Chapter 60 Terrible Hero Mode
After reading the scope of the leader's halo, the most important point is its attribute effect.
In fact, you can roughly guess what this skill is used by just listening to the name. The leader's halo, as the name suggests, is a halo skill used by the leader who leads the army to fight.
The attribute effect of this skill is quite exaggerated, the first effect is spiritual defense. As long as the player is covered by the leader's halo, his or her own spiritual magic resistance will increase by 20%, which means that the resistance to mental magic such as fear has increased significantly. However, I think this effect is mainly not aimed at players, because compared to players, NPC is the group of individuals most easily affected by morale and other things. Although the system has superimposed psychological state effects such as morale on the player's attributes, in fact,
This kind of superposition is still incomplete. Compared with NPCs, players are extremely brave in most cases. After all, they are not afraid of pain and will not die. They have many less worries than NPCs. If the real army also has this ability and can be resurrected in the barracks after death in battle, and there is no other loss except for a little salary, I guess such an army will not be able to sweep the world even if there is no air force and navy. After all, the performance of combat effectiveness of an army that is not afraid of death is really scary.
Because of the player's state of not fearing death, this effect with a greater impact on the spirit is actually not very meaningful to the player. On the contrary, the NPC is very obviously affected by this magic. In addition to the NPC's resistance to mental magic like the player, this effect has an additional hard effect setting for the NPC. First, any NPC under the aura of the leader will never collapse. Even if the battle loss ratio is as high as 99%, the remaining 1% will be
We will continue to keep our front and move forward bravely. Secondly, any NPC troops covered by the leader's halo will not be affected by the effects of bewitching or false military orders, and can always be under the leadership of the commander-in-chief. Thirdly, any enemy NPC troops will have different degrees of psychological impact within the range covered by the leader's halo. There is a 5% chance that the opponent's NPC units will be rebelled, a 15% chance that the opponent's NPC units will be war-weary, and a 25% chance that the opponent's NPC units will retreat.
Don’t underestimate this data. Although the main output in large-scale guild battles is still on the players, in fact, there are more NPC troops appearing in most guild battles than players. Therefore, the influence of my leader halo on enemy troops is absolutely scary. It can not only greatly affect our morale, but more importantly, it will interfere with the opponent’s NPC’s execution of tasks.
Although the probability of those three situations is not high, and because there must be crossing between each other, the total number of NPCs affected by the opponent in the end will definitely not be the superposition of three data, which means it is impossible to affect 45% of them. It is an exaggeration to have 30%. However, if there is a problem with these 30% of the troops, to control them, another 30% or even more troops will need to intervene. In this way, more than 60% of the NPCs on the opponent will not be able to enter the battle. In this case, the serious decline of the opponent's combat power can be imagined.
However, these are not the most powerful ones.
In addition to the influence on morale, the leader halo mainly intervenes in combat attributes. All our units in the area covered by the leader halo have their own attacks increased by 10%. All defenses have increased by 10%, the health recovery speed has increased by 10%, and the magic recovery speed has increased by 15%. All our units have a hit rate of 3%, skill failure rate has decreased by 1%, and the probability of lucky attacks such as critical and double strikes has increased by 5%.
This series of influences is the main function of the leader's halo, and it is a very terrifying function. Although it seems that many attributes have only increased by 10%, you should know that this is an increase of 10% on the original basis. If two groups of people fight, the number of people and combat power are equally matched. Now everyone on one side suddenly has increased by 10%. It goes without saying what the battle will be like? Now, the addition of the leader's halo is not an attribute, but an attack, defense, and even the recovery speed of life and magic has increased. Among them, the recovery speed of the magic power is still increased by 15%. This acceleration effect means that our magician attacks more frequently and is more daring to use large skills. This invisibly increases a lot of attack power.
In fact, in addition to the above functions, the Chief Halo has another special function, which is a special setting called combat mode.
It is different from ordinary halos. The leader halo seems to be the combined ability of multiple halos, and there are as many as three basic forms alone.
When the leader halo is activated, I, as the initiator, can switch the boss halo mode at will, and can also switch at will during the halo effect. These three modes are set for different tactical situations: offensive mode, defensive mode and strike mode. Among them, strike mode and attack mode are not one mode, but two different modes.
When the halo is in offensive mode, all our personnel will not consume stamina when advancing towards the enemy, and their movement speed will increase by 10%. As long as our personnel are in charge, their defense will increase by 50%, and the first attack within thirty seconds after the charge state will cause double damage 100%.
This attribute is quite scary. The defense in the charge is increased by 50%, that is, if the opponent covers our offensive personnel, as long as our personnel rush forward towards the opponent, it will automatically increase the defense by 50%. In this state, the damage that the opponent can cause will definitely not be too high.
