Specific additions to the setting section
A basic answer to some of the settings of the Bloody City.
First, let's be specific about the injuries and medications.
In Bloody City, functional impairment and vitality are two different concepts.
A person with all limbs broken, after recovery, his vitality is full value. But the function of his limbs was completely lost.
And a person whose vitality is reduced to zero does not need to suffer any functional damage.
This is the basic difference between function and life.
For example, cutting the throat causes both functional and vital damage. Simply using a health recovery potion to restore it can only restore health, not function. Laryngeal dysfunction leads to the inability to use medications.
As for the general offensive skill, it is pure life damage, and the health recovery potion can be useful.
Functional impairment can also be treated with medication, and drugs are not hard to come by, and the price is not high, but if you are not prepared, it will be a little tricky.
Damage to the head, heart and other core vital points will cause related functional effects and reduced vitality, but will not die.
Devastating damage, which can be killed for a short period of time, but there is still room for salvation during that time, such as divine healing or corresponding medicines. The specific delayable time needs to be judged according to the physical fitness and other factors of each adventurer, and it is definitely much longer than the average person.
If you have a regenerative skill, or some other surpassability condition, you can ignore the above factors.
Finally, there is the drug distinction.
Drugs are generally divided into combat-type recovery drugs, non-combat recovery drugs, functional recovery drugs, and life recovery drugs.
Combat recovery drugs are divided into instant recovery type and slow recovery type.
Adventurers mostly use slow recovery drugs, with a small amount of functional recovery drugs.
Because of this, he can't stand the medicine even if he doesn't have a dream - his medicine is a slow recovery, but the attack on him is a raging storm.
Health regeneration potions are generally divided into the following categories according to the amount of health restored:
Restore 100 for the vial, 200 for the medium bottle, 400 for the large bottle, 600 for the red bottle, and full health for the purple bottle.
Below is the list.
Non-combat health regeneration potions:
The price of a small bottle is 80, the price of a medium bottle is 200, the price of a large bottle is 500, the price of a red bottle is 1000, and the price of a purple bottle is 2100.
Combat Slow Recovery Potion (20 seconds to restore):
150 points for small bottles, 375 points for medium bottles, and 900 points for large bottles. 1800 points for the red bottle and 3750 points for the purple bottle.
Combat-type Slow Recovery Potion (10 seconds to restore):
200 points for small bottles, 500 points for medium bottles, 1250 points for large bottles, 2500 points for red bottles, 5200 points for purple bottles.
Combat Slow Recovery Potion (5 seconds of recovery):
300 points for small bottles, 750 points for medium bottles, 1875 points for large bottles, 3750 points for red bottles, 7800 points for purple bottles.
Combat type instant recovery potion.
400 points for small bottles, 1000 points for medium bottles, 2500 points for large bottles, 5000 points for red bottles, and 10500 points for full recovery.
Functional recovery pills do not have a numerical concept, but they do have a hierarchical concept.
The five zones correspond to the five levels.
For example, if you have a broken arm and want to use functional recovery medicine, you must use grade C intermittent cream. If the internal organs are severely damaged, then it is necessary to use more organ-based regenerative drugs.
Regenerative drugs are also the most expensive of all functionally restorative drugs.
The price of functional recovery drugs is generally cheaper than life recovery drugs, but there are many varieties, intermittent creams, elderberry powder, muscle building powder, antidotes, etc., often have to prepare a lot of kinds, because you don't know what kind of injury you will suffer.
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Here's an explanation of damage and offense.
First of all: Generally speaking, the single damage of a standard skill is about 60 (only approximate). That is, the standard damage value of a D-level primary single damage melee skill is about 60 points. On this basis, the increase in range, group battles, special effects, and other special abilities will relatively weaken the damage value. The mental power consumption, cooldown time, and skill level increase the damage value relatively.
Each level is raised, a fixed 60 standard is added. That is, 120 is the standard for double D grade, 180 is standard for C grade, 240 is standard for double C grade, and 320 is for B grade.
Each level of skill level increases by about one-fifth. This includes damage values, priority increases, effect duration and power, or mental power consumption and cooldown reductions and reductions.
Special skills can jump out of this category and make them more powerful, but the price to pay is still to be paid.
