Starting from Zero

Vol 22 Chapter 60: Scary hero mode

After reading the scope of the aura of the leader, the most important point is its attribute effect.

In fact, just listening to the name can guess what it is used for. The aura of the leader, as the name implies, is the halo skills used by the leader to lead the army.

The attribute effect of this skill is quite exaggerated, the first effect of which is mental defense. As long as the player is covered by the aura of the leader, its own magic magic resistance will increase by 20%, which means that the resistance to the effects of mental magic such as fear has greatly increased. However, I think this effect is mainly not for players, because compared to players, npc is a group of individuals most vulnerable to things like morale. Although the system has superimposed mental state effects such as morale on the player's attributes, in fact this superposition is still incomplete. Compared with npc, players are extremely brave in most cases. After all, they are not painful and will not die, which is a lot less worry than npc. If the actual army has this ability, it can be resurrected in the barracks after the battle, and there is no loss other than deducting a little salary. I estimate that such an army would be enough to sweep the world even without the air force and navy. Already. After all, the reality of a combat force that is not afraid of death is too scary.

Because of the player's fear of death, this effect that has a relatively large spiritual impact on the player is not very significant, but npc is very obviously affected by this magic. In addition to the npc gaining 20% ​​resistance to mental magic like players, this effect has additional hard effect settings for npc. First, all NPCs are shrouded in a halo of leaders. It will never collapse, even if the battle loss ratio is as high as 99%. The remaining 1% will also keep the front going forward. Second, all NPC troops covered by the aura of the leader will not be affected by effects such as deception and false military orders, and can always be under the leadership of the commander in chief. Third, everything within the range covered by the chief halo. The enemy's npc units will have different levels of psychological effects. There is a 5% chance that the opponent's npc unit will be rebelled, a 15% chance will cause the opponent's npc unit to be war-resistant, and a 25% chance will cause the opponent's npc unit to fall back.

Don't underestimate this data. Although the main output in large-scale guild battles is still on the players, in fact, most npc troops played in guild battles are more than players. Therefore, the influence of my leader's halo on enemy forces is absolutely scary. Not only can it greatly affect our morale, but more importantly, they will interfere with the other party ’s npc in performing tasks.

Although the probability of those three cases is not high. And because there must be a cross between each other, in fact, the total number of npcs affected by the other party will definitely not be the superposition of the three data, that is, it is impossible to affect as much as 45%, and even 30% is an exaggeration. However, these 30% of the troops have problems. To control them, another 30% or more of the troops must intervene. In this way, more than 60% of the NPCs who are facing the opposition cannot enter the battle. Under such circumstances, the serious decline in the combat effectiveness of the opponent can be imagined.

but. None of these are the best.

In addition to the impact on morale, the chief halo mainly intervened in combat attributes. All our units within the area covered by the Boss Aura have their own attacks increased by 10%. Defense all increased by 10%, life recovery speed increased by 10%, and magic recovery speed increased by 15%. For all our units, the hit rate increased by 3%, the skill failure rate decreased by 1%, and the chance of lucky attacks such as crit and double strike increased by 5%.

This series of influences is the main function of the leader aura. And it's very scary feature. Although it seems that many attributes are only up 10%, you need to know that this is an increase of 10% on the original basis. If there were two groups of people fighting, the number of people and the fighting power would have been evenly matched. Now all the people on one side would suddenly increase their strength by 10%. Needless to say, what would happen to the result of the battle? Now, the addition of the boss aura is not an attribute, but the attack, defense, and life and magic recovery speeds have all increased. Among them, the magic recovery speed has increased by 15%. This acceleration means that our magician attacks It will become more frequent and more dare to use large skills. This virtually adds a lot of attack power.

In fact, in addition to the above functions, the leader halo also has a more special function is a special setting called combat mode.

Unlike the ordinary halo, the chief halo seems to be the combined ability of multiple halo, and there are as many as three basic forms alone.

When the Boss Aura starts, my initiator can freely switch the mode of the Boss Aura, and can also switch at will during the halo's effective process. These three modes are set for different tactical situations: offensive mode, defensive mode, and strike mode. The strike mode and the attack mode are not one mode, but two different modes.

When the halo is in offensive mode, all our personnel will not consume endurance when moving towards the enemy, and the movement speed will increase by 10%. As long as our personnel are in the charge state, his defense will increase by 50%. And the first attack within thirty seconds after the end of the charge state will cause double damage.

This attribute is quite scary. In the charge, the defense is increased by 50%, which means that if the opponent covers our attacking personnel with firepower, as long as our personnel rushes forward against the opponent, it will automatically increase the defense by 50%. In this state, The damage the opponent can cause is never too high.