Of course, the charge state mentioned here does not refer to the knight's charge skill, but refers to the player being advanced towards an enemy target. As long as you are preparing to attack the enemy, it is equivalent to being judged as a charge state, and your defense will increase by 50%, and the first attack after the end of this state will cause double damage. This is an amazing attribute. The first attack after the end of the charge is naturally the attack when you attack the charge target, because when you attack the opponent, the charge is equivalent to the end, and then attacking the next target will be judged as the second charge.
If we follow this setting, then many of our first-team captain players will become those who can instantly kill opponents, because since these players are the captains of the first-line stormtroopers, they are naturally relatively strong, and their original attacks can cause serious damage to ordinary players. If there is another double damage, it basically means that most enemies can be killed in one stroke.
You should know that the system controls the attack power distribution of players very rigorously. Through various regulation, the system can stably ensure that there will not be too many people who can instantly intervene in a large group of players during battles. However, if some of us can deal double damage, the number will inevitably increase significantly, which will definitely make the attack power of the vanguard troops extremely terrifying.
From this offensive mode, we can see that none of the three modes are too weak. In fact, this is indeed the case.
The effect of the defense mode and the offensive mode is similar. When I set the leader's halo in this mode, our players can get double defense as long as they stop moving and pose a defensive posture. In addition, in this mode, when the opponent attacks our personnel, a 5% damage rebound will occur. This attribute is actually not very meaningful in single-to-single battles, but it is very fatal in group battles. In particular, this effect is simply a nightmare for the mage, because the mage himself has little blood and high attack power.
Once we use range magic, the damage caused is often dozens of times our health. If we rebound by 5%, we might give ourselves a second. Do you think there are several mages who dare to use group attacks in this situation? This mage does not dare to use group attacks, so the attack formation can only expect the warrior to rush forward. Without the support of a mage, how effective can the warriors have? Therefore, once this defense mode is activated, as long as our personnel form a formation to defend. The opponent does not have several times the strength, he will not be able to break through our defense line.
Double defense itself is scary and it also rebounds damage. This is simply not allowing the attacker to survive!
Apart from offensive mode and defense mode, there is one left to attack mode.
The attack mode is actually not a complete mode. It is mainly suitable for use in melee because it does not add defense and does not have any rhythm judgment. For example, the attack mode and the defense mode have a judgment, that is, you must be in a charge or defense state to get the attribute bonus provided by the mode effect. However, the attack mode has no judgment. As long as I set the attack mode, all our personnel covered by the leader's halo can enjoy the attribute assistance of this mode.
This attack mode does not increase defense. It does not add any damage rebound. It can be heard from the name that it increases attack power.
When the strike mode is activated, all of our people covered by the leader's halo will receive an additional attack bonus of 5%. If the attack does not break the defense, the forced blood deduction will change from 1 point to 5 points. Don't underestimate this number change. Christina's signature skill "Rainbow Spray" uses forced blood deduction to create a super attack effect.
When Christina used the rainbow to spray, it seemed like a rainbow was launched. In fact, it was an illusion. Christina actually launched hundreds of thousands of magic missiles per second, and all other mixed missiles. Because these magic missiles were connected at the end and end, many of them overlapped, so they looked like a rainbow, and it was impossible to see that this was actually a large rainbow composed of hundreds of thousands of magic missiles.
When the enemy is attacked, because the lethality generated by each magic missile is not enough to break the defense, he can only force a little blood. However, because Christina can fire hundreds of thousands of magic missiles per second, even if each magic missile only reduces a little blood, Christina can actually cause the enemy to lose hundreds of thousands of blood in one second. This is the terrible thing about Christina, because defense is meaningless in front of her. Her magic missile is not as good as not breaking defense, so whether you are one thousand defenses or ten million defenses. As long as your health is not astronomical, you have to avoid Christina.
Now, because of this attack mode, it is estimated that Christina and I will definitely be even more terrifying when they are dispatched together in the future, because each magic missile that can only cause a little damage has become five points of damage at a time, which means that the blood loss speed has increased by four times, which is even more scary than the 5 times attack power!
If calculated based on this data, the damage limit that Christina can generate per second is about 1.5 million to 2 million, which is almost half of the damage value caused by the Gun God. However, although the single shot lethality generated by the Gun God is more than twice as high as that produced by Christina in one second, the problem is that the interval between the Gun God's two attacks is several seconds, and Christina's rainbow jet is a continuous spell. After activation, you can spray it for a few minutes without stopping. The two are compared. Christina's attack power is really terrible. In the past, he used to say that he used magic to wash the floor, but now we know what magic to wash the floor.
