Chapter 2697 (1/2)
Looking back at the injury on his waist side, I felt a little surprised when I saw his back. However, I can understand his current mood. In fact, he and I should be in the same mood now. But really, I have been fighting with this seven night spirit for so long now. My biggest discovery is that this guy's melee ability is really outstanding. I'm sure that this boy has been specially trained in reality, otherwise, many actions will never be made.
In fact, although the game ”zero” is fair to everyone in theory, the different way of thinking of each person has seriously affected the balance of the game. The most important feature is that those who have practiced martial arts in reality can often take advantage of those who need to be close to soldiers in the game.
Of course, I don't mean that martial arts practitioners can also play the effect of martial arts fighting in the game. After all, the output of the system of players in the game depends on the attributes, not that you have developed a deep tendon in reality and become Superman in the game. What players really bring into the game is not the physical changes, but the psychological changes and mental changes. Take a simple example. If a martial arts practitioner is kicked in the abdomen by the enemy in a battle, his first reaction is to find a chance to fight back or quickly protect the key points, so as to avoid continuous attacks. However, the first reaction of an ordinary person who has never fought a fight is to cover the abdominal pain and then do not know what to do. The reaction of these two people determines that they will not be hurt the same in the future.
In addition, a common advantage of a martial arts practitioner is to create his own skills. Because ”zero” has its own creation skill, if the player plays a certain fighting skill that conforms to certain mechanics rules in the battle, the system will ask if you want to record this skill temporarily. After that, when you finish the battle and have free time, you can go to the skill training center, and then find a room there to study. You can modify and improve according to the coherent attacks recorded in the system. Finally, you can produce a set of your own fighting skills. As long as this skill is created, it is your own skill. After that, the system will judge the damage of your skill according to the calculation of the physical calculus model. According to this judgment result, your skill can get an additional damage value. Moreover, after the skill is created, the player who is the creator will immediately obtain level 10 proficiency. Meanwhile, as the creator, the upper limit of your skill proficiency will not be level 20 of the normal skill limit, but level 21.
Don't underestimate the extra level, because the level of skill and player level is not the same concept. As the level of players increases, the number of strength enhancement at each level is exactly the same. It is only because after the level is higher, they can use more advanced equipment and learn more advanced skills. Therefore, it seems that the player's strength will increase faster than the level. In other words, the combat effectiveness of a player with 1000 levels is definitely more than that of a player of level 1. However, this is only an illusion. As I said, in fact, players get the same promotion at each level. The reason why we feel that senior players are much better than low-level players in the later stage is mainly because the advanced players have better equipment and stronger skills, and it is not entirely because of the increased attributes brought about by high-level players.
On the contrary, the effect of skill improvement is to be more abnormal in the later stage.
General skills have such a rule. Upgrading from level 1 to level 5 is very fast. Basically, a player can upgrade to level 5 or above within three days after learning a skill. In this process, the ability value of the original effect is only increased. For example. A player gains a fireball skill with 50 primary damage, a release rate of three seconds and a cooldown of five seconds. Before upgrading to level 5, all the improvements are based on the existing data, that is, the damage value will continue to increase, the release speed will be accelerated, and the cooling time will be reduced. Moreover, the change process is a constant speed, that is, the change percentage of each level is the same.
However, once a skill rises to level 5 or above, additional effects will begin to appear. For example, fireball will start to show splash damage effect when it reaches level 5. In addition to directly hitting targets, enemies within a certain range will also receive certain damage. And with the improvement of skill level, the power and range of this splash damage will gradually increase Plus.
In fact, the situation of skill adding effect is not fixed. After level 5, most skills will add one or three different effects. This process will continue until level 15. However, the number and intensity of additional effects of different skills are different. And that's what distinguishes skills from good ones. A high-level skill can often achieve two or three levels to chase an effect, and the low-level skills will be like fireball, from level 1 to level 15, only two additional effects will be added to you. There may even be one effect at a level in the skill of Gebiet ox fork. Of course, that level of skill is rare.
