleted on {date}. You can still cancel.":"你的账号将于 {date} 删除，在此之前可以取消。","Your browser does not compute the board's scores.":"你的浏览器不帮榜单计算分数。","Your builds follow you across devices.":"配装会跟着你换设备。","Your data":"你的数据","Your devices":"我的设备","Your display name is hidden, so others see your username.":"你的显示名已被隐藏，其他人看到的是你的用户名。","Your display name is hidden, so others see your username. Reason: {why}. Changing your display name shows it again.":"你的显示名已被隐藏，其他人现在看到的是你的用户名。原因：{why}。修改显示名后即恢复显示。","Your key is stored only in this browser and is sent only to the address above.":"密钥只保存在这个浏览器里，只会发给上面这个地址。","Your membership could not renew. Check the payment method.":"会员自动续费失败，请检查付款方式。","Your membership ends on {date}.":"你的会员将于 {date} 到期。","Your membership has ended.":"你的会员已到期。","Your name is shown":"显示你的名字","Your name, to be thanked in the chat (optional)":"留个名字，九九会在群里谢谢你（可不填）","Your points":"你的积分","Your reminders":"我的提醒","Zazvat-Kar, the Akstiletto Prime-exclusive mod — a weapon-exclusive card outside the pools this roster loads":"「Zazvat-Kar」，Akstiletto Prime 的专属 MOD——这是一张武器专属卡，不在本武器库载入的卡池里","Zoom":"变焦","a Cold status landing":"造成一次冰冻异常","a Guardian Eximus nearby gives its allies 90% damage reduction. It does NOT reach Overguard, so a target with a pool in front of it loses that pool at full speed and then takes a tenth":"附近有守护者卓越者时，它的同伴获得 90% 伤害减免。这个减免不作用于超宏防护，所以带超宏防护的目标会先按原速掉完超宏防护，之后才只吃十分之一","a Heat status landing":"造成一次火焰异常","a TAUFORGED shard of the same colour grants 50% higher stat bonuses":"同色的 **Tau 融造**版源力石，属性加成高 50%","a Toxin status landing":"造成一次毒素异常","a benchmark build — measured under":"基准配装 —— 测试标准","a bigger magazine makes the reload LONGER here and the sim does not know it — shells are loaded one at a time, so Ammo Stock buys capacity and pays for it in reload":"弹匣越大装填越慢，模拟不知道这件事 —— 子弹是一发一发上的，所以弹药储存换来的容量要拿装填时间去付","a board build is planned on its own":"排行榜配装只单独规划","a built-in search — copy it to edit":"内置搜索——复制一份才能编辑","a burst landing whole":"一整段连射全部命中","a completed reload":"完成一次装填","a critical multiplier added after every relative bonus, as Arcane Crepuscular's is — 1.6 turns a modded 3.0x into 4.6x":"在所有相对加成之后再加上的暴击倍率，和赋能·影袭同一层——1.6 会把改装后的 3.0x 变成 4.6x","a kill":"一次击杀","a kill is replaced at once":"死了立刻补一具","a kill is the fight's and a finish is one seat's — without that split every seat claims them all":"击杀是整场的，收尾才是某一个座位的——不分开的话，每个座位都会声称杀了同样多","a kind someone in the chat":"一位热心群友","a per-PELLET aim weight on the body the shot STRUCK, not a whole-spread promise — the landing spot is rolled for each pellet, and nothing a blast or a chain reaches can be a headshot":"这是对「被射中的那个目标」的逐弹丸落点权重，不是对整发弹幕的承诺 —— 每颗弹丸各自掷一次落点，而爆炸和链打到的任何目标都不可能爆头。","a per-PELLET aim weight, not a whole-spread promise — the landing spot is rolled for each pellet":"这是逐弹丸的瞄准权重，不是整片弹丸都爆头 —— 落点对每颗弹丸单独掷点","a percentage, into the same bucket a mod of this stat feeds — permanent, no trigger and no clock":"一个百分比，进入这条属性的 MOD 所在的同一个乘区——永久生效，没有触发条件也没有时间","a place of its own":"一个独立的地点","a reload":"一次换弹","a riven you do not have is left out of this start — add it in Rivens to search with it":"这个起点里有一张你没有的裂罅，搜索时不带它 —— 在「裂罅」里添加后才能带着它搜索","a round leaving the barrel":"打出一发（不论是否命中）","a ruler's first pass over older builds {n}":"老配装补算新标尺 {n}","a scenario can set a buff for a mod this build does not carry — the gain scan reads it":"场景可以为当前配装没装的 MOD 预设增益状态 —— 快速计算会读它","a second damage instance, not a multiplier — it takes faction damage and the headshot multiplier one more time than the hit it copies":"附加的一次独立伤害实例，不是乘区——派系伤害和弱点倍率都会比它复制的那一下多吃一次","a sentinel weapon is always aiming — it just never aims at the head, so on-headshot effects never fire":"守护武器永远处于瞄准状态 —— 它只是从不瞄准头部，所以爆头触发类效果不会生效","a sentinel weapon is fired by the companion and never aims at the head, so this is 0 whatever is typed — and every on-headshot effect stays dead":"守护武器由守护自己开火，它从不瞄头，所以这里无论填什么都是 0 —— 一切「爆头时」的效果也都不会触发。","a start pins what a limit rules out — change the start or the limit":"有起点钉住了被限制排除的东西 —— 请改起点或改限制","a status landing":"造成一次异常状态","a stronger buff of the same kind is running — this one adds nothing":"同类里有更强的一个正在生效——这一个不产生任何加成","a {family} riven — it fits {others} too, each at its own disposition":"{family}裂罅 —— 同样可以装在{others}上，各按各自的倾向计算","abilities cast on this weapon — set your Ability Strength and the values follow":"施加在这把武器上的战甲技能——填入技能强度，下面的数值随之变化","about":"预计","about {mb} MB":"约 {mb} MB","about {n} days":"约 {n} 天","about {n} hours":"约 {n} 小时","about {s}s left":"还剩约 {s} 秒","above zero the two are worth more together than apart; below zero one dilutes the other":"大于零是协同：一起装比分开更值；小于零是稀释：一个削弱了另一个","accumulator (starts at 1)":"累加器（从 1 开始）","actually {min}–{max}: {why}":"实际 {min}–{max}：{why}","add a card":"添加卡片","add an aura":"添加光环","add arcane":"添加赋能","add {pool} arcane":"添加{pool}赋能","added on top and NOT combined with the weapon's own elements":"直接加在最终属性之上，不与武器自身的元素合成","after":"吸附后","again when it is down, or this many seconds before":"buff 消失时重做，或提前这么多秒","again when it is down, or when a cast now would be stronger and every stack is full":"buff 消失时重做；或所有叠层都满、现在施放会更强时重做","aim":"瞄准","aim at the target":"瞄回目标","aim gliding":"飞身瞄准","aimed":"瞄准","aiming throughout":"全程瞄准","airborne":"滞空","all chosen parts together":"选中的部件全部装上","all damage":"全部伤害","all five sockets are filled":"五个插槽都满了","all potential buffs":"全部潜在增益","all rivens":"全部裂罅","all targets":"所有目标","all {n} measured — none of them changes this fight":"{n} 项已全部测算 —— 没有一项会改变这场战斗","allowance used":"已满","always on":"常驻","ammo counts":"计算弹药","ammo efficiency — it does not touch damage: it divides what a shot costs the magazine, so what it buys is reloads not taken. Multiplicative with other ammo-efficiency sources":"弹药效率——它不碰伤害：它把一发子弹消耗的弹匣量除下去，所以买到的是少换的弹。与其他弹药效率来源相乘叠加","ammo pickups keep coming":"弹药持续补给","ammo reserves are unlimited, so nothing runs dry":"备弹无限，不会打空","an Ancient Protector nearby covers its allies in Overguard worth 800% of their maximum health. A body with Overguard of its own is excluded by name, so this does nothing to an Eximus":"附近有远古守护者时，它的同伴会获得相当于自身最大生命 800% 的超宏防护。维基点名排除了本来就自带超宏防护的单位，所以对卓越者无效","an Electricity status landing":"造成一次电击异常","an empty seat can only tie, so it is not searched unless you ask":"空着的赋能位最多只能打平，所以不主动要求就不搜它","an enemy the shot reached":"这一发够到的敌人","another account":"另一个账号","another build acting in this fight":"这场战斗里另一套正在出手的配装","another gun in this fight":"这场战斗里的另一把枪","another owner, another network":"不同主人、不同网络","another volunteer confirmed":"另一位志愿者确认","any hit":"任何命中","any kill":"任何击杀","anything this weapon is handed from outside its build — it lands in the same bucket a mod would":"这把武器从配装之外拿到的任何加成——它落在和对应 MOD 同一个乘区里","applied":"已应用","arcane":"赋能","arcane (final)":"赋能（终乘）","armed by the weapon's own hits in the fight":"由武器在战斗中的命中触发","armour":"护甲","armour, resistances, overguard and every status pile are what this fight arrived at, not numbers typed in":"护甲、抗性、超宏防护和每一摞状态层，都是这场战斗自己走到的，不是填进去的","assumed up":"假设生效","at":"位置","at least one pooled":"至少 1 张候选","at most {n} parts are analysed exactly":"最多精确分析 {n} 个部件","at once":"同时在场","at the recent compute pace":"按最近的算力估算","attack speed shortens this mode's whole cadence, and in game it should not: the 1.2s heavy wind-up is fixed and only the interval BETWEEN heavy attacks is shortened. The swing delay here is one number covering both, so an attack-speed build reads HIGH in this mode":"攻速在这里缩短了整个循环，而游戏里不该如此：1.2 秒的重击蓄力是固定的，被缩短的只是两次重击**之间**的间隔。此处的出手间隔是一个数字同时代表了这两者，所以攻速流派在这个模式下读数偏高","attack speed, in the same sum a fire-rate mod is in — it buys attacks rather than damage, so what it is worth is whatever more attacks are worth in this fight":"攻速，和射速 MOD 在同一个加法桶里 —— 它买到的是攻击次数而不是伤害，所以值多少取决于这场战斗里多攻击几次值多少","attenuation":"伤害衰减保护","attrition":"损耗","auto":"自动","auto-assign polarities for minimum Forma":"自动分配极性，使所需 Forma 最少","average {v}":"平均 {v}","averaged over {n} runs — this number moves between scans, most of all for status mods":"{n} 次模拟的平均——这个数字每次扫描都会变，触发类 MOD 尤其明显","averaged over {runs} fights":"{runs} 场战斗的平均","avg":"平均","back to the base form":"回到常态","back to the finished fight":"回到打完的那一刻","back to the newest":"回到最新","base":"常态","base damage":"基础伤害","base damage bracket":"基伤桶","base damage mods":"改装伤害","baseline — the floor every board is scored on":"基准战甲 —— 所有榜单都按它计算","beam ramp":"光束爬升","before":"吸附前","before the first reload":"第一次装填前","before · target":"命中前 · 目标","below half health":"半血以下加成","benchmark":"基准场景","benchmark fight":"标杆战斗","best build here without it, against this one":"这里不带它的最好配装（与这套相比）","best run":"最好的一场","best {s}":"最佳 {s}","biggest":"最大一次","blast":"爆炸","blast_area":"爆炸范围","blob":"粘液弹","board":"榜单","board upload is off, so these were not sent":"榜单上传已关闭，这些没有发送","board {d} · scored {t} · {n} rows":"榜单 {d} · 结算于 {t} · 共 {n} 行","body":"身体","body part":"身体部位","buffs up":"自身增益","build":"配装","build or fight changed since":"之后改过配装或场景","builds carrying it · the best of them":"带它的配装数 · 其中最好的排名","builds here that carry it":"这里带它的配装","builds players have uploaded":"套玩家上传的配装","builds scoring at least {p}% of their group's leader":"分数不低于同组第一名 {p}% 的配装","builds you run here are submitted":"你在这里跑的配装会被提交","builds you run here are submitted and scored, the fight you ran first":"你在这里跑的配装会被提交并评分，先算你跑的这一场","builds, fights, searches, Warframe, companion and Operator builds":"配装、场景、搜索方案、战甲 / 同伴 / 指挥官配装","built-in search":"内置搜索","burn (sum of Heat procs)":"燃烧值（各次火焰异常之和）","burst":"点射","cached":"缓存","calculating":"计算中","calculator":"计算器","cancelled — best so far":"已取消 —— 目前最好的结果","cannot be synced":"无法同步","cannot call tools — Nona needs them":"不支持工具调用，九九需要它","cannot change a number in a Warframe's own panel":"不会改变战甲自身面板上的任何数字","cannot equip":"无法装配","cannot swap: the card in this slot does not fit that one":"无法交换：这个槽位的卡牌放不进那个槽位","capacity":"容量","card is wrong":"卡面有误","cards every list offers at each of their ranks, not only at max — a card whose lower rank can beat its max, like Status Duration beside a malus":"这些卡在每个列表里按每个等级各出一行，而不只是满级 —— 用于低等级可能胜过满级的卡，比如带负面时的触发时间卡","cast them instead of assuming them: each is cast at the start and recast the moment it lapses, paying energy out of the Warframe's own pool, and a cast that roots the frame takes the shooting time with it. Off is what every board row was measured under":"真的去释放，而不是默认它一直在：开场释放一次，失效的瞬间再放一次，能量从战甲自己的能量池里扣；会定身的释放还会把射击时间一起拿走。不勾选时就是所有榜单行的测量口径。","centre":"中心","chain":"连锁","channeling":"引导中","charged":"蓄力","charges":"充能","checked with wfsim.app":"已由 wfsim.app 验证","checking the address…":"正在检测地址…","choose a model":"选择模型","choose a stat":"选择词条","choose at least one part":"至少选一个部件","choose the target":"选择目标","clear":"清空","click a body to inspect it":"点击一具身体查看它的信息","click to find it in the list below":"点一下在下面的列表里找到它","click: must have · again: I don't have · again: clear":"点一下：必须有 · 再点：我没有 · 再点：清除","close":"关闭","close the menu":"关闭导航","collapse":"收起","collide":"不重叠","computed here":"这台设备算完","computed {s}":"算出 {s}","confirmed +{n}":"已确认 +{n}","connected":"已连接","connected {date}":"{date} 连接","context":"上下文","copied":"已复制","copy as text":"复制为文字","copy image":"复制图片","copy it into a {thing} of your own — the official one cannot be edited":"复制成一份你自己的{thing} —— 官方那份不可编辑","copy link":"复制链接","copy the clan name":"复制氏族名","copy the group number":"复制群号","correction sent — thank you":"修正已提交，谢谢","could not be sent":"发送失败","could not follow that one — try the run again":"跟踪失败，重跑一次试试","could not list models":"无法获取模型列表","could not list the candidates":"无法列出候选","could not reach the board — nothing was sent":"联系不上榜单 —— 什么都没有发出","could not reach the clipboard — the link is in the preset bar's share panel":"没能访问剪贴板 —— 链接在配装栏的分享面板里","count it as running":"视为已触发","count riven builds":"包含 Riven 配装","count this browser again":"恢复统计这个浏览器","crit":"暴击","crit bonus":"暴击加成","critical":"暴击","critical damage added flat to the finished multiplier, after the mods and before the crit tier — the same +x on every weapon, so it is worth more the lower the weapon's own crit damage":"暴击伤害以固定值加到最终倍率上，在 MOD 之后、暴击等级之前——每把武器加的都是同样的倍数，所以武器自身暴伤越低它越值钱","critical hits":"暴击命中","current":"当前","cycle":"循环","damage":"伤害","damage added to the weapon's own base and left out of what Condition Overload counts — permanent, no trigger and no clock":"加到武器自身基础伤害上，但不计入异况超量的加成——常驻，无触发、无计时","damage added to the weapon's own base, which Condition Overload's bonus then counts — permanent, no trigger and no clock":"加到武器自身基础伤害上，异况超量的加成会把它算进去——常驻，无触发、无计时","damage attenuation":"伤害衰减","damage falloff":"伤害衰减","damage on its own multiplier — applied once, to the hit and to the status alike":"独立乘区的伤害加成——只吃一次，直伤和异常都是一次","damage per second":"每秒伤害","damage reduction":"伤害减免","damage source":"来源","damage type column":"伤害类型系数","dealt":"打出","default":"默认","default list":"恢复默认清单","delete":"删除","delete this run":"删除这次运行","delete what is counted under this id":"删除这个编号下的统计记录","descended from {n} starts, but the time budget ran out before every one settled — a strong build, short of the best those starts reach":"从 {n} 个起点出发下降，但时间预算在全部收敛前用完了 —— 这是一套强配置，但还不是这些起点能到达的最优","devices":"台设备","direct":"直击","direct hit":"直接命中","direct hits":"直接命中","discard":"放弃修改","disposition":"倾向","document says":"文档里是","does not work in game":"游戏内无效","don't submit":"不要提交","done in {t}":"{t}后完成","done — back to the optimizer":"完成，返回优化","doubles capacity":"容量翻倍","download image":"下载图片","drag onto a mark to land on that instant":"拖到任意一格刻度就落在那一瞬","drag to move — click to open or close":"拖动可移动 —— 点击展开或收起","drawing the card…":"正在生成卡片…","dropped":"丢弃","duplicate":"复制","each cast in the action list arms the next; the same ability twice running starts over":"行动列表里每次施放为下一次叠一层，同一技能连续施放会重置","each is a build the search begins from; edit one in the builder, where a pinned position is FIXED in its answer":"每个起点是一套配装，搜索从它出发；在配装器里编辑，钉住的位置在它的答案里固定不变","each of these builds fits on its own, but no one layout serves them all":"这几套配装各自都装得下，但没有一组极性能同时满足它们","each start improved by the quick calc until nothing helps":"每个起点用快速计算反复改进，直到再换什么都不涨","each start improved until no change helped — the best those starts reach, not a proven best; add a start to look further":"每个起点都改到了再换什么都不涨 —— 这是这些起点能到的最好，不是证明过的最优；想找得更远就加起点","earlier tool results were set aside to save space":"较早的工具结果已省略，以节省上下文","early access — a cast time is one unmeasured second for every ability, and no energy regen is modelled, so a pool is a budget of casts":"早期功能 —— 每个技能的施放时间目前都是同一个未实测的 1 秒，且没有建模任何能量回复，所以能量池就是能放几次的预算","early access — every buff runs the whole fight for now, and this block moves onto the Warframe itself once frames land":"抢先开放——目前每个增益都是全程生效，等战甲本体做进来以后这一块会搬到战甲上","earned per kill of a Heat-affected enemy — a kill here does not yet say which statuses the body carried":"靠击杀带火焰异常的敌人累积 —— 这里的击杀还不会记录目标身上有哪些异常","echo":"回响","edit a copy of this fight":"复制一份来编辑","edit a copy of this search":"复制一份来编辑","edit in Builder":"去配装页编辑","edit in the Simulator":"去模拟器修改","edit in the builder":"在配装器里编辑","edit on its page":"去它的页面编辑","edit on the Operator page":"在指挥官页面编辑","edit on the Warframe page":"在战甲页面编辑","edit this in the Simulator":"这一项在模拟器里修改","element":"元素","element bracket":"元素桶","element bracket + quantization":"元素加成 + 量化","empty":"空","empty is searched beside them":"「留空」也会和它们一起搜","empty is your Warframe build's own Ability Strength; a number here overrides it for this fight — every value below is this times the wiki's max-rank number":"留空则使用战甲配装的技能强度；填入数字则仅在本场覆盖它。下方每个数值都是这个强度乘以 wiki 上的满级数值","empty slot":"空槽位","empty socket":"空槽","ended":"已结束","enemies":"个敌人","enemy":"个敌人","enemy count":"敌人数","energy":"能量","energy cost":"能量消耗","energy drained per second":"每秒消耗的能量","energy economy":"能量循环","engine not recorded":"未记录引擎","evaluations computed":"次测评已算出","events":"武器事件","every board is scored on this":"所有榜单都按它计算","every body that took something, and how much — click one to read its debuffs":"每个吃到伤害的身体，以及吃了多少 —— 点一个就能看它身上的减益","every build here carries it":"这里所有配装都带它","every build in this scope was searched":"这个范围内的每一套配装都搜过了","every build the board has scored":"榜单算过的全部配装","every card at max rank only":"所有卡都只按满级","every damage instance, each checkable against in-game footage":"每一次伤害结算，均可与游戏录像逐条核对","every enemy you have made — pick one in the simulator's target list like any other":"你做过的每一个敌人 —— 在模拟器的目标列表里像别的一样选它","every factor, in the order the engine applies them — the product is what the meter counted":"每一个因子，按引擎施加的顺序 —— 它们的乘积就是伤害表记下的那个数","every figure but DPS is {who}'s — DPS is the whole fight's":"除 DPS 外每一项都是 {who} 的；DPS 是整场的","every rank":"全等级","every riven the board has measured, against its best riven-free build":"榜单测过的每张裂罅，对比不带裂罅的最佳配装","every riven you have made for this weapon, with what it actually rolls":"你为这把武器做的每张裂罅，以及它实际开出的数值","every run of this build, newest first; the newest {n} per scenario are kept, and every pinned one":"这个配装的每次运行，最新的在前；每个场景保留最近 {n} 次，钉住的一直保留","every searched build fills it":"每一套被搜索的配装都会填上它","every searched build installs one of them":"每一套被搜索的配装都会装其中一个","every shot lands at point blank, so distance changes nothing":"每一发都是贴脸命中，距离不起作用","every worker scores each batch; in the browser a search takes minutes":"每一批候选都由全部 worker 一起评估；在浏览器里一次搜索要几分钟","everything":"全部","everything else on this card is modelled; this is not:":"这张卡上的其余部分都已建模，唯独以下没有：","everything inside the bracket is ONE multiplicative bucket: these add together, and the bucket multiplies against the others":"括号里的东西属于同一个乘区：它们彼此相加，而这个乘区与其他乘区相乘","exclude a mod":"排除一张卡","exclude nothing":"全部取消排除","excluded":"已排除","exilus":"Exilus","expand":"展开","explosion":"爆炸","extra":"额外伤害","extra hit":"额外伤害","extra hit share":"额外伤害占比","faction":"派系","faction damage — the bracket a Bane mod is in, so a status tick takes it twice":"派系伤害——和克制 MOD 同一个乘区，所以异常跳伤会吃到两次","field":"力场","field damage":"力场伤害","fight":"场景","fill at most":"最多填","fill the exilus":"填 Exilus","fill the seat":"填这个赋能槽","filling {k} of {n}":"填满中 {k}/{n}","filter…":"筛选…","find rivens with these stats on warframe.market":"在 warframe.market 找词条相同的裂罅","find this weapon on warframe.market":"在 warframe.market 查这把武器","finite ammo":"有限弹药","fire rate bonus — the card prints Sprint Speed 1.2 or Higher and the effect requires 1.1 — so it pays on frames the card says it should not, and Amalgam Serration alone carries any Warframe over the line":"射速加成 —— 卡面写冲刺速度 1.2 或以上，实际只要求 1.1 —— 所以卡面说不生效的战甲上它也生效，单装一张「并合 膛线」就能让任何战甲跨过门槛","firing":"开火","firing from the hip":"腰射","fit":"适应","five sockets on your Warframe — a Tauforged shard of the same colour is worth half again":"战甲上的五个插槽 —— 同色的 Tau 融造版数值是普通版的 1.5 倍","fix this position in the start":"在这个起点里固定这个位置","fixed by":"固定于","fixed on this weapon — it cannot be removed, and its slot takes no Forma":"这把武器固定装备，不能卸下，槽位也不能 Forma","fixed — click to free it":"已固定 —— 点击取消","flat base damage on empty reload — the card prints +10 and the effect is +14, measured in the damage on the Boar Prime, which shares this card":"空弹匣装填时的固定基伤 —— 卡面写 +10，实际是 +14，已在野猪 Prime 的伤害数字里实测，两者共用这张卡","flat base damage on empty reload — the card prints +10 and the effect is +14, measured in the damage: a pellet at 2 Galvanized stacks x 3 status types reads 266, where +10 would read 255":"空弹匣装填时的固定基伤 —— 卡面写 +10，实际是 +14，已在伤害数字里实测：镀层 2 层、目标 3 种异常时每颗弹丸打出 266，按 +10 算只有 255","following…":"正在跟踪…","for every polarization":"所有极化都用","for every weapon and every Warframe":"对所有武器和战甲生效","for the optimizer — your own build comes back when you close this":"用于优化 —— 关闭后你自己的配装会原样回来","forgotten":"已忘记","four ways to cut one total — each of them comes to it":"一个总数的四种切法 —— 每一种加回去都等于它","frame everything":"把所有东西框进视野","from":"来自","from the Warframe build":"来自战甲配装","from the build's Max Health":"按配装的最大生命值计算","from the faction":"来自派系","from you":"离你","frozen":"冻结","full":"满层","full at":"满层于","full refill":"回满","fully automatic":"全自动","fx weapon [ruler] each stat with its number: the gain of your own riven — the volunteers' devices search its best build together.":"fx 武器名 [基准] 每条词条加卡上的数值：算你自己的裂罅收益，志愿者的设备会一起搜出最佳配装。","gate":"破盾保护","gauge":"灵化槽","grid":"刻度","gx [name]: the compute contribution rankings — all time, this month, this week; with the name the ranking shows, that person's place on each.":"gx [名字]：算力贡献榜，总榜、月榜、周榜都有；后面加上排行榜上显示的名字，就看这个人在三个榜上的位置。","has an Eximus variant":"存在卓越者变体","head":"头部","head_crit":"爆头暴击","headshot damage":"爆头伤害","headshots":"爆头","headshots while charging":"攒条时全爆头","health":"血量","held":"持续","hidden":"已隐藏","hip-fire":"腰射","hits":"命中","hits that neither crit nor proc":"既不暴击也不触发状态的命中","hitting":"命中","hitting a target that already carries a status":"命中已带异常状态的目标","hop falloff":"弹跳衰减","hosted on {name} — this is where the file comes from":"文件存放在{name}，这就是它的源头","how big the roll was, as a share of base damage — a Lich rolls it randomly and Valence Fusion raises it, capping at the number on the right":"这次roll出来多大，按基础伤害的比例算——Lich 随机给，效价融合可以往上提，上限就是右边那个数","how it is played — pool = searched, req = pin one":"怎么打 —— pool = 纳入搜索，req = 钉死一个","how many builds survive to the last round":"有多少套配装能进入最后一轮","how many builds survive to the last round — each is then run at the final-round run count beside this":"有多少套配装能进最终轮 —— 每套都按旁边的最终轮次数跑","how many builds the search answers with: the best that many of every build it scored, re-measured in the simulator":"搜索给出几个配装：从它打过分的所有配装里取最好的这么多个，再在模拟器里重新测量","how many fights each candidate gets while the search compares them. 1 is ten times faster and noisier; the answers are re-measured in the simulator either way":"搜索比较候选时每个候选打几场。1 场快十倍但更吵；无论选哪个，答案最后都在模拟器里重新测量","how many of the squad are running it — Corrosive Projection reaches 72% four-handed":"小队里有几个人带着它 —— 腐蚀投射四人满编时可达 72%","how many simulations each finalist gets in the last round — blank uses the fight's own count, which is what the replay will use. A smaller number searches faster and is worth re-measuring in the simulator":"最终轮里每个优胜者跑多少次模拟 —— 留空就用这场战斗自己的次数，也就是重放会用的那个。填小一点搜得更快，代价是优胜者值得再到模拟器里重测一遍","how many simulations each option is averaged over — 10 is the floor, and more costs proportionally more time":"每个选项的数字是多少次模拟的平均 —— 最低 10 次，次数越多越慢，成正比","how many times to replay it, and what to read off — the optimizer's final round uses this count unless its own says otherwise":"重放多少次、读哪个数 —— 优化器的最终轮默认也用这个次数，除非它自己另外指定","how many times to replay this fight HERE. Not part of the scenario: it follows you across fights and weapons, and an official ruler does not pin it. The boards themselves are scored at 1,000 by the server whatever this says":"在这里把这场战斗重放多少次。它不属于场景：换战斗、换武器它都跟着你，官方标尺也不会把它锁住。榜单本身无论这里写多少，都是服务器按 1,000 次跑分的","how many winners to keep, how hard to measure them, and how much of the machine to spend":"保留多少个优胜者、把它们测得多准，以及占用多少机器","how much of this machine the page may use — it changes how FAST an answer arrives, never what the answer is":"这个页面可以用这台机器多少算力 —— 它只改变答案来得多快，从不改变答案本身","how the weapon is played — this gates the buffs below":"你怎么打这把武器 —— 它决定下面的 buff 是否生效","how this build is played":"这套配装怎么打","if nothing was saved, long-press the image to save it":"如果没有保存成功，长按图片即可保存","ignored":"未生效","ignored — this stat is locked at the weapon's default":"未生效 —— 这项属性已被锁定为武器默认值","image copied":"图片已复制","imported":"已导入","improving the starts — {b} builds scored, {s} fights":"正在改进起点 —— 已评估 {b} 套配装，模拟 {s} 场","in":"还有","in the current fight":"当前这场战斗用的就是它","in this build":"仅当前配装","in-game measurements":"次游戏内实测","inactive":"未在场","incl. {n} compensation":"含补偿 {n} 分","include my result in this scenario":"附上我在当前场景下的结果","incompatible with a card already seated":"与已装备的卡牌不兼容","infinite":"无限","into the transmuted form":"进入灵化形态","invisible":"隐身","it advertises something elsewhere":"名字在为别处做宣传","it claims to be WFSim or someone else":"名字冒充 WF模拟 官方或他人","it contains a link or a web address":"名字里有链接或网址","it contains contact details (a group number, QQ, WeChat or a phone number)":"名字里有联系方式（群号、QQ、微信、手机号）","it contains offensive words":"名字含不雅或攻击性的词","it needs the same trigger on every firing mode":"它要求武器的每种开火模式都是同一种扳机","it offers trading or boosting":"名字里有买卖或代练","items modelled":"个条目已建模","its Shapley value: its average marginal effect over every order the parts could be added in":"它的 Shapley 值：按所有可能的装配顺序，它加进来时的平均边际效果","its added base does not feed Condition Overload":"它增加的基础伤害不计入异况超量","its own reserve, and no pickups":"只用自己的备弹，不补给","join the Discord":"加入官方 Discord","join via QQ":"通过 QQ 加群","just now":"刚刚","keep two bodies out of the same ground - the engine's own contact rule":"不让两个身体占同一块地 —— 这是引擎自己的接触规则","keep up":"保持","kept only in this browser":"只保存在这个浏览器里","kill rate":"击杀速度","killing":"击杀","kills":"击杀","kills per minute":"每分钟击杀","last run":"上次运行","last synced {time}":"上次同步于 {time}","last tested":"上次测试于","last used {date}":"最后使用 {date}","last {ago}":"上次 {ago}","like any Forma":"和普通 Forma 一样","link copied":"链接已复制","linked by":"被链接于","live stacks through the fight":"整场战斗中的实时层数","locked at the weapon's default by":"已锁定为武器默认值，来自","lost":"已失效","magazine":"弹匣","mean damage per hit and how often it happened — an impossible number hides in an average":"每类命中的平均伤害与出现频率 —— 不可能的数字会藏在平均值里","measured on this weapon and unexplained — the engine reproduces what the game does, and a hotfix could change it":"在这把武器上实测到、但无人能解释——引擎忠实还原游戏的行为，而一次热修可能会改掉它","measured {t}":"测于 {t}","measured, and it moved nothing in this fight — see what this option's own line says it does not cover":"测过了，它在这场战斗里没有产生任何变化 —— 看这一项自己那行写的、它不涵盖什么","measuring":"正在测","measuring the baseline":"正在测基准配装","median":"中位","meets the line":"达标","melee drawn":"近战已拔出","melee kills":"近战击杀","merged beams":"光束合并","missed":"未命中","misses":"只看未命中","model id":"模型 ID","models":"个模型","modified base":"修正后基础伤害","mods":"张 MOD","mods moved":"挪动 MOD","more numbers than fit here — the biggest are drawn":"这里放不下这么多数字 —— 只画最大的那些","move":"拖动","movement":"移动","multishot":"多重","multishot-as-damage":"多重折算为伤害","multishot-generated":"多重射击生成","must have":"含","must match how you intend to play it — the winner is scored under these assumptions":"必须和你实际的打法一致 —— 最优解是在这些假设下算出来的","must match how you intend to play it — the winner is scored under this player":"必须和你打算怎么玩一致 —— 优胜者是在这个使用者之下评分的","muted: the same as it; the percentage is against it":"变淡的是和它相同的部分，百分比是相对它的差距","nearest to you":"离你最近","needs the Operator's school ability in the action list":"需要在行动列表的指挥官动作里加入流派技能","needs the same trigger on every firing mode, so this build has no Incarnon form":"要求每种开火模式都是同一种扳机，因此这套配装没有灵化形态","needs {n} Forma, over your limit of {m}":"需要 {n} 个 Forma，超过你设的上限 {m}","never":"不用","never Frozen — Cold stacks hold":"永不冰冻 —— 冷冻层数常驻","never full":"未满层","new builds {n}":"新提交的配装 {n}","new empty {thing}":"新建空白{thing}","new riven":"新建裂罅","new target":"新建目标","no":"否","no Operator":"没有指挥官","no Warframe ability is cast during the fight":"战斗中不释放任何战甲技能","no Warframe holds this weapon":"没有战甲持有这把武器","no aura":"无光环","no board builds in this scope":"这个范围里没有榜单配装","no buff is triggered by":"以下行为不再触发任何增益","no build here fits this layout":"这组极性装不下这里的任何配装","no build — unmodded":"不链接配置（无 MOD）","no crit":"未暴击","no damage dealt":"未造成伤害","no effect":"无效果","no enemy matches":"没有匹配的目标","no exilus mods in this pool":"这个池子里没有专用 MOD","no infusion":"不注入","no legal build from this start":"这个起点找不到合法配装","no linked Operator":"不链接指挥官","no linked Operator — link one on the Warframe page to tick its nodes":"未链接指挥官，在战甲页面链接一个后才能勾选节点","no longer owed":"这一行不用算了","no matches":"无匹配结果","no matching stat":"没有匹配的词条","no mod is moved: each slot's polarity serves whatever every build keeps there, which can take more Forma or Omni Forma. Off, mods are moved onto the layout and element mods keep their order":"不挪任何 MOD：每个槽的极性要照顾所有配装放在这个槽里的 MOD，可能多花 Forma 或 Omni Forma。关闭时 MOD 会挪到合适的槽，元素 MOD 之间的先后顺序保持不变","no mods equipped":"未安装 MOD","no plan":"没有可行的方案","no rivens for this weapon yet":"这把武器还没有裂罅","no school picked":"未选流派","no shields, so no shield gate":"没有护盾，也就没有护盾门","no stance in the slot: stanceless combos are not modelled yet — equip a stance, or play heavy attacks, slide attacks or heavy slams":"架势槽是空的：无架势连段尚未建模——请装上一张架势，或改用重击、滑行攻击或重击震地","no targets yet":"还没有目标","no timeout":"无限持续","nobody else":"没有队友","nobody shoots back":"这场战斗没有人向你开火","none":"无","none by default — a card named here, or one rank of it, is never a candidate; arcanes are not listed":"默认不排除任何卡 —— 这里点名的卡（或它的某一个等级）不会作为候选；赋能不在这里","none by default — click an option to exclude it; a start that pins an excluded option cannot run, one that only holds it has it replaced":"默认不限制 —— 点选项就排除它；起点钉住了被排除的东西就不能运行，只是装着的会被替换","none in this build":"这套配装没有","none of them":"一个都不装","none selected":"未选择","none start stacked":"开场都没有层数","none yet — a target you build here appears in every scenario's target list":"还没有 —— 在这里建的目标会出现在每个场景的目标列表里","none — every ticked source is assumed up and nobody paid for it":"无，勾选的来源都按\"假设生效\"处理，不付代价","none — nobody in the squad is running an aura":"无 —— 小队里没有人带光环","none — the search begins from a blank build":"未设置 —— 搜索从一套空白配装开始","none — the sockets are empty":"无 —— 插槽是空的","none — the weapon on its own":"无——武器裸装","none — this target dispels them":"无 —— 这个目标会驱散它们","not a legal riven":"不是合法的裂罅","not a weapon-damage quantity":"不是武器伤害相关的量","not chosen yet":"尚未设置","not computed by this panel yet":"这个面板暂未计算","not counted — the row was no longer owed":"未计分 · 这一行后来不用算了","not equipped":"未装备","not measured":"尚未测量","not measured in this conversation":"本次对话里没有测量过这个数","not measured yet":"还没测过","not modeled":"未建模","not modeled — it rolls and it names the riven, but it adds no damage":"未建模 —— 它会开出来，也参与命名，但不提供伤害","not modelled":"未建模","not modelled on this weapon — the numbers below are a floor, not its full output":"这把武器有尚未建模的部分 —— 下面的数字是下限，不是它的完整输出","not modelled yet":"尚未建模","not read":"没认出","not recorded":"未记录","not set — the default":"未设置 —— 用默认","not simulated yet":"尚未模拟","not taken here":"这里暂不接收截图","not triggered here":"本场不触发","note":"笔记","nothing damages the player in this fight":"这场战斗里没有任何东西会伤到玩家","nothing died":"没有击杀","nothing happened in this window":"这个时间窗口里什么都没发生","nothing in this window":"这个窗口里什么都没有","nothing is called “{q}”":"没有叫「{q}」的","nothing is sent from here":"这里不会发送任何内容","nothing marked — the search is the bare weapon. Mark mods below as pool or required.":"什么都没标 —— 搜索的就是这把裸武器。在下面把 MOD 标成候选或必带。","nothing marked, so the seat is searched empty":"什么都没标，所以这个位子按空的搜","nothing marked, so the slot is searched empty":"什么都没标，所以这个槽按空的搜","nothing marked, so this tier is searched empty":"什么都没标，所以这一阶按空的搜","nothing on this build can be switched off":"这套配装没有可以拿掉的部件","nothing re-opens it on cast — the Augur set or Brief Respite would":"施放技能不会重新打开护盾门——需要 Augur 套装或 Brief Respite","nothing rolled yet":"尚未选择词条","nothing to decide":"无可改写项","nothing to earn here":"此战斗中无从触发","nothing to redo":"没有可重做的操作","nothing to undo":"没有可撤销的操作","nothing yet":"还没有","of base":"占基伤","off":"关","official machines {n} ({p}%)":"官方服务器 {n}（{p}%）","older engine":"旧引擎","on":"开","on = ammo pickups keep the reserve topped up, which the sim has no entities for; off = it runs dry. The magazine and its reloads apply either way":"开 = 用弹药拾取补满储备（模拟器没有拾取实体，用这个代替）；关 = 会打光。