Starting From Zero

Chapter 59 The Second BUFF

In fact, Iron Will has two other functions, and the mode of action is similar to endurance. However, the point of action of these two abilities is not endurance, but health and mental strength.

Just like the system settings regarding some adverse reactions that occur after endurance is reduced, there are also some special settings for health and mental strength in the game based on real-life reactions.

When a player's health is reduced, it means that you were attacked and the attack took effect, otherwise there should be no blood loss. In other words, a drop in health is equivalent to being injured. But, just like in reality, you can't be incapacitated by the pain of being pricked by a needle, right? Therefore, the impact of an injury on an individual is also related to the degree of injury.

Three methods of influence are used in this regard in "Zero". The first is pain. This is very similar to reality, that is, the injured area will hurt, and if you move violently, the wound will be pulled. However, the impact of this on players is not certain, because players in the game can avoid suffering pain 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, etc., nor will there be detailed depictions of corpses. In this mode, no wounds will appear when the enemy or monster dies. All you can see is that the opponent is asleep. Or the other person completely disappeared. Anyway, there won't be any bloody scenes. However, this mode will not only affect the pictures you see, but also affect the player's physical feelings. in this mode. After being attacked, if the damage is minor, it will only feel like being suddenly touched by someone with an ice cube. That feeling is a bit irritating, but it is definitely not painful. If it is a serious injury, such as a fatal injury, it will feel like being shocked by static electricity, but it will be over in an instant, and then there will be no feeling at all.

In this child mode, you are immune to the first of the three penalties imposed by the system on the reduction of health points, because you cannot feel pain. So naturally it will not be affected by the wound. but. Don't let the system fool players easily. The system has clear regulations in this regard. The bloody mode level selected by the player will be directly related to the calculation of all your attributes, which is like a percentage. If you choose child mode, then the calculated values ​​of all your attributes will be multiplied by a score less than 100% in actual combat. And based on the rough conclusions drawn by some players in our guild. This percentage should be around 96%. In other words, in this mode, even if you have the same attributes as your opponent, your combat effectiveness will be about 4% lower.

There are of course more advanced modes above the children's mode. The most exaggerated one is the purgatory mode. This mode is the highest level in the bloody level setting. The cruelty level of the pictures in this mode is even more exaggerated than in reality. Basically, all the creatures that are killed have flesh and blood splattered all over the place, and their internal organs are everywhere. Most normal people would vomit when they see it for the first time. The game also has additional requirements for this mode. In addition to being an adult, you must also sign an agreement to prove that you agree to use this mode, and the system will force you to complete at least ten hours in the bloody mode, which is one level lower than the purgatory mode. of combat time, after which the setting mode can be adjusted to Inferno.

In this purgatory mode, players will not only see ultra-limited bloody and cruel scenes, but 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 kind of pain feedback is actually quite serious. If it were not for the brain protection setting of the system, some fatal injuries in this mode would be It can even cause brain death in humans. Of course, because there is a protection mode, the system will cut off the signal when the stimulation reaches the safety warning line, ensuring that the brain will not mistakenly believe that one is really dead and shut down the system directly because someone is killed in the game. After all, the human brain is actually similar to a computer in some aspects. When a person dies by himself in hypnotic mode, his heart will really stop beating. This is a death feedback from the brain to the body. Although this kind of feedback is usually fed back from the body to the brain first, in some special cases it can be reversed, and virtual reality games actually have this effect. The reason why there has been no problem before is because all virtual games have not been launched before They are all required to strictly implement a set of restrictive measures. This measure is to set a limit standard that will not cause physical harm to ensure that no one will be killed while playing games.

When a player sets his bloody mode to purgatory mode, he will suffer more painful damage, but the system will provide additional compensation in this mode. This compensation is to change the combat power percentage into a percentage greater than one, and Actual tests have proven that the percentage of purgatory mode is about 103%. I usually use this mode, because in this mode I can better display my combat power, and there is an additional combat power increase ratio. In addition, I have the ability to control pain signals, so I usually use this purgatory mode. , and most advanced players use bloody or purgatory mode. I have never heard of players who dare not use these two modes to sneak into the combat power list.

In addition to the pain penalty, there are two other punishment methods for life reduction penalty: attribute penalty and disability penalty.

This attribute penalty includes many attributes, the most important of which is that the endurance value will decrease rapidly. Every time the health value is reduced, the endurance will be reduced in equal proportion. That is to say, if the health value drops by half, the endurance will also decrease by half, and after this, there will be Penalty effect for lack of stamina. In addition to this aspect, there is also the fact that the decrease in health will lead to the weakening of direct combat attributes such as strength and agility, especially strength. If you get injured, you won't be able to exert your strength. This is a basic concept.

As for the last type of disability punishment, this one mainly targets injuries to specific parts. For example, if a warrior who specializes in swordsmanship has his arms chopped off, his attack power will be instantly cleared. This should be easy to understand. How do you ask a person without hands to kill someone with a sword? Hold it in your mouth? same. The mobility of a person whose legs have been cut off will be reset to zero. Unless you have a mount that can carry you, forget about attributes such as agility. After all, you cannot walk without legs. This is common sense.

The penalty for reduced mental power is similar to that for reduced vitality. There will be varying degrees of impact depending on the proportion of reduction. However, the impact is mainly caused by slower reactions, reduced dynamic vision, visual ghosting, and in severe cases, visual hallucinations. The most important impact will still affect the success rate of spell casting in the legal system. Therefore, this mental punishment is also very serious.

