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Chapter 59 The second BUFF

In fact, there are two functions of steel will, and its mode of action is similar to endurance, but the effect points of these two abilities are not endurance, but health and mental power.

Just like the system setting about some adverse reactions that occur after the endurance is reduced, referring to the reactions in reality, there are also some special settings for health and mental power in the game.

When a player's health decreases, it means that you have been attacked and the attack takes effect, otherwise you should not lose blood. In other words, the decrease in health decreases is equivalent to being injured. However, just like in reality, you cannot lose your ability to move because you are stabbed by a needle, right? So, the impact of injury on individuals is also related to the degree of injury.

In "Zero", three ways of influencing this aspect are used. The first is pain, which is very similar to reality. The injured area will hurt, and if the action is severe, it will cause wounds to be pulled. However, the impact of this item on the player is not certain, because players in the game can avoid suffering by adjusting the blood level of the game to the child state. In this mode, players will find that the battle scenes they see are somewhat different from the actual situation. The most important point is that there will be no residual limbs, blood, internal organs, and no description of the details of the corpse. In this mode, enemies or monsters will die.

Even the wound will not appear at all. What you can see is like the other party is asleep or the other party disappears. Anyway, there will be no bloody scenes. However, this mode will not only affect the scene you see, but also affect the player's physical feelings. In this mode, after being attacked, if the damage is lighter, it will only cause the feeling of being touched by someone with ice cubes. The feeling is a bit stimulating, but it is definitely not painful. If it is a severe injury, such as a fatal injury, it will feel like it has been electrocuted by static electricity. But it will also end in an instant, and then there will be no feeling.

In this child mode, it is equivalent to being immune to the physical punishment among the three punishments made by the system regarding the reduction of health. Because you don’t feel pain, you will naturally not be affected by the wound. However, don’t think that the system will let the player easily get confused. The system has clear regulations in this regard that the bloody mode level chosen by the player will be directly related to all your attributes, which is like a percentage. If you choose the child mode, then the value calculated by all your attributes must be multiplied by a score less than 100% in actual combat. According to the general conclusion obtained by some players in our guild, this percentage should be around 96%, which means that in this mode, even if you are the same as the other party’s attributes, your combat power will be about 4%.

Of course, there are higher-level modes above the children's mode. The most exaggerated one is the Purgatory mode. This mode is the highest level of blood level setting. The cruel level of the picture in this mode is even more exaggerated than in reality. Basically, the creatures killed are all covered with blood and blood, and most of the normal people will vomit when they see it for the first time. There are additional settings requirements for this mode in the game. In addition to being an adult, an agreement must be signed. Prove that you agree to use this mode, and the system will force you to complete at least ten hours of battle in the Blood Mode, which is one level lower than Purgatory Mode, and then you can adjust the setting mode to Purgatory.

In this purgatory mode, in addition to seeing bloody and cruel scenes at the limit level, players can also smell various smells from internal organs and blood. More importantly, in this mode, players will bear 80% of the pain feedback in reality. This pain feedback is actually quite serious. If it is not for the system itself that has a brain protection setting, some fatal injuries in this mode can even cause human brain death. Of course, because there is a protection mode, the system will cut off the signal when the stimulus reaches the safety cordon, ensuring that the brain will not directly close the system because someone is killed in the game.

After all, the human brain is actually similar to a computer in some aspects. When a person thinks he has died in hypnotic mode, his heart will really stop beating. This is a kind of death feedback from the brain to the body. Although this feedback is usually the body first, it can be reversed in some special circumstances, and virtual reality games actually have this effect. The reason why nothing happened before is that all virtual games were required to strictly implement a set of restrictions before they were launched. This measure is to set a limit standard that will not cause physical damage to ensure that there will be no death in playing games.

When a player sets his bloody mode in Purgatory mode, he will suffer more pain damage, but the system will give extra compensation in this mode. This compensation is to turn the percentage of combat power into a percentage greater than one. The actual test proves that the percentage of purgatory mode is about 103%. I usually use this mode because in this mode, you can better exert your own combat power, and there is also an additional combat power addition ratio. In addition, I have the ability to control pain signals, so I usually use this purgatory mode. Most advanced players use the bloody or purgatory mode. I have never heard of players who dare not use these two modes that have been included in the combat power list.

In addition to this pain penalty, there are two other ways of punishment: attribute punishment and disability punishment.

This attribute punishment includes many attributes, the most important of which is that the endurance value will drop rapidly. Each time the health value decreases, the endurance will be reduced in proportion. That is to say, the health value decreases by half, and the endurance will also decrease by half. After that, the punishment effect of insufficient endurance will be generated. In addition to this aspect, the decrease in health value will lead to the weakening of direct combat attributes such as strength and agility, especially strength. Injury will not be able to exert force. This is the basic concept.

As for the last type of disability punishment, this is mainly used to target specific parts of the damage. For example, if a warrior specializing in swordsmanship is cut off with his arms, his attack power will be instantly cleared. This should be easy to understand. How do you ask a person without hands to chop people with a sword? Do you hold his mouth in his mouth? Similarly, the movement power of a person whose legs are cut off will be cleared. Unless you have a mount to carry you to run, don’t think about agility and other attributes. After all, you can’t walk without legs. This is basic common sense.

The punishment for mental power reduction is similar to the reduction of vitality. It has different degrees of impact depending on the reduction ratio. However, the main effect is to slow down your reaction, dynamic vision loss, visual ghosting, and other phenomena. The most important impact will still affect the success rate of spell casting in the magic system. Therefore, this mental punishment is also very serious.

