Chapter 60 The Terrible Hero Mode
After looking at the scope of the boss aura, the most important point is its attribute effect.
In fact, just by hearing the name, you can roughly guess what this skill is used for. Leader aura, as the name suggests, is a halo-type skill used by leaders who lead armies in battle.
The attribute effects of this skill are quite exaggerated, the first of which is spiritual defense. As long as a player is covered by the leader's aura, his or her own mental magic resistance will increase by %, which means that the resistance to the influence of mental magic such as fear has increased significantly. However, I think this effect is not mainly aimed at players, because compared to players, NPCs are the most susceptible group of individuals to be affected by things like morale. Although the system has superimposed psychological state effects such as morale onto the player's attributes, in fact this superposition is still incomplete. Compared to NPCs, players are extremely brave in most situations. After all, they are not afraid of pain and will not die. They have a lot less worries than NPCs. If the army in reality had such an ability, and could be resurrected in the barracks after being killed in battle, with no other losses except a small salary deduction, I estimate that such an army would be able to sweep the world without the air force and navy. . After all, the combat effectiveness of an army that is completely unafraid of death is really terrifying.
Because of the player's lack of fear of death, this effect that has a strong mental impact is not of great significance to the player. On the contrary, the NPC is very obviously affected by this magic. In addition to the fact that NPCs will gain % resistance to mental magic just like players, this effect also has additional hard effect settings for NPCs. One. Any NPC shrouded in the halo of the leader will never collapse. Even if the battle loss ratio is as high as 99%, the remaining 1% will continue to maintain the front and move forward bravely. Secondly, any NPC unit covered by the leader's halo will not be affected by effects such as deception or false military orders, and can always be under the leadership of the commander-in-chief. Third, within the range covered by the leader's halo, enemy NPC units will have varying degrees of psychological impact, and there is a 5% chance of causing the opponent's NPC units to rebel. There is a 15% probability of causing the opponent's NPC units to become war-weary. There is a 25% probability of causing the opponent's NPC unit to retreat.
Don't underestimate this data. Although the main output in large-scale guild battles is still on the players, in fact, in most guild battles, there are many more NPC troops than players. Therefore, the influence of my leader's aura on the enemy's troops is absolutely terrifying, and it can not only greatly affect our morale. More importantly, it will interfere with the other party's NPC's execution of tasks.
Although the probability of those three situations is not high. And there must be crossover between them. So in fact, the total number of NPCs affected by the opponent in the end will definitely not be the superposition of the three data, that is, it is impossible to affect as many as 45%, and 30% is an exaggeration. but. There is something wrong with these 30% of the troops. To control them, another 30% or more troops are needed to intervene. In this way, more than 60% of the NPCs on the positive and negative sides will be unable to join the battle. Under such circumstances, it is conceivable that the opponent's combat effectiveness is severely reduced.
However, these are not the most powerful.
In addition to its impact on morale, the leader's aura mainly interferes with combat attributes. All our units within the area covered by the leader's aura will have their own attack increased by 10%, their defense increased by 10%, their health recovery rate increased by 10%, and their magic power recovery rate increased by 15%. For all our units, the hit rate increases by 3%, the skill failure rate decreases by 1%, and the probability of lucky attacks such as critical hits and double strikes increases by 5%.
This series of effects 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 must know that this is an increase of 10% on the original basis. If two groups of people are fighting, and the number of people and fighting power are evenly matched, and now everyone on one side suddenly has a 10% increase in strength, it goes without saying what the outcome of the battle will be, right? But now, the leader's aura does not add an attribute, but increases the attack, defense and even the life and magic recovery speed. Among them, the magic recovery speed still increases by 15%. This acceleration effect means that our magician attacks Large skills will become more frequent and more daring. This virtually increases the attack power a lot.
In fact, in addition to the above functions, the boss halo also has a more special function, which is a special setting called combat mode.
Unlike ordinary halos, the leader's halo seems to be the combined ability of multiple halos. There are actually three basic forms.
When the leader halo is activated, I, the initiator, can switch the mode of the leader halo at will, and I can also switch at will while the halo is in effect. These three modes are set up for different tactical situations: offensive mode, defensive mode and strike mode. The strike mode and the offensive 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%. Moreover, as long as our personnel is in charging state, his defense power will increase by 50%. And the first attack within thirty seconds after the end of the charge state will 100% cause double damage.
This attribute is quite scary. The defense increases by 50% during the charge. That is to say, if the opponent covers our attacking personnel with firepower, as long as our personnel rush forward towards the opponent, it is equivalent to automatically increasing the defense by 50%. In this state, The damage the opponent can cause will never be too high.
