Chapter 2838 (1/2)
After seeing the scope of the leader aura, the most important point is its attribute effect.
In fact, you can guess what the skill is for just listening to the name. Leader aura, as the name suggests, is the halo skill used by the leader to lead the army.
The attribute effects of this skill are quite exaggerated, the first of which is spiritual defense. As long as the player is covered by the leader aura, his own spiritual magic resistance will increase by 20%, that is to say, the resistance to mental magic such as fear will increase greatly. However, I don't think this effect is mainly for players, because compared with players, NPC is the most vulnerable group of individuals affected by things like morale. Although the system has added mental state effects such as morale to the player's attributes, the stack is still incomplete. Compared with NPC, players are extremely brave in most cases. After all, they are not afraid of pain and will not die. Compared with NPC, they have less worries. If the army in reality has the ability to revive in the barracks after death, and there is no other loss except deduction of a little salary, I estimate that even if such a force does not have air force and Navy, the army alone will be enough to sweep the world. After all, the performance of an army that is not afraid of death is really frightening.
It is because the players are not afraid of death, so the effect which has a great impact on spirit is not very significant for players. On the contrary, NPC is obviously affected by this magic. In addition to the 20% increase in mental magic resistance for NPCs like players, this effect has additional hard effect settings for NPCs. First, any NPC under the halo of the leader will never collapse. Even if the war damage ratio is as high as 99%, the remaining 1% will continue to maintain the front and march forward bravely. Secondly, the NPC troops covered by the leader's aura will not be affected by the effect of demagogues and false military orders, and can always be under the leadership of the commander-in-chief. Thirdly, within the scope covered by the leader's aura, the enemy's NPC forces will have different degrees of psychological influence. There is a 5% chance that the enemy's NPC units will rebel, 15% will cause the enemy's NPC units to be tired of war, and 25% will lead to the enemy's NPC units to retreat.
Don't underestimate the data. Although the main output of large-scale Guild Wars is still on the players, in fact, most of the NPC troops in guild wars are much more than the players. Therefore, the influence of my leader's aura on enemy forces is absolutely frightening. It can not only greatly affect our morale, but also interfere with the other party's NPC's mission.
Although the probability of those three situations is not high, and because there must be cross between each other, in fact, the total number of NPC affected by each other in the end will not be the superposition of three data, that is, it is impossible to affect as much as 45%, and 30% can be regarded as exaggeration. However, there are problems with these 30% of the troops. To control them, another 30% or even more troops are needed to intervene. In this way, more than 60% of NPCs of the opposite party will not be able to fight. Under such circumstances, it is conceivable that the combat effectiveness of the other side will decline seriously.
However, these are not the most powerful.
In addition to the impact on morale, the leader aura mainly interferes with combat attributes. For all our units within the leader aura coverage area, their own attack increases by 10%, defense increases by 10%, health recovery speed increases by 10%, and magic recovery speed increases 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 hit and double hit increases by 5%.
This series of influences is the main function of the leader aura, and it is a very terrible function. Although it seems that many attributes are only increased by 10%, you should know that this is a 10% increase on the original basis. If it was a fight between two groups of people, the number and combat effectiveness of the two groups were equal. Now all the people on one side of the team suddenly increased their strength by 10%. What would be the result of the battle? Now, the leader aura does not add an attribute, but increases attack, defense and even life and magic recovery speed. Among them, the magic recovery speed is still increased by 15%. This acceleration effect means that our magician attacks will become more frequent and dare to use large skills. This virtually increases a lot of attack power.
In fact, in addition to the above functions, the leader aura also has a special function, which is a special setting called combat mode.
Unlike the general aura, the leader aura seems to be the joint ability of multiple auras. There are three basic forms of halo.
When the leader aura is activated, I, the initiator, can switch the leader halo mode at will, and I can also switch the leader halo mode when the halo is in effect. These three models are set up according to different tactical situation: attack mode, defense mode and attack mode. Among them, attack mode and attack mode are not one mode, but two different modes.
When aura is in attack mode, all our personnel will not consume endurance when they move toward the enemy, and their movement speed will increase by 10%. Moreover, as long as our personnel is in charge, their defense will increase by 50%, and the first attack within 30 seconds after the end of the charge will cause 100% double damage.This property is quite frightening. In charge, defense is increased by 50%, that is to say, if the other party covers our attackers with firepower, as long as our personnel rush forward against the other side, it will automatically increase 50% of defense. In this state, the damage that the other party can cause will not be too high.
Of course, the charge state here is not the charge skill of the knight, but the player is moving towards an enemy target. As long as you are preparing to attack the enemy's movement, you are judged to be in charge. At this time, your defense will increase by 50%, and the first attack after the end of this state will cause double damage. This is a wonderful property. The first attack after the end of the charge is naturally the attack that you attack the charging target, because when you attack the other party, the charge ends, and then attacking the next target is judged as the second charge.
