Off topic and some game material
Let's talk about writing a digression first, when I opened this book, I thought about how to manage it well and add all kinds of groups? Advertise in various post bars? Go to the book review area of the major divine books to send links?
Well, I've thought about all of this, but I think these are not the same, I believe that a book without good publicity is bound to die, even if it's a god-level writing, not to mention a novice like me, but those propaganda are generally attached to other conditions, collect each other, send each other recommendations, or something
There is no point in just these four words, unless it is organized, I am just a newcomer, I don't have so many resources, let's write books honestly, I don't have a lot of time......
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The following is posted some information for reference only, the first 100 chapters apply, and there will be adjustments after that:
The game time is 3:1 from the real time, the months in the game, etc., are calculated in the same way as in reality, twelve months per year, 30 or 31 days per month, and the NPC is calculated slightly differently from the player, as detailed in the text.
Character attributes:
Constitution: Increases the maximum HP, increases self HP by 10 per point of stamina, 0.01 HP/sec base health regeneration rate, 1 physical defense, 1 tenacity.
Strength: Increases physical damage by 1 minimum physical attack and 3 maximum physical attack for each point of strength.
Soul Power: Increases the ability to damage spells, increasing oneself by 1 point of minimum spell attack and 3 points of maximum, spell attack for each point of soul power.
Agility: Increases movement speed by 1, maximum attack speed by 0.1%, hit damage, and critical hit per agility.
Mental power: Each point of telepathy increases self energy by 10 points, 0.01 points per second base energy recovery rate, 1 point of spell defense, and 1 point of sanity.
Body: Each point of body increases self by 0.5 evasion, 0.5 resolution, and 1 superintendence.
Life power: The way of heaven is vast, the fate is slim, each point of life force increases by 1 point of destiny, 0.1% of the chance of a hit of the mandate of heaven, and the upper limit of the chance of a hit of the mandate of heaven is 5%.
Resistance:
Tenacity: Resists the chance of negative states such as stun, knockdown, knockout, blinding, bleeding, weakness, exhaustion, etc.
Pure Spirit: Resist the chance of negative states such as taunts, charm, hypnosis, fear, confusion, disorder, exhaustion, and immobilization.
Divine Walk: Resist the chance of negative states such as slowdown, locking, sluggishness, binding, weakness, broken tendons, points, and disarming.
Destiny: Resist negative states such as bad luck.
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Blind: Loses vision and reduces hits.
Weakness: Reduces all damage dealt by 5% (Level 1 Weakness)
Exhaustion: Reduces minimum physical attack and maximum physical attack by 10% (1st level exhaustion)
Chaos: The target is not controlled
Exhaustion: Min and Max, Spell Attack Reduced by 10% (Level 1 Exhaustion)
Locked: The target cannot be moved, but can cast spells and attacks in place
Bodybound: Evasion ability decreased
Weaknesses: Decreased ability to defuse
Defuse: Increases Critical Hit Resistance and reduces damage by the same amount as Defuse when receiving Critical Hits
Eroders: Reduces physical defense
Break: Reduces spell defense
Shattered Armor: Reduces additional physical and magical defense
Immobilize: The target is unable to make any movements
Sluggish: Attack speed is reduced, and skill cooldowns are increased
Disorder: Spell cast time is increased and energy cost is increased
Points: Cannot use any skill that consumes energy
Disarm: Unable to use actions and skills that require a weapon to cast.
Broken Ribs: Heals received are reduced by 50%
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Critical Strike Chance: Increases the chance of dealing critical damage and healing effects. (Based on the current player's level and hostile target level, if it is a target of the same level, the critical strike chance increases by 1% per X point, and X increases with its own level, which means that the higher the player's level, the lower the critical hit chance provided by the same number of critical hits, and more attributes, better equipment, or skills are needed to provide higher critical hits.) Defuse and other attributes are calculated in a similar way to critical hits)
Critical Strike Level: The default level 1 critical hit is: 200% of the damage or healing effect of the attack, and each level increases, the critical damage or healing effect increases by 10%.