弹匣和换弹两种情况下都照常生效","on contact":"接触即中","on death":"死后","on headshot fire rate — the card leaves out that a headshot adds a stack only half the time: the wiki's notes cell gives the roll a 50% chance of activating, and the simulation rolls it":"爆头射速加成 —— 卡面没写爆头只有一半几率叠层：wiki 备注栏写明触发几率为 50%，模拟按 50% 掷骰","on overguard":"打在超保护上","on status":"异常伤害","on the list for other weapons":"其他武器的卡（也在清单里）","on the shield":"打在护盾上","on the shot line":"在射线上","on the target":"跟随目标","on this browser only - click to sync it to your account":"只存在这个浏览器 —— 点一下同步到账户","on this browser only - sign in to sync it to every browser you use":"只存在这个浏览器 —— 登录后同步到你用的每个浏览器","once":"一次","once any Forma is spent, polarize the slot that grants capacity first: it costs at most one Forma over the minimum":"只要要花 Forma，就先极化加容量的那个槽：最多比最少方案多花一个 Forma","once, at its turn":"轮到时做一次","once, at its turn — the snapshot holds for the fight":"轮到时施放一次，快照保持整场","one body":"单体","one enemy":"只留一个","one fight, following the playhead":"同一场战斗，跟随播放头","one firing mode":"只有一种开火方式","one gun":"就一把枪","one layout across the board":"一组极性覆盖榜单","one more stat to finish this riven":"还差 1 条词条这张裂罅就完整了","one of the {runs} runs, the middle one when ranked by {unit} — its numbers differ from the average":"{runs} 场中的一场：按 {unit} 排序取中间那场，所以数字和平均值有差异","one row per number the game popped, in a window of its own":"游戏里每弹出一个伤害数字就是一行，在单独的窗口中打开","one row per number the game pops, and everything behind it":"游戏里每弹出一个数字就是一行，连同它背后的全部计算","only":"单独","only a melee weapon can be swung without being drawn, so this weapon is always the one in your hands":"只有近战武器可以不抽出就挥，所以这把武器永远是你手上那把","only these can hold it":"只有这些战甲能使用","only when nothing else fits":"不用就装不下时才用","open":"当前","open a slot to rank its mods by effect":"打开任一槽位，按效果排序它的 MOD","open in Builder":"在配装器中打开","open the full page":"整页打开","open the site":"打开网站","open the wiki page":"打开维基页面","options":"选项","or paste a screenshot here":"也可以直接在这一页粘贴或拖入截图","or with email":"或使用邮箱","orange crit":"橙色暴击","other schools seated: {n}":"已装的其他流派数：{n}","out of the weapon's range":"超出武器射程","outside the cone":"打偏了","outside the sim":"不在模拟范围","overguard":"超保护","own":"本体","part":"部位","partial refill":"未回满","partly modelled":"部分建模","pass {n}":"第 {n} 遍","passive not modelled":"被动尚未建模","past the shield":"越过护盾的部分","pause":"暂停","pays this weapon nothing":"对这把武器没有任何加成","pellet":"弹头","pellets":"发弹头","per million tokens in / out":"每百万 token（输入 / 输出）","per pellet":"每弹丸","per tier: pool = searched options, req = pin":"逐层：候选池 = 参与搜索的选项，必带 = 钉死","percentage points added after mods, never scaled by the base — permanent, no trigger and no clock":"百分点，在 MOD 之后直接加上，不按基础值缩放——永久生效，没有触发条件也没有时间","permanent stacks — they never decay and cannot build in-sim, so the count holds for the whole run":"永久层数——不会衰减也无法在模拟中叠加，整局保持这个层数","permanent — nothing grants or decays it, so it holds all run":"永久 —— 没有触发也不会衰减，整局都保持","pick an ability":"选择技能","pick one":"选一个","pick the active Focus school":"选择当前专精流派","pick {n} more stats to finish this riven":"还差 {n} 条词条这张裂罅就完整了","picked":"当前选择","picking a frame fills armor, max energy and sprint speed below — the roster is UNMODDED, so a built frame carries more and the numbers stay editable":"选择战甲会填入下面的护甲、最大能量和冲刺速度 —— 名册是**未装 MOD** 的,实际配好的战甲数值更高,所以这三个数字仍然可以手动改","pickups":"拾取物","pin: never trimmed":"钉住：不会被自动清理","pinned — this seat is settled":"已钉死 —— 这个位子定了","pinned — this slot is settled":"已钉死 —— 这个槽定了","pinned — this tier is settled":"已钉死 —— 这一阶定了","pinned, and ruled out by the limits — this start cannot run:":"钉住了、但被限制排除 —— 这个起点不能运行：","pistol":"手枪","place the ticked builds on these polarities":"把勾选的配装按这组极性摆放","plan Forma":"规划 Forma","play":"播放","points credited":"积分到账","points credited today":"今天到账的积分","points pending verification":"待验证的积分","polarities":"极性","pool":"候选","pool = searched options, req = pin the slot":"候选池 = 参与搜索的选项，必带 = 钉死这个槽","pool lost":"血条实际掉","pool share":"血条分配","pooled mods reserve ≥1 open slot — raise max mods or clear pools":"候选 MOD 至少要留 1 个空槽 —— 提高 MOD 上限或清掉候选","pooling opens the slot — the pin gives way":"候选会把槽位交给搜索 —— 必带随之清除","pooling opens the tier — the pin gives way":"候选会把这一层交给搜索 —— 必带随之清除","popped":"弹出","presets {a} · customs {b}":"预设 {a} · 自定义 {b}","press Ctrl+C to copy the selected link":"已选中链接，按 Ctrl+C 复制","price on warframe.market":"在 warframe.market 查看价格","privacy policy":"隐私政策","procs":"触发","projectile":"抛射物","punch through":"穿透","punch through into a second body":"穿透打到第二个身体","punch through makes the MAIN beam chain independently from every target it passes through, which the wiki says can double or triple the output in a crowd — a second-target mechanic on top of a second-target mechanic":"穿透会让主光束从它穿过的每一个目标各自独立地连锁，wiki 说这在人堆里能让输出翻倍甚至三倍 —— 这是叠在一个多目标机制之上的又一个多目标机制","purple crit":"紫色暴击","put what you place and drag on the grid you can see":"让放置和拖动落在你看得见的网格上","pz weapon [ruler] [riven] [count]: the best builds the board has measured for this weapon; add riven for builds that carry one.":"pz 武器名 [基准] [裂罅] [数量]：查看榜单上这把武器最好的配装；加上「裂罅」只看带裂罅的配装。","quantization":"量化","quick melee":"快速近战","quick-melee":"快速近战","radial falloff":"范围衰减","range":"射程","rank":"等级","rank a slot's options by what they would change — off, nothing is simulated":"按「换上去会有多大变化」给槽位的候选排序 —— 关闭后不会进行任何模拟","ranked":"已排序","ranking the options":"正在给选项排序","re-measuring the leaders":"正在复测领先的几个","re-runs this fight to list every damage instance":"会重跑这场战斗，列出每一次伤害结算","read a screenshot":"识别截图","read the whole fight":"读取整场","read-only":"只读","read-only — click to edit your own copy":"只读——点击即复制一份你自己的来编辑","read-only — it belongs to the simulator, which is where it is edited":"只读 —— 它属于模拟器，只在那里编辑","read-only — the fight's own, and every candidate is scored under them":"只读——这是战斗自己的设定，每一个候选配装都在它下面评分","read-only — the fight's own, and every candidate is scored with them":"只读——属于这场战斗，每个候选配装都带着它们计分","read-only — the fight's own, applied to every candidate; a buff nobody set starts where it would in a fight":"只读 —— 用这场战斗自己的设置，套到每个候选上；没人设过的 buff 就从它在战斗中该有的位置开始","reading…":"读取中…","real damage the simulator does not compute yet":"这是真实的伤害，只是模拟器还没有实现","rebuild the calculator":"重建计算器","red crit":"红色暴击","redo (Ctrl+Shift+Z)":"重做（Ctrl+Shift+Z）","redone":"已重做","reference":"对比基准","refresh now":"立即刷新","refused":"被拒绝","release {r} · commit {c}":"版本 {r} · 提交 {c}","reload begins":"换弹开始","reload ends":"换弹结束","reload grenade":"换弹手雷","reloading":"装填","reloads":"装填","reloads and transforms":"换弹与变身","reloads from empty":"空弹匣装填","reloads included":"含换弹","remove":"移除","remove this start":"删除这个起点","rename":"重命名","replaced at once":"立刻补一具","req":"必带","req pins the slot — the pool marks give way":"必带会钉死这个槽位 —— 候选标记随之清除","req pins the tier — the pool marks give way":"必带会钉死这一层 —— 候选标记随之清除","required":"必带","rescores after a model change {n}":"模型更新后重算 {n}","reserve":"备弹","results differ — the server is checking":"结果不一致，服务器核对中","ricochet":"跳弹","rifle":"步枪","riven":"裂罅","riven gains {n}":"裂罅收益 {n} 个","riven not on this browser":"裂罅不在这个浏览器上","rivens against the best build without one":"看裂罅和不带裂罅的对比","rivens, custom enemies":"裂罅、自定义敌人","roll everything maximal":"全部拉到最高","rolls":"区间","round {r}, position {k} of {n}":"第 {r} 轮扫描，位置 {k}/{n}","rows":"行数","rows of scores":"行成绩","ruled by this fight":"本场景已改写","ruled by this fight for the {c} class":"本场景为 {c} 类别改写","ruled out by the limits, so the search replaces:":"被限制排除，搜索会替换：","ruler":"基准","rules this fight makes for a whole weapon class, so any weapon can be measured against this one document. Only what the sim SIMPLIFIES can be ruled on — the game's own limits are not offered":"本场景为整个武器类别定下的规则，所以任何武器都能对着这同一份文档来测。只有模拟器自己做的简化才允许改写——游戏本身的限制不会提供选项","running":"个生效中","running {n} simulations…":"正在跑 {n} 次模拟…","runs":"次","runs each":"场/每行","runs killed":"场有击杀","save as a build":"存为配装","save as a new build":"存为一套新配装","save the Warframe build to set its opening stacks":"保存战甲配装后才能设置开局层数","saved":"个已保存","scales with the shields held when they break":"随破盾时的护盾量变化","scenario":"场景","school ability":"流派技能","scores three days old, measured again {n}":"满三天的分数定期刷新 {n}","scroll left":"向左滚动","scroll right":"向右滚动","search":"搜索方案","search arcanes by name or effect…":"按名称或效果搜索赋能…","search by name or effect; mark each as pool (search) or required":"按名称或效果搜索；把每张标成候选池（搜索）或必带","search mods by name or effect…":"按名称或效果搜索 MOD…","searched empty — the marks are kept":"按空的来搜 —— 已标的留着","searched here":"在这里搜索","searched unworn — the marks are kept":"按不带来搜 —— 已标的留着","searched {pct}% of this scope ({n} of {total} builds) — a uniform sample, so this is a strong build rather than a proven best; pool fewer mods to search all of it":"搜索覆盖了本范围的 {pct}%（{total} 套中的 {n} 套）—— 是全空间的均匀采样，所以这是一套很强的配装，但不是已证明的最优；缩小候选池就能搜完全部","searches every reader has, the same on every weapon":"每个人都有的搜索，每把武器都一样","seated":"已装在别的槽位","seated in another slot — picking it swaps the two":"已装在别的槽位 —— 选它会和这个槽位对调","seated, and paying nothing in this build":"已装备，但在这套配装中没有效果","selected":"个已选中","semi-auto":"半自动","sending {n} finalists to the board…":"正在把 {n} 个决赛配装发送到榜单……","sending…":"发送中…","sentinels cannot equip arcanes":"守护武器无法装备赋能","settled":"已收敛","share":"分享","share of the damage dealt":"已造成伤害的占比","share…":"分享…","sharing is off for now — this link opened the weapon instead":"分享功能暂时关闭 —— 这条链接为你打开了对应的武器页","she gave no answer":"她没有给出回答","she kept repeating the same step, so she stopped":"她在重复同一步，已停下","she stopped without answering, so the page asked her to finish":"她没有回答就停下了，页面已提醒她继续","shell {v}":"客户端 {v}","shield":"护盾","shield gate":"破盾保护","shields":"护盾","shot":"开火","shots fired":"开火","show a link to warframe.market beside every tradeable card":"在每张可交易的卡片旁显示 warframe.market 的链接","showing the run of {t}":"正在看 {t} 那次运行的结果","simulate every mod IN THIS SLOT and show what each would change":"把这个槽换成每一张 MOD 各模拟一遍，标出击杀速度会变化多少","simulated":"模拟","simulating this build in the current scenario…":"正在用当前场景模拟这套配装…","since {date}":"自 {date} 起","sliding":"滑行","slot":"槽位","snap":"吸附","snapped":"取整","sniper combo":"狙击连击","socket a shard":"装入一颗源力石","source":"源码","spare":"剩余","spend at least the Forma the item's max rank takes — five on a rank-40 weapon — even where the build needs fewer":"至少花满到最高等级所需的 Forma（40 级武器是 5 个），即使配装用不了这么多","spent by the first cast after the Operator's school ability":"指挥官流派技能之后的第一次施放获得加成","splash":"溅射","spliced":"熔接","spliced — at most one a card":"熔接词条 —— 每张卡最多一条","spread":"范围","stacks the run STARTS with. 0 = earned in-fight on this buff's own trigger, which is what a fight that has not been in contact for a few seconds looks like":"本局开始时的层数。0 = 在战斗中靠这个增益自己的触发条件挣回来，也就是\"打了一阵、但刚有几秒没接敌\"的状态","stacks when the fight opens; kills during it add none yet":"开局层数；战斗中的击杀暂不增加层数","start":"起点","start computing":"开始计算","start submitting":"开始提交","status":"异常","status coefficient":"异常系数","status damage":"异常伤害加成","status effects":"异常状态","statuses on the target":"目标减益","step":"当前步骤","step limit reached":"已达到步数上限","still measuring — {a} of {b} options ranked so far, and the order moves until it finishes":"还在测量——已排完 {a}/{b} 个选项，排序在结束前会一直变动","stop":"停止","stop computing":"停止计算","stop counting this browser":"不再统计这个浏览器","stop submitting":"停止提交","stopped":"已停止","stopped — nothing was measured":"已停止 —— 没有测出任何结果","stored damage seeds":"已存入的伤害种子","submitted by players, scored here — read-only":"玩家提交，由我们自己跑分 —— 只读","subsets":"子集","sum":"求和","summoned at":"召唤时","switching into or out of the Incarnon form fully reloads the normal magazine, which is a free reload the sim does not give you":"进出灵化形态都会把普通形态的弹匣装满 —— 这是一次白送的装填，模拟没有给你","synced":"已同步","synced to your account - click to keep it on this browser only":"已同步到账户 —— 点一下改为只存在这个浏览器","take it out of the bar — the board keeps it":"从栏里拿掉 —— 榜单上它还在","taken":"实际承受","takes every type as written":"所有伤害类型都按原样结算","target's own multiplier":"目标自身的伤害倍率","task taken":"领到任务","tasks finished today":"今天算完的任务","testing build":"测试配装","text copied":"文字已复制","that share link could not be found":"找不到这条分享链接","that share link could not be read":"这条分享链接读不出来","that share link is for a weapon this build of the site does not have":"这条分享链接指向本站还没有的武器","the +1 slot — pool = slot options, req = pin one; nothing marked = the slot stays empty":"专用槽 —— 候选池 = 该槽的可选项，必带 = 钉死一张；一张都不标 = 该槽留空","the 1-damage floor":"1 点伤害下限","the FIVE-KILL GATE is not modelled — in game this alt-fire has to be earned with five kills from the primary fire before it can be used at all, and this entry fires it from the first second":"五杀解锁条件尚未建模 —— 游戏里这个副射击必须先用主射击拿到五个击杀才能使用，而这个条目从第一秒就能开火","the Incarnon form's route to stacks is not modelled — entering grants 1 and leaving grants one per shell that was missing, on top of a free magazine refill, and played to the edge that is 2 x magazine - 1 stacks in one cycle":"灵化形态那条攒层路线尚未建模 —— 进形态给 1 层，出形态按进去时缺的每一发再给 1 层，还外送一次装满弹匣；打到极限是一个循环 2×弹匣−1 层","the LOADOUT, not what the wielder is doing: off means a full one, which is what the board is scored under. On, this weapon is the only one carried — the Vasto's Lone Gun pays its \"With No Primary Equipped\" half, and every \"On Equip from Primary\" or \"while Holstered\" clause becomes impossible rather than merely unmodelled":"配装本身，而不是使用者在做什么：关闭时表示带着完整的一套武器，榜单也是按这个跑分的。开启后这把枪就是身上唯一的武器——瓦斯托的「孤枪」会付出它「未装备主武器时」的那一半，而所有「从主武器切换时」「收枪状态下」的词条则从「没做建模」变成「根本不可能触发」","the STANCE SLOT is not modelled: these four ground combos are Crushing Ruin's, transcribed from its published table, and equipping a different hammer stance would script them differently — the engine has no way to hear that yet, so a build on Shattering Storm or Fracturing Wind reads this one's numbers":"架势槽位尚未建模：这四套地面连段用的是「粉碎废墟」（Crushing Ruin）的公开数据，换成别的锤类架势会得到完全不同的连段脚本，而引擎目前听不到这件事——所以装「碎裂风暴」或「碎风」的配装读到的仍是这一套的数字","the account syncs {n} of these already, its allowance - turn another off. This browser keeps saving it, and Export takes your saved items anywhere.":"账户已同步 {n} 个，达到额度 —— 关掉其他某一项的同步。这个浏览器照常保存，用「导出」可以把保存的内容带到任何地方。","the address answered, but listed no models":"地址有响应，但没有列出任何模型","the aimed target":"被瞄准的目标","the analysis failed":"分析失败","the base fight did not measure":"基准场景没能测出结果","the beam CHAINS to 2 more enemies within 9 m at 50% of the main beam's damage each — one target here, so it is worth exactly nothing (UNMODELLED.md §one target). It is the largest thing this weapon does in a room and the reason it was nerfed from 4 chains to 2":"光束会连锁到 9 米内另外 2 个敌人，各承受主光束 50% 的伤害 —— 这里只有一个目标，所以它的价值恰好为零（UNMODELLED.md §单目标）。这是这把武器在一个房间里最大的作用，也是它从 4 段连锁被削到 2 段的原因","the beam's 29 m range and its pinpoint accuracy, which this fight has no distance to spend":"光束 29 米的射程和它的极高精度 —— 这场战斗没有距离可以消耗它们","the best builds on the board":"查榜单上最好的配装","the board could not judge this build":"榜单无法判断这套配装","the board would not take this build, so nothing was sent":"榜单不会收这套配装，所以没有提交","the board's best riven-free build for each ruler":"榜单上每把尺子下最好的无裂罅配装","the body the weapon was on":"武器瞄准的那一具","the bonus this copy came out of its Lich with — added as the weapon's own BASE damage, so elemental mods and status scale with it":"这把枪从它的 Lich 那里带出来的加成——作为武器自身的基础伤害加上去，所以元素 MOD 和异常都会跟着放大","the build and its rivens — no fight and no measurement, so opening it leaves the reader's own scenario untouched":"只有这套配装和它的裂罅 —— 不带场景，也不带测量结果，所以对方打开它，他自己的场景设置不会被动过。","the build is sent — the weapon, its mods, evolutions and arcanes. No account, no names and no score.":"发送的是配装——武器、MOD、进化和赋能。不含账号、名字和分数。","the build this page is about":"这个页面说的那套配装","the build with only these parts did not run":"只装这些部件的配装跑不起来","the by-round reload is not modelled — 0.8 s to start, 0.4 s a shell, 0.5 s to finish, interruptible at any point, and the sim reloads the whole magazine in one 3.7 s block":"逐发装填尚未建模 —— 起手 0.8 秒、每发 0.4 秒、收尾 0.5 秒，中途随时可打断，而模拟把整个弹匣算成一次 3.7 秒的装填","the by-round reload is not modelled — this weapon refills a shell at a time and the reload can be interrupted, and the sim reloads the whole magazine":"逐发装填尚未建模 —— 这把枪一次装一发、装填过程可被打断，而模拟一次装满整个弹匣","the by-round reload is now modelled — what is NOT is the INTERRUPTION: in game you can fire mid-reload and keep the shells you have loaded, and here a reload runs to the end":"逐发装填已经建模 —— 还没建模的是「打断」：游戏里可以装到一半开火、已经上膛的那几发算数，这里一次装填会走完","the calculator stopped":"计算器中断","the card shows the build; the link beside it opens the same build, and never touches the reader's own scenario":"卡片展示的是这套配装；旁边的链接打开的是同一套配装，不会动对方自己的场景","the card states this and the game does not do it — measured, and the simulation matches the game rather than the card":"卡面写了这一条，而游戏并不执行 —— 实测所得，模拟器跟随的是游戏而不是卡面","the compute contribution rankings":"算力贡献榜","the conditions the result was measured under":"测出上面结果时的条件","the darker a body, the more damage it took":"颜色越深，承受的伤害越多","the default is read-only":"默认是只读的","the early part of this chat was summarised to save space":"较早的对话已整理成摘要，以节省上下文","the elite variant: more health, and a pool of Overguard in front of it":"卓越者变体：更高生命，且生命前面还有一层超宏防护","the fewest a searched build may carry — 0 imposes no floor of your own, and the marks below still impose theirs; set both ends to 8 to search only full builds":"一套被搜索的配装最少装几张 —— 0 表示你不加下限，下面的标记仍然有它们自己的下限；两端都设成 8 就只搜满配装","the fewest a searched build may carry — set both ends to 8 to search only full builds":"一套配装最少带几个 —— 两端都设成 8 就只搜满配装","the fight":"这场战斗","the fight these numbers are measured in — the quick calc runs the Simulator's own scenario, so switch it there and every chip follows":"这些数字是在哪场战斗里测出来的 —— 快速计算跑的就是模拟器当前的场景，去那边切换，每个标签都会跟着变","the fight's":"跟随这场战斗","the first time downloads the reader, about 30 MB":"第一次使用要下载识别模型，约 30 MB","the floor every board is scored on":"所有榜单都按它评分","the floor — {n} on it, as the fight opened":"场地 —— 开打时站了 {n} 具","the full build against the full build without this part":"全装对比全装但拿掉这一个","the gain of your own riven":"算你自己的裂罅收益","the innate INFINITE punch-through is not modelled — this fight has one target, and a wave that passes through a corridor of enemies is most of what this weapon is":"自带的无限穿透尚未建模 —— 这场战斗只有一个目标，而一道波穿过整条走廊的敌人才是这把武器的大半价值","the innate infinite body punch-through is not modelled — this fight has one target, so it changes no number, and it is why Dual-Mode Chamber's +4 m adds nothing either":"自带的无限躯干穿透尚未建模 —— 这场战斗只有一个目标，所以它不改变任何数字，双模式弹膛的 +4 米穿透同样如此","the innate {m} m punch-through is not modelled — this fight has one target, so it changes no number":"自带的 {m} 米穿透尚未建模 —— 这场战斗只有一个目标，所以它不改变任何数字","the last calculation did not finish":"上一次计算没有跑完","the last six hours' average":"近 6 小时平均","the line":"达标线 %","the link carries the build, its rivens, the fight it was measured in and the measurement — opening it saves a new copy of each":"链接带上了配装、它装的裂罅、测它用的那场战斗，以及测出的数字——对方打开会各存一份新的，不会覆盖他原有的","the link still opens the build alone; your result travels beside it, shown as yours":"链接打开后仍然只导入配装；你的结果随链接一起显示，并注明是你测得的","the most a searched build may carry":"一套配装最多带几个","the multipliers below multiply to":"下面的倍率连乘等于","the official rulers — the same fight on every weapon":"官方标尺 —— 每把武器都是同一场战斗","the official test scenario — the same fight on every weapon, so results compare":"官方测试场景 —— 每把武器都是同一场战斗，结果之间可以比较","the pin beside a position FIXES it: this start's answer always keeps it, and the search never changes it":"位置旁边的图钉 = 固定：这个起点的答案一定包含它，搜索不会改动它","the player does not move or aim by hand here":"这里的玩家不移动，也不手动瞄准","the pool ran out":"这一条血用完了","the progenitor element — pool = searched, req = pin one":"始祖元素——pool 表示纳入搜索，req 表示钉死一个","the record is open in its own window":"战斗记录已在它自己的窗口里打开。","the reload-from-empty penalty that pays for it: an innate -20% Reload Speed, taking the 1.7 s reload to 2.125 s. Not applied, because what it buys is not either":"为那枚榴弹买单的空匣换弹惩罚：自带 -20% 换弹速度，把 1.7 秒的换弹拖到 2.125 秒。这里没有施加，因为它买到的东西这里也没算","the reload-from-empty penalty that pays for them: an innate -20% Reload Speed, additive with Quickdraw, taking the 1.7 s reload to 2.125 s. Not applied, because what it buys is not either":"为那些榴弹买单的空匣换弹惩罚：自带 -20% 换弹速度，与「快速拔枪」加算，把 1.7 秒的换弹拖到 2.125 秒。这里没有施加，因为它买到的东西这里也没算","the replay did not run":"复核没能运行","the roll itself — the random multiplier this stat drew, 0.900 to 1.100":"这条词条掷出的随机倍率本身，范围 0.900 到 1.100","the run still does all of these and the score still counts them — only the buffs they would trigger are off":"这些行为照样会发生、照样计分 —— 只是它们本该触发的增益不再触发","the same build — the difference is how the riven rolled":"同一套配装 —— 差别只在裂罅的数值","the same fight on every weapon, so results can be compared. It cannot be edited.":"每把武器都是同一场战斗，所以结果之间可以比较。它不可编辑。","the same fight on every weapon, so results can be compared. It cannot be edited: use ⧉ on its chip to copy it into a scenario of your own.":"每把武器都是同一场战斗，所以结果之间可以比较。它不可编辑：点它标签上的 ⧉ 复制成一份你自己的场景。","the same on every weapon. It cannot be edited.":"每把武器都一样，不能编辑。","the same total, split several ways":"同一个总数的几种拆分","the scenario the simulator is set to":"模拟器当前选中的场景","the search ran out of budget, so this is the best found rather than the best there is":"搜索量超出预算，这是找到的最好结果，不一定是最优","the search ranked nothing":"搜索没有得出任何配装","the search ranks by kills — the scenario's {m} measure applies to the simulator":"搜索按击杀排名——场景里的 {m} 指标只作用于模拟器","the seat the open build sits in":"当前打开的这套配装所在的位置","the server is checking":"服务器核对中","the sim does not model this yet, so its number against this target is optimistic":"模拟还没有实现这条机制，所以对这个目标算出的数字偏高","the simulator refused this build — see the build's own card":"模拟器拒绝了这套配装 —— 看它自己的卡片","the simulator's — every candidate is scored under it, and it is edited over there":"用的是模拟器的战斗 —— 每个候选都在它下面计分，要改请去模拟器","the simulator's, shown read-only — every candidate is scored under it, and it is edited over there":"模拟器的那一场，这里只读 —— 每个候选都在它下面计分，而它在那边编辑","the spool-up is not modelled — this entry fires at the fully spooled rate from the first round":"预热尚未建模 —— 这个条目从第一发就按预热完成后的射速开火","the squad's mod — it is the fight's, never the build's, so it cannot reach the board":"小队的光环 MOD —— 它属于**战斗**，不属于配装，所以它进不了排行榜","the stacks never expire — they still start where you set them and still build on every trigger":"层数不会过期——仍然从你设定的层数开始，也仍然会随触发继续叠加","the stacks the run STARTS with — the fight still grants and decays them on their own triggers":"这里设的是开战时的层数 —— 战斗中该触发的仍会照常触发、该衰减的也照常衰减","the starts and the limits — what a search preset saves, with the runs per candidate":"起点和限制 —— 搜索预设保存的就是这些，外加每个候选跑几场","the target a squad of this size meets — it is a fatter enemy, not more guns: one weapon still fires, and what is ranked is how much of it yours takes off":"这个人数的小队会遇到的目标——它只是更厚的敌人，不是更多的枪：开火的仍然只有一把武器，排名比的是你这一把能把它削掉多少","the target's armour, column and attenuation":"目标的护甲、易伤列与衰减","the ticked builds do not all fit that layout":"勾选的配装装不进这组极性","the ticked builds must fit too":"同时装下一起规划的配装","the time budget ran out before every start settled — strong builds, short of what those starts reach":"时间预算用完时还有起点没收敛 —— 结果不错，但还没到这些起点能到的最好","the volunteers' devices":"志愿者的设备","the weapon's printed panel":"就是武器面板上印的那样","the whole list ({n} more for other weapons)":"完整清单（另有 {n} 张属于其他武器）","the whole squad — {n} builds acting together, so it is not a board figure":"整队合计 —— {n} 套配装一起出手，所以这个数不是榜单口径","the wielder before the overrides below — every board is scored on the Prototype":"下方覆写之前的使用者数值 —— 所有榜单都按原型评分","the wielder's state: mods that only pay while Invisible (Spectral Serration) grant nothing when this is off":"使用者状态：只在隐身时生效的 MOD（幽魂锯齿）关掉这个就什么都不给","the wielder's state: what a card means by \"With Channeled Ability active\". The ability must DRAIN ENERGY over time — Desecrate, Haven and an empty Gloom do not count":"使用者状态：卡面上说的「引导类技能生效中」指的就是这个。技能必须是持续耗能的——亵渎、庇护所、以及周围没有敌人时的阴郁都不算","the wielder's state: what a card means by \"With Melee Weapon Equipped\". It means the weapon is DRAWN — a quick-melee swing out of a gun does not satisfy it. Every ruler runs it drawn":"持握者的状态：卡面上「With Melee Weapon Equipped」指的就是这个。它要求武器**已经抽出来**——从枪上打出的快速近战不算。所有官方标尺都是抽出状态","the wielder's state: what a card means by \"With Overshields\". Nothing here takes them away, so it is a declaration":"使用者状态：卡面上说的「拥有超量护盾时」指的就是这个。这里没有任何东西会打掉它，所以它是一个声明而不是战斗里的变量","the wielder's state: what a card means by \"while Aim Gliding\" — held for the whole engagement, and airborne too":"使用者状态：卡面上说的「飞身瞄准时」指的就是这个——整场战斗都保持，同时也算滞空","the wielder's state: what a card means by \"while Airborne\"":"使用者状态：卡面上说的「滞空时」指的就是这个","the wielder's state: what a card means by \"while Sliding\" — held for the whole engagement":"使用者状态：卡面上说的「滑行时」指的就是这个——整场战斗都保持","these are granted, not found: this engine models no movement, no survival and no missed shot you would have missed":"这些是直接给定的，不是算出来的：本引擎不模拟走位、不模拟生存，也不会替你打空一枪","these procs cannot land on this unit — the other damage types take over their share of the status roll":"这些异常打不到这个单位身上 —— 它们那份触发概率由其余伤害类型接管","these procs cannot land — the other types take over their share of the roll":"这些异常打不上去 —— 它们那份触发概率由其余属性接管","these procs still land and still count for Condition Overload — this unit simply ignores what they do":"这些触发照常上、也照常计入异况超量 —— 这个单位只是无视它们的效果","this ability lets you pick the element — the gear wheel in game":"这个技能可以自选元素——游戏里那个装备轮盘","this ability's numbers are not transcribed yet":"这个技能的数值还没有录入","this acts on something a weapon-damage simulator has none of — Warframe energy, enemy behaviour, movement — so it would change no number here":"它作用于武器伤害模拟器根本没有的东西——战甲能量、敌人行为、移动——所以就算实现了，这里的任何数字也不会变","this analysis is of another build or fight — analyse again to update it":"这份分析对应的是另一套配装或另一场战斗 —— 重新分析才会更新","this aura does not stack with itself across the squad":"这个光环在小队内不与自身叠加","this browser will not copy images — use download":"这个浏览器不支持复制图片，请用下载","this browser will not say how many cores it has, so 4 is assumed — the share still applies":"这个浏览器不肯说自己有几个核心，所以按 4 个估算 —— 比例设置照常生效","this browser's storage is full - the change is on screen but was not saved":"这个浏览器的存储空间满了 —— 改动在屏幕上，但没有保存下来","this build":"当前配装","this build is already on the board ({row}) — nothing was sent":"这套配装已经在榜上了（{row}），所以没有上传。","this build's output in this fight":"这套配装在这场战斗中的输出","this cannot pay out in a one-target fight — it is an edge of the model, not a gap in it":"这在单体战斗里不可能产生收益 —— 它是模型的边界，不是模型的缺口","this chat":"本对话","this chat neither reads nor writes memory, and is not kept":"这次对话不读也不写记忆，也不会保存","this device":"这台设备","this fight":"这一场","this fight can rule otherwise for the whole class, and that is what this box writes":"本场景可以为整个类别定下相反的规则，这个勾选框写的就是它","this fight, one bucket a second":"这一场，每秒一格","this instance's modded damage":"这个实例改装后的伤害","this is as good as the top option — the gap between them is smaller than either answer's own width, so the order between them is the dice":"这个和第一名一样好——它们之间的差距比任一答案自身的误差还小，所以谁排前面是掷骰决定的","this is the aimed enemy, and what the place tool puts down. Enemies already on the floor keep the unit they were placed with.":"这是被瞄准的敌人，也是放置工具会放下的单位。已经在场上的敌人保持放置时的单位。","this is the aimed enemy, and what the place tool puts down. {n} already on the floor keep the unit they were placed with.":"这是被瞄准的敌人，也是放置工具会放下的单位。场上已有 {n} 个保持着各自放置时的单位。","this matches the live game and is a bug — DE may patch it, and the number here changes when they do":"这与现在的游戏一致，但它是个 bug——DE 随时可能修，修了这里的数字就会变","this one fight, at the playhead":"这一场，在播放头所在的时刻","this option did not re-roll the fight — run for run it scaled the same fight, so this comparison is exact":"这个选项没有让战斗重新掷骰——每一次运行它都是把同一场战斗按同一个倍数放大，所以这次比较是精确的","this option re-rolls the fight, so its answer is only good to ±{x} — raise the run count to narrow it":"这个选项会让这场战斗重新掷骰，所以它的答案只精确到 ±{x} —— 提高运行次数可以收窄它","this part alone against none of the chosen parts":"只装这一个对比选中的部件一个都不装","this result was saved before the record existed — run the fight again to read it":"这个结果是在战斗记录之前保存的 —— 重新运行一次就能读它的记录","this result was stored without its build — run it again to send it":"这条结果保存时没有带上配装 —— 重新跑一次才能交给优化器","this run measured {v} — #{n} of {of} in {group}, against the board as it stands":"这次跑出 {v} —— 以当前榜单为参照，在 {group} 里排第 {n}，同组共 {of} 套","this stance publishes no timing for this combo, so it is not modelled — pick another combo or another stance":"这张架势的这个连段没有公布时长，所以未建模——请换一个连段或换一张架势","this target dispels it — nothing ticked here is running against it":"这个目标会把它驱散 —— 对它而言这里勾选的都没有生效","this target nullifies Warframe abilities — it pulses every 5 seconds and dispels everything in range, so none of these are running and the sim scores it that way":"这个目标会驱散战甲技能 —— 它每 5 秒脉冲一次、清除范围内的一切,所以下面勾选的都没有生效,模拟也是按没有生效来算的","this unit's faction takes more or less of these damage types, whatever its armor and shields do":"这个单位所属阵营对这些伤害类型更脆弱或更抗性，与它的护甲和护盾无关","this weapon":"当前武器","this weapon cannot be resupplied — once its reserve is gone it is removed for five minutes, so the setting has nothing to stand in for":"这把武器无法补给——储备打光后会被收回，五分钟后才能再次召唤，所以这个选项没有可代表的东西","this weapon has no ammo reserve to run out of":"这把武器没有会耗尽的备弹","this weapon is never holstered during the fight":"战斗中这把武器从不收起","this weapon's cards only":"只看这把武器的卡","this weapon's passive is not modelled yet":"这把武器的被动尚未建模","this weapon's passive is not modelled yet — the numbers below are a floor, not its full output":"这把武器的被动尚未建模——下面的数字是下限，不是它的完整输出","this works, and its own card describes it wrongly — the simulation follows the game":"这一条是生效的，但它自己的卡面描述有误 —— 模拟按游戏实际行为计算","through to health":"穿透到血量","tied":"并列","tier {n}":"第 {n} 层","time":"时间","time computing today":"今天在线计算时长","too large to sync":"太大，无法同步","total":"合计","transform begins":"变形开始","transform ends":"变形结束","transmuted":"灵化","turn automatic submission off":"关闭自动投稿","turn automatic submission on":"开启自动投稿","two of the second input's five hits force Slash; the five land as one row here, so none of them is forced — the conservative direction":"第二次输入的五下里有两下强制切割；这里五下作为一行同时结算，所以一下都不强制——偏保守的方向","typed for this fight":"本场手动设置","typical":"通常","unconfirmed":"待确认","unconfirmed on this weapon: {stats}":"在这把武器上未确认：{stats}","unconfirmed — no card of this riven family says whether it rolls":"未确认——这个裂罅家族还没有卡能说明它出不出","under an hour":"不到 1 小时","undo (Ctrl+Z)":"撤销（Ctrl+Z）","undone":"已撤销","unequipped":"已卸下","unintended, modelled as it plays":"非本意，按实际表现建模","units":"格","unknown":"原因不明","unpin: trimmed with the rest":"取消钉住：和其他记录一起按数量清理","untitled":"未命名对话","unworn is searched beside them":"「不带」也会和它们一起搜","updated {t}":"更新于 {t}","uploaded — it is scored on the fight you ran first, then in every mode of this weapon, on every board that takes it":"已上传——先在你跑的这一场评分，再按这把武器的每个模式、在每块收它的榜上评分","uptime":"在场","use as a new start":"当作新起点","version":"版本","volunteers {n} ({p}%)":"志愿者 {n}（{p}%）","vs":"对","vs the best riven-free build":"对比不带裂罅的最佳配装","waiting":"等待中","waiting for another device · about +{n}":"等另一台设备确认 · 约 +{n}","weak-point hits":"弱点命中","weak-point hits in a row":"连续弱点命中","weak-point hits, counted per pellet":"弱点命中（按弹丸计）","weak-point kills":"弱点击杀","weakest ruler":"最差的基准","weakpoint hits":"弱点命中","weapon":"武器","what Nona can do":"看九九的指令说明","what a room-clear is paced by, as opposed to a long fight":"清房间的节奏，而不是一场长时间的战斗的节奏","what each part multiplies the result by":"每个部件让结果变成几倍","what each thing acting in this fight dealt":"这场战斗里每一个会行动的单位各打出多少","what happened to this run, and what can be done with it":"这次运行的处理结果，以及后续操作","what is not modelled ↗":"哪些东西没有建模 ↗","what it came from":"伤害来自","what the fight hands this weapon — a squadmate's Roar, your own frame's, an arcane or a companion's precept — assumed up while ticked. WHEN an ability is cast is the action priority list's question and not this block's":"战斗给这把武器的加成——队友的战吼、你自己 Warframe 的技能、赋能或同伴的专属 MOD——勾选即视为一直生效。