Chapter 2 Character Attributes and Basic Rules
The character attributes in "Choice" include:
Strength: Determines physical attack power, weight-bearing ability, and slightly increases attack speed (without strength, it is impossible to swing weapons quickly, mainly for heavy weapons, light weapons such as daggers, short swords, etc., will hardly increase attack speed).
Strength is the key attribute of equipping weapons and armor in "Choice", for example, the mage's two-handed staff also requires a certain amount of strength to equip, if the strength is not enough, it will lead to insufficient weight, severe points will directly lead to the equipment cannot be used, and slight points will also reduce the flexibility of the character, and reduce the cast speed and cast success rate.
For example, in "Choice", it is not impossible for a mage to wear heavy armor, as long as he learns to get started with heavy armor (of course, he also needs to get started with leather armor in the front), and he must also meet the minimum strength requirements, but the heavy armor itself will affect the success rate of the spell and reduce the overall flexibility.
(The mage profession's built-in skill focus will increase the success rate of spellcasting, and each class will have some skills, such as the warrior's own heavy armor entry and one-handed weapon (long) entry, endurance mastery, and the profession's own skills do not require preconditions.) The mage comes with meditation, concentration, cloth armor entry, staff entry)
If the weight is too high due to insufficient strength, it will drop further, and will greatly reduce the movement speed and weapon attack speed. In addition, if a physical attacker attacks, if the attacked party blocks with a weapon or shield, the strength of both sides will be checked, if it hits the opponent's body directly, the strength and constitution will be checked, and if the data of one side is much higher than the other, a special effect will be triggered.
Constitution: Determines the maximum amount of health, the natural health recovery rate, poison resistance and physical negative status resistance (such as stun caused by physical attacks, and the physical control skills simulated by spells are also in this category, but excluding fear, curse, etc.), and is not damaged.
When a character is attacked, their attack damage will be reduced by a percentage through the total equipment defense, and then the remaining damage will be based on the damage immunity stats determined by the constitution.
(The conversion ratio of this physique to the injury immunity value is very low, and the specific conversion ratio is related to the profession, for example, the warrior's 100 points of constitution can avoid 10 points of damage, and the mage can only avoid 2 points of damage with 100 points) for subtraction, if the damage value is lower than the damage immunity value, then only 1 point of health is forcibly deducted, which is commonly known as not breaking the defense.
CON is a secondary stat in equipment requirements.
Agility: Determines dodge chance, hit rate, increases attack speed, (Agility attack speed increases less for heavy weapons, but much more noticeable for light weapons), and minimally increases overall flexibility (preparation for certain skills to cast speed or speed up the skill process, as well as some skill effects, such as movement speed while stealth).
Intelligence: Determines the effect of spells, control skills, healing spell effects (the healing skills of the magic class are much more than the healing skills of the spell class, and the effect is also much stronger, and the hatred value caused by the spell treatment under the same healing effect is much higher than the magic healing), and the auxiliary spell effect.
Some skills are checked for intelligence to determine the success rate when attacking, and intelligence is checked when spells collide, and "Choice" can be met with two fireballs, but it is mainly defensive spells against attack spells, such as spell shields against fireballs.
Spirit: Determines spells, magic defense resistance, and maximum mana. Mind Control Resistance
Wisdom: Determines the attack power of the magic (of course, the magic is far inferior to the spell in terms of attack), the amount of magic healing, and the support effect of the magic (if you don't separate the spell from the magic spell, then it becomes inevitable to cultivate both the milk and the magic)
Charisma: It has no effect on NPCs in the story, but it is related to summoners, hunters, and warlock classes, and charm can significantly strengthen summoned beasts and pets, and affect a lot of summoning skills. Some spells and magic effects are also affected by charm.
The character qualification attributes in "Choice" will be tested in many confrontation situations, and if the difference between the two sides is too large, it will produce special effects, and in addition, high qualification attributes will also affect the success rate of many skills. Therefore, it is much more important than basic attributes such as attack, defense, and magic resistance.
The reasonable game time system in "Choice" is also laughingly called the "38 system" by many players, and the specific content is as follows:
Players can earn 100% XP and 100% drops for the first 8 hours of gameplay each day online.
In the second 8-hour period, you can only get 20% level experience, 30% skill experience, and 50% drop (the boss drop rate in some special areas is not limited to this).
By the third 8-hour period, players can still continue the game, but they will no longer be able to gain any XP and drops, but they will still be able to obtain quest reward items (quest XP cannot be obtained) and some honors and feats.
