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Chapter 1113 Snake Clan Professional Passive Skill(2/2)

The three are second-level skills, which need to be effective against enemy attacks and have a 21.12% chance of capturing a single target alive. In addition, the two skills [Shadow] and [Mirror Image] also allow me to have 21 phantoms and 21 mirror images respectively.

, the former can only disturb the enemy, and the latter is equivalent to 21 copies of yourself. 1 each.

The continuous absolute attribute of 553 points means that he can command 6032 squares of generals, with a strength coefficient of 1553 and a level coefficient of 39. The health bar, defense, and blood recovery coefficients reach 111.04, the level coefficient is 10, and the total level coefficient is 390. The hit, dodge, and movement speed coefficients reach 390.

92

.56, the level coefficient is also 10, and the total level coefficient is 390. Other relative attribute coefficients are 74.08, the level coefficient is 8, and the total level coefficient is 312. Its own unit is automatically [Snake God Guards], the attack and defense blood coefficient is 1836, and the other coefficients are 378

.end up owning 2

The attack coefficient is 11224896.64, the level coefficient exceeds 14000; the defense and health coefficient is 316609240.32, the level coefficient exceeds 17000; the blood recovery coefficient is 65184255.36, the level coefficient exceeds 8000; 54

The hit, dodge, movement speed coefficient and level coefficient of 335867.04 exceed 7000; the other coefficients of 43487478.72 and the level coefficient exceed 6000. With such attributes, capturing any mountain attack target alive is not a problem at all. Of course, when the time comes,

After system adjustment, my strength will be adjusted to be equal to the strength of the current boss at any time. Of course, the health bar will also be determined based on the adjusted strength, and the abnormal health bar of the current boss will not be copied. If my health bar is empty, I will die once.

Resurrection outside the attack range of all hostile targets.

For the number of times that the opponent can be resurrected after strength adjustment, the system's calculation method is as follows. First, compare the opponent's strength with the strength before adjustment to determine the opponent's damage data for each time. Even the boss at the current stage should generally be forced to deduct

point. Secondly, compare the opponent's hits with your actual hits to determine the theoretical ratio of damage times. This data is more important. Currently, level 1 ordinary monsters have more than 50 million, and level 2 ordinary monsters have more than 50 million.

Level 3 has more than 9 million, level 3 has more than 4 million, level 4 has more than 3 million, level 5 has more than 2 million, level 6 and level 7 have more than 1 million, level 8 has more than 800,000, level 9 has more than 600,000, and level 10 has more than 500,000.

As for Cao Jiang’s six-square b

For oss, this data is basically the same. If this data is n, then I must be attacked n times before I can be deducted 1 blood point. Then it will be calculated based on my blood recovery. How many points must be deducted before I can

The blood recovery follows

There is no deduction point. If the opponent's attack frequency is less than 1%, the system determines that I can be resurrected countless times. In fact, as long as it is less than the attack frequency, it is fine, but the skill of [Practice in the World] itself will bring me more than 1% of the attack frequency.

Other players have more benefits, so negative restrictions are made. The last thing is my health bar. Although the opponent's attack frequency exceeds 1% of my blood recovery frequency, there will be no infinite resurrection, but it will be deducted every time it exceeds 10% of the attack frequency.

1 o'clock.

In other words, if my blood recovery speed is m and my health bar is h, then the number of times I can be resurrected is 0.1nmh. For me, whose nmh currently exceeds 10 million, I basically don’t have to worry about it.

I died and exited the battlefield. But because I gained a lot in this situation, I will lose one cumulative level every time I die. In other words, with my current general position, once I lose 39 cumulative levels, my

The current level will drop by one level.

The above are only improvements in passive skills. In addition to these passive skills, there are also active skills and auxiliary skills. Of course, because the active skills are too powerful, they are not suitable for use at the moment. But my requirement for capturing and surrendering is not too urgent.

When the time comes, these skills are easy to use. And the auxiliary skills do not cause direct damage, so you can still use them.

There are so many skills, and it would be too troublesome to introduce specific numbers. So here we first talk about the general rules of specific numbers, find some reference skills, and then other skills can calculate specific numbers according to the reference skills.

.A total of 60 optional skills, excluding seven passive skills

In addition, there are 53. These 53 skills involve factors such as level, transfer, active, auxiliary, absolute proportion, relative proportion, curse proportion. Among them, the two factors of active and auxiliary are different from other games and previous ones of this game.

The description is almost the same and can be ignored. Let’s first talk about absolute proportion, relative proportion and curse.

The problem of curse proportion. Absolute proportion refers to the proportion related to possibility or other similar problems. This proportion has the highest value of 100%. If it exceeds 100%, the proportion loses its meaning. Therefore, when the skill level is increased to a certain level, it is often

Reaching the maximum value of 100%, the skill level will increase thereafter.

It is meaningless. There is no maximum value for relative proportions. For example, for the proportion of attack power, 1000% means 10 times the attack power. This proportion can be increased to the highest level. The object of the curse proportion is the hostile target. All proportions of the hostile target

Both have a maximum value of 100%, and the curse does not increase from small to small.

Big changes, but changes from big to small. The higher the curse level, the lower the opponent's strength, so there are different calculation methods here. Let's talk about level and transfer. The "level" here is neither the character level nor the character level.

It's not a skill level, but a career level. "Transfer" is the level of a skill, which generally requires personal strength.

How many turns can be learned in order to learn skills. Under special circumstances, you can learn in advance. In this game, the basic improvement or performance unit of 0 turns is 1%, 1st turn is 10%, 2nd turn is 100%, 3rd turn is 10 times, and 4th turn is 10%.

Spin 100 times, spin five 1,000 times, spin six 10,000 times, spin seven 100,000 times

, eight turns are 1 million times, nine turns are 10 million times. For ten turns and above, there are other calculation methods. However, concepts such as single normal attack, single strong attack, group attack, etc. are also involved here. The "turn coefficient" is the one mentioned above.

The coefficient obtained is usually the basic unit of a single normal attack. Of course, it also includes single auxiliary units.

.When the professional level and transfer strength are equal, the effect of group attack or group support is 10% of that of single attack and single support, and the same for 0 transfer. The effect of single target strong attack or single target strong support is 10 times. This is
Chapter completed!
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