技能什么时候施放由行动优先级列表决定，不归这里管","what the run is judged by — the headline number and the picker's gain scan both follow it":"这次模拟以什么为准 —— 主数字和选择器的提升排序都跟着它","what the search is allowed to assume":"这次搜索被允许做哪些假设","what the wielder is doing, and what others hand them — a ticked number replaces the wielder's own":"使用者在做什么，以及别人给的加成 —— 勾选的数值会替换使用者自己的","what the {n} builds here carry: how many carry each piece, and the best of them":"这里 {n} 个配装用了什么：每一件有多少配装带它，以及带它的最好配装","what this run is allowed to assume":"这次模拟被允许做哪些假设","what this weapon's number does not account for":"这把武器的数字没算进去的东西","what to look through, and how hard to look — all of it, and only it, is what a search preset saves":"要搜哪些东西、搜得有多狠 —— 这个框里的全部，也只有这些，才是一份搜索方案保存的内容","what to read off the run — the scenario's own term, so an official ruler pins it":"从这次运行里读什么——这是场景自己的条款，所以官方标尺会把它锁住","what to search, and how hard — the fight is the simulator's":"搜什么、搜得多狠 —— 这场战斗是模拟器的","what was on the target — a respawn is the same target, so its stacks drop to zero and climb again":"目标身上挂着什么 —— 重生仍算同一个目标，所以层数会归零再爬起来","what would trigger it triggers no buff in this fight, so it stays at zero all run":"本场里能触发它的那种行为不再触发任何增益，所以它整场停在 0 层","what you don't have, or must have — mods, arcanes, evolutions, riven stats":"你没有的、或必须要有的——MOD、赋能、进化、裂罅属性","when stronger":"更强时重放","where it came from":"从哪来的","where it saves a Forma":"能省 Forma 时才用","where the number comes from":"这个数字怎么来的","where the tick lands":"跳伤落点","where the weapon is fired — it changes reload and ammo, nothing else":"武器在哪里开火 —— 它只影响装填和弹药，其余不变","where this roll landed in its 0.9-1.1 band":"这条词条的随机值在 0.9-1.1 区间里的位置","while firing":"扣着扳机时","while the weapon is in its base form charging the Incarnon gauge, every hit is a headshot; once it transforms, the headshot % beside this applies":"武器处于基础形态、正在攒灵化条时，每次命中都算爆头；变身之后按旁边的爆头率打","while this is on, dragging a body moves it instead of scrolling the page":"打开后，拖动身体会移动它，而不是滚动页面","who dealt it":"谁打的","who you are shooting at, where, and for how long":"你在打谁、在什么条件下、打多久","whole fight":"整场","whose":"看谁","wiki":"维基","work it out":"计算","workers":"计算线程","working on a copy":"在副本上操作","working…":"计算中…","write my own column (0 = takes none of that type)":"自己写一列（0 = 该属性一点伤害都吃不到）","yes":"是","your Warframe's Ability Strength, as the arsenal shows it — every value below is this times the wiki's max-rank number":"你战甲的技能强度，就是军械库里显示的那个数——下面每一个数值都是它乘以 wiki 的满级数值","your Warframe's MAX energy — Primary Overcharge turns 35% of it into multishot. 0 = no frame":"你战甲的能量上限 —— 主要过载把其中 35% 转成多重射击。填 0 表示没有战甲","your Warframe's armor, buffs included — Primary Bulwark pays +1% damage per point past 1,000. 0 = no frame":"你战甲的护甲值，含增益 —— 主要壁垒每超出 1,000 点给 +1% 伤害。填 0 表示没有战甲","your Warframe's shields, buffs included":"战甲的护盾，含增益","your Warframe's sprint speed — several Incarnon perks pay only at 1.2 or higher, and the slowest frame is 0.9":"你的战甲冲刺速度 —— 有几个灵化天赋要求 1.2 或更高才生效,而最慢的战甲是 0.9","your account":"你的账号","your first change is saved as":"第一次改动会存为","your rules, and the builds that share these polarities":"你的规则，以及共用这组极性的配装","yours, not the fight's — the boards score at 1,000":"这是你的设置，不属于这场战斗——榜单按 1,000 次跑分","zk weapon [ruler] [stats] [count]: the rivens the board has measured for this weapon, against its best build without one.":"zk 武器名 [基准] [词条] [数量]：查看榜单上这把武器测过的裂罅，和不带裂罅的最佳配装作对比。","{a} of the {b} numbers this fight popped":"这一场弹出的 {b} 个数字里的 {a} 个","{a} of {n} confirmed":"已确认 {a} / {n}","{a}s to {b}s of the fight":"战斗的 {a}s 到 {b}s","{a}–{b} of {n}":"第 {a}–{b} 行，共 {n} 行","{b} builds, {s} fights":"{b} 套配装，{s} 场战斗","{d} of {n} starts settled":"{d}/{n} 个起点已收敛","{form} ({how})":"{form}（{how}）","{form} ({secs}s charge)":"{form}（蓄力 {secs} 秒）","{form} cycle":"{form}循环","{form} cycle ({base})":"{form}循环（{base}）","{form}, detonated":"{form}·引爆","{form}, left to fly out and back before the next one; nothing explodes.":"{form}，等它飞出去再飞回来才投下一次；不引爆。","{form}, then detonated in flight where the explosion catches the most enemies: the throw earns the combo counter and the explosion spends it, multiplied by it.":"{form}，然后在空中爆炸能波及最多敌人的位置引爆：投掷命中积攒连击计数，爆炸消耗它并吃它的倍率。","{k} parts → {s} subsets × {n} runs = {f} fights":"{k} 个部件 → {s} 个子集 × {n} 次 = {f} 场","{name} (conflict)":"{name}（冲突副本）","{name} (imported)":"{name}（导入副本）","{name} was changed on another device too; both are kept":"{name} 在另一台设备上也被修改过；两份都已保留","{name} was changed on another device, so it is kept":"{name} 在另一台设备上被修改过，因此保留下来","{name} was deleted on another device; your changes here are kept":"{name} 已在另一台设备上删除；你在这里的修改已保留","{name}'s contribution":"{name} 的贡献","{name}'s place on the three rankings. (*/ω＼*)":"{name} 在三个榜上的位置。(*/ω＼*)","{n} abilities held up":"{n} 个技能常开","{n} begun · each shape is searched from four element starts, and counts once two owners on two networks agree":"已开始 {n} · 每种词条组合都从四个元素起点搜索，两位不同玩家在不同网络上算得一致才算确认","{n} bodies":"{n} 具身体","{n} by the official servers":"{n} 个由官方服务器算出","{n} changes":"改了 {n} 次","{n} could not be sent":"{n} 个发送失败","{n} d":"{n} 天","{n} d ago":"{n} 天前","{n} days left":"还剩 {n} 天","{n} device":"{n} 台设备","{n} devices":"{n} 台设备","{n} devices are computing WFSim together right now":"此刻有 {n} 台设备在一起算 WF模拟","{n} devices computing WFSim together now":"{n} 台设备正在一起算 WF模拟","{n} devices computing together now":"此刻 {n} 台设备在一起算","{n} entries":"{n} 项","{n} fights":"{n} 场战斗","{n} h":"{n} 小时","{n} h ago":"{n} 小时前","{n} in the last 30 days":"近 30 天 {n}","{n} items did not sync":"{n} 项没有同步","{n} items here":"本地 {n} 项","{n} items · {m} synced":"{n} 项 · {m} 项已同步","{n} lanes · cores unknown, assuming {c}":"{n} 条通道 · 核心数未知，按 {c} 估算","{n} linked — they return to the default; click again":"有 {n} 处链接了它，删除后它们回到默认；再点一次确认","{n} min":"{n} 分钟","{n} min ago":"{n} 分钟前","{n} more did not fit":"还有 {n} 个没装下","{n} more statuses this engine models never landed and are not drawn":"这个引擎还模拟另外 {n} 种异常状态，本场一次都没上，因此没有画出来","{n} new items stay on this browser: the account's sync allowance is used":"{n} 个新建项留在这个浏览器：账户的同步额度已用完","{n} new notifications":"{n} 条新通知","{n} numbers popped":"弹出了 {n} 个数字","{n} of them are spins, reaching everything within the weapon's range.":"其中 {n} 击是旋击，触及范围内的敌人全部命中。","{n} of your devices take no compute work until {when}.":"你有 {n} 台设备暂不领取计算任务，{when} 恢复。","{n} of {c} cores":"{c} 核中用 {n} 核","{n} of {m} arcanes":"{n}/{m} 个赋能","{n} of {m} builds":"{n} / {m} 个配装","{n} of {m} capacity even fully forma'd":"极化拉满也要 {n} 容量，上限 {m}","{n} of {m} evolutions":"{n}/{m} 层进化","{n} of {m} mods":"{n}/{m} 个 MOD","{n} of {of} finalists uploaded":"{of} 个决赛配装中已上传 {n} 个","{n} of {total} could not be measured":"{total} 项中有 {n} 项无法测算","{n} of {total} could not be measured — the calculator lost a worker":"{total} 个里有 {n} 个没测出来——计算器丢了工作线程","{n} of {t} entries measured · ranked by {m}":"{t} 个参赛位中已测 {n} 个 · 按 {m} 排名","{n} of {t} shown · scroll for more":"已显示 {n} / {t} · 继续下滑加载更多","{n} open now":"当前开启 {n} 个","{n} reminders fired":"{n} 条提醒已触发","{n} removed devices, their {p} points still counted":"已移除 {n} 台设备，它们的 {p} 积分仍计入总分","{n} required":"{n} 张必带","{n} required, plus at least one pooled":"{n} 张必带，加至少 1 张候选","{n} results":"{n} 个结果","{n} rows of this fight's own ledger — every figure above is their sum, and each one opens":"这场战斗自己的账本里的 {n} 行——上面每个数都是它们加起来的，而且每一行都能展开","{n} s":"{n} 秒","{n} saved items exported":"已导出 {n} 项保存的内容","{n} saved items from this browser were added to your account":"这台浏览器上的 {n} 项已保存内容已加入你的账号","{n} scores computed by players' devices, each agreed by two":"{n} 个成绩由玩家的设备算出，每个都经两台一致确认","{n} selected":"已选 {n} 项","{n} squad auras":"{n} 个小队光环","{n} starts · best {k} · {r} runs a candidate · final round {f} runs":"{n} 个起点 · 取前 {k} · 每个候选 {r} 场 · 最终轮 {f} 场","{n} swings coming to {total}% of base, over {secs}s at 1.0x attack speed.":"共 {n} 击，合计基伤的 {total}%，在 1.0x 攻速下耗时 {secs} 秒。","{n} synced items use this one. On other browsers it will be missing from them.":"有 {n} 项已同步的内容用到了它。在其他浏览器上，这些内容会缺少它。","{n} {what} fill it, and the earned form fires {rounds} before it ends.":"需要 {n} 次{what}才能填满，换来的形态能打 {rounds} 发然后结束。","{os} app — opens instantly, works offline, updates itself":"{os} 桌面版 —— 秒开、可离线、自动更新","{p} points in all — {d} kept on this device, {y} in your account, {o} in another account.":"累计 {p} 分 —— {d} 分留在这台设备，{y} 分在你的账号，{o} 分在另一个账号。","{p}% use it":"{p}% 在用","{runs} fights · {rolls} damage instances rolled, on your own machine.":"{runs} 场战斗 · {rolls} 次伤害判定，全部跑在你自己的机器上。","{runs} fights · {secs}s each · {rolls} damage instances rolled, on your own machine":"{runs} 场战斗 · 每次 {secs} 秒 · 共掷了 {rolls} 次伤害，全在你自己的机器上","{school} mods seated: {n}":"已装 {school} 流派 MOD：{n}","{stat} {value} is outside this weapon's range ({lo}–{hi}); the card may be from before a disposition change. (￣^￣)":"{stat} {value} 超出了这把武器裂罅的范围（{lo}–{hi}）；可能是倾向调整之前的旧卡。(￣^￣)","{sum}% in all · the two never touch":"合计 {sum}% · 两边互不影响","{sum}% in all · while both run, they share in proportion":"合计 {sum}% · 同时运行时按比例分配","{s} subsets × {n} runs":"{s} 个子集 × {n} 次","{s}'s answer with":"{s} 的答案里","{s}s left":"还需 {s} 秒","{t} of core time":"各核心合计 {t}","{what} is open — {left} left":"{what} 已开启，剩余 {left}","{what} — the board takes a weapon built as far as it goes, so this one is not sent":"{what} —— 榜单收的是这把武器的最努力配置，所以这一份不会提交","{who} does not fit even fully polarized":"{who} 就算极性全配也装不下","{w} with this riven: {shown}, {gain} against the best build without one. Thanks to {who} for searching it! (⁄ ⁄•⁄ω⁄•⁄ ⁄)":"{w}带这张裂罅：{shown}，对比不带裂罅的第一名 {gain}。谢谢 {who} 帮九九算的！(⁄ ⁄•⁄ω⁄•⁄ ⁄)","{w} · Riven Analyst":"{w} · 裂罅分析","{w} · Riven gain":"{w} · 裂罅收益","{w} · top {n} builds":"{w} · 榜单前 {n} 配装","{w} · top {n} riven builds":"{w} · 榜单前 {n} 带裂罅配装","{x} / {y} experience to rank {n}":"{x} / {y} 经验，升到 {n} 段","{x} is excluded":"{x} 已被排除","{x} of {y} minted today (UTC)":"今日已铸 {x} / {y}（UTC）","{x}: more cards than the limit of {n}":"{x}：超过了最多 {n} 张的限制","{x}: the exilus is left empty":"{x}：Exilus 设为留空","{x}: the seat is left empty":"{x}：这个赋能槽设为留空","· scored {t} ago":"· 上次评分在 {t} 前","· {n} more submitted since this board was scored":"· 这块榜评分之后又有 {n} 套配装提交进来","· {n} rows still being measured":"· 还有 {n} 行正在测","×1 on a partial reload":"×1，未打空时换弹扔出","×1 on a reload from empty":"×1，空弹匣换弹时扔出","×1, 5 m radius":"×1，5 米半径","×1, 7 m radius":"×1，7 米半径","×3 on a partial reload, 45° fan":"×3，未打空时换弹扔出，45° 扇形","×3 on a reload from empty, 45° fan":"×3，空弹匣换弹时扔出，45° 扇形","×3, 3 m radius":"×3，3 米半径","×3, 5 m radius":"×3，5 米半径","— an Umbra mod pays full drain while Umbra Forma is off":"—— Umbra Forma 关闭时，Umbra MOD 按全额消耗","“{word}” names more than one stat; give each its own number. (・_・;)":"「{word}」包含不止一条词条，每条要分开写各自的数值。(・_・;)","“{word}” says positive and negative at once; give one. (・_・;)":"「{word}」又说是正面又说是负面，只能选一个。(・_・;)","…as a card →":"……做成一张图 →","≈ {n} points":"约 {n} 分","① Starts":"① 起点","② Limits":"② 限制"},"warframe_abilities":{"absorb":"聚合吸收","aegis_storm":"神盾风暴","airburst":"空爆","amp":"强音增幅","antimatter_drop":"反物质释放","aquablades":"水形之刃","arcsphere":"电弧球","artemis_bow":"月神狩弓","astral_shell":"星壳","avalanche":"雪崩","axios_javelin":"崇敬标枪","balefire":"野火燎原","ballistic_battery":"弹道蓄能","banish":"放逐","bastille":"力场牢狱","blade_storm":"剑刃风暴","blaze_artillery":"炽烈炮击","blazing_chakram":"乾坤火圈","blessing":"祝福","blood_altar":"鲜血祭坛","bloodletting":"祭血仪式","breach_surge":"裂口涌流","brightbonnet":"亮帽菇","brimstone":"硫磺","bunraku":"人偶戏","cataclysm":"灾变","catalyze":"催化刺激","cathode_grace":"阴极泰来","celestial_clash":"天体冲突","celestial_twin":"天圣双身","chaos":"精神混乱","chyrinka_pillar":"辐射柱体","cloud_walker":"筋斗游云","coil_horizon":"旋爆视界","collective_curse":"群体诅咒","condemn":"责难束缚","containment_wall":"核控壁垒","coronal_ejection":"日冕抛射","covenant":"庇佑圣约","crucible_blast":"堆芯迸发","crush":"粉碎","crystallize":"晶化生长","danse_macabre":"死亡之舞","dark_verse":"暗之诗句","decoy":"诱饵","defy":"死命顽抗","demonium":"魔群","desecrate":"亵渎","desiccation":"枯沙竭血","desolate_hands":"离手戏法","discharge":"电能释放","disometric_guard":"辐量防护","dispensary":"后勤支援","divine_spears":"圣火尖枪","doom":"厄运","dread_mirror":"恐惧魔镜","eclipse":"黯然失色","effigy":"利欲龙骸","electric_shield":"电力屏障","elemental_ward":"元素之护","elude":"巧躲","empower":"强化","energized_munitions":"充沛军需","energy_vampire":"能量吸取","ensnare":"束缚陷阱","enthrall":"奴役意志","evade":"闪避","event_horizon":"事件视界","exalted_blade":"显赫刀剑","exalted_shadow":"显赫幽影","exalted_solo":"显赫独奏","expedite_suffering":"瞬时苦痛","fangs_of_raksh":"亚克什之牙","feast":"大快朵颐","final_stand":"终极之战","final_verse":"最终诗篇","fire_blast":"火焰冲击","fire_walker":"风火飞轮","fireball":"火球","forced_perspective":"强制透视","fractured_blast":"碎裂晶爆","freeze":"冻结","fusion_strike":"融合打击","gloom":"惨淡","glory_on_high":"至高荣耀","golden_instinct":"黄金本能","grasp_of_lohk":"虚空之握","grave_spirit":"墓灵","gravitic_slash":"重力斩","grenade_fan":"手雷散射","hall_of_mirrors":"镜厅","hallowed_ground":"神圣领域","haven":"和平之地","hideous_resistance":"狰狞抵抗","hysteria":"狂化爆发","ice_wave":"冰浪","immolation":"浴火献祭","infernalis":"炼狱火","inferno":"地狱烈焰","infested_mobility":"感染敏捷性","invisibility":"隐形","iron_skin":"钢化皮肤","jade_stars":"翠玉之星","kinetic_plating":"动能镀层","kumihimo":"命运编织","landslide":"土石坍方","lantern":"幻灯","larva":"幼体","lethal_progeny":"致命后裔","light_verse":"明之诗句","lights_judgment":"圣光审判","lights_sanctuary":"光之圣域","link":"链接","lull":"镇静","lycaths_hunt":"莱卡斯之猎","mach_rush":"马赫冲驰","magnetize":"磁吸力场","mallet":"槌音铮鏦","marked_for_death":"死亡标记","mass_vitrify":"广域玻璃化","masters_summons":"主人的召唤","mend_maim":"补愈－致残","mercys_kiss":"仁慈之吻","merulina":"浪漪珊瑚","mesmer_skin":"催眠外表","metamorphosis":"昼夜交替","metronome":"谐韵节拍","miasma":"瘴气","mind_control":"精神控制","minelayer":"布雷器","molecular_prime":"分子填充","molt":"蜕皮","navigator":"导向抛体","neutralize":"肃清","noctua":"夜枭","nourish":"消化滋养","null_star":"湮灭流星群","omamori":"御守","omikuji":"御神签","ophanim_eyes":"座天使之眼","ophidian_bite":"毒蛇之咬","overdrive":"超负荷","pacify_provoke":"轻抚－激怒","paralysis":"瘫痪","parasitic_armor":"寄生护甲","parasitic_link":"寄生链接","peacemaker":"和平使者","penance":"苦行加护","perspicacity":"洞察力","petrify":"石化凝视","photon_strike":"光子轰击","pillage":"掠夺","plein_air":"户外写生","plunder":"劫掠","polarize":"护盾极化","preserving_shell":"封存护壳","primal_fury":"原始狂怒","prism":"棱镜","prismatic_gem":"棱彩宝石","prowl":"潜影猎手","psychic_bolts":"精神飞刃","pull":"吸引","pulverize":"肉弹碾压","pyrotechnics":"烟火","quiver":"战术箭袋","radial_blind":"广域致盲","radial_disarm":"解除武装","radial_howl":"广域嚎声","radial_javelin":"广域标枪","rakhalis_cavalry":"拉卡里的骑兵","rally_point":"集结点","ravenous":"贪婪","razor_gyre":"刀锋环流","razorwing":"剃刀之翼","reap":"收割","reave":"精华掠夺","rebuild_shields":"重塑护盾","reckoning":"惩戒清算","recompense":"血债血偿","redline":"赤限","regurgitate":"剧烈反刍","renewal":"疗愈脉动","reroot":"根系再生","reservoirs":"储能池","resonator":"共鸣渲染","rest_rage":"暂息－怒气","resupply":"补给","rhino_charge":"犀牛冲锋","rhino_stomp":"犀牛践踏","rift_surge":"裂隙涌流","rip_line":"撕裂钩索","rippers_wail":"撕裂者之嚎","riptide":"激流漩涌","roar":"战吼","rotorswell":"超旋链波","rumblers":"漫步石者","sandstorm":"吞天沙暴","scarab_shell":"圣甲虫护壳","scarab_swarm":"圣甲虫群","sea_snares":"深海诱陷","seek":"侦察","seeking_talons":"穿心利爪","self_portrait":"自画像","sentient_wrath":"Sentient 之怒","serene_storm":"宁静风暴","shadowgraph":"绘影图","shadows_of_the_dead":"亡者幽影","shatter_shield":"破碎护盾","shattered_lash":"琉璃碎击","shock":"电击","shooting_gallery":"靶场","shroud_of_dynar":"戴拿之幕","shuriken":"手里剑","sickening_pulse":"恶疾脉冲","silence":"静音","silken_stride":"蛛丝步法","slash_dash":"突斩","sleight_of_hand":"戏法","smite":"惩击","smoke_screen":"烟幕","snow_globe":"冰雪护罩","sol_gate":"太阳之门","sonar":"声纳","sonic_boom":"音爆","soul_punch":"灵魂重击","sound_quake":"音波冲击","sow":"播种","spectral_scream":"光暴怒吼","spectrorage":"光谱盛怒","speed":"加速","spellbind":"迷尘","splinter_storm":"玻片风暴","spores":"毒性孢子","sporespring":"孢子泉","stasis":"停滞","stinkbrain":"臭脑菇","storm_of_ukko":"乌戈风暴","strangledome":"绞杀穹顶","switch_teleport":"移形换位","symphony_of_mercy":"慈悲乐章","tail_wind":"顺风","tectonics":"大地构筑","teleport":"瞬移","tempest_barrage":"暴风雨弹幕","temporal_anchor":"时泊之锚","tentacle_swarm":"触角肆虐","terrify":"惊骇","tesla_nervos":"特斯拉电激","tharros_strike":"豪勇之击","the_lost":"失落之技","the_vast_untime":"超维炼狱","thermal_sunder":"热能抽离","thurible":"聚能焚炉","tidal_surge":"潮汐浪涌","tornado":"龙卷云风","toxic_lash":"剧毒鞭笞","transmutation_probe":"炼制探头","tribute":"献灵","turbulence":"疾风湍流","ulfruns_descent":"乌尔佛伦之裔","venari":"薇娜丽","vex_armor":"怨怒护甲","vial_rush":"药瓶冲撞","virulence":"致病力","voracious_metastasis":"贪婪转移","warcry":"咆哮","warding_halo":"混天火绫","webbed_embrace":"网缚之拥","well_of_life":"生命之井","whipclaw":"长鞭利爪","widows_brood":"蛛心毒裔","wil_o_wisp":"幻影鬼火","wormhole":"虫洞","wrathful_advance":"暴怒突进","wyrd_scythes":"命定镰刃","xatas_whisper":"真理密语"},"warframe_ability_descriptions":{"absorb":"Nyx 吸收对她造成的伤害，以及困惑的敌人之间造成的伤害，然后将其转化为一道毁灭性的范围爆炸。爆炸后，她将进入短暂的无敌状态，并根据吸收的伤害增加武器伤害。","aegis_storm":"升上天空并对敌人降下野火火箭。附近的敌人会被炸向空中，且每隔数秒就会在他们身上生成一颗能量球。当护盾耗尽后敌人将被摔回地面。","airburst":"发射一团高密度爆发空气。长按把敌人击飞，轻按则把他们拉向爆炸中央。每击中一个敌人，造成的伤害就会增加。","amp":"从环境的分贝水平中获取能量，用来扩大 Octavia 和友军的伤害增幅。同时将附近槌音铮鏦的伤害和范围加倍。","antimatter_drop":"发射一颗大型充能反物质粒子，触碰即引爆。通过瞄准来控制粒子方向，射击以进一步充能。造成 爆炸伤害，并必定造成异常状态。","aquablades":"通过一把三刃环绕的水形之刃来撕裂敌人。","arcsphere":"发射一颗回旋球体，在撞击时造成大量伤害，并且可以定期对周围的敌人产生电击。在初始发射时一次性击中多名敌人来提升伤害。","artemis_bow":"召唤出一把强力长弓并发动毁灭性的集中箭矢射击。","astral_shell":"将 Orion 包裹在星壳中。外壳受到伤害后会变成诱饵，吸引火力直至被摧毁。\n\n（按住）切换到 Sirius 并使用翠玉之星。","avalanche":"唤来变化莫测的雪崩，瞬间冻结并粉碎范围内的所有敌人。","axios_javelin":"投掷一支崇敬标枪。当标枪将敌人钉在墙上时，周围的敌人会被拉近并遭受爆发式伤害。","balefire":"蓄力并迸发毁灭性的闪电。","ballistic_battery":"启动时，这个技能会储存枪支造成的伤害。当再次启动，储存的伤害会导引至下一次射击。","banish":"释放一道裂隙能量波来伤害敌人，同时将敌人与队友从 Limbo 目前所在的位面中推出去。","bastille":"建立一个包围力场以捕获敌人使他们陷入停滞状态，剥离其护甲并将其转移给 Vauban 和「力场牢狱」范围内的所有友军。\n\n长按技能键来使所有力场牢狱坍塌成为一个破坏性旋涡。","blade_storm":"将 Ash 的凶猛影分身投入远处的敌群中。使用「瞬移」可以主动加入这场厮杀。幻影分身可通过 Mod 来升级。","blaze_artillery":"部署一个火炮单位来向其面向的敌人发射炸裂的等离子电浆。每击中一名敌人都会增加后续等离子攻击的威力。","blazing_chakram":"掷出一个可点燃敌人的火圈，使敌人更易受到伤害。燃烧的敌人可掉落恢复球。蓄力可增强火圈的力量，再次激活技能可瞬间传送至火圈的位置。","blessing":"恢复 经验共享范围内友军的生命值和护盾，同时减少他们受到的敌人伤害。","blood_altar":"以利爪构筑的祭坛刺穿敌人，为自己及队友吸取生命。","bloodletting":"Garuda 以她的生命值为代价换取能量并清除异常状态。","breach_surge":"打开一个维度缺口来压倒附近的敌人，并使他们在受到伤害时释放出侵略性的电涌火花。\nWisp 亦可瞄准一个储能池传送，并倍化涌流的范围。","brightbonnet":"释放一个可以发出放射脉冲波的复苏蘑菇，给予 Nokko 及其友军  能量，并在短时间内对技能强度施加增益。","brimstone":"Uriel 和他的恶魔们创造出一个不断扩大的炽热硫磺圈。使用恶魔技能可以为此技能充能。每次连续命中都会增加造成的伤害。","bunraku":"像操纵牵线木偶一样操纵敌人的命运之线。Koumei 的骰子决定了 Koumei 面前的敌人将承受的异常状态数量。\n\n掷出三个六会造成持续的额外异常状态，并将人偶戏效果延伸到 Koumei 背后的敌人。","cataclysm":"借由虚空能量的猛烈爆炸撕开一个裂隙位面空间，此空间能短暂持续至下一次致命爆炸发生。","catalyze":"从 Lavos 体内迸发出催化探头，并把炽热的凝胶泼向对手。敌人身上每有一种元素异常状态，该技能的伤害便翻倍一次。\n\n长按来为下一次的技能施放注入 火焰伤害。","cathode_grace":"在短时内可获取提升的暴击几率和能量恢复，每击杀一名敌人都可以延长「阴极泰来」的持续时间。施放后进入技能冷却时间。","celestial_clash":"Sirius & Orion 在宇宙中展开决斗。每次攻击都会消耗一颗众星，造成巨大的附加 |DAMAGE_TYPE|伤害。将星星的颜色与战甲颜色匹配，可提高暴击几率。\n\n|LEFT_ATTACK| Sirius 攻击\n|RIGHT_ATTACK| Orion 攻击\n\n使用技能以生成众星。同一颜色的星星最多只能连续生成两颗。","celestial_twin":"Wukong 拔出一根毫毛，以此来制造出一个共同作战的分身。本体使用远程攻击时，分身就会发动近战攻击，而当本体拔出刀剑之时，分身则会进行掩护射击。\n再次使用技能即可命令分身对某个目标发动强化攻击。","chaos":"Nyx 释放毁灭性的精神脉冲，使大范围内的敌人迷失方向，并迫使他们自相残杀。困惑的敌人会随机攻击不同派系。","chyrinka_pillar":"召唤出一根辐射柱体来减速敌人。它会造成 辐射伤害且必定触发异常状态。","cloud_walker":"化身为一团云雾，飘过战场，在令沿途的敌人陷入眩晕的同时治疗 Wukong 和他的分身。","coil_horizon":"扔出一颗会在几秒后向内爆炸的回旋球体，或是手动触发。","collective_curse":"Kullervo 发出一道诅咒束缚住敌人。当一个被诅咒的敌人受到来自他的伤害时，其他被诅咒的敌人也会受到相应的一部分伤害。","condemn":"释放一道能量波动将敌人锁在原地。每一个被锁住的敌人都将强化 Harrow 的护盾。","containment_wall":"遏制威胁。Qorvex 召唤出墙壁并使其猛烈撞击在一起，对夹在其中的所有敌人造成伤害并造成 辐射异常状态。","coronal_ejection":"投掷 Sirius 的翠玉之光镰刀，造成 火焰伤害，并拾取路径上的所有物品。\n\n（按住）切换到 Orion 并使用重力斩。","covenant":"以能量保护附近的友军，对处于「庇佑圣约」保护下的所有人，可吸收一切伤害并将之转化为暴击几率的加成。如果击中弱点，暴击几率将被进一步增幅。","crucible_blast":"从 Qorvex 的堆芯中释放光束。对命中的所有敌人造成 辐射伤害，且必定触发异常状态。命中受到 辐射异常状态影响的敌人会引发链式反应爆炸。","crush":"磁化附近的敌军的骨头，导致它们自我崩坏。","crystallize":"Citrine 召唤水晶分形。分形向前冲，寻找敌人。被分形触碰的敌人会因水晶生长而瘫痪。击中水晶生长以造成暴击伤害。","danse_macabre":"喷发出数条夜灵能量光束，形成一个死亡之环扫荡 Revenant 的四周。光束会根据所选的防御调整伤害类型，而 Revenant 遭受的伤害将转化为光束伤害。按住射击键可以额外能量为代价强化异常状态和伤害。被此技能杀死的奴仆将掉落过载护盾可拾取物。","dark_verse":"Dante 的诗句从周围敌人身上抽出血液，对他们造成 切割伤害。","decoy":"Loki 会部署一个自己的全息复制体来吸引敌人的火力。分身会根据附近敌人的数量获得生命值和护盾。","defy":"Wukong 和他的分身进入无敌状态，同时嘲讽敌人，吸引火力。在此期间受到的所有伤害都会被积攒起来，而后 Wukong 会以一记狂怒的棍击将其释放。\n根据积攒的伤害量，Wukong 还会得到额外护甲。","demonium":"Uriel 取出他恶魔的灵魂，吸取他们的生命，然后驱使他们去寻找新的受害者。这些灵魂在接触敌人时会爆炸，使敌人容易受到伤害。","desecrate":"亵渎亡者尸体，从中搜取额外物品。","desiccation":"使用一波带有诅咒的沙尘卷向敌人，致盲的同时窃取对方的生命。","desolate_hands":"召唤一群环绕的匕首并寻找敌人的枪支，用小型爆炸来摧毁它们。与「巧躲」结合来使范围加倍。","discharge":"Volt 会释放流淌全身的电流。冲击波会麻痹并伤害附近的敌人。处在冲击波边缘的敌人则会被击晕。","disometric_guard":"保护自己和附近的友军免受异常状态影响。Qorvex 每次击杀或协助击杀受到 辐射状态影响的敌人时，辐量防护可以阻止的异常状态数量会增加。","dispensary":"部署一个装置，片刻之后可产生 3 种拾取物：强化生命球、通用弹药补给包和能量球。","divine_spears":"用破地而出的长矛将附近的敌人刺起。再次使用技能可以将幸存的敌人猛拍回地面。","doom":"用厄运诅咒附近的敌人。Dagath 对敌人造成的部分伤害会通过命定镰刃再次施加。敌人还会受到 病毒伤害。","dread_mirror":"从敌人身上割取生命之力以作为抵挡伤害的盾。蓄力可使抵挡的伤害化为爆裂破片。","eclipse":"（短按）暂时减少敌人对 Mirage 造成的伤害。\n（长按）暂时增加 Mirage 的武器伤害。","effigy":"Chroma 把他的皮甲转换成一个巨大的警戒护卫，它可以增强附近的盟友并且用元素属性攻击吞噬敌人。","electric_shield":"Volt 部署一个电力屏障，能阻挡敌方火力，并对投射物附加电击伤害。\n \n长按可装备屏障，作为移动掩护。","elemental_ward":"根据 Chroma 的元素属性，制造攻击性的范围效果。而 Chroma 和附近的盟友会被这股防御能量保护。","elude":"只处于没攻击时可闪避所有飞来的子弹。再使用一次可关闭该技能。","empower":"提高下个技能的强度。","energized_munitions":"提高你的武器弹药效率。","energy_vampire":"友军将在伤害被能力吸取标记的敌人同时获得能量。","ensnare":"使用活性金属来束缚住一名倒霉的目标，并将缠绕过度靠近的敌人。以长鞭利爪击打可以刷新陷阱来捆绑更多敌人。","enthrall":"将目标转化为一个狂热的奴仆。奴仆会攻击他们的友军，并通过伤害奴役更多目标。当目标死亡后，将会分解为可以产生伤害的能量柱。成群的奴仆将持续受到 Revenant 控制，直到此技能结束。","evade":"向后跳跃并短暂隐形。弱点击杀可延长持续时间并治疗 Cyte-09。","event_horizon":"Orion 形成一个漂移的黑洞，将敌人困于其引力之中。以「重力斩」或「日冕抛射」命中黑洞可延长其持续时间，并改变其移动轨迹：「重力斩」会使其远离 Orion，而「日冕抛射」会将其拉向 Sirius。\n\n（按住）切换至 Sirius 并使用「光之圣域」。","exalted_blade":"召唤一把充斥着纯洁光亮和无限力量的剑。","exalted_shadow":"当「死亡之井」被注满时，将能够释放 Sevagoth 的幽影形态；并可使用一系列近战技能撕裂敌人。","exalted_solo":"一旦反拍节拍器上积聚了能量，丽兹就会燃烧起来，用 火焰焚烧敌人。瞄准时，丽兹以轰鸣的元素声波轰击敌人，可通过技能按键发射不同元素类型的声波。\n\n反拍节奏：本技能不消耗能量。","expedite_suffering":"将所有 切割和 毒素异常状态浓缩为一个单次伤害。","fangs_of_raksh":"（轻按）亚克什的尖牙会撕裂你的敌人。5 个随机异常状态会在敌人身上堆叠 10 层。当目标死亡时，其身上的异常状态会传播给附近的其他敌人。\n\n（长按）亚克什会守护 Voruna，提升她的异常状态抗性。","feast":"将敌人囫囵吞入 Grendel 的腹内。按住技能键即可将腹内的敌人吐出，而这些敌人身上会覆盖着毒性消化液。","final_stand":"彰显力量与勇气。跃至空中并连续投掷崇敬标枪。标枪无论是否落地都可以对附近的敌人造成伤害。直接命中敌人将造成更高伤害。","final_verse":"Dante 必须在他的「最终诗篇」之前创作另外两首诗句。\n\n胜利：连续施放两个「明之诗句」能够振奋友军，为他们提供增加生命值并赋予超宏防护的增益效果。击杀和助攻会短暂恢复超宏防护。Dante 必须在他的「最终诗篇」之前创作另外两首诗句。\n\n悲剧：连续施放两个「暗之诗句」能够攻击敌人。来自 切割、火焰和 毒素异常状态造成的持续伤害将累积成一次性的爆发。Dante 必须在他的「最终诗篇」之前创作另外两首诗句。\n\n守词者：「明之诗句」后跟着「暗之诗句」，将以夜枭分身为友军提供支援。夜枭分身会与其指定友军同步进行攻击。Dante 必须在他的「最终诗篇」之前创作另外两首诗句。\n\n书页飞羽：「暗之诗句」后跟着「明之诗句」可召唤幽幽鹰扑向敌人，使他们易受触发几率和异常状态伤害的影响，并将敌人的攻击从友军身上转移。","fire_blast":"猛击地面以产生一道焚化的等离子波来将敌人击退并剥去他们的护甲。","fire_walker":"点燃一道火焰的路径，烧灼敌人并净化友军。传送时可在落地点产生火圈爆破。","fireball":"释放一个燃烧的投射物，点燃接触到的目标。","forced_perspective":"穿过墨色框架，在目标地点以无敌的飞溅的墨汁出现，对附近敌人施加墨蚀效果。","fractured_blast":"用造成 切割异常状态的水晶爆裂切割敌人并使敌人失衡。在此异常状态下的敌人有更高的几率掉落生命球和能量球。","freeze":"发射一道极度低温的能量来冻结目标。","fusion_strike":"将三股原始能量流汇聚至一个点上，引发巨大爆炸。这些能量流能剥离敌人的护甲和护盾，每个被击中的敌人都会在能量流汇聚时被引爆。召唤的震荡使可施放自己的迷你版融合打击。","gloom":"召唤一道放射脉冲波，来诱捕敌人落入技能范围并使其减速，同时吸取他们的生命力并注入「死亡之井」。处在脉冲波范围内的友军每次攻击都会吸取敌人的生命值。","glory_on_high":"以毁灭性的力量翱翔天际。使用次要射击引爆审判，造成翠玉之光爆炸。处于圣光审判影响范围内的敌人会增强爆炸效果。","golden_instinct":"发射一道短暂的虚空火花指向离你最近的集团奖章、阿耶檀识塑像、稀有储存箱、未扫描的库利亚猫神器或碎片。","grasp_of_lohk":"虚空卷须偷取附近敌人的武器，以作为自己的浮空自瞄武器来使用。伤害输出会根据敌人等级增加。抢到的武器数量也决定了「失落之技：否认」的虚空射线的伤害倍数。","grave_spirit":"为 Dagath 的武器提供额外的暴击伤害。对被厄运诅咒的敌人效果加倍。遭受致命攻击时短暂地进入幽灵形态并逃脱。","gravitic_slash":"使用 Orion 的邪恶镰刀击退敌人，造成 切割伤害和异常状态，同时削弱敌人的护盾和护甲。\n\n（按住）切换到 Sirius 并使用日冕抛射。","grenade_fan":"投掷弧线飞行的手雷。\n\n（轻按）破片漩涡\n产生一道锋利无比的弹片漩涡。\n\n（长按）护盾卫星\nProtea 重设手雷，使其变为超载护盾充能器，以保护她自身、她的友军和同伴。当 Protea 的护盾被击穿时，一台守护她的卫星会被摧毁以加倍延长其最小护盾保险的无敌时间。","hall_of_mirrors":"Mirage 创造随行的分身以混淆视听并引开敌人。","hallowed_ground":"圣化 Oberon 周围的地面，对范围内的所有敌人造成 辐射伤害。同时保护 Oberon 及其友军免受异常状态影响。","haven":"在友军周围创造一道护盾光环。敌人会在靠近 Hildryn 时受到 辐射伤害。","hideous_resistance":"赋予自身异常状态免疫效果。","hysteria":"Valkyr 露出致命的利爪，释放毁灭性攻击的同时治疗自身。Valkyr 在使用利爪时免疫异常状态，且通过咆哮获得的护甲翻倍。","ice_wave":"制造一道由锋利冰晶构成的冰浪来对敌人造成大量伤害及缓速效果。","immolation":"通过火焰装甲来保护 Ember，随时间的推移保护效果会增强。计量表达到最大度数后会消耗能量。重新施放技能可以熄灭火焰。","infernalis":"释放火焰光环，对附近敌人造成 火焰伤害和异常状态。\n\n在空中按下闪避即可化身为毁灭性的火焰流星飞行。","inferno":"召唤一颗燃烧的彗星坠落在 Ember 的前面，让扩散的火焰来吞没敌人。","infested_mobility":"提高你的跑酷速度。","invisibility":"Loki伪装自身，让自己在敌人面前隐形。","iron_skin":"Rhino 硬化他的皮肤，隔绝一切伤害并获得超宏防护。","jade_stars":"Sirius 召唤翠玉之光微粒，这些微粒会随时间缓慢再生。攻击敌人会发射这些微粒，造成 火焰伤害和异常状态。\n\n（按住）切换到 Orion 并使用星壳。","kinetic_plating":"产生可以将一部份所吸收的动能伤害（物理、火焰、冰冻，以及　爆炸）转成能量的动能镀层。同时也保护 Gauss 免于失去平衡或是被击倒。伤害抗性与电池电量是相对的。","kumihimo":"编织命运之线。触碰命运之线的敌人会受到随机元素异常状态的影响。\n\n投掷出三个六点会产生可以造成所有元素异常状态的线。","landslide":"用爆炸性的滑行冲拳猛击敌人，最多重复三次，形成连击。三拳连击中的每一后续攻击都会增加攻击范围。土石坍方的每次命中都会减少能量消耗。可通过在土石坍方上装备 Mod 增加属性数值。","lantern":"制造一群剃刀蝶将敌人转换为一个具有强力吸引力的漂浮信标，在爆炸以前吸引那些不明事理的战友靠近。","larva":"生成一个迸裂出卷须的感染荚囊，紧抓附近的敌人并把他们拖入其中。在此期间被杀死的敌人有几率产生一层突变适性。","lethal_progeny":"在 Sentient 单位类型之间切换，然后将其召唤到 Caliban 的身旁。震荡使专注于原始近战伤害。直垂使擅长远程攻击并且能造成 Tau 异常状态。召唤使能召唤自己的唱鸣使，并为小队提供护盾保护。","light_verse":"Dante 的活力之作赋予他和他的友军超宏防护，并恢复他们的生命值。","lights_judgment":"创造一口圣光之井治愈友军并对敌人造成伤害。进入井中的敌人将被\"审判\"标记。","lights_sanctuary":"Sirius 会创造一个光之井，治疗并复活友军，同时减少受到的伤害。光之井的体积和威力会缓慢增长。\n\n（按住）切换到 Orion 并使用事件视界。","link":"链接激活时，一切受到的伤害将转移给身边的一个敌人。","lull":"平静的波浪使敌人速度变慢直到陷入沉睡。被击伤而苏醒的敌人会感到困惑和迷失。短暂的健忘意味着所有醒来的敌人都会忘记沉睡之前所发生的任何事。","lycaths_hunt":"（轻按）莱卡斯狩猎以维系狼群。被近战击杀的敌人会掉落生命球，被爆头击杀的敌人则会掉落能量球。击杀受 5 个或更多异常状态影响的敌人来延长「莱卡斯之猎」的时间。\n\n（长按）莱卡斯会守护 Voruna，提升她的重击效率。","mach_rush":"猛冲产生一个超级冲刺来撞倒敌人并对电池蓄电，或是撞上坚固的物体来产生强大的震荡波。长按按键以持续冲刺。","magnetize":"（轻按）将目标封闭在磁场中，在一段时间内困住附近的敌人，并对其造成伤害。该磁场会吸引环绕 Mag 运动的「护盾极化碎片」和飞溅的弹片进行致命混合。\n（长按）Mag 将自己包裹在一个磁场中，吸收远程攻击，并在一个破坏性锥型域内返还伤害。","mallet":"随着节奏对附近的敌人造成伤害，并吸引他们的火力。施加在槌音铮鏦上的伤害会增加其杀伤力。","marked_for_death":"击晕一个敌人，对它造成的下一发伤害的一部分也将被应用于周围所有的敌人。","mass_vitrify":"创造一圈逐渐扩张的熔融玻璃环，进入环内的敌人将逐渐结晶化。当扩张完毕时，玻璃环将硬化并能阻挡外界火力。环可以从结晶化敌人的护盾和生命中获取额外的力量。使用「琉璃碎击」可以击碎玻璃环，并将尖锐的玻璃碎片击飞。","masters_summons":"治疗你的同伴，并让它立刻回到你身边。","mend_maim":"〈黑夜型态〉在附近被击杀的每一名敌人都能使友军恢复护盾。〈白昼型态〉使附近敌人陷入 切割异常状态，在〈黑夜型态〉时停用技能来为 Equinox 及友军恢复生命及护盾。在〈白昼型态〉时停用技能来释放出一波切割之力。","mercys_kiss":"跳到敌人身上，用 Oraxia 的蜘蛛腿刺穿他们，造成 毒素伤害。用这个攻击击败敌人时，他们将有几率掉落生命球或能量球。","merulina":"召唤浪漪珊瑚，这是一种浪涌中的可骑乘生物，也是 K 式悬浮板的灵感来源。浪漪珊瑚通过吸收大部分来袭的伤害从而保护 Yareli。","mesmer_skin":"受到 Sentient 能量包围，偏转伤害并震晕胆敢攻击者。奴役被震晕的敌人不消耗能量。","metamorphosis":"昼夜交替：〈黑夜形态〉暂时获得额外护盾和护甲；〈白昼形态〉暂时获得额外伤害和速度。","metronome":"给予随着 Octavia 的音乐做出相应动作的人各类增益效果。合拍的跳跃提供轻挑快板速度加成。跟上节拍的下蹲给予夜曲的隐匿增益。有节奏地射击可获得歌剧戏曲的多重射击加成。合拍的近战攻击给以强音奏鸣曲伤害加成。","miasma":"释放剧毒的瘴气，对范围内的敌人造成 病毒伤害。受到孢子影响的敌人会遭到毒雾更深的感染。","mind_control":"Nyx 控制目标的思想，迫使他们为 Tenno 效力。被控制的敌人会增加 辐射触发几率。当 Nyx 射击他们时，伤害倍率也会增加。","minelayer":"用精妙的地雷掌控战场。Vauban 的桎梏飞掷丸能束缚并吸引敌人，同时向四面八方发射致命的飞镖。\n\n按住即可发射矢量超载垫，为垫子方向上的敌我双方加速，并提升友军的移动速度和武器伤害。","molecular_prime":"使用不稳定的反物质对一个不断扩大的范围内的所有敌人进行填充。按下技能键可减缓敌人移动速度，长按则加快其移动速度。","molt":"Saryn 脱落如蛇般的皮肤，在身后留下诱饵吸引敌人的火力。","navigator":"操控 Ivara 所发射出的投射物并引导飞向目标处。","neutralize":"召唤肃清者，Cyte-09 的显赫狙击步枪。命中弱点的子弹会弹射追踪附近的其它弱点。次要射击发射 冰冻榴弹，完全冻结敌人。","noctua":"翻开 Dante 的显赫典籍——夜枭，向他的敌人释放悲剧。","nourish":"Grendel 从他腹内的敌人摄取营养并恢复生命值。当他消化时，攻击 Grendel 或被 Grendel 攻击的敌人遭受病毒伤害，并且能量源提供更多的能量。小队队员也会获得这些增益。","null_star":"创造反物质粒子环绕 Nova 四周，并自动攻击邻近目标。每个处于活动状态的粒子都会减少对 Nova 的生命值和护盾造成的伤害。","omamori":"让御守护符围绕自己，每个护符都有机会使敌人的攻击治愈你，而非伤害你。护符的数量取决于 Koumei 的掷骰结果。\n\n掷出三个六则在御守护符激活期间获得无敌效果。","omikuji":"Koumei 预视到了一个美好的未来以及实现它的具体步骤。完成挑战即可获得王令。运气不好的掷骰结果会带来一种减益，但你可以长按技能键以放弃该御神签。\n\n掷出三个六则可以直接获得王令，无需挑战。","ophanim_eyes":"Jade 召唤谴责之瞳使附近的敌人减速并分解他们的护盾和护甲。当谴责之瞳凝视友军时，可以将其远距离复活。","ophidian_bite":"施放一次毒蛇猛击，通过消耗目标的生命值来治疗 Lavos。\n\n长按来为所有技能注入毒素伤害。","overdrive":"通过将扬声器推向极度失真来产生一波具有破坏力且带有 火焰伤害的热浪，同时使敌人更容易受到暴击。\n\n反拍节奏：暴击几率翻倍。该技能造成伤害时，增加撕裂者之嚎的持续时间和 火焰伤害。","pacify_provoke":"〈黑夜形态〉时降低周围敌人造成的伤害。〈白昼形态〉时则增加附近友军的技能强度。","paralysis":"释放一道破坏性的冲击波使敌人减速，并使其受到的近战伤害增加。","parasitic_armor":"牺牲护盾以在一段时间内增强护甲。","parasitic_link":"以寄生链接绑定目标。施展对象为友军时，Nidus 与宿主的技能强度和武器伤害都会提升；连结至敌方时，宿主可为 Nidus 承受部分伤害。","peacemaker":"在极度的专注之下，Mesa 以她的监察者双枪，对敌人快速地连续射击。","penance":"牺牲一定护盾来提升装填和射速，同时将施加于敌人的伤害转化为 Harrow 和附近友军的生命。","perspicacity":"自动完成下一次入侵","petrify":"Atlas 强硬的凝视将石化敌人并增加他们受到的伤害、治疗石头人，并创造出石化壁垒。当石化的敌人碎裂后，将掉出可以治疗 Atlas 的碎石。","photon_strike":"投下一个定位信标，来召唤一场毁灭性的激光火炮打击。对拥有超宏防护的敌人造成双倍伤害。","pillage":"掠夺邻近敌人一定比例的护盾与装甲，用以补充自身的护盾与超载护盾。这也会移除 Hildryn 和她队友的异常状态。","plein_air":"将附近的敌人绑在漂浮的气球上，气球会向他们喷洒墨蚀。戳破气球，敌人会坠落到地面，飞溅的墨汁会对附近的敌人造成伤害。","plunder":"从附近敌人身上掠夺护甲，并为你的技能和武器附加 腐蚀伤害。受到 腐蚀异常状态影响的敌人将提供更多加成。","polarize":"发射一道能量脉冲，在耗尽敌人护盾和护甲的同时恢复队友护盾。脉冲留下的碎片会形成「护盾极化碎片」。附近的「护盾极化碎片」会环绕 Mag 并切割敌人，造成 切割异常状态。","preserving_shell":"Citrine 通过逐渐衰减的水晶外壳保护自己和附近的盟友。击杀和助攻可以增加外壳的防御能力。","primal_fury":"召唤出定海神针并释放猴王的怒火。","prism":"放出一个四处发射激光的能量球。再次激活此技能可以引爆炸弹，并致盲附近的敌人。","prismatic_gem":"放置一颗发射棱彩光束的宝石。宝石瞄准正受到 Citrine 和其队友武器伤害的敌人。其光束造成火焰、冰冻、毒素和电击异常状态。附近队友的触发几率和触发时间增加。","prowl":"进入隐身状态并从毫无警觉的敌人身上偷取道具，或以致命的爆头射击取走猎物的性命。","psychic_bolts":"Nyx 释放出一连串精神飞刃，通过意念操控来精准追踪并攻击附近的敌人。击杀敌人后，额外的飞刃会散射到新的目标上。命中敌人会削弱他们的防御，并将一部分防御转移给 Nyx。","pull":"Mag 所制造出的磁力漩涡会晕眩敌人。漩涡会将「护盾极化碎片」和被震晕的敌人拉近，并将他们放置在她面前。","pulverize":"Grendel 蜷缩成一个球，在此期间他会随时间流逝恢复生命值，并冲撞任何胆敢挡住他的人。跳跃会让 Grendel 朝地面猛砸，并产生一股破坏性的冲击波。","pyrotechnics":"用 火焰伤害火柱冲击目标敌人。 \n\n反拍节奏：生成更多火柱。该技能造成伤害时，增加撕裂者之嚎的持续时间和 火焰伤害。","quiver":"循环切换并射击出四种战术箭矢之一。隐蔽会创造一个使 Ivara 和队友隐形的固定球体。悬丝则可形成一道滑索。喧扰会发出高频声波并吸引敌人。沉睡之箭能使附近的敌人陷入沉睡。","radial_blind":"释放一道明亮的闪光，致盲附近所有的敌人。","radial_disarm":"释放一道能量波，解除范围内敌人的射击武器，迫使他们使用近战。","radial_howl":"用凶猛的嚎声震慑附近的敌人，并消除 Sentient 敌人所积累的全部抗性。","radial_javelin":"发射广域标枪刺穿附近的敌人，造成 切割异常状态。","rakhalis_cavalry":"召唤绝灵骥幻影向前冲锋，对其冲锋路径上的所有人造成 病毒伤害。同时削弱被厄运诅咒敌人的防御。","rally_point":"将敌人的注意力引向 Styanax。他的决心会鼓舞附近的友军和自己，使其随时间恢复能量。Styanax 和他的队友每次杀敌助攻都会恢复护盾。","ravenous":"异常贪婪的蛆虫群包围敌人并据以为食，直到敌人被「致病力」命中并在身上爆发感染为止。突变适性对蛆虫有增益效果，而每击中一名敌人会增加突变适性的累积。","razor_gyre":"在旋转的死亡漩涡中向前冲刺。被击中的敌人会受到 Tau 异常状态的影响，使其更易受到其他所有异常状态的伤害。每击中一个敌人，可恢复一部分能量消耗，以及生命值和护盾。被 Sentient 之怒举起的敌人受到额外伤害。","razorwing":"缩小身体并进入飞行状态，同时剃刀蝶会攻击附近的敌人并放大他们所受到的伤害。","reap":"Sevagoth 的幽影向外飞去来蹂躏路径上的敌人。幸存者会随时间流逝，受到来自「死亡收割」的伤害。亡魂将会注入「死亡之井」。","reave":"化为一堵由 Sentient 能量组成的墙壁穿过敌人，吸取所接触敌人的护盾和生命，来自奴仆的效果受到增幅。","rebuild_shields":"立即恢复护盾。","reckoning":"将附近的敌人迅速举到空中，然后将其狠狠摔下。被该技能击中的会为 Oberon 提供额外护甲，并在死亡时有几率掉落生命球。","recompense":"Kullervo 用匕首包围自己。每一把击中敌人的匕首都会恢复他的生命值，但每一把未击中敌人的匕首都会攻击 Kullervo，对他造成少量伤害。Kullervo 拥有满生命值时，会在击中敌人时获得超宏防护。","redline":"将 Gauss 的电池过载至超出安全上限，大幅增强他的技能并将射速、攻击速度、装填速度，以及施放速度都设置为超载状态。当超出安全上限时，电弧束会周期性地在 Gauss 身上跃动，并在技能停用时爆炸。","regurgitate":"将浸泡在 Grendel 体内消化液里的一个敌人猛烈吐出，让这个被吞噬的生物成为一团毒素投射物。其消化液会使附近的敌人减速，并且会溶解他们的护甲。","renewal":"生成一道保护光环，为 Oberon 及其友军提供护甲加成，并持续恢复友军生命值。在「神圣领域」范围内，治疗效果翻倍。","reroot":"恢复为菌宝形态，生成使 Nokko 快速愈合和加速的球体。在此状态下，Nokko 无法被选为攻击目标并且会逐渐恢复。","reservoirs":"选择并召唤一个充满尘埃的储能池来帮助 Wisp 和她的友军。急速尘埃可以增加移动和攻击速度。活力尘埃可以增加最大生命值和治疗时间。震荡尘埃可以震晕附近的敌人。","resonator":"发射一枚滚球，利用音乐的渲染力令敌人跟随它。与槌音铮鏦相结合便可创造出一个徘徊移动的音波破坏球。","rest_rage":"〈黑夜形态〉使目标敌人陷入沉睡；〈白昼形态〉对目标敌人造成更多伤害。","resupply":"投掷两个元素弹药包，可立即为当前的武器填满弹匣，同时为武器附加所选的元素伤害和异常状态。重新装填会清除效果。狙击枪可获得额外伤害。\n\n长按技能键以选择元素伤害类型。","rhino_charge":"Rhino 向目标冲锋，击倒突进路径上的一切阻碍，并以犀角强烈顶击目标。","rhino_stomp":"Rhino 的强力践踏可以扰乱时间秩序，将周围的敌人锁定在时间中。","rift_surge":"用裂隙能量涌流冲击附近被裂隙困住的敌人。被击杀时裂隙涌流会被传递到涌流外的一名附近的敌人上。被涌流影响的敌人若离开裂隙，将会引起一个范围​​放逐。","rip_line":"Valkyr 发射钩索，将自己拉向命中的目标点。如果钩索命中敌人，则附近的敌人也会被拉向目标点，同时 Valkyr 会发动一次连携近战攻击。","rippers_wail":"弹奏吉他，使 Temple 获得短暂无敌并同时获得治疗。每当随着反拍的节奏使用技能时并成功命中敌人时，经验共享范围内的友军武器都会被点亮并获得额外的 火焰伤害加成。\n\n反拍节奏：无敌状态持续时间更长。","riptide":"把敌人拖入一个毁灭性的漩涡中，然后用一股爆裂水压将他们炸飞。每个被困在漩涡中的敌人都会增加爆裂造成的伤害。","roar":"短时间内让所有附近的战甲提升伤害输出。","rotorswell":"Gyre 的机械装置会以令人难以置信的速度高速旋转产生一个电场，并电击附近的敌人。当 Gyre 造成暴击后，被击中的敌人处会产生一个巨大的电流来攻击附近的敌人。","rumblers":"召唤两个元素石头近战打手。召唤动作将石化临近 Atlas 的敌人。当它们的生命结束时，石头人将碎成一堆用于治疗的碎石。","sandstorm":"化身为沙尘暴。Inaros 吞噬被卷入沙暴中的敌人，并治愈自己。","scarab_shell":"将 Inaros 的生命值来转化为护甲。再次使用可以提前终止护甲的转化。保护层减少受到的伤害并使 Inaros 免疫异常状态。","scarab_swarm":"召唤带有 腐蚀触发效果的圣甲虫群来攻击敌人。伤害与 Inaros 的生命值成正比。被虫群淹没的敌人死亡后会召唤一个沙土库娃，与 Inaros 并肩作战，并引导圣甲虫找到其他敌人。","sea_snares":"生成五个主动寻找敌人并会在触碰时膨胀的水球，同时对受害者造成伤害并使他们无法移动。\n被水球击中的敌人受到所有来源的伤害都会增加。","seek":"放置一根天线向前发射扫描波。被探测到的敌人会受到更高的弱点伤害，并可透过墙壁被看到。武器获得穿透。","seeking_talons":"蓄力可扩大瞄准区域，接着对瞄准区域里的每一名敌人发射高速利爪；幸存的敌人极有可能受 切割异常状态影响。","self_portrait":"绘制墨像来吸收 Follie 和友军所受的伤害。下方墨池挥洒出墨蚀效果。击杀墨池内的敌人可使 Follie 的墨像及墨池的规模不断扩大。","sentient_wrath":"猛击地面发射毁灭般的脉冲波。没有被最初的爆炸杀死的敌人会被无助地抛向空中，在短时间内受到放大的伤害。","serene_storm":"随着他的「克制」被侵蚀，Baruuk 用「宁静风暴」来使拳脚作出强大的范围攻击。掌握风暴的每一刻会使他恢复「克制」。","shadowgraph":"将 Follie 绘影集中的绘影图变为具有战术优势的道具。绘影图生成时会向附近敌人施加墨蚀效果。\n\n长按可打开绘影图轮盘。","shadows_of_the_dead":"召唤战死敌人的幽影在短时间内一起作战。","shatter_shield":"Mesa 笼罩在能量障壁之中，反射来袭的子弹伤害。","shattered_lash":"使用一束玻璃碎片向前方猛击，按住技能键则可改变攻击轨迹，依弧线挥出玻璃束。装备在「琉璃碎击」的 Mod 可以增强技能威力。","shock":"发射一个能击晕并伤害目标的伏电射弹。一串电弧以目标为中心，散发式电击附近的敌人。","shooting_gallery":"为队友增加额外伤害，同时干扰附近敌人的枪支运作。这个能力会在队伍成员之间转移。","shroud_of_dynar":"（轻按）戴拿会使 Voruna 隐身并提高她的移动速度。Voruna 攻击时会结束隐身状态。