After reading the attribute effects of this strike mode, the effects of the leader halo have been read. Although there are not too many contents, each one is a key attribute and the effect is amazing. In addition, this is still a skill that can be activated without restrictions. In general, this skill can definitely be regarded as a magical skill.
Among the three BUFFs, except for the "Iron Will" and "Chief Halo", the last one left is "Hero Mode".
In fact, the three BUFF-type skills this time can roughly understand the use of just listening to the names. The leader's halo is used to lead the army to fight. And this hero mode is naturally set for the players themselves.
The attribute effect of the hero mode has no coverage. It is only for me. And it is completely different from the leader's halo in front. This skill cannot be opened all the time, and of course it should not be opened all the time, otherwise it would really be able to beat the whole world by one person. Because, the effect of this skill is not so much a hero mode, I think it is more like Superman mode.
There are many restrictions on starting the hero mode. One of them is that after starting, it will automatically send a confirmation request to my own unit that can see me around. This mode can only be started when the number of confirmed passes reaches 10,000.
This effect sounds complicated, but it is actually very simple. To put it bluntly, just like a talent show, if I want to perform here, I have to ask the audience whether I agree. The audience here is our staff. As long as I confirm the activation of the hero mode, all those who can see me here will receive a prompt. If this player chooses to confirm that I can start the hero mode, it is considered an effective entry, and the hero mode on my side can not be activated until 10,000 effective entry is reached.
According to this attribute limitation, I definitely cannot activate this skill in a narrow area because I cannot let 10,000 people see me at the same time. Moreover, this requirement is the consent of ten thousand people on our side, which is definitely impossible to achieve on a narrow battlefield. Only in that large open land, and then I fly into the air, can I hope to let more than 10,000 people see me at the same time. Of course, there is another condition that 10,000 people must agree. But I think this problem is not a big problem, because if it is a large battle, our team members will definitely hope that I can be stronger. Naturally, no, so confirmation is not a problem. The key is that the number of people must be enough, and they must also see me.
In addition, there is a limitation on this skill, that is, my own magic pet and summoned creature are not included in this ten thousand people, so there is no way to cheat with ghost insects like the leader's halo. Otherwise, it would be too easy for me to collect ten thousand ghost insects.
In addition to requiring 10,000 people to confirm and pass the hero mode, there is another limitation that I have to ensure 10,000 magic value.
Compared to one thousand people agreeing, 10,000 magic value is nothing. I have a lot of magic reserves, and 10,000 should not be a problem.
Finally, in addition to the above requirements, this hero mode has several restrictions. First, the effective time of this skill is only thirty seconds, just like my absolute barrier, it is definitely a burst skill. It will automatically close after thirty seconds and can be turned off actively in the middle, but the longest is thirty 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 cannot use it once at 11:59 midnight on the first day, and then proceed again immediately after thirty seconds to the next day. At least eighteen hours apart between the two uses.
Finally, and the most annoying limitation is that the activation of this skill requires my opponent to reach at least level 2,000 or above, and the comprehensive combat effectiveness index cannot be lower than 90% of my comprehensive combat effectiveness.
This number is quite a scam, because if I follow this number, the only people who meet the requirements that I can think of are those in the top 20 on the combat power list. But the problem is that half of the top 20 on the combat power list are from our guild. In this way, there are only a few people who can really be opponents. However, this is not absolute.
Although the last limit of this skill is very fucking, it gave me a way to open the back door, which is to spend money.
If the enemy's combat power is not as good as mine. Or I am not fighting a specific enemy at all, but facing a large group of middle and low-level enemies alone, or I am fighting against nature or non-life, in this case, naturally, in the need of starting a hero mode. However, the system allows me to use the hero mode in this case, and even those ten thousand people do not need to agree.
This special method of starting the backdoor is to use money to lower the pneumatic threshold.
If the target I need to fight cannot reach more than 90% of my combat power, then every 1 point less of the opponent's combat power. I need to use a copper plate. It doesn't sound very exaggerated, one by one, and it's a copper plate, not a crystal coin. But have you ever thought about how much combat power is? That's over 100 million!
90% of my combat power is still more than 100 million, but it is just like I just made a comeback. So, according to this requirement, anyone with less than 100 million combat power will not be able to activate the hero mode.
If I need to start the hero mode at this time, I will have to pay for the opponent's lack of combat power. Take Nobunaga Ghost Shou as an example. His combat power is about 75 million, and this data is not very accurate, because I have never seen his attribute panel, but I can roughly estimate it.