Another two benefits of this steel will be added are that it cancels half of the life and mental punishment. When I get injured, as long as my health does not drop below 15% of the total, there will be no negative impact. On the contrary, when my health is between 50% and 30%, my strength and agility will increase by 5%. In other words, when my health is between 50% and 30%, I will be even more powerful. Of course, even so, I will not take the initiative to enter this state. For the sake of the 5% extra bonus, I am not what I want!

Just like the previous endurance, there will be additional halo effects. There are also additional bonuses to friendly forces in terms of vitality and mental power. The bonus effect in terms of vitality is within 50 meters of the radius. After being injured, all friendly units will quickly recover 10% of the life name lost by the last attack within three seconds. This effect is actually basically similar to reducing damage by 10%, but there will be a three-second delay, so it cannot resist the attack that is enough to kill you with one blow.

In terms of mental power, the additional effect is still a radius of fifty meters, but the effect content is a stable mental power. That is, the success rate of all skills increases by 2%, and the resistance to attacks to mental and mental systems increases by 10%.

The entire steel will has these three effects, but in general, it should actually include six abilities, because the three effects are divided into a halo effect with a radius of fifty meters, which is equivalent to six attributes at first glance.

In addition to Steel Will, the other two BUFF attributes I obtained in this mission are called "Boss Halo" and "Hero Mode".

The leader halo is an active zero-consumed halo BUFF skill. This skill is active. In other words, I can decide to turn on or off this halo myself, but another premise is that I must have at least twenty friendly units beside me. Of course, this limit is basically not equal to me, because there are more than this number of light demon pets around me. If the number of people is not enough, even if you throw twenty ghost insects out, you can activate this halo. Anyway, as long as you are an individual on your side, and the number is enough for twenty.

As for the zero consumption mentioned in the attributes, this is easy to understand. To put it simply, it is blue-consuming. As long as the previous startup conditions exist, I will actively open this skill, and it can continue to maintain it without consuming any of my attributes. And even if I am no longer blue, it can continue to maintain it.

Some people may ask. If this skill does not consume blue and can be activated all the time, why should it be set as an active skill? Anyone with a normal brain will keep turning on this skill?

Yes, if you only look at the contents written on the attributes, it is indeed like this. However, this halo has a feature that is not written on the attributes, that is, once I activate this skill, a huge golden magic array with a range of ten meters will appear under my feet, and this golden magic array cannot be invisible. In other words, if I activate this skill, I must be in the clear place, because even if I hide it, such a large golden magic array will directly expose my location. Therefore, considering that the user may also need to take secret actions, a switch is set so that the player can decide to start or not to start it.

In fact, after the leader's halo will not only open a huge golden magic circle with a diameter of ten meters under my feet, but more importantly, any friendly unit covered by this magic will appear under his feet with a golden magic circle with the largest horizontal straight span of his body as the diameter. Fortunately, the players who are taken care of can decide whether to accept the coverage of the leader's halo. If you don't accept it yourself, the magic circle will not appear, and of course there will be no additional attribute effect. This setting is very humane. At least if there are spies who invade the enemy inside, it will not be exposed. Otherwise, if the leader's halo is activated on the Japanese battlefield, the golden halo will be lit up at the feet of Matsumoto Masaga and Azuki Sumika, and they will be troublesome. Isn't this clearly telling people that something ulterior motive between us?

Regarding this leader halo, the remaining two important indicators are coverage and actual increased attributes.

In terms of coverage, this leader halo is very different from general halo skills. Other halos are centered on the initiator and set a radius. As long as you and the initiator are on the same side and enter the effective radius, you will be taken care of by the halo. However, in addition to this setting, the leader halo has transmission.

The direct coverage radius of the leader's halo is 1,500 meters centered on me, which is a circular area with a diameter of three kilometers. And like ordinary halo skills, this circular area moves with my movement, not a fixed range.

In addition, the leader's halo has an additional transmission feature just like this, and the content of this transmission feature is like this. When a player is covered by my halo, he will produce a circular coverage area with a radius of 150 meters centered on him. This area can actually extend beyond my own radius of 1,500 meters. This transmission is sometimes more like contagion. Anyway, as long as one person has it, it can cover a group of people around, and then the covered people can continue to cover it down.

To give a simple example, suppose a person stands at a distance of 1,600 meters from me, theoretically he should not be covered, because the radius of my chief halo covers is only 1,500 meters, and it is still 100 meters away from him. However, if you pull a straight line between the two of us and then let the third person stand on this line within 1,500 meters of this fifty-meter-long section, within 1,500 meters of me, at this time the person located 1,600 meters away from me will be covered

It was covered because someone was covered within 1,500 meters of me, and at this time he created a coverage area of ​​150 meters. Because this person and the person who was 1,600 meters away from me were no more than 150 meters, the person who should not have been covered was now covered. Moreover, because this person was covered, a circular coverage area of ​​1,50 meters of radius would be created, which means that the coverage area was expanded again.

On the battlefield, the distance between each of our own combatants from their closest friendly units is actually unlikely to exceed fifty meters. In other words, in a large-scale melee, my halo is actually covered in all areas, and will basically be taken care of on this battlefield. Moreover, if a border battle occurs, my halo coverage may even extend hundreds of kilometers due to the length of the battle line. Of course, if we deliberately stand one person every 150 meters, it is not a problem to let the halo cover from the earth to the other end. I can even use my own ghost insects to transfer stations to provide halo coverage for those teams far away from the battlefield.
Chapter completed!
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