在隐身状态结束后的短时间内，提升近战攻击的暴击伤害、触发几率、暴击几率并造成 切割异常状态。如果在增益期间近战击杀敌人，这些限时近战增益在每次施放技能时则会延长一次。 \n\n（长按）戴拿会守护 Voruna，提升她的跑酷速度。","shuriken":"掷出一枚旋转的手里剑，造成高伤害并把敌人钉在墙上。","sickening_pulse":"施放一个脉冲，为敌人身上已有的异常状态效果叠加层数。切割、火焰和 毒素异常状态的伤害（不包括由「恶疾脉冲」自身产生的伤害）将被叠加，从而生成一个全新的异常状态效果，并重新计时","silence":"使用静音会使 Banshee 笼罩在一层光环之中，该光环会眩晕敌人，限制其对枪声和战甲攻击的感知及战术反应，并使他们无法激活自身的技能。","silken_stride":"展开 Oraxia 的蜘蛛腿，开始狩猎。Oraxia 免疫异常状态并提升最大生命值。她的远程武器充满 毒素伤害。击杀敌人会使其爆发 毒素。\n\n蛛丝游走：轻按冲刺即可跳跃至目标表面。","slash_dash":"随着残影对敌人进行冲刺斩击。强大的显赫刀剑斩击造成 切割异常状态。","sleight_of_hand":"将附近物品变成诡雷的同时变出一个令敌人难以抗拒的宝石。在黑暗处触碰宝石会爆裂造成范围致盲，在光亮处则产生范围爆炸。通过镜厅的帮助能施放出数个小宝石。","smite":"将致命能量聚集于目标，造成巨大伤害并移除其所有防御，包括超宏防护。目标附近的敌人也会受到部分伤害。","smoke_screen":"扔出烟雾弹眩晕敌人并阻碍其视线，同时 Ash 进入短暂的隐身状态。","snow_globe":"冻结周围所有水气与水分，制造出能用来防御的球形冰罩；冰罩生成时有短暂的无敌时间，此时敌人对冰罩造成的伤害能强化冰罩的耐久度；在相同位置重复施放冰罩可强化其耐久度。","sol_gate":"打开一扇通往太阳的传送门，放出毁灭性的纯阳等离子光束。按住射击键会使伤害加倍，但同时也会增加能量消耗。当太阳之门持续攻击敌人时，会对敌人造成更多伤害。","sonar":"Banshee 的声纳技能可以利用声波进行定位，借以侦测及追踪敌人，并使队伍成员发觉敌人身上暴露出的致命弱点。","sonic_boom":"Banshee 释放一道音波冲击波，将范围内的敌人击退，使其失去战斗力并降低他们的护甲。","soul_punch":"如此强烈的打击，把敌人的灵魂化为致命弹头，来杀伤其经过路线上的一切。在这一击中幸存下来的敌人会被标记以待收割，如果敌人在处于标记时被杀死，他就会成为 Nekros「亡者幽影」中的一员。","sound_quake":"Banshee 将她所有的声音能量传导至周遭环境，使用超声波反响剧烈撼动目标区域的地面。","sow":"向附近的目标种下死亡之种来汲取他们的生命力。收割已播种的死亡之种来引爆受影响的敌人，并按照他们生命值的百分比来造成范围伤害。亡魂将会注入「死亡之井」。","spectral_scream":"释放一股毁灭性的元素吐息。轻点技能键来在各个元素之间进行切换，按住技能键来施放技能。选中的元素会应用于 Chroma 所有的技能。","spectrorage":"制造一圈旋转的镜面吸引敌人，迫使他们攻击自己的镜像。镜面遭到破坏时将会伤害攻击者；当复数镜面瓦解时将对范围内所有敌人造成伤害。","speed":"显现一支电流。Volt 与其队友会获得短暂的移动速度和装填速度增益。","spellbind":"把敌人扫到空中，使其丢掉武器；让附近的友军对异常状态免疫。长按此技能来使 Titania 获得免疫效果。","splinter_storm":"Gara 的护甲会分裂为碎玻璃组成的漩涡。置身其中的友军可减免敌人的伤害。","spores":"使目标受到腐蚀孢子的感染。破坏孢子或杀死宿主可以将孢子扩散到附近的敌人。孢子扩散的时间越久，伤害就越高。","sporespring":"释放一个混乱的弹道蘑菇，会追踪敌人并在触碰目标后爆炸反弹。接触 Nokko 的任何蘑菇都会使其活化，脉冲频率翻倍。","stasis":"使被裂隙束缚的敌人静止。当其激活时，敌人的子弹将会被截停在半空中，停滞结束后这些子弹将会按照原先的弹道继续行进。","stinkbrain":"扔出一个周期性释放有毒孢子的蘑菇，对附近的敌人造成 病毒伤害和异常状态，同时使他们陷入睡眠状态。","storm_of_ukko":"虚空以匕首雨的形式回应 Kullervo 的呼唤，向他的敌人倾泄。","strangledome":"编织出一张活动的锁链穹顶，禁锢并勒住其中的敌人和胆敢接近的蠢货。在穹顶外部的敌人会借由试着射击他们的同袍来加速其死亡；使用长鞭利爪击打穹顶可使其伤害遍及至任何被困住的敌人身上。","switch_teleport":"Loki瞬间和目标交换位置，迷惑敌人。","symphony_of_mercy":"循环奏响三首颂歌增强友军。《七人众之力》增加技能强度。《死亡使者》增加武器伤害。《坚韧之灵》增加护盾效率。击杀被审判的敌人可以延长颂歌的持续时间。","tail_wind":"在空中按住技能键，来使 Zephyr 悬停并减慢移动速度。在空中时，轻按技能键来向前冲刺，或是瞄准地面对下方的敌人使出俯冲轰击。","tectonics":"召唤一堵「大地堡垒」石墙，再次启用技能可使巨石滚动压倒前方的敌人。被敌人攻击的石墙会释放一个区域性的切割伤害，由其失去的生命值来维持。","teleport":"瞬移至目标并进行处决。如果处决击杀目标，将为 Ash 恢复一部分消耗的能量。","tempest_barrage":"召唤暴风雨弹炮轰目标区域。","temporal_anchor":"放置一个「时泊之锚」后的一段时间，Protea 可以把这段时间回溯，来触发一个时空内爆。该内爆伤害会根据从 Protea 放置「时泊之锚」的时候起到回溯的时候为止，这段时间造成的伤害而增加。在此期间丢失或使用的任何物品都会被退还给玩家。\n在「时泊之锚」被激活状态时死亡的话，启用回溯会使 Protea 回到过去，从而使其免于死亡。Protea 仍会处于击倒状态，而「时泊之锚」也会消失。","tentacle_swarm":"召唤一只来自深海的生物。它的水之触手从四面八方席卷而来造成严重破坏。","terrify":"将恐惧感深植周遭敌人心中，使他们于恐惧之中逃窜。","tesla_nervos":"部署一架可以将自身附着在敌人身上的滚子无人机，并向附近区域的任何物体发出炸裂电弧，造成 电击伤害。","tharros_strike":"召唤豪勇，Styanax 之盾。挥舞豪勇击退敌人并减少他们的护盾和护甲。每击中一名敌人，Styanax 都会恢复生命值。","the_lost":"循环切换三种失落之技。「指责」幻化出虚空裂缝，来让敌人堕落成为友军。「凝视」通过虚空卷须抓住目标，并在目标被释放时，捕捉伤害并对目标造成伤害。「否认」通过一束虚空能量来进行湮灭攻击，并消除 Sentient 抗性。","the_vast_untime":"Xaku 的外层结构在毁灭性的爆炸中暂时舍弃，然后以全新的的骨骼形态疾步潜行于战场。受到 Xaku 身体碎片击中的敌人会更难抵御 虚空伤害。在超维炼狱施放期间，Xaku 其他主动技能的持续时间将会冻结，技能终止时恢复。","thermal_sunder":"从附近区域吸取动能，为电池蓄电并为附近的敌人带来冰冻状态。长按按键来逆转这一过程，通过消耗电池来使附近的敌人处于火焰伤害的状态中。","thurible":"将 Harrow 的能量导引至「聚能焚炉」以产生增幅效果。一旦导引完成，击杀敌人就会给予附近友军能量喷发。导引使用的能量越多，每个击杀获得的返还奖励就越高。弱点击杀可产生额外能量。","tidal_surge":"用凶猛的水墙冲垮敌人。","tornado":"制造致命的「龙卷云风」，四处搜寻并吞没敌人。「龙卷云风」会造成它们所吸收最多的元素伤害类型。射击被吞没的敌人来造成额外伤害。长按制造固定不动的「龙卷云风」，轻按则制造游走的「龙卷云风」。","toxic_lash":"激活时，攻击将造成额外的 毒素伤害；该效果对近战攻击有双倍加成。攻击被孢子感染的敌人将立刻引爆孢子。","transmutation_probe":"布下一枚探头，来把生命球和能量球转化为可提供这两种补给的通用补给球，也可把弹药拾取物转换为通用弹药拾取物。探头也会电击近距离的敌人。每击中一名敌人，其它技能的冷却时间减少 1.5 秒。\n\n长按来为下一次的技能施放注入电击伤害。","tribute":"当对一名敌人施放技能时，循环切换并从四种增益效果中选取出一种。「荆棘」减免来袭的伤害。「尘埃」降低敌人的精准度。「满月」增加同伴的伤害。「纠缠」使范围内的敌人减速。","turbulence":"围绕Zephyr生成一个风护盾，把所有射进来的子弹都偏转到其他方向。","ulfruns_descent":"（轻按）Voruna 四肢着地并有 5 次凶残地冲向锁定敌人的机会。在 Voruna 冲向目标时，最强之狼乌尔佛伦会率先发起攻击。狼群们对受到异常状态影响的目标及其周围的敌人造成更高的伤害。致命攻击将使 Voruna 剩余冲锋所造成的伤害翻倍。\n\n（长按）乌尔佛伦守护 Voruna。如果 Voruna 在守护期间死亡，则乌尔佛伦会代替她死去。","venari":"命令薇娜丽专注于一名目标；按住技能来切换攻击，保护和治疗形态；若薇娜丽阵亡，使用此技能可以立即复活她。","vex_armor":"Chroma 的护盾受损或使用近战武器击杀敌人时会强化小队的护甲。当他损失生命值或使用远程武器杀死敌人时，会增加小队的武器伤害，以弱点击杀则效果加倍。","vial_rush":"前冲直撞穿过敌军，并留下破碎药瓶的冰迹。\n\n长按来为下一次的技能施放注入冰冻伤害。","virulence":"地面瞬间迸裂出有害的菌状生长物，从被击中的每个敌人身上吸取能量。每击中五名敌人便会使感染突变，倍化其破坏力。","voracious_metastasis":"消耗能量治疗自身，并使每名友军获得等值的能量。","warcry":"Valkyr 发出激励式咆哮， 为 经验共享范围内的友军增强护甲和攻击速度。","warding_halo":"制造出守护火环，对靠近的敌人造成伤害并晕眩。","webbed_embrace":"Oraxia 投掷一张蔓延的蛛网，将猎物困住。在不断扩大的蛛网中被捕住的敌人会被困在茧中，并使其受到的易伤效果增加。","well_of_life":"在敌人身上创造一道生命之井，吸收附近队友受到的异常状态伤害。队友攻击目标时可获得额外生命值。如果队友死亡，生命之井中的敌人将代替他们死亡。","whipclaw":"在欲聋的鞭打声中将敌人击退。装备在「长鞭利爪」的 Mod 可以增强技能威力。","widows_brood":"Oraxia 向她前方发射一连串带刺的飞镖，并施加 毒素异常状态。中毒的敌人被击杀后会生成急行蛛。","wil_o_wisp":"投射一个 Wisp 的光谱图像来迷惑和分散敌人的注意力。重新启动图像来移动到它所在的位置。按住按键来使图像移动速度更快，并在释放按键时传送到它所在的位置。","wormhole":"创造一个虫洞以实现瞬间移动。长按此技能可预览放置位置。","wrathful_advance":"（轻按）Kullervo 为重击进行蓄力，然后传送至他的目标身边并发动攻击。他那充满愤怒的集中力会暂时增加他的近战暴击几率。\n（长按）传送至任何标记的地点。","wyrd_scythes":"命定镰刃包围 Dagath 并寻找附近的敌人。被击中的敌人会被减速并受到 病毒伤害且必定触发异常状态。镰刃还会传播厄运并延长其持续时间。","xatas_whisper":"技能激活期间，所有装备的武器都会造成 虚空伤害。"},"warframe_arcane_descriptions":{"arcane_acceleration":["造成暴击后：\n30% 几率在主要武器上附加 +15% 射速（霰弹枪除外），持续 9 秒","造成暴击后：\n30% 几率在主要武器上附加 +30% 射速（霰弹枪除外），持续 9 秒","造成暴击后：\n30% 几率在主要武器上附加 +45% 射速（霰弹枪除外），持续 9 秒","造成暴击后：\n30% 几率在主要武器上附加 +60% 射速（霰弹枪除外），持续 9 秒\n赋能复活次数 +1","造成暴击后：\n30% 几率在主要武器上附加 +75% 射速（霰弹枪除外），持续 9 秒\n赋能复活次数 +1","造成暴击后：\n30% 几率在主要武器上附加 +90% 射速（霰弹枪除外），持续 9 秒\n赋能复活次数 +1"],"arcane_aegis":["当护盾受到伤害时：\n3% 几率得到 +5% 护盾恢复，持续 12 秒","当护盾受到伤害时：\n3% 几率得到 +10% 护盾恢复，持续 12 秒","当护盾受到伤害时：\n3% 几率得到 +15% 护盾恢复，持续 12 秒","当护盾受到伤害时：\n3% 几率得到 +20% 护盾恢复，持续 12 秒\n赋能复活次数 +1","当护盾受到伤害时：\n3% 几率得到 +25% 护盾恢复，持续 12 秒\n赋能复活次数 +1","当护盾受到伤害时：\n3% 几率得到 +30% 护盾恢复，持续 12 秒\n赋能复活次数 +1"],"arcane_agility":["受到伤害时：\n60% 几率得到 +10% 跑酷速度，持续 18 秒","受到伤害时：\n60% 几率得到 +20% 跑酷速度，持续 18 秒","受到伤害时：\n60% 几率得到 +30% 跑酷速度，持续 18 秒","受到伤害时：\n60% 几率得到 +40% 跑酷速度，持续 18 秒\n赋能复活次数 +1","受到伤害时：\n60% 几率得到 +50% 跑酷速度，持续 18 秒\n赋能复活次数 +1","受到伤害时：\n60% 几率得到 +60% 跑酷速度，持续 18 秒\n赋能复活次数 +1"],"arcane_arachne":["壁面攀附时：\n主要武器和次要武器伤害增加 +25%，持续 30 秒","壁面攀附时：\n主要武器和次要武器伤害增加 +50%，持续 30 秒","壁面攀附时：\n主要武器和次要武器伤害增加 +75%，持续 30 秒","壁面攀附时：\n主要武器和次要武器伤害增加 +100%，持续 30 秒\n赋能复活次数 +1","壁面攀附时：\n主要武器和次要武器伤害增加 +125%，持续 30 秒\n赋能复活次数 +1","壁面攀附时：\n主要武器和次要武器伤害增加 +150%，持续 30 秒\n赋能复活次数 +1"],"arcane_avenger":["受到伤害时：\n21% 几率得到 +7.5% 暴击几率，持续 12 秒","受到伤害时：\n21% 几率得到 +15% 暴击几率，持续 12 秒","受到伤害时：\n21% 几率得到 +22.5% 暴击几率，持续 12 秒","受到伤害时：\n21% 几率得到 +30% 暴击几率，持续 12 秒\n赋能复活次数 +1","受到伤害时：\n21% 几率得到 +37.5% 暴击几率，持续 12 秒\n赋能复活次数 +1","受到伤害时：\n21% 几率得到 +45% 暴击几率，持续 12 秒\n赋能复活次数 +1"],"arcane_awakening":["装弹时：\n60% 几率在手枪上附加 +25% 伤害 效果，持续 24 秒","装弹时：\n60% 几率在手枪上附加 +50% 伤害 效果，持续 24 秒","装弹时：\n60% 几率在手枪上附加 +75% 伤害 效果，持续 24 秒","装弹时：\n60% 几率在手枪上附加 +100% 伤害 效果，持续 24 秒\n赋能复活次数 +1","装弹时：\n60% 几率在手枪上附加 +125% 伤害 效果，持续 24 秒\n赋能复活次数 +1","装弹时：\n60% 几率在手枪上附加 +150% 伤害 效果，持续 24 秒\n赋能复活次数 +1"],"arcane_barrier":["当护盾受到伤害时：\n1% 几率立刻恢复所有护盾\n冷却时间 1 秒","当护盾受到伤害时：\n2% 几率立刻恢复所有护盾\n冷却时间 2 秒","当护盾受到伤害时：\n3% 几率立刻恢复所有护盾\n冷却时间 3 秒","当护盾受到伤害时：\n4% 几率立刻恢复所有护盾\n冷却时间 4 秒\n赋能复活次数 +1","当护盾受到伤害时：\n5% 几率立刻恢复所有护盾\n冷却时间 5 秒\n赋能复活次数 +1","当护盾受到伤害时：\n6% 几率立刻恢复所有护盾\n冷却时间 6 秒\n赋能复活次数 +1"],"arcane_battery":["每点护甲可获得 0.05 最大能量，最高可达 1000 能量。","每点护甲可获得 0.10 最大能量，最高可达 1000 能量。","每点护甲可获得 0.15 最大能量，最高可达 1000 能量。","每点护甲可获得 0.20 最大能量，最高可达 1000 能量。\n赋能复活次数 +1","每点护甲可获得 0.25 最大能量，最高可达 1000 能量。\n赋能复活次数 +1","每点护甲可获得 0.30 最大能量，最高可达 1000 能量。\n赋能复活次数 +1"],"arcane_bellicose":["每拥有 250 最大生命值可获得 1% 技能强度，最高可达 12%。","每拥有 250 最大生命值可获得 2% 技能强度，最高可达 24%。","每拥有 250 最大生命值可获得 3% 技能强度，最高可达 36%。","每拥有 250 最大生命值可获得 4% 技能强度，最高可达 48%。\n赋能复活次数 +1","每拥有 250 最大生命值可获得 5% 技能强度，最高可达 60%。\n赋能复活次数 +1","每拥有 250 最大生命值可获得 6% 技能强度，最高可达 72%。\n赋能复活次数 +1"],"arcane_blade_charger":["主要武器击杀时：\n30% 几率得到 +50% 近战伤害，持续 12 秒","主要武器击杀时：\n30% 几率得到 +100% 近战伤害，持续 12 秒","主要武器击杀时：\n30% 几率得到 +150% 近战伤害，持续 12 秒","主要武器击杀时：\n30% 几率得到 +200% 近战伤害，持续 12 秒\n赋能复活次数 +1","主要武器击杀时：\n30% 几率得到 +250% 近战伤害，持续 12 秒\n赋能复活次数 +1","主要武器击杀时：\n30% 几率得到 +300% 近战伤害，持续 12 秒\n赋能复活次数 +1"],"arcane_blessing":["拾起生命时：\n+4 最大生命值。最多叠加到 50 层。","拾起生命时：\n+8 最大生命值。最多叠加到 50 层。","拾起生命时：\n+12 最大生命值。最多叠加到 50 层。","拾起生命时：\n+16 最大生命值。最多叠加到 50 层。\n赋能复活次数 +1","拾起生命时：\n+20 最大生命值。最多叠加到 50 层。\n赋能复活次数 +1","拾起生命时：\n+24 最大生命值。最多叠加到 50 层。\n赋能复活次数 +1"],"arcane_bodyguard":["30 秒内使用近战武器击杀 6 次：\n恢复同伴 150 生命值","30 秒内使用近战武器击杀 6 次：\n恢复同伴 300 生命值","30 秒内使用近战武器击杀 6 次：\n恢复同伴 450 生命值","30 秒内使用近战武器击杀 6 次：\n恢复同伴 600 生命值\n赋能复活次数 +1","30 秒内使用近战武器击杀 6 次：\n恢复同伴 750 生命值\n赋能复活次数 +1","30 秒内使用近战武器击杀 6 次：\n恢复同伴 900 生命值\n赋能复活次数 +1"],"arcane_camisado":["召唤物进行攻击时会使下一次施放的技能强度增加 1%，最高可达 10%。","召唤物进行攻击时会使下一次施放的技能强度增加 2%，最高可达 20%。","召唤物进行攻击时会使下一次施放的技能强度增加 3%，最高可达 30%。","召唤物进行攻击时会使下一次施放的技能强度增加 4%，最高可达 40%。\n赋能复活次数 +1","召唤物进行攻击时会使下一次施放的技能强度增加 5%，最高可达 50%。\n赋能复活次数 +1","召唤物进行攻击时会使下一次施放的技能强度增加 6%，最高可达 60%。Summons gain 20% Movement Speed.\n赋能复活次数 +1"],"arcane_circumvent":["翻滚穿过敌人可窃取他们 25% 的防御。窃取的护甲持续 15 秒。","翻滚穿过敌人可窃取他们 30% 的防御。窃取的护甲持续 15 秒。","翻滚穿过敌人可窃取他们 35% 的防御。窃取的护甲持续 15 秒。","翻滚穿过敌人可窃取他们 40% 的防御。窃取的护甲持续 15 秒。\n赋能复活次数 +1","翻滚穿过敌人可窃取他们 45% 的防御。窃取的护甲持续 15 秒。\n赋能复活次数 +1","翻滚穿过敌人可窃取他们 50% 的防御。窃取的护甲持续 15 秒。\n赋能复活次数 +1"],"arcane_concentration":["使用技能后：\n+10% 技能持续时间，持续 3 秒","使用技能后：\n+20% 技能持续时间，持续 3 秒","使用技能后：\n+30% 技能持续时间，持续 3 秒","使用技能后：\n+40% 技能持续时间，持续 3 秒\n赋能复活次数 +1","使用技能后：\n+50% 技能持续时间，持续 3 秒\n赋能复活次数 +1","使用技能后：\n+60% 技能持续时间，持续 3 秒\n赋能复活次数 +1"],"arcane_consequence":["造成爆头后：\n+10% 跑酷速度，持续 18 秒","造成爆头后：\n+20% 跑酷速度，持续 18 秒","造成爆头后：\n+30% 跑酷速度，持续 18 秒","造成爆头后：\n+40% 跑酷速度，持续 18 秒\n赋能复活次数 +1","造成爆头后：\n+50% 跑酷速度，持续 18 秒\n赋能复活次数 +1","造成爆头后：\n+60% 跑酷速度，持续 18 秒\n赋能复活次数 +1"],"arcane_crepuscular":["隐形时，获得 +5% 技能强度和 +1 倍最终暴击伤害。","隐形时，获得 +10% 技能强度和 +1 倍最终暴击伤害。","隐形时，获得 +15% 技能强度和 +2 倍最终暴击伤害。","隐形时，获得 +20% 技能强度和 +2 倍最终暴击伤害。\n赋能复活次数 +1","隐形时，获得 +25% 技能强度和 +3 倍最终暴击伤害。\n赋能复活次数 +1","隐形时，获得 +30% 技能强度和 +3 倍最终暴击伤害。\n赋能复活次数 +1"],"arcane_deflection":["+17% 的几率抵挡一次  切割异常状态。","+34% 的几率抵挡一次  切割异常状态。","+51% 的几率抵挡一次  切割异常状态。","+68% 的几率抵挡一次  切割异常状态。\n赋能复活次数 +1","+85% 的几率抵挡一次  切割异常状态。\n赋能复活次数 +1","+102% 的几率抵挡一次  切割异常状态。\n赋能复活次数 +1"],"arcane_double_back":["每次闪避，二段跳或旋身飞跃时，获得 +5% 伤害抗性，持续 4 秒。最多叠加 3 层。","每次闪避，二段跳或旋身飞跃时，获得 +9% 伤害抗性，持续 4 秒。最多叠加 3 层。","每次闪避，二段跳或旋身飞跃时，获得 +13% 伤害抗性，持续 4 秒。最多叠加 3 层。","每次闪避，二段跳或旋身飞跃时，获得 +17% 伤害抗性，持续 4 秒。最多叠加 3 层。\n赋能复活次数 +1","每次闪避，二段跳或旋身飞跃时，获得 +21% 伤害抗性，持续 4 秒。最多叠加 3 层。\n赋能复活次数 +1","每次闪避，二段跳或旋身飞跃时，获得 +25% 伤害抗性，持续 4 秒。最多叠加 3 层。\n赋能复活次数 +1"],"arcane_energize":["拾起能量时：\n60% 几率为自己和 15 米内的友军恢复 25 能量\n冷却时间 15 秒","拾起能量时：\n60% 几率为自己和 15 米内的友军恢复 50 能量\n冷却时间 15 秒","拾起能量时：\n60% 几率为自己和 15 米内的友军恢复 75 能量\n冷却时间 15 秒","拾起能量时：\n60% 几率为自己和 15 米内的友军恢复 100 能量\n冷却时间 15 秒\n赋能复活次数 +1","拾起能量时：\n60% 几率为自己和 15 米内的友军恢复 125 能量\n冷却时间 15 秒\n赋能复活次数 +1","拾起能量时：\n60% 几率为自己和 15 米内的友军恢复 150 能量\n冷却时间 15 秒\n赋能复活次数 +1"],"arcane_eruption":["拾起能量时：\n17% 几率击倒周围的敌人","拾起能量时：\n34% 几率击倒周围的敌人","拾起能量时：\n51% 几率击倒周围的敌人","拾起能量时：\n68% 几率击倒周围的敌人\n赋能复活次数 +1","拾起能量时：\n85% 几率击倒周围的敌人\n赋能复活次数 +1","拾起能量时：\n100% 几率击倒周围的敌人\n赋能复活次数 +1"],"arcane_escapist":["怜悯之击时：获得一层脱逃效果，最多拥有 9 层。受到致命伤害时，可消耗 3 层脱逃效果，以避免死亡并获得 2 秒无敌。","怜悯之击时：获得一层脱逃效果，最多拥有 9 层。受到致命伤害时，可消耗 3 层脱逃效果，以避免死亡并获得 4 秒无敌。","怜悯之击时：获得一层脱逃效果，最多拥有 9 层。受到致命伤害时，可消耗 3 层脱逃效果，以避免死亡并获得 6 秒无敌。","怜悯之击时：获得一层脱逃效果，最多拥有 9 层。受到致命伤害时，可消耗 3 层脱逃效果，以避免死亡并获得 8 秒无敌。\n赋能复活次数 +1","怜悯之击时：获得一层脱逃效果，最多拥有 9 层。受到致命伤害时，可消耗 3 层脱逃效果，以避免死亡并获得 10 秒无敌。\n赋能复活次数 +1","怜悯之击时：获得一层脱逃效果，最多拥有 9 层。受到致命伤害时，可消耗 3 层脱逃效果，以避免死亡并获得 12 秒无敌。\n赋能复活次数 +1"],"arcane_expertise":["50% 的技能强度调整值也会应用于最大护盾。","60% 的技能强度调整值也会应用于最大护盾。","70% 的技能强度调整值也会应用于最大护盾。","80% 的技能强度调整值也会应用于最大护盾。\n赋能复活次数 +1","90% 的技能强度调整值也会应用于最大护盾。\n赋能复活次数 +1","100% 的技能强度调整值也会应用于最大护盾。\n赋能复活次数 +1"],"arcane_fury":["造成暴击后：\n60% 几率在近战武器上附加 +30% 近战伤害，持续 18 秒","造成暴击后：\n60% 几率在近战武器上附加 +60% 近战伤害，持续 18 秒","造成暴击后：\n60% 几率在近战武器上附加 +90% 近战伤害，持续 18 秒","造成暴击后：\n60% 几率在近战武器上附加 +120% 近战伤害，持续 18 秒\n赋能复活次数 +1","造成暴击后：\n60% 几率在近战武器上附加 +150% 近战伤害，持续 18 秒\n赋能复活次数 +1","造成暴击后：\n60% 几率在近战武器上附加 +180% 近战伤害，持续 18 秒\n赋能复活次数 +1"],"arcane_grace":["当生命值受到伤害时：\n9% 几率得到 每秒恢复 +1% 生命，持续 9 秒","当生命值受到伤害时：\n9% 几率得到 每秒恢复 +2% 生命，持续 9 秒","当生命值受到伤害时：\n9% 几率得到 每秒恢复 +3% 生命，持续 9 秒","当生命值受到伤害时：\n9% 几率得到 每秒恢复 +4% 生命，持续 9 秒\n赋能复活次数 +1","当生命值受到伤害时：\n9% 几率得到 每秒恢复 +5% 生命，持续 9 秒\n赋能复活次数 +1","当生命值受到伤害时：\n9% 几率得到 每秒恢复 +6% 生命，持续 9 秒\n赋能复活次数 +1"],"arcane_guardian":["受到伤害时：\n15% 几率得到 +150 护甲，持续 20 秒","受到伤害时：\n15% 几率得到 +300 护甲，持续 20 秒","受到伤害时：\n15% 几率得到 +450 护甲，持续 20 秒","受到伤害时：\n15% 几率得到 +600 护甲，持续 20 秒\n赋能复活次数 +1","受到伤害时：\n15% 几率得到 +750 护甲，持续 20 秒\n赋能复活次数 +1","受到伤害时：\n15% 几率得到 +900 护甲，持续 20 秒\n赋能复活次数 +1"],"arcane_healing":["+17% 的几率抵挡一次 辐射异常状态。","+34% 的几率抵挡一次 辐射异常状态。","+51% 的几率抵挡一次 辐射异常状态。","+68% 的几率抵挡一次 辐射异常状态。\n赋能复活次数 +1","+85% 的几率抵挡一次 辐射异常状态。\n赋能复活次数 +1","+102% 的几率抵挡一次 辐射异常状态。\n赋能复活次数 +1"],"arcane_hot_shot":["使用技能对敌人造成 火焰异常状态时，获得 1% 武器暴击几率，持续 10 秒。最多叠加 50 层。","使用技能对敌人造成 火焰异常状态时，获得 2% 武器暴击几率，持续 10 秒。最多叠加 50 层。","使用技能对敌人造成 火焰异常状态时，获得 3% 武器暴击几率，持续 10 秒。最多叠加 50 层。","使用技能对敌人造成 火焰异常状态时，获得 4% 武器暴击几率，持续 10 秒。最多叠加 50 层。\n赋能复活次数 +1","使用技能对敌人造成 火焰异常状态时，获得 5% 武器暴击几率，持续 10 秒。最多叠加 50 层。\n赋能复活次数 +1","使用技能对敌人造成 火焰异常状态时，获得 6% 武器暴击几率，持续 10 秒。最多叠加 50 层。\n赋能复活次数 +1"],"arcane_ice":["+17% 的几率抵挡一次  火焰异常状态。","+34% 的几率抵挡一次  火焰异常状态。","+51% 的几率抵挡一次  火焰异常状态。","+68% 的几率抵挡一次  火焰异常状态。\n赋能复活次数 +1","+85% 的几率抵挡一次  火焰异常状态。\n赋能复活次数 +1","+102% 的几率抵挡一次  火焰异常状态。\n赋能复活次数 +1"],"arcane_ice_storm":["敌人被冻结时：获得 +2% 技能强度 和 +2% 技能持续时间，持续 15 秒。最多叠加到 10 层。","敌人被冻结时：获得 +2% 技能强度 和 +2% 技能持续时间，持续 15 秒。最多叠加到 12 层。","敌人被冻结时：获得 +2% 技能强度 和 +2% 技能持续时间，持续 15 秒。最多叠加到 14 层。","敌人被冻结时：获得 +2% 技能强度 和 +2% 技能持续时间，持续 15 秒。最多叠加到 16 层。\n赋能复活次数 +1","敌人被冻结时：获得 +2% 技能强度 和 +2% 技能持续时间，持续 15 秒。最多叠加到 18 层。\n赋能复活次数 +1","敌人被冻结时：获得 +2% 技能强度 和 +2% 技能持续时间，持续 15 秒。最多叠加到 20 层。\n赋能复活次数 +1"],"arcane_impetus":["每使用技能造成一种异常状态可增加 1% 技能强度和 0.5% 技能效率，持续 20 秒。","每使用技能造成一种异常状态可增加 2% 技能强度和 1% 技能效率，持续 20 秒。","每使用技能造成一种异常状态可增加 3% 技能强度和 1.5% 技能效率，持续 20 秒。","每使用技能造成一种异常状态可增加 4% 技能强度和 2% 技能效率，持续 20 秒。\n赋能复活次数 +1","每使用技能造成一种异常状态可增加 5% 技能强度和 2.5% 技能效率，持续 20 秒。\n赋能复活次数 +1","每使用技能造成一种异常状态可增加 6% 技能强度和 3% 技能效率，持续 20 秒。\n赋能复活次数 +1"],"arcane_intention":["每个激活的导引技能提供 +40 最大生命值。","每个激活的导引技能提供 +80 最大生命值。","每个激活的导引技能提供 +120 最大生命值。","每个激活的导引技能提供 +160 最大生命值。\n赋能复活次数 +1","每个激活的导引技能提供 +200 最大生命值。\n赋能复活次数 +1","每个激活的导引技能提供 +250 最大生命值。\n赋能复活次数 +1"],"arcane_momentum":["造成暴击后：\n60% 几率在狙击枪上附加 +25% 装填速度，持续 12 秒","造成暴击后：\n60% 几率在狙击枪上附加 +50% 装填速度，持续 12 秒","造成暴击后：\n60% 几率在狙击枪上附加 +75% 装填速度，持续 12 秒","造成暴击后：\n60% 几率在狙击枪上附加 +100% 装填速度，持续 12 秒\n赋能复活次数 +1","造成暴击后：\n60% 几率在狙击枪上附加 +125% 装填速度，持续 12 秒\n赋能复活次数 +1","造成暴击后：\n60% 几率在狙击枪上附加 +150% 装填速度，持续 12 秒\n赋能复活次数 +1"],"arcane_nullifier":["+17% 的几率抵挡一次  磁力异常状态。","+34% 的几率抵挡一次  磁力异常状态。","+51% 的几率抵挡一次  磁力异常状态。","+68% 的几率抵挡一次  磁力异常状态。\n赋能复活次数 +1","+85% 的几率抵挡一次  磁力异常状态。\n赋能复活次数 +1","+102% 的几率抵挡一次  磁力异常状态。\n赋能复活次数 +1"],"arcane_persistence":["移除所有护盾。如果护甲值高于 700：每秒受到的伤害不会超过 750。磁力异常状态和技能无效化效果会停用这层保护。","移除所有护盾。如果护甲值高于 700：每秒受到的伤害不会超过 700。磁力异常状态和技能无效化效果会停用这层保护。","移除所有护盾。如果护甲值高于 700：每秒受到的伤害不会超过 650。磁力异常状态和技能无效化效果会停用这层保护。","移除所有护盾。如果护甲值高于 700：每秒受到的伤害不会超过 600。磁力异常状态和技能无效化效果会停用这层保护。\n赋能复活次数 +1","移除所有护盾。如果护甲值高于 700：每秒受到的伤害不会超过 550。磁力异常状态和技能无效化效果会停用这层保护。\n赋能复活次数 +1","移除所有护盾。如果护甲值高于 700：每秒受到的伤害不会超过 500。磁力异常状态和技能无效化效果会停用这层保护。\n赋能复活次数 +1"],"arcane_phantasm":["格挡时：\n45% 几率得到 +10% 移动速度，持续 18 秒","格挡时：\n45% 几率得到 +20% 移动速度，持续 18 秒","格挡时：\n45% 几率得到 +30% 移动速度，持续 18 秒","格挡时：\n45% 几率得到 +40% 移动速度，持续 18 秒\n赋能复活次数 +1","格挡时：\n45% 几率得到 +50% 移动速度，持续 18 秒\n赋能复活次数 +1","格挡时：\n45% 几率得到 +60% 移动速度，持续 18 秒\n赋能复活次数 +1"],"arcane_pistoleer":["手枪弱点击杀时：\n60% 几率得到 +17% 弹药效率，持续 12 秒","手枪弱点击杀时：\n60% 几率得到 +34% 弹药效率，持续 12 秒","手枪弱点击杀时：\n60% 几率得到 +51% 弹药效率，持续 12 秒","手枪弱点击杀时：\n60% 几率得到 +68% 弹药效率，持续 12 秒\n赋能复活次数 +1","手枪弱点击杀时：\n60% 几率得到 +85% 弹药效率，持续 12 秒\n赋能复活次数 +1","手枪弱点击杀时：\n60% 几率得到 +102% 弹药效率，持续 12 秒\n赋能复活次数 +1"],"arcane_power_ramp":["施放技能时：下一次施放的技能获得 +2% 技能强度，最多叠加 4 层。连续施放相同技能时重置。","施放技能时：下一次施放的技能获得 +3% 技能强度，最多叠加 4 层。连续施放相同技能时重置。","施放技能时：下一次施放的技能获得 +4.5% 技能强度，最多叠加 4 层。连续施放相同技能时重置。","施放技能时：下一次施放的技能获得 +6% 技能强度，最多叠加 4 层。连续施放相同技能时重置。\n赋能复活次数 +1","施放技能时：下一次施放的技能获得 +7.5% 技能强度，最多叠加 4 层。连续施放相同技能时重置。\n赋能复活次数 +1","施放技能时：下一次施放的技能获得 +9% 技能强度，最多叠加 4 层。连续施放相同技能时重置。\n赋能复活次数 +1"],"arcane_precision":["命中弱点时：\n+50% 伤害 在次要武器上持续 18 秒。","命中弱点时：\n+100% 伤害 在次要武器上持续 18 秒。","命中弱点时：\n+150% 伤害 在次要武器上持续 18 秒。","命中弱点时：\n+200% 伤害 在次要武器上持续 18 秒。\n赋能复活次数 +1","命中弱点时：\n+250% 伤害 在次要武器上持续 18 秒。\n赋能复活次数 +1","命中弱点时：\n+300% 伤害 在次要武器上持续 18 秒。\n赋能复活次数 +1"],"arcane_primary_charger":["近战击杀时：\n30% 几率得到 +50% 主要武器伤害，持续 12 秒","近战击杀时：\n30% 几率得到 +100% 主要武器伤害，持续 12 秒","近战击杀时：\n30% 几率得到 +150% 主要武器伤害，持续 12 秒","近战击杀时：\n30% 几率得到 +200% 主要武器伤害，持续 12 秒\n赋能复活次数 +1","近战击杀时：\n30% 几率得到 +250% 主要武器伤害，持续 12 秒\n赋能复活次数 +1","近战击杀时：\n30% 几率得到 +300% 主要武器伤害，持续 12 秒\n赋能复活次数 +1"],"arcane_pulse":["拾起生命时：\n60% 几率为 25 米内的友军恢复 50 生命值\n冷却时间 15 秒","拾起生命时：\n60% 几率为 25 米内的友军恢复 100 生命值\n冷却时间 15 秒","拾起生命时：\n60% 几率为 25 米内的友军恢复 200 生命值\n冷却时间 15 秒","拾起生命时：\n60% 几率为 25 米内的友军恢复 300 生命值\n冷却时间 15 秒\n赋能复活次数 +1","拾起生命时：\n60% 几率为 25 米内的友军恢复 400 生命值\n冷却时间 15 秒\n赋能复活次数 +1","拾起生命时：\n60% 几率为 25 米内的友军恢复 500 生命值\n冷却时间 15 秒\n赋能复活次数 +1"],"arcane_rage":["造成爆头后：\n15% 几率在主要武器上附加 +30% 伤害，持续 24 秒","造成爆头后：\n15% 几率在主要武器上附加 +60% 伤害，持续 24 秒","造成爆头后：\n15% 几率在主要武器上附加 +90% 伤害，持续 24 秒","造成爆头后：\n15% 几率在主要武器上附加 +120% 伤害，持续 24 秒\n赋能复活次数 +1","造成爆头后：\n15% 几率在主要武器上附加 +150% 伤害，持续 24 秒\n赋能复活次数 +1","造成爆头后：\n15% 几率在主要武器上附加 +180% 伤害，持续 24 秒\n赋能复活次数 +1"],"arcane_reaper":["近战击杀时：\n每秒 +4 生命恢复 和 +110 护甲，持续 10 秒。","近战击杀时：\n每秒 +8 生命恢复 和 +220 护甲，持续 10 秒。","近战击杀时：\n每秒 +12 生命恢复 和 +330 护甲，持续 10 秒。","近战击杀时：\n每秒 +16 生命恢复 和 +440 护甲，持续 10 秒。\n赋能复活次数 +1","近战击杀时：\n每秒 +20 生命恢复 和 +550 护甲，持续 10 秒。\n赋能复活次数 +1","近战击杀时：\n每秒 +24 生命恢复 和 +660 护甲，持续 10 秒。\n赋能复活次数 +1"],"arcane_resistance":["+17% 的几率抵挡一次 毒素异常状态。","+34% 的几率抵挡一次 毒素异常状态。","+51% 的几率抵挡一次 毒素异常状态。","+68% 的几率抵挡一次 毒素异常状态。\n赋能复活次数 +1","+85% 的几率抵挡一次 毒素异常状态。\n赋能复活次数 +1","+102% 的几率抵挡一次 毒素异常状态。\n赋能复活次数 +1"],"arcane_rise":["装弹时：\n60% 几率在主要武器上附加 +25% 伤害，持续 24 秒","装弹时：\n60% 几率在主要武器上附加 +50% 伤害，持续 24 秒","装弹时：\n60% 几率在主要武器上附加 +75% 伤害，持续 24 秒","装弹时：\n60% 几率在主要武器上附加 +100% 伤害，持续 24 秒\n赋能复活次数 +1","装弹时：\n60% 几率在主要武器上附加 +125% 伤害，持续 24 秒\n赋能复活次数 +1","装弹时：\n60% 几率在主要武器上附加 +150% 伤害，持续 24 秒\n赋能复活次数 +1"],"arcane_sculptor":["通过技能创造物体时：施放的技能效率为 125%，持续 12 秒。","通过技能创造物体时：施放的技能效率为 135%，持续 12 秒。","通过技能创造物体时：施放的技能效率为 145%，持续 12 秒。","通过技能创造物体时：施放的技能效率为 155%，持续 12 秒。\n赋能复活次数 +1","通过技能创造物体时：施放的技能效率为 165%，持续 12 秒。\n赋能复活次数 +1","通过技能创造物体时：施放的技能效率为 175%，持续 12 秒。\n赋能复活次数 +1"],"arcane_steadfast":["施放技能时：有 5% 几率使接下来的三个技能不消耗能量。","施放技能时：有 8% 几率使接下来的三个技能不消耗能量。","施放技能时：有 11% 几率使接下来的三个技能不消耗能量。","施放技能时：有 14% 几率使接下来的三个技能不消耗能量。\n赋能复活次数 +1","施放技能时：有 17% 几率使接下来的三个技能不消耗能量。\n赋能复活次数 +1","施放技能时：有 20% 几率使接下来的三个技能不消耗能量。\n赋能复活次数 +1"],"arcane_strike":["击中后：\n15% 几率在近战武器上附加 提升 +10% 攻击速度，持续 18 秒","击中后：\n15% 几率在近战武器上附加 提升 +20% 攻击速度，持续 18 秒","击中后：\n15% 几率在近战武器上附加 提升 +30% 攻击速度，持续 18 秒","击中后：\n15% 几率在近战武器上附加 提升 +40% 攻击速度，持续 18 秒\n赋能复活次数 +1","击中后：\n15% 几率在近战武器上附加 提升 +50% 攻击速度，持续 18 秒\n赋能复活次数 +1","击中后：\n15% 几率在近战武器上附加 提升 +60% 攻击速度，持续 18 秒\n赋能复活次数 +1"],"arcane_tanker":["装备曲翼枪械时：\n+200 护甲，持续 60 秒","装备曲翼枪械时：\n+400 护甲，持续 60 秒","装备曲翼枪械时：\n+600 护甲，持续 60 秒","装备曲翼枪械时：\n+800 护甲，持续 60 秒\n赋能复活次数 +1","装备曲翼枪械时：\n+1,000 护甲，持续 60 秒\n赋能复活次数 +1","装备曲翼枪械时：\n+1,200 护甲，持续 60 秒\n赋能复活次数 +1"],"arcane_tempo":["造成暴击后：\n15% 几率在霰弹枪上附加 +15% 射速，持续 12 秒","造成暴击后：\n15% 几率在霰弹枪上附加 +30% 射速，持续 12 秒","造成暴击后：\n15% 几率在霰弹枪上附加 +45% 射速，持续 12 秒","造成暴击后：\n15% 几率在霰弹枪上附加 +60% 射速，持续 12 秒\n赋能复活次数 +1","造成暴击后：\n15% 几率在霰弹枪上附加 +75% 射速，持续 12 秒\n赋能复活次数 +1","造成暴击后：\n15% 几率在霰弹枪上附加 +90% 射速，持续 12 秒\n赋能复活次数 +1"],"arcane_trickery":["处决击杀时：\n15% 几率进入持续 5 秒的隐身状态","处决击杀时：\n15% 几率进入持续 10 秒的隐身状态","处决击杀时：\n15% 几率进入持续 15 秒的隐身状态","处决击杀时：\n15% 几率进入持续 20 秒的隐身状态\n赋能复活次数 +1","处决击杀时：\n15% 几率进入持续 25 秒的隐身状态\n赋能复活次数 +1","处决击杀时：\n15% 几率进入持续 30 秒的隐身状态\n赋能复活次数 +1"],"arcane_truculence":["当获得的超宏防护大于等于 3,000 阈值时，释放一次 5 米的范围攻击，造成最大层数的 病毒异常状态。","当获得的超宏防护大于等于 3,000 阈值时，释放一次 10 米的范围攻击，造成最大层数的 病毒异常状态。","当获得的超宏防护大于等于 3,000 阈值时，释放一次 15 米的范围攻击，造成最大层数的 病毒异常状态。","当获得的超宏防护大于等于 3,000 阈值时，释放一次 20 米的范围攻击，造成最大层数的 病毒异常状态。\n赋能复活次数 +1","当获得的超宏防护大于等于 3,000 阈值时，释放一次 25 米的范围攻击，造成最大层数的 病毒异常状态。\n赋能复活次数 +1","当获得的超宏防护大于等于 3,000 阈值时，释放一次 30 米的范围攻击，造成最大层数的 病毒异常状态。\n赋能复活次数 +1"],"arcane_ultimatum":["处决击杀时：\n+200 护甲，持续 45 秒","处决击杀时：\n+400 护甲，持续 45 秒","处决击杀时：\n+600 护甲，持续 45 秒","处决击杀时：\n+800 护甲，持续 45 秒\n赋能复活次数 +1","处决击杀时：\n+1,000 护甲，持续 45 秒\n赋能复活次数 +1","处决击杀时：\n+1,200 护甲，持续 45 秒\n赋能复活次数 +1"],"arcane_universal_fallout":["通过技能对敌人造成的每层 辐射异常状态会使其在死亡时有 1% 的几率掉落一个通用补给球。","通过技能对敌人造成的每层 辐射异常状态会使其在死亡时有 2% 的几率掉落一个通用补给球。","通过技能对敌人造成的每层 辐射异常状态会使其在死亡时有 3% 的几率掉落一个通用补给球。","通过技能对敌人造成的每层 辐射异常状态会使其在死亡时有 4% 的几率掉落一个通用补给球。\n赋能复活次数 +1","通过技能对敌人造成的每层 辐射异常状态会使其在死亡时有 5% 的几率掉落一个通用补给球。\n赋能复活次数 +1","通过技能对敌人造成的每层 辐射异常状态会使其在死亡时有 6% 的几率掉落一个通用补给球。\n赋能复活次数 +1"],"arcane_velocity":["造成暴击后：\n90% 几率在手枪上附加 +20% 射速 效果，持续 9 秒","造成暴击后：\n90% 几率在手枪上附加 +40% 射速 效果，持续 9 秒","造成暴击后：\n90% 几率在手枪上附加 +60% 射速 效果，持续 9 秒","造成暴击后：\n90% 几率在手枪上附加 +80% 射速 效果，持续 9 秒\n赋能复活次数 +1","造成暴击后：\n90% 几率在手枪上附加 +100% 射速 效果，持续 9 秒\n赋能复活次数 +1","造成暴击后：\n90% 几率在手枪上附加 +120% 射速 效果，持续 9 秒\n赋能复活次数 +1"],"arcane_victory":["爆头击杀时：\n75% 几率得到 每秒恢复 +0.5% 生命，持续 9 秒","爆头击杀时：\n75% 几率得到 每秒恢复 +1% 生命，持续 9 秒","爆头击杀时：\n75% 几率得到 每秒恢复 +1.5% 生命，持续 9 秒","爆头击杀时：\n75% 几率得到 每秒恢复 +2% 生命，持续 9 秒\n赋能复活次数 +1","爆头击杀时：\n75% 几率得到 每秒恢复 +2.5% 生命，持续 9 秒\n赋能复活次数 +1","爆头击杀时：\n75% 几率得到 每秒恢复 +3% 生命，持续 9 秒\n赋能复活次数 +1"],"arcane_warmth":["+17% 的几率抵挡一次  冰冻异常状态。","+34% 的几率抵挡一次  冰冻异常状态。","+51% 的几率抵挡一次  冰冻异常状态。","+68% 的几率抵挡一次  冰冻异常状态。\n赋能复活次数 +1","+85% 的几率抵挡一次  冰冻异常状态。\n赋能复活次数 +1","+102% 的几率抵挡一次  冰冻异常状态。\n赋能复活次数 +1"],"molt_augmented":["击杀时：\n+0.04% 技能强度。最多叠加到 250 层。","击杀时：\n+0.08% 技能强度。最多叠加到 250 层。","击杀时：\n+0.12% 技能强度。最多叠加到 250 层。","击杀时：\n+0.16% 技能强度。最多叠加到 250 层。\n赋能复活次数 +1","击杀时：\n+0.2% 技能强度。最多叠加到 250 层。\n赋能复活次数 +1","击杀时：\n+0.24% 技能强度。最多叠加到 250 层。\n赋能复活次数 +1"],"molt_efficiency":["护盾激活时：每秒获得 1% 技能持续时间，最多获得 6%","护盾激活时：每秒获得 2% 技能持续时间，最多获得 12%","护盾激活时：每秒获得 3% 技能持续时间，最多获得 18%","护盾激活时：每秒获得 4% 技能持续时间，最多获得 24%\n赋能复活次数 +1","护盾激活时：每秒获得 5% 技能持续时间，最多获得 30%\n赋能复活次数 +1","护盾激活时：每秒获得 6% 技能持续时间，最多获得 36%\n赋能复活次数 +1"],"molt_reconstruct":["施放技能直接消耗的每 1 点能量，可为自身和经验共享范围内的友军恢复 1 生命值。","施放技能直接消耗的每 1 点能量，可为自身和经验共享范围内的友军恢复 2 生命值。","施放技能直接消耗的每 1 点能量，可为自身和经验共享范围内的友军恢复 3 生命值。","施放技能直接消耗的每 1 点能量，可为自身和经验共享范围内的友军恢复 4 生命值。\n赋能复活次数 +1","施放技能直接消耗的每 1 点能量，可为自身和经验共享范围内的友军恢复 5 生命值。\n赋能复活次数 +1","施放技能直接消耗的每 1 点能量，可为自身和经验共享范围内的友军恢复 6 生命值。\n赋能复活次数 +1"],"molt_vigor":["使用指挥官技能时：\n下一次战甲施放技能时获得 15% 技能强度","使用指挥官技能时：\n下一次战甲施放技能时获得 21% 技能强度","使用指挥官技能时：\n下一次战甲施放技能时获得 27% 技能强度","使用指挥官技能时：\n下一次战甲施放技能时获得 33% 技能强度\n赋能复活次数 +1","使用指挥官技能时：\n下一次战甲施放技能时获得 39% 技能强度\n赋能复活次数 +1","使用指挥官技能时：\n下一次战甲施放技能时获得 45% 技能强度\n赋能复活次数 +1"],"theorem_contagion":["站在残差赋能产生的区域内时，每隔 2 秒会产生一个围绕玩家旋转的球体。球体会打击距离玩家 15 米内最近的敌人，造成 150 伤害，并使他们在 6 秒内对球体伤害类型的弱点提高 25%。在离开区域后，球体会持续存在 30 秒。","站在残差赋能产生的区域内时，每隔 2 秒会产生一个围绕玩家旋转的球体。球体会打击距离玩家 15 米内最近的敌人，造成 150 伤害，并使他们在 6 秒内对球体伤害类型的弱点提高 50%。在离开区域后，球体会持续存在 30 秒。","站在残差赋能产生的区域内时，每隔 2 秒会产生一个围绕玩家旋转的球体。球体会打击距离玩家 15 米内最近的敌人，造成 150 伤害，并使他们在 6 秒内对球体伤害类型的弱点提高 75%。在离开区域后，球体会持续存在 30 秒。","站在残差赋能产生的区域内时，每隔 2 秒会产生一个围绕玩家旋转的球体。球体会打击距离玩家 15 米内最近的敌人，造成 150 伤害，并使他们在 6 秒内对球体伤害类型的弱点提高 100%。在离开区域后，球体会持续存在 30 秒。\n赋能复活次数 +1","站在残差赋能产生的区域内时，每隔 2 秒会产生一个围绕玩家旋转的球体。球体会打击距离玩家 15 米内最近的敌人，造成 150 伤害，并使他们在 6 秒内对球体伤害类型的弱点提高 150%。在离开区域后，球体会持续存在 30 秒。\n赋能复活次数 +1","站在残差赋能产生的区域内时，每隔 2 秒会产生一个围绕玩家旋转的球体。球体会打击距离玩家 15 米内最近的敌人，造成 150 伤害，并使他们在 6 秒内对球体伤害类型的弱点提高 200%。在离开区域后，球体会持续存在 30 秒。\n赋能复活次数 +1"],"theorem_demulcent":["站在残差赋能产生的区域内时，武器伤害每秒提高 2%，最多叠加到 15 层。离开此区域后，该效果会持续 20 秒。","站在残差赋能产生的区域内时，武器伤害每秒提高 4%，最多叠加到 15 层。离开此区域后，该效果会持续 20 秒。","站在残差赋能产生的区域内时，武器伤害每秒提高 6%，最多叠加到 15 层。离开此区域后，该效果会持续 20 秒。","站在残差赋能产生的区域内时，武器伤害每秒提高 8%，最多叠加到 15 层。离开此区域后，该效果会持续 20 秒。\n赋能复活次数 +1","站在残差赋能产生的区域内时，武器伤害每秒提高 10%，最多叠加到 15 层。离开此区域后，该效果会持续 20 秒。\n赋能复活次数 +1","站在残差赋能产生的区域内时，武器伤害每秒提高 12%，最多叠加到 15 层。离开此区域后，该效果会持续 20 秒。\n赋能复活次数 +1"],"theorem_infection":["站在残差赋能产生的区域内时，每秒可为 90 米范围内的同伴和召唤的友军提高 4% 的伤害，最多叠加到 15 层。离开此区域后，该效果会持续 20 秒。","站在残差赋能产生的区域内时，每秒可为 90 米范围内的同伴和召唤的友军提高 8% 的伤害，最多叠加到 15 层。离开此区域后，该效果会持续 20 秒。","站在残差赋能产生的区域内时，每秒可为 90 米范围内的同伴和召唤的友军提高 12% 的伤害，最多叠加到 15 层。离开此区域后，该效果会持续 20 秒。","站在残差赋能产生的区域内时，每秒可为 90 米范围内的同伴和召唤的友军提高 16% 的伤害，最多叠加到 15 层。离开此区域后，该效果会持续 20 秒。\n赋能复活次数 +1","站在残差赋能产生的区域内时，每秒可为 90 米范围内的同伴和召唤的友军提高 20% 的伤害，最多叠加到 15 层。离开此区域后，该效果会持续 20 秒。\n赋能复活次数 +1","站在残差赋能产生的区域内时，每秒可为 90 米范围内的同伴和召唤的友军提高 24% 的伤害，最多叠加到 15 层。离开此区域后，该效果会持续 20 秒。\n赋能复活次数 +1"]},"warframe_arcanes":{"arcane_acceleration":"赋能·加速","arcane_aegis":"赋能·神盾","arcane_agility":"赋能·灵敏","arcane_arachne":"赋能·蜘蛛","arcane_avenger":"赋能·复仇者","arcane_awakening":"赋能·觉醒","arcane_barrier":"赋能·壁垒","arcane_battery":"赋能·电池","arcane_bellicose":"赋能·黩武","arcane_blade_charger":"赋能·刀刃充能","arcane_blessing":"赋能·赐福","arcane_bodyguard":"赋能·卫士","arcane_camisado":"赋能·奇袭","arcane_circumvent":"赋能·规避","arcane_concentration":"赋能·专注","arcane_consequence":"赋能·结果","arcane_crepuscular":"赋能·影袭","arcane_deflection":"赋能·偏折","arcane_double_back":"赋能·回返","arcane_energize":"赋能·充沛","arcane_eruption":"赋能·爆发","arcane_escapist":"赋能·脱逃","arcane_expertise":"赋能·精湛","arcane_fury":"赋能·狂怒","arcane_grace":"赋能·优雅","arcane_guardian":"赋能·保卫者","arcane_healing":"赋能·复原","arcane_hot_shot":"赋能·热火","arcane_ice":"赋能·冰冷","arcane_ice_storm":"赋能·冰暴","arcane_impetus":"赋能·激励","arcane_intention":"赋能·心相","arcane_momentum":"赋能·动量","arcane_nullifier":"赋能·消磁","arcane_persistence":"赋能·坚韧","arcane_phantasm":"赋能·幻象","arcane_pistoleer":"赋能·枪炮","arcane_power_ramp":"赋能·力升","arcane_precision":"赋能·精确","arcane_primary_charger":"赋能·主武充能","arcane_pulse":"赋能·生机","arcane_rage":"赋能·愤怒","arcane_reaper":"赋能·收割","arcane_resistance":"赋能·抗毒","arcane_rise":"赋能·崛起","arcane_sculptor":"赋能·雕塑","arcane_steadfast":"赋能·坚定","arcane_strike":"赋能·速攻","arcane_tanker":"赋能·坦克","arcane_tempo":"赋能·节奏","arcane_trickery":"赋能·诡计","arcane_truculence":"赋能·暴虐","arcane_ultimatum":"赋能·通牒","arcane_universal_fallout":"赋能·辐照","arcane_velocity":"赋能·迅速","arcane_victory":"赋能·胜利","arcane_warmth":"赋能·温暖","molt_augmented":"蜕化·升腾","molt_efficiency":"蜕化·效能","molt_reconstruct":"蜕化·重塑","molt_vigor":"蜕化·活力","theorem_contagion":"定理·触染","theorem_demulcent":"定理·缓和","theorem_infection":"定理·感染"},"warframe_mod_descriptions":{"abating_link":["链接强化：被链接敌人的护甲减少 30%。","链接强化：被链接敌人的护甲减少 40%。","链接强化：被链接敌人的护甲减少 50%。","链接强化：被链接敌人的护甲减少 60%。"],"accumulating_whipclaw":["长鞭利爪强化：击中 3 名敌人后会给予 10% 叠加的伤害加成到之后的鞭击。加成会在 10 秒后衰减。","长鞭利爪强化：击中 3 名敌人后会给予 15% 叠加的伤害加成到之后的鞭击。加成会在 10 秒后衰减。","长鞭利爪强化：击中 3 名敌人后会给予 20% 叠加的伤害加成到之后的鞭击。加成会在 10 秒后衰减。","长鞭利爪强化：击中 3 名敌人后会给予 35% 叠加的伤害加成到之后的鞭击。加成会在 10 秒后衰减。"],"adaptation":["受伤后：\n+5% 对该种伤害类型的抗性，持续 10 秒。叠加最高至 90%。","受伤后：\n+5.5% 对该种伤害类型的抗性，持续 11 秒。叠加最高至 90%。","受伤后：\n+6% 对该种伤害类型的抗性，持续 12 秒。叠加最高至 90%。","受伤后：\n+6.5% 对该种伤害类型的抗性，持续 13 秒。叠加最高至 90%。","受伤后：\n+7% 对该种伤害类型的抗性，持续 14 秒。叠加最高至 90%。","受伤后：\n+7.5% 对该种伤害类型的抗性，持续 15 秒。叠加最高至 90%。","受伤后：\n+8% 对该种伤害类型的抗性，持续 16 秒。叠加最高至 90%。","受伤后：\n+8.5% 对该种伤害类型的抗性，持续 17 秒。叠加最高至 90%。","受伤后：\n+9% 对该种伤害类型的抗性，持续 18 秒。叠加最高至 90%。","受伤后：\n+9.5% 对该种伤害类型的抗性，持续 19 秒。叠加最高至 90%。","受伤后：\n+10% 对该种伤害类型的抗性，持续 20 秒。叠加最高至 90%。"],"aegis_gale":["神盾风暴强化：在神盾风暴期间，野火燎原具有次要射击。该爆炸造成的额外伤害等于 Hildryn 最大护盾的 9%。","神盾风暴强化：在神盾风暴期间，野火燎原具有次要射击。该爆炸造成的额外伤害等于 Hildryn 最大护盾的 11%。","神盾风暴强化：在神盾风暴期间，野火燎原具有次要射击。该爆炸造成的额外伤害等于 Hildryn 最大护盾的 13%。","神盾风暴强化：在神盾风暴期间，野火燎原具有次要射击。该爆炸造成的额外伤害等于 Hildryn 最大护盾的 15%。"],"aero_vantage":["飞身瞄准时重力变为 -25%","飞身瞄准时重力变为 -50%","飞身瞄准时重力变为 -75%","飞身瞄准时重力变为 -100%"],"afterburn":["光暴怒吼强化：光暴怒吼激活时每秒累积 25 伤害。关闭后，Chroma 会将累积的能量放出，发出一枚最多可造成 200 伤害的元素弹。","光暴怒吼强化：光暴怒吼激活时每秒累积 50 伤害。关闭后，Chroma 会将累积的能量放出，发出一枚最多可造成 300 伤害的元素弹。","光暴怒吼强化：光暴怒吼激活时每秒累积 75 伤害。关闭后，Chroma 会将累积的能量放出，发出一枚最多可造成 400 伤害的元素弹。","光暴怒吼强化：光暴怒吼激活时每秒累积 100 伤害。关闭后，Chroma 会将累积的能量放出，发出一枚最多可造成 500 伤害的元素弹。"],"agility_drift":["在空中时受到的伤害降低 2%\n敌人瞄准战甲时降低 -1% 精准度","在空中时受到的伤害降低 4%\n敌人瞄准战甲时降低 -2% 精准度","在空中时受到的伤害降低 6%\n敌人瞄准战甲时降低 -3% 精准度","在空中时受到的伤害降低 8%\n敌人瞄准战甲时降低 -4% 精准度","在空中时受到的伤害降低 10%\n敌人瞄准战甲时降低 -5% 精准度","在空中时受到的伤害降低 12%\n敌人瞄准战甲时降低 -6% 精准度"],"airburst_rounds":["空爆强化：每一个被空爆击中的敌人都会为次要武器提升 10% 伤害，持续 5 秒。","空爆强化：每一个被空爆击中的敌人都会为次要武器提升 20% 伤害，持续 8 秒。","空爆强化：每一个被空爆击中的敌人都会为次要武器提升 30% 伤害，持续 11 秒。","空爆强化：每一个被空爆击中的敌人都会为次要武器提升 40% 伤害，持续 14 秒。"],"amars_anguish":["+2.5% 跑酷速度\n+2.5% 冲刺速度","+5% 跑酷速度\n+5% 冲刺速度","+7.5% 跑酷速度\n+7.5% 冲刺速度","+10% 跑酷速度\n+10% 冲刺速度","+12.5% 跑酷速度\n+12.5% 冲刺速度","+15% 跑酷速度\n+15% 冲刺速度"],"amars_hatred":["+4% 护甲\n+2.5% 技能强度","+8% 护甲\n+5% 技能强度","+13% 护甲\n+7.5% 技能强度","+17% 护甲\n+10% 技能强度","+21% 护甲\n+12.5% 技能强度","+25% 护甲\n+15% 技能强度"],"antimatter_absorb":["反物质释放强化：球体会吸收 2 米内的敌方炮火来增加 Nova 反物质粒子爆炸时的伤害。","反物质释放强化：球体会吸收 3 米内的敌方炮火来增加 Nova 反物质粒子爆炸时的伤害。","反物质释放强化：球体会吸收 4 米内的敌方炮火来增加 Nova 反物质粒子爆炸时的伤害。","反物质释放强化：球体会吸收 5 米内的敌方炮火来增加 Nova 反物质粒子爆炸时的伤害。"],"antitoxin":["+7.5% 毒素抗性","+15% 毒素抗性","+22.5% 毒素抗性","+30% 毒素抗性","+37.5% 毒素抗性","+45% 毒素抗性"],"archon_continuity":["+5% 技能持续时间\n技能造成 毒素异常状态时也会触发  腐蚀异常状态。","+10% 技能持续时间\n技能造成 毒素异常状态时也会触发  腐蚀异常状态。","+15% 技能持续时间\n技能造成 毒素异常状态时也会触发  腐蚀异常状态。","+20% 技能持续时间\n技能造成 毒素异常状态时也会触发  腐蚀异常状态。","+25% 技能持续时间\n技能造成 毒素异常状态时也会触发  腐蚀异常状态。","+30% 技能持续时间\n技能造成 毒素异常状态时也会触发  腐蚀异常状态。","+35% 技能持续时间\n技能造成 毒素异常状态时也会触发  腐蚀异常状态。","+40% 技能持续时间\n技能造成 毒素异常状态时也会触发  腐蚀异常状态。","+45% 技能持续时间\n技能造成 毒素异常状态时也会触发  腐蚀异常状态。","+50% 技能持续时间\n技能造成 毒素异常状态时也会触发  腐蚀异常状态。","+55% 技能持续时间\n技能造成 毒素异常状态时也会触发  腐蚀异常状态。"],"archon_flow":["+17% 最大能量\n被 冰冻技能杀死的敌人有 10% 几率掉落一个能量球。冷却时间 10 秒。","+34% 最大能量\n被 冰冻技能杀死的敌人有 10% 几率掉落一个能量球。冷却时间 10 秒。","+50% 最大能量\n被 冰冻技能杀死的敌人有 10% 几率掉落一个能量球。冷却时间 10 秒。","+67% 最大能量\n被 冰冻技能杀死的敌人有 10% 几率掉落一个能量球。冷却时间 10 秒。","+84% 最大能量\n被 冰冻技能杀死的敌人有 10% 几率掉落一个能量球。冷却时间 10 秒。","+101% 最大能量\n被 冰冻技能杀死的敌人有 10% 几率掉落一个能量球。冷却时间 10 秒。","+118% 最大能量\n被 冰冻技能杀死的敌人有 10% 几率掉落一个能量球。冷却时间 10 秒。","+135% 最大能量\n被 冰冻技能杀死的敌人有 10% 几率掉落一个能量球。冷却时间 10 秒。","+151% 最大能量\n被 冰冻技能杀死的敌人有 10% 几率掉落一个能量球。冷却时间 10 秒。","+168% 最大能量\n被 冰冻技能杀死的敌人有 10% 几率掉落一个能量球。冷却时间 10 秒。","+185% 最大能量\n被 冰冻技能杀死的敌人有 10% 几率掉落一个能量球。冷却时间 10 秒。"],"archon_intensify":["+2.7% 技能强度\n恢复生命值的技能在 10 秒内提供 +30% 技能强度。","+5.5% 技能强度\n恢复生命值的技能在 10 秒内提供 +30% 技能强度。","+8.2% 技能强度\n恢复生命值的技能在 10 秒内提供 +30% 技能强度。","+10.9% 技能强度\n恢复生命值的技能在 10 秒内提供 +30% 技能强度。","+13.6% 技能强度\n恢复生命值的技能在 10 秒内提供 +30% 技能强度。","+16.4% 技能强度\n恢复生命值的技能在 10 秒内提供 +30% 技能强度。","+19.1% 技能强度\n恢复生命值的技能在 10 秒内提供 +30% 技能强度。","+21.8% 技能强度\n恢复生命值的技能在 10 秒内提供 +30% 技能强度。","+24.5% 技能强度\n恢复生命值的技能在 10 秒内提供 +30% 技能强度。","+27.3% 技能强度\n恢复生命值的技能在 10 秒内提供 +30% 技能强度。","+30% 技能强度\n恢复生命值的技能在 10 秒内提供 +30% 技能强度。"],"archon_stretch":["+4.1% 技能范围\n造成 电击伤害的技能在 5 秒内提供每秒 +2 能量恢复。","+8.2% 技能范围\n造成 电击伤害的技能在 5 秒内提供每秒 +2 能量恢复。","+12.3% 技能范围\n造成 电击伤害的技能在 5 秒内提供每秒 +2 能量恢复。","+16.4% 技能范围\n造成 电击伤害的技能在 5 秒内提供每秒 +2 能量恢复。","+20.5% 技能范围\n造成 电击伤害的技能在 5 秒内提供每秒 +2 能量恢复。","+24.5% 技能范围\n造成 电击伤害的技能在 5 秒内提供每秒 +2 能量恢复。","+28.6% 技能范围\n造成 电击伤害的技能在 5 秒内提供每秒 +2 能量恢复。","+32.7% 技能范围\n造成 电击伤害的技能在 5 秒内提供每秒 +2 能量恢复。","+36.8% 技能范围\n造成 电击伤害的技能在 5 秒内提供每秒 +2 能量恢复。","+40.9% 技能范围\n造成 电击伤害的技能在 5 秒内提供每秒 +2 能量恢复。","+45% 技能范围\n造成 电击伤害的技能在 5 秒内提供每秒 +2 能量恢复。"],"archon_vitality":["+9% 生命值\n技能触发的  火焰异常状态会触发两次。","+18% 生命值\n技能触发的  火焰异常状态会触发两次。","+27% 生命值\n技能触发的  火焰异常状态会触发两次。","+36% 生命值\n技能触发的  火焰异常状态会触发两次。","+45% 生命值\n技能触发的  火焰异常状态会触发两次。","+55% 生命值\n技能触发的  火焰异常状态会触发两次。","+64% 生命值\n技能触发的  火焰异常状态会触发两次。","+73% 生命值\n技能触发的  火焰异常状态会触发两次。","+82% 生命值\n技能触发的  火焰异常状态会触发两次。","+91% 生命值\n技能触发的  火焰异常状态会触发两次。","+100% 生命值\n技能触发的  火焰异常状态会触发两次。"],"armored_agility":["+2.5% 冲刺速度\n+7% 护甲","+5% 冲刺速度\n+13% 护甲","+7.5% 冲刺速度\n+20% 护甲","+10% 冲刺速度\n+27% 护甲","+12.5% 冲刺速度\n+33% 护甲","+15% 冲刺速度\n+40% 护甲"],"assimilate":["聚合吸收增强：Nyx 可以在聚合吸收期间使用武器，并且技能持续时间无限，但每秒消耗 11  能量，并且技能范围减半。","聚合吸收增强：Nyx 可以在聚合吸收期间使用武器，并且技能持续时间无限，但每秒消耗 9.5  能量，并且技能范围减半。","聚合吸收增强：Nyx 可以在聚合吸收期间使用武器，并且技能持续时间无限，但每秒消耗 8  能量，并且技能范围减半。","聚合吸收增强：Nyx 可以在聚合吸收期间使用武器，并且技能持续时间无限，但每秒消耗 6.5  能量，并且技能范围减半。"],"augur_accord":["+12% 护盾容量","+23% 护盾容量","+35% 护盾容量","+47% 护盾容量","+58% 护盾容量","+70% 护盾容量"],"augur_message":["+4% 技能持续时间","+8% 技能持续时间","+12% 技能持续时间","+16% 技能持续时间","+20% 技能持续时间","+24% 技能持续时间"],"augur_reach":["+5% 技能范围","+10% 技能范围","+15% 技能范围","+20% 技能范围","+25% 技能范围","+30% 技能范围"],"augur_secrets":["+4% 技能强度","+8% 技能强度","+12% 技能强度","+16% 技能强度","+20% 技能强度","+24% 技能强度"],"aviator":["在空中时受到的伤害降低 10%","在空中时受到的伤害降低 20%","在空中时受到的伤害降低 30%","在空中时受到的伤害降低 40%"],"axios_javelineers":["崇敬标枪强化：召唤一对 Styanax 魅影投掷标枪，命中时产生漩涡。