The skill change after level 15 is a little unstable. The average skill or the next skill will only increase the percentage of all the previous skills after reaching level 15, instead of pursuing skills. Advanced skills may remain the same level or two as before to give a new effect. This state will be maintained until level 18, but after level 18, all skills including fireball will give you a special effect at each level, that is, level 18, 19, and 20. You can get three additional effects. In addition, these three levels will also increase the percentage of existing effects in front of them at the same time, and it will be improved according to the quality of skills. Bad skills have the same percentage of improvement as before level 18, while good skills may even increase three times faster at the last three levels. For example, for an attack skill, the attack power of each level increased by 500 points or 50% directly, while the last three levels may increase 1500 damage points or 150% damage per level. Anyway, the speed is three times that of the previous level. Of course, triple promotion is not the limit, because I have the follow-up effect of several skills, and my ability to improve is more than five times.Therefore, the higher the skill, the more frightening it will be. Since the self created skill can be upgraded one more level, the final damage output is simply sensational. If your skills are less powerful when they are created, it's better. If they are high damage skills in the first place, they will be against the weather in the later stage. If you have some additional skill level equipment on your body, it's just like a big killer.
Therefore, self created skills are absolutely terrible skills. Once they reach the full level, they are more powerful than ordinary skills. Because of this, those who practice martial arts in real life definitely take advantage of the game. Of course, these are secondary, the most important is your reaction. When
started to run, what many people make complaints about is why a virtual reality game has agile settings. Does a person stand still, as long as he is agile and high, the other party kicks and hits him, but does not stop appearing Miss effect? Isn't this a big deal?
In fact, this is not the case at all. Everyone's conjecture is right, that is, in ”zero”, the person with high agility really doesn't need to do anything, and it's very difficult for you to hurt him, but it's not what you've guessed before. You obviously hit the other side, and the result is that the other side has miss effect, and then the damage is not calculated. That's a bit too fake.
In fact, the agile setting used in zero is a function called ”active intervention assistance”. Maybe some smart people can see the name and know how the effect works. Yes, the system helps players operate characters. It's like player skills. As long as you call out the name of your skill, and the release conditions of this skill are met, the system will automatically control your body to move according to the release effect of the skill, so as to complete some actions that you absolutely can't do or have a low success rate. This system assisted control of your body is actually called active intervention assistance. This is how agile attributes are implemented in the game.
When two players fight, even if the player with high agility doesn't respond to the enemy's attack in time, as long as you are agile enough, there will be a certain probability to trigger active dodge. That is to say, the system will help you operate the game characters to dodge, thus realizing the Miss effect.
This kind of active dodge effect is the same as the auxiliary control in skills, which is completed by the system for you. You don't have to participate in it at all. Moreover, there is a set of very smart settings in ”zero”, that is, intervention assistance is not absolute control, but a kind of control that can be actively intervened. To put it simply, when the system assists in controlling you to perform skill release or dodge actions, as long as you actively intervene with your own thinking, you can make fine adjustments in the action. Even if your intention is completely opposite to the auxiliary action of the system, or the difference is too big, the system will automatically terminate the auxiliary process.
The advantage of this setting is that it will make the auxiliary control more natural and flexible, and not easy to make jokes. For example, there used to be an experimental virtual reality game, in which there was similar skill assistance, that is, the player called out the skill name, and then the body would automatically move to display the skill. As a result, because there was no active intervention mode, many jokes were made in the end. For example, a series of moves, the enemy has dodged in the past, the result is that the player is still there because the skill is not over, and they are still playing in the air. This behavior is obviously quite brain damaged. There is also a player standing on the edge of the cliff to fight with the enemy. The structural enemy punches, and the agility attribute is activated. The system controls the player to dodge back, and he jumps off the cliff. It all sounds quite idiotic, but I have to admit that the system can really do this without the player's own control.
By contrast, ”zero” is much better. First of all, the game system in ”zero” is relatively smart. It is impossible for the system to control the players to hit the air and jump over the cliff as mentioned before. Secondly, even if there is a situation that the system can not judge, for example, when Matsumoto and I are facing the Japanese players, sometimes I need to pretend to be hit. In this case, the system can't judge, but because ”zero” can be controlled actively, I can completely interrupt the Dodge action of the system, and the opposite Matsumoto can also control the power of the skill, so as not to really kill me with a big move.
However, although the agile attribute in ”zero” has a powerful auxiliary control effect, the system does not exclude the player's active dodge.