Of course, the charge state mentioned here does not refer to the knight's charge skill, but refers to the player moving towards an enemy target. As long as you are in the process of preparing to attack the enemy, you will be judged to be in a charging state. At this time, your defense will increase by 50%, and the first attack after this state ends will deal double damage. This is an incredible attribute. The first attack after the charge is naturally the one you use to attack the target of the charge, because when you attack the opponent, it is equivalent to the end of the charge. If you attack the next target after that, it will be considered a second charge.
If we follow this setting, then many of our first-line captain players will be able to instantly kill their opponents, because since these players are the captains of the first-line stormtroopers, they are naturally relatively strong. The attack they come can cause serious damage to ordinary players. Now if there is another double damage, it basically means that most enemies can be killed in one blow.
You must know that the system controls the distribution of players' attack power very strictly. Through various controls, the system can stably ensure that when a large group of players are fighting, there will not be too many people who can defeat the opponent. But if we have some people here who can do double damage. Then this number will inevitably rise significantly, which will definitely make the attack power of the vanguard extremely terrifying.
It can be seen from this offensive mode that none of the three modes are too weak, and in fact this is indeed the case.
The effects of defensive mode and offensive mode are similar. When I set the boss aura to this mode. Our players just need to stop moving and assume a defensive stance. You can get double defense. In addition, in this mode, when the opponent attacks our personnel. There will be 5% damage rebound. This attribute is not of great significance in one-on-one battles, but it is very deadly in group battles. One thing in particular is that this effect is simply a nightmare for mages. Because mages themselves have low health and high attack power, they Once you use range magic, the damage caused is often dozens of times your own health. If this rebounds by 5%, you might be killed in seconds. How many mages would dare to use group attacks in this situation? This mage doesn't dare to use group attacks, so the attack formation can only rely on warriors to rush forward. Without the help of mages, how effective can warriors alone be? Therefore, once this defense mode is activated, as long as our personnel form a defensive formation, the opponent will not be able to break through our defense line without several times the strength.
It's scary to double the defense, and it also reflects damage. This just doesn't let the attacker survive!
Apart from the offensive mode and the defensive mode, the only thing left is the strike mode.
Strike mode is actually not a complete mode. It is mainly suitable for use in melees because it does not include defense and does not have any rhythm judgment. For example, there is a judgment for attack mode and defense mode, that is, you must be in charge or defense state to get the attribute bonus of the mode effect. However, there is no judgment for the strike mode. As long as I set the strike mode, all our personnel covered by the leader's halo can enjoy the attribute assistance of this mode.
This strike mode does not increase defense power, nor does it add any damage rebound. As you can tell from the name, it increases attack power.
When the strike mode is activated, all our personnel covered by the leader's halo will receive an additional 5% attack bonus, and if the attack does not break the defense, the forced blood deduction will be changed from 1 point to 5 points. Don't underestimate this change in numbers. Christina's signature skill "Rainbow Jet" uses forced blood deduction to create a super attack effect.
When Christina uses the Rainbow Jet, it looks like it's a rainbow, but it's actually an illusion. What Christina actually fired were hundreds of thousands of magic missiles per second, and they were a mixture of missiles from all types. Because these magic missiles are connected end to end, many of them overlap, so they look like a rainbow, and it is impossible to tell that this is actually a large missile rainstorm composed of hundreds of thousands of magic missiles.
When the enemy is attacked, the damage produced by each magic missile is not enough to break the defense, so the blood can only be forcibly deducted. However, because Christina can fire hundreds of thousands of magic missiles per second, even if each magic missile only deducts a little blood, Christina can actually cause the enemy to lose hundreds of thousands in one second. Blood volume. This is the scary thing about Christina, because defense is completely meaningless in front of her. Her magic missiles cannot break defense, so it doesn't matter whether you have 1,000 defenses or 10 million defenses. As long as your HP is not astronomical, you have to avoid Christina.
Now, due to the existence of this strike mode, it is estimated that Christina and I will definitely be more terrifying when we go out together in the future, because each magic missile that can only cause one point of damage becomes five points of damage at a time, which means that the damage The blood speed increased four times. This is even scarier than 5 times the attack power!
If calculated based on this data, the limit of damage Christina can produce per second is about 1.5 million to 2 million, which is almost half of the damage caused by the Gunslinger. However, although the sniper mode of the Gunslinger produces more than double the lethality of Christina in one second, the problem is that the interval between the two attacks of the Gunslinger is several seconds. , and Christina's rainbow spray is a continuous spell. After it is activated, it can be sprayed for several minutes without stopping. Comparing the two, Christina's attack power is really terrifying. We used to talk about using magic to clean the floor, but now we finally know what magic is to clean the floor.
After reading the attribute effects of this strike mode, the effects of this boss halo are considered to be complete. Although there is not much content, everything is a key attribute. And the results are amazing. In addition, this is a skill that can be activated without limit. Overall, this skill can definitely be regarded as a magical skill.