穿透敌人可使漩涡持续时间增加 2 秒。","崇敬标枪强化：召唤一对 Styanax 魅影投掷标枪，命中时产生漩涡。穿透敌人可使漩涡持续时间增加 3 秒。","崇敬标枪强化：召唤一对 Styanax 魅影投掷标枪，命中时产生漩涡。穿透敌人可使漩涡持续时间增加 4 秒。","崇敬标枪强化：召唤一对 Styanax 魅影投掷标枪，命中时产生漩涡。穿透敌人可使漩涡持续时间增加 5 秒。"],"balefire_surge":["野火燎原强化：完全蓄力后直接命中目标可为 Hildryn 恢复 100 点护盾。击中虚能船员的护盾将摧毁他们并恢复 300 点护盾。","野火燎原强化：完全蓄力后直接命中目标可为 Hildryn 恢复 150 点护盾。击中虚能船员的护盾将摧毁他们并恢复 450 点护盾。","野火燎原强化：完全蓄力后直接命中目标可为 Hildryn 恢复 200 点护盾。击中虚能船员的护盾将摧毁他们并恢复 600 点护盾。","野火燎原强化：完全蓄力后直接命中目标可为 Hildryn 恢复 250 点护盾。击中虚能船员的护盾将摧毁他们并恢复 750 点护盾。"],"ballistic_bullseye":["弹道蓄能强化：根据蓄能的程度，让下一发射击附加上 20% 的最终暴击几率。","弹道蓄能强化：根据蓄能的程度，让下一发射击附加上 30% 的最终暴击几率。","弹道蓄能强化：根据蓄能的程度，让下一发射击附加上 40% 的最终暴击几率。","弹道蓄能强化：根据蓄能的程度，让下一发射击附加上 50% 的最终暴击几率。"],"battering_maneuver":["+3% 跑酷速度\n+3% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+10% 冲击伤害","+6% 跑酷速度\n+6% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+20% 冲击伤害","+9% 跑酷速度\n+9% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+30% 冲击伤害","+12% 跑酷速度\n+12% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+40% 冲击伤害","+15% 跑酷速度\n+15% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+50% 冲击伤害","+18% 跑酷速度\n+18% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+60% 冲击伤害"],"beguiling_lantern":["幻灯强化：被引诱的敌人会受到 25% 的额外武器伤害。","幻灯强化：被引诱的敌人会受到 50% 的额外武器伤害。","幻灯强化：被引诱的敌人会受到 75% 的额外武器伤害。","幻灯强化：被引诱的敌人会受到 100% 的额外武器伤害。"],"blazing_pillage":["掠夺强化：受「和平之地」影响的敌人将被点燃且受到 50 火焰伤害，并为 Hildryn 回复 20 额外 护盾。","掠夺强化：受「和平之地」影响的敌人将被点燃且受到 100 火焰伤害，并为 Hildryn 回复 30 额外 护盾。","掠夺强化：受「和平之地」影响的敌人将被点燃且受到 150 火焰伤害，并为 Hildryn 回复 40 额外 护盾。","掠夺强化：受「和平之地」影响的敌人将被点燃且受到 200 火焰伤害，并为 Hildryn 回复 50 额外 护盾。"],"blending_talons":["穿心利爪强化：点按以在 Garuda 周围进行 6 米的范围攻击。当击中受 切割异常状态影响的目标时，Garuda 的利爪可获得 25% 的额外连击数几率。","穿心利爪强化：点按以在 Garuda 周围进行 7 米的范围攻击。当击中受 切割异常状态影响的目标时，Garuda 的利爪可获得 50% 的额外连击数几率。","穿心利爪强化：点按以在 Garuda 周围进行 8 米的范围攻击。当击中受 切割异常状态影响的目标时，Garuda 的利爪可获得 75% 的额外连击数几率。","穿心利爪强化：点按以在 Garuda 周围进行 9 米的范围攻击。当击中受 切割异常状态影响的目标时，Garuda 的利爪可获得 100% 的额外连击数几率。"],"blind_rage":["+9% 技能强度\n-5% 技能效率","+18% 技能强度\n-10% 技能效率","+27% 技能强度\n-15% 技能效率","+36% 技能强度\n-20% 技能效率","+45% 技能强度\n-25% 技能效率","+54% 技能强度\n-30% 技能效率","+63% 技能强度\n-35% 技能效率","+72% 技能强度\n-40% 技能效率","+81% 技能强度\n-45% 技能效率","+90% 技能强度\n-50% 技能效率","+99% 技能强度\n-55% 技能效率"],"blinding_reave":["精华掠夺强化：精华掠夺增加 40% 的攻击范围，被烟雾击中的敌人会被致盲 6 秒。","精华掠夺强化：精华掠夺增加 40% 的攻击范围，被烟雾击中的敌人会被致盲 7 秒。","精华掠夺强化：精华掠夺增加 40% 的攻击范围，被烟雾击中的敌人会被致盲 8 秒。","精华掠夺强化：精华掠夺增加 40% 的攻击范围，被烟雾击中的敌人会被致盲 10 秒。"],"blood_forge":["祭血仪式强化：Garuda 装备的武器被重新装填，最多可到 25%。","祭血仪式强化：Garuda 装备的武器被重新装填，最多可到 50%。","祭血仪式强化：Garuda 装备的武器被重新装填，最多可到 75%。","祭血仪式强化：Garuda 装备的武器被重新装填，最多可到 100%。"],"boreals_anguish":["飞身瞄准时重力变为 -12.5%\n+10% 飞身瞄准/壁面攀附持续时间","飞身瞄准时重力变为 -25%\n+20% 飞身瞄准/壁面攀附持续时间","飞身瞄准时重力变为 -37.5%\n+30% 飞身瞄准/壁面攀附持续时间","飞身瞄准时重力变为 -50%\n+40% 飞身瞄准/壁面攀附持续时间","飞身瞄准时重力变为 -62.5%\n+50% 飞身瞄准/壁面攀附持续时间","飞身瞄准时重力变为 -75%\n+60% 飞身瞄准/壁面攀附持续时间"],"boreals_hatred":["+11% 护盾容量\n+2.5% 技能效率","+22% 护盾容量\n+5% 技能效率","+33% 护盾容量\n+7.5% 技能效率","+43% 护盾容量\n+10% 技能效率","+54% 护盾容量\n+12.5% 技能效率","+65% 护盾容量\n+15% 技能效率"],"broods_oversurge":["蛛心毒裔强化：急行蛛被电击强化。长按可将所有活动中的急行蛛引导至瞄准目标，对目标周围一定范围内的敌人造成 1250 电击伤害和异常状态效果。","蛛心毒裔强化：急行蛛被电击强化。长按可将所有活动中的急行蛛引导至瞄准目标，对目标周围一定范围内的敌人造成 1500 电击伤害和异常状态效果。","蛛心毒裔强化：急行蛛被电击强化。长按可将所有活动中的急行蛛引导至瞄准目标，对目标周围一定范围内的敌人造成 1750 电击伤害和异常状态效果。","蛛心毒裔强化：急行蛛被电击强化。长按可将所有活动中的急行蛛引导至瞄准目标，对目标周围一定范围内的敌人造成 2000 电击伤害和异常状态效果。"],"calm_frenzy":["暂息－怒气强化：杀死一名受到技能影响的敌人会造成该技能的效果传播 2 米持续 40% 的剩余持续时间","暂息－怒气强化：杀死一名受到技能影响的敌人会造成该技能的效果传播 3 米持续 60% 的剩余持续时间","暂息－怒气强化：杀死一名受到技能影响的敌人会造成该技能的效果传播 4 米持续 80% 的剩余持续时间","暂息－怒气强化：杀死一名受到技能影响的敌人会造成该技能的效果传播 5 米持续 100% 的剩余持续时间"],"capacitance":["电能释放强化：将 1.5% 造成的伤害转为 Volt 和附近队友的护盾。","电能释放强化：将 2% 造成的伤害转为 Volt 和附近队友的护盾。","电能释放强化：将 2.5% 造成的伤害转为 Volt 和附近队友的护盾。","电能释放强化：将 3% 造成的伤害转为 Volt 和附近队友的护盾。"],"carnis_carapace":["+9% 护甲\n+3% 生命值","+18% 护甲\n+7% 生命值","+28% 护甲\n+10% 生命值","+37% 护甲\n+13% 生命值","+46% 护甲\n+17% 生命值","+55% 护甲\n+20% 生命值"],"cataclysmic_continuum":["灾变强化：每击杀一名敌人，持续时间延长 0.30 秒。","灾变强化：每击杀一名敌人，持续时间延长 0.5 秒。","灾变强化：每击杀一名敌人，持续时间延长 0.69 秒。","灾变强化：每击杀一名敌人，持续时间延长 1 秒。"],"cataclysmic_gate":["太阳之门强化：Wisp 召唤 2 个幻影施放一次太阳之门爆炸，引爆后留下持续 5 秒的区域，每秒造成 500火焰伤害且必定触发火焰和辐射异常状态。","太阳之门强化：Wisp 召唤 2 个幻影施放一次太阳之门爆炸，引爆后留下持续 7 秒的区域，每秒造成 500火焰伤害且必定触发火焰和辐射异常状态。","太阳之门强化：Wisp 召唤 2 个幻影施放一次太阳之门爆炸，引爆后留下持续 8 秒的区域，每秒造成 500火焰伤害且必定触发火焰和辐射异常状态。","太阳之门强化：Wisp 召唤 2 个幻影施放一次太阳之门爆炸，引爆后留下持续 10 秒的区域，每秒造成 500火焰伤害且必定触发火焰和辐射异常状态。"],"catalyzing_shields":["x0.80 最大护盾容量\n0.33 秒满护盾保险免疫时间","x0.60 最大护盾容量\n0.67 秒满护盾保险免疫时间","x0.40 最大护盾容量\n1.0 秒满护盾保险免疫时间","x0.20 最大护盾容量\n1.33 秒满护盾保险免疫时间"],"catapult":["肉弹碾压强化：用  来将 Grendel 发射到准星指向方向。消耗 15 。下蹲可减速。","肉弹碾压强化：用  来将 Grendel 发射到准星指向方向。消耗 10 。下蹲可减速。","肉弹碾压强化：用  来将 Grendel 发射到准星指向方向。消耗 7.5 。下蹲可减速。","肉弹碾压强化：用  来将 Grendel 发射到准星指向方向。消耗 5 。下蹲可减速。"],"cathode_current":["阴极泰来强化：在阴极泰来激活期间消灭敌人会额外释放一道具有 50% 伤害的超旋链波电击，并同时延长超旋链波的持续时间。","阴极泰来强化：在阴极泰来激活期间消灭敌人会额外释放一道具有 100% 伤害的超旋链波电击，并同时延长超旋链波的持续时间。","阴极泰来强化：在阴极泰来激活期间消灭敌人会额外释放一道具有 150% 伤害的超旋链波电击，并同时延长超旋链波的持续时间。","阴极泰来强化：在阴极泰来激活期间消灭敌人会额外释放一道具有 200% 伤害的超旋链波电击，并同时延长超旋链波的持续时间。"],"celestial_stomp":["天圣双身强化：长按来控制分身进行震地攻击，消耗 25 能量将周围 12 米内的敌人滞空。","天圣双身强化：长按来控制分身进行震地攻击，消耗 25 能量将周围 14 米内的敌人滞空。","天圣双身强化：长按来控制分身进行震地攻击，消耗 25 能量将周围 17 米内的敌人滞空。","天圣双身强化：长按来控制分身进行震地攻击，消耗 25 能量将周围 20 米内的敌人滞空。"],"champions_blessing":["祝福强化：治疗友军可使主要和次要武器获得与治疗百分比相同的暴击几率，持续 12 秒，最高获得 350% 增益。","祝福强化：治疗友军可使主要和次要武器获得与治疗百分比相同的暴击几率，持续 18 秒，最高获得 350% 增益。","祝福强化：治疗友军可使主要和次要武器获得与治疗百分比相同的暴击几率，持续 24 秒，最高获得 350% 增益。","祝福强化：治疗友军可使主要和次要武器获得与治疗百分比相同的暴击几率，持续 30 秒，最高获得 350% 增益。"],"chaos_sphere":["精神混乱强化：进入效果范围的敌人会陷入混乱，有效时间为技能持续时间的 25%，且会逐渐缩小。","精神混乱强化：进入效果范围的敌人会陷入混乱，有效时间为技能持续时间的 30%，且会逐渐缩小。","精神混乱强化：进入效果范围的敌人会陷入混乱，有效时间为技能持续时间的 40%，且会逐渐缩小。","精神混乱强化：进入效果范围的敌人会陷入混乱，有效时间为技能持续时间的 50%，且会逐渐缩小。"],"chilling_globe":["冰雪护罩强化：进入护罩内的敌人有 30% 几率被冰冻 10 秒。","冰雪护罩强化：进入护罩内的敌人有 35% 几率被冰冻 10 秒。","冰雪护罩强化：进入护罩内的敌人有 40% 几率被冰冻 10 秒。","冰雪护罩强化：进入护罩内的敌人有 50% 几率被冰冻 10 秒。"],"chromatic_blade":["显赫刀剑强化：显赫刀剑的伤害类型会根据 Excalibur 的放射色彩变化，并且触发几率也会提升 100%。","显赫刀剑强化：显赫刀剑的伤害类型会根据 Excalibur 的放射色彩变化，并且触发几率也会提升 200%。","显赫刀剑强化：显赫刀剑的伤害类型会根据 Excalibur 的放射色彩变化，并且触发几率也会提升 250%。","显赫刀剑强化：显赫刀剑的伤害类型会根据 Excalibur 的放射色彩变化，并且触发几率也会提升 300%。"],"coil_recharge":["旋爆视界强化：可以召回回旋球。其范围内的敌人将遭受 350 电击伤害，并使其他敌人受到连锁电击。被拉入爆炸范围的敌人将受到额外电击。","旋爆视界强化：可以召回回旋球。其范围内的敌人将遭受 400 电击伤害，并使其他敌人受到连锁电击。被拉入爆炸范围的敌人将受到额外电击。","旋爆视界强化：可以召回回旋球。其范围内的敌人将遭受 450 电击伤害，并使其他敌人受到连锁电击。被拉入爆炸范围的敌人将受到额外电击。","旋爆视界强化：可以召回回旋球。其范围内的敌人将遭受 500 电击伤害，并使其他敌人受到连锁电击。被拉入爆炸范围的敌人将受到额外电击。"],"cold_front":["冰雪护罩强化：冰雪护罩范围缩小附着在 Frost 身上，并增加你的移动力。每次击杀一名被冻结的敌人，护罩的生命值增加 1%。","冰雪护罩强化：冰雪护罩范围缩小附着在 Frost 身上，并增加你的移动力。每次击杀一名被冻结的敌人，护罩的生命值增加 2%。","冰雪护罩强化：冰雪护罩范围缩小附着在 Frost 身上，并增加你的移动力。每次击杀一名被冻结的敌人，护罩的生命值增加 3%。","冰雪护罩强化：冰雪护罩范围缩小附着在 Frost 身上，并增加你的移动力。每次击杀一名被冻结的敌人，护罩的生命值增加 4%。"],"concentrated_arrow":["月神狩弓强化：射出单支箭矢，完全蓄力时获得 +25% 基础暴击几率，击中弱点时获得额外 +20% 暴击率，并在 7 米范围内爆炸。移除穿透效果。","月神狩弓强化：射出单支箭矢，完全蓄力时获得 +25% 基础暴击几率，击中弱点时获得额外 +30% 暴击率，并在 7 米范围内爆炸。移除穿透效果。","月神狩弓强化：射出单支箭矢，完全蓄力时获得 +25% 基础暴击几率，击中弱点时获得额外 +40% 暴击率，并在 7 米范围内爆炸。移除穿透效果。","月神狩弓强化：射出单支箭矢，完全蓄力时获得 +25% 基础暴击几率，击中弱点时获得额外 +50% 暴击率，并在 7 米范围内爆炸。移除穿透效果。"],"conductive_sphere":["电弧球强化：穿过电弧球的投射物必定造成 电击异常状态和增加 15% 电击伤害。","电弧球强化：穿过电弧球的投射物必定造成 电击异常状态和增加 35% 电击伤害。","电弧球强化：穿过电弧球的投射物必定造成 电击异常状态和增加 55% 电击伤害。","电弧球强化：穿过电弧球的投射物必定造成 电击异常状态和增加 75% 电击伤害。"],"conductor":["共鸣渲染强化：再次使用技能来命令共鸣渲染以 100% 速度移动至你瞄准的位置。","共鸣渲染强化：再次使用技能来命令共鸣渲染以 115% 速度移动至你瞄准的位置。","共鸣渲染强化：再次使用技能来命令共鸣渲染以 135% 速度移动至你瞄准的位置。","共鸣渲染强化：再次使用技能来命令共鸣渲染以 150% 速度移动至你瞄准的位置。"],"constitution":["+10% 倒地恢复\n+7% 技能持续时间","+20% 倒地恢复\n+14% 技能持续时间","+30% 倒地恢复\n+21% 技能持续时间","+40% 倒地恢复\n+28% 技能持续时间"],"contagion_cloud":["剧毒鞭笞强化：每次击杀敌人都会产生一片范围 5 米的毒雾，每秒造成 150 毒素伤害，持续 8 秒。近战击杀将造成双倍的伤害。","剧毒鞭笞强化：每次击杀敌人都会产生一片范围 5 米的毒雾，每秒造成 175 毒素伤害，持续 9 秒。近战击杀将造成双倍的伤害。","剧毒鞭笞强化：每次击杀敌人都会产生一片范围 5 米的毒雾，每秒造成 250 毒素伤害，持续 10 秒。近战击杀将造成双倍的伤害。","剧毒鞭笞强化：每次击杀敌人都会产生一片范围 5 米的毒雾，每秒造成 300 毒素伤害，持续 12 秒。近战击杀将造成双倍的伤害。"],"continuity":["+5% 技能持续时间","+10% 技能持续时间","+15% 技能持续时间","+20% 技能持续时间","+25% 技能持续时间","+30% 技能持续时间"],"counter_pulse":["护盾极化强化：敌人的武器将被干扰，被护盾极化击中的机器人将瘫痪 2 秒。","护盾极化强化：敌人的武器将被干扰，被护盾极化击中的机器人将瘫痪 2.5 秒。","护盾极化强化：敌人的武器将被干扰，被护盾极化击中的机器人将瘫痪 3 秒。","护盾极化强化：敌人的武器将被干扰，被护盾极化击中的机器人将瘫痪 4 秒。"],"creeping_terrify":["惊骇强化：受影响的敌人会减少 30% 的移动速度。","惊骇强化：受影响的敌人会减少 40% 的移动速度。","惊骇强化：受影响的敌人会减少 50% 的移动速度。","惊骇强化：受影响的敌人会减少 60% 的移动速度。"],"critical_surge":["裂口涌流强化：传送到一个储能池会消耗 50% 的能量，并且根据移动的距离，主要武器在 9 秒内可获得每米 2.5% 的暴击几率。最高可获得 250% 暴击几率。","裂口涌流强化：传送到一个储能池会消耗 50% 的能量，并且根据移动的距离，主要武器在 9 秒内可获得每米 5% 的暴击几率。最高可获得 250% 暴击几率。","裂口涌流强化：传送到一个储能池会消耗 50% 的能量，并且根据移动的距离，主要武器在 9 秒内可获得每米 7.5% 的暴击几率。最高可获得 250% 暴击几率。","裂口涌流强化：传送到一个储能池会消耗 50% 的能量，并且根据移动的距离，主要武器在 9 秒内可获得每米 10% 的暴击几率。最高可获得 250% 暴击几率。"],"cunning_drift":["+2% 滑行\n-5% 摩擦力\n+2.5% 技能范围","+4% 滑行\n-10% 摩擦力\n+5% 技能范围","+6% 滑行\n-15% 摩擦力\n+7.5% 技能范围","+8% 滑行\n-20% 摩擦力\n+10% 技能范围","+10% 滑行\n-25% 摩擦力\n+12.5% 技能范围","+12% 滑行\n-30% 摩擦力\n+15% 技能范围"],"damage_decoy":["诱饵强化：可以对敌人施放诱饵。攻击诱饵的敌人会被施加 5 个随机异常状态，且反射伤害增加 200%。","诱饵强化：可以对敌人施放诱饵。攻击诱饵的敌人会被施加 5 个随机异常状态，且反射伤害增加 250%。","诱饵强化：可以对敌人施放诱饵。攻击诱饵的敌人会被施加 5 个随机异常状态，且反射伤害增加 300%。","诱饵强化：可以对敌人施放诱饵。攻击诱饵的敌人会被施加 5 个随机异常状态，且反射伤害增加 350%。"],"dark_propagation":["播种强化：受到播种影响的敌人被击杀时在 9 米内扩散播种效果。幽影的死亡收割技能也会施加播种效果。","播种强化：受到播种影响的敌人被击杀时在 11 米内扩散播种效果。幽影的死亡收割技能也会施加播种效果。","播种强化：受到播种影响的敌人被击杀时在 13 米内扩散播种效果。幽影的死亡收割技能也会施加播种效果。","播种强化：受到播种影响的敌人被击杀时在 15 米内扩散播种效果。幽影的死亡收割技能也会施加播种效果。"],"deceptive_bond":["诱饵强化：20% 本体受到的伤害会转移给诱饵，反之亦然。","诱饵强化：30% 本体受到的伤害会转移给诱饵，反之亦然。","诱饵强化：45% 本体受到的伤害会转移给诱饵，反之亦然。","诱饵强化：50% 本体受到的伤害会转移给诱饵，反之亦然。"],"defiled_reckoning":["惩戒清算强化：使敌人在 2.5 秒内无法使用生命球。","惩戒清算强化：使敌人在 5 秒内无法使用生命球。","惩戒清算强化：使敌人在 7.5 秒内无法使用生命球。","惩戒清算强化：使敌人在 10 秒内无法使用生命球。"],"desiccations_curse":["枯沙竭血强化：处决击杀一名被致盲的敌人会有 35% 的几率召唤一个库娃群来传播圣甲虫群。最多 2 个库娃群。","枯沙竭血强化：处决击杀一名被致盲的敌人会有 50% 的几率召唤一个库娃群来传播圣甲虫群。最多 2 个库娃群。","枯沙竭血强化：处决击杀一名被致盲的敌人会有 70% 的几率召唤一个库娃群来传播圣甲虫群。最多 2 个库娃群。","枯沙竭血强化：处决击杀一名被致盲的敌人会有 100% 的几率召唤一个库娃群来传播圣甲虫群。最多 2 个库娃群。"],"despoil":["亵渎强化：不再消耗能量，但每具尸体会消耗 16 血量。","亵渎强化：不再消耗能量，但每具尸体会消耗 14 血量。","亵渎强化：不再消耗能量，但每具尸体会消耗 12 血量。","亵渎强化：不再消耗能量，但每具尸体会消耗 10 血量。"],"diamond_skin":["+7.5% 辐射抗性","+15% 辐射抗性","+22.5% 辐射抗性","+30% 辐射抗性","+37.5% 辐射抗性","+45% 辐射抗性"],"divine_retribution":["圣火尖枪强化：异常状态会扩散至所有被刺中的敌人。尖枪的威力伤害将根据剩余的 切割、 毒素和 火焰异常状态的 0.75 倍增加。基础范围为 14 米。","圣火尖枪强化：异常状态会扩散至所有被刺中的敌人。尖枪的威力伤害将根据剩余的 切割、 毒素和 火焰异常状态的 1 倍增加。基础范围为 14 米。","圣火尖枪强化：异常状态会扩散至所有被刺中的敌人。尖枪的威力伤害将根据剩余的 切割、 毒素和 火焰异常状态的 1.25 倍增加。基础范围为 14 米。","圣火尖枪强化：异常状态会扩散至所有被刺中的敌人。尖枪的威力伤害将根据剩余的 切割、 毒素和 火焰异常状态的 1.5 倍增加。基础范围为 14 米。"],"dread_ward":["恐惧魔镜强化：当恐惧魔镜割取一名敌人的生命之力并将其击杀时，可无敌 4 秒。","恐惧魔镜强化：当恐惧魔镜割取一名敌人的生命之力并将其击杀时，可无敌 5 秒。","恐惧魔镜强化：当恐惧魔镜割取一名敌人的生命之力并将其击杀时，可无敌 6 秒。","恐惧魔镜强化：当恐惧魔镜割取一名敌人的生命之力并将其击杀时，可无敌 8 秒。"],"duality":["昼夜交替强化：Equinox 的另一半身将解放 7 秒，并造成 100% 的伤害。","昼夜交替强化：Equinox 的另一半身将解放 8 秒，并造成 150% 的伤害。","昼夜交替强化：Equinox 的另一半身将解放 9 秒，并造成 200% 的伤害。","昼夜交替强化：Equinox 的另一半身将解放 10 秒，并造成 300% 的伤害。"],"elemental_sandstorm":["吞天沙暴强化：吞天沙暴增加 20% 技能范围，且有 25% 几率根据装备的近战武器的伤害类型来造成对应的异常状态。","吞天沙暴强化：吞天沙暴增加 30% 技能范围，且有 50% 几率根据装备的近战武器的伤害类型来造成对应的异常状态。","吞天沙暴强化：吞天沙暴增加 40% 技能范围，且有 75% 几率根据装备的近战武器的伤害类型来造成对应的异常状态。","吞天沙暴强化：吞天沙暴增加 50% 技能范围，且有 100% 几率根据装备的近战武器的伤害类型来造成对应的异常状态。"],"elusive_retribution":["巧躲强化：Baruuk 每次通过巧躲来躲避攻击都会增加 5% 近战攻击速度和近战暴击伤害，最多 3 层。持续 6 秒。","巧躲强化：Baruuk 每次通过巧躲来躲避攻击都会增加 5% 近战攻击速度和近战暴击伤害，最多 4 层。持续 6 秒。","巧躲强化：Baruuk 每次通过巧躲来躲避攻击都会增加 5% 近战攻击速度和近战暴击伤害，最多 5 层。持续 6 秒。","巧躲强化：Baruuk 每次通过巧躲来躲避攻击都会增加 5% 近战攻击速度和近战暴击伤害，最多 6 层。持续 6 秒。"],"empowered_quiver":["战术箭袋强化：悬丝箭使友军获得 75% 暴击伤害。隐蔽箭有 50% 的几率防止异常状态。","战术箭袋强化：悬丝箭使友军获得 80% 暴击伤害。隐蔽箭有 65% 的几率防止异常状态。","战术箭袋强化：悬丝箭使友军获得 90% 暴击伤害。隐蔽箭有 80% 的几率防止异常状态。","战术箭袋强化：悬丝箭使友军获得 100% 暴击伤害。隐蔽箭有 100% 的几率防止异常状态。"],"endless_lullaby":["镇静强化：处决或击杀一名沉睡中的敌人将重新触发镇静，持续时间为剩余持续时间的 25%。\n被动：+50% 镇静持续时间。","镇静强化：处决或击杀一名沉睡中的敌人将重新触发镇静，持续时间为剩余持续时间的 50%。\n被动：+50% 镇静持续时间。","镇静强化：处决或击杀一名沉睡中的敌人将重新触发镇静，持续时间为剩余持续时间的 75%。\n被动：+50% 镇静持续时间。","镇静强化：处决或击杀一名沉睡中的敌人将重新触发镇静，持续时间为剩余持续时间的 100%。\n被动：+50% 镇静持续时间。"],"endurance_drift":["+1.7% 最大能量\n+2% 跑酷速度","+3.3% 最大能量\n+4% 跑酷速度","+5% 最大能量\n+6% 跑酷速度","+6.7% 最大能量\n+8% 跑酷速度","+8.3% 最大能量\n+10% 跑酷速度","+10% 最大能量\n+12% 跑酷速度"],"enduring_bastille":["力场牢狱强化：在力场牢狱内击杀一个敌人，可延长持续时间 2 秒。每投进牢狱一个额外漩涡，漩涡的持续时间都会增加其最长延续时间的 50%。","力场牢狱强化：在力场牢狱内击杀一个敌人，可延长持续时间 2 秒。每投进牢狱一个额外漩涡，漩涡的持续时间都会增加其最长延续时间的 55%。","力场牢狱强化：在力场牢狱内击杀一个敌人，可延长持续时间 2 秒。每投进牢狱一个额外漩涡，漩涡的持续时间都会增加其最长延续时间的 60%。","力场牢狱强化：在力场牢狱内击杀一个敌人，可延长持续时间 2 秒。每投进牢狱一个额外漩涡，漩涡的持续时间都会增加其最长延续时间的 70%。"],"enemy_sense":["+5 米侦敌雷达","+10 米侦敌雷达","+15 米侦敌雷达","+20 米侦敌雷达","+25 米侦敌雷达","+30 米侦敌雷达"],"energy_conversion":["能量球可使你下一次施放的技能强度提升 10%。","能量球可使你下一次施放的技能强度提升 18%。","能量球可使你下一次施放的技能强度提升 26%。","能量球可使你下一次施放的技能强度提升 34%。","能量球可使你下一次施放的技能强度提升 42%。","能量球可使你下一次施放的技能强度提升 50%。"],"energy_nexus":["战甲获得每秒 +0.5 能量恢复","战甲获得每秒 +1 能量恢复","战甲获得每秒 +1.5 能量恢复","战甲获得每秒 +2 能量恢复","战甲获得每秒 +2.5 能量恢复","战甲获得每秒 +3 能量恢复"],"energy_transfer":["补愈－致残强化：转换形态时，50% 的储能将被保留。","补愈－致残强化：转换形态时，65% 的储能将被保留。","补愈－致残强化：转换形态时，80% 的储能将被保留。","补愈－致残强化：转换形态时，100% 的储能将被保留。"],"enraged":["狂化爆发强化：增加 200% 伤害，增加 200% 暴击几率。狂化爆发持续 15 秒，并有相应的冷却时间。","狂化爆发强化：增加 250% 伤害，增加 250% 暴击几率。狂化爆发持续 15 秒，并有相应的冷却时间。","狂化爆发强化：增加 300% 伤害，增加 300% 暴击几率。狂化爆发持续 15 秒，并有相应的冷却时间。","狂化爆发强化：增加 350% 伤害，增加 350% 暴击几率。狂化爆发持续 15 秒，并有相应的冷却时间。"],"enveloping_cloud":["筋斗游云强化：在云层 2.5 米范围内的队友会隐身 8 秒。","筋斗游云强化：在云层 3 米范围内的队友会隐身 10 秒。","筋斗游云强化：在云层 3.5 米范围内的队友会隐身 12 秒。","筋斗游云强化：在云层 4 米范围内的队友会隐身 14 秒。"],"equilibrium":["拾取生命球额外获得 +10% 能量。拾取能量球额外获得 +10% 生命。","拾取生命球额外获得 +20% 能量。拾取能量球额外获得 +20% 生命。","拾取生命球额外获得 +30% 能量。拾取能量球额外获得 +30% 生命。","拾取生命球额外获得 +40% 能量。拾取能量球额外获得 +40% 生命。","拾取生命球额外获得 +50% 能量。拾取能量球额外获得 +50% 生命。","拾取生命球额外获得 +60% 能量。拾取能量球额外获得 +60% 生命。","拾取生命球额外获得 +70% 能量。拾取能量球额外获得 +70% 生命。","拾取生命球额外获得 +80% 能量。拾取能量球额外获得 +80% 生命。","拾取生命球额外获得 +90% 能量。拾取能量球额外获得 +90% 生命。","拾取生命球额外获得 +100% 能量。拾取能量球额外获得 +100% 生命。","拾取生命球额外获得 +110% 能量。拾取能量球额外获得 +110% 生命。"],"escape_velocity":["虫洞强化：穿过虫洞的队友获得 30% 速度加成，持续 4 秒。","虫洞强化：穿过虫洞的队友获得 35% 速度加成，持续 5 秒。","虫洞强化：穿过虫洞的队友获得 40% 速度加成，持续 6 秒。","虫洞强化：穿过虫洞的队友获得 50% 速度加成，持续 7 秒。"],"eternal_war":["咆哮强化：技能激活时，以近战击杀每个敌人能延长 1.25 秒技能持续时间。","咆哮强化：技能激活时，以近战击杀每个敌人能延长 1.5 秒技能持续时间。","咆哮强化：技能激活时，以近战击杀每个敌人能延长 1.75 秒技能持续时间。","咆哮强化：技能激活时，以近战击杀每个敌人能延长 2 秒技能持续时间。"],"everlasting_ward":["元素之护强化：队友在离开技能范围之后会保留其效果的 50% 剩余持续时间。","元素之护强化：队友在离开技能范围之后会保留其效果的 65% 剩余持续时间。","元素之护强化：队友在离开技能范围之后会保留其效果的 80% 剩余持续时间。","元素之护强化：队友在离开技能范围之后会保留其效果的 100% 剩余持续时间。"],"exothermic":["地狱烈焰强化：受地狱烈焰影响的敌人在被击杀时，有 5% 的几率掉落一个能量球。","地狱烈焰强化：受地狱烈焰影响的敌人在被击杀时，有 7.5% 的几率掉落一个能量球。","地狱烈焰强化：受地狱烈焰影响的敌人在被击杀时，有 10% 的几率掉落一个能量球。","地狱烈焰强化：受地狱烈焰影响的敌人在被击杀时，有 15% 的几率掉落一个能量球。"],"explosive_legerdemain":["戏法强化：将掉落物转换为有 50% 几率触发造成 500 伤害的感应地雷。","戏法强化：将掉落物转换为有 65% 几率触发造成 600 伤害的感应地雷。","戏法强化：将掉落物转换为有 80% 几率触发造成 800 伤害的感应地雷。","戏法强化：将掉落物转换为有 100% 几率触发造成 1000 伤害的感应地雷。"],"fast_deflection":["+15% 护盾恢复\n-7.5% 护盾恢复延迟","+30% 护盾恢复\n-15% 护盾恢复延迟","+45% 护盾恢复\n-22.5% 护盾恢复延迟","+60% 护盾恢复\n-30% 护盾恢复延迟","+75% 护盾恢复\n-37.5% 护盾恢复延迟","+90% 护盾恢复\n-45% 护盾恢复延迟"],"fireball_frenzy":["火球强化：长按来施放技能，使 15 米内的友军攻击附加 50% 额外的火焰伤害，持续 28 秒。","火球强化：长按来施放技能，使 15 米内的友军攻击附加 65% 额外的火焰伤害，持续 32 秒。","火球强化：长按来施放技能，使 15 米内的友军攻击附加 80% 额外的火焰伤害，持续 36 秒。","火球强化：长按来施放技能，使 15 米内的友军攻击附加 100% 额外的火焰伤害，持续 40 秒。"],"firewalker":["+2.2% 跑酷速度\n+2.2% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+25% 火焰伤害","+4.4% 跑酷速度\n+4.4% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+50% 火焰伤害","+6.6% 跑酷速度\n+6.6% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+75% 火焰伤害","+8.8% 跑酷速度\n+8.8% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+100% 火焰伤害","+11% 跑酷速度\n+11% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+125% 火焰伤害","+13.2% 跑酷速度\n+13.2% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+150% 火焰伤害","+15.4% 跑酷速度\n+15.4% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+175% 火焰伤害","+17.6% 跑酷速度\n+17.6% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+200% 火焰伤害","+19.8% 跑酷速度\n+19.8% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+225% 火焰伤害","+22% 跑酷速度\n+22% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+250% 火焰伤害","+24.2% 跑酷速度\n+24.2% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+275% 火焰伤害"],"flame_repellent":["+10% 火焰抗性","+20% 火焰抗性","+30% 火焰抗性","+40% 火焰抗性","+50% 火焰抗性","+60% 火焰抗性"],"fleeting_expertise":["+10% 技能效率\n-10% 技能持续时间","+20% 技能效率\n-20% 技能持续时间","+30% 技能效率\n-30% 技能持续时间","+40% 技能效率\n-40% 技能持续时间","+50% 技能效率\n-50% 技能持续时间","+60% 技能效率\n-60% 技能持续时间"],"flow":["+17% 最大能量","+33% 最大能量","+50% 最大能量","+67% 最大能量","+83% 最大能量","+100% 最大能量"],"fortitude":["+10% 几率抵抗击倒\n+25% 护盾恢复","+20% 几率抵抗击倒\n+50% 护盾恢复","+30% 几率抵抗击倒\n+75% 护盾恢复","+40% 几率抵抗击倒\n+100% 护盾恢复"],"fracturing_crush":["粉碎强化：粉碎增加 +50% 施放速度。幸存敌人的护甲减少 30%，并且他们在 4 秒内无法移动。","粉碎强化：粉碎增加 +50% 施放速度。幸存敌人的护甲减少 45%，并且他们在 5 秒内无法移动。","粉碎强化：粉碎增加 +50% 施放速度。幸存敌人的护甲减少 60%，并且他们在 6 秒内无法移动。","粉碎强化：粉碎增加 +50% 施放速度。幸存敌人的护甲减少 75%，并且他们在 7 秒内无法移动。"],"freeze_force":["冻结强化：长按来施放技能，使 15 米内的友军攻击附加 50% 额外的冰冻伤害，持续 28 秒。","冻结强化：长按来施放技能，使 15 米内的友军攻击附加 65% 额外的冰冻伤害，持续 32 秒。","冻结强化：长按来施放技能，使 15 米内的友军攻击附加 80% 额外的冰冻伤害，持续 36 秒。","冻结强化：长按来施放技能，使 15 米内的友军攻击附加 100% 额外的冰冻伤害，持续 40 秒。"],"funnel_clouds":["龙卷云风强化：额外制造 2 个龙卷云风，所有的龙卷云风大小变为原先的 50% ，并且不会卷起敌人。","龙卷云风强化：额外制造 4 个龙卷云风，所有的龙卷云风大小变为原先的 50% ，并且不会卷起敌人。","龙卷云风强化：额外制造 6 个龙卷云风，所有的龙卷云风大小变为原先的 50% ，并且不会卷起敌人。","龙卷云风强化：额外制造 8 个龙卷云风，所有的龙卷云风大小变为原先的 50% ，并且不会卷起敌人。"],"furious_javelin":["广域标枪强化：每击中一名敌人将增加 Excalibur 的 8% 的近战伤害，持续时间 9 秒。","广域标枪强化：每击中一名敌人将增加 Excalibur 的 10% 的近战伤害，持续时间 11 秒。","广域标枪强化：每击中一名敌人将增加 Excalibur 的 12% 的近战伤害，持续时间 13 秒。","广域标枪强化：每击中一名敌人将增加 Excalibur 的 15% 的近战伤害，持续时间 16 秒。"],"fused_crucible":["堆芯迸发强化：成为一种导引技能，每秒消耗 35能量，并逐渐增强。激活的辐射柱体会触发连锁反应，并且其持续时间会冻结。同时大幅降低移动速度。","堆芯迸发强化：成为一种导引技能，每秒消耗 30能量，并逐渐增强。激活的辐射柱体会触发连锁反应，并且其持续时间会冻结。同时大幅降低移动速度。","堆芯迸发强化：成为一种导引技能，每秒消耗 25能量，并逐渐增强。激活的辐射柱体会触发连锁反应，并且其持续时间会冻结。同时大幅降低移动速度。","堆芯迸发强化：成为一种导引技能，每秒消耗 20能量，并逐渐增强。激活的辐射柱体会触发连锁反应，并且其持续时间会冻结。同时大幅降低移动速度。"],"fused_reservoir":["储能池强化：添加第四种储能池，使其具有所有三种储能池的效果。额外消耗 300% 的能量。","储能池强化：添加第四种储能池，使其具有所有三种储能池的效果。额外消耗 270% 的能量。","储能池强化：添加第四种储能池，使其具有所有三种储能池的效果。额外消耗 250% 的能量。","储能池强化：添加第四种储能池，使其具有所有三种储能池的效果。额外消耗 200% 的能量。"],"gale_kick":["转换 +25% 的近战伤害至飞踢的冲击伤害，击杀时击倒周围的敌人。","转换 +50% 的近战伤害至飞踢的冲击伤害，击杀时击倒周围的敌人。","转换 +75% 的近战伤害至飞踢的冲击伤害，击杀时击倒周围的敌人。","转换 +100% 的近战伤害至飞踢的冲击伤害，击杀时击倒周围的敌人。"],"gaseous_quake":["Sound Quake Augment: Channel Gas Damage and Status Effect leaks with a 2x Damage Multiplier that increases every second on enemies in your sight.","Sound Quake Augment: Channel Gas Damage and Status Effect leaks with a 2.25x Damage Multiplier that increases every second on enemies in your sight.","Sound Quake Augment: Channel Gas Damage and Status Effect leaks with a 2.5x Damage Multiplier that increases every second on enemies in your sight.","Sound Quake Augment: Channel Gas Damage and Status Effect leaks with a 2.75x Damage Multiplier that increases every second on enemies in your sight."],"gastro":["剧烈反刍强化：被反刍的敌人最多弹跳 3 次，形成持续 3 秒的毒气云，并对附近的敌人造成 毒气异常状态。","剧烈反刍强化：被反刍的敌人最多弹跳 3 次，形成持续 5 秒的毒气云，并对附近的敌人造成 毒气异常状态。","剧烈反刍强化：被反刍的敌人最多弹跳 3 次，形成持续 6 秒的毒气云，并对附近的敌人造成 毒气异常状态。","剧烈反刍强化：被反刍的敌人最多弹跳 3 次，形成持续 8 秒的毒气云，并对附近的敌人造成 毒气异常状态。"],"gladiator_aegis":["+7% 护甲","+13% 护甲","+20% 护甲","+27% 护甲","+33% 护甲","+40% 护甲"],"gladiator_finesse":["以 +10% 的能量效率，将致命伤害转化为能量消耗。","以 +20% 的能量效率，将致命伤害转化为能量消耗。","以 +30% 的能量效率，将致命伤害转化为能量消耗。","以 +40% 的能量效率，将致命伤害转化为能量消耗。","以 +50% 的能量效率，将致命伤害转化为能量消耗。","以 +60% 的能量效率，将致命伤害转化为能量消耗。"],"gladiator_resolve":["+7% 生命值","+13% 生命值","+20% 生命值","+27% 生命值","+33% 生命值","+40% 生命值"],"gourmand":["大快朵颐强化：施放技能时不消耗能量，而是消耗 300 生命值。每一个被吞噬的敌人可使吞天食地额外获得 75 护甲。","大快朵颐强化：施放技能时不消耗能量，而是消耗 260 生命值。每一个被吞噬的敌人可使吞天食地额外获得 100 护甲。","大快朵颐强化：施放技能时不消耗能量，而是消耗 240 生命值。每一个被吞噬的敌人可使吞天食地额外获得 125 护甲。","大快朵颐强化：施放技能时不消耗能量，而是消耗 200 生命值。每一个被吞噬的敌人可使吞天食地额外获得 150 护甲。"],"greedy_pull":["吸引强化：以 40% 几率将掉落物吸引到 Mag 所在之处。","吸引强化：以 60% 几率将掉落物吸引到 Mag 所在之处。","吸引强化：以 80% 几率将掉落物吸引到 Mag 所在之处。","吸引强化：以 100% 几率将掉落物吸引到 Mag 所在之处。"],"guardian_armor":["怨怒护甲强化：Chroma 可使 经验共享范围内队友受到的伤害减少 75%。小队击杀时在 3 秒内恢复 2% 生命值并增加 1 秒怨怒护甲持续时间。","怨怒护甲强化：Chroma 可使 经验共享范围内队友受到的伤害减少 75%。小队击杀时在 3 秒内恢复 3% 生命值并增加 1 秒怨怒护甲持续时间。","怨怒护甲强化：Chroma 可使 经验共享范围内队友受到的伤害减少 75%。小队击杀时在 3 秒内恢复 4% 生命值并增加 1 秒怨怒护甲持续时间。","怨怒护甲强化：Chroma 可使 经验共享范围内队友受到的伤害减少 75%。小队击杀时在 3 秒内恢复 5% 生命值并增加 1 秒怨怒护甲持续时间。"],"guided_effigy":["利欲龙骸强化：施放并按住将利欲龙骸导向你瞄准的位置。对其移动路径上的敌人造成每秒 1000 的伤害并根据敌人数量恢复 2 能量，并在抵达目标时通过咆哮震晕附近的敌人。","利欲龙骸强化：施放并按住将利欲龙骸导向你瞄准的位置。对其移动路径上的敌人造成每秒 2000 的伤害并根据敌人数量恢复 3 能量，并在抵达目标时通过咆哮震晕附近的敌人。","利欲龙骸强化：施放并按住将利欲龙骸导向你瞄准的位置。对其移动路径上的敌人造成每秒 3000 的伤害并根据敌人数量恢复 4 能量，并在抵达目标时通过咆哮震晕附近的敌人。","利欲龙骸强化：施放并按住将利欲龙骸导向你瞄准的位置。对其移动路径上的敌人造成每秒 4000 的伤害并根据敌人数量恢复 5 能量，并在抵达目标时通过咆哮震晕附近的敌人。"],"hall_of_malevolence":["镜厅强化：每击杀一名敌人，你的分身所造成伤害增加 2%。","镜厅强化：每击杀一名敌人，你的分身所造成伤害增加 3%。","镜厅强化：每击杀一名敌人，你的分身所造成伤害增加 4%。","镜厅强化：每击杀一名敌人，你的分身所造成伤害增加 5%。"],"hallowed_eruption":["神圣领域强化：再次施展技能会造成剩余的伤害，并有几率触发辐射效果。\n被动：+50% 神圣领域持续时间。","神圣领域强化：再次施展技能会造成剩余的伤害，并有几率触发辐射效果。\n被动：+100% 神圣领域持续时间。","神圣领域强化：再次施展技能会造成剩余的伤害，并有几率触发辐射效果。\n被动：+150% 神圣领域持续时间。","神圣领域强化：再次施展技能会造成剩余的伤害，并有几率触发辐射效果。\n被动：+200% 神圣领域持续时间。"],"hallowed_reckoning":["惩戒清算强化：惩戒清算增加 40% 攻击范围。每个受影响敌人的半径 1.5 米范围内，额外增加队友护甲并对敌人造成每秒 150 伤害。","惩戒清算强化：惩戒清算增加 40% 攻击范围。每个受影响敌人的半径 2 米范围内，额外增加队友护甲并对敌人造成每秒 200 伤害。","惩戒清算强化：惩戒清算增加 40% 攻击范围。每个受影响敌人的半径 2.5 米范围内，额外增加队友护甲并对敌人造成每秒 250 伤害。","惩戒清算强化：惩戒清算增加 40% 攻击范围。每个受影响敌人的半径 3 米范围内，额外增加队友护甲并对敌人造成每秒 300 伤害。"],"handspring":["+40% 倒地恢复","+80% 倒地恢复","+120% 倒地恢复","+160% 倒地恢复"],"healing_flame":["火焰冲击强化：根据当前的浴火献祭水平，每个被击中的敌人能恢复 10 到 20 点生命值。Ember 装备时，过量治疗为你提供超宏防护。","火焰冲击强化：根据当前的浴火献祭水平，每个被击中的敌人能恢复 15 到 30 点生命值。Ember 装备时，过量治疗为你提供超宏防护。","火焰冲击强化：根据当前的浴火献祭水平，每个被击中的敌人能恢复 20 到 40 点生命值。Ember 装备时，过量治疗为你提供超宏防护。","火焰冲击强化：根据当前的浴火献祭水平，每个被击中的敌人能恢复 25 到 50 点生命值。Ember 装备时，过量治疗为你提供超宏防护。"],"health_conversion":["捡取生命球可获得 75 护甲，最多累计 3 次；受到伤害将会在 3 秒后失去一层累计效果。","捡取生命球可获得 150 护甲，最多累计 3 次；受到伤害将会在 3 秒后失去一层累计效果。","捡取生命球可获得 225 护甲，最多累计 3 次；受到伤害将会在 3 秒后失去一层累计效果。","捡取生命球可获得 300 护甲，最多累计 3 次；受到伤害将会在 3 秒后失去一层累计效果。","捡取生命球可获得 375 护甲，最多累计 3 次；受到伤害将会在 3 秒后失去一层累计效果。","捡取生命球可获得 450 护甲，最多累计 3 次；受到伤害将会在 3 秒后失去一层累计效果。"],"hearty_nourishment":["消化滋养强化：清除异常状态，并基于 Grendel 腹中的受害者数量获得每个受害者 2 秒的异常状态免疫效果。","消化滋养强化：清除异常状态，并基于 Grendel 腹中的受害者数量获得每个受害者 3 秒的异常状态免疫效果。","消化滋养强化：清除异常状态，并基于 Grendel 腹中的受害者数量获得每个受害者 4 秒的异常状态免疫效果。","消化滋养强化：清除异常状态，并基于 Grendel 腹中的受害者数量获得每个受害者 5 秒的异常状态免疫效果。"],"heavy_impact":["从高处着地将会产生 1 米的范围震波，造成 50 伤害并震倒敌人。","从高处着地将会产生 2 米的范围震波，造成 100 伤害并震倒敌人。","从高处着地将会产生 3 米的范围震波，造成 150 伤害并震倒敌人。","从高处着地将会产生 4 米的范围震波，造成 200 伤害并震倒敌人。","从高处着地将会产生 5 米的范围震波，造成 250 伤害并震倒敌人。","从高处着地将会产生 6 米的范围震波，造成 300 伤害并震倒敌人。"],"hunter_adrenaline":["将生命值所受伤害的 +7.5% 转换为能量。在没有护盾的情况下，友方超宏防护将充当生命值。","将生命值所受伤害的 +15% 转换为能量。在没有护盾的情况下，友方超宏防护将充当生命值。","将生命值所受伤害的 +22.5% 转换为能量。在没有护盾的情况下，友方超宏防护将充当生命值。","将生命值所受伤害的 +30% 转换为能量。在没有护盾的情况下，友方超宏防护将充当生命值。","将生命值所受伤害的 +37.5% 转换为能量。在没有护盾的情况下，友方超宏防护将充当生命值。","将生命值所受伤害的 +45% 转换为能量。在没有护盾的情况下，友方超宏防护将充当生命值。"],"hushed_invisibility":["隐形强化：隐形状态中，武器噪音减少 50%。","隐形强化：隐形状态中，武器噪音减少 65%。","隐形强化：隐形状态中，武器噪音减少 80%。","隐形强化：隐形状态中，武器噪音减少 100%。"],"hysterical_assault":["狂化爆发强化：使用 Valkyr 的利爪攻击，跃向最远 50 米外的目标敌人。增加 20% 跑酷速度和 20% 冲刺速度，持续 5 秒。","狂化爆发强化：使用 Valkyr 的利爪攻击，跃向最远 50 米外的目标敌人。增加 30% 跑酷速度和 30% 冲刺速度，持续 5 秒。","狂化爆发强化：使用 Valkyr 的利爪攻击，跃向最远 50 米外的目标敌人。增加 40% 跑酷速度和 40% 冲刺速度，持续 5 秒。","狂化爆发强化：使用 Valkyr 的利爪攻击，跃向最远 50 米外的目标敌人。增加 50% 跑酷速度和 50% 冲刺速度，持续 5 秒。"],"ice_spring":["+2.2% 跑酷速度\n+2.2% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+25% 冰冻伤害","+4.4% 跑酷速度\n+4.4% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+50% 冰冻伤害","+6.6% 跑酷速度\n+6.6% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+75% 冰冻伤害","+8.8% 跑酷速度\n+8.8% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+100% 冰冻伤害","+11% 跑酷速度\n+11% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+125% 冰冻伤害","+13.2% 跑酷速度\n+13.2% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+150% 冰冻伤害","+15.4% 跑酷速度\n+15.4% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+175% 冰冻伤害","+17.6% 跑酷速度\n+17.6% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+200% 冰冻伤害","+19.8% 跑酷速度\n+19.8% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+225% 冰冻伤害","+22% 跑酷速度\n+22% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+250% 冰冻伤害","+24.2% 跑酷速度\n+24.2% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+275% 冰冻伤害"],"ice_wave_impedance":["冰浪强化：制造一道持续 6 秒的冰痕。接触它的敌人每秒都会被施加 冰冻异常状态。","冰浪强化：制造一道持续 8 秒的冰痕。接触它的敌人每秒都会被施加 冰冻异常状态。","冰浪强化：制造一道持续 10 秒的冰痕。接触它的敌人每秒都会被施加 冰冻异常状态。","冰浪强化：制造一道持续 12 秒的冰痕。接触它的敌人每秒都会被施加 冰冻异常状态。"],"icy_avalanche":["雪崩强化：用冰衣覆盖经验共享范围内的友军，每次命中敌人时为友军提供 40 超宏防护。每次命中敌人增加相当于护甲值 5% 的超宏防护。","雪崩强化：用冰衣覆盖经验共享范围内的友军，每次命中敌人时为友军提供 45 超宏防护。每次命中敌人增加相当于护甲值 10% 的超宏防护。","雪崩强化：用冰衣覆盖经验共享范围内的友军，每次命中敌人时为友军提供 50 超宏防护。每次命中敌人增加相当于护甲值 15% 的超宏防护。","雪崩强化：用冰衣覆盖经验共享范围内的友军，每次命中敌人时为友军提供 60 超宏防护。每次命中敌人增加相当于护甲值 20% 的超宏防护。"],"immolated_radiance":["浴火献祭强化：经验分享范围内的友军可获得 20% 的浴火献祭伤害减免。","浴火献祭强化：经验分享范围内的友军可获得 30% 的浴火献祭伤害减免。","浴火献祭强化：经验分享范围内的友军可获得 40% 的浴火献祭伤害减免。","浴火献祭强化：经验分享范围内的友军可获得 50% 的浴火献祭伤害减免。"],"infernum":["炼狱火强化：飞行期间拾取烙魔符文时可释放火球，造成 1000火焰伤害，并使齐射规模更大。火球命中敌人会缓慢为硫磺充能。","炼狱火强化：飞行期间拾取烙魔符文时可释放火球，造成 1250火焰伤害，并使齐射规模更大。火球命中敌人会缓慢为硫磺充能。","炼狱火强化：飞行期间拾取烙魔符文时可释放火球，造成 1350火焰伤害，并使齐射规模更大。火球命中敌人会缓慢为硫磺充能。","炼狱火强化：飞行期间拾取烙魔符文时可释放火球，造成 1500火焰伤害，并使齐射规模更大。火球命中敌人会缓慢为硫磺充能。"],"infiltrate":["潜影猎手强化：Ivara 能够绕过激光障碍并且获得 10% 的移动速度。","潜影猎手强化：Ivara 能够绕过激光障碍并且获得 15% 的移动速度。","潜影猎手强化：Ivara 能够绕过激光障碍并且获得 20% 的移动速度。","潜影猎手强化：Ivara 能够绕过激光障碍并且获得 25% 的移动速度。"],"insatiable":["贪婪强化：Nidus 在感染范围内时有 35% 几率获得额外突变适性叠层。此几率的基础数值可通过技能强度来提升，当此数值超过 100% 时叠层可多次叠加。","贪婪强化：Nidus 在感染范围内时有 40% 几率获得额外突变适性叠层。此几率的基础数值可通过技能强度来提升，当此数值超过 100% 时叠层可多次叠加。","贪婪强化：Nidus 在感染范围内时有 50% 几率获得额外突变适性叠层。此几率的基础数值可通过技能强度来提升，当此数值超过 100% 时叠层可多次叠加。","贪婪强化：Nidus 在感染范围内时有 60% 几率获得额外突变适性叠层。此几率的基础数值可通过技能强度来提升，当此数值超过 100% 时叠层可多次叠加。"],"insulation":["+10% 冰冻抗性","+20% 冰冻抗性","+30% 冰冻抗性","+40% 冰冻抗性","+50% 冰冻抗性","+60% 冰冻抗性"],"intensify":["+5% 技能强度","+10% 技能强度","+15% 技能强度","+20% 技能强度","+25% 技能强度","+30% 技能强度"],"intrepid_stand":["终极之战强化：每一支对敌人造成伤害的标枪都使 Styanax 获得 30 超宏防护，并使他经验共享范围内的队友获得 15 超宏防护。","终极之战强化：每一支对敌人造成伤害的标枪都使 Styanax 获得 40 超宏防护，并使他经验共享范围内的队友获得 20 超宏防护。","终极之战强化：每一支对敌人造成伤害的标枪都使 Styanax 获得 50 超宏防护，并使他经验共享范围内的队友获得 25 超宏防护。","终极之战强化：每一支对敌人造成伤害的标枪都使 Styanax 获得 60 超宏防护，并使他经验共享范围内的队友获得 30 超宏防护。"],"iron_shrapnel":["钢化皮肤强化：再次施放此技能可引爆钢化皮肤，对敌方造成钢化皮肤剩余生命 40% 的穿刺伤害并击倒敌人。","钢化皮肤强化：再次施放此技能可引爆钢化皮肤，对敌方造成钢化皮肤剩余生命 60% 的穿刺伤害并击倒敌人。","钢化皮肤强化：再次施放此技能可引爆钢化皮肤，对敌方造成钢化皮肤剩余生命 80% 的穿刺伤害并击倒敌人。","钢化皮肤强化：再次施放此技能可引爆钢化皮肤，对敌方造成钢化皮肤剩余生命 100% 的穿刺伤害并击倒敌人。"],"ironclad_charge":["犀牛冲锋强化：每撞击到一位敌人，增加护甲 12% 并持续 4 秒。","犀牛冲锋强化：每撞击到一位敌人，增加护甲 25% 并持续 6 秒。","犀牛冲锋强化：每撞击到一位敌人，增加护甲 37% 并持续 8 秒。","犀牛冲锋强化：每撞击到一位敌人，增加护甲 50% 并持续 10 秒。"],"ironclad_flight":["取消剃刀之翼的吸取效果。在空中时，受到的伤害减少 10%。","取消剃刀之翼的吸取效果。在空中时，受到的伤害减少 20%。","取消剃刀之翼的吸取效果。在空中时，受到的伤害减少 30%。","取消剃刀之翼的吸取效果。在空中时，受到的伤害减少 40%。"],"irradiating_disarm":["解除武装强化：敌人被缴械的同时也会受到 辐射异常状态的影响 4 秒。","解除武装强化：敌人被缴械的同时也会受到 辐射异常状态的影响 5 秒。","解除武装强化：敌人被缴械的同时也会受到 辐射异常状态的影响 7 秒。","解除武装强化：敌人被缴械的同时也会受到 辐射异常状态的影响 9 秒。"],"jades_judgment":["圣光审判强化：受到圣光之井伤害的敌人，每次被击中时有 2% 的几率在其上方生成翠玉之光，并对其造成伤害，持续 1.5 秒。","圣光审判强化：受到圣光之井伤害的敌人，每次被击中时有 3% 的几率在其上方生成翠玉之光，并对其造成伤害，持续 2 秒。","圣光审判强化：受到圣光之井伤害的敌人，每次被击中时有 4% 的几率在其上方生成翠玉之光，并对其造成伤害，持续 2.5 秒。","圣光审判强化：受到圣光之井伤害的敌人，每次被击中时有 5% 的几率在其上方生成翠玉之光，并对其造成伤害，持续 3 秒。"],"jet_stream":["疾风湍流强化：自身与范围内队友增加 20% 移动速度，以及加快 50% 投射物飞行速度。","疾风湍流强化：自身与范围内队友增加 25% 移动速度，以及加快 65% 投射物飞行速度。","疾风湍流强化：自身与范围内队友增加 30% 移动速度，以及加快 80% 投射物飞行速度。","疾风湍流强化：自身与范围内队友增加 40% 移动速度，以及加快 100% 投射物飞行速度。"],"jugulus_carapace":["+9% 护甲\n+3% 生命值","+18% 护甲\n+7% 生命值","+28% 护甲\n+10% 生命值","+37% 护甲\n+13% 生命值","+46% 护甲\n+17% 生命值","+55% 护甲\n+20% 生命值"],"kavats_grace":["落地导致硬着陆的可能性降低 25%。","落地导致硬着陆的可能性降低 50%。","落地导致硬着陆的可能性降低 75%。","落地导致硬着陆的可能性降低 100%。"],"kumihimo_loading":["命运编织强化：使用受 Koumei 被动效果强化的武器造成 12 次击杀，将获得一个必定掷出 6 的骰子。按住施放强化的命运编织会消耗全部骰子。","命运编织强化：使用受 Koumei 被动效果强化的武器造成 10 次击杀，将获得一个必定掷出 6 的骰子。按住施放强化的命运编织会消耗全部骰子。","命运编织强化：使用受 Koumei 被动效果强化的武器造成 8 次击杀，将获得一个必定掷出 6 的骰子。按住施放强化的命运编织会消耗全部骰子。","命运编织强化：使用受 Koumei 被动效果强化的武器造成 6 次击杀，将获得一个必定掷出 6 的骰子。按住施放强化的命运编织会消耗全部骰子。"],"larva_burst":["幼体强化：再次激活幼体可将其引爆，并造成半径 2 米的 300 毒素伤害。每有一名敌人被幼体捕获，该毒素伤害和异常状态则叠加一次。","幼体强化：再次激活幼体可将其引爆，并造成半径 4 米的 400 毒素伤害。每有一名敌人被幼体捕获，该毒素伤害和异常状态则叠加一次。","幼体强化：再次激活幼体可将其引爆，并造成半径 6 米的 500 毒素伤害。每有一名敌人被幼体捕获，该毒素伤害和异常状态则叠加一次。","幼体强化：再次激活幼体可将其引爆，并造成半径 8 米的 600 毒素伤害。每有一名敌人被幼体捕获，该毒素伤害和异常状态则叠加一次。"],"lasting_covenant":["庇佑圣约强化：弱点击杀可延长暴击几率加成时间 1 秒。","庇佑圣约强化：弱点击杀可延长暴击几率加成时间 1.5 秒。","庇佑圣约强化：弱点击杀可延长暴击几率加成时间 2 秒。","庇佑圣约强化：弱点击杀可延长暴击几率加成时间 3 秒。"],"lightning_dash":["+2.2% 跑酷速度\n+2.2% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+25% 电击伤害","+4.4% 跑酷速度\n+4.4% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+50% 电击伤害","+6.6% 跑酷速度\n+6.6% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+75% 电击伤害","+8.8% 跑酷速度\n+8.8% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+100% 电击伤害","+11% 跑酷速度\n+11% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+125% 电击伤害","+13.2% 跑酷速度\n+13.2% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+150% 电击伤害","+15.4% 跑酷速度\n+15.4% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+175% 电击伤害","+17.6% 跑酷速度\n+17.6% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+200% 电击伤害","+19.8% 跑酷速度\n+19.8% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+225% 电击伤害","+22% 跑酷速度\n+22% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+250% 电击伤害","+24.2% 跑酷速度\n+24.2% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+275% 电击伤害"],"lightning_rod":["+10% 电击抗性","+20% 电击抗性","+30% 电击抗性","+40% 电击抗性","+50% 电击抗性","+60% 电击抗性"],"lingering_transmutation":["炼制探头强化：探头在达到最大范围后会返回施放位置，并在附近停留 6 秒。重新施放即可召回探头。再次施放即可结束技能。","炼制探头强化：探头在达到最大范围后会返回施放位置，并在附近停留 9 秒。重新施放即可召回探头。再次施放即可结束技能。","炼制探头强化：探头在达到最大范围后会返回施放位置，并在附近停留 12 秒。重新施放即可召回探头。再次施放即可结束技能。","炼制探头强化：探头在达到最大范围后会返回施放位置，并在附近停留 15 秒。重新施放即可召回探头。再次施放即可结束技能。"],"loyal_merulina":["浪漪珊瑚强化：Yareli 不再骑乘浪漪珊瑚。浪漪珊瑚会跟随她并对附近的敌人施放深海诱陷。冷却时间 5 秒。","浪漪珊瑚强化：Yareli 不再骑乘浪漪珊瑚。浪漪珊瑚会跟随她并对附近的敌人施放深海诱陷。冷却时间 4 秒。","浪漪珊瑚强化：Yareli 不再骑乘浪漪珊瑚。浪漪珊瑚会跟随她并对附近的敌人施放深海诱陷。冷却时间 3 秒。","浪漪珊瑚强化：Yareli 不再骑乘浪漪珊瑚。浪漪珊瑚会跟随她并对附近的敌人施放深海诱陷。冷却时间 2 秒。"],"mach_crash":["马赫冲驰强化：冲击波会留下一片真空，并把 5 米内的敌人吸入其中。","马赫冲驰强化：冲击波会留下一片真空，并把 6 米内的敌人吸入其中。","马赫冲驰强化：冲击波会留下一片真空，并把 7 米内的敌人吸入其中。","马赫冲驰强化：冲击波会留下一片真空，并把 8 米内的敌人吸入其中。"],"magnetized_discharge":["磁吸力场强化：对目标再次施放磁吸力场，将主动引爆。被击中的敌人有 20% 的几率被卸除装备。\n被动：+20% 磁吸力场范围。","磁吸力场强化：对目标再次施放磁吸力场，将主动引爆。被击中的敌人有 30% 的几率被卸除装备。\n被动：+25% 磁吸力场范围。","磁吸力场强化：对目标再次施放磁吸力场，将主动引爆。被击中的敌人有 40% 的几率被卸除装备。\n被动：+35% 磁吸力场范围。","磁吸力场强化：对目标再次施放磁吸力场，将主动引爆。被击中的敌人有 50% 的几率被卸除装备。\n被动：+45% 磁吸力场范围。"],"master_thief":["+10% 几率打开锁住的储物柜","+20% 几率打开锁住的储物柜","+30% 几率打开锁住的储物柜","+40% 几率打开锁住的储物柜"],"mecha_pulse":["击杀被标记的敌人时，7.5 米内每有一名敌人，可使你获得+15% 护甲，持续 5 秒。","击杀被标记的敌人时，15 米内每有一名敌人，可使你获得+30% 护甲，持续 10 秒。","击杀被标记的敌人时，22.5 米内每有一名敌人，可使你获得+45% 护甲，持续 15 秒。","击杀被标记的敌人时，30 米内每有一名敌人，可使你获得+60% 护甲，持续 20 秒。"],"mending_splinters":["玻片风暴强化：每有一个目标受到影响，玻片风暴每秒恢复 10 血量。","玻片风暴强化：每有一个目标受到影响，玻片风暴每秒恢复 11 血量。","玻片风暴强化：每有一个目标受到影响，玻片风暴每秒恢复 12.5 血量。","玻片风暴强化：每有一个目标受到影响，玻片风暴每秒恢复 15 血量。"],"merulina_guardian":["浪漪珊瑚强化：深海诱陷期间消灭的敌人会为浪漪珊瑚恢复其生命值的 5% 。生命值恢复时，次要武器的装填速度和射速 +50%，持续 8 秒。","浪漪珊瑚强化：深海诱陷期间消灭的敌人会为浪漪珊瑚恢复其生命值的 10% 。生命值恢复时，次要武器的装填速度和射速 +100%，持续 12 秒。","浪漪珊瑚强化：深海诱陷期间消灭的敌人会为浪漪珊瑚恢复其生命值的 15% 。生命值恢复时，次要武器的装填速度和射速 +150%，持续 16 秒。","浪漪珊瑚强化：深海诱陷期间消灭的敌人会为浪漪珊瑚恢复其生命值的 20% 。生命值恢复时，次要武器的装填速度和射速 +200%，持续 20 秒。"],"mesas_waltz":["和平使者强化：在使用和平使者过程中，Mesa 能以 35% 的速度移动。","和平使者强化：在使用和平使者过程中，Mesa 能以 40% 的速度移动。","和平使者强化：在使用和平使者过程中，Mesa 能以 45% 的速度移动。","和平使者强化：在使用和平使者过程中，Mesa 能以 50% 的速度移动。"],"mesmer_shield":["催眠外表强化：Revenant 获得 +12% 催眠外表强度，给予经验分享范围内的友军最多 2 个充能。","催眠外表强化：Revenant 获得 +25% 催眠外表强度，给予经验分享范围内的友军最多 3 个充能。","催眠外表强化：Revenant 获得 +37% 催眠外表强度，给予经验分享范围内的友军最多 4 个充能。","催眠外表强化：Revenant 获得 +50% 催眠外表强度，给予经验分享范围内的友军最多 5 个充能。"],"mind_freak":["精神控制强化：被控制的敌人造成的伤害增加 400%，并增加 25% 移动速度和攻击速度。","精神控制强化：被控制的敌人造成的伤害增加 600%，并增加 25% 移动速度和攻击速度。","精神控制强化：被控制的敌人造成的伤害增加 800%，并增加 25% 移动速度和攻击速度。","精神控制强化：被控制的敌人造成的伤害增加 1000%，并增加 25% 移动速度和攻击速度。"],"mobilize":["+5% 跑酷速度\n+5% 飞身瞄准/壁面攀附持续时间","+10% 跑酷速度\n+10% 飞身瞄准/壁面攀附持续时间","+15% 跑酷速度\n+15% 飞身瞄准/壁面攀附持续时间","+20% 跑酷速度\n+20% 飞身瞄准/壁面攀附持续时间"],"molecular_fission":["分子填充强化：被湮灭流星群击中的敌人会被填充。被击杀时，受填充影响的敌人会生成一个湮灭流星群粒子，并且有 25% 几率将额外生成两个。","分子填充强化：被湮灭流星群击中的敌人会被填充。被击杀时，受填充影响的敌人会生成一个湮灭流星群粒子，并且有 50% 几率将额外生成两个。","分子填充强化：被湮灭流星群击中的敌人会被填充。