If we follow this kind of setting, then many of our first-line team leader players will be able to kill their opponents in seconds, because since these players are the leaders of the first-line stormtroopers, they are naturally more powerful, and their original attack can cause serious damage to ordinary players. Now, if you want to do another double damage That basically means that most of the enemies will be able to kill for one second.
You should know that the distribution of the system's attack power on players is very strict. Through various controls, the system can stably ensure that large groups of players will not have too many people who can attack each other in seconds. However, if some people on our side can hit double damage, the number will be greatly increased, which will definitely make the attack power of the vanguard force become extremely terrible 。
It can be seen from this attack mode that none of the three modes is too weak, and in fact it is.
The effect of defense mode is similar to that of attack mode. When I set the leader aura in this mode, our players can get double defense as long as they stop moving and take a defensive posture. In addition, in this mode, when the other party attacks our personnel, there will be a 5% damage rebound. In fact, this attribute is not very significant in single to single combat, but it is very deadly in group warfare. Especially, this effect is a nightmare for mages because they have little blood and high attack power. Once they use range magic, their damage value is often dozens of times of their own blood. If they rebound 5%, they will lose themselves It's a second. How many mages dare to attack in groups under such circumstances? The mage didn't dare to attack in groups. The attack formation could only rely on the soldiers to rush hard in front of them. But without the assistance of the mage, how much effect could a warrior have? Therefore, once this defense mode is launched, as long as our personnel form a defensive team, the other side will not be able to break through our defense line without several times the strength.
Double defense itself is very frightening, but also rebound damage, this is not to let the attacker live!
In addition to attack mode and defense mode, there is only one remaining is attack mode.
In fact, the attack mode is not a complete mode, it is mainly suitable for use in the melee, because it is not defensive and there is no rhythm judgment. For example, both attack mode and defense mode have a judgment, that is, you must be in charge or defense state to get the attribute bonus provided by mode effect. However, the attack mode is not determined. As long as I set the attack mode, all our personnel covered by the leader aura can enjoy the attribute assistance of this mode.
This attack mode does not increase defense, nor does it add any damage rebound. From the name, you can tell that it increases attack power.
When the attack mode is activated, all our personnel covered by the leader Aura will receive 5% additional attack bonus. If the attack fails to break the defense, the forced blood deduction will change from 1 point to 5 points. Don't underestimate the change in the number. Christina's signature skill ”Rainbow spray” is the use of forced blood deduction to create a strong attack effect.
When Christina uses the rainbow jet, it looks like a rainbow is emitted. In fact, it is an illusion. Every second, tixena fires hundreds of thousands of other missiles. Many of these magic missiles are overlapped, so they look like a rainbow, but we can't see that this is a huge missile rainstorm composed of hundreds of thousands of magic missiles.
When the enemy is attacked, because the lethality of each magic missile is not enough to break the defense, it can only be forced to deduct a little blood. However, because Christina can fire hundreds of thousands of magic missiles per second, even if each magic missile only takes a little blood, Christina can actually cause the enemy to lose hundreds of thousands of blood in a second. That's what scares Christina, because defense is meaningless to her. Her magic missile doesn't break through defense, so it's the same whether you have 1000 defense or 10 million defense. As long as your blood volume is not astronomical, you should hide from Christina.
Now, because of the existence of this attack mode, it is estimated that Christina and I will be even more terrible when we go out together. Because every magic missile that can only cause a little damage turns into a five point damage, which means that the speed of blood loss has increased by four times, which is more frightening than five times of attack power!Based on this data, the damage limit Christina can generate per second is about 1.5 million to 2 million, which is nearly half of the damage caused by the gun god. However, although the single shot lethality of gunshot's sniping mode is more than twice that of Christina's in a second, the problem is that the interval between the two attacks of gunshot is better than several seconds, and Christina's Rainbow spray is a continuous spell, which can be sprayed for several minutes without stopping after starting. Comparing the two, Christina's attack power is really terrible. We used to say that we use magic to wash the ground, but now we know what magic washing is.
After seeing the attribute effect of this attack mode, the effect of the leader aura is all finished. Although the content is not too much, each is a key attribute, and the effect is amazing. In addition, it is a skill that can be activated without restriction. In general, this skill is absolutely a magic skill.
In addition to the ”iron will” and ”leader aura”, the last remaining buff is ”hero mode”.
In fact, the three buff type skills this time can be roughly used by listening to the name. The leader aura is used to lead a large army. And this hero mode is naturally set for the players themselves.
The attribute effect of hero mode has no coverage. It is only for me. And it is totally different from the leader aura in front of you. This skill can't be used all the time. Of course, it shouldn't be able to open all the time. Otherwise, you can really beat the whole world by yourself. Because, this skill effect is more like Superman mode than hero mode.