The player with high agility attribute has a high probability of Miss, that is, when the enemy attacks him, the system will frequently intervene to help him dodge the enemy's attack. However, this frequent dodge does not mean 100% dodge. That is to say, not every time the enemy attacks, the system will intervene to help you dodge. The frequency of this intervention depends entirely on the numerical difference between your agility and your opponent's. If your two agility values are exactly the same, then the system's active avoidance and intervention probability is about 15%, that is, if the other party attacks you 100 times, you can get 15 times of active intervention evasion. If your agility is higher than that of the other party, the Dodge probability will continue to rise, but the highest is only 95%. That is to say, even if a level 10 000 skirmish meets a level 20 meat shield warrior, the system will have a 5% probability of not intervening in evasion when the flesh shield warrior attacks the agility war.It can be seen from this point that the intervention avoidance probability of the system is quite unstable, which is completely a matter of luck. However, there is a kind of dodge that does not need to take a chance, that is, the dodge that the player carries out independently.
When a player is attacked by another player, if you find out the other player's action in advance and manipulate your body to dodge, and you really evade the opponent's attack, of course, the system will not force you to be hit because of your low agility. Zero's system is not that bad.
Of course, because the agility attribute is directly related to your triggering speed, if your agility is really very low, it is possible to see the attack route of the opponent but find that the body can't keep up with its own will, which is totally unavoidable. Besides agility, you also have agility. In addition to the possibility of triggering the system's active intervention evasion when you are attacked, this agility attribute is more likely to trigger an ability called ”intrusive assisted locking”.
Like intervention avoidance, this intervention lock is the ability of the system to help you target your opponent. Even if you are a cockfight eye and see things with ghosting, the system will actively interfere with your attack action according to your Agility attribute, and help you to aim at your target. That's why any player in the game can use the complicated weapon of bow and arrow. Although the shooting accuracy of players who are not professional archers is certainly very bad, at least each player can shoot the arrow in the specified direction as long as they pick up a bow, which is for sure. And if it's in reality Think of the game of archery! Don't say you hit the target. When you let go of the bowstring, you will find that the arrow is still in your hand. As for those who shoot arrows into the sky or fly behind Well, this is really a common phenomenon.
In any case, the system will take the initiative to intervene in our attack actions in the game, so that you can make a lot of actions that you actually need a lot of practice to do in reality.
However, defensive intervention has trigger probability, while aggressive intervention has intervention scope. That is to say, if your agility is not high enough, even if the system lets you shoot the arrow, it doesn't mean that it is as simple as where to hit. There are many other things in the process.
However, if you are an archer, and you can almost hit a hundred, then in the game, do you think the system will take the initiative to let you aim at a good arrow randomly fly away from the target? Obviously not. Therefore, even if the X-ray player's agility is not high enough in the system, the accuracy rate of his bow and arrow is quite amazing, but because the lethality of the archer's arrows in the game is also linked with agility, if such players don't improve their agility, their arrows can be accurate, but their power after hitting may be very low. Of course, this is what I described as an extreme request for payment. Under normal circumstances, if a player who knows how to shoot in real life chooses the archer profession, he will definitely strengthen his agility attribute in the game, and then cooperate with his own shooting skills. Naturally, he is much more powerful than ordinary Archer players.
As far as I know, the more famous archer players in the game are almost all real archers. After all, the advantages are too obvious.
In the same way, if a warrior is a martial arts practitioner, then in the game, your dodge ability must be better than ordinary people. Even if the system does not take the initiative to intervene in Dodge, you can also dodge by yourself. As long as your agility is not too much lower than the opponent's, in most cases, martial arts practitioners can actively dodge the other side's attack and counter attack. That's why a lot of players find me super hard to deal with. Because I'm a dragon, my reflex nerves are different from those of human beings. My natural reaction is n times faster than that of all human beings. In addition, I have studied military gladiator in the Middle School of reality, and later learned some Taijiquan. Although I haven't practiced it for a long time, it is even more powerful than most of the so-called Taiji masters who have practiced Taijiquan for 20 or 30 years because of their strong learning ability.
With such a foundation, plus my own agility attribute, it's quite exaggerated. Therefore, as long as I'm serious in the game, the enemy can't touch me at all. Except for those who use long-range weapons like the gun god, because the speed is too fast, no matter how fast I'm agile, I can't guarantee that I'll be able to dodge. Or the mage players like Kristina will attack with tracking and flashing Also can't flash, otherwise, the general player is really take me to have no method at all. Let's not say whether we can get close. Even if we are close, they can't touch me with my dodge ability.