被击杀时，受填充影响的敌人会生成一个湮灭流星群粒子，并且有 75% 几率将额外生成两个。","分子填充强化：被湮灭流星群击中的敌人会被填充。被击杀时，受填充影响的敌人会生成一个湮灭流星群粒子，并且有 100% 几率将额外生成两个。"],"motus_signal":["提升 +50% 二段跳强度。","提升 +100% 二段跳强度。","提升 +150% 二段跳强度。","提升 +200% 二段跳强度。"],"muzzle_flash":["靶场强化：在 6 次由一名玩家用靶场造成的辅助击杀时，Mesa 的下一次射击会致盲 6 米内的敌人 3 秒。","靶场强化：在 6 次由一名玩家用靶场造成的辅助击杀时，Mesa 的下一次射击会致盲 8 米内的敌人 4 秒。","靶场强化：在 6 次由一名玩家用靶场造成的辅助击杀时，Mesa 的下一次射击会致盲 10 米内的敌人 5 秒。","靶场强化：在 6 次由一名玩家用靶场造成的辅助击杀时，Mesa 的下一次射击会致盲 12 米内的敌人 6 秒。"],"narrow_minded":["+9% 技能持续时间\n-6% 技能范围","+18% 技能持续时间\n-12% 技能范围","+27% 技能持续时间\n-18% 技能范围","+36% 技能持续时间\n-24% 技能范围","+45% 技能持续时间\n-30% 技能范围","+54% 技能持续时间\n-36% 技能范围","+63% 技能持续时间\n-42% 技能范围","+72% 技能持续时间\n-48% 技能范围","+81% 技能持续时间\n-54% 技能范围","+90% 技能持续时间\n-60% 技能范围","+99% 技能持续时间\n-66% 技能范围"],"natural_talent":["加快战甲的技能施放动作。\n+12.5% 施放速度","加快战甲的技能施放动作。\n+25% 施放速度","加快战甲的技能施放动作。\n+37.5% 施放速度","加快战甲的技能施放动作。\n+50% 施放速度"],"negation_armor":["圣甲虫护壳强化：当 Inaros 受到致命伤害时，消耗圣甲虫护壳来治疗，并获得短暂的无敌效果，然后以致命的 切割异常状态结束。冷却时间 60 秒。","圣甲虫护壳强化：当 Inaros 受到致命伤害时，消耗圣甲虫护壳来治疗，并获得短暂的无敌效果，然后以致命的 切割异常状态结束。冷却时间 48 秒。","圣甲虫护壳强化：当 Inaros 受到致命伤害时，消耗圣甲虫护壳来治疗，并获得短暂的无敌效果，然后以致命的 切割异常状态结束。冷却时间 38 秒。","圣甲虫护壳强化：当 Inaros 受到致命伤害时，消耗圣甲虫护壳来治疗，并获得短暂的无敌效果，然后以致命的 切割异常状态结束。冷却时间 30 秒。"],"neutron_star":["湮灭流星群强化：粒子在 4 米内造成 120 火焰伤害，并必定造成异常状态。重新施放时，剩余粒子会以双倍的搜索范围寻找敌人。","湮灭流星群强化：粒子在 5 米内造成 160 火焰伤害，并必定造成异常状态。重新施放时，剩余粒子会以双倍的搜索范围寻找敌人。","湮灭流星群强化：粒子在 6 米内造成 200 火焰伤害，并必定造成异常状态。重新施放时，剩余粒子会以双倍的搜索范围寻找敌人。","湮灭流星群强化：粒子在 8 米内造成 240 火焰伤害，并必定造成异常状态。重新施放时，剩余粒子会以双倍的搜索范围寻找敌人。"],"niras_anguish":["+2.5% 跑酷速度\n+2.5% 飞身瞄准/壁面攀附持续时间","+5% 跑酷速度\n+5% 飞身瞄准/壁面攀附持续时间","+7.5% 跑酷速度\n+7.5% 飞身瞄准/壁面攀附持续时间","+10% 跑酷速度\n+10% 飞身瞄准/壁面攀附持续时间","+12.5% 跑酷速度\n+12.5% 飞身瞄准/壁面攀附持续时间","+15% 跑酷速度\n+15% 飞身瞄准/壁面攀附持续时间"],"niras_hatred":["+6% 生命值\n+2.5% 技能持续时间","+12% 生命值\n+5% 技能持续时间","+18% 生命值\n+7.5% 技能持续时间","+23% 生命值\n+10% 技能持续时间","+29% 生命值\n+12.5% 技能持续时间","+35% 生命值\n+15% 技能持续时间"],"noctua_swarm":["夜枭强化：次要射击会释放幽幽鹰，它们会在瞄准点周围 8 米聚集，持续 6 秒，使敌人沉默并为友军窃取敌人的能量。","夜枭强化：次要射击会释放幽幽鹰，它们会在瞄准点周围 8 米聚集，持续 9 秒，使敌人沉默并为友军窃取敌人的能量。","夜枭强化：次要射击会释放幽幽鹰，它们会在瞄准点周围 8 米聚集，持续 12 秒，使敌人沉默并为友军窃取敌人的能量。","夜枭强化：次要射击会释放幽幽鹰，它们会在瞄准点周围 8 米聚集，持续 15 秒，使敌人沉默并为友军窃取敌人的能量。"],"omikujis_fortune":["御神签强化：当你使用受 Koumei 被动效果强化的武器击杀敌人时，御神签的冷却时间减少 1 秒。","御神签强化：当你使用受 Koumei 被动效果强化的武器击杀敌人时，御神签的冷却时间减少 2 秒。","御神签强化：当你使用受 Koumei 被动效果强化的武器击杀敌人时，御神签的冷却时间减少 3 秒。","御神签强化：当你使用受 Koumei 被动效果强化的武器击杀敌人时，御神签的冷却时间减少 4 秒。"],"ore_gaze":["石化凝视强化：被石化的敌人会被扫描进资料库并在击杀时有 10% 几率额外掉落道具。","石化凝视强化：被石化的敌人会被扫描进资料库并在击杀时有 15% 几率额外掉落道具。","石化凝视强化：被石化的敌人会被扫描进资料库并在击杀时有 20% 几率额外掉落道具。","石化凝视强化：被石化的敌人会被扫描进资料库并在击杀时有 25% 几率额外掉落道具。"],"overextended":["+15% 技能范围\n-10% 技能强度","+30% 技能范围\n-20% 技能强度","+45% 技能范围\n-30% 技能强度","+60% 技能范围\n-40% 技能强度","+75% 技能范围\n-50% 技能强度","+90% 技能范围\n-60% 技能强度"],"pacifying_bolts":["精神飞刃强化：投掷额外 3 个精神飞刃，必定造成 辐射异常状态。受攻击的敌人将陷入 4 秒困惑状态。","精神飞刃强化：投掷额外 3 个精神飞刃，必定造成 辐射异常状态。受攻击的敌人将陷入 6 秒困惑状态。","精神飞刃强化：投掷额外 3 个精神飞刃，必定造成 辐射异常状态。受攻击的敌人将陷入 8 秒困惑状态。","精神飞刃强化：投掷额外 3 个精神飞刃，必定造成 辐射异常状态。受攻击的敌人将陷入 10 秒困惑状态。"],"pain_threshold":["+40% 更快的失衡恢复速度","+80% 更快的失衡恢复速度","+120% 更快的失衡恢复速度","+160% 更快的失衡恢复速度"],"parasitic_vitality":["寄生链接强化：寄生链接期间每次突变都会为 Nidus 和他链接的友军增加 1% 最大生命值。","寄生链接强化：寄生链接期间每次突变都会为 Nidus 和他链接的友军增加 2% 最大生命值。","寄生链接强化：寄生链接期间每次突变都会为 Nidus 和他链接的友军增加 3% 最大生命值。","寄生链接强化：寄生链接期间每次突变都会为 Nidus 和他链接的友军增加 4% 最大生命值。"],"partitioned_mallet":["槌音铮鏦强化：额外增加一个槌音铮鏦，但范围减少 65%。","槌音铮鏦强化：额外增加一个槌音铮鏦，但范围减少 50%。","槌音铮鏦强化：额外增加一个槌音铮鏦，但范围减少 35%。","槌音铮鏦强化：额外增加一个槌音铮鏦，但范围减少 20%。"],"patagium":["+15% 飞身瞄准/壁面攀附持续时间","+30% 飞身瞄准/壁面攀附持续时间","+45% 飞身瞄准/壁面攀附持续时间","+60% 飞身瞄准/壁面攀附持续时间","+75% 飞身瞄准/壁面攀附持续时间","+90% 飞身瞄准/壁面攀附持续时间"],"path_of_statues":["土石坍方强化：留下一道持续 7 秒的痕迹，可石化敌人 4 秒。","土石坍方强化：留下一道持续 8 秒的痕迹，可石化敌人 5 秒。","土石坍方强化：留下一道持续 10 秒的痕迹，可石化敌人 5 秒。","土石坍方强化：留下一道持续 12 秒的痕迹，可石化敌人 6 秒。"],"peaceful_provocation":["轻抚－激怒技能强化：轻抚将友军受到的伤害转化为减速 20% 的光环。而激怒则将对敌人造成的伤害转化为 6% 的额外技能强度。","轻抚－激怒技能强化：轻抚将友军受到的伤害转化为减速 30% 的光环。而激怒则将对敌人造成的伤害转化为 9% 的额外技能强度。","轻抚－激怒技能强化：轻抚将友军受到的伤害转化为减速 35% 的光环。而激怒则将对敌人造成的伤害转化为 12% 的额外技能强度。","轻抚－激怒技能强化：轻抚将友军受到的伤害转化为减速 40% 的光环。而激怒则将对敌人造成的伤害转化为 15% 的额外技能强度。"],"peculiar_audience":["击杀敌人时有 10% 的几率逗笑某个虚空实体。冷却时间 20 秒。","击杀敌人时有 20% 的几率逗笑某个虚空实体。冷却时间 20 秒。","击杀敌人时有 30% 的几率逗笑某个虚空实体。冷却时间 20 秒。","击杀敌人时有 40% 的几率逗笑某个虚空实体。冷却时间 20 秒。","击杀敌人时有 50% 的几率逗笑某个虚空实体。冷却时间 20 秒。","击杀敌人时有 60% 的几率逗笑某个虚空实体。冷却时间 20 秒。"],"peculiar_end":["处决击杀有 50% 的几率让敌人陷入恐惧。","处决击杀有 60% 的几率让敌人陷入恐惧。","处决击杀有 70% 的几率让敌人陷入恐惧。","处决击杀有 80% 的几率让敌人陷入恐惧。","处决击杀有 90% 的几率让敌人陷入恐惧。","处决击杀有 100% 的几率让敌人陷入恐惧。"],"peculiar_growth":["对敌人造成伤害将使被击中的身体部位膨胀，持续 1 秒","对敌人造成伤害将使被击中的身体部位膨胀，持续 2 秒","对敌人造成伤害将使被击中的身体部位膨胀，持续 3 秒","对敌人造成伤害将使被击中的身体部位膨胀，持续 4 秒","对敌人造成伤害将使被击中的身体部位膨胀，持续 5 秒","对敌人造成伤害将使被击中的身体部位膨胀，持续 6 秒"],"phoenix_renewal":["疗愈脉动强化：处于疗愈脉动效果之下的时候受到致命伤害会治疗你到 20%生命值。这个效果每名队友 60秒内只能触发一次。","疗愈脉动强化：处于疗愈脉动效果之下的时候受到致命伤害会治疗你到 25%生命值。这个效果每名队友 60秒内只能触发一次。","疗愈脉动强化：处于疗愈脉动效果之下的时候受到致命伤害会治疗你到 35%生命值。这个效果每名队友 60秒内只能触发一次。","疗愈脉动强化：处于疗愈脉动效果之下的时候受到致命伤害会治疗你到 50%生命值。这个效果每名队友 60秒内只能触发一次。"],"photon_repeater":["光子轰击强化：如果光子轰击击中至少 8 名敌人，下一次施放将不会消耗任何能量并且发射两道额外轰击。","光子轰击强化：如果光子轰击击中至少 7 名敌人，下一次施放将不会消耗任何能量并且发射两道额外轰击。","光子轰击强化：如果光子轰击击中至少 6 名敌人，下一次施放将不会消耗任何能量并且发射两道额外轰击。","光子轰击强化：如果光子轰击击中至少 5 名敌人，下一次施放将不会消耗任何能量并且发射两道额外轰击。"],"piercing_navigator":["导向拋体强化：每次命中增加投射物 20% 的暴击几率，最高达到250%。\n+3 投射物穿透效果。","导向拋体强化：每次命中增加投射物 30% 的暴击几率，最高达到250%。\n+3 投射物穿透效果。","导向拋体强化：每次命中增加投射物 40% 的暴击几率，最高达到250%。\n+3 投射物穿透效果。","导向拋体强化：每次命中增加投射物 50% 的暴击几率，最高达到250%。\n+3 投射物穿透效果。"],"piercing_roar":["战吼强化：战吼增加 40% 技能范围。对 10 米范围内的敌人造成击倒和 5 层的 穿刺异常状态。","战吼强化：战吼增加 40% 技能范围。对 15 米范围内的敌人造成击倒和 5 层的 穿刺异常状态。","战吼强化：战吼增加 40% 技能范围。对 20 米范围内的敌人造成击倒和 5 层的 穿刺异常状态。","战吼强化：战吼增加 40% 技能范围。对 25 米范围内的敌人造成击倒和 5 层的 穿刺异常状态。"],"piercing_step":["+3% 跑酷速度\n+3% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+10% 穿刺伤害","+6% 跑酷速度\n+6% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+20% 穿刺伤害","+9% 跑酷速度\n+9% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+30% 穿刺伤害","+12% 跑酷速度\n+12% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+40% 穿刺伤害","+15% 跑酷速度\n+15% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+50% 穿刺伤害","+18% 跑酷速度\n+18% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+60% 穿刺伤害"],"pilfering_strangledome":["绞杀穹顶强化：被悬吊在穹顶内的敌人有 30% 的几率掉落额外战利品。","绞杀穹顶强化：被悬吊在穹顶内的敌人有 35% 的几率掉落额外战利品。","绞杀穹顶强化：被悬吊在穹顶内的敌人有 50% 的几率掉落额外战利品。","绞杀穹顶强化：被悬吊在穹顶内的敌人有 65% 的几率掉落额外战利品。"],"pilfering_swarm":["触角肆虐强化：遭触角抓住的敌人有 25% 的几率掉落额外道具。","触角肆虐强化：遭触角抓住的敌人有 50% 的几率掉落额外道具。","触角肆虐强化：遭触角抓住的敌人有 75% 的几率掉落额外道具。","触角肆虐强化：遭触角抓住的敌人有 100% 的几率掉落额外道具。"],"pool_of_life":["生命之井强化：被标记的敌人死亡时会掉落 1 个生命球，并有 100% 的几率掉落额外的能量球。","生命之井强化：被标记的敌人死亡时会掉落 2 个生命球，并有 100% 的几率掉落额外的能量球。","生命之井强化：被标记的敌人死亡时会掉落 3 个生命球，并有 100% 的几率掉落额外的能量球。","生命之井强化：被标记的敌人死亡时会掉落 4 个生命球，并有 100% 的几率掉落额外的能量球。"],"power_drift":["+2.5% 技能强度\n+5% 几率抵抗击倒","+5% 技能强度\n+10% 几率抵抗击倒","+7.5% 技能强度\n+15% 几率抵抗击倒","+10% 技能强度\n+20% 几率抵抗击倒","+12.5% 技能强度\n+25% 几率抵抗击倒","+15% 技能强度\n+30% 几率抵抗击倒"],"power_of_three":["战术箭袋强化：战术箭袋将射出三支箭矢并消耗 50 额外能量。","战术箭袋强化：战术箭袋将射出三支箭矢并消耗 40 额外能量。","战术箭袋强化：战术箭袋将射出三支箭矢并消耗 30 额外能量。","战术箭袋强化：战术箭袋将射出三支箭矢并消耗 20 额外能量。"],"precision_intensify":["第 4 技能获得 +15% 技能强度","第 4 技能获得 +30% 技能强度","第 4 技能获得 +45% 技能强度","第 4 技能获得 +60% 技能强度","第 4 技能获得 +75% 技能强度","第 4 技能获得 +90% 技能强度"],"preparation":["进入任务时获得 +9% 最大能量","进入任务时获得 +18% 最大能量","进入任务时获得 +27% 最大能量","进入任务时获得 +36% 最大能量","进入任务时获得 +45% 最大能量","进入任务时获得 +55% 最大能量","进入任务时获得 +64% 最大能量","进入任务时获得 +73% 最大能量","进入任务时获得 +82% 最大能量","进入任务时获得 +91% 最大能量","进入任务时获得 +100% 最大能量"],"prey_of_dynar":["戴拿之幕强化：使敌人增加 50% 的易伤。对该敌人使用亚克什之牙可使其效果范围增加 75%。","戴拿之幕强化：使敌人增加 50% 的易伤。对该敌人使用亚克什之牙可使其效果范围增加 100%。","戴拿之幕强化：使敌人增加 50% 的易伤。对该敌人使用亚克什之牙可使其效果范围增加 125%。","戴拿之幕强化：使敌人增加 50% 的易伤。对该敌人使用亚克什之牙可使其效果范围增加 150%。"],"primal_rage":["原始狂怒强化：每杀死一名敌人提升 8% 暴击几率。每秒衰减 1% 。","原始狂怒强化：每杀死一名敌人提升 10% 暴击几率。每秒衰减 1% 。","原始狂怒强化：每杀死一名敌人提升 12% 暴击几率。每秒衰减 1% 。","原始狂怒强化：每杀死一名敌人提升 15% 暴击几率。每秒衰减 1% 。"],"primed_continuity":["+5% 技能持续时间","+10% 技能持续时间","+15% 技能持续时间","+20% 技能持续时间","+25% 技能持续时间","+30% 技能持续时间","+35% 技能持续时间","+40% 技能持续时间","+45% 技能持续时间","+50% 技能持续时间","+55% 技能持续时间"],"primed_flow":["+17% 最大能量","+34% 最大能量","+50% 最大能量","+67% 最大能量","+84% 最大能量","+101% 最大能量","+118% 最大能量","+135% 最大能量","+151% 最大能量","+168% 最大能量","+185% 最大能量"],"primed_sure_footed":["+9% 几率抵抗击倒","+18% 几率抵抗击倒","+27% 几率抵抗击倒","+36% 几率抵抗击倒","+45% 几率抵抗击倒","+55% 几率抵抗击倒","+64% 几率抵抗击倒","+73% 几率抵抗击倒","+82% 几率抵抗击倒","+91% 几率抵抗击倒","+100% 几率抵抗击倒"],"primed_vigor":["+7% 护盾容量\n+7% 生命值","+14% 护盾容量\n+14% 生命值","+20% 护盾容量\n+20% 生命值","+27% 护盾容量\n+27% 生命值","+34% 护盾容量\n+34% 生命值","+41% 护盾容量\n+41% 生命值","+48% 护盾容量\n+48% 生命值","+55% 护盾容量\n+55% 生命值","+61% 护盾容量\n+61% 生命值","+68% 护盾容量\n+68% 生命值","+75% 护盾容量\n+75% 生命值"],"prism_guard":["棱镜强化：棱镜将会在 Mirage 上方跟随，持续时间变为 1 秒。","棱镜强化：棱镜将会在 Mirage 上方跟随，持续时间变为 2 秒。","棱镜强化：棱镜将会在 Mirage 上方跟随，持续时间变为 3 秒。","棱镜强化：棱镜将会在 Mirage 上方跟随，持续时间变为 4 秒。"],"prismatic_companion":["棱彩宝石强化：宝石现在会附着于你自由移动的同伴身上。\n被动：增加 20% 棱彩宝石持续时间","棱彩宝石强化：宝石现在会附着于你自由移动的同伴身上。\n被动：增加 30% 棱彩宝石持续时间","棱彩宝石强化：宝石现在会附着于你自由移动的同伴身上。\n被动：增加 40% 棱彩宝石持续时间","棱彩宝石强化：宝石现在会附着于你自由移动的同伴身上。\n被动：增加 50% 棱彩宝石持续时间"],"prolonged_paralysis":["瘫痪强化：受影响的敌人会被 Valkyr 拉近并延长晕眩时间 2 秒。","瘫痪强化：受影响的敌人会被 Valkyr 拉近并延长晕眩时间 3 秒。","瘫痪强化：受影响的敌人会被 Valkyr 拉近并延长晕眩时间 4 秒。","瘫痪强化：受影响的敌人会被 Valkyr 拉近并延长晕眩时间 5 秒。"],"proton_pulse":["+25% 壁面攀附后旋身飞跃的速度。","+50% 壁面攀附后旋身飞跃的速度。","+75% 壁面攀附后旋身飞跃的速度。","+100% 壁面攀附后旋身飞跃的速度。"],"provoked":["+10% 倒地时伤害","+20% 倒地时伤害","+30% 倒地时伤害","+40% 倒地时伤害","+50% 倒地时伤害","+60% 倒地时伤害","+70% 倒地时伤害","+80% 倒地时伤害","+90% 倒地时伤害","+100% 倒地时伤害","+110% 倒地时伤害"],"purging_slash":["突斩强化：解除位于突斩路径上友军的 1 个负面状态并恢复 70% 的护盾值。","突斩强化：解除位于突斩路径上友军的 2 个负面状态并恢复 70% 的护盾值。","突斩强化：解除位于突斩路径上友军的 3 个负面状态并恢复 70% 的护盾值。","突斩强化：解除位于突斩路径上友军的 4 个负面状态并恢复 70% 的护盾值。"],"purifying_flames":["火焰冲击强化：受到火焰之环影响的友军会清除所有异常状态并获得 1 秒异常状态免疫。","火焰冲击强化：受到火焰之环影响的友军会清除所有异常状态并获得 2 秒异常状态免疫。","火焰冲击强化：受到火焰之环影响的友军会清除所有异常状态并获得 3 秒异常状态免疫。","火焰冲击强化：受到火焰之环影响的友军会清除所有异常状态并获得 4 秒异常状态免疫。"],"pyroclastic_flow":["风火飞轮强化：累积风火轮输出伤害的100%，并可释放形成一条持续 6秒的火焰之道。","风火飞轮强化：累积风火轮输出伤害的150%，并可释放形成一条持续 7秒的火焰之道。","风火飞轮强化：累积风火轮输出伤害的200%，并可释放形成一条持续 8秒的火焰之道。","风火飞轮强化：累积风火轮输出伤害的250%，并可释放形成一条持续 10秒的火焰之道。"],"radiant_finish":["广域致盲强化：被致盲的敌人受到的处决伤害增加 150%。","广域致盲强化：被致盲的敌人受到的处决伤害增加 200%。","广域致盲强化：被致盲的敌人受到的处决伤害增加 250%。","广域致盲强化：被致盲的敌人受到的处决伤害增加 300%。"],"rapid_resilience":["-12.5% 负面效果持续时间","-25% 负面效果持续时间","-37.5% 负面效果持续时间","-50% 负面效果持续时间","-62.5% 负面效果持续时间","-75% 负面效果持续时间"],"razor_mortar":["刀锋环流强化：将敌人聚集在一起，而致命后裔的直垂使对这些敌人集中火力，造成 40% 的 电击伤害和射速加成，持续 3 秒。","刀锋环流强化：将敌人聚集在一起，而致命后裔的直垂使对这些敌人集中火力，造成 50% 的 电击伤害和射速加成，持续 4 秒。","刀锋环流强化：将敌人聚集在一起，而致命后裔的直垂使对这些敌人集中火力，造成 60% 的 电击伤害和射速加成，持续 5 秒。","刀锋环流强化：将敌人聚集在一起，而致命后裔的直垂使对这些敌人集中火力，造成 70% 的 电击伤害和射速加成，持续 6 秒。"],"razorwing_blitz":["剃刀之翼强化：使用技能时，增加 25% 飞行速度和 25% 射速，持续 2 秒。这个效果最多叠加 4 次。","剃刀之翼强化：使用技能时，增加 25% 飞行速度和 25% 射速，持续 4 秒。这个效果最多叠加 4 次。","剃刀之翼强化：使用技能时，增加 25% 飞行速度和 25% 射速，持续 6 秒。这个效果最多叠加 4 次。","剃刀之翼强化：使用技能时，增加 25% 飞行速度和 25% 射速，持续 8 秒。这个效果最多叠加 4 次。"],"reactive_storm":["宁静风暴强化：沙漠之风的触发几率提升 100%，并且可以改变伤害类型来匹配敌人的弱点。","宁静风暴强化：沙漠之风的触发几率提升 150%，并且可以改变伤害类型来匹配敌人的弱点。","宁静风暴强化：沙漠之风的触发几率提升 200%，并且可以改变伤害类型来匹配敌人的弱点。","宁静风暴强化：沙漠之风的触发几率提升 250%，并且可以改变伤害类型来匹配敌人的弱点。"],"reaping_chakram":["乾坤火圈强化：每一个被击中的敌人将增加火圈 1.25 倍的伤害以及 0.10 倍掉落生命球的几率。","乾坤火圈强化：每一个被击中的敌人将增加火圈 1.5 倍的伤害以及 0.15 倍掉落生命球的几率。","乾坤火圈强化：每一个被击中的敌人将增加火圈 1.75 倍的伤害以及 0.20 倍掉落生命球的几率。","乾坤火圈强化：每一个被击中的敌人将增加火圈 2 倍的伤害以及 0.25 倍掉落生命球的几率。"],"recharge_barrier":["电力屏障强化：当友军穿过电力屏障时可恢复 20% 的护盾值。","电力屏障强化：当友军穿过电力屏障时可恢复 25% 的护盾值。","电力屏障强化：当友军穿过电力屏障时可恢复 30% 的护盾值。","电力屏障强化：当友军穿过电力屏障时可恢复 35% 的护盾值。"],"recrystalize":["晶化生长强化：被晶化生长击杀的敌人会使 4 米内的敌人失衡并对他们散播晶石。","晶化生长强化：被晶化生长击杀的敌人会使 8 米内的敌人失衡并对他们散播晶石。","晶化生长强化：被晶化生长击杀的敌人会使 12 米内的敌人失衡并对他们散播晶石。","晶化生长强化：被晶化生长击杀的敌人会使 16 米内的敌人失衡并对他们散播晶石。"],"redirection":["+9% 护盾容量","+18% 护盾容量","+27% 护盾容量","+36% 护盾容量","+45% 护盾容量","+55% 护盾容量","+64% 护盾容量","+73% 护盾容量","+82% 护盾容量","+91% 护盾容量","+100% 护盾容量"],"reflection":["+6.7% 几率在格挡时让敌人失衡\n+1.7% 几率在格挡时击晕敌人","+13.3% 几率在格挡时让敌人失衡\n+3.3% 几率在格挡时击晕敌人","+20% 几率在格挡时让敌人失衡\n+5% 几率在格挡时击晕敌人","+26.6% 几率在格挡时让敌人失衡\n+6.7% 几率在格挡时击晕敌人","+33.3% 几率在格挡时让敌人失衡\n+8.3% 几率在格挡时击晕敌人","+40% 几率在格挡时让敌人失衡\n+10% 几率在格挡时击晕敌人"],"reflex_guard":["格挡时有 +9.1% 连击数几率","格挡时有 +18.2% 连击数几率","格挡时有 +27.3% 连击数几率","格挡时有 +36.4% 连击数几率","格挡时有 +45.5% 连击数几率","格挡时有 +54.5% 连击数几率","格挡时有 +63.6% 连击数几率","格挡时有 +72.7% 连击数几率","格挡时有 +81.8% 连击数几率","格挡时有 +90.9% 连击数几率","格挡时有 +100% 连击数几率"],"regenerative_molt":["蜕皮强化：Saryn 在施展蜕皮后 10 秒内每秒可恢复 20 的生命值。","蜕皮强化：Saryn 在施展蜕皮后 10 秒内每秒可恢复 30 的生命值。","蜕皮强化：Saryn 在施展蜕皮后 10 秒内每秒可恢复 40 的生命值。","蜕皮强化：Saryn 在施展蜕皮后 10 秒内每秒可恢复 50 的生命值。"],"reinforcing_stomp":["犀牛践踏强化：每一个被践踏影响的敌人会补充 1% 的钢化皮肤生命值。","犀牛践踏强化：每一个被践踏影响的敌人会补充 2% 的钢化皮肤生命值。","犀牛践踏强化：每一个被践踏影响的敌人会补充 3% 的钢化皮肤生命值。","犀牛践踏强化：每一个被践踏影响的敌人会补充 4% 的钢化皮肤生命值。"],"rending_turn":["+3% 跑酷速度\n+3% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+10% 切割伤害","+6% 跑酷速度\n+6% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+20% 切割伤害","+9% 跑酷速度\n+9% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+30% 切割伤害","+12% 跑酷速度\n+12% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+40% 切割伤害","+15% 跑酷速度\n+15% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+50% 切割伤害","+18% 跑酷速度\n+18% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+60% 切割伤害"],"repair_dispensary":["后勤支援强化：后勤支援还能创造可以恢复同伴最大生命值的 5% 的拾取物，并减少 3 秒同伴失去战斗能力的时间。","后勤支援强化：后勤支援还能创造可以恢复同伴最大生命值的 10% 的拾取物，并减少 6 秒同伴失去战斗能力的时间。","后勤支援强化：后勤支援还能创造可以恢复同伴最大生命值的 15% 的拾取物，并减少 9 秒同伴失去战斗能力的时间。","后勤支援强化：后勤支援还能创造可以恢复同伴最大生命值的 20% 的拾取物，并减少 12 秒同伴失去战斗能力的时间。"],"reroot_rampage":["根系再生强化：收集根系再生能量球会召唤额外的菌宝，每次命中造成 175  毒素伤害，并提高暴击几率。","根系再生强化：收集根系再生能量球会召唤额外的菌宝，每次命中造成 200  毒素伤害，并提高暴击几率。","根系再生强化：收集根系再生能量球会召唤额外的菌宝，每次命中造成 225  毒素伤害，并提高暴击几率。","根系再生强化：收集根系再生能量球会召唤额外的菌宝，每次命中造成 250  毒素伤害，并提高暴击几率。"],"resonance":["声纳强化：击中敌人的声呐弱点将其击杀后，将触发另一个声呐，持续时间为原声呐的 50%。","声纳强化：击中敌人的声呐弱点将其击杀后，将触发另一个声呐，持续时间为原声呐的 65%。","声纳强化：击中敌人的声呐弱点将其击杀后，将触发另一个声呐，持续时间为原声呐的 80%。","声纳强化：击中敌人的声呐弱点将其击杀后，将触发另一个声呐，持续时间为原声呐的 100%。"],"retribution":["+15% 几率护盾被敌人近战打中时，造成电击伤害\n+20 电击伤害","+30% 几率护盾被敌人近战打中时，造成电击伤害\n+40 电击伤害","+45% 几率护盾被敌人近战打中时，造成电击伤害\n+60 电击伤害","+60% 几率护盾被敌人近战打中时，造成电击伤害\n+80 电击伤害"],"revealing_spores":["毒性孢子强化：在小地图上显示 10 米内被毒性孢子感染的敌人。侦敌雷达 +10。","毒性孢子强化：在小地图上显示 20 米内被毒性孢子感染的敌人。侦敌雷达 +20。","毒性孢子强化：在小地图上显示 30 米内被毒性孢子感染的敌人。侦敌雷达 +30。","毒性孢子强化：在小地图上显示 40 米内被毒性孢子感染的敌人。侦敌雷达 +40。"],"reverse_rotorswell":["超旋链波强化：将受到伤害的 20% 以 电击伤害的形式反弹至攻击者身上。","超旋链波强化：将受到伤害的 25% 以 电击伤害的形式反弹至攻击者身上。","超旋链波强化：将受到伤害的 30% 以 电击伤害的形式反弹至攻击者身上。","超旋链波强化：将受到伤害的 35% 以 电击伤害的形式反弹至攻击者身上。"],"rift_haven":["放逐强化：被放逐到裂隙的友军每秒会恢复他们最大生命值的 10%。","放逐强化：被放逐到裂隙的友军每秒会恢复他们最大生命值的 15%。","放逐强化：被放逐到裂隙的友军每秒会恢复他们最大生命值的 20%。","放逐强化：被放逐到裂隙的友军每秒会恢复他们最大生命值的 25%。"],"rift_torrent":["裂隙涌流强化：在裂隙之中时，Limbo 可造成 15% 乘以受裂隙涌流影响的敌人之数量的额外伤害。","裂隙涌流强化：在裂隙之中时，Limbo 可造成 20% 乘以受裂隙涌流影响的敌人之数量的额外伤害。","裂隙涌流强化：在裂隙之中时，Limbo 可造成 25% 乘以受裂隙涌流影响的敌人之数量的额外伤害。","裂隙涌流强化：在裂隙之中时，Limbo 可造成 30% 乘以受裂隙涌流影响的敌人之数量的额外伤害。"],"rising_storm":["剑刃风暴强化：剑刃风暴的攻击会提升 1 技能连击数。\n被动：增加 10 秒连击持续时间。","剑刃风暴强化：剑刃风暴的攻击会提升 2 技能连击数。\n被动：增加 10 秒连击持续时间。","剑刃风暴强化：剑刃风暴的攻击会提升 3 技能连击数。\n被动：增加 10 秒连击持续时间。","剑刃风暴强化：剑刃风暴的攻击会提升 4 技能连击数。\n被动：增加 10 秒连击持续时间。"],"rolling_guard":["闪避动作时：\n获得 2 秒无敌效果，并移除所有异常状态。冷却时间 12 秒。","闪避动作时：\n获得 2.1 秒无敌效果，并移除所有异常状态。冷却时间 11.5 秒。","闪避动作时：\n获得 2.2 秒无敌效果，并移除所有异常状态。冷却时间 11 秒。","闪避动作时：\n获得 2.3 秒无敌效果，并移除所有异常状态。冷却时间 10.5 秒。","闪避动作时：\n获得 2.4 秒无敌效果，并移除所有异常状态。冷却时间 10 秒。","闪避动作时：\n获得 2.5 秒无敌效果，并移除所有异常状态。冷却时间 9.5 秒。","闪避动作时：\n获得 2.6 秒无敌效果，并移除所有异常状态。冷却时间 9 秒。","闪避动作时：\n获得 2.7 秒无敌效果，并移除所有异常状态。冷却时间 8.5 秒。","闪避动作时：\n获得 2.8 秒无敌效果，并移除所有异常状态。冷却时间 8 秒。","闪避动作时：\n获得 2.9 秒无敌效果，并移除所有异常状态。冷却时间 7.5 秒。","闪避动作时：\n获得 3 秒无敌效果，并移除所有异常状态。冷却时间 7 秒。"],"rousing_plunder":["劫掠强化：劫掠获得 20% 的最大 腐蚀伤害和护甲，并恢复经验共享范围内的队友 20 生命值。","劫掠强化：劫掠获得 30% 的最大 腐蚀伤害和护甲，并恢复经验共享范围内的队友 30 生命值。","劫掠强化：劫掠获得 40% 的最大 腐蚀伤害和护甲，并恢复经验共享范围内的队友 40 生命值。","劫掠强化：劫掠获得 50% 的最大 腐蚀伤害和护甲，并恢复经验共享范围内的队友 50 生命值。"],"rumbled":["漫步石者强化：Atlas 化身为一名身覆岩石铠甲的漫步石者，获得超宏防护并且可以吸收相当于最大生命值 200% 的伤害。","漫步石者强化：Atlas 化身为一名身覆岩石铠甲的漫步石者，获得超宏防护并且可以吸收相当于最大生命值 234% 的伤害。","漫步石者强化：Atlas 化身为一名身覆岩石铠甲的漫步石者，获得超宏防护并且可以吸收相当于最大生命值 265% 的伤害。","漫步石者强化：Atlas 化身为一名身覆岩石铠甲的漫步石者，获得超宏防护并且可以吸收相当于最大生命值 300% 的伤害。"],"rush":["+5% 冲刺速度","+10% 冲刺速度","+15% 冲刺速度","+20% 冲刺速度","+25% 冲刺速度","+30% 冲刺速度"],"safeguard":["混天火绫强化：能将技能的 20% 效果施放在队友身上。","混天火绫强化：能将技能的 30% 效果施放在队友身上。","混天火绫强化：能将技能的 40% 效果施放在队友身上。","混天火绫强化：能将技能的 50% 效果施放在队友身上。"],"safeguard_switch":["移形换位强化：与敌人换位后自身将拥有 1.5 秒的无敌时间。与队友换位后，这名队友将拥有 3 秒的无敌时间。换位也会移除 Loki 及其队友身上负面异常状态。","移形换位强化：与敌人换位后自身将拥有 2 秒的无敌时间。与队友换位后，这名队友将拥有 4 秒的无敌时间。换位也会移除 Loki 及其队友身上负面异常状态。","移形换位强化：与敌人换位后自身将拥有 2.5 秒的无敌时间。与队友换位后，这名队友将拥有 5 秒的无敌时间。换位也会移除 Loki 及其队友身上负面异常状态。","移形换位强化：与敌人换位后自身将拥有 3 秒的无敌时间。与队友换位后，这名队友将拥有 6 秒的无敌时间。换位也会移除 Loki 及其队友身上负面异常状态。"],"savage_silence":["静音强化：静音使敌人失衡且受到的处决伤害增加 150%。","静音强化：静音使敌人失衡且受到的处决伤害增加 200%。","静音强化：静音使敌人失衡且受到的处决伤害增加 250%。","静音强化：静音使敌人失衡且受到的处决伤害增加 300%。"],"savior_decoy":["诱饵强化: 如果 Loki 受到致命伤害，诱饵会吸收该伤害并互相调换位置。同时提升了诱饵技能 20% 的施放速度。","诱饵强化: 如果 Loki 受到致命伤害，诱饵会吸收该伤害并互相调换位置。同时提升了诱饵技能 25% 的施放速度。","诱饵强化: 如果 Loki 受到致命伤害，诱饵会吸收该伤害并互相调换位置。同时提升了诱饵技能 35% 的施放速度。","诱饵强化: 如果 Loki 受到致命伤害，诱饵会吸收该伤害并互相调换位置。同时提升了诱饵技能 50% 的施放速度。"],"saxum_carapace":["+9% 护甲\n+3% 生命值","+18% 护甲\n+7% 生命值","+28% 护甲\n+10% 生命值","+37% 护甲\n+13% 生命值","+46% 护甲\n+17% 生命值","+55% 护甲\n+20% 生命值"],"seeking_shuriken":["手里剑强化：敌人被击中后其弱点将被暴露在外，于 2 秒内降低 35% 护甲。","手里剑强化：敌人被击中后其弱点将被暴露在外，于 4 秒内降低 45% 护甲。","手里剑强化：敌人被击中后其弱点将被暴露在外，于 6 秒内降低 55% 护甲。","手里剑强化：敌人被击中后其弱点将被暴露在外，于 8 秒内降低 70% 护甲。"],"shadow_haze":["收割强化：对受到死亡收割影响的敌人增加 35% 暴击几率。敌人死亡时生成一个新的幽影。最多拥有 3 个幽影。","收割强化：对受到死亡收割影响的敌人增加 40% 暴击几率。敌人死亡时生成一个新的幽影。最多拥有 3 个幽影。","收割强化：对受到死亡收割影响的敌人增加 45% 暴击几率。敌人死亡时生成一个新的幽影。最多拥有 3 个幽影。","收割强化：对受到死亡收割影响的敌人增加 50% 暴击几率。敌人死亡时生成一个新的幽影。最多拥有 3 个幽影。"],"shattered_storm":["琉璃碎击强化：当 Gara 使用琉璃碎击打碎广域玻璃化的玻璃环时，被玻璃击中的敌人受到 25% 强度的玻片风暴伤害。","琉璃碎击强化：当 Gara 使用琉璃碎击打碎广域玻璃化的玻璃环时，被玻璃击中的敌人受到 50% 强度的玻片风暴伤害。","琉璃碎击强化：当 Gara 使用琉璃碎击打碎广域玻璃化的玻璃环时，被玻璃击中的敌人受到 75% 强度的玻片风暴伤害。","琉璃碎击强化：当 Gara 使用琉璃碎击打碎广域玻璃化的玻璃环时，被玻璃击中的敌人受到 100% 强度的玻片风暴伤害。"],"shield_of_shadows":["亡者幽影强化：距离 50 米内的每个幽影会替 Nekros 分担承受 3% 伤害。","亡者幽影强化：距离 50 米内的每个幽影会替 Nekros 分担承受 4% 伤害。","亡者幽影强化：距离 50 米内的每个幽影会替 Nekros 分担承受 5% 伤害。","亡者幽影强化：距离 50 米内的每个幽影会替 Nekros 分担承受 6% 伤害。"],"shock_absorbers":["+5% 物理伤害抗性","+10% 物理伤害抗性","+15% 物理伤害抗性","+20% 物理伤害抗性"],"shock_trooper":["电击强化：对队友施展技能，能使 15 米范围内队友的攻击增加 50% 电击伤害，持续 28 秒。","电击强化：对队友施展技能，能使 15 米范围内队友的攻击增加 65% 电击伤害，持续 32 秒。","电击强化：对队友施展技能，能使 15 米范围内队友的攻击增加 80% 电击伤害，持续 36 秒。","电击强化：对队友施展技能，能使 15 米范围内队友的攻击增加 100% 电击伤害，持续 40 秒。"],"shocking_speed":["加速强化：在加速的效果下移动时，3 米范围内的敌人将受到 75 电击伤害并必定触发异常状态。","加速强化：在加速的效果下移动时，3 米范围内的敌人将受到 150 电击伤害并必定触发异常状态。","加速强化：在加速的效果下移动时，3 米范围内的敌人将受到 225 电击伤害并必定触发异常状态。","加速强化：在加速的效果下移动时，3 米范围内的敌人将受到 300 电击伤害并必定触发异常状态。"],"signal_flare":["广域致盲强化：受到致盲的敌人会被标记在小地图上 3 秒。","广域致盲强化：受到致盲的敌人会被标记在小地图上 6 秒。","广域致盲强化：受到致盲的敌人会被标记在小地图上 9 秒。","广域致盲强化：受到致盲的敌人会被标记在小地图上 12 秒。"],"singularity":["聚合吸收强化：制造一个每 3 秒会将敌方以每秒 9 米的速度吸入的圆环。","聚合吸收强化：制造一个每 3 秒会将敌方以每秒 11 米的速度吸入的圆环。","聚合吸收强化：制造一个每 3 秒会将敌方以每秒 13 米的速度吸入的圆环。","聚合吸收强化：制造一个每 3 秒会将敌方以每秒 15 米的速度吸入的圆环。"],"smite_infusion":["惩击强化：对队友施展此技能，可使 15 米范围内队友的攻击增加 50% 的辐射伤害，持续 28 秒。","惩击强化：对队友施展此技能，可使 15 米范围内队友的攻击增加 65% 的辐射伤害，持续 32 秒。","惩击强化：对队友施展此技能，可使 15 米范围内队友的攻击增加 80% 的辐射伤害，持续 36 秒。","惩击强化：对队友施展此技能，可使 15 米范围内队友的攻击增加 100% 的辐射伤害，持续 40 秒。"],"smoke_shadow":["烟幕强化：与 8 米范围内的队友一起进入隐身状态，并在此期间给予 60% 暴击几率。","烟幕强化：与 10 米范围内的队友一起进入隐身状态，并在此期间给予 90% 暴击几率。","烟幕强化：与 12 米范围内的队友一起进入隐身状态，并在此期间给予 120% 暴击几率。","烟幕强化：与 15 米范围内的队友一起进入隐身状态，并在此期间给予 150% 暴击几率。"],"sonic_siphon":["音爆强化 Mod：音爆每击中一个敌人后获得护甲，持续 12 秒。","音爆强化 Mod：音爆每击中一个敌人后获得护甲，持续 15 秒。","音爆强化 Mod：音爆每击中一个敌人后获得护甲，持续 18 秒。","音爆强化 Mod：音爆每击中一个敌人后获得护甲，持续 20 秒。"],"soul_survivor":["灵魂重击强化：复活倒地的友军并恢复其 15% 的生命值。","灵魂重击强化：复活倒地的友军并恢复其 20% 的生命值。","灵魂重击强化：复活倒地的友军并恢复其 25% 的生命值。","灵魂重击强化：复活倒地的友军并恢复其 30% 的生命值。"],"spectral_spirit":["墓灵强化：立即进入幽灵形态。武器和技能有 25% 几率施加厄运。非幽灵形态时的击杀会降低技能冷却时间 1 秒。","墓灵强化：立即进入幽灵形态。武器和技能有 50% 几率施加厄运。非幽灵形态时的击杀会降低技能冷却时间 1 秒。","墓灵强化：立即进入幽灵形态。武器和技能有 75% 几率施加厄运。非幽灵形态时的击杀会降低技能冷却时间 1 秒。","墓灵强化：立即进入幽灵形态。武器和技能有 100% 几率施加厄运。非幽灵形态时的击杀会降低技能冷却时间 1 秒。"],"spectrosiphon":["光谱盛怒强化：死于光谱盛怒内的敌人会有 20% 几率掉落一个能量球。","光谱盛怒强化：死于光谱盛怒内的敌人会有 30% 几率掉落一个能量球。","光谱盛怒强化：死于光谱盛怒内的敌人会有 40% 几率掉落一个能量球。","光谱盛怒强化：死于光谱盛怒内的敌人会有 50% 几率掉落一个能量球。"],"speed_drift":["+2% 冲刺速度\n+2.5% 施放速度","+4% 冲刺速度\n+5% 施放速度","+6% 冲刺速度\n+7.5% 施放速度","+8% 冲刺速度\n+10% 施放速度","+10% 冲刺速度\n+12.5% 施放速度","+12% 冲刺速度\n+15% 施放速度"],"spellbound_harvest":["迷尘强化：使用迷尘命中至少 4 个敌人会为 Titania 提供 20 能量。下一次施放技能有 +10% 技能范围。","迷尘强化：使用迷尘命中至少 4 个敌人会为 Titania 提供 30 能量。下一次施放技能有 +20% 技能范围。","迷尘强化：使用迷尘命中至少 4 个敌人会为 Titania 提供 40 能量。下一次施放技能有 +30% 技能范围。","迷尘强化：使用迷尘命中至少 4 个敌人会为 Titania 提供 50 能量。下一次施放技能有 +40% 技能范围。"],"staggering_shield":["破碎护盾强化：反射的子弹有 30% 的几率使敌人失衡，通过技能强度可增加此几率的基础数值。","破碎护盾强化：反射的子弹有 35% 的几率使敌人失衡，通过技能强度可增加此几率的基础数值。","破碎护盾强化：反射的子弹有 40% 的几率使敌人失衡，通过技能强度可增加此几率的基础数值。","破碎护盾强化：反射的子弹有 50% 的几率使敌人失衡，通过技能强度可增加此几率的基础数值。"],"stealth_drift":["+3 米侦敌雷达\n+2% 飞身瞄准/壁面攀附持续时间","+6 米侦敌雷达\n+4% 飞身瞄准/壁面攀附持续时间","+9 米侦敌雷达\n+6% 飞身瞄准/壁面攀附持续时间","+12 米侦敌雷达\n+8% 飞身瞄准/壁面攀附持续时间","+15 米侦敌雷达\n+10% 飞身瞄准/壁面攀附持续时间","+18 米侦敌雷达\n+12% 飞身瞄准/壁面攀附持续时间"],"steel_fiber":["+9% 护甲","+18% 护甲","+27% 护甲","+36% 护甲","+45% 护甲","+55% 护甲","+64% 护甲","+73% 护甲","+82% 护甲","+91% 护甲","+100% 护甲"],"strain_consume":["吸收 10 米内死亡的蛆虫，最大生命值增加 1% 并且生命恢复速率增加 0.5/秒，持续 45 秒。","吸收 10 米内死亡的蛆虫，最大生命值增加 2% 并且生命恢复速率增加 1/秒，持续 45 秒。","吸收 10 米内死亡的蛆虫，最大生命值增加 3% 并且生命恢复速率增加 1.5/秒，持续 45 秒。","吸收 10 米内死亡的蛆虫，最大生命值增加 4% 并且生命恢复速率增加 2/秒，持续 45 秒。"],"streamline":["+5% 技能效率","+10% 技能效率","+15% 技能效率","+20% 技能效率","+25% 技能效率","+30% 技能效率"],"streamlined_form":["+5% 滑行\n-5% 摩擦力","+10% 滑行\n-10% 摩擦力","+15% 滑行\n-15% 摩擦力","+20% 滑行\n-20% 摩擦力","+25% 滑行\n-25% 摩擦力","+30% 滑行\n-30% 摩擦力"],"stretch":["+7.5% 技能范围","+15% 技能范围","+22.5% 技能范围","+30% 技能范围","+37.5% 技能范围","+45% 技能范围"],"surging_blades":["水形之刃强化：在使用中或冷却期间激活水形之刃以投掷单个刀刃。任意水形之刃击中的敌人都会增加投掷水形之刃 5% 的伤害。在激活浪漪珊瑚时投掷不消耗能量。","水形之刃强化：在使用中或冷却期间激活水形之刃以投掷单个刀刃。任意水形之刃击中的敌人都会增加投掷水形之刃 6% 的伤害。在激活浪漪珊瑚时投掷不消耗能量。","水形之刃强化：在使用中或冷却期间激活水形之刃以投掷单个刀刃。任意水形之刃击中的敌人都会增加投掷水形之刃 8% 的伤害。在激活浪漪珊瑚时投掷不消耗能量。","水形之刃强化：在使用中或冷却期间激活水形之刃以投掷单个刀刃。任意水形之刃击中的敌人都会增加投掷水形之刃 10% 的伤害。在激活浪漪珊瑚时投掷不消耗能量。"],"surging_dash":["突斩强化：突斩时每击中一名敌人都会增加 2 的近战连击数。","突斩强化：突斩时每击中一名敌人都会增加 4 的近战连击数。","突斩强化：突斩时每击中一名敌人都会增加 6 的近战连击数。","突斩强化：突斩时每击中一名敌人都会增加 8 的近战连击数。"],"swift_bite":["毒蛇之咬强化：击中至少 4 名敌人时，减少技能冷却时间 1 秒。毒蛇之咬获得额外 15% 技能范围。","毒蛇之咬强化：击中至少 4 名敌人时，减少技能冷却时间 2 秒。毒蛇之咬获得额外 20% 技能范围。","毒蛇之咬强化：击中至少 4 名敌人时，减少技能冷却时间 3 秒。毒蛇之咬获得额外 25% 技能范围。","毒蛇之咬强化：击中至少 4 名敌人时，减少技能冷却时间 4 秒。毒蛇之咬获得额外 30% 技能范围。"],"swing_line":["撕裂钩索强化：在空中施放撕裂钩索不消耗能量。\n+5% 跑酷速度","撕裂钩索强化：在空中施放撕裂钩索不消耗能量。\n+10% 跑酷速度","撕裂钩索强化：在空中施放撕裂钩索不消耗能量。\n+15% 跑酷速度","撕裂钩索强化：在空中施放撕裂钩索不消耗能量。\n+20% 跑酷速度"],"synth_reflex":["装备时：\n+10% 旋身飞跃速度，持续 2 秒","装备时：\n+20% 旋身飞跃速度，持续 2 秒","装备时：\n+30% 旋身飞跃速度，持续 2 秒","装备时：\n+40% 旋身飞跃速度，持续 2 秒"],"target_fixation":["顺风强化：施放顺风会重置 Zephyr 的旋身飞跃。每一个被击中的敌人将增加 40% 顺风的伤害。落地后于地面两秒后伤害会被重置。","顺风强化：施放顺风会重置 Zephyr 的旋身飞跃。每一个被击中的敌人将增加 60% 顺风的伤害。落地后于地面两秒后伤害会被重置。","顺风强化：施放顺风会重置 Zephyr 的旋身飞跃。每一个被击中的敌人将增加 80% 顺风的伤害。落地后于地面两秒后伤害会被重置。","顺风强化：施放顺风会重置 Zephyr 的旋身飞跃。每一个被击中的敌人将增加 100% 顺风的伤害。落地后于地面两秒后伤害会被重置。"],"tectonic_fracture":["大地构筑强化：制造最多 2 堵墙，每堵墙各拥有 70% 血量。但无法变成圆石。","大地构筑强化：制造最多 2 堵墙，每堵墙各拥有 80% 血量。但无法变成圆石。","大地构筑强化：制造最多 3 堵墙，每堵墙各拥有 90% 血量。但无法变成圆石。","大地构筑强化：制造最多 3 堵墙，每堵墙各拥有 100% 血量。但无法变成圆石。"],"teeming_virulence":["致病力强化：以致病力击中 4 名敌人，主要武器会获得 125% 暴击几率，持续 9 秒。","致病力强化：以致病力击中 4 名敌人，主要武器会获得 150% 暴击几率，持续 11 秒。","致病力强化：以致病力击中 4 名敌人，主要武器会获得 175% 暴击几率，持续 13 秒。","致病力强化：以致病力击中 4 名敌人，主要武器会获得 200% 暴击几率，持续 15 秒。"],"tek_collateral":["增加拾起的手枪弹药\n站在标记区域中可获得 +25% 暴击伤害。","增加拾起的手枪弹药\n站在标记区域中可获得 +50% 暴击伤害。","增加拾起的手枪弹药\n站在标记区域中可获得 +75% 暴击伤害。","增加拾起的手枪弹药\n站在标记区域中可获得 +100% 暴击伤害。"],"teleport_rush":["瞬移强化：使用瞬移可将跑酷速度提高 15%，持续时间 12 秒。使用瞬移处决目标可将烟幕持续时间延长 5 秒。瞬移的怜悯之击可完全恢复持续时间。","瞬移强化：使用瞬移可将跑酷速度提高 20%，持续时间 12 秒。使用瞬移处决目标可将烟幕持续时间延长 5 秒。瞬移的怜悯之击可完全恢复持续时间。","瞬移强化：使用瞬移可将跑酷速度提高 25%，持续时间 12 秒。使用瞬移处决目标可将烟幕持续时间延长 5 秒。瞬移的怜悯之击可完全恢复持续时间。","瞬移强化：使用瞬移可将跑酷速度提高 30%，持续时间 12 秒。使用瞬移处决目标可将烟幕持续时间延长 5 秒。瞬移的怜悯之击可完全恢复持续时间。"],"temporal_artillery":["炽烈炮击强化：激活时泊之锚时，一个现有的火炮会跟随 Protea 并暂停计算其持续时间。火炮最高拥有 14x 连击数。","炽烈炮击强化：激活时泊之锚时，一个现有的火炮会跟随 Protea 并暂停计算其持续时间。火炮最高拥有 16x 连击数。","炽烈炮击强化：激活时泊之锚时，一个现有的火炮会跟随 Protea 并暂停计算其持续时间。火炮最高拥有 18x 连击数。","炽烈炮击强化：激活时泊之锚时，一个现有的火炮会跟随 Protea 并暂停计算其持续时间。火炮最高拥有 20x 连击数。"],"temporal_erosion":["时泊之锚强化：当时泊之锚激活时，手雷散射和炽烈炮击的每次攻击削减敌人 5% 的护甲。","时泊之锚强化：当时泊之锚激活时，手雷散射和炽烈炮击的每次攻击削减敌人 7% 的护甲。","时泊之锚强化：当时泊之锚激活时，手雷散射和炽烈炮击的每次攻击削减敌人 8% 的护甲。","时泊之锚强化：当时泊之锚激活时，手雷散射和炽烈炮击的每次攻击削减敌人 10% 的护甲。"],"tesla_bank":["特斯拉电激强化：当电激胶囊首次附着在敌人身上时，敌人的生命值会在被击杀时转换成 5 米范围内的 电击爆发。","特斯拉电激强化：当电激胶囊首次附着在敌人身上时，敌人的生命值会在被击杀时转换成 6 米范围内的 电击爆发。","特斯拉电激强化：当电激胶囊首次附着在敌人身上时，敌人的生命值会在被击杀时转换成 7 米范围内的 电击爆发。","特斯拉电激强化：当电激胶囊首次附着在敌人身上时，敌人的生命值会在被击杀时转换成 8 米范围内的 电击爆发。"],"tharros_lethality":["豪勇之击强化：命中敌人时，暴击伤害增加 25%。使用标枪时，暴击伤害加成翻倍。","豪勇之击强化：命中敌人时，暴击伤害增加 50%。使用标枪时，暴击伤害加成翻倍。","豪勇之击强化：命中敌人时，暴击伤害增加 75%。使用标枪时，暴击伤害加成翻倍。","豪勇之击强化：命中敌人时，暴击伤害增加 100%。使用标枪时，暴击伤害加成翻倍。"],"the_relentless_lost":["失落之技强化：施放失落之技时提升 5% 失落之技的技能强度和 6% 失落之技的技能效率。最多可叠加 3 次增益，若连续施放两次相同的失落之技则会重置增益。","失落之技强化：施放失落之技时提升 15% 失落之技的技能强度和 9% 失落之技的技能效率。最多可叠加 3 次增益，若连续施放两次相同的失落之技则会重置增益。","失落之技强化：施放失落之技时提升 25% 失落之技的技能强度和 12% 失落之技的技能效率。最多可叠加 3 次增益，若连续施放两次相同的失落之技则会重置增益。","失落之技强化：施放失落之技时提升 35% 失落之技的技能强度和 15% 失落之技的技能效率。最多可叠加 3 次增益，若连续施放两次相同的失落之技则会重置增益。"],"thermal_transfer":["热能抽离强化：技能范围内的友军可获得 40% 额外元素伤害，持续 18 秒。","热能抽离强化：技能范围内的友军可获得 50% 额外元素伤害，持续 22 秒。","热能抽离强化：技能范围内的友军可获得 60% 额外元素伤害，持续 26 秒。","热能抽离强化：技能范围内的友军可获得 75% 额外元素伤害，持续 30 秒。"],"thiefs_wit":["在小地图上显示战利品储存箱\n+7 米寻物雷达","在小地图上显示战利品储存箱\n+14 米寻物雷达","在小地图上显示战利品储存箱\n+21 米寻物雷达","在小地图上显示战利品储存箱\n+28 米寻物雷达","在小地图上显示战利品储存箱\n+35 米寻物雷达","在小地图上显示战利品储存箱\n+42 米寻物雷达"],"thrall_pact":["奴役意志强化：从每个当前存在的奴仆那里获取 +10% 主要武器伤害。","奴役意志强化：从每个当前存在的奴仆那里获取 +15% 主要武器伤害。","奴役意志强化：从每个当前存在的奴仆那里获取 +20% 主要武器伤害。","奴役意志强化：从每个当前存在的奴仆那里获取 +25% 主要武器伤害。"],"tidal_impunity":["潮汐浪涌强化：为自身与被接触的队友清除异常状态，并获得 8 秒的异常状态免疫效果。施放潮汐浪涌需要消耗的能量降低至 15。","潮汐浪涌强化：为自身与被接触的队友清除异常状态，并获得 9 秒的异常状态免疫效果。施放潮汐浪涌需要消耗的能量降低至 15。","潮汐浪涌强化：为自身与被接触的队友清除异常状态，并获得 10 秒的异常状态免疫效果。施放潮汐浪涌需要消耗的能量降低至 15。","潮汐浪涌强化：为自身与被接触的队友清除异常状态，并获得 12 秒的异常状态免疫效果。施放潮汐浪涌需要消耗的能量降低至 15。"],"titanic_rumbler":["漫步石者强化：制造一个单体石者，具有 200% 的血量和 200% 的伤害。\n再次使用技能会让他猛烈撞击地面，并击倒周围 15 米内的敌人。","漫步石者强化：制造一个单体石者，具有 225% 的血量和 250% 的伤害。\n再次使用技能会让他猛烈撞击地面，并击倒周围 15 米内的敌人。","漫步石者强化：制造一个单体石者，具有 265% 的血量和 300% 的伤害。\n再次使用技能会让他猛烈撞击地面，并击倒周围 15 米内的敌人。","漫步石者强化：制造一个单体石者，具有 300% 的血量和 400% 的伤害。\n再次使用技能会让他猛烈撞击地面，并击倒周围 15 米内的敌人。"],"total_eclipse":["黯然失色强化：使用技能时，8 米内的队友能得到黯然失色的增益效果。","黯然失色强化：使用技能时，10 米内的队友能得到黯然失色的增益效果。","黯然失色强化：使用技能时，12 米内的队友能得到黯然失色的增益效果。","黯然失色强化：使用技能时，15 米内的队友能得到黯然失色的增益效果。"],"toxic_flight":["+2.2% 跑酷速度\n+2.2% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+25% 毒素伤害","+4.4% 跑酷速度\n+4.4% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+50% 毒素伤害","+6.6% 跑酷速度\n+6.6% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+75% 毒素伤害","+8.8% 跑酷速度\n+8.8% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+100% 毒素伤害","+11% 跑酷速度\n+11% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+125% 毒素伤害","+13.2% 跑酷速度\n+13.2% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+150% 毒素伤害","+15.4% 跑酷速度\n+15.4% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+175% 毒素伤害","+17.6% 跑酷速度\n+17.6% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+200% 毒素伤害","+19.8% 跑酷速度\n+19.8% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+225% 毒素伤害","+22% 跑酷速度\n+22% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+250% 毒素伤害","+24.2% 跑酷速度\n+24.2% 飞身瞄准/壁面攀附持续时间\n旋身飞跃造成+275% 毒素伤害"],"transient_fortitude":["+5% 技能强度\n-2.5% 技能持续时间","+10% 技能强度\n-5% 技能持续时间","+15% 技能强度\n-7.5% 技能持续时间","+20% 技能强度\n-10% 技能持续时间","+25% 技能强度\n-12.5% 技能持续时间","+30% 技能强度\n-15% 技能持续时间","+35% 技能强度\n-17.5% 技能持续时间","+40% 技能强度\n-20% 技能持续时间","+45% 技能强度\n-22.5% 技能持续时间","+50% 技能强度\n-25% 技能持续时间","+55% 技能强度\n-27.5% 技能持续时间"],"transistor_shield":["电力屏障强化：队友可以拾起电力屏障。其吸收伤害的150%，会附加到 Volt 的静电释放。","电力屏障强化：队友可以拾起电力屏障。其吸收伤害的200%，会附加到 Volt 的静电释放。","电力屏障强化：队友可以拾起电力屏障。其吸收伤害的250%，会附加到 Volt 的静电释放。","电力屏障强化：队友可以拾起电力屏障。其吸收伤害的300%，会附加到 Volt 的静电释放。"],"tribunal":["责难束缚强化：其他玩家在攻击被束缚住的敌人时，将触发 40%「苦行加护」和「聚能焚炉」的技能效果。","责难束缚强化：其他玩家在攻击被束缚住的敌人时，将触发 60%「苦行加护」和「聚能焚炉」的技能效果。","责难束缚强化：其他玩家在攻击被束缚住的敌人时，将触发 80%「苦行加护」和「聚能焚炉」的技能效果。","责难束缚强化：其他玩家在攻击被束缚住的敌人时，将触发 100%「苦行加护」和「聚能焚炉」的技能效果。"],"ulfruns_endurance":["乌尔佛伦之裔强化：在乌尔佛伦攻击时，5 米范围内的敌人死于 切割异常状态将为 Voruna 恢复冲锋次数。","乌尔佛伦之裔强化：在乌尔佛伦攻击时，10 米范围内的敌人死于 切割异常状态将为 Voruna 恢复冲锋次数。","乌尔佛伦之裔强化：在乌尔佛伦攻击时，15 米范围内的敌人死于 切割异常状态将为 Voruna 恢复冲锋次数。","乌尔佛伦之裔强化：在乌尔佛伦攻击时，20 米范围内的敌人死于 切割异常状态将为 Voruna 恢复冲锋次数。"],"umbral_fiber":["+9% 护甲\n+1% Tau 抗性","+18% 护甲\n+2% Tau 抗性","+27% 护甲\n+3% Tau 抗性","+36% 护甲\n+4% Tau 抗性","+45% 护甲\n+5% Tau 抗性","+55% 护甲\n+6% Tau 抗性","+64% 护甲\n+7% Tau 抗性","+73% 护甲\n+8% Tau 抗性","+82% 护甲\n+9% Tau 抗性","+91% 护甲\n+10% Tau 抗性","+100% 护甲\n+11% Tau 抗性"],"umbral_intensify":["+4% 技能强度\n+1% Tau 抗性","+8% 技能强度\n+2% Tau 抗性","+12% 技能强度\n+3% Tau 抗性","+16% 技能强度\n+4% Tau 抗性","+20% 技能强度\n+5% Tau 抗性","+24% 技能强度\n+6% Tau 抗性","+28% 技能强度\n+7% Tau 抗性","+32% 技能强度\n+8% Tau 抗性","+36% 技能强度\n+9% Tau 抗性","+40% 技能强度\n+10% Tau 抗性","+44% 技能强度\n+11% Tau 抗性"],"umbral_vitality":["+9% 生命值\n+1% Tau 抗性","+18% 生命值\n+2% Tau 抗性","+27% 生命值\n+3% Tau 抗性","+36% 生命值\n+4% Tau 抗性","+45% 生命值\n+5% Tau 抗性","+55% 生命值\n+6% Tau 抗性","+64% 生命值\n+7% Tau 抗性","+73% 生命值\n+8% Tau 抗性","+82% 生命值\n+9% Tau 抗性","+91% 生命值\n+10% Tau 抗性","+100% 生命值\n+11% Tau 抗性"],"undying_will":["+7% 倒地出血减慢率","+14% 倒地出血减慢率","+21% 倒地出血减慢率","+28% 倒地出血减慢率","+35% 倒地出血减慢率","+42% 倒地出血减慢率"],"untime_rift":["超维炼狱强化：创造一道裂隙，连接 9 米范围内带有 虚空异常状态的敌人，使超维炼狱的易伤效果翻倍并维持 虚空异常状态。","超维炼狱强化：创造一道裂隙，连接 11 米范围内带有 虚空异常状态的敌人，使超维炼狱的易伤效果翻倍并维持 虚空异常状态。","超维炼狱强化：创造一道裂隙，连接 13 米范围内带有 虚空异常状态的敌人，使超维炼狱的易伤效果翻倍并维持 虚空异常状态。","超维炼狱强化：创造一道裂隙，连接 15 米范围内带有 虚空异常状态的敌人，使超维炼狱的易伤效果翻倍并维持 虚空异常状态。"],"vampire_leech":["能量吸取强化：吸收过剩能量的 150% 来补充护盾。","能量吸取强化：吸收过剩能量的 175% 来补充护盾。","能量吸取强化：吸收过剩能量的 200% 来补充护盾。","能量吸取强化：吸收过剩能量的 225% 来补充护盾。"],"vampiric_grasp":["虚空之握强化：当偷取的武器对受到「失落之技：凝视」或「超维炼狱」影响的敌人造成伤害时，Xaku 恢复 10 生命值。","虚空之握强化：当偷取的武器对受到「失落之技：凝视」或「超维炼狱」影响的敌人造成伤害时，Xaku 恢复 15 生命值。","虚空之握强化：当偷取的武器对受到「失落之技：凝视」或「超维炼狱」影响的敌人造成伤害时，Xaku 恢复 20 生命值。","虚空之握强化：当偷取的武器对受到「失落之技：凝视」或「超维炼狱」影响的敌人造成伤害时，Xaku 恢复 25 生命值。"],"venari_bodyguard":["薇娜丽强化：薇娜丽代替 Khora 的死亡。其恢复倒计时增加到 150 秒。每杀死一名敌人会减少 1 秒。","薇娜丽强化：薇娜丽代替 Khora 的死亡。其恢复倒计时增加到 150 秒。每杀死一名敌人会减少 2 秒。","薇娜丽强化：薇娜丽代替 Khora 的死亡。其恢复倒计时增加到 150 秒。每杀死一名敌人会减少 3 秒。","薇娜丽强化：薇娜丽代替 Khora 的死亡。其恢复倒计时增加到 150 秒。每杀死一名敌人会减少 4 秒。"],"venom_dose":["毒性孢子强化：对 15 米范围内队友施放可在 28 秒内增加 50% 的腐蚀伤害至其攻击。","毒性孢子强化：对 15 米范围内队友施放可在 32 秒内增加 65% 的腐蚀伤害至其攻击。","毒性孢子强化：对 15 米范围内队友施放可在 36 秒内增加 80% 的腐蚀伤害至其攻击。","毒性孢子强化：对 15 米范围内队友施放可在 40 秒内增加 100% 的腐蚀伤害至其攻击。"],"vexing_retaliation":["怨怒护甲强化：受到 150 伤害后会触发 4 米的震波。护盾受损造成穿刺异常状态，而生命受损则会造成爆炸异常状态。","怨怒护甲强化：受到 150 伤害后会触发 5 米的震波。护盾受损造成穿刺异常状态，而生命受损则会造成爆炸异常状态。","怨怒护甲强化：受到 150 伤害后会触发 7 米的震波。护盾受损造成穿刺异常状态，而生命受损则会造成爆炸异常状态。","怨怒护甲强化：受到 150 伤害后会触发 9 米的震波。护盾受损造成穿刺异常状态，而生命受损则会造成爆炸异常状态。"],"vigilante_pursuit":["+5 米侦敌雷达","+10 米侦敌雷达","+15 米侦敌雷达","+20 米侦敌雷达","+25 米侦敌雷达","+30 米侦敌雷达"],"vigilante_vigor":["+10% 护盾恢复\n-5% 护盾恢复延迟","+20% 护盾恢复\n-10% 护盾恢复延迟","+30% 护盾恢复\n-15% 护盾恢复延迟","+40% 护盾恢复\n-20% 护盾恢复延迟","+50% 护盾恢复\n-25% 护盾恢复延迟","+60% 护盾恢复\n-30% 护盾恢复延迟"],"vigor":["+8% 护盾容量\n+8% 生命值","+17% 护盾容量\n+17% 生命值","+25% 护盾容量\n+25% 生命值","+33% 护盾容量\n+33% 生命值","+42% 护盾容量\n+42% 生命值","+50% 护盾容量\n+50% 生命值"],"vigorous_swap":["装备时：\n+15% 伤害，持续 3 秒","装备时：\n+30% 伤害，持续 3 秒","装备时：\n+45% 伤害，持续 3 秒","装备时：\n+60% 伤害，持续 3 秒","装备时：\n+75% 伤害，持续 3 秒","装备时：\n+90% 伤害，持续 3 秒","装备时：\n+105% 伤害，持续 3 秒","装备时：\n+120% 伤害，持续 3 秒","装备时：\n+135% 伤害，持续 3 秒","装备时：\n+150% 伤害，持续 3 秒","装备时：\n+165% 伤害，持续 3 秒"],"viral_tempest":["暴风雨弹幕强化：每个技能产生的投射物有 60% 的几率造成 病毒异常状态效果。","暴风雨弹幕强化：每个技能产生的投射物有 70% 的几率造成 病毒异常状态效果。","暴风雨弹幕强化：每个技能产生的投射物有 80% 的几率造成 病毒异常状态效果。","暴风雨弹幕强化：每个技能产生的投射物有 100% 的几率造成 病毒异常状态效果。"],"vitality":["+9% 生命值","+18% 生命值","+27% 生命值","+36% 生命值","+45% 生命值","+55% 生命值","+64% 生命值","+73% 生命值","+82% 生命值","+91% 生命值","+100% 生命值"],"volatile_recompense":["血债血偿强化：匕首以环形围绕在 Kullervo 旋转，持续 10 秒，切割附近的敌人并造成 爆炸伤害和异常状态，随后返回匕首环。","血债血偿强化：匕首以环形围绕在 Kullervo 旋转，持续 15 秒，切割附近的敌人并造成 爆炸伤害和异常状态，随后返回匕首环。","血债血偿强化：匕首以环形围绕在 Kullervo 旋转，持续 20 秒，切割附近的敌人并造成 爆炸伤害和异常状态，随后返回匕首环。","血债血偿强化：匕首以环形围绕在 Kullervo 旋转，持续 25 秒，切割附近的敌人并造成 爆炸伤害和异常状态，随后返回匕首环。"],"warding_thurible":["聚能焚炉强化：导引聚能焚炉时，范围内的友军受到的伤害将减少 30%，并且在被伤害时获得 0.5 额外能量补充。","聚能焚炉强化：导引聚能焚炉时，范围内的友军受到的伤害将减少 35%，并且在被伤害时获得 0.6 额外能量补充。","聚能焚炉强化：导引聚能焚炉时，范围内的友军受到的伤害将减少 40%，并且在被伤害时获得 0.8 额外能量补充。","聚能焚炉强化：导引聚能焚炉时，范围内的友军受到的伤害将减少 50%，并且在被伤害时获得 1.0 额外能量补充。"],"warm_coat":["+3% 抵挡环境冰冻事故护盾抗性","+6% 抵挡环境冰冻事故护盾抗性","+9% 抵挡环境冰冻事故护盾抗性","+12% 抵挡环境冰冻事故护盾抗性"],"wrath_of_ukko":["乌戈风暴强化：施放暴怒突进会使匕首风暴移动至暴怒突进的传送位置，并增加 3 秒风暴持续时间。","乌戈风暴强化：施放暴怒突进会使匕首风暴移动至暴怒突进的传送位置，并增加 4 秒风暴持续时间。","乌戈风暴强化：施放暴怒突进会使匕首风暴移动至暴怒突进的传送位置，并增加 5 秒风暴持续时间。","乌戈风暴强化：施放暴怒突进会使匕首风暴移动至暴怒突进的传送位置，并增加 6 秒风暴持续时间。"],"wrecking_wall":["核控壁垒强化：削减被击中敌人的 35% 护甲和护盾。