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      <title>为什么游戏常见暴击率，却几乎没有对应半伤率</title>
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      <description>永恒之柱里一刀能打出不中、擦伤、命中、暴击四种结果，擦伤相当于半伤，但Vert指出20%减半带来的幸福感远不如10%闪避。重甲玩家靠高减伤吃擦伤，轻甲则靠闪避避开。 多数游戏把暴击率做成核心数值，却很少见到对应的“半伤率”。这不是设计疏忽，而是多重因素共同作用的结果。永恒之柱直接把</description>
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