Among the three buffs, apart from the "Iron Will" and "Leader Aura", the last remaining one is the "Heroic Mode".
In fact, you can roughly understand the uses of the three buff-type skills this time just by hearing their names. The leader's aura is used to lead a large army in combat. And this hero mode is naturally set by the players themselves.
The attribute effects of hero mode do not have any coverage, it is only for me. And it’s completely different from the previous leader’s halo. This skill cannot be turned on all the time. Of course, it really shouldn't be able to be turned on all the time. Otherwise, one person can really challenge the whole world. Therefore, the effect of this skill is not so much the hero mode, but I think it is more like the superman mode.
There are many restrictions on starting Hero Mode. One of them is to automatically send confirmation requests to surrounding units that can see me after startup. This mode can only be activated when the number of confirmed confirmations reaches 10,000.
This effect sounds complicated, but it's actually quite simple. To put it bluntly, it’s like that kind of talent show. If I want to perform, I have to ask the audience if they agree, and the audience here is our staff. As long as I confirm to start hero mode, everyone here who can see me will get a message. If this player chooses to confirm and let me start hero mode, it will be considered a valid entry, and until it reaches 10,000 valid entries , the hero mode on my side can be activated.
According to this attribute restriction, it means that I will definitely not be able to activate this skill in a narrow area, because I cannot let 10,000 people see me at the same time, and this requirement requires the consent of 10,000 own personnel, which is definitely impossible on a narrow battlefield. accomplish. Only in large open areas, and then I fly into the air, can I hope to be seen by more than 10,000 of my own personnel at the same time. Of course, there is another condition: 10,000 people must agree. However, I don’t think this is a big problem, because if it is a large-scale battle, our personnel will definitely hope that I can be stronger, and naturally they will not say no, so confirmation is not a problem. The key is that the number of people must be enough, and they must be able to see to me.
In addition, this skill has a limitation, that is, my own familiars and summoned creatures are not included in the number of 10,000 people, so there is no way to use ghost bugs to cheat like the leader halo, otherwise I will have to collect 10,000. The ghost bug is just too easy.
In addition to requiring confirmation from 10,000 people from all over the world to activate hero mode, there is also a restriction that I must ensure 10,000 magic points.
Compared to ten thousand people who agree, ten thousand magic points are nothing. I have a lot of magic power reserves. Ten thousand shouldn't be a problem.
Finally, in addition to the above requirements, this heroic mode has several limitations. First, the effective time of this skill is only thirty seconds. Like my Absolute Barrier, it is an absolute burst skill. It will automatically turn off after thirty seconds. It can be actively turned off in the middle, but the longest is thirty seconds. Secondly, this hero mode can only be used once a day, and the interval between two uses must not be less than 18 hours. In other words, you cannot use it once at 11:59 midnight on the first day, and then immediately use it again thirty seconds later on the second day. Allow at least eighteen hours between uses.
Finally, and the most annoying restriction is that to activate this skill, my opponent must be at least level 2,000 or above, and the overall combat effectiveness index cannot be less than 90% of my overall combat effectiveness.
This value is quite deceptive, because if you follow this number. The only people I can think of who meet the requirements are those who are in the top twenty on the combat power list. But the problem is that half of the top twenty on the combat power list are people from our guild, so As a result, it seems that there are only a few people left who can really act as opponents. However, this is not absolute.
Although the restriction at the end of this skill is fucked up, it gave me a way to open a backdoor, and that was to spend money.
If the enemy's combat power does not reach 90% of mine, or I am not fighting a specific enemy at all, but facing a large group of mid-level and low-level enemies alone, or I am fighting against nature or non-life. In this case, it naturally does not meet the requirements for starting the hero mode. But the system allows me to use hero mode in this situation. It doesn’t even require the consent of those ten thousand people.
This particular rear door starting method uses money to lower the aero threshold.
If the strength of the target I need to fight does not reach more than 90% of my combat power, then I need to use a copper plate for every 1 point less of the opponent's combat power. It doesn't sound like an exaggeration. One point to one. And it’s still a copper plate, not a crystal coin. but. Have you ever thought about it. What is my combat power? That’s over 100 million!
90% of my combat power is still over 100 million, but it's just like in my early days. So, follow this requirement. I can't activate hero mode for anyone who doesn't have a combat power of 100 million.
If I need to activate hero mode at this time, then I will have to spend money to compensate for the opponent's lack of combat effectiveness. Take Ghost Hand Nobunaga as an example. His combat power is about 75 million. This data is not very accurate because I have not seen his attribute panel, but I can roughly estimate it.
His combat power is actually only a little more than half of mine, and the gap between him and 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 Ghost-Handed Nobunaga, I need to buy it for 25 million combat power points. On a one-to-one basis, these 25 million points are equivalent to 25 million copper coins, which is equivalent to 25,000 crystal coins.