击中 5 或更多敌人时重置辐射柱体的持续时间并增强它们。","核控壁垒强化：削减被击中敌人的 40% 护甲和护盾。击中 5 或更多敌人时重置辐射柱体的持续时间并增强它们。","核控壁垒强化：削减被击中敌人的 45% 护甲和护盾。击中 5 或更多敌人时重置辐射柱体的持续时间并增强它们。","核控壁垒强化：削减被击中敌人的 50% 护甲和护盾。击中 5 或更多敌人时重置辐射柱体的持续时间并增强它们。"]},"warframe_mods":{"abating_link":"耗弱链接","accumulating_whipclaw":"蓄积长鞭","adaptation":"适应","aegis_gale":"神盾之风","aero_vantage":"空飞 俯瞰","afterburn":"续燃","agility_drift":"矫捷窜升","airburst_rounds":"空爆弹","amars_anguish":"欺谋狼主之苦","amars_hatred":"欺谋狼主之恨","antimatter_absorb":"反物质吸收","antitoxin":"毒抗","archon_continuity":"执刑官 持久力","archon_flow":"执刑官 川流不息","archon_intensify":"执刑官 聚精会神","archon_stretch":"执刑官 延伸","archon_vitality":"执刑官 生命力","armored_agility":"灵活装甲","assimilate":"同化","augur_accord":"预言 协约","augur_message":"预言 启示","augur_reach":"预言 通灵","augur_secrets":"预言 神密","aviator":"飞行员","axios_javelineers":"崇敬枪队","balefire_surge":"野火涌流","ballistic_bullseye":"弹道靶心","battering_maneuver":"机动冲撞","beguiling_lantern":"欺幻魔灯","blazing_pillage":"炽燃劫掠","blending_talons":"混沌利爪","blind_rage":"盲怒","blinding_reave":"致盲掠夺","blood_forge":"祭血锻造","boreals_anguish":"诡文枭主之苦","boreals_hatred":"诡文枭主之恨","broods_oversurge":"毒裔之涌","calm_frenzy":"冷静与疯狂","capacitance":"电容","carnis_carapace":"肉碾虫 壳甲","cataclysmic_continuum":"灾变连连","cataclysmic_gate":"灾变之门","catalyzing_shields":"催化护盾","catapult":"肉弹发射","cathode_current":"阴极电流","celestial_stomp":"天圣践踏","champions_blessing":"强者祝福","chaos_sphere":"混乱领域","chilling_globe":"冰封护罩","chromatic_blade":"华彩刀剑","coil_recharge":"旋爆电击","cold_front":"冷锋护罩","concentrated_arrow":"集中箭矢","conductive_sphere":"导电球","conductor":"指挥家","constitution":"百折不挠","contagion_cloud":"感染毒雾","continuity":"持久力","counter_pulse":"反转脉冲","creeping_terrify":"缓动惊骇","critical_surge":"暴击涌流","cunning_drift":"狡诈窜升","damage_decoy":"易伤诱饵","dark_propagation":"幽暗蔓延","deceptive_bond":"虚伪连结","defiled_reckoning":"亵渎清算","desiccations_curse":"枯竭诅咒","despoil":"掠夺","diamond_skin":"钻石皮肤","divine_retribution":"圣枪惩戒","dread_ward":"恐惧屏障","duality":"二元性状","elemental_sandstorm":"元素沙暴","elusive_retribution":"幻形惩戒","empowered_quiver":"强化箭袋","endless_lullaby":"无尽催眠曲","endurance_drift":"坚忍窜升","enduring_bastille":"永续力场","enemy_sense":"敌人感应","energy_conversion":"能量转换","energy_nexus":"能量枢纽","energy_transfer":"能量转移","enraged":"狂化震怒","enveloping_cloud":"包覆游云","equilibrium":"均衡点","escape_velocity":"脱离速度","eternal_war":"永恒战意","everlasting_ward":"永恒之护","exothermic":"释能放热","explosive_legerdemain":"爆炸戏法","fast_deflection":"快速充能","fireball_frenzy":"狂热火球","firewalker":"火焰行者","flame_repellent":"火焰防护","fleeting_expertise":"弹指瞬技","flow":"川流不息","fortitude":"不屈不挠","fracturing_crush":"高压粉碎","freeze_force":"寒冰之力","funnel_clouds":"漏斗状云","furious_javelin":"狂怒标枪","fused_crucible":"熔融堆芯","fused_reservoir":"融合储能池","gale_kick":"狂风猛踢","gaseous_quake":"气体地震","gastro":"剧毒饱嗝","gladiator_aegis":"角斗士 圣盾","gladiator_finesse":"角斗士 灵巧","gladiator_resolve":"角斗士 决心","gourmand":"美食家","greedy_pull":"贪婪吸引","guardian_armor":"庇佑护甲","guided_effigy":"导路龙骸","hall_of_malevolence":"恶怨厅","hallowed_eruption":"圣域爆发","hallowed_reckoning":"神圣清算","handspring":"翻筋斗","healing_flame":"治愈之焰","health_conversion":"生命转换","hearty_nourishment":"丰盛滋养","heavy_impact":"震地冲击","hunter_adrenaline":"猎人 肾上腺素","hushed_invisibility":"静谧无踪","hysterical_assault":"狂化突击","ice_spring":"冰冷跃动","ice_wave_impedance":"滞痕冰浪","icy_avalanche":"冰冷雪崩","immolated_radiance":"献祭之辉","infernum":"炼狱","infiltrate":"渗透","insatiable":"不竭贪婪","insulation":"隔热","intensify":"聚精会神","intrepid_stand":"无畏之战","iron_shrapnel":"碎铁弹片","ironclad_charge":"铁甲冲锋","ironclad_flight":"铁甲翱翔","irradiating_disarm":"辐射缴械","jades_judgment":"翠玉审判","jet_stream":"急流","jugulus_carapace":"喉骨刃者 壳甲","kavats_grace":"库娃的优雅","kumihimo_loading":"天命降临","larva_burst":"幼体爆发","lasting_covenant":"持久圣约","lightning_dash":"电光冲刺","lightning_rod":"避雷针","lingering_transmutation":"流连忘返","loyal_merulina":"不渝珊瑚","mach_crash":"马赫崩毁","magnetized_discharge":"磁吸释放","master_thief":"盗贼大师","mecha_pulse":"机甲 脉冲","mending_splinters":"治愈玻片","merulina_guardian":"涌浪之护","mesas_waltz":"Mesa 的华尔兹","mesmer_shield":"催眠护盾","mind_freak":"精神狂怒","mobilize":"全面驱动","molecular_fission":"分子裂变","motus_signal":"跃动 信号","muzzle_flash":"枪口闪焰","narrow_minded":"心志偏狭","natural_talent":"天赋","negation_armor":"不绝护甲","neutron_star":"中子星爆","niras_anguish":"混沌蛇主之苦","niras_hatred":"混沌蛇主之恨","noctua_swarm":"夜枭群袭","omikujis_fortune":"御神签运势","ore_gaze":"矿石凝视","overextended":"过度延展","pacifying_bolts":"抚慰之风","pain_threshold":"痛苦阈值","parasitic_vitality":"寄生 生命力","partitioned_mallet":"分裂槌音","patagium":"翼膜","path_of_statues":"化像之道","peaceful_provocation":"和平挑衅","peculiar_audience":"观众怪奇","peculiar_bloom":"花开怪奇","peculiar_end":"终劫怪奇","peculiar_growth":"生长怪奇","phoenix_renewal":"凤凰新生","photon_repeater":"光子续能器","piercing_navigator":"穿刺抛体","piercing_roar":"刺骨战吼","piercing_step":"穿刺步伐","pilfering_strangledome":"贪夺穹顶","pilfering_swarm":"贪夺触角","pool_of_life":"生命之池","power_drift":"力量窜升","power_of_three":"三幂之力","precision_intensify":"集中 聚精会神","preparation":"有备而来","prey_of_dynar":"戴拿的猎物","primal_rage":"原始暴怒","primed_continuity":"持久力 Prime","primed_flow":"川流不息 Prime","primed_sure_footed":"顶天立地 Prime","primed_vigor":"活力 Prime","prism_guard":"棱镜护卫","prismatic_companion":"棱彩同伴","prolonged_paralysis":"长时瘫痪","proton_pulse":"质子 脉动","provoked":"激怒","purging_slash":"净化斩","purifying_flames":"净化烈焰","pyroclastic_flow":"火成碎流","radiant_finish":"终结闪光","rage":"狂暴化","rapid_resilience":"极速复元","razor_mortar":"刀锋迫击","razorwing_blitz":"刀翼闪击","reactive_storm":"响应风暴","reaping_chakram":"割魂火圈","recharge_barrier":"充能电幕","recrystalize":"多重结晶","redirection":"蓄能重划","reflection":"充能反弹","reflex_guard":"反射防御","regenerative_molt":"蜕化再生","reinforcing_stomp":"践踏加固","rending_turn":"撕裂翻转","repair_dispensary":"修复支援","reroot_rampage":"菌丝暴动","resonance":"残响共鸣","retribution":"惩戒","revealing_spores":"显形孢子","reverse_rotorswell":"反弹链波","rift_haven":"裂隙避难所","rift_torrent":"裂隙洪流","rising_storm":"风起云涌","rolling_guard":"翻滚防护","rousing_plunder":"振奋劫掠","rumbled":"轰隆石者","rush":"冲刺","safeguard":"火绫守护","safeguard_switch":"护卫传送","savage_silence":"残酷无息","savior_decoy":"救星诱饵","saxum_carapace":"重岩者 壳甲","seeking_shuriken":"削甲手里剑","shadow_haze":"暗影迷雾","shattered_storm":"琉璃风暴","shield_of_shadows":"幽影之护","shock_absorbers":"减震器","shock_trooper":"电击奇兵","shocking_speed":"电击加速","signal_flare":"信号闪光","singularity":"奇异点","smite_infusion":"惩击洗礼","smoke_shadow":"庇护烟幕","sonic_siphon":"音波虹吸","soul_survivor":"幸存生灵","spectral_spirit":"魅影魂灵","spectrosiphon":"光谱虹吸","speed_drift":"速度窜升","spellbound_harvest":"迷尘丰益","staggering_shield":"失衡护盾","stealth_drift":"匿踪窜升","steel_fiber":"钢铁纤维","strain_consume":"菌株 吸收","streamline":"简化","streamlined_form":"流线外形","stretch":"延伸","sure_footed":"顶天立地","surging_blades":"涌流之刃","surging_dash":"涌流突进","swift_bite":"迅猛之咬","swing_line":"摆荡钩索","synth_reflex":"合成 反射","target_fixation":"目标入定","tectonic_fracture":"构造裂缝","teeming_virulence":"猛爆致病","tek_collateral":"技法 连带","teleport_rush":"闪现急袭","temporal_artillery":"时协炮击","temporal_erosion":"时空侵蚀","tesla_bank":"特斯拉电容","tharros_lethality":"致命豪勇","the_relentless_lost":"无情失落","thermal_transfer":"热能传递","thiefs_wit":"盗贼天赋","thrall_pact":"奴仆契约","tidal_impunity":"潮汐涌净","titanic_rumbler":"巨大石者","total_eclipse":"全蚀","toxic_flight":"剧毒飞腾","transient_fortitude":"瞬时坚毅","transistor_shield":"晶管屏障","tribunal":"责难裁决","ulfruns_endurance":"坚毅乌尔佛伦","umbral_fiber":"暗影 纤维","umbral_intensify":"暗影 聚精会神","umbral_vitality":"暗影 生命力","undying_will":"不朽意志","untime_rift":"炼狱裂隙","vampire_leech":"汲能榨取","vampiric_grasp":"血吸之握","venari_bodyguard":"薇娜丽的护卫","venom_dose":"猛毒附加","vexing_retaliation":"怨怒报复","vigilante_pursuit":"私法 追踪","vigilante_vigor":"私法 活力","vigor":"活力","vigorous_swap":"强力切换","viral_tempest":"病毒风暴","vitality":"生命力","volatile_recompense":"暴力复仇","warding_thurible":"庇护焚炉","warm_coat":"保温服","wrath_of_ukko":"乌戈之怒","wrecking_wall":"粉碎壁垒"},"weapons":{"acceltra":"迅发电浆炮","acceltra_prime":"迅发电浆炮 Prime","ack_and_brunt":"认知 & 冲击","ack_and_brunt_block":"认知 & 冲击","ack_and_brunt_block_forward":"认知 & 冲击","ack_and_brunt_forward":"认知 & 冲击","ack_and_brunt_heavy":"认知 & 冲击","ack_and_brunt_heavy_slam":"认知 & 冲击","acrid":"阿克里德","aegrit":"骇敌榴弹","aeolak":"风鸣","afentis":"圣英","afentis_prime":"圣英 Prime","afuris":"盗贼双枪","afuris_prime":"盗贼双枪 Prime","akarius":"阿利乌双枪","akarius_prime":"阿利乌双枪 Prime","akbolto":"螺钉双枪","akbolto_prime":"螺钉双枪 Prime","akbronco":"野马双枪","akbronco_prime":"野马双枪 Prime","akjagara":"觉醒双枪","akjagara_prime":"觉醒双枪 Prime","aklato":"拉托双枪","aklex":"雷克斯双枪","aklex_prime":"雷克斯双枪 Prime","akmagnus":"麦格努斯双枪","akmagnus_prime":"麦格努斯双枪 Prime","aksomati":"轻灵月神双枪","aksomati_prime":"轻灵月神双枪 Prime","akstiletto":"史提托双枪","akstiletto_prime":"史提托双枪 Prime","akvasto":"瓦斯托双枪","akvasto_prime":"瓦斯托双枪 Prime","akzani":"荒谬双枪","alternox":"电幻步枪","alternox_prime":"电幻步枪 Prime","amanata":"天薙刀","amanata_block":"天薙刀","amanata_block_forward":"天薙刀","amanata_forward":"天薙刀","amanata_heavy_slam":"天薙刀","amanata_slide":"天薙刀","ambassador":"使节","amphis":"双头蛇","amphis_block":"双头蛇","amphis_block_forward":"双头蛇","amphis_forward":"双头蛇","amphis_heavy":"双头蛇","amphis_heavy_slam":"双头蛇","amphis_slide":"双头蛇","amprex":"安培克斯","angstrum":"安格斯壮","angstrum_incarnon":"安格斯壮 (灵化形态)","anku":"夺魂死神","anku_block":"夺魂死神","anku_block_forward":"夺魂死神","anku_forward":"夺魂死神","anku_heavy":"夺魂死神","anku_heavy_slam":"夺魂死神","ankyros":"甲龙双拳","ankyros_block":"甲龙双拳","ankyros_block_forward":"甲龙双拳","ankyros_forward":"甲龙双拳","ankyros_heavy":"甲龙双拳","ankyros_heavy_slam":"甲龙双拳","ankyros_prime":"甲龙双拳 Prime","ankyros_prime_block":"甲龙双拳 Prime","ankyros_prime_block_forward":"甲龙双拳 Prime","ankyros_prime_forward":"甲龙双拳 Prime","ankyros_prime_heavy":"甲龙双拳 Prime","ankyros_prime_heavy_slam":"甲龙双拳 Prime","arbucep":"蕈菇","arca_plasmor":"弧电离子枪","arca_scisco":"弧电探知者","arca_titron":"弧电振子锤","arca_titron_block":"弧电振子锤","arca_titron_block_forward":"弧电振子锤","arca_titron_forward":"弧电振子锤","arca_titron_heavy":"弧电振子锤","arca_titron_heavy_slam":"弧电振子锤","arca_titron_slide":"弧电振子锤","argo_and_vel":"星舟 & 帆","argo_and_vel_block":"星舟 & 帆","argo_and_vel_block_forward":"星舟 & 帆","argo_and_vel_forward":"星舟 & 帆","argo_and_vel_heavy_slam":"星舟 & 帆","argonak":"氩格纳克","artax":"阿塔克斯","arum_spinosa":"疆南星刺","arum_spinosa_block":"疆南星刺","arum_spinosa_block_forward":"疆南星刺","arum_spinosa_forward":"疆南星刺","arum_spinosa_heavy_slam":"疆南星刺","astilla":"碎裂者","astilla_prime":"碎裂者 Prime","athodai":"阿索代","athodai_prime":"阿索代 Prime","atomos":"原子矿融炮","atomos_incarnon":"原子矿融炮 (灵化形态)","atterax":"阿特拉克斯","atterax_block":"阿特拉克斯","atterax_block_forward":"阿特拉克斯","atterax_forward":"阿特拉克斯","atterax_heavy":"阿特拉克斯","atterax_heavy_slam":"阿特拉克斯","atterax_slide":"阿特拉克斯","attica":"阿提卡","ax_52":"AX-52","azima":"方位角","azothane":"溶灵尊","azothane_block":"溶灵尊","azothane_block_forward":"溶灵尊","azothane_forward":"溶灵尊","azothane_heavy":"溶灵尊","azothane_heavy_slam":"溶灵尊","ballistica":"布里斯提卡","ballistica_incarnon":"布里斯提卡 (灵化形态)","ballistica_prime":"布里斯提卡 Prime","ballistica_prime_incarnon":"布里斯提卡 Prime (灵化形态)","basmu":"巴什穆","battacor":"武使之力","baza":"苍鹰","baza_prime":"苍鹰 Prime","bo":"玻之武杖","bo_block":"玻之武杖","bo_block_forward":"玻之武杖","bo_forward":"玻之武杖","bo_heavy":"玻之武杖","bo_heavy_slam":"玻之武杖","bo_prime":"玻之武杖 Prime","bo_prime_block":"玻之武杖 Prime","bo_prime_block_forward":"玻之武杖 Prime","bo_prime_forward":"玻之武杖 Prime","bo_prime_heavy":"玻之武杖 Prime","bo_prime_heavy_slam":"玻之武杖 Prime","bo_prime_slide":"玻之武杖 Prime","bo_slide":"玻之武杖","boar":"野猪","boar_incarnon":"野猪 (灵化形态)","boar_prime":"野猪 Prime","boar_prime_incarnon":"野猪 Prime (灵化形态)","boltace":"螺钉拐刃","boltace_block":"螺钉拐刃","boltace_block_forward":"螺钉拐刃","boltace_forward":"螺钉拐刃","boltace_heavy":"螺钉拐刃","boltace_heavy_slam":"螺钉拐刃","boltace_slide":"螺钉拐刃","bolto":"螺钉手枪","boltor":"螺钉步枪","boltor_incarnon":"螺钉步枪 (灵化形态)","boltor_prime":"螺钉步枪 Prime","boltor_prime_incarnon":"螺钉步枪 Prime (灵化形态)","brakk":"布拉克","braton":"布莱顿","braton_incarnon":"布莱顿 (灵化形态)","braton_prime":"布莱顿 Prime","braton_prime_incarnon":"布莱顿 Prime (灵化形态)","braton_vandal":"布莱顿·破坏者","braton_vandal_incarnon":"布莱顿·破坏者 (灵化形态)","broken_scepter":"破损珽杖","broken_scepter_block":"破损珽杖","broken_scepter_block_forward":"破损珽杖","broken_scepter_forward":"破损珽杖","broken_scepter_heavy":"破损珽杖","broken_scepter_heavy_slam":"破损珽杖","broken_scepter_slide":"破损珽杖","broken_war":"破碎的战争之剑","broken_war_block":"破碎的战争之剑","broken_war_block_forward":"破碎的战争之剑","broken_war_forward":"破碎的战争之剑","broken_war_heavy":"破碎的战争之剑","broken_war_heavy_slam":"破碎的战争之剑","broken_war_slide":"破碎的战争之剑","bronco":"野马","bronco_incarnon":"野马 (灵化形态)","bronco_prime":"野马 Prime","bronco_prime_incarnon":"野马 Prime (灵化形态)","bubonico":"横痃重炮","bubonico_burst":"横痃重炮","burst_laser":"激光点发","burst_laser_prime":"激光点发 Prime","burston":"伯斯顿","burston_incarnon":"伯斯顿 (灵化形态)","burston_prime":"伯斯顿 Prime","burston_prime_incarnon":"伯斯顿 Prime (灵化形态)","buzlok":"巴兹火枪","cadus":"卡德斯","cadus_block":"卡德斯","cadus_block_forward":"卡德斯","cadus_forward":"卡德斯","cadus_heavy":"卡德斯","cadus_heavy_slam":"卡德斯","cadus_slide":"卡德斯","cantare":"歌颂","carmine_penta":"嫣红·潘塔","cassowar":"鹤鸵长戟","cassowar_block":"鹤鸵长戟","cassowar_block_forward":"鹤鸵长戟","cassowar_forward":"鹤鸵长戟","cassowar_heavy":"鹤鸵长戟","cassowar_heavy_slam":"鹤鸵长戟","cassowar_slide":"鹤鸵长戟","castanas":"雷爆信镖","catabolyst":"异化者","catchmoon_primary":"捕月","catchmoon_secondary":"捕月","caustacyst":"灼蚀变体镰","caustacyst_block":"灼蚀变体镰","caustacyst_block_forward":"灼蚀变体镰","caustacyst_forward":"灼蚀变体镰","caustacyst_heavy_slam":"灼蚀变体镰","cedo":"塞多","cedo_prime":"塞多 Prime","ceramic_dagger":"陶瓷匕首","ceramic_dagger_block":"陶瓷匕首","ceramic_dagger_block_forward":"陶瓷匕首","ceramic_dagger_forward":"陶瓷匕首","ceramic_dagger_heavy":"陶瓷匕首","ceramic_dagger_heavy_slam":"陶瓷匕首","ceramic_dagger_slide":"陶瓷匕首","cerata":"裸鳃刃","cerata_block":"裸鳃刃","cerata_block_forward":"裸鳃刃","cerata_forward":"裸鳃刃","cerata_heavy_slam":"裸鳃刃","cerata_slide":"裸鳃刃","cernos":"西诺斯","cernos_prime":"西诺斯 Prime","cernos_prime_uncharged":"西诺斯 Prime (速射)","cestra":"锡斯特","cestra_incarnon":"锡斯特 (灵化形态)","ceti_lacera":"天仓·悲痛之刃","ceti_lacera_block":"天仓·悲痛之刃","ceti_lacera_block_forward":"天仓·悲痛之刃","ceti_lacera_forward":"天仓·悲痛之刃","ceti_lacera_heavy":"天仓·悲痛之刃","ceti_lacera_heavy_slam":"天仓·悲痛之刃","cinta":"遂心","cobra_and_crane":"眼镜蛇 & 鹤","cobra_and_crane_block":"眼镜蛇 & 鹤","cobra_and_crane_block_forward":"眼镜蛇 & 鹤","cobra_and_crane_forward":"眼镜蛇 & 鹤","cobra_and_crane_heavy":"眼镜蛇 & 鹤","cobra_and_crane_heavy_slam":"眼镜蛇 & 鹤","cobra_and_crane_prime":"眼镜蛇 & 鹤 Prime","cobra_and_crane_prime_block":"眼镜蛇 & 鹤 Prime","cobra_and_crane_prime_block_forward":"眼镜蛇 & 鹤 Prime","cobra_and_crane_prime_forward":"眼镜蛇 & 鹤 Prime","cobra_and_crane_prime_heavy":"眼镜蛇 & 鹤 Prime","cobra_and_crane_prime_heavy_slam":"眼镜蛇 & 鹤 Prime","coda_bassocyst":"终幕·低音爆囊","coda_bubonico":"终幕·横痃重炮","coda_bubonico_burst":"终幕·横痃重炮","coda_catabolyst":"终幕·异化者","coda_caustacyst":"终幕·灼蚀变体镰","coda_caustacyst_block":"终幕·灼蚀变体镰","coda_caustacyst_block_forward":"终幕·灼蚀变体镰","coda_caustacyst_forward":"终幕·灼蚀变体镰","coda_caustacyst_heavy_slam":"终幕·灼蚀变体镰","coda_hema":"终幕·血肢","coda_hirudo":"终幕·蚂蟥","coda_hirudo_block":"终幕·蚂蟥","coda_hirudo_block_forward":"终幕·蚂蟥","coda_hirudo_forward":"终幕·蚂蟥","coda_hirudo_heavy":"终幕·蚂蟥","coda_hirudo_heavy_slam":"终幕·蚂蟥","coda_hirudo_slide":"终幕·蚂蟥","coda_mire":"终幕·米尔","coda_mire_block":"终幕·米尔","coda_mire_block_forward":"终幕·米尔","coda_mire_forward":"终幕·米尔","coda_mire_heavy":"终幕·米尔","coda_mire_heavy_slam":"终幕·米尔","coda_mire_slide":"终幕·米尔","coda_motovore":"终幕·噬轮","coda_motovore_block":"终幕·噬轮","coda_motovore_block_forward":"终幕·噬轮","coda_motovore_forward":"终幕·噬轮","coda_motovore_heavy":"终幕·噬轮","coda_motovore_heavy_slam":"终幕·噬轮","coda_motovore_slide":"终幕·噬轮","coda_pathocyst":"终幕·病囊飞刃","coda_pathocyst_block":"终幕·病囊飞刃","coda_pathocyst_block_forward":"终幕·病囊飞刃","coda_pathocyst_forward":"终幕·病囊飞刃","coda_pathocyst_heavy_slam":"终幕·病囊飞刃","coda_pathocyst_slide":"终幕·病囊飞刃","coda_pox":"终幕·脓痘","coda_sporothrix":"终幕·孢丝感染枪","coda_synapse":"终幕·突触生化枪","coda_tysis":"终幕·啐沫者","convectrix":"导热聚焦枪","corinth":"科林斯","corinth_prime":"科林斯 Prime","cortege":"送葬者","cortege_alt":"送葬者","corufell":"闪劫","corufell_block":"闪劫","corufell_block_forward":"闪劫","corufell_forward":"闪劫","corufell_heavy_slam":"闪劫","corufell_prime":"闪劫 Prime","corufell_prime_block":"闪劫 Prime","corufell_prime_block_forward":"闪劫 Prime","corufell_prime_forward":"闪劫 Prime","corufell_prime_heavy_slam":"闪劫 Prime","corvas":"黑鸦","corvas_prime":"黑鸦 Prime","corvas_prime_uncharged":"黑鸦 Prime","corvas_uncharged":"黑鸦","cronus":"克洛诺斯","cronus_block":"克洛诺斯","cronus_block_forward":"克洛诺斯","cronus_forward":"克洛诺斯","cronus_heavy":"克洛诺斯","cronus_heavy_slam":"克洛诺斯","cronus_slide":"克洛诺斯","cryotra":"急冻喷枪","cyanex":"氰毒","cycron":"循环离子枪","cyngas":"合成燃气炮","daikyu":"大久和弓","daikyu_prime":"大久和弓 Prime","dakra_prime":"达克拉 Prime","dakra_prime_block":"达克拉 Prime","dakra_prime_block_forward":"达克拉 Prime","dakra_prime_forward":"达克拉 Prime","dakra_prime_heavy":"达克拉 Prime","dakra_prime_heavy_slam":"达克拉 Prime","dakra_prime_slide":"达克拉 Prime","dark_dagger":"暗黑匕首","dark_dagger_block":"暗黑匕首","dark_dagger_block_forward":"暗黑匕首","dark_dagger_forward":"暗黑匕首","dark_dagger_heavy":"暗黑匕首","dark_dagger_heavy_slam":"暗黑匕首","dark_dagger_slide":"暗黑匕首","dark_split_sword":"暗黑分合剑","dark_split_sword_block":"暗黑分合剑","dark_split_sword_block_forward":"暗黑分合剑","dark_split_sword_forward":"暗黑分合剑","dark_split_sword_heavy":"暗黑分合剑","dark_split_sword_heavy_slam":"暗黑分合剑","dark_split_sword_slide":"暗黑分合剑","dark_sword":"暗黑长剑","dark_sword_block":"暗黑长剑","dark_sword_block_forward":"暗黑长剑","dark_sword_forward":"暗黑长剑","dark_sword_heavy":"暗黑长剑","dark_sword_heavy_slam":"暗黑长剑","dark_sword_slide":"暗黑长剑","deconstructor":"分离","deconstructor_prime":"分离 Prime","dera":"德拉","dera_incarnon":"德拉 (灵化形态)","dera_vandal":"德拉·破坏者","dera_vandal_incarnon":"德拉·破坏者 (灵化形态)","despair":"绝望","despair_incarnon":"绝望 (灵化形态)","destreza":"技巧之剑","destreza_block":"技巧之剑","destreza_block_forward":"技巧之剑","destreza_forward":"技巧之剑","destreza_heavy":"技巧之剑","destreza_heavy_slam":"技巧之剑","destreza_prime":"技巧之剑 Prime","destreza_prime_block":"技巧之剑 Prime","destreza_prime_block_forward":"技巧之剑 Prime","destreza_prime_forward":"技巧之剑 Prime","destreza_prime_heavy":"技巧之剑 Prime","destreza_prime_heavy_slam":"技巧之剑 Prime","destreza_prime_slide":"技巧之剑 Prime","destreza_slide":"技巧之剑","deth_machine_rifle":"死亡机枪","deth_machine_rifle_prime":"死亡机枪 Prime","detron":"德特昂","dex_dakra":"Dex 达克拉双剑","dex_dakra_block":"Dex 达克拉双剑","dex_dakra_block_forward":"Dex 达克拉双剑","dex_dakra_forward":"Dex 达克拉双剑","dex_dakra_heavy":"Dex 达克拉双剑","dex_dakra_heavy_slam":"Dex 达克拉双剑","dex_dakra_slide":"Dex 达克拉双剑","dex_furis":"Dex 盗贼双枪","dex_nikana":"Dex 侍刃","dex_nikana_block":"Dex 侍刃","dex_nikana_block_forward":"Dex 侍刃","dex_nikana_forward":"Dex 侍刃","dex_nikana_heavy":"Dex 侍刃","dex_nikana_heavy_slam":"Dex 侍刃","dex_nikana_slide":"Dex 侍刃","dex_sybaris":"Dex 席芭莉丝","dex_sybaris_incarnon":"Dex 席芭莉丝 (灵化形态)","dorrclave":"怒斩","dorrclave_block":"怒斩","dorrclave_block_forward":"怒斩","dorrclave_forward":"怒斩","dorrclave_heavy":"怒斩","dorrclave_heavy_slam":"怒斩","dragon_nikana":"龙之侍刃","dragon_nikana_block":"龙之侍刃","dragon_nikana_block_forward":"龙之侍刃","dragon_nikana_forward":"龙之侍刃","dragon_nikana_heavy":"龙之侍刃","dragon_nikana_heavy_slam":"龙之侍刃","dragon_nikana_slide":"龙之侍刃","drakgoon":"龙骑兵","dread":"恐惧","dread_incarnon":"恐惧 (灵化形态)","dread_uncharged":"恐惧","dual_cestra":"锡斯特双枪","dual_cleavers":"斩肉双刀","dual_cleavers_block":"斩肉双刀","dual_cleavers_block_forward":"斩肉双刀","dual_cleavers_forward":"斩肉双刀","dual_cleavers_heavy":"斩肉双刀","dual_cleavers_heavy_slam":"斩肉双刀","dual_cleavers_slide":"斩肉双刀","dual_coda_torxica":"终幕·孢蚀双枪","dual_decurion":"什长双枪","dual_ether":"苍穹双剑","dual_ether_block":"苍穹双剑","dual_ether_block_forward":"苍穹双剑","dual_ether_forward":"苍穹双剑","dual_ether_heavy":"苍穹双剑","dual_ether_heavy_slam":"苍穹双剑","dual_ether_slide":"苍穹双剑","dual_heat_swords":"烈焰双剑","dual_heat_swords_block":"烈焰双剑","dual_heat_swords_block_forward":"烈焰双剑","dual_heat_swords_forward":"烈焰双剑","dual_heat_swords_heavy":"烈焰双剑","dual_heat_swords_heavy_slam":"烈焰双剑","dual_heat_swords_slide":"烈焰双剑","dual_ichor":"恶脓双斧","dual_ichor_block":"恶脓双斧","dual_ichor_block_forward":"恶脓双斧","dual_ichor_forward":"恶脓双斧","dual_ichor_heavy":"恶脓双斧","dual_ichor_heavy_slam":"恶脓双斧","dual_ichor_slide":"恶脓双斧","dual_kamas":"双短柄战镰","dual_kamas_block":"双短柄战镰","dual_kamas_block_forward":"双短柄战镰","dual_kamas_forward":"双短柄战镰","dual_kamas_heavy":"双短柄战镰","dual_kamas_heavy_slam":"双短柄战镰","dual_kamas_prime":"双短柄战镰 Prime","dual_kamas_prime_block":"双短柄战镰 Prime","dual_kamas_prime_block_forward":"双短柄战镰 Prime","dual_kamas_prime_forward":"双短柄战镰 Prime","dual_kamas_prime_heavy":"双短柄战镰 Prime","dual_kamas_prime_heavy_slam":"双短柄战镰 Prime","dual_kamas_prime_slide":"双短柄战镰 Prime","dual_kamas_slide":"双短柄战镰","dual_keres":"凯瑞斯双刀","dual_keres_block":"凯瑞斯双刀","dual_keres_block_forward":"凯瑞斯双刀","dual_keres_forward":"凯瑞斯双刀","dual_keres_heavy":"凯瑞斯双刀","dual_keres_heavy_slam":"凯瑞斯双刀","dual_keres_prime":"凯瑞斯双刀 Prime","dual_keres_prime_block":"凯瑞斯双刀 Prime","dual_keres_prime_block_forward":"凯瑞斯双刀 Prime","dual_keres_prime_forward":"凯瑞斯双刀 Prime","dual_keres_prime_heavy":"凯瑞斯双刀 Prime","dual_keres_prime_heavy_slam":"凯瑞斯双刀 Prime","dual_keres_prime_slide":"凯瑞斯双刀 Prime","dual_keres_slide":"凯瑞斯双刀","dual_raza":"锋月双斧","dual_raza_block":"锋月双斧","dual_raza_block_forward":"锋月双斧","dual_raza_forward":"锋月双斧","dual_raza_heavy":"锋月双斧","dual_raza_heavy_slam":"锋月双斧","dual_raza_slide":"锋月双斧","dual_skana":"空刃双刀","dual_skana_block":"空刃双刀","dual_skana_block_forward":"空刃双刀","dual_skana_forward":"空刃双刀","dual_skana_heavy":"空刃双刀","dual_skana_heavy_slam":"空刃双刀","dual_skana_slide":"空刃双刀","dual_toxocyst":"毒囊双枪","dual_toxocyst_incarnon":"毒囊双枪 (灵化形态)","dual_viciss":"双子恶行","dual_viciss_block":"双子恶行","dual_viciss_block_forward":"双子恶行","dual_viciss_forward":"双子恶行","dual_viciss_heavy":"双子恶行","dual_viciss_heavy_slam":"双子恶行","dual_viciss_slide":"双子恶行","dual_zoren":"佐伦双斧","dual_zoren_block":"佐伦双斧","dual_zoren_block_forward":"佐伦双斧","dual_zoren_forward":"佐伦双斧","dual_zoren_heavy":"佐伦双斧","dual_zoren_heavy_slam":"佐伦双斧","dual_zoren_prime":"佐伦双斧 Prime","dual_zoren_prime_block":"佐伦双斧 Prime","dual_zoren_prime_block_forward":"佐伦双斧 Prime","dual_zoren_prime_forward":"佐伦双斧 Prime","dual_zoren_prime_heavy":"佐伦双斧 Prime","dual_zoren_prime_heavy_slam":"佐伦双斧 Prime","dual_zoren_prime_slide":"佐伦双斧 Prime","dual_zoren_slide":"佐伦双斧","edun":"雷石祭","edun_block":"雷石祭","edun_block_forward":"雷石祭","edun_forward":"雷石祭","edun_heavy_slam":"雷石祭","edun_slide":"雷石祭","efv_5_jupiter":"艾弗旺-5 木星","efv_8_mars":"艾弗旺-8 火星","ekhein":"映声战锤","ekhein_block":"映声战锤","ekhein_block_forward":"映声战锤","ekhein_forward":"映声战锤","ekhein_heavy":"映声战锤","ekhein_heavy_slam":"映声战锤","ekhein_slide":"映声战锤","embolist":"安柏勒斯","endura":"三叶坚韧","endura_block":"三叶坚韧","endura_block_forward":"三叶坚韧","endura_forward":"三叶坚韧","endura_heavy":"三叶坚韧","endura_heavy_slam":"三叶坚韧","endura_slide":"三叶坚韧","enkaus":"绘墨","epitaph":"葬铭","epitaph_prime":"葬铭 Prime","ether_daggers":"苍穹匕首","ether_daggers_block":"苍穹匕首","ether_daggers_block_forward":"苍穹匕首","ether_daggers_forward":"苍穹匕首","ether_daggers_heavy":"苍穹匕首","ether_daggers_heavy_slam":"苍穹匕首","ether_daggers_slide":"苍穹匕首","ether_reaper":"苍穹死神","ether_reaper_block":"苍穹死神","ether_reaper_block_forward":"苍穹死神","ether_reaper_forward":"苍穹死神","ether_reaper_heavy":"苍穹死神","ether_reaper_heavy_slam":"苍穹死神","ether_sword":"苍穹之剑","ether_sword_block":"苍穹之剑","ether_sword_block_forward":"苍穹之剑","ether_sword_forward":"苍穹之剑","ether_sword_heavy":"苍穹之剑","ether_sword_heavy_slam":"苍穹之剑","ether_sword_slide":"苍穹之剑","euphona_prime":"悦音 Prime","evensong":"晚祷","exergis":"晶能放射器","falcor":"猎鹰轮","falcor_block":"猎鹰轮","falcor_block_forward":"猎鹰轮","falcor_forward":"猎鹰轮","falcor_heavy_slam":"猎鹰轮","falcor_slide":"猎鹰轮","fang":"狼牙","fang_block":"狼牙","fang_block_forward":"狼牙","fang_forward":"狼牙","fang_heavy":"狼牙","fang_heavy_slam":"狼牙","fang_prime":"狼牙 Prime","fang_prime_block":"狼牙 Prime","fang_prime_block_forward":"狼牙 Prime","fang_prime_forward":"狼牙 Prime","fang_prime_heavy":"狼牙 Prime","fang_prime_heavy_slam":"狼牙 Prime","fang_prime_slide":"狼牙 Prime","fang_slide":"狼牙","felarx":"逐枭","felarx_incarnon":"逐枭 (灵化形态)","ferrox":"铁晶磁轨炮","ferrox_thrown":"铁晶磁轨炮","fluctus":"巨浪","flux_rifle":"通量步枪","fragor":"重击巨锤","fragor_block":"重击巨锤","fragor_block_forward":"重击巨锤","fragor_forward":"重击巨锤","fragor_heavy":"重击巨锤","fragor_heavy_slam":"重击巨锤","fragor_prime":"重击巨锤 Prime","fragor_prime_block":"重击巨锤 Prime","fragor_prime_block_forward":"重击巨锤 Prime","fragor_prime_forward":"重击巨锤 Prime","fragor_prime_heavy":"重击巨锤 Prime","fragor_prime_heavy_slam":"重击巨锤 Prime","fragor_prime_slide":"重击巨锤 Prime","fragor_slide":"重击巨锤","fulmin":"雷霆","fulmin_prime":"雷霆 Prime","furax":"弗拉克斯","furax_block":"弗拉克斯","furax_block_forward":"弗拉克斯","furax_forward":"弗拉克斯","furax_heavy":"弗拉克斯","furax_heavy_slam":"弗拉克斯","furax_wraith":"弗拉克斯·亡魂","furax_wraith_block":"弗拉克斯·亡魂","furax_wraith_block_forward":"弗拉克斯·亡魂","furax_wraith_forward":"弗拉克斯·亡魂","furax_wraith_heavy":"弗拉克斯·亡魂","furax_wraith_heavy_slam":"弗拉克斯·亡魂","furis":"盗贼","furis_incarnon":"盗贼 (灵化形态)","fusilai":"齐射玻刃","galariak_prime":"加拉亚 Prime","galariak_prime_block":"加拉亚 Prime","galariak_prime_block_forward":"加拉亚 Prime","galariak_prime_forward":"加拉亚 Prime","galariak_prime_heavy":"加拉亚 Prime","galariak_prime_heavy_slam":"加拉亚 Prime","galatine":"迦伦提恩","galatine_block":"迦伦提恩","galatine_block_forward":"迦伦提恩","galatine_forward":"迦伦提恩","galatine_heavy":"迦伦提恩","galatine_heavy_slam":"迦伦提恩","galatine_prime":"迦伦提恩 Prime","galatine_prime_block":"迦伦提恩 Prime","galatine_prime_block_forward":"迦伦提恩 Prime","galatine_prime_forward":"迦伦提恩 Prime","galatine_prime_heavy":"迦伦提恩 Prime","galatine_prime_heavy_slam":"迦伦提恩 Prime","galatine_prime_slide":"迦伦提恩 Prime","galatine_slide":"迦伦提恩","galvacord":"电流刺索","galvacord_block":"电流刺索","galvacord_block_forward":"电流刺索","galvacord_forward":"电流刺索","galvacord_heavy":"电流刺索","galvacord_heavy_slam":"电流刺索","galvacord_slide":"电流刺索","gammacor":"咖玛腕甲枪","gammacor_incarnon":"咖玛腕甲枪 (灵化形态)","garuda_prime_talons":"Garuda Prime 之爪","garuda_prime_talons_block":"Garuda Prime 之爪","garuda_prime_talons_block_forward":"Garuda Prime 之爪","garuda_prime_talons_forward":"Garuda Prime 之爪","garuda_prime_talons_heavy":"Garuda Prime 之爪","garuda_prime_talons_heavy_slam":"Garuda Prime 之爪","garuda_prime_talons_slide":"Garuda Prime 之爪","garuda_talons":"Garuda 之爪","garuda_talons_block":"Garuda 之爪","garuda_talons_block_forward":"Garuda 之爪","garuda_talons_forward":"Garuda 之爪","garuda_talons_heavy":"Garuda 之爪","garuda_talons_heavy_slam":"Garuda 之爪","garuda_talons_slide":"Garuda 之爪","gazal_machete":"加扎勒反曲刀","gazal_machete_block":"加扎勒反曲刀","gazal_machete_block_forward":"加扎勒反曲刀","gazal_machete_forward":"加扎勒反曲刀","gazal_machete_heavy":"加扎勒反曲刀","gazal_machete_heavy_slam":"加扎勒反曲刀","gazal_machete_slide":"加扎勒反曲刀","gaze_primary":"凝目","gaze_secondary":"凝目","ghoulsaw":"尸鬼电锯","ghoulsaw_block":"尸鬼电锯","ghoulsaw_block_forward":"尸鬼电锯","ghoulsaw_forward":"尸鬼电锯","ghoulsaw_heavy":"尸鬼电锯","ghoulsaw_heavy_slam":"尸鬼电锯","ghoulsaw_slide":"尸鬼电锯","glaive":"战刃","glaive_block":"战刃","glaive_block_forward":"战刃","glaive_forward":"战刃","glaive_heavy_slam":"战刃","glaive_prime":"战刃 Prime","glaive_prime_block":"战刃 Prime","glaive_prime_block_forward":"战刃 Prime","glaive_prime_forward":"战刃 Prime","glaive_prime_heavy_slam":"战刃 Prime","glaive_prime_slide":"战刃 Prime","glaive_slide":"战刃","glaxion":"冷冻光束步枪","glaxion_vandal":"冷冻光束步枪·破坏者","gorgon":"蛇发女妖","gorgon_incarnon":"蛇发女妖 (灵化形态)","gorgon_wraith":"蛇发女妖·亡魂","gorgon_wraith_incarnon":"蛇发女妖·亡魂 (灵化形态)","gotva_prime":"骨葬 Prime","grakata":"葛拉卡达","gram":"格拉姆","gram_block":"格拉姆","gram_block_forward":"格拉姆","gram_forward":"格拉姆","gram_heavy":"格拉姆","gram_heavy_slam":"格拉姆","gram_prime":"格拉姆 Prime","gram_prime_block":"格拉姆 Prime","gram_prime_block_forward":"格拉姆 Prime","gram_prime_forward":"格拉姆 Prime","gram_prime_heavy":"格拉姆 Prime","gram_prime_heavy_slam":"格拉姆 Prime","gram_prime_slide":"格拉姆 Prime","gram_slide":"格拉姆","grattler":"葛拉特勒","grimoire":"魔典","grinlok":"葛恩火枪","guandao":"关刀","guandao_block":"关刀","guandao_block_forward":"关刀","guandao_forward":"关刀","guandao_heavy":"关刀","guandao_heavy_slam":"关刀","guandao_prime":"关刀 Prime","guandao_prime_block":"关刀 Prime","guandao_prime_block_forward":"关刀 Prime","guandao_prime_forward":"关刀 Prime","guandao_prime_heavy":"关刀 Prime","guandao_prime_heavy_slam":"关刀 Prime","guandao_prime_slide":"关刀 Prime","guandao_slide":"关刀","gunsen":"军扇","gunsen_block":"军扇","gunsen_block_forward":"军扇","gunsen_forward":"军扇","gunsen_heavy":"军扇","gunsen_heavy_slam":"军扇","gunsen_prime":"军扇 Prime","gunsen_prime_block":"军扇 Prime","gunsen_prime_block_forward":"军扇 Prime","gunsen_prime_forward":"军扇 Prime","gunsen_prime_heavy":"军扇 Prime","gunsen_prime_heavy_slam":"军扇 Prime","haalvu":"哈尔武","halikar":"哈利卡","halikar_block":"哈利卡","halikar_block_forward":"哈利卡","halikar_forward":"哈利卡","halikar_heavy_slam":"哈利卡","halikar_slide":"哈利卡","halikar_wraith":"哈利卡·亡魂","halikar_wraith_block":"哈利卡·亡魂","halikar_wraith_block_forward":"哈利卡·亡魂","halikar_wraith_forward":"哈利卡·亡魂","halikar_wraith_heavy_slam":"哈利卡·亡魂","halikar_wraith_slide":"哈利卡·亡魂","harmony":"和谐","harmony_block":"和谐","harmony_block_forward":"和谐","harmony_forward":"和谐","harmony_heavy":"和谐","harmony_heavy_slam":"和谐","harpak":"哈帕克","hate":"憎恨","hate_block":"憎恨","hate_block_forward":"憎恨","hate_forward":"憎恨","hate_heavy":"憎恨","hate_heavy_slam":"憎恨","heat_dagger":"烈焰匕首","heat_dagger_block":"烈焰匕首","heat_dagger_block_forward":"烈焰匕首","heat_dagger_forward":"烈焰匕首","heat_dagger_heavy":"烈焰匕首","heat_dagger_heavy_slam":"烈焰匕首","heat_dagger_slide":"烈焰匕首","heat_sword":"烈焰长剑","heat_sword_block":"烈焰长剑","heat_sword_block_forward":"烈焰长剑","heat_sword_forward":"烈焰长剑","heat_sword_heavy":"烈焰长剑","heat_sword_heavy_slam":"烈焰长剑","heat_sword_slide":"烈焰长剑","hek":"海克","heliocor":"赫利俄光锤","heliocor_block":"赫利俄光锤","heliocor_block_forward":"赫利俄光锤","heliocor_forward":"赫利俄光锤","heliocor_heavy":"赫利俄光锤","heliocor_heavy_slam":"赫利俄光锤","heliocor_slide":"赫利俄光锤","helstrum":"赫尔斯壮","hema":"血肢","hespar":"暮斩","hespar_block":"暮斩","hespar_block_forward":"暮斩","hespar_forward":"暮斩","hespar_heavy":"暮斩","hespar_heavy_slam":"暮斩","higasa":"晴日伞","hikou":"飞扬","hikou_prime":"飞扬 Prime","hind":"雌鹿","hirudo":"蚂蟥","hirudo_block":"蚂蟥","hirudo_block_forward":"蚂蟥","hirudo_forward":"蚂蟥","hirudo_heavy":"蚂蟥","hirudo_heavy_slam":"蚂蟥","hirudo_slide":"蚂蟥","hystrix":"豪猪","hystrix_prime":"豪猪 Prime","ignis":"伊格尼斯","ignis_wraith":"伊格尼斯·亡魂","imperator":"凯旋将军","imperator_vandal":"凯旋将军·破坏者","innodem":"清刚","innodem_block":"清刚","innodem_block_forward":"清刚","innodem_forward":"清刚","innodem_heavy":"清刚","innodem_heavy_slam":"清刚","innodem_slide":"清刚","jat_kittag":"喷射战锤","jat_kittag_block":"喷射战锤","jat_kittag_block_forward":"喷射战锤","jat_kittag_forward":"喷射战锤","jat_kittag_heavy":"喷射战锤","jat_kittag_heavy_slam":"喷射战锤","jat_kittag_slide":"喷射战锤","jat_kusar":"喷射锁镰","jat_kusar_block":"喷射锁镰","jat_kusar_block_forward":"喷射锁镰","jat_kusar_forward":"喷射锁镰","jat_kusar_heavy":"喷射锁镰","jat_kusar_heavy_slam":"喷射锁镰","javlok":"燃焰标枪","jaw_sword":"蛇颚刀","jaw_sword_block":"蛇颚刀","jaw_sword_block_forward":"蛇颚刀","jaw_sword_forward":"蛇颚刀","jaw_sword_heavy":"蛇颚刀","jaw_sword_heavy_slam":"蛇颚刀","jaw_sword_slide":"蛇颚刀","kama":"短柄战镰","kama_block":"短柄战镰","kama_block_forward":"短柄战镰","kama_forward":"短柄战镰","kama_heavy":"短柄战镰","kama_heavy_slam":"短柄战镰","kama_slide":"短柄战镰","karak":"卡拉克","karak_wraith":"卡拉克·亡魂","karyst":"凯洛斯特","karyst_block":"凯洛斯特","karyst_block_forward":"凯洛斯特","karyst_forward":"凯洛斯特","karyst_heavy":"凯洛斯特","karyst_heavy_slam":"凯洛斯特","karyst_prime":"凯洛斯特 