#New Update Translations

17 messages · Page 1 of 1 (latest)

uneven crown
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Here's a list of translation problems that I've found in the latest update, and possible fixes that I've made.

Certain effects I am not 100% certain about how they work so some things may be missing, and some changes are more than simple translation fixes, for an attempt at better sentence structure.

Interdependent Fortunes Description
Old: Players can select addition occult scrolls in the starting stage (starting from scene 2) but the enemy will also possess with corresponding abilities.
New: Players can select additional occult scrolls in each act's starting stage (starting from act 2) but the enemy will also gain similar abilities.

Capacity Overdraft
Old: -70% Attack Interval, dealing 5% True DMG (Current HP+Shield/ Armor)to monster itself in each missing attack, this effect will not knock you down.
New: -70% Attack Interval. Every missed attack deals 5% of current total HP as True DMG to the monster itself. This effect will not defeat them.

Cautious Shot
Old: Every missing shot causes 10% True DMG of the total HP (Current HP+Shield/ Armor) to monster itself. This effect will not knock you down.
New: Every missed shot deals 10% of current total HP as True DMG to the monster itself. This effect will not defeat them.

Clumsy Throw
Old: After being defeated by a player, +50% Skill DMG on the corresponding player for 3 seconds.
New: After being defeated by a player, +50% Skill DMG for the corresponding player for 3s.

Coin Shot
Old: When dealing DMG to the player, their current copper amount -10 (can only trigger once per second).
New: When dealing DMG to a player, they lose 10 copper (can only trigger once per second).

Corrosion Enthusiast
Old: Always in Decay Effect, -20% damage taken and +40% movement speed.
New: Always in Decay Effect, -20% DMG taken and +40% movement speed.

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Cowardly Bully
Old: -30% DMG dealing to player with more than 80% of the total.
New: -30% DMG dealt to players with more than 80% of their total Max HP (HP + Shield/Armor).

(This one I'm not certain on the effect, but I assume that's what it meant.)

Deadly Curse
Old: +50% dealing DMG; -50% Max HP.
New: +50% DMG dealt; -50% Max HP.

Deflection Shield
Old: -50% DMG taken from enemies over 15m away, +50% DMG taken from enemies within 15m away.
New: -50% DMG taken from players over 15m away, +50% DMG taken from players within 15m.

Elemental Power
Old: When affected by Elemental Effect, there is a 50% chance to spread theElemental Effect to the player.
New: When affected by an Elemental Effect, there is a 50% chance to spread the Elemental Effect to the player.

Elemental Torment
Old: 50% chance to inflict a random Elemental Effects when dealing DMG.
New: 50% chance to inflict a random Elemental Effect when dealing DMG.

Extravagant Consumption
Old: 50% chance to drop 1 coppers when inflicting DMG. +20% DMG taken after dropping copper, up to 5 stacks (Can trigger at most once every 3 seconds)
New: 50% chance to drop 1 copper when inflicting DMG. +20% DMG taken after dropping copper, up to 5 stacks. (Can trigger once every 3s)

Fire Enthusiast
Old: Always in Burning Effect, restore 6% of total HP per second (Effects on elite enemy are reduced by 80%). After recovering 25% of Max HP, the healing efficiency decreases to 50% of its original value.
New: Always in Burning Effect, restore 6% HP per second (Effects on elite enemies are reduced by 80%). After recovering 25% Max HP, the healing efficiency decreases to 50% of its original value.

Flesh and Bones
Old: Convert all Shield/Armor to HP and recover 3% Max HP/s. (Effects on elite enemy are reduced by 80%)
New: Convert all Shield/Armor to HP and recover 3% Max HP/s. (Effects on elite enemies are reduced by 80%)

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Fragile Body
Old: 0.25% DMG taken for each 1% HP missing.
New: +0.25% DMG taken for every 1% HP missing.

Generosity
Old: Gain 2% lost HP per second, while enemies within 15m will gain 25% of the effect (Effects on elite enemy are reduced by 80%).
New: Gain 2% lost HP per second, while enemies within 15m will gain 25% of the effect (Effects on elite enemies are reduced by 80%).

Gold Medal
Old: Recover 3% Max Shield/Armor in each DMG inflicted on players (Effects on elite enemy are reduced by 80%).
New: Recover 3% Max Shield/Armor each time they hit a player (Effects on elite enemies are reduced by 80%).

Gourmet
Old: After being defeated, recover other monsters' 20% Max HP (Effects on elite enemy are reduced by 95%).
New: After being defeated, recover 20% of other monsters' Max HP (Effects on elite enemies are reduced by 95%).

Heavy Shield
Old: When hit by enemies, -10% Movement Speed for 10s. 25% chance to immune to all DMG.
New: When hit by players, -10% Movement Speed for 10s. 25% chance to be immune to any DMG taken.

Lightless Shield
Old: Gain 1 stacks of Lightless Shield every 10s. Immune to DMG and control for 1s. You can only have up to 1 stack at any given time.
New: Gain 1 stack of Lightless Shield every 10s. Each stack negates DMG and control effects for 1s and is consumed afterwards. You can only have up to 1 stack at any given time.