Twenty-five thousand crystal coins doesn't sound too scary. Although it's a lot, it's really nothing considering how rich our Frost Rose Alliance is. We have built more than 200 million warships, so of course we won’t care about 25,000.
However, it will always be there after more than 200 million warships are built. Let’s not talk about the benefits we earn from using this warship. Even if the warship is retired, whether we sell it or dismantle it for recycling, we can still get a certain amount of resource returns. In other words, more than 200 million yuan is not only a resource for sustainable development, but also a part of the profits can be recovered in the end. Basically, if you spend 200 million yuan, you will get much more than 200 million yuan. Therefore, we don’t care to spend more than 200 million crystal coins to build a battleship.
On the other hand, using 25,000 crystal coins to activate a skill is completely a scam. Although the outcome of a battle can sometimes have a big impact, I can't just throw 25,000 crystal coins into a battle. This is still a battle with the ghost-handed Nobunaga. Although Ghost Hand Nobunaga is actually not that strong, at least he can be considered a figure. If I encounter lower-level or inhuman combat entities, such as natural disasters or something, I will throw in more than 100,000 crystal coins at a time. This is definitely more than I can afford.
Considering this kind of consumption, the time when this skill can really come in handy may be during the war between gods, and when encountering large-scale national wars when the opponent has divine units. In this case, it can be used, but it can really only be used once. After all, the effect is only thirty seconds.
Although there are many restrictions and it only lasts thirty seconds. It is indeed a little bit weird, but as long as you see the attribute effects of this hero mode, I believe most people will not mind its restrictions.
The real attribute effects of hero mode are actually only four, and they are all very short, but the actual effect is completely powerful, especially when I use this hero mode.
First of all, the first effect of hero mode is-invincibility. That's right, it's invincible. Absolutely invincible mode for thirty seconds, regardless of any attack, even a direct attack by strategic magic or the self-destruction of a powerful god. If you say you are invincible, you are invincible. No matter what your attacks are, they will all stand aside for thirty seconds and will have no effect at all. .
Of course, although this invincibility is very domineering, it only lasts for thirty seconds, so it is not too unacceptable. But speaking of it, the invincibility of this heroic mode is a bit different from my absolute barrier invincibility mode.
When the Absolute Barrier skill is activated, it can create a spherical barrier. In addition to protecting me, it can also protect two to three people around me. If I really squeeze it, four or five people can actually squeeze in. However, this absolute barrier is like adding an invincible shell around me, and I can still move around with this shell. If the enemy self-destructs next to me, although the absolute barrier will not be penetrated, we will be blown far away, but we will not be injured, because the absolute barrier can block even the kinetic energy. In fact, after the absolute barrier is activated, no matter whether the ball outside is rolling or moving, I can't feel it inside. It's as if there is another space inside the absolute barrier, and the connection with this world has been severed. Movement in this world is completely meaningless to me inside the barrier, so there is no problem of kinetic energy damage.
However, the hero mode is different from the absolute barrier. It truly puts me in an invincible mode in the main world. Not only will I not suffer any damage, but it will also generate a huge stabilizing force. To put it simply, it's as if my body has become something with a lot of mass. To move me, I need more force than before, but this mass does not produce corresponding inertia, and I move on my own. You can't feel it at all.
This strange setting seems useless, but it is actually very useful, because this setting means that it is difficult for me to be beaten back by the enemy in battle. After all, to the enemy, I am like a thing weighing hundreds of tons. It's not an easy thing to throw me out.
This invincibility is the first effect, and the second effect is - will movement.
The so-called willful movement means that my movement speed, attack and other agility settings are no longer affected by the original agility attributes, but are completely determined by my will. To put it simply, I just need to imagine myself rushing from the ground to the moon, and I will really rush up. It ignores all physical laws such as resistance, inertia, and friction, and instead of teleporting, it actually moves.
Of course, in reality, it is impossible to achieve that kind of specific imagination. In most cases, I imagine myself rushing from one point to another on the battlefield. However, because I am a dragon, my thinking ability is different from that of humans. My brain thinks too fast, so I can actually move faster than a normal player. If I were allowed to really let go of my mind and use this movement mode on the battlefield, I think I could theoretically hit everyone on the battlefield with a stab in one second. Of course, the number of people on the battlefield cannot exceed one thousand.
With this kind of movement speed, coupled with my invincibility mode, it means that I can basically attack any target without fear. Even if the opponent has flame protection or something, it will be useless. I am invincible anyway. , and the speed was so fast that the other party had no time to react. This is exactly the combined ability of The Flash and Superman!
However, that's not all, because Hero Mode also has two effects. (To be continued...)