The sixty-third strange BUFF
The second attribute in this sculpture is simpler than the first one, but the content of this attribute is a little strange.
The content of this second attribute is actually called: Unexpected joy.
Just looking at the name of this attribute, many people may not guess the specific content of this attribute. In fact, when we see the specific content of this attribute, we do find that this attribute is somewhat different from our original idea.
The content of the BUFF of the unexpected BUFF is not used for combat, but a regular type attribute. Its main function is to change the player's lucky value.
We all know that luck is illusory and seems to be unchanged, but that is in the real world. All the laws and operating rules in the game world are controlled by the game system. Therefore, although the lucky value cannot always put you in a super lucky state, it can actually affect many states of the player.
Let me give you a simple example. In battle, the player's attack power is not a constant, but a range variable. Just check your own attributes and you can find that the attack power column contains how much to how much, and these two numbers represent the minimum attack and maximum attack that the player can output when he does not use skills. However, every time the player actually hits the enemy, the actual output of course cannot be a variable, because once you attack the enemy, the specific damage caused by this strike will definitely be a specific number, so it is in turn proved that the player's attack power is also a fixed system when it is output instantly, but this fixed value changes every time. The two values in the attribute bar are used to limit the range of the variable.
Based on these situations, we can conclude that the player's actual attack output should fluctuate between the maximum and minimum attack power value, and this specific number is completely random. If in reality, random numbers are a probability issue about luck, but in the game, this probability can actually be affected. At least a person with a high lucky value will have a closer attack output every time, and even a maximum value is often seen. Reproduction. If the lucky value is super low, or even when some curses turn into negative numbers, the player may even have the lowest output every time he attacks.
In fact, in addition to attacks, there are many other things that can affect in the game. For example, the quality of getting a prize when doing tasks, the chance of triggering mechanisms during tasks, and even whether you receive special treatment from NPCs in the city is related to the lucky value. It can be said that people with high luck value are indeed lucky in the game.
Because the range that lucky value can affect is very wide, this data is absolutely useful to everyone. However, the attribute brought by this BUFF sculpture this time is a bit strange.
This attribute called "Unexpected Joy" does not directly increase everyone's lucky value as imagined. If that's the case, I would definitely think this attribute is quite awesome. Because the attribute of the lucky value is different from the general attribute. In "Zero", the players' attributes are asked to set a basic attribute by yourself when they initially establish an account, and then, assuming that you don't have extra attributes, your future attributes will be your basic attribute multiplied by level. This calculation method is very simple and direct. But in fact, no player has no extra attributes at all.
When you play the game, you will get some extra attribute bonus from time to time. Even if your equipment is bad, you will add at least a little extra attribute after you set it up. In particular, some equipment will strengthen a certain attribute of the player according to percentages, which makes everyone's actual attribute points far more simple than the product of level and basic attributes.
However, there is one attribute on the player that is very absolute. That is the lucky value. The lucky value attribute is fixed when the character is initially established. After that, no matter how much level you upgrade, the data will not change. Moreover, additional additions to lucky values in the game are very rare. Unless you really have an affair with the lucky goddess, the probability of adding lucky attributes is basically equal to the probability of being killed when a alien flying saucer crashes.
It is precisely because the lucky value is so difficult to obtain. Everyone’s lucky value is not high. My basic luck was only 7 points, which is already considered a super high level of luck. Later, I got some auxiliary attributes that can increase luck, but my luck value has never reached a double digit number, which is less than ten points. Although I dare not say that I am the player with the highest lucky value in the whole game, at least I can say with certainty that my lucky value is at least the top ten.
Even the world's top players like me have less than ten points of luck. Most players' luck values are actually only between three and five points. It can be said that the three lucky values of three, four and five have already included more than 80% of the players in the world, and less than 20% of the players are lower or higher than this range. And most of these two% of the players are lucky value 2, while those players with less than 5% of the total number of players are lucky 1, 6, 7, 8, 9, 10 players. Moreover, about 4% of the remaining 5% may be lucky 6, and only less than 1% of the people can get data such as 1, 7, 8, 9, 10. However, to be honest, I am not sure if there are really lucky 10 players.
In general, this lucky value is an extremely rare and very difficult to control attribute anyway. But on the other hand, as long as this attribute is added a little, it will be quite terrible data.
For attributes like power or agility, everyone's values are at least tens of thousands. It is normal for first-line players like me to have 30,000 or 40,000. Therefore, adding more than ten or twenty points of strength is not an exaggeration for everyone, because compared with the entire power value, the ratio of more than ten or twenty points is too small. However, the lucky value is different. Everyone's luck is only single digits, and even if this BUFF sculpture only adds a little luck, it is an additional ratio of more than ten percent, which is definitely a huge change.
However, the key issue is that this unexpected surprise does not directly add a little lucky value to everyone, but uses the method of randomly increasing the lucky value to provide bonuses to everyone.
This random does not mean giving a random number to each player. If that is true, then I would probably be more scary than adding a little luck directly. After all, as long as you give a random number, you must have at least a little. The lucky value does not have a decimal point, so it is everyone's turn to be at least a lucky value. Such data is definitely more scary than everyone's one.
