Chapter 2837

In fact, there are two functions of iron and steel will, and the way of action and endurance are similar, but the point of action of these two abilities is not endurance, but life value and mental strength.

Just like the system settings about some adverse reactions after the reduction of endurance, referring to the reaction in reality, there are some special settings in the game for health value and mental strength.

When a player's HP decreases, it means that you have been attacked and the attack is in effect. Otherwise, you should not lose blood. In other words, a decrease in health is equivalent to an injury. But, just like in reality, you can't be paralyzed by the pain of being pricked by a needle, can you? Therefore, the impact of injury on individuals is also related to the degree of injury.

There are three ways of influence in zero. The first is pain, which is very similar to reality, that is, the injured place will hurt, and if the action is violent, it will tear the wound. However, the impact of this item on players is not certain, because players in the game can avoid suffering by adjusting the game's blood level to children's state. In this mode, players will find that there are some differences between the combat pictures and the actual situation. The most important point is that there will be no remains, blood, viscera and other things, and there will be no description of body details. In this mode, when the enemy or monster dies, the wound will not appear at all. What you can see is that the enemy is asleep. Or the other person disappears. Anyway, there won't be any bloody pictures. However, this mode will not only affect the picture you see, but also affect the player's physical feeling. In this mode, after being attacked, if the damage is light, it will only produce the feeling of being suddenly touched by ice. That feeling is a bit exciting, but it is absolutely not pain. If it is a serious injury, such as a fatal injury, it will feel as if it is electrostatic, but it will end in a moment, and then there will be no feeling.

In this child mode, you're immune to the physical punishment of the system's three penalties for the reduction of health value. Because you can't feel the pain, you won't be affected by the wound. However, don't think that the system will let players muddle through easily. The system clearly stipulates that the level of bloody mode selected by players is directly related to all your attributes, which is like a percentage. If you choose the child mode, the calculated values of all your attributes will be multiplied by a score less than 100% in actual combat. According to the general conclusion of some players' tests in our guild, the percentage should be about 96%. In other words, even if you are the same as the opponent's, the combat effectiveness will be about 4% lower in this mode.

Of course, there are higher-level models above the children's mode, and the most exaggerated one is purgatory mode. This mode is the highest level of blood level setting. The cruelty level of the picture in this mode is even more exaggerated than in reality. Basically, all the creatures killed are flesh and blood splashing all over the place. Most normal people will vomit when they see it for the first time. After that, you will have to sign the purgatory mode for at least one hour. In addition, you will have to sign the purgatory mode for at least one hour.

In this purgatory mode, players can not only see the bloody and cruel picture of the transfinite level, but also smell all kinds of internal organs and blood. More importantly, in this mode, players will suffer 80% of the pain feedback in reality. This kind of pain feedback is actually quite serious. If the system does not have its own brain protection settings, some fatal injuries in this mode can even cause human brain death. Of course, because of the existence of protection mode, when the stimulus reaches the safety threshold, the system will cut off the signal to ensure that the brain will not shut down the system directly because someone is killed in the game and thinks that he is really dead. After all, the human brain is similar to the computer in some aspects. When a person thinks that he is dead in hypnosis mode, his heart will really stop beating. This is a death feedback of the brain to the body. Although this kind of feedback is usually fed back to the brain by the body first, it can be reversed in some special cases. In fact, virtual reality games have this effect. The reason why there has been no accident before is that all virtual games are required to strictly implement a set of restrictive measures, which is to set a limit standard that will not cause physical damage Card will not play the game to play the situation of human life.

When a player sets his bloody mode in purgatory mode, he will suffer more painful damage, but in this mode, the system will give additional compensation. This compensation is to change the combat effectiveness percentage to a percentage greater than one. The actual test shows that the percentage of purgatory mode is about 103%. I usually use this mode, because this mode can better play their own combat effectiveness, and there is an additional proportion of combat effectiveness. 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. Players who dare not use these two modes have so far I haven't heard of anyone getting into the battle power list.

In addition to the pain penalty, there are two kinds of punishment: attribute punishment and disability punishment.This attribute punishment 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 is reduced by half, the endurance will also be reduced by half. After that, the punishment effect of insufficient endurance will be produced. In addition to this aspect, there is that the decline of HP will lead to the weakening of direct combat attributes such as strength and agility, especially strength. It's a basic concept that injuries can't work.

As for the last kind of disability punishment, this is mainly aimed at specific parts of the injury. For example, if a swordsman's arms are cut off, his attack power will be instantly cleared. This should be easy to understand. How do you want a man without hands to chop people with his sword? Hold it in your mouth? Similarly, the mobility of people with legs cut off will be cleared. Unless you have a mount that can carry you, you can't think about agility. After all, you can't walk without legs.

The punishment of mental strength reduction is similar to that of vitality reduction. According to the proportion of decline, there are different degrees of influence. However, the main way of influence is to make your reaction slow, dynamic vision decline, visual ghosting, and serious hallucinations. One of the most important impact will still affect the law enforcement success rate. Therefore, this mental punishment is also very serious.

