Chapter 19 Projectile Patterns
Although the real class change in the game of "Redemption" should be after level 10 in a sense, players can still learn the three initial class skills in the initial career stage before level 10, and even after the player changes class at level 10, players can still continue to use these three initial class skills regardless of which class branch they choose.
Of course, like other traditional online games, the professional skills in "Redemption" are naturally the higher the level, the more powerful the skills learned. However, in fact, the growth of low-level professional skills in the game of "Redemption" is not low, because the effect of almost all skills is not static, but is linked to the player's own attributes, although low-level skills are indeed not as good as high-level skills in terms of skill effects, but they are not really completely useless after the player is promoted to a high level, and even if the player is skilled or has special skills to use skills, Some low-level skills can still be used as common skills even when the player reaches level seventy or eighty in the later stages.
One of the most typical examples is the attack skill [Heavy Attack] that the Sword and Shield Warrior can learn at the initial lv1, and the skill effect is a damage skill that increases the attack power appropriately according to the strength attribute of the Sword and Shield Warrior on the basis of the normal attack power of the Sword and Shield Warrior. Of course, since it is only the initial skill that can be learned at lv1, the ratio of strength to attack power is not high, compared to the attack skills that players of the two major warrior types, especially the berserker fighters, can learn after the level increases, [Heavy Attack] is definitely a single damage skill that should have been completely eliminated around level 30 a long time ago.
However, in fact, although [Heavy Attack] is indeed a bit of a cold damage as an attack skill, as the skill proficiency increases, the CD event of [Heavy Attack] will become extremely short, and if the proficiency reaches a certain level, there is still a chance to produce a knockback effect in the attack, so until level 50 or above, the [Heavy Attack] skill is still listed as one of the commonly used skills by many fighters, especially those who are accustomed to PK. In particular, some skilled warrior players can even completely replace ordinary attacks with high-proficiency [Heavy Attack] in battle by adjusting the skill CD time difference, so that the damage output has been significantly improved, and because of this, for a while, the skills that this warrior class learned at the beginning were even called "lv1 divine skills".
These are all things that Rococo has consulted from the previous game materials of the NPC system, because in "Redemption", even low-level skills can play a great role in high-level adventure battles as long as they are used well, and in the previous life of "Redemption" games, there has been a wave of "low-level skill identification masters", affected by this trend, many players of "Redemption" in the previous life think that the use of low-level skills is an important credential to judge whether a player is a master of operation... … And if nothing else, as the game progresses in this life, the level of players is getting higher and higher, and then after discovering the growth and magic of those low-level skills, it is estimated that it is only a matter of time before the same trend appears again.
For such an idea, Rococo himself actually agrees with it. Although it is indeed a bit one-sided to say that as long as the low-level skills are played well, they are masters, but they can make the low-level skills that are not suitable for high-level battles work in a clever way, which is undoubtedly a disguised way for players to have a lot of combat flexibility in high-level battles. It's not right to be too extreme, but that's probably true.
The crossbow archer chosen by Rococo, like other classes, will automatically acquire two initial skills at Lv1 just after the birth of Lv1: [Shoot Legs] and [Projectile Mode]. Among them, the [Leg Shooting] skill is literally meaningful, by aiming at the enemy's leg to shoot an arrow attack to reduce the enemy's speed while dealing damage, taking advantage of the opportunity of the enemy to slow down, the player can take the opportunity to open the distance or escape from the enemy's field of vision and get out of the battle.
For a ranged class like the Crossbow Shooter, which requires keeping a distance from the enemy, [Leg Shooting] is undoubtedly a good life-saving skill in the early stage, and it is quite useful even in some situations in the later stages. However, because this skill has a hidden weakness, that is, it can only work on monsters whose bodies are flesh and blood, so for example, some monsters whose bodies are not composed of flesh and blood frequently appear in the late game, or simply have no legs (Naga monsters) or can advance without relying on legs (flying class), this skill cannot slow them down, so although the low-level skill of this crossbow archer has also been popular for a while, it is not as sought after as the warrior's [Heavy Attack].
However, another skill, [Projectile Mode], can be regarded as a rather controversial skill.
This skill is not a simple active or passive skill, but an attack mode switching skill. It allows the Crossbow Shooter to shoot upwards instead of shooting horizontally. Compared with the horizontal shooting in the general state, the projectile mode has no change in attack power, but the range has become longer, correspondingly, the hit rate of the projectile will be lower than that of the flat shot, and because the route of the arrow flying during the projectile is obviously much longer than that of the flat shot, so there will be a significant time difference between the attack of the crossbow shooter in the projectile mode and the actual damage caused, if the target is moved from the original position in this time difference that is not long but must not be ignored, Then the attack will be 100% judged to be missed.