Lightning Enthusiast
Old: Always in Lightning Effect, +50% DMG.
New: Always in Shock Effect, +50% DMG.

Long Shot
Old: Increase weapon DMG when hitting the palyer away from you. The further they are, the larger the bonus (up to 100%).
New: Increase DMG when hitting a player distant from them. The further they are, the larger the bonus (up to 100%).

Moldy Bun
Old: Initial HP is randomly generated between 50% to 90%.
New: Initial HP is randomly generated between 50% and 90%.

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Mutual Respect
Old: Grants +5% DMG and -3% DMG taken to monster itself for every [Mutual Respect] itself and the nearby monster(s) own.
New: Grants +5% DMG and -3% DMG taken for every [Mutual Respect] that itself and nearby monster(s) own.

No Discounts
Old: 20% chance to drop double amount of coppers.
New: 20% chance to drop double amount of copper.

Overwhelming Shield
Old: Shield recovery will not be stopped but -50% Recovery Speed. (Effects on elite enemy are reduced by 25%)
New: Shield recovery will not be stopped but -50% Recovery Speed (-75% for elite enemies).

Paranormality
Old: Monster's Shields/Armor doubled. Monsters without shields/armor gain a shield equal to twice their maximum health, and then their maximum health is set to 1.
New: Monster's Shield/Armor is doubled. Monsters without Shield/Armor gain a Shield equal to twice their Max HP, but their Max HP is set to 1.

Penetration Bullet
Old: +40% dealing DMG to players when their Shield/ Armor is above 0.
New: +40% DMG dealt to players when their Shield/Armor is above 0.

Phantom Skin
Old: Gain 1 stack of Phantom Skin every 15s. A stack is consumed whenever you take DMG, restoring 10% of your Shield/Armor (Effects on elite enemy are reduced by 80%). You can only have up to 3 stacks of Phantom Skin at any given time.
New: Gain 1 stack of Phantom Skin every 15s. A stack is consumed whenever they take DMG, restoring 10% of their Shield/Armor (Effects on elite enemies are reduced by 80%). They can only have up to 3 stacks of Phantom Skin at any given time.

Reinforced Eggshell
Old: -30% DMG taken when your Shield/Armor is not 0; +30% DMG taken when your Shield/Armor is 0.
New: -30% DMG taken when their Shield/Armor is not 0; +30% DMG taken when their Shield/Armor is 0.

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Resilient Life
Old: After taking DMG, restore 3% HP per second for 5s (Effects on elite enemy are reduced by 80%).
New: After taking DMG, restore 3% HP per second for 5s (Effects on elite enemies are reduced by 80%).

Resolute
Old: +50% Movement Speed and +25% DMG when your Shield/Armor is 0. Doubles the time a shield rests before recharging.
New: +50% Movement Speed and +25% DMG when their Shield/Armor is 0. Doubles the time a shield rests before recharging.

Safety Measures
Old: Dealing DMG within 0.5s upon a DMG taking, can restore 20% of the total HP (Health + Shield/Armor) lost from the damage taken.
New: After taking DMG, dealing DMG within 0.5s recovers 20% of total HP (HP + Shield/Armor) lost from DMG taken.

Sanguine Relic
Old: +3% Life Steal when dealing DMG, +50% Max HP. +50% DMG taken (Effects on elite enemy are reduced by 80%).
New: Recover 3% Max HP each time they hit a player (Effects on elite enemies are reduced by 80%). +50% Max HP. +50% DMG taken.

Shrine of Recovery
Old: Restore full HP when not taking DMG for 4s.
New: Recover full HP + Shield/Armor when not taking DMG for 4s.

Terminal Lucidity
Old: Every time player lose 20% total HP, all negative effects on monster itself will be cleared.
New: Every time a player loses 20% of total HP, all negative effects on the monster itself will be cleared.

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Hmm... maybe I should've organized them similar to how the game does it, rather than alphabetically.

Eh.

lament flame
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mmm for capacity overdraft and cautious shot (or anything similar), won't "X% Total HP True DMG" be better? /gen

uneven crown
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Maybe.

lament flame
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also, any "(HP + Shield/Armor)" can potentially be left out, no? pretty sure the players should be able to differentiate between Total HP and Total Max HP by now, right?

uneven crown
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No.

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The only thing in-game that tells people the difference is a loading screen tip.

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Personally it was a mistake to even switch to total HP and total max HP. Too conflicting with HP and max HP.

lament flame
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ah. i guess that's fair.

uneven crown
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Update: Fire Enthusiast change, as it is not based on total HP, and does not recover total HP either. It does nothing to Shields/Armor.

uneven crown
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Update: Sanguine Relic change. It does not appear to grant 3% Life Steal (as enemies do so little damage and have such high HP that it would be worthless).

Instead I think it recovers 3% HP per hit (even hits that deal 0 damage), if observations are any indication.

uneven crown
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(I'm also going to change Gold Medal as well. While I don't know for certain if it requires a hit or damage to work, I assume it works the same way.)

uneven crown
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Update: Overwhelming Shield change. Turns out they actually receive a further -25% to the -50% recovery speed, for a total of -75%.

The description now clarifies this.