The randomness given by this unexpected surprise this time is not that random for everyone, but random for time.
According to the information recorded in the attribute description, the method used by this attribute is to randomly increase the player's lucky value by one to three points in a irregular manner, and the maintenance time is not stable. It is possible that your luck will rise by three points in one breath. Then it will not change, or it may fall down again after a second or two. In short, it will give the player an uncertain increase of one to three points from one to three points in a irregular manner. This improvement is not persistent, but it will suddenly return to normal at any time.
This strange property change method is quite strange. I have never encountered any attribute addition in this way before. Because the data are random, I don’t know how much effect this can have. But one thing is clear. That is, this is at least a good thing, because occasionally you will be winning the prize and then the lucky value in the attribute increases. If you encounter this kind of thing, you can just have fun and you will definitely get a lot of benefits.
Although I am not sure how much benefits this attribute can add, since it is a good thing, I will no longer care about it.
There are two remaining attributes, so I started to look down again.
The third attribute of the BUFF sculpture is even more strange than the second attribute in the previous one. The name of this attribute is actually called: True Love Invincible.
To be honest, most of us were stunned when we suddenly saw such a property because we really didn't know how to understand this property. However, after reading the explanation, we understood the role of this and the property.
In fact, compared with the previous attributes, although the effect data of this attribute is scary, the actual effect is actually very weak.
Why do you say that? The answer is very simple. Because this attribute is used on couples after marriage.
There are not many players who get married in "Zero". After all, this game is logged in with an ID card, so if you are married in reality, you can complete the marriage ceremony by just doing a simple task in the game. Even if you are not married in reality, as long as the intimacy with others is increased to a certain value in the game, both parties apply together, and then complete a relatively simple task to get married. Moreover, if both parties have prepared enough documents and information and do not violate the laws of the country where both parties are located, you can even go through the real marriage registration procedures directly in the game.
This simple, interesting and very convenient setting determines that there are actually quite a lot of players who get married in the game. After all, there are very few people who never get married in life, right? Besides, there is another advantage in the game, that is, it is easier than in reality. As long as you are not married in reality, in the game, as long as both parties meet the standards of intimacy and both parties agree voluntarily. You can get married at will, no matter you are two men, two women or cross-race. It is even said that players get married to NPCs. Anyway, the game is a matter of getting married.
There are no unnecessary restrictions on this aspect. As long as both parties agree, the intimacy meets the standards, and both parties are not married, they can get married directly. Moreover, as long as a more complex special task is completed, a special marriage can also be made. This marriage does not refer to the same-sex marriage or marriage with other species, but refers to the marriage of multiple people. This marriage model is a cross-mix of one man and several women, or even multiple men and multiple women. Except for the total number of people cannot exceed ten, it can almost be said that there is no limit.
Thanks to such a free marriage model, the marriage rate in the game is actually higher than in reality. With such a ratio, this attribute can be of great effect for students. However, it is not the case at all.
Although there are many couples among players, the problem is that it is difficult for both couples to ensure that they often act together during battles. The initial couples did often go out to go in and out, but the problem is that as the game progress changes, although the couples still act together during normal play, the problem is that when conducting national wars or guild wars, they must arrange troops and arrange formations. In this case, according to the player's profession characteristics, they will be assigned to different places. Simply put, you are a warrior and your wife is a priest. You must not stand together because you have to be in front, while your wife can only be in the back.
The attributes in this BUFF sculpture are actually attributes used in national wars, that is, they are specifically used for large-scale battles. Although they will take effect normally, the problem is that all domestic players are the same, and some people have them, so the BUFF sculptures are of little significance to domestic players. They will only be effective in combat against foreign players. However, most of the battles against foreign players are large battles, and there are few frictions between small teams. Even if there is friction between small teams, it is a matter between senior personnel, and it actually does not make much sense to ordinary players.
The reason why the attributes on this BUFF sculpture are strong is not how powerful it adds or how exaggerated the attribute values, but because of its vast coverage, which can enhance everyone's overall strength at the same time. This is the true essence of the BUFF sculpture. But this true love invincible attribute is almost useless in large-scale battles. Do you think it is a very useless attribute?
However, if you happen to meet a couple, it will be of great use.
The conditions for the effective use of this attribute are very simple, which is that it requires that the couple players who complete the marriage ceremony in the game, and the distance between the two parties cannot exceed one hundred meters. This requirement basically means that the couples are tied together, and they must always be with them in battle and cannot be separated.
As long as this distance requirement is met, both the couple players in the battle can get the attribute support of True Love Invincible, and the effects of this attribute are two in total. One is to provide a skill, the name of the skill is True Love Invincible, and the activation effect is the state of Invincible within ten seconds. It is almost the same attribute effect as the hero mode I got, but the time is a little short, but this skill limit is very small. First, it does not cost magic, and second, it can be used continuously. Except for one hour of cooldown, there is no other restriction at all.
Chapter completed!