In addition, there are also normal attacks, which are generally converted to power and defense.
However, different skills are different, and they should be analyzed and calculated according to the characteristics of the skills themselves.
For example, death drift, 60 damage, doubled after hitting the vital point, plus the damage doubling effect of the vital point itself, the theoretical maximum value is 240 points. This is a double C-level single target damage standard, not to mention the overdrive movement effect.
However, this skill is converted in attack, defence, and defense mode. Assuming that the opponent has 30 points of defense, the first hit will only deal 30 points of damage, and even if it is quadrupled, it will only deal 120 points of damage. That's only the double-D damage standard. And this skill is not level 1, but the effect of Emperor Yu after improving multiple levels. Of course, this also makes sense, after all, it also comes with super acceleration.
The problem is that if you don't hit the vital point, it means that this C-rank skill only has a measly 30 damage.
In addition, Death Drift is an acceleration impact skill, and when the impact distance is not enough, it will not be able to exert maximum damage. For example, when Emperor Yu attacked the fat man, the impact distance was not enough, and he did not play the maximum limit.
In contrast, Xie Rongjun's Level 3 Light Burst Bomb, with a maximum damage of 330 points, is already stronger than B-level, and it also comes with secondary stun and partial ignorance of defense effects, which is the role of special skills. Of course, this comes at the cost of mental energy consumption and a long cooldown time.
Ban Dongming's Gale Array is even ten times more powerful than the Light Burst Bomb, but it is also more restrictive in its use.
Therefore, if you look at the cost performance of the exchange, whether it is the Burst of Light or the Gale Gust, if you just look at the cost performance, it may not be much higher than the ordinary Double C skill, but if you have a choice, everyone will choose the Burst Bomb of Light. The reason for this is that it has the power to kill enemies almost instantly.
For a fierce battle, nothing could be more important.
After all, everyone will protect themselves when they are injured and will drink medicine. The best way to kill an enemy in an instant is to not give your opponent a chance to reply.
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There are still some things that have not been sorted out, so they will not be released for the time being.
The previous answer has been removed for the sake of cleaning the layout. If you have friends who don't know, as long as you read it, you will naturally understand.
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Additional questions and answers from the wind and the wind.
Question 1: Has the priority of the medicine been set in advance?
Answer: Potions have priority, but I didn't write it.So there are many kinds of potions, and the related ones are just basic classifications, no matter how detailed you are, you may not be willing to look at them, I have a calculation formula here.Generally speaking, the priority of potions is relatively high, unless there are special skills, it is difficult to terminate.Potions generally have the highest priority, that is, you can buy the highest priority potions, no skills or props can be terminated, of course, the price is twice as expensive as on the form. It's 1.5 times more expensive, and ordinary potions are hard to finish, so there's no need to use those two in the high zone.
Question 2: What happens if I drink two bottles of potion at the same time?
Answer: Unless it's a special potion that allows stacking, it doesn't work. For example, recovering 200 points in five seconds is 40 points per second, and recovering 200 points in ten seconds is 20 points per second. It just adds up. There is no limit to the number of stacks, and the potion itself that allows it to be stacked is 1.5 times the price, plus the top potion that is not terminated, the price rises again, and you are willing to spend money to drink it.
Question 3: If you drink water in a blood-filled state and are injured afterwards, can it have an effect on the subsequent injury?
Answer: The effect ends when it is full health.
Question 4: After drinking water, is there a state of reply to the user every second?
A: Well, the state of recovery, but it only exists objectively, and there will be no special display.
Question 5: Is there a way to deprive the recovery effect?
A: Deprive yourself of the regeneration effect? Not a bad idea, I can make one, but it has to be an advanced skill.
Question 6: Is the effect of the continuous purple bottle that as long as the blood is not full, it will be replenished until it is full?
Or only return HP equal to the maximum HP HP?
A: Only revert to the relevant maximum HP.
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Setting Supplements:
Equipment can be purchased by skipping levels, skills cannot, and skills need to be limited by basic level.
Equipment is generally required with stats and specialization restrictions.
Because the skill is bought and learned, it can't be bought if the conditions are not enough, and you can't buy it and save it.