Of course, the charge state mentioned here is not the charge skill of the knight, but the player is moving towards an enemy target. As long as you are in the process of preparing to attack the enemy, you are judged to be in the charge state. At this time, the defense force will increase by 50%, and the first attack after this state is over will cause double damage. This is an incredible property. The first attack after the end of the charge is naturally the one you attacked the target of the charge, because when you attack the opponent, it is equivalent to the end of the charge, and then the next target is judged to be the second charge.

If you follow this setup. Well, many of our first-line captain players have all become spiky opponents, because these players are the captains of the first-line stormtroopers. That is naturally relatively strong, and their original attacks can cause serious damage to ordinary players. Now if they do double damage again, that basically means that most enemies can be killed in one second.

It must be known that the distribution of the system's attack power on players is very strict, and it is controlled through various controls. The system can stably guarantee that a large group of players will not have too many opponents in the battle, but if some of us can do double damage, this number will definitely increase significantly, which will definitely make the vanguards The attack power becomes extremely terrible.

It can be seen from this offensive mode that none of the three modes is too weak, and indeed it is.

The effect of defensive mode is similar to that of offensive mode. When I set the leader aura in this mode. Our player can get double defense as long as he stops moving and poses defensively. In addition, in this mode, when the opponent attacks our personnel, a 5% damage rebound will occur. This attribute is not very significant in one-on-one battles, but it is very terrible in group battles. Especially, this effect is simply a nightmare for the mage. Because the mage has less blood and high attack power, once they use range magic. The damage value is often dozens of times his own blood volume. If this bounces back by 5%, he will give himself a second if he doesn't get it. How many mage dares dare to use group attack under such circumstances? This mage does not dare to use group attacks, so the attack formation can only count on the soldiers to rush forward in front, but without the assistance of the mage, how effective can the soldiers alone be? so. Once this defense mode is activated, as long as our personnel form a line of defense, the opponent does not have the power to break through our defense line.

The double defense itself is very scary, and it also rebounds and hurts. This is simply not to let the attacker live!

Apart from the offensive and defensive modes, the only remaining one is the strike mode.

The strike mode is actually not a complete mode. It is mainly suitable for use in melee because it has no defense and no rhythmic decision. For example, both the attack mode and the defense mode have a judgment, that is, you must be in the charge or defense state to get the attribute bonus provided by the mode effect. However, there is no decision on the strike mode. As long as I set the strike mode, all our personnel covered by the aura of the leader can enjoy the attribute assistance of this mode.

This strike mode does not increase defense, nor does it add any damage to the rebound. As you can tell from the name, it adds attack power.

When the strike mode is activated, all our personnel covered by the leader's halo will receive a 5% additional attack bonus, and if the attack is not broken, the mandatory blood loss will be changed from 1 point to 5 points. Don't underestimate this number change. Christina's signature skill, "Rainbow Jet", uses a forced blood deduction to create a super attack effect.

When Christina used the rainbow spray, it looked like a rainbow, but it was an illusion. Christina actually launched hundreds of thousands of magic missiles per second, and it was a hybrid missile of all other types. Because these magic missiles are connected end to end, many of them overlap, so it looks exactly like a rainbow, but it is impossible to see that this is actually a large missile rainstorm consisting of hundreds of thousands of magic missiles.

When the enemy is attacked, because each magic missile's lethality is not enough to break the defense, it can only force a little blood. However, because Kristina can fire hundreds of thousands of magic missiles per second, so even if each magic missile will only deduct a little blood, Kristina can actually cause the enemy to lose hundreds of thousands in a second. HP. This is the terrible thing of Christina, because the defense is meaningless in front of her. Her magic missile is not broken, so whether you have a thousand defenses or ten million defenses, as long as your health is not astronomical, you must avoid Christina.

Now, because of this strike mode, it is estimated that when Christina and I are dispatched together, it will definitely be more terrible, because every magic missile that could only cause one point of damage has turned into five points of damage, that is to say The speed of blood loss has increased four times, which is more scary than 5 times the attack power!

If calculated based on this data. Christina's damage limit per second is about 1.5 million to 2 million, which is almost half of the damage caused by the God of Guns. but. Although the single-shot killing power of Gunslinger sniper mode is more than double the killing power of Christina in one second, the problem is that the interval between the two attacks of Gunslinger is several seconds, and Christina's rainbow spray is a continuous spell that can be sprayed for a few minutes without stopping after being activated. Comparing the two, Christina's attack power is really terrible. It used to be said that washing the floor with magic. Now we know what it means to wash the floor.

After reading the attribute effects of this strike mode, the effects of this leader aura are all finished. Although the content is not too much, everything is a key attribute and the effect is amazing. In addition, this is still a skill that can be started without limit. In total, this skill is definitely a magic skill.

