In fact, there are two other functions of iron will, and the mode of action is similar to endurance, but the point of action of these two abilities is not endurance, but health and spirit strength.

Just like some adverse reactions after endurance reduction set by the system, referring to the reactions in reality, there are also some special settings in the game for health and spirit strength.

When a player's health is reduced, it means that you have been attacked and the attack has taken effect, otherwise you should not lose blood. In other words, the drop in health is equivalent to injury. But, just like in reality, you are impossible to lose the ability to move because of a needle stick, right? Therefore, the impact of injury on an individual is also related to the degree of injury.

Three influence methods are used in this aspect in "Zero". The first is pain. This is very similar to reality, that is, the injured area will hurt, and if the movement is violent, the wound will be pulled. However, the impact of this item on the player is not necessarily, because the player in the game can avoid suffering by adjusting the blood level of the game to a child state. In this mode, players will find that the battle screen they see is somewhat different from the actual situation. The most important thing is that there will be no residual limbs, blood, internal organs, etc., and no depiction of the details of the corpse. In this mode, the death of the enemy or monster will not show up even the wound, and what you can see is as if the opponent is asleep. Or the other party disappeared entirely. Anyway, there will be no bloody scenes. However, this mode not only affects the picture you see, but also affects the player's physical feelings. In this mode, after being attacked, if the damage is minor, it will only produce the feeling of 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 severe injury, such as a fatal injury, it will feel as if it has been charged by static electricity, but it will end in an instant, and then there will be no feeling.

In this child mode, it is equivalent to being immune to the physical punishment among the three punishments the system has made regarding the reduction of health. Because you don’t feel the pain, you won’t be wounded naturally. Influence. However, don't think that the system will easily fool the player. The system clearly stipulates in this respect that the bloody mode level selected by the player will be calculated directly related to all your attributes, which is like a percentage. If you choose the child mode, then the values ​​calculated by all your attributes must be multiplied by a score less than 100% in actual combat. According to the approximate conclusion drawn by some players in our guild, this percentage should be around 96%. In other words, in this mode, even if you and the other party have the same attributes, the battle strength will be about 4% lower.

Of course there are higher-level modes above the child mode, and the most exaggerated is the purgatory mode. This mode is the highest level of existence in the bloody level setting. The cruelty level of the picture in this mode is higher than that of reality. It’s even an exaggeration. Basically, the creatures killed are all splattered with blood and internal organs. Normal people will vomit a rustling sound 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 a bloody mode that is Level 1 lower than the purgatory mode. After that, the setting mode can be adjusted to purgatory.

In this purgatory mode, the player will not only see the over-limit bloody cruel picture, but also smell the various smells of internal organs and blood. More importantly, in this mode, the player will suffer 80% of the pain feedback in reality. This pain feedback is actually quite serious. If the system itself has a brain protection setting, some fatal injuries in this mode It can even cause human brain death. Of course, because there is a protection mode, the system will cut off the signal when the stimulus reaches the safety cordon to ensure that the brain will not mistakenly think that it 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 thinks that he is dead in hypnosis mode, his heart will really stop beating. This is a kind of death feedback from 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. Virtual reality games actually have this effect. The reason why there has been no problem before is because before all virtual games are released. All are required to strictly implement a set of restrictive measures. This measure is to set a limit standard that will not cause physical damage to ensure that there will be no deaths caused by playing games.

When a player sets his bloody mode in purgatory mode, he will suffer more painful damage, but the system will give extra compensation in this mode. This compensation is to change the percentage of battle strength Into a percentage greater than one, and the actual test proved that the percentage of purgatory mode is about 103%. I usually use this mode, because in this mode I can better play my own battle strength, and there are additional battle strength addition ratios, plus I have the ability to control pain signals, so I usually use this Purgatory mode, and most high-level players use blood or purgatory mode. For players who dare not use these two modes, I have not heard of anyone who has entered the battle strength list.

In addition to the pain penalty, there are two other types of punishments: attribute punishment and disability punishment.

This attribute penalty includes many attributes, the most important of which is that the endurance value will drop rapidly, each time the health value is reduced, the endurance will be reduced in proportion, which means that the health value is reduced by half, and the endurance will also be reduced by half. , And after that, the penalty effect of insufficient stamina will be produced. In addition to this aspect, there is a drop in health that will lead to the weakening of direct combat attributes such as strength and agility, especially strength. It's the basic concept that you won't be able to use strength when injured.

As for the last type of disability punishment, this one is mainly for injuries to specific parts. For example, if a warrior who specializes in sword technique has his arms cut off, his attack power will be instantly cleared. This should be easy to understand, how can you let a person without hands cut someone with a sword? Are you holding your mouth? Similarly, the mobility of a person whose legs are cut will be cleared. Unless you have a mount that can carry you to run, don't think about attributes such as agility. After all, you can't walk without legs. This is basic common sense.

The penalty for spirit strength reduction is similar to that for life force reduction. There will be varying degrees of impact according to the proportion of decline, but the main impact methods are slower reactions, decreased dynamic vision, visual ghosting, and severe There will be hallucinations and other phenomena. Among them, the most important influence will still affect the success rate of the legal system. Therefore, this spiritual punishment is also very serious.

The other two additional benefits of this iron will is the cancellation of more than half of the life and spiritual punishment. When I am injured, as long as my health does not drop below 15% of the total, there will be no negative effects. In contrast, when my HP is between 50% and 30%, my strength and agility attributes will increase by 5% instead. 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 let myself enter this state. It's not what I want to make myself disabled for that 5% extra bonus!