The other two benefits of this Iron Will are that it cancels most of the life and mental penalties. When I am injured, as long as my health does not drop below 15% of the total, there will be no negative effects. to the opposite. When my blood volume is between 50% and 30%. Instead, my two attributes, strength and agility, will increase by 5%. In other words, when my blood volume is between 50% and 30%, I will be more powerful. Of course, even so, I would not actively allow myself to enter this state. Taking advantage of the 5% extra bonus and turning myself into a disabled person is not what I want!

Just like the previous additional halo-like effects in terms of endurance, there are also additional bonuses to allies in terms of vitality and mental strength. The bonus effect on vitality is within a radius of 50 meters. After all friendly units are injured, they will quickly recover 10% of the health value lost from the last attack within three seconds. This effect is basically similar to reducing damage by 10%. But there will be a three-second delay. So it can't resist an attack that can kill you in one hit.

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

The effects of the entire Iron Will are these three, but in general it should actually include six abilities, because the three effects are divided into my personal attributes plus a halo effect with a radius of fifty meters, so At first glance, it is equivalent to six attributes.

In addition to Iron Will, the other two buff attributes I obtained in this mission are called "Boss Aura" and "Heroic Mode".

The boss aura is an active zero-consuming aura buff skill. This skill is active, which means that I can decide to turn on or off this halo by myself, but before this halo is released, there must be at least twenty friendly units beside me. Of course, this restriction is basically non-existent for me, because I have more than this number of light demon pets around me. If the number of people is not enough, even if you throw out twenty ghost bugs, you can activate this halo. Anyway, as long as they are individuals from your own side, and the number is enough for twenty.

As for the zero consumption mentioned in the attribute, this is easy to understand. To put it simply, it does not consume mana. As long as the previous activation conditions exist and I actively turn on this skill, it can be maintained forever and will not consume any of my attributes. And even if I run out of mana, it can continue to maintain.

Some people may ask, if this skill does not consume mana and can be activated all the time, why should it be set as an active skill? Anyone with a sane mind would always have this skill enabled, right?

Yes, if you only look at the content written on the attributes, it is indeed like this. However, this aura has a characteristic that is not written on the attributes. That is, as soon as I activate this skill, a range will appear under my feet. A huge golden magic circle up to ten meters, and this golden magic circle cannot be invisible. In other words, if I activate this skill, I have to be in the open, because even if I hide, such a large golden magic circle will directly expose my location. Therefore, considering that the user may also need to act secretly, a switch is set up so that the player can decide whether to activate it or not.

In fact, after the leader's halo is activated, not only will a huge golden magic circle with a diameter of ten meters be opened under my feet, but more importantly, any friendly unit covered by this magic will have a magic circle with his body appear under his feet. The golden magic circle with the largest straight span diameter in the horizontal direction. Fortunately, the players being taken care of can decide whether to accept the coverage of the leader's halo. If you don't accept it, the magic circle will not appear, and of course there will be no additional attribute effects. This setting is very user-friendly. At least if there are spies on our side who have penetrated into the enemy, they will not be exposed. Otherwise, if on the Japanese battlefield, the halo of my leader is activated, and the golden halo lights up under the feet of Song Zhenghe and August Xun, it will be troublesome. Doesn't this just tell people that there is something ulterior between us?

Regarding this boss aura, the remaining two important indicators are coverage and actual increased attributes.

In terms of coverage, this boss halo is very different from ordinary halo skills. Other halos are centered around 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 attributes of this halo. However, in addition to having this setting, the leader halo is also transitive.

The direct coverage radius of the leader's halo is 1,500 meters from my center radius, which is a circular area with a diameter of three kilometers. And like the general halo skills, this circular area moves with my movement. Not a fixed range.

In addition, the leader halo has an additional transfer characteristic than the ordinary halo. The content of this transfer characteristic is as follows. When a player is covered by my aura, he will create a circular coverage area with a radius of 150 meters from his center. This area can actually extend to my own 1,500 meters. outside the radius. This kind of transmission is sometimes more like an infection. Anyway, as long as one person has it, it can cover a group of people around him, and then the covered people can continue to cover it.

To give a simple example, suppose a person is standing 1,600 meters away from me. In theory, he should not be covered, because the coverage radius of my leader’s halo is only 1,500 meters away from him. There's still a hundred meters to go. However, if we draw a straight line between the two of us, and then let the third person stand on this 50-meter-long line segment within 150 meters from him on this line and within 1,500 meters from me. , at this time, the person located 1,600 meters away from me will be covered. Because there is a person within 1,500 meters away from me, he will have a radius of 1,500 meters. The coverage area is one hundred and fifty meters, and because the distance between this person and the person who is one thousand six hundred meters away from me is no more than one hundred and fifty meters, the person who should not be covered is now covered. Moreover, because this person is covered, a circular coverage area with a radius of 150 meters will be generated, which means that the coverage area has been expanded again.

On the battlefield, the distance between each friendly combatant and the nearest friendly unit is actually unlikely to be more than fifty meters. In other words, in a large-scale melee, my aura is actually basically It means full area coverage, so as long as you are on this battlefield, the basics will be taken care of. Moreover, if there is a border battle, the coverage of my halo may even extend to hundreds of kilometers due to the elongation of the front. Of course, if we deliberately stand one person every 150 meters, it will not be a problem for the halo to cover from one side of the earth to the other. I can even use my own ghost bugs as a way station to cover the halo of small units far away from the battlefield.

In this way, the coverage of this halo is basically indistinguishable. It can be covered almost as long as it is on a battlefield. Anyway, I have so many ghost bugs that they are of no use at ordinary times. I just want to spread them everywhere like communication base stations. How much area can be covered? At least I think covering the battlefield is definitely no problem. (To be continued...)

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