In addition to the "Steel Will" and "Boss Aura" of the three buffs, the last one is "Hero Mode".

In fact, the three buff-type skills this time can probably figure out the usefulness just by listening to the name. The chief halo is used to lead the large army. And this hero mode is naturally set for players.

The attribute effect of hero mode has no coverage, it only targets me. And it is completely different from the previous aura of the leader, this skill can not be open all the time. Of course, it shouldn't be possible to keep driving all the time, otherwise you can really turn the whole world alone. Because this skill effect is not so much hero mode, I think it looks more like Superman mode.

There are a lot of restrictions on the start of the hero mode. One of them is to automatically send a confirmation request to the surrounding units that can see my own unit after startup. This mode can only be activated when the number of confirmation passes reaches 10,000.

This effect sounds complicated, but it is actually very simple. Frankly speaking. Just like that kind of draft show, if I want to perform here, I have to ask the audience if they agree. The audience here is our staff. As long as I confirm that the hero mode is activated, all of us who can see me will get a reminder. If this player chooses to confirm and let me activate the hero mode, it will be regarded as a valid entry, and until it reaches 10,000 valid entries At this time, the hero mode on my side can be activated.

Restricted by this property. That is to say, I definitely can't activate this skill in a narrow area, because I can't let 10,000 people see me at the same time, and this requirement is the consent of 10,000 people, which is certainly impossible to achieve in a narrow battlefield. Only the large open area, and then I flew into the air, so that I can hope to let more than 10,000 of my own people see me at the same time. Of course, there is also a condition that 10,000 people must agree. However, I do n’t think it ’s a big problem, because if it ’s a large-scale battle, our personnel will definitely want me to be stronger, and naturally I wo n’t say no. To me.

In addition, there is a limit to this skill, that is, my own pets and summoned creatures are not included in this 10,000 people, so there is no way to cheat with the ghost worm like that leader aura, otherwise I will make up 10,000 The ghost worm is too simple.

In addition to starting the hero mode, 10,000 local personnel need to confirm and pass. There is also a limitation that I must ensure 10,000 magic value.

Compared with 10,000 people agree, 10,000 magic value is really nothing. I have a lot of my own magic reserves, and 10,000 words should not be a problem.

Finally, in addition to the above requirements, this hero mode has several limitations. First, the effective time of this skill is only 30 seconds. Like my absolute barrier, it is definitely an explosive skill. It will automatically close after 30 seconds, and it can be actively closed halfway, but the longest is 30 seconds. Second, this hero mode can only be used once a day, and the interval between two uses must not be less than eighteen hours. In other words, you can't use it once at 11:59 on the first day, and then after 30 seconds to the next day, you can go again immediately. Leave at least eighteen hours between uses.

Finally, the most annoying limitation is that the activation of this skill requires my opponent to reach a level of at least two thousand levels, and the comprehensive combat effectiveness index cannot be lower than 90% of my overall combat effectiveness.

This value is quite daddy, because if you follow this number, the only people I can think of that meet the requirements are only those in the top 20 of the combat list. But the problem is that half of the top 20 in the combat list are those of our guilds. This way. It seems that there are only a few people who can really serve as opponents. However, this is not absolute.

Although this last limitation of this skill is ridiculous, but it gave me a way to open the back door, which is to spend money.

If the enemy's combat power does not reach 90% of my, or I am not fighting a specific enemy at all. It is a person facing a large group of low- and middle-level enemies, or if I am confronting nature or non-life, in this case naturally does not meet the needs of hero mode activation. But the system allows me to use hero mode in this case, without even the consent of the 10,000 people.

This special method of starting the back door is to lower the pneumatic threshold with money.

If the target strength I need to fight does not reach more than 90% of my combat effectiveness, then for every 1 point of the opponent ’s combat effectiveness, I need to use a copper plate. It doesn't sound too exaggerated, one point at a time. Moreover, the copper plate is not a crystal coin. But have you ever thought about it. What is my combat effectiveness? That's over a billion!

90% of my combat power is still more than 100 million, but it is just in its early days. So, according to this requirement, I ca n’t start the hero mode for anyone with less than 100 million combat power.

At this time, if I need to activate the hero mode, then the opponent's insufficient combat power will require me to pay for compensation. Take the kid on Nobunaga's hand as an example, his combat power is about 75 million. This data is not very accurate, because I have not seen his properties panel, but it can be estimated roughly.

His combat effectiveness is actually only a little over half of mine. The gap from the 100 million minimum limit is more than 25 million points. In this way, if I want to use the hero mode in the battle with the ghost hand Nobunaga, I need to buy it for 25 million combat power points. These 25 million points are 25 million copper coins on a one-to-one basis, which is 25 thousand crystal coins.