Similar to the additional halo effects in the previous endurance aspect, the life force aspect and spirit strength aspect also have additional bonuses to allies. Among them, the life force bonus effect 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 after being injured. This effect is basically similar to reducing damage by 10%, but there will be a three-second delay, so you can't resist the kind of attack that is enough to kill you in one blow.

In terms of spirit strength, the additional effect is still 50 meters in radius, but the content of the effect is that the spirit strength is stable, that is, the success rate of all skills increases by 2%, and it is resistant to attacks on the spirit and mind. Sex increased by 10%.

The effects of the entire will of steel are these three, but in general, it should include six abilities, because the three effects are divided into individual attributes for me and a radius of fifty. The halo-like effect of meters, in this way, is equivalent to six attributes.

In addition to Iron Will, the other two BUFF attributes I obtained in this mission are called "Boss Halo" and "Hero Mode".

The boss halo is an active zero-consumption halo BUFF skill. This skill is active, which means that I can decide to open or close this halo by myself, but another prerequisite for the release of this halo is that there must be at least 20 friendly units besides me. Of course, this limitation basically means no to me, because there are more than this number of Light Demon Familiars around me. If the number of people is not enough, even if you throw 20 ghost worms out, you can activate this aura. Anyway, as long as it is an individual on your own side, and the number is enough for twenty.

As for the zero consumption on the attribute, this is easy to understand. To put it simply, it does not consume mana. As long as the previous activation conditions exist, I also actively turn on this skill, it can be maintained forever, no Will consume any of my attributes, and even if I lose the blue, it can continue to maintain.

Someone 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? This kind of skill will always be on as long as the person with a more normal mind is on it?

Yes, if you only look at the content written on the attribute, this is indeed the case, but this halo has a feature that is not written on the attribute, that is, as long as I activate this skill, my own A huge golden magic array with a range of ten meters will appear under the feet, and this golden magic array cannot be invisible. In other words, if I activate this skill, I have to be in the open, because even if I hide it, such a large golden light magic array will directly expose my location. Therefore, considering that the user may also need to act secretly, a switch is set so that the player can decide whether to activate or not to activate.

In fact, after the leader’s halo is activated, not only will a huge golden magic array with a diameter of ten meters be opened under my own feet, but more importantly, all friendly units covered by this magic will be in his A golden magic array with the diameter of the largest straight line span in the horizontal direction of his body appeared under his feet. Fortunately, the player who is taken care of can decide whether to accept the coverage of the boss's halo. If you don't accept it, the magic array will not appear, and of course the additional attribute effect will not appear. This kind of setting is very user-friendly, at least if we have a spy who penetrates into the enemy's interior, it will not be exposed. Otherwise, if on the Japanese battlefield, my leader's halo is activated, and the golden halo lights up at the feet of Masaka Matsumoto and Kazutsukaru, then it will be troublesome. Is this unclear to tell people there is something unspeakable between us?

Regarding this boss halo, the remaining two important indicators are the coverage and the actual added attributes.

In terms of coverage, this boss halo is quite different from the general halo skills. The other auras are centered on 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 all be taken care of by the attributes of this aura. However, in addition to this setting, the leader's halo is actually transitive.

The direct coverage radius of the leader’s halo is 1,500 meters with me as the center radius, which is a circular area with a diameter of three kilometers, and like general halo skills, this circular area is to follow What moves with my movement is not a fixed range.

In addition, the leader halo has one more transfer characteristic than the general halo, and the content of this transfer characteristic is like this. When a player is under the coverage of my halo, he will generate a circular coverage area with a radius of 150 meters centered on him. This area can actually extend to my own 1,500. Outside the radius of meters. 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 person can continue to cover it down.

For a simple example, suppose a person is standing at a distance of 1,600 meters from me. In theory, he should not be covered, because my leader’s halo coverage radius is only one Thousands and five hundred meters, one hundred meters away from him. However, if you draw a straight line between us, and then let the third person stand on this line within 150 meters from him and within 1,500 meters from me on the fifty-meter-long line. At this time, the person who is 1,500 meters away from me will be covered, because someone within 1,500 meters away from me is covered. At this time, he has a radius of oneself. A coverage area of ​​one hundred and fifty meters, and because the distance between this person and the person who was 1,500 meters away from me is no more than one hundred and fifty meters, the person who was originally covered by It shouldn't be is now covered. . Moreover, because the person is covered, a circular coverage area with a radius of one hundred and fifty meters will be generated, which means that the coverage area has been expanded again.

On the battlefield, the distance between each one's own combatant and his nearest friendly unit is actually unlikely to exceed 50 meters. In other words, in a large-scale melee, I In fact, this halo is basically full area coverage, as long as it is basically taken care of on this battlefield. Moreover, if there is a battle for borders, my halo coverage may even stretch for hundreds of kilometers due to the lengthening of the front. Of course, if we deliberately stand one person every one hundred and fifty meters, letting the halo cover from the Earth side to the other side is not a problem. I can even use my own ghost worms to transfer stations, specifically to provide halo coverage for those squads far away from the battlefield.

In this way, the coverage of this halo is simply indiscriminately covered, almost as long as it can be covered on a battlefield, anyway, I have so many ghost bugs, it is usually useless, and it is used for communication. The base stations are blooming everywhere, but don’t you want to cover as much area as you want? At least I think covering the battlefield is definitely no problem.

Tap the screen to use advanced tools Tip: You can use left and right keyboard keys to browse between chapters.

You'll Also Like