His combat power is actually just over half of mine. The difference between the minimum limit of 100 million is more than 25 million points. In this way, if I want to use the hero mode in the battle with Nobunaga Ghost, I need to buy it with 25 million combat power points. This 25 million point is 1 to 1, even if it is 25 million copper coins, that is, 25,000 crystal coins.
The 25,000 crystal coins do not sound too scary, although there are quite a lot, but it is really nothing in terms of the wealth of our Frost Rose Alliance. We have built more than 200 million warships, and of course we won’t care about 25,000.
However, after more than 200 million warships were built, it was there. Not to mention the benefits that this warship earned for us during use, even if the warship was retired, whether we sold or dismantled or recycled, we could get a certain return on resources. In other words, these more than 200 million are not only sustainable resources, but also can recover part of the cost in the end, basically spending 200 million. The amount obtained is much more than 200 million. Therefore, we don’t care about spending more than 200 million crystal coins to build a warship.
On the other hand, using 25,000 crystal coins to activate a skill is a complete deception. Although the result of the battle can sometimes have a great impact, it is impossible for me to throw 25,000 crystal coins into it for a battle. This is still a battle with Nobunaga Ghostou. Although Nobunaga Ghostou is not very strong, at least he is a character. If you encounter lower-level or non-human battles, such as natural disasters, I will throw more than 100,000 crystal coins into it at a time. This is definitely a consumption that I can't afford.
Considering this consumption, when this skill is really useful, it may be during a magical war, and when encountering a large national war, the opponent will have a magical unit. In this case, it can be used, but it can be used only, after all, is it only thirty seconds?
Although there are so many restrictions and only thirty seconds, it is indeed a bit of that. However, as long as you see the attribute effect of this hero mode, I believe most people will not mind its restrictions.
The real attribute effects of the hero mode are actually only four, and they are all very short, but the actual effect is completely powerful, especially if I use this hero mode.
First of all, the first effect of the hero mode is - invincible. Yes, it is invincible. The absolute invincible mode in thirty seconds is the same, no matter any attack, even the direct attack of strategic magic or the self-destruction of the powerful gods, it is the same. If you say invincible, you will be invincible. No matter what attack you attack, you will stand aside within thirty seconds and will not work at all.
Of course, although this invincible is domineering, it only has thirty seconds after all, so it is not unacceptable. But speaking of this hero mode is a bit different from my absolute barrier invincible mode.
After the Absolute Barrier is activated, a sphere barrier can be generated. In addition to protecting me, it can also protect two or three people around me. If it is really squeezed, four or five can actually be stuffed in. However, this Absolute Barrier is like adding an invincible shell next to me, and the shell itself can still move. If the enemy explodes by myself, although the Absolute Barrier will not be penetrated, we will be blown away far away, but we will not be injured, because the Absolute Barrier can even block kinetic energy. In fact, after the Absolute Barrier is activated, no matter whether the ball outside rolls or moves, I can't feel it inside. It's like there is another space inside the Absolute Barrier, and the connection with this world has been broken. The movement in this world is meaningless to me in the barrier, so there is no problem of kinetic energy damage.
However, the hero mode is different from the absolute barrier. It really puts me in the invincible mode in this main world. Not only will I not be hurt, but I will also produce a huge stability. To put it simply, it is like my body has become something of a very large mass. I need greater strength to move than before to do it, but this mass will not produce corresponding inertia, and I can't feel it at all when I move myself.
This strange setting looks useless, but it is actually very useful, because with this setting, it means it is difficult for me to be repelled by the enemy in battle. After all, I am like a few hundred tons to the enemy, and throwing me out is not an easy task.
This invincibility is the first effect, and the second effect behind it is the movement of will.
The so-called will movement means that my agility settings such as movement speed and attack are no longer affected by the original agility attributes, but are completely determined by my will. To put it simply, as long as I imagine that I will rush up from the ground and hit the moon, I will really rush up. Ignore all physical laws such as resistance, inertia, friction, etc., and not teleportation, but really move over.
Of course, in fact, it is impossible for the mind to achieve that kind of concrete imagination. In most cases, I imagine myself rushing from one point on the battlefield to another point. However, because I am a dragon clan, my thinking ability is different from that of humans, and my brain thinking speed is too fast, so I can actually play the faster movement speed of normal players. If I really let my mind go on the battlefield and use this movement mode, I think in theory, I can make up a knife to everyone on the battlefield within one second. Of course, the premise is that the number of people on the battlefield cannot exceed one thousand.
With this movement speed and combined with my invincible mode, it means that I can basically provide any target without fear. Even if the other party has flame protection, it is useless. Anyway, I am invincible, and the speed is so fast that the other party has no time to react. This is completely the ability of the Flash and Superman to combine!
However, this is not all, because there are two effects on Hero Mode.
Chapter completed!