Twenty-five thousand crystal coins don't sound too scary, although there are a lot of them. But it's really not much in terms of how rich our Frost Rose League is. We have built more than 200 million battleships, and of course we do not care about 25,000.

However, it has been there since more than 200 million warships were built. Not to mention the benefits this warship has earned for us in the process of use, even if the warship is retired, whether we sell it or disassemble it for recycling, we can get a certain return on resources. In other words, more than 200 million are not only resources for sustainable development, but also can recover part of the cost. Basically, 200 million are spent, and more than 200 million are obtained. Therefore, we don't care to spend more than 200 million crystal coins to build a battleship.

On the other hand, starting a skill with 25,000 crystal coins is completely a daddy. Although the results of the battle can sometimes have a great impact, I can't just throw in 25,000 crystal coins for a battle. This is still fighting the ghost hand Nobunaga. Although the kid on Nobunaga's hand is actually not very strong, at least he is considered a personal character. If I encounter lower-level or non-human battles, such as encountering natural disasters, I will throw in more than 100,000 crystal coins at one time. This is definitely an expense I cannot afford.

Considering this consumption, when this skill can really come in handy, it may be the time of the Divine Warfare, and when the other kind of large national warfare encounters, the Protoss unit appears. In this case, it can be used, but it is really only used, after all, is it 30 seconds?

Although there are many restrictions, and only 30 seconds. It's a little bit special, but as long as you see the attribute effect of this hero mode, I believe most people will not mind its limitations.

The real attribute effect of the hero mode is actually only four, and they are all very short, but the actual effect is totally a powerful mess, especially when I use this hero mode.

First of all, the first effect of hero mode is-invincible. That's right, it's invincible. Thirty seconds absolutely invincible mode, no matter any attack, even the direct attack of strategic magic or the self-destructive power of the Protoss, if you say invincible, you will be invincible. Regardless of your attack, you will all stand by the side for 30 seconds, it will not work .

Of course, although this invincible is overbearing, but it is only thirty seconds after all, so it is not an unacceptable thing. But speaking, the invincibility of this hero mode is a little different from that of my absolute barrier.

After the absolute barrier is activated, a sphere barrier can be generated. In addition to protecting me, you can also protect two or three people around you. If it is really crowded, four or five are actually stuffed in. However, this absolute barrier is like adding an invincible shell around me, and the shell itself and I can still move. If the enemy blew by my side, although the absolute barrier would not be penetrated, we would be blown out and far away, but we would not be injured, because the absolute barrier can be shielded together with kinetic energy. In fact, after the absolute barrier is activated, whether the ball rolls or moves outside, I can't feel it inside. It's as if there is another space inside the absolute barrier, the connection with this world is cut off. Movement in this world is meaningless to me inside the barrier, so there is no problem of kinetic energy damage.

However, Hero Mode is not the same as Absolute Barrier. It really puts me in invincible mode in this main world. Not only will I not be harmed, but it will also generate a great stability. To put it simply, it is as if my body has become a mass with a large mass. To move it, I need more power than before, but this mass does not produce the corresponding inertia, and I move myself. The time is completely imperceptible.

This strange setup looks useless, but it is very useful, because having this setup means that it is difficult for me to be defeated by the enemy in the battle. After all, to the enemy I am like a thing that weighs hundreds of tons. It's not easy to throw me out.

This invincibility is the first effect, and the latter second effect is-will move.

The so-called will to move means that my agile settings such as movement speed and attack are no longer affected by the original agile attributes ~ www.wuxiaspot.com ~ but are completely determined by my will. To put it simply, as long as I imagine that I rushed to the moon from the ground, I would really rush up. Ignore all the physical laws of resistance, inertia, friction, and not just teleport, but actually move past.

Of course, in fact, it is impossible for the mind to achieve that specific imagination. In most cases, it is to imagine that I rushed from one point on the battlefield to another, but because I am a dragon, my thinking ability is different from that of humans. The brain is thinking too fast, so I can actually play faster moving speeds for normal players. If it really allows me to let go of my mind on the battlefield and use this mode of movement, I think I can theoretically make a knife for everyone on the battlefield within a second. Of course, the premise is that the number of people on the battlefield cannot exceed one thousand.

With this moving speed, coupled with my invincible mode, it means that I can basically supply any target without fear, even if the opponent has nothing to protect with the flame guard, anyway, I am invincible Yes, and the speed is so fast that the other party has no time to respond. This is exactly the combined ability of Flash and Superman!

But that's not all, because Hero mode has two more effects.

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