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Hits, dodges, critical hits, and defuses are all relative attributes, and for targets of the same level, the conversion formula of the current level can be used, and when the level of the enemy and the enemy is different, it is divided into the following situations:
When the difference between the two sides is more than 4 levels, the suppression effect will be generated, and the chance of hitting, critting, dodging, and defusing against low-level targets will be increased (the resolution value will not change), and the chance of hitting, evading, critting, and defusing by low-level targets against high-level targets will be reduced (the resolution value will not change). The greater the level difference, the more obvious the effect of reduction or increase.
Explanation of the Defuse Value: The Defuse Value is the player's Defuse Value, when the player takes damage, it will reduce the chance of the enemy hitting critical damage, even if the enemy is critical, it can also avoid the same damage as the defuse value. For example, player A's resolution value is 1000, and when the hostile target hits a critical hit, the theoretical damage is 5000, and this damage must first subtract the target's armor to avoid damage, damage reduction skills, damage immunity, etc., and finally subtract 1000 damage. (Defuse does not reduce attack damage without critical hits)
Destiny Strike: Default is 0, damage is 3 times normal damage, and can be stacked with critical hits. (The Destiny Strike cannot be dodged, cannot be crossed, and the damage is calculated only to the maximum, including the additional damage of the skill and the self's physical or magical attack damage.) For example, if a spell attack triggers a Destiny Strike, the damage attached to the skill is 10-20, the skill power is 200%, and the caster's spell attack is 50-100, then the final damage must be [20+(200%*100)]*3 times, and the damage cannot be dodged or resolved, and the damage must hit the target and will not be crossed. οΌ
Movement speed is calculated as follows: 30 points of movement speed is 3 M/s, every 30 points of movement speed increases, 1 m/s increases, and every 100 points of movement speed exceeds 35 M/s.
Skill damage calculation formula: skill additional damage + skill power * character physical attack power or spell attack power, if there is a percentage damage bonus skill or equipment special effect, the value calculated by the previous formula * (1+x%).
(If the additional damage of the skill is a fixed damage, the same damage will be added each time, if there is a maximum and minimum damage, the value will be randomly taken in the range, and the character's physical attack power and spell attack power will also be randomly valued)
Dodge: When a skill or basic attack does not hit the enemy target, it is determined to dodge, and the damage is completely nullified, including damage and effect.
Slash: When using a skill (only for skills) to attack a target, the target cannot dodge, but it will be determined to slash, and the damage will be reduced by 80%, but the effect of the skill will still be effective and will not be weakened.
Hit: When a skill or basic attack completely hits the target, it hits and deals full damage and status effects, but can be blocked.
Block: When a skill or basic attack is blocked by an item and does not hit the target's body, it is determined to block, and blocking can effectively reduce damage and status effects.
Critical Hit: When a skill or basic attack causes critical damage, it will be judged to hit the critical point, and attacking vulnerable parts can effectively increase the critical hit chance, but there is an upper limit.
Defuse: When a skill or basic attack determines a critical hit but is resisted by the target, it is determined to defuse, and cannot deal a critical hit or reduce the damage equal to the defuse value.
At the beginning of "Transcendent Fantasy", every time a character is upgraded, in addition to getting a fixed two points, the character can also get a comprehensive attribute improvement in addition to life power, and the worst full attribute will also increase slightly, even if it is only a few tenths of a percent, but even if there is only a 0.00001 attribute point increase, it is impossible to display it as 0.
Although everyone gets a different boost, but as long as you see the initial attribute to know your own focus, if the initial attribute is high, then this attribute will be improved more every time you upgrade, for example, Hu Lai's initial attribute soul power is the highest, then after each upgrade, at least +2 will be obtained, and other attributes will at least increase slightly, and the growth of secondary attributes is higher than other attributes.
Equipment:
The equipment grades are mainly distinguished by the color of the item name, from low to high: gray (defective), white (good), green (high-quality), blue (high-quality), purple (perfect), dark gold (legendary), orange (epic) Seven colors and grades, in addition to these seven, there is also a kind of equipment called an artifact, and the equipment and props at this level have no fixed color.