The other two additional benefits of this iron will are the elimination of more than half of life and spiritual punishment. When I'm injured, as long as my HP doesn't fall below 15% of the total, there won't be any negative effects. On the contrary, when my health is between 50% and 30%, my strength and agility will increase by 5%. That is to say, when my blood volume is between 50% and 30%, I will be more powerful. Of course, even so, I will not take the initiative to let myself into this state. I don't want to be disabled for that 5% bonus!

As with the previous stamina will add additional aura effects, vitality and mental power also have additional bonus to friendly forces. The bonus effect of vitality is that within a radius of 50 meters, all friendly units will quickly recover 10% of the health value lost in the last attack within three seconds. This effect is basically similar to reducing damage by 10%, but it has a three second delay, so it can't resist attacks that can kill you in one hit.

In terms of mental power, the additional effect is still a radius of 50 meters, but the effect content is mental stability, that is, the success rate of all skills increases by 2%, and the attack resistance to mental and mental departments increases by 10%.

The effect of the whole steel will is these three, but generally speaking, it should include six abilities, because the three influences are divided into individual attributes of my own plus a halo effect with a radius of 50 meters. In this way, it is equivalent to six attributes.

In addition to iron will, the other two buff attributes I gained in this mission are called "leader aura" and "hero mode.".

Leader aura is an active zero cost halo buff skill. This skill is active, that is to say, I can turn on or off the aura by myself, but another premise of releasing this aura is that I should have at least 20 friendly units beside me. Of course, this limit is basically equal to no for me, because there are more light and magic pets around me. If the number is not enough, even if you throw 20 ghost insects out, you can activate this aura. Anyway, as long as you are an individual on your own side, and the number is enough to be 20.

As for the zero consumption of attributes, it's easy to understand. Simply speaking, it doesn't consume blue. As long as the previous startup conditions exist, I also actively open this skill, and it can be maintained all the time without consuming any of my attributes. Moreover, even if I have no blue, it can continue to maintain.

Some people may ask, if this skill does not consume blue and can be activated all the time, why should it be set to active skill? This kind of skill as long as the person with normal brain will be on all the time, right?

Yes, if you only look at the contents written on the attribute, it is true that this aura has a feature that is not written on the attribute. As soon as I activate this skill, a huge golden magic array with a range of 10 meters will appear under my feet, and this golden magic array cannot be invisible. That is to say, if I activate this ability, I have to be in the light, because even if I hide, such a large and shining magic array will directly reveal my position. Therefore, considering that the user may also need to operate secretly, a switch is set so that the player can decide whether to start or not.

In fact, when the leader's aura is activated, not only will a huge golden magic array with a diameter of 10 meters be opened under my own feet, but more importantly, all friendly units covered by this magic will have a golden magic array with the diameter of the largest straight-line span in the horizontal direction of his body. Fortunately, the player who is taken care of can decide whether to accept the cover of the leader aura. If you don't accept it, there will be no magic array and no additional attribute effect will appear. This kind of setting is very humanized. At least, if we have spies who break into the enemy's interior, we won't be exposed. Otherwise, if in the Japanese battlefield, as soon as the leader halo of my side is activated, and Matsumoto and Yasukuni all have a golden halo under their feet, it will be troublesome. Is there something hidden between us?The remaining two important indicators of the leader aura are coverage and actual added attributes.

In terms of coverage, the leader aura is quite different from other aura skills. Other auras are centered on the initiator and set a radius. As long as you and the initiator are on one side and enter the effective radius, you will get the attribute care of this aura. However, in addition to this setting, the leader aura has transmissibility.

The direct coverage radius of the leader aura is 1500 meters around me, which is a circular area with a diameter of three kilometers. Like other aura skills, this circular area moves with my movement, not a fixed range.

In addition, the leader aura has a transfer property more than the general halo. The content of this transfer property is as follows. When a player is covered by my aura, he will create a 150 meter circular coverage area centered on him. This area can actually extend beyond my own 1500 meter radius. Sometimes this kind of transmission is more like infection. 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 down.

For a simple example, if a person is standing 1600 meters away from me, he should not be covered in theory, because the radius of my leader's aura is only 1500 meters, which is still 100 meters away from him. However, if we draw a straight line between us, and let the third person stand on this line within 150 meters from him and 1500 meters from me, the person who is 1600 meters away from me will be covered, because there is a person covered within 1500 meters from me He created a coverage area with a radius of 150 meters. Because the distance between this person and the one 1600 meters away from me is no more than 150 meters, the person who should not have been covered is now covered. Moreover, because this person is covered, it will produce a circular coverage area with a radius of 150 meters, which means that the coverage is expanded again.

On the battlefield, the distance between each friendly fighter and his or her nearest friendly unit is unlikely to exceed 50 meters. In other words, in a large-scale melee, my aura is basically covering the whole area. As long as they are on this battlefield, they will be taken care of. Moreover, if there is a battle for the border line, my halo coverage may even extend for hundreds of kilometers because of the lengthening of the front line. Of course, if we deliberately stand one person every 150 meters, it's not a problem to let the halo cover from one side of the earth to the other. I can even use my own Wraith as a transit station to provide halo coverage for units that are far away from the battlefield.

In this way, the coverage of this halo is almost the same as that of a battlefield. Anyway, there are so many ghost insects in my life, so it's useless to make communication base stations blossom everywhere. Don't you want to cover as much area as you want? At least I think it's OK to cover the battlefield.

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