Prime","karyst_prime_block":"凯洛斯特 Prime","karyst_prime_block_forward":"凯洛斯特 Prime","karyst_prime_forward":"凯洛斯特 Prime","karyst_prime_heavy":"凯洛斯特 Prime","karyst_prime_heavy_slam":"凯洛斯特 Prime","karyst_prime_slide":"凯洛斯特 Prime","karyst_slide":"凯洛斯特","keratinos":"卡提努之爪","keratinos_block":"卡提努之爪","keratinos_block_forward":"卡提努之爪","keratinos_forward":"卡提努之爪","keratinos_heavy":"卡提努之爪","keratinos_heavy_slam":"卡提努之爪","keratinos_slide":"卡提努之爪","kesheg":"怯薛","kesheg_block":"怯薛","kesheg_block_forward":"怯薛","kesheg_forward":"怯薛","kesheg_heavy":"怯薛","kesheg_heavy_slam":"怯薛","kesheg_slide":"怯薛","kestrel":"红隼","kestrel_block":"红隼","kestrel_block_forward":"红隼","kestrel_forward":"红隼","kestrel_heavy_slam":"红隼","kestrel_prime":"红隼 Prime","kestrel_prime_block":"红隼 Prime","kestrel_prime_block_forward":"红隼 Prime","kestrel_prime_forward":"红隼 Prime","kestrel_prime_heavy_slam":"红隼 Prime","kestrel_prime_slide":"红隼 Prime","kestrel_slide":"红隼","knell":"丧钟","knell_prime":"丧钟 Prime","kogake":"科加基","kogake_block":"科加基","kogake_block_forward":"科加基","kogake_forward":"科加基","kogake_heavy":"科加基","kogake_heavy_slam":"科加基","kogake_prime":"科加基 Prime","kogake_prime_block":"科加基 Prime","kogake_prime_block_forward":"科加基 Prime","kogake_prime_forward":"科加基 Prime","kogake_prime_heavy":"科加基 Prime","kogake_prime_heavy_slam":"科加基 Prime","kogake_prime_slide":"科加基 Prime","kogake_slide":"科加基","kohm":"寇恩热能枪","kohmak":"寇恩霰机枪","komorex":"猛毒","kompressa":"卡帕压力枪","kompressa_prime":"卡帕压力枪 Prime","korrudo":"库鲁多","korrudo_block":"库鲁多","korrudo_block_forward":"库鲁多","korrudo_forward":"库鲁多","korrudo_heavy":"库鲁多","korrudo_heavy_slam":"库鲁多","korrudo_slide":"库鲁多","korumm":"雷霆暴君","korumm_block":"雷霆暴君","korumm_block_forward":"雷霆暴君","korumm_forward":"雷霆暴君","korumm_heavy":"雷霆暴君","korumm_heavy_slam":"雷霆暴君","korumm_slide":"雷霆暴君","kraken":"北海巨妖","kreska":"直镐","kreska_block":"直镐","kreska_block_forward":"直镐","kreska_forward":"直镐","kreska_heavy":"直镐","kreska_heavy_slam":"直镐","kreska_slide":"直镐","krohkur":"克鲁古尔","krohkur_block":"克鲁古尔","krohkur_block_forward":"克鲁古尔","krohkur_forward":"克鲁古尔","krohkur_heavy":"克鲁古尔","krohkur_heavy_slam":"克鲁古尔","krohkur_slide":"克鲁古尔","kronen":"皇家拐刃","kronen_block":"皇家拐刃","kronen_block_forward":"皇家拐刃","kronen_forward":"皇家拐刃","kronen_heavy":"皇家拐刃","kronen_heavy_slam":"皇家拐刃","kronen_prime":"皇家拐刃 Prime","kronen_prime_block":"皇家拐刃 Prime","kronen_prime_block_forward":"皇家拐刃 Prime","kronen_prime_forward":"皇家拐刃 Prime","kronen_prime_heavy":"皇家拐刃 Prime","kronen_prime_heavy_slam":"皇家拐刃 Prime","kronen_prime_slide":"皇家拐刃 Prime","kronen_slide":"皇家拐刃","kulstar":"杀星","kunai":"苦无","kunai_incarnon":"苦无 (灵化形态)","kuva_ayanga":"赤毒·怒雷","kuva_brakk":"赤毒·布拉克","kuva_bramma":"赤毒·布拉玛","kuva_chakkhurr":"赤毒·邪眼","kuva_drakgoon":"赤毒·龙骑兵","kuva_drakgoon_uncharged":"赤毒·龙骑兵","kuva_ghoulsaw":"赤毒·尸鬼电锯","kuva_ghoulsaw_block":"赤毒·尸鬼电锯","kuva_ghoulsaw_block_forward":"赤毒·尸鬼电锯","kuva_ghoulsaw_forward":"赤毒·尸鬼电锯","kuva_ghoulsaw_heavy":"赤毒·尸鬼电锯","kuva_ghoulsaw_heavy_slam":"赤毒·尸鬼电锯","kuva_ghoulsaw_slide":"赤毒·尸鬼电锯","kuva_grattler":"赤毒·葛拉特勒","kuva_hek":"赤毒·海克","kuva_hek_quad":"赤毒·海克","kuva_hind":"赤毒·雌鹿","kuva_hind_auto":"赤毒·雌鹿","kuva_hind_semi":"赤毒·雌鹿","kuva_karak":"赤毒·卡拉克","kuva_kohm":"赤毒·寇恩热能枪","kuva_kohm_single":"赤毒·寇恩热能枪","kuva_kraken":"赤毒·北海巨妖","kuva_kraken_mag_burst":"赤毒·北海巨妖","kuva_nukor":"赤毒·努寇微波枪","kuva_ogris":"赤毒·食人女魔","kuva_quartakk":"赤毒·夸塔克","kuva_quartakk_auto":"赤毒·夸塔克","kuva_seer":"赤毒·预言者","kuva_shildeg":"赤毒·希尔德","kuva_shildeg_block":"赤毒·希尔德","kuva_shildeg_block_forward":"赤毒·希尔德","kuva_shildeg_forward":"赤毒·希尔德","kuva_shildeg_heavy":"赤毒·希尔德","kuva_shildeg_heavy_slam":"赤毒·希尔德","kuva_shildeg_slide":"赤毒·希尔德","kuva_sobek":"赤毒·鳄神","kuva_tonkor":"赤毒·征服榴炮","kuva_twin_stubbas":"赤毒·双子史度巴","kuva_zarr":"赤毒·沙皇","kuva_zarr_barrage":"赤毒·沙皇","lacera":"悲痛之刃","lacera_block":"悲痛之刃","lacera_block_forward":"悲痛之刃","lacera_forward":"悲痛之刃","lacera_heavy":"悲痛之刃","lacera_heavy_slam":"悲痛之刃","laetum":"奏凯","laetum_incarnon":"奏凯 (灵化形态)","lanka":"兰卡","lanka_uncharged":"兰卡","larkspur":"翠雀","larkspur_charged":"翠雀","larkspur_prime":"翠雀 Prime","larkspur_prime_charged":"翠雀 Prime","laser_rifle":"激光步枪","lato":"拉托","lato_incarnon":"拉托 (灵化形态)","lato_prime":"拉托 Prime","lato_prime_incarnon":"拉托 Prime (灵化形态)","lato_vandal":"拉托·破坏者","lato_vandal_incarnon":"拉托·破坏者 (灵化形态)","latron":"拉特昂","latron_incarnon":"拉特昂 (灵化形态)","latron_prime":"拉特昂 Prime","latron_prime_incarnon":"拉特昂 Prime (灵化形态)","latron_wraith":"拉特昂·亡魂","latron_wraith_incarnon":"拉特昂·亡魂 (灵化形态)","lecta":"勒克塔","lecta_block":"勒克塔","lecta_block_forward":"勒克塔","lecta_forward":"勒克塔","lecta_heavy":"勒克塔","lecta_heavy_slam":"勒克塔","lecta_slide":"勒克塔","lenz":"楞次弓","lesion":"病变","lesion_block":"病变","lesion_block_forward":"病变","lesion_forward":"病变","lesion_heavy":"病变","lesion_heavy_slam":"病变","lesion_slide":"病变","lex":"雷克斯","lex_incarnon":"雷克斯 (灵化形态)","lex_prime":"雷克斯 Prime","lex_prime_incarnon":"雷克斯 Prime (灵化形态)","machete":"马谢特砍刀","machete_block":"马谢特砍刀","machete_block_forward":"马谢特砍刀","machete_forward":"马谢特砍刀","machete_heavy":"马谢特砍刀","machete_heavy_slam":"马谢特砍刀","machete_slide":"马谢特砍刀","machete_wraith":"马谢特砍刀·亡魂","machete_wraith_block":"马谢特砍刀·亡魂","machete_wraith_block_forward":"马谢特砍刀·亡魂","machete_wraith_forward":"马谢特砍刀·亡魂","machete_wraith_heavy":"马谢特砍刀·亡魂","machete_wraith_heavy_slam":"马谢特砍刀·亡魂","machete_wraith_slide":"马谢特砍刀·亡魂","magistar":"执法者","magistar_block":"执法者","magistar_block_forward":"执法者","magistar_forward":"执法者","magistar_heavy":"执法者","magistar_heavy_slam":"执法者","magistar_slide":"执法者","magnus":"麦格努斯","magnus_prime":"麦格努斯 Prime","mandonel":"辐光弩炮","mandonel_uncharged":"辐光弩炮","mara_detron":"苦痛·德特昂","marelok":"玛瑞火枪","masseter":"咀嚼金杖","masseter_block":"咀嚼金杖","masseter_block_forward":"咀嚼金杖","masseter_forward":"咀嚼金杖","masseter_heavy":"咀嚼金杖","masseter_heavy_slam":"咀嚼金杖","masseter_prime":"咀嚼金杖 Prime","masseter_prime_block":"咀嚼金杖 Prime","masseter_prime_block_forward":"咀嚼金杖 Prime","masseter_prime_forward":"咀嚼金杖 Prime","masseter_prime_heavy":"咀嚼金杖 Prime","masseter_prime_heavy_slam":"咀嚼金杖 Prime","masseter_prime_slide":"咀嚼金杖 Prime","masseter_slide":"咀嚼金杖","mausolon":"惩戒者","mausolon_charged":"惩戒者","mios":"牡狮神","mios_block":"牡狮神","mios_block_forward":"牡狮神","mios_forward":"牡狮神","mios_heavy":"牡狮神","mios_heavy_slam":"牡狮神","mire":"米尔","mire_block":"米尔","mire_block_forward":"米尔","mire_forward":"米尔","mire_heavy":"米尔","mire_heavy_slam":"米尔","mire_slide":"米尔","miter":"米特尔","miter_incarnon":"米特尔 (灵化形态)","mk1_bo":"MK1-玻之武杖","mk1_bo_block":"MK1-玻之武杖","mk1_bo_block_forward":"MK1-玻之武杖","mk1_bo_forward":"MK1-玻之武杖","mk1_bo_heavy":"MK1-玻之武杖","mk1_bo_heavy_slam":"MK1-玻之武杖","mk1_bo_slide":"MK1-玻之武杖","mk1_braton":"MK1-布莱顿","mk1_braton_incarnon":"MK1-布莱顿 (灵化形态)","mk1_furax":"MK1-弗拉克斯","mk1_furax_block":"MK1-弗拉克斯","mk1_furax_block_forward":"MK1-弗拉克斯","mk1_furax_forward":"MK1-弗拉克斯","mk1_furax_heavy":"MK1-弗拉克斯","mk1_furax_heavy_slam":"MK1-弗拉克斯","mk1_furis":"MK1-盗贼","mk1_furis_incarnon":"MK1-盗贼 (灵化形态)","mk1_kunai":"MK1-苦无","mk1_kunai_incarnon":"MK1-苦无 (灵化形态)","mk1_paris":"MK1-帕里斯","mk1_paris_incarnon":"MK1-帕里斯 (灵化形态)","mk1_paris_uncharged":"MK1-帕里斯","mk1_strun":"MK1-斯特朗","mk1_strun_incarnon":"MK1-斯特朗 (灵化形态)","morgha":"置灵者","morgha_alt":"置灵者","multron":"多连穿甲枪","mutalist_cernos":"异融西诺斯","mutalist_quanta":"异融量子枪","nagantaka":"噬蛇弩","nagantaka_prime":"噬蛇弩 Prime","nami_skyla":"海波斯库拉对剑","nami_skyla_block":"海波斯库拉对剑","nami_skyla_block_forward":"海波斯库拉对剑","nami_skyla_forward":"海波斯库拉对剑","nami_skyla_heavy":"海波斯库拉对剑","nami_skyla_heavy_slam":"海波斯库拉对剑","nami_skyla_prime":"海波斯库拉对剑 Prime","nami_skyla_prime_block":"海波斯库拉对剑 Prime","nami_skyla_prime_block_forward":"海波斯库拉对剑 Prime","nami_skyla_prime_forward":"海波斯库拉对剑 Prime","nami_skyla_prime_heavy":"海波斯库拉对剑 Prime","nami_skyla_prime_heavy_slam":"海波斯库拉对剑 Prime","nami_skyla_prime_slide":"海波斯库拉对剑 Prime","nami_skyla_slide":"海波斯库拉对剑","nami_solo":"海波单剑","nami_solo_block":"海波单剑","nami_solo_block_forward":"海波单剑","nami_solo_forward":"海波单剑","nami_solo_heavy":"海波单剑","nami_solo_heavy_slam":"海波单剑","nami_solo_slide":"海波单剑","nataruk":"太始弓","nepheri":"赤炎流星","nepheri_block":"赤炎流星","nepheri_block_forward":"赤炎流星","nepheri_forward":"赤炎流星","nepheri_heavy":"赤炎流星","nepheri_heavy_slam":"赤炎流星","nepheri_slide":"赤炎流星","nikana":"侍刃","nikana_block":"侍刃","nikana_block_forward":"侍刃","nikana_forward":"侍刃","nikana_heavy":"侍刃","nikana_heavy_slam":"侍刃","nikana_prime":"侍刃 Prime","nikana_prime_block":"侍刃 Prime","nikana_prime_block_forward":"侍刃 Prime","nikana_prime_forward":"侍刃 Prime","nikana_prime_heavy":"侍刃 Prime","nikana_prime_heavy_slam":"侍刃 Prime","nikana_prime_slide":"侍刃 Prime","nikana_slide":"侍刃","ninkondi":"降灵追猎者","ninkondi_block":"降灵追猎者","ninkondi_block_forward":"降灵追猎者","ninkondi_forward":"降灵追猎者","ninkondi_heavy":"降灵追猎者","ninkondi_heavy_slam":"降灵追猎者","ninkondi_prime":"降灵追猎者 Prime","ninkondi_prime_block":"降灵追猎者 Prime","ninkondi_prime_block_forward":"降灵追猎者 Prime","ninkondi_prime_forward":"降灵追猎者 Prime","ninkondi_prime_heavy":"降灵追猎者 Prime","ninkondi_prime_heavy_slam":"降灵追猎者 Prime","ninkondi_prime_slide":"降灵追猎者 Prime","ninkondi_slide":"降灵追猎者","nukor":"努寇微波枪","obex":"奥比克斯","obex_block":"奥比克斯","obex_block_forward":"奥比克斯","obex_forward":"奥比克斯","obex_heavy":"奥比克斯","obex_heavy_slam":"奥比克斯","obex_slide":"奥比克斯","ocucor":"视使之触","ogris":"食人女魔","ohma":"欧玛","ohma_block":"欧玛","ohma_block_forward":"欧玛","ohma_forward":"欧玛","ohma_heavy":"欧玛","ohma_heavy_slam":"欧玛","ohma_slide":"欧玛","okina":"翁","okina_block":"翁","okina_block_forward":"翁","okina_forward":"翁","okina_heavy":"翁","okina_heavy_slam":"翁","okina_prime":"翁 Prime","okina_prime_block":"翁 Prime","okina_prime_block_forward":"翁 Prime","okina_prime_forward":"翁 Prime","okina_prime_heavy":"翁 Prime","okina_prime_heavy_slam":"翁 Prime","okina_prime_slide":"翁 Prime","okina_slide":"翁","onos":"赘骨","onos_incarnon":"赘骨 (灵化形态)","opticor":"奥堤克光子枪","opticor_vandal":"奥堤克光子枪·破坏者","orthos":"欧特鲁斯","orthos_block":"欧特鲁斯","orthos_block_forward":"欧特鲁斯","orthos_forward":"欧特鲁斯","orthos_heavy":"欧特鲁斯","orthos_heavy_slam":"欧特鲁斯","orthos_prime":"欧特鲁斯 Prime","orthos_prime_block":"欧特鲁斯 Prime","orthos_prime_block_forward":"欧特鲁斯 Prime","orthos_prime_forward":"欧特鲁斯 Prime","orthos_prime_heavy":"欧特鲁斯 Prime","orthos_prime_heavy_slam":"欧特鲁斯 Prime","orthos_prime_slide":"欧特鲁斯 Prime","orthos_slide":"欧特鲁斯","orvius":"灵枢","orvius_block":"灵枢","orvius_block_forward":"灵枢","orvius_forward":"灵枢","orvius_heavy_slam":"灵枢","orvius_slide":"灵枢","pandero":"手鼓","pandero_prime":"手鼓 Prime","pangolin_prime":"鲮鲤剑 Prime","pangolin_prime_block":"鲮鲤剑 Prime","pangolin_prime_block_forward":"鲮鲤剑 Prime","pangolin_prime_forward":"鲮鲤剑 Prime","pangolin_prime_heavy":"鲮鲤剑 Prime","pangolin_prime_heavy_slam":"鲮鲤剑 Prime","pangolin_prime_slide":"鲮鲤剑 Prime","pangolin_sword":"鲮鲤剑","pangolin_sword_block":"鲮鲤剑","pangolin_sword_block_forward":"鲮鲤剑","pangolin_sword_forward":"鲮鲤剑","pangolin_sword_heavy":"鲮鲤剑","pangolin_sword_heavy_slam":"鲮鲤剑","pangolin_sword_slide":"鲮鲤剑","panthera":"猎豹","panthera_prime":"猎豹 Prime","paracesis":"心智之殁","paracesis_block":"心智之殁","paracesis_block_forward":"心智之殁","paracesis_forward":"心智之殁","paracesis_heavy":"心智之殁","paracesis_heavy_slam":"心智之殁","paracesis_slide":"心智之殁","paracyst":"附肢寄生者","paris":"帕里斯","paris_incarnon":"帕里斯 (灵化形态)","paris_prime":"帕里斯 Prime","paris_prime_incarnon":"帕里斯 Prime (灵化形态)","paris_prime_uncharged":"帕里斯 Prime","paris_uncharged":"帕里斯","pathocyst":"病囊飞刃","pathocyst_block":"病囊飞刃","pathocyst_block_forward":"病囊飞刃","pathocyst_forward":"病囊飞刃","pathocyst_heavy_slam":"病囊飞刃","pathocyst_slide":"病囊飞刃","pennant":"尖幡","pennant_block":"尖幡","pennant_block_forward":"尖幡","pennant_forward":"尖幡","pennant_heavy":"尖幡","pennant_heavy_slam":"尖幡","penta":"潘塔","perigale":"月面狂风","perigale_prime":"月面狂风 Prime","phaedra":"菲德菈","phage":"噬菌者","phantasma":"幻离子","phantasma_charged":"幻离子","phantasma_prime":"幻离子 Prime","phantasma_prime_charged":"幻离子 Prime","phenmor":"凤殁","phenmor_incarnon":"凤殁 (灵化形态)","plasma_sword":"等离子长剑","plasma_sword_block":"等离子长剑","plasma_sword_block_forward":"等离子长剑","plasma_sword_forward":"等离子长剑","plasma_sword_heavy":"等离子长剑","plasma_sword_heavy_slam":"等离子长剑","plasma_sword_slide":"等离子长剑","plinx":"漫射者","pox":"脓痘","praedos":"双雄","praedos_block":"双雄","praedos_block_forward":"双雄","praedos_forward":"双雄","praedos_heavy":"双雄","praedos_heavy_slam":"双雄","praedos_slide":"双雄","pride":"骄傲","pride_block":"骄傲","pride_block_forward":"骄傲","pride_forward":"骄傲","pride_heavy":"骄傲","pride_heavy_slam":"骄傲","prime_laser_rifle":"激光步枪 Prime","prisma_angstrum":"棱晶·安格斯壮","prisma_angstrum_incarnon":"棱晶·安格斯壮 (灵化形态)","prisma_burst_laser":"棱晶 激光点发","prisma_dual_cleavers":"棱晶·斩肉双刀","prisma_dual_cleavers_block":"棱晶·斩肉双刀","prisma_dual_cleavers_block_forward":"棱晶·斩肉双刀","prisma_dual_cleavers_forward":"棱晶·斩肉双刀","prisma_dual_cleavers_heavy":"棱晶·斩肉双刀","prisma_dual_cleavers_heavy_slam":"棱晶·斩肉双刀","prisma_dual_cleavers_slide":"棱晶·斩肉双刀","prisma_dual_decurions":"棱晶·什长双枪","prisma_gorgon":"棱晶·蛇发女妖","prisma_gorgon_incarnon":"棱晶·蛇发女妖 (灵化形态)","prisma_grakata":"棱晶·葛拉卡达","prisma_grinlok":"棱晶·葛恩火枪","prisma_lenz":"棱晶·楞次弓","prisma_machete":"棱晶·马谢特砍刀","prisma_machete_block":"棱晶·马谢特砍刀","prisma_machete_block_forward":"棱晶·马谢特砍刀","prisma_machete_forward":"棱晶·马谢特砍刀","prisma_machete_heavy":"棱晶·马谢特砍刀","prisma_machete_heavy_slam":"棱晶·马谢特砍刀","prisma_machete_slide":"棱晶·马谢特砍刀","prisma_obex":"棱晶·奥比克斯","prisma_obex_block":"棱晶·奥比克斯","prisma_obex_block_forward":"棱晶·奥比克斯","prisma_obex_forward":"棱晶·奥比克斯","prisma_obex_heavy":"棱晶·奥比克斯","prisma_obex_heavy_slam":"棱晶·奥比克斯","prisma_obex_slide":"棱晶·奥比克斯","prisma_ohma":"棱晶·欧玛","prisma_ohma_block":"棱晶·欧玛","prisma_ohma_block_forward":"棱晶·欧玛","prisma_ohma_forward":"棱晶·欧玛","prisma_ohma_heavy":"棱晶·欧玛","prisma_ohma_heavy_slam":"棱晶·欧玛","prisma_ohma_slide":"棱晶·欧玛","prisma_skana":"棱晶·空刃","prisma_skana_block":"棱晶·空刃","prisma_skana_block_forward":"棱晶·空刃","prisma_skana_forward":"棱晶·空刃","prisma_skana_heavy":"棱晶·空刃","prisma_skana_heavy_slam":"棱晶·空刃","prisma_skana_slide":"棱晶·空刃","prisma_tetra":"棱晶·特拉","prisma_twin_gremlins":"棱晶·双子小精灵","proboscis_cernos":"刺吸西诺斯","prova":"普罗沃","prova_block":"普罗沃","prova_block_forward":"普罗沃","prova_forward":"普罗沃","prova_heavy":"普罗沃","prova_heavy_slam":"普罗沃","prova_slide":"普罗沃","prova_vandal":"普罗沃·破坏者","prova_vandal_block":"普罗沃·破坏者","prova_vandal_block_forward":"普罗沃·破坏者","prova_vandal_forward":"普罗沃·破坏者","prova_vandal_heavy":"普罗沃·破坏者","prova_vandal_heavy_slam":"普罗沃·破坏者","prova_vandal_slide":"普罗沃·破坏者","pulmonars":"感染连枷","pulmonars_block":"感染连枷","pulmonars_block_forward":"感染连枷","pulmonars_forward":"感染连枷","pulmonars_heavy":"感染连枷","pulmonars_heavy_slam":"感染连枷","pulmonars_slide":"感染连枷","pupacyst":"毒囊骨茧","pupacyst_block":"毒囊骨茧","pupacyst_block_forward":"毒囊骨茧","pupacyst_forward":"毒囊骨茧","pupacyst_heavy":"毒囊骨茧","pupacyst_heavy_slam":"毒囊骨茧","pupacyst_slide":"毒囊骨茧","purgator_1":"净化者 1","pyrana":"食人鱼","pyrana_prime":"食人鱼 Prime","quanta":"量子切割器","quanta_cube":"量子切割器","quanta_vandal":"量子切割器·破坏者","quanta_vandal_cube":"量子切割器·破坏者","quartakk":"夸塔克","quassus":"威震武扇","quassus_block":"威震武扇","quassus_block_forward":"威震武扇","quassus_forward":"威震武扇","quassus_heavy_slam":"威震武扇","quassus_prime":"威震武扇 Prime","quassus_prime_block":"威震武扇 Prime","quassus_prime_block_forward":"威震武扇 Prime","quassus_prime_forward":"威震武扇 Prime","quassus_prime_heavy_slam":"威震武扇 Prime","quatz":"夸兹","quellor":"压制者","rakta_ballistica":"绯红·布里斯提卡","rakta_ballistica_incarnon":"绯红·布里斯提卡 (灵化形态)","rakta_cernos":"绯红·西诺斯","rakta_dark_dagger":"绯红·暗黑匕首","rakta_dark_dagger_block":"绯红·暗黑匕首","rakta_dark_dagger_block_forward":"绯红·暗黑匕首","rakta_dark_dagger_forward":"绯红·暗黑匕首","rakta_dark_dagger_heavy":"绯红·暗黑匕首","rakta_dark_dagger_heavy_slam":"绯红·暗黑匕首","rakta_dark_dagger_slide":"绯红·暗黑匕首","rattleguts_primary":"响胆","rattleguts_secondary":"响胆","rauta":"锐铁","reaper_prime":"收割者 Prime","reaper_prime_block":"收割者 Prime","reaper_prime_block_forward":"收割者 Prime","reaper_prime_forward":"收割者 Prime","reaper_prime_heavy":"收割者 Prime","reaper_prime_heavy_slam":"收割者 Prime","reconifex":"侦察者","redeemer":"救赎者","redeemer_block":"救赎者","redeemer_block_forward":"救赎者","redeemer_forward":"救赎者","redeemer_heavy_slam":"救赎者","redeemer_prime":"救赎者 Prime","redeemer_prime_block":"救赎者 Prime","redeemer_prime_block_forward":"救赎者 Prime","redeemer_prime_forward":"救赎者 Prime","redeemer_prime_heavy_slam":"救赎者 Prime","redeemer_prime_slide":"救赎者 Prime","redeemer_slide":"救赎者","riot_848":"暴乱-848","ripkas":"锐卡斯","ripkas_block":"锐卡斯","ripkas_block_forward":"锐卡斯","ripkas_forward":"锐卡斯","ripkas_heavy":"锐卡斯","ripkas_heavy_slam":"锐卡斯","ripkas_slide":"锐卡斯","rubico":"绝路","rubico_prime":"绝路 Prime","rumblejack":"电匕怪杰","rumblejack_block":"电匕怪杰","rumblejack_block_forward":"电匕怪杰","rumblejack_forward":"电匕怪杰","rumblejack_heavy":"电匕怪杰","rumblejack_heavy_slam":"电匕怪杰","rumblejack_slide":"电匕怪杰","ruvox":"古声","ruvox_block":"古声","ruvox_block_forward":"古声","ruvox_forward":"古声","ruvox_heavy":"古声","ruvox_heavy_slam":"古声","sagek_prime":"杀格 Prime","sampotes":"三宝聚","sampotes_block":"三宝聚","sampotes_block_forward":"三宝聚","sampotes_forward":"三宝聚","sampotes_heavy":"三宝聚","sampotes_heavy_slam":"三宝聚","sampotes_slide":"三宝聚","sancti_castanas":"圣洁·雷爆信镖","sancti_magistar":"圣洁·执法者","sancti_magistar_block":"圣洁·执法者","sancti_magistar_block_forward":"圣洁·执法者","sancti_magistar_forward":"圣洁·执法者","sancti_magistar_heavy":"圣洁·执法者","sancti_magistar_heavy_slam":"圣洁·执法者","sancti_magistar_slide":"圣洁·执法者","sancti_tigris":"圣洁·猛虎","sarofang":"沙罗之牙","sarofang_block":"沙罗之牙","sarofang_block_forward":"沙罗之牙","sarofang_forward":"沙罗之牙","sarofang_heavy":"沙罗之牙","sarofang_heavy_slam":"沙罗之牙","sarofang_prime":"沙罗之牙 Prime","sarofang_prime_block":"沙罗之牙 Prime","sarofang_prime_block_forward":"沙罗之牙 Prime","sarofang_prime_forward":"沙罗之牙 Prime","sarofang_prime_heavy":"沙罗之牙 Prime","sarofang_prime_heavy_slam":"沙罗之牙 Prime","sarofang_prime_slide":"沙罗之牙 Prime","sarofang_slide":"沙罗之牙","sarpa":"蛇刃","sarpa_block":"蛇刃","sarpa_block_forward":"蛇刃","sarpa_forward":"蛇刃","sarpa_heavy_slam":"蛇刃","sarpa_slide":"蛇刃","scindo":"分裂斩斧","scindo_block":"分裂斩斧","scindo_block_forward":"分裂斩斧","scindo_forward":"分裂斩斧","scindo_heavy":"分裂斩斧","scindo_heavy_slam":"分裂斩斧","scindo_prime":"分裂斩斧 Prime","scindo_prime_block":"分裂斩斧 Prime","scindo_prime_block_forward":"分裂斩斧 Prime","scindo_prime_forward":"分裂斩斧 Prime","scindo_prime_heavy":"分裂斩斧 Prime","scindo_prime_heavy_slam":"分裂斩斧 Prime","scindo_prime_slide":"分裂斩斧 Prime","scindo_slide":"分裂斩斧","scoliac":"脊椎节鞭","scoliac_block":"脊椎节鞭","scoliac_block_forward":"脊椎节鞭","scoliac_forward":"脊椎节鞭","scoliac_heavy":"脊椎节鞭","scoliac_heavy_slam":"脊椎节鞭","scoliac_slide":"脊椎节鞭","scourge":"祸根","scourge_prime":"祸根 Prime","scourge_prime_thrown":"祸根 Prime","scourge_thrown":"祸根","scyotid":"镰刃刺","secura_dual_cestra":"保障·锡斯特双枪","secura_lecta":"保障·勒克塔","secura_lecta_block":"保障·勒克塔","secura_lecta_block_forward":"保障·勒克塔","secura_lecta_forward":"保障·勒克塔","secura_lecta_heavy":"保障·勒克塔","secura_lecta_heavy_slam":"保障·勒克塔","secura_lecta_slide":"保障·勒克塔","secura_penta":"保障·潘塔","seer":"预言者","sepulcrum":"追击者","serro":"电能斩锯","serro_block":"电能斩锯","serro_block_forward":"电能斩锯","serro_forward":"电能斩锯","serro_heavy":"电能斩锯","serro_heavy_slam":"电能斩锯","serro_slide":"电能斩锯","shaku":"双节尺棍","shaku_block":"双节尺棍","shaku_block_forward":"双节尺棍","shaku_forward":"双节尺棍","shaku_heavy":"双节尺棍","shaku_heavy_slam":"双节尺棍","shaku_slide":"双节尺棍","shattered_lash":"琉璃碎击","shattered_lash_hold":"琉璃碎击","shedu":"舍杜","sheev":"希芙","sheev_block":"希芙","sheev_block_forward":"希芙","sheev_forward":"希芙","sheev_heavy":"希芙","sheev_heavy_slam":"希芙","sheev_slide":"希芙","sibear":"西伯利亚冰锤","sibear_block":"西伯利亚冰锤","sibear_block_forward":"西伯利亚冰锤","sibear_forward":"西伯利亚冰锤","sibear_heavy":"西伯利亚冰锤","sibear_heavy_slam":"西伯利亚冰锤","sibear_slide":"西伯利亚冰锤","sicarus":"暗杀者","sicarus_incarnon":"暗杀者 (灵化形态)","sicarus_prime":"暗杀者 Prime","sicarus_prime_incarnon":"暗杀者 Prime (灵化形态)","sigma_and_octantis":"西格玛 & 南极座","sigma_and_octantis_block":"西格玛 & 南极座","sigma_and_octantis_block_forward":"西格玛 & 南极座","sigma_and_octantis_forward":"西格玛 & 南极座","sigma_and_octantis_heavy":"西格玛 & 南极座","sigma_and_octantis_heavy_slam":"西格玛 & 南极座","silva_and_aegis":"席瓦 & 神盾","silva_and_aegis_block":"席瓦 & 神盾","silva_and_aegis_block_forward":"席瓦 & 神盾","silva_and_aegis_forward":"席瓦 & 神盾","silva_and_aegis_heavy":"席瓦 & 神盾","silva_and_aegis_heavy_slam":"席瓦 & 神盾","silva_and_aegis_prime":"席瓦 & 神盾 Prime","silva_and_aegis_prime_block":"席瓦 & 神盾 Prime","silva_and_aegis_prime_block_forward":"席瓦 & 神盾 Prime","silva_and_aegis_prime_forward":"席瓦 & 神盾 Prime","silva_and_aegis_prime_heavy":"席瓦 & 神盾 Prime","silva_and_aegis_prime_heavy_slam":"席瓦 & 神盾 Prime","simulor":"重力奇点拟成枪","skana":"空刃","skana_block":"空刃","skana_block_forward":"空刃","skana_forward":"空刃","skana_heavy":"空刃","skana_heavy_slam":"空刃","skana_prime":"空刃 Prime","skana_prime_block":"空刃 Prime","skana_prime_block_forward":"空刃 Prime","skana_prime_forward":"空刃 Prime","skana_prime_heavy":"空刃 Prime","skana_prime_heavy_slam":"空刃 Prime","skana_prime_slide":"空刃 Prime","skana_slide":"空刃","skiajati":"影生","skiajati_block":"影生","skiajati_block_forward":"影生","skiajati_forward":"影生","skiajati_heavy":"影生","skiajati_heavy_slam":"影生","skiajati_slide":"影生","slaytra":"屠煞","slaytra_block":"屠煞","slaytra_block_forward":"屠煞","slaytra_forward":"屠煞","slaytra_heavy":"屠煞","slaytra_heavy_slam":"屠煞","slaytra_slide":"屠煞","snipetron":"狙击特昂","snipetron_vandal":"狙击特昂·破坏者","sobek":"鳄神","soma":"月神","soma_incarnon":"月神 (灵化形态)","soma_prime":"月神 Prime","soma_prime_incarnon":"月神 Prime (灵化形态)","sonicor":"超音波冲击枪","spectra":"光谱切割器","spectra_vandal":"光谱切割器·破坏者","spinnerex":"丝蛛皇","spinnerex_block":"丝蛛皇","spinnerex_block_forward":"丝蛛皇","spinnerex_forward":"丝蛛皇","spinnerex_heavy":"丝蛛皇","spinnerex_heavy_slam":"丝蛛皇","spinnerex_slide":"丝蛛皇","spira":"旋刃飞刀","spira_prime":"旋刃飞刀 Prime","sporelacer_primary":"孢射","sporelacer_secondary":"孢射","sporothrix":"孢丝感染枪","stahlta":"钢刃步枪","staticor":"静电能量导引枪","steflos":"石晶之花","stinger":"毒刺","stradavar":"斯特拉迪瓦","stradavar_prime":"斯特拉迪瓦 Prime","stropha":"诡计之刃","stropha_block":"诡计之刃","stropha_block_forward":"诡计之刃","stropha_forward":"诡计之刃","stropha_heavy_slam":"诡计之刃","stropha_slide":"诡计之刃","strun":"斯特朗","strun_incarnon":"斯特朗 (灵化形态)","strun_prime":"斯特朗 Prime","strun_prime_incarnon":"斯特朗 Prime (灵化形态)","strun_wraith":"斯特朗·亡魂","strun_wraith_incarnon":"斯特朗·亡魂 (灵化形态)","stubba":"史度巴","stug":"史特克","stug_incarnon":"史特克 (灵化形态)","sun_and_moon":"赤阳 & 幽月","sun_and_moon_block":"赤阳 & 幽月","sun_and_moon_block_forward":"赤阳 & 幽月","sun_and_moon_forward":"赤阳 & 幽月","sun_and_moon_heavy":"赤阳 & 幽月","sun_and_moon_heavy_slam":"赤阳 & 幽月","sun_and_moon_slide":"赤阳 & 幽月","supra":"苏普拉","supra_vandal":"苏普拉·破坏者","sweeper":"扫除者","sweeper_prime":"扫除者 Prime","syam":"业珀","syam_block":"业珀","syam_block_forward":"业珀","syam_forward":"业珀","syam_heavy_slam":"业珀","syam_slide":"业珀","sybaris":"席芭莉丝","sybaris_incarnon":"席芭莉丝 (灵化形态)","sybaris_prime":"席芭莉丝 Prime","sybaris_prime_incarnon":"席芭莉丝 Prime (灵化形态)","sydon":"恶龙","sydon_block":"恶龙","sydon_block_forward":"恶龙","sydon_forward":"恶龙","sydon_heavy":"恶龙","sydon_heavy_slam":"恶龙","sydon_slide":"恶龙","synapse":"突触生化枪","synoid_gammacor":"枢议·咖玛腕甲枪","synoid_gammacor_incarnon":"枢议·咖玛腕甲枪 (灵化形态)","synoid_heliocor":"枢议·赫利俄光锤","synoid_heliocor_block":"枢议·赫利俄光锤","synoid_heliocor_block_forward":"枢议·赫利俄光锤","synoid_heliocor_forward":"枢议·赫利俄光锤","synoid_heliocor_heavy":"枢议·赫利俄光锤","synoid_heliocor_heavy_slam":"枢议·赫利俄光锤","synoid_heliocor_slide":"枢议·赫利俄光锤","synoid_simulor":"枢议·重力奇点拟成枪","tak_and_lug":"塔克 & 卢格","tak_and_lug_block":"塔克 & 卢格","tak_and_lug_block_forward":"塔克 & 卢格","tak_and_lug_forward":"塔克 & 卢格","tak_and_lug_heavy_slam":"塔克 & 卢格","talons":"鹰爪","tatsu":"龙辰","tatsu_block":"龙辰","tatsu_block_forward":"龙辰","tatsu_forward":"龙辰","tatsu_heavy":"龙辰","tatsu_heavy_slam":"龙辰","tatsu_prime":"龙辰 Prime","tatsu_prime_block":"龙辰 Prime","tatsu_prime_block_forward":"龙辰 Prime","tatsu_prime_forward":"龙辰 Prime","tatsu_prime_heavy":"龙辰 Prime","tatsu_prime_heavy_slam":"龙辰 Prime","tazicor":"泰瑟步枪","tekko":"铁钩手甲","tekko_block":"铁钩手甲","tekko_block_forward":"铁钩手甲","tekko_forward":"铁钩手甲","tekko_heavy":"铁钩手甲","tekko_heavy_slam":"铁钩手甲","tekko_prime":"铁钩手甲 Prime","tekko_prime_block":"铁钩手甲 Prime","tekko_prime_block_forward":"铁钩手甲 Prime","tekko_prime_forward":"铁钩手甲 Prime","tekko_prime_heavy":"铁钩手甲 Prime","tekko_prime_heavy_slam":"铁钩手甲 Prime","telos_akbolto":"终极·螺钉双枪","telos_boltace":"终极·螺钉拐刃","telos_boltace_block":"终极·螺钉拐刃","telos_boltace_block_forward":"终极·螺钉拐刃","telos_boltace_forward":"终极·螺钉拐刃","telos_boltace_heavy":"终极·螺钉拐刃","telos_boltace_heavy_slam":"终极·螺钉拐刃","telos_boltace_slide":"终极·螺钉拐刃","telos_boltor":"终极·螺钉步枪","telos_boltor_incarnon":"终极·螺钉步枪 (灵化形态)","tenet_agendus":"信条·集议","tenet_agendus_block":"信条·集议","tenet_agendus_block_forward":"信条·集议","tenet_agendus_forward":"信条·集议","tenet_agendus_heavy":"信条·集议","tenet_agendus_heavy_slam":"信条·集议","tenet_arca_plasmor":"信条·弧电离子枪","tenet_cycron":"信条·循环离子枪","tenet_detron":"信条·德特昂","tenet_detron_mag_burst":"信条·德特昂","tenet_diplos":"信条·纵横双枪","tenet_diplos_lock_on":"信条·纵横双枪","tenet_envoy":"信条·典客","tenet_exec":"信条·枢密","tenet_exec_block":"信条·枢密","tenet_exec_block_forward":"信条·枢密","tenet_exec_forward":"信条·枢密","tenet_exec_heavy":"信条·枢密","tenet_exec_heavy_slam":"信条·枢密","tenet_exec_slide":"信条·枢密","tenet_ferrox":"信条·铁晶磁轨炮","tenet_ferrox_thrown":"信条·铁晶磁轨炮","tenet_flux_rifle":"信条·通量步枪","tenet_glaxion":"信条·冷冻光束步枪","tenet_grigori":"信条·格里高利","tenet_grigori_block":"信条·格里高利","tenet_grigori_block_forward":"信条·格里高利","tenet_grigori_forward":"信条·格里高利","tenet_grigori_heavy":"信条·格里高利","tenet_grigori_heavy_slam":"信条·格里高利","tenet_livia":"信条·莉薇娅","tenet_livia_block":"信条·莉薇娅","tenet_livia_block_forward":"信条·莉薇娅","tenet_livia_forward":"信条·莉薇娅","tenet_livia_heavy":"信条·莉薇娅","tenet_livia_heavy_slam":"信条·莉薇娅","tenet_plinx":"信条·漫射者","tenet_plinx_charged":"信条·漫射者","tenet_quanta":"信条·量子切割器","tenet_quanta_cube":"信条·量子切割器","tenet_spirex":"信条·斯派克斯","tenet_tetra":"信条·特拉","tenet_tetra_grenade":"信条·特拉","tenora":"双簧管","tenora_prime":"双簧管 Prime","tetra":"特拉","thalys":"大力士","thalys_block":"大力士","thalys_block_forward":"大力士","thalys_forward":"大力士","thalys_heavy":"大力士","thalys_heavy_slam":"大力士","thornbak":"棘背","tiberon":"狂鲨","tiberon_prime":"狂鲨 Prime","tigris":"猛虎","tigris_prime":"猛虎 Prime","tipedo":"提佩多","tipedo_block":"提佩多","tipedo_block_forward":"提佩多","tipedo_forward":"提佩多","tipedo_heavy":"提佩多","tipedo_heavy_slam":"提佩多","tipedo_prime":"提佩多 Prime","tipedo_prime_block":"提佩多 Prime","tipedo_prime_block_forward":"提佩多 Prime","tipedo_prime_forward":"提佩多 Prime","tipedo_prime_heavy":"提佩多 Prime","tipedo_prime_heavy_slam":"提佩多 Prime","tipedo_prime_slide":"提佩多 Prime","tipedo_slide":"提佩多","tombfinger_primary":"墓指","tombfinger_secondary":"墓指","tonbo":"蜻蛉薙","tonbo_block":"蜻蛉薙","tonbo_block_forward":"蜻蛉薙","tonbo_forward":"蜻蛉薙","tonbo_heavy":"蜻蛉薙","tonbo_heavy_slam":"蜻蛉薙","tonbo_slide":"蜻蛉薙","tonkkatt":"通卡拐刃","tonkkatt_block":"通卡拐刃","tonkkatt_block_forward":"通卡拐刃","tonkkatt_forward":"通卡拐刃","tonkkatt_heavy":"通卡拐刃","tonkkatt_heavy_slam":"通卡拐刃","tonkkatt_slide":"通卡拐刃","tonkor":"征服榴炮","torid":"托里德","torid_incarnon":"托里德 (灵化形态)","trumna":"灭杀者","trumna_prime":"灭杀者 Prime","twin_basolk":"双子巴萨克","twin_basolk_block":"双子巴萨克","twin_basolk_block_forward":"双子巴萨克","twin_basolk_forward":"双子巴萨克","twin_basolk_heavy":"双子巴萨克","twin_basolk_heavy_slam":"双子巴萨克","twin_basolk_slide":"双子巴萨克","twin_grakatas":"双子葛拉卡达","twin_gremlins":"双子小精灵","twin_kohmak":"双子寇恩霰机枪","twin_krohkur":"双子克鲁古尔","twin_krohkur_block":"双子克鲁古尔","twin_krohkur_block_forward":"双子克鲁古尔","twin_krohkur_forward":"双子克鲁古尔","twin_krohkur_heavy":"双子克鲁古尔","twin_krohkur_heavy_slam":"双子克鲁古尔","twin_krohkur_slide":"双子克鲁古尔","twin_rogga":"双子罗格","twin_vipers":"双子蝰蛇","twin_vipers_wraith":"双子蝰蛇·亡魂","tysis":"啐沫者","vadarya_prime":"瓦德雅 Prime","valkyr_talons":"Valkyr 的利爪","valkyr_talons_block":"Valkyr 的利爪","valkyr_talons_block_forward":"Valkyr 的利爪","valkyr_talons_forward":"Valkyr 的利爪","valkyr_talons_heavy":"Valkyr 的利爪","valkyr_talons_heavy_slam":"Valkyr 的利爪","valkyr_talons_slide":"Valkyr 的利爪","vastilok":"瓦斯提枪刃","vastilok_block":"瓦斯提枪刃","vastilok_block_forward":"瓦斯提枪刃","vastilok_forward":"瓦斯提枪刃","vastilok_heavy_slam":"瓦斯提枪刃","vastilok_slide":"瓦斯提枪刃","vasto":"瓦斯托","vasto_incarnon":"瓦斯托 (灵化形态)","vasto_prime":"瓦斯托 Prime","vasto_prime_incarnon":"瓦斯托 Prime (灵化形态)","vaykor_hek":"勇气·海克","vaykor_marelok":"勇气·玛瑞火枪","vaykor_sydon":"勇气·恶龙","vaykor_sydon_block":"勇气·恶龙","vaykor_sydon_block_forward":"勇气·恶龙","vaykor_sydon_forward":"勇气·恶龙","vaykor_sydon_heavy":"勇气·恶龙","vaykor_sydon_heavy_slam":"勇气·恶龙","vaykor_sydon_slide":"勇气·恶龙","vectis":"守望者","vectis_incarnon":"守望者 (灵化形态)","vectis_prime":"守望者 Prime","vectis_prime_incarnon":"守望者 Prime (灵化形态)","veldt":"草原猎手","velocitus":"极速电磁步枪","velocitus_uncharged":"极速电磁步枪","velox":"逐电","velox_prime":"逐电 Prime","venato":"脉纹","venato_block":"脉纹","venato_block_forward":"脉纹","venato_forward":"脉纹","venato_heavy":"脉纹","venato_heavy_slam":"脉纹","venato_prime":"脉纹 Prime","venato_prime_block":"脉纹 Prime","venato_prime_block_forward":"脉纹 Prime","venato_prime_forward":"脉纹 Prime","venato_prime_heavy":"脉纹 Prime","venato_prime_heavy_slam":"脉纹 Prime","venka":"凯旋之爪","venka_block":"凯旋之爪","venka_block_forward":"凯旋之爪","venka_forward":"凯旋之爪","venka_heavy":"凯旋之爪","venka_heavy_slam":"凯旋之爪","venka_prime":"凯旋之爪 Prime","venka_prime_block":"凯旋之爪 Prime","venka_prime_block_forward":"凯旋之爪 Prime","venka_prime_forward":"凯旋之爪 Prime","venka_prime_heavy":"凯旋之爪 Prime","venka_prime_heavy_slam":"凯旋之爪 Prime","venka_prime_slide":"凯旋之爪 Prime","venka_slide":"凯旋之爪","verdilac":"蝰首骨妖","verdilac_block":"蝰首骨妖","verdilac_block_forward":"蝰首骨妖","verdilac_forward":"蝰首骨妖","verdilac_heavy":"蝰首骨妖","verdilac_heavy_slam":"蝰首骨妖","verdilac_slide":"蝰首骨妖","verglas":"冰凇","verglas_prime":"冰凇 Prime","vericres":"真月武扇","vericres_block":"真月武扇","vericres_block_forward":"真月武扇","vericres_forward":"真月武扇","vericres_heavy":"真月武扇","vericres_heavy_slam":"真月武扇","vermisplicer_primary":"虫置","vermisplicer_secondary":"虫置","vesper_77":"夜语者 77","vinquibus":"制胜者","viper":"蝰蛇","viper_wraith":"蝰蛇·亡魂","vitrica":"金璃剑","vitrica_block":"金璃剑","vitrica_block_forward":"金璃剑","vitrica_forward":"金璃剑","vitrica_heavy":"金璃剑","vitrica_heavy_slam":"金璃剑","vitrica_slide":"金璃剑","volnus":"创伤","volnus_block":"创伤","volnus_block_forward":"创伤","volnus_forward":"创伤","volnus_heavy":"创伤","volnus_heavy_slam":"创伤","volnus_prime":"创伤 Prime","volnus_prime_block":"创伤 Prime","volnus_prime_block_forward":"创伤 Prime","volnus_prime_forward":"创伤 Prime","volnus_prime_heavy":"创伤 Prime","volnus_prime_heavy_slam":"创伤 Prime","volnus_prime_slide":"创伤 Prime","volnus_slide":"创伤","vulcax":"金工火舌","vulkar":"金工火神","vulkar_wraith":"金工火神·亡魂","vulklok":"金工火枪","war":"战争之剑","war_block":"战争之剑","war_block_forward":"战争之剑","war_forward":"战争之剑","war_heavy":"战争之剑","war_heavy_slam":"战争之剑","war_prime":"战争之剑 Prime","war_prime_block":"战争之剑 Prime","war_prime_block_forward":"战争之剑 Prime","war_prime_forward":"战争之剑 Prime","war_prime_heavy":"战争之剑 Prime","war_prime_heavy_slam":"战争之剑 Prime","wolf_sledge":"恶狼战锤","wolf_sledge_block":"恶狼战锤","wolf_sledge_block_forward":"恶狼战锤","wolf_sledge_forward":"恶狼战锤","wolf_sledge_heavy":"恶狼战锤","wolf_sledge_heavy_slam":"恶狼战锤","wolf_sledge_slide":"恶狼战锤","wrath":"愤怒","wrath_block":"愤怒","wrath_block_forward":"愤怒","wrath_forward":"愤怒","wrath_heavy":"愤怒","wrath_heavy_slam":"愤怒","xoris":"驱魔之刃","xoris_block":"驱魔之刃","xoris_block_forward":"驱魔之刃","xoris_forward":"驱魔之刃","xoris_heavy_slam":"驱魔之刃","xoris_slide":"驱魔之刃","zakti":"毒芽","zakti_prime":"毒芽 Prime","zarr":"沙皇","zenistar":"天顶之星","zenistar_block":"天顶之星","zenistar_block_forward":"天顶之星","zenistar_forward":"天顶之星","zenistar_heavy_slam":"天顶之星","zenistar_slide":"天顶之星","zenith":"天穹之顶","zhuge":"诸葛连弩","zhuge_prime":"诸葛连弩 Prime","zylok":"席尔火枪","zylok_incarnon":"席尔火枪 (灵化形态)","zylok_prime":"席尔火枪 Prime","zylok_prime_incarnon":"席尔火枪 Prime (灵化形态)","zymos":"邪莫斯"}}}