Just looking at the skill description, most people will feel like a chicken rib. However, it didn't take long for players to discover two particularly unexpected usefulness points. First, the projectile mode can completely eliminate the terrain effect of the crossbow shooter when shooting at the hostile target, so as long as the enemy does not move, then the hit rate will not be affected by the difference in terrain. Second, the hatred vision of most monsters is bounded, and the maximum range of the crossbow shooter in projectile mode is enough to exceed part of the monster hatred vision, so if the crossbow shooter stands outside the range of the monster's hatred vision and shoots the monster with a projectile arrow, it is easy to shoot the monster that does not know where he is being attacked in a state of zero hatred in confusion.
After such a hidden feature was announced by the master players, it immediately caused controversy among the majority of players, and some players thought that [Projectile Mode] was comparable to or even surpassed the [Heavy Attack] "lv1 magic skill", after all, this is a skill that does not require any terrain bugs as long as you master certain skills to do no damage and no hatred. Others insist that this is a useless skill, because the profession positioning of the crossbow shooter is the best match with the melee class to be able to exert its perfect ranged output ability, unless it is a player who insists on walking alone, otherwise as long as it is in a team with melee resistance, there is not much need for the crossbow shooter to switch shooting modes and delve into zero-hatred shooting.
Although there are mixed opinions on the [projectile mode], in fact, there is no contradiction between the two sides of the statement, at least Rococo thinks so.
Team players have a team to rely on, and lone players are naturally insufficient, so they naturally have to find fault with some nitpicks and master so many unique skills in terms of technology. Just like the current Rococo, as a lone player who wants to use one day of leveling time to catch up with those ordinary players with three days of leveling time, she immediately became interested in it after she first saw the harmless and hateless monster farming skills achieved by using [Projectile Mode] when she read the game information of her previous life. And right now, she is also going to use this initial skill that she brought with her after the initial birth to brush these level 8 wild boars in front of her as LV1.
The technique itself is not complicated at all, and the difficulty of throwing a large boar without damage is that although the range of the projectile is long, the hatred of the large boar that is the target of her attack is not too close on the cliff flat ground similar to where she is now. It's almost just a little less than the limit of the projectile range. Perhaps the initial blow can easily take advantage of this vision gap, but after being attacked, even if the large boar fails to detect the attacker Rococo due to the limit of the field of vision, there is a certain chance that it will move. Once the Rococo does not move with the movement of the large boar at this time, then the moving large boar will find the Rococo at the edge of the field of vision, and then rush over without hesitation.
And because Rococo is currently 7 levels behind the big boar, the original hit rate of less than 100% of the projectile mode will drop to a fairly low level under the level suppression, it can be expected that if you attack with such a hit rate, you will definitely miss frequently, but about this, Rococo also has its own solution.
Although the in-game system takes care of the vast majority of players who have no and cannot have archery experience in real life, the archery action of players in the crossbow archer profession, whether it is flat shooting or projectile technical action, is automatically assisted by the system, but the projectile automatically completed by the system, even if it seems to hit the target, there is still a high probability of miss. This is because the shooting attack behavior is assisted by the system, so whether or not to hit is also determined by the system's hit probability calculation, and as for the scene of the player witnessing the shooting target, it only represents the fact that the player attacked the enemy with a projectile.
However, if you don't entrust all the projectile action to the support system, but let the player master the shooting angle and strength by himself, and then only entrust the actual action part to the system, then as long as you can shoot, there will never be a miss, and the probability of a critical hit is a little higher than that of the system support. This is the result of a previous life documented in Rococo's NPC system that has been verified by advanced players.
While keeping an eye on whether the surrounding boars are approaching, and at the same time, paying attention to the random displacement of the attacked boar after being attacked, and at the same time, mentally calculating the shooting angle and force of each shot through the parabolic equation in real time...... This kind of work may be able to be done by those rising longbow ranger masters in the middle and late stages of the game in the previous life with their experience and skillful feel of playing archers for a long time, but in the early stage of the game's career exploration, there will be no second person in the whole game except for Rococo.
After all, it used to be a digital life, and although it has now been transformed into Rococo on the continent of Emissia, Mira obviously did not erase the existence and ability of Rococo as a digital life in this transformation process.
It is quite difficult for most humans to calculate different calculations at the same time and ensure absolute accuracy, but for Rococo, which was once a digital group in nature, it is simply easy to calculate simultaneously as long as the algorithm is fixed.
After selecting a large boar in a somewhat remote location in the area of the stone cliff platform, Rococo raised the bronze longbow in his hand to fix the angle diagonally, and then pulled the string and opened the bow without hesitation.
There are still three or four hours left until the end of this third day of playtime, so hurry up!