If a player has less than 8 hours of online time in a day (the part less than one hour is not counted), each hour of less time will enjoy 150% experience time for the next day, that is, half of the experience will be supplemented, but this experience reward will not be accumulated to the third day, and there will be no compensation for the drop rate.
For example, if a player only plays for 4 and a half hours on Day 1, he will have 150% experience for the first 3 hours of the game tomorrow.
If he doesn't play at all on Day 2, he will only be able to enjoy 8 hours of 150% XP on Day 3, and the XP will always be counted only yesterday, not the day before yesterday.
Since party drops are based on the minimum individual drop (experience is counted separately, but the drop obviously cannot be counted separately because it needs to be distributed), when joining the party, each team member will see the normal drop time of the other teammates.
Of course, in order to protect the reasonable income of normal teammates under special circumstances, players can overdraft the 8-hour normal income time on the second day, and overdraft for up to 4 hours, open when you use it, and turn it off when you don't use it, and the calculation of this time can be accurate to the second.
In order to prevent a small number of players from using this rule to snuggle up in the dungeon, and reduce the squad drop by turning off their own drops, players in the dungeon will automatically enable the overdraft time once the normal time is used up, and they cannot turn it off by themselves until they exit the dungeon, and this overdraft time can exceed 4 hours.
If the overdraft on Day 2 is also used up, the player will be forced out of the team to teleport out of the quest, although this is usually rare, as it is clear how much time each teammate has spent playing and overdrawing in the party panel.
In addition, the first 3 times of each quest can be rewarded with additional items, the first time is 200% item drop rate, the second time is 150%, and the third time is 120%, even if it is in the third 8-hour period.
But in terms of experience return, it still follows the 38 system, and those who can't get experience still can't get experience.
After each dungeon, players can choose whether to keep the dungeon progress or not (the 3 times of the normal dungeon cannot keep the dungeon progress, the special dungeon and the super long dungeon can store the progress in the fixed dungeon location but cannot be replaced, and the player who dies during the 3 times of the dungeon does not lose experience), but the players who enter the dungeon must be the same number of times they enter the dungeon for these 3 times.
That is to say, the person who enters the dungeon must be the first or second or third time to play this dungeon, otherwise it will be calculated according to the minimum standard, for example, if there is a player in the team who is already the 3rd time, and everyone else is the 1st time, the drop rate is 120%, not 200%.
Players will be able to see this information in the party information bar, and all party members will also see a system prompt before entering the dungeon.
(This rule is specially designed by the author, it may not be anything to other countries, but it is a hurdle that cannot be crossed for the Chinese network environment, there is no real-name authentication in the Chinese online game industry, and players are particularly crazy. The "38 system" greatly reduces the advantages of "No. 1 multiplayer", so that players are in a relatively fair game environment, and the plot development in this book is more reasonable. )
In addition, the experience gain of "Choice" is also very different from other online games.
In this game, not only does the team not have an experience bonus, but it will reduce the efficiency of experience acquisition as the number of people in the team increases, and for each additional team member, the team player will gain 10% less total experience.
For example, one person can get 100% experience for fighting a monster, and two people can only get a total of 90% when they team up, and if they share it equally, each person can only get 45% of the monster's experience, and the total experience of three people is 80%, and 4 people have 70%, and so on, 10 people are 10%, 11 people are 5%, and 12 people can't get experience.
Of course, some dungeon experience gains are exempt from this restriction. If a monster is attacked by 12 players, it will not be able to gain experience (the experience of bosses and some special monsters will not be reduced), and each party can get the experience distributed according to the contribution calculated by the system after the reduction.
Example: 2 people do not team up to fight a normal monster, the total experience is 90%, and one of them contributes 60% (the contribution includes damage taken, healing, support, and damage dealt), then he can get 90%*60%=54% of the monster's experience.
Therefore, in "Choice", grabbing experience is a thing that harms others and is not beneficial to oneself. In terms of drops, the team with the higher contribution gets the right to pick up items, and the drop rate is based on the lowest individual drop rate among the team members of that team.
In fact, this experience acquisition scheme is also the most debated on the forum, from the perspective of game operation is unfavorable, in many online games to encourage teamwork in the environment of such a game is encouraged to work alone, which is extremely glaring.
After all, teaming up can better improve the game atmosphere of players, attract more players to join the game, and at the same time, more player communication can improve the popularity of the game.
But the official explanation for this is: due to the high difficulty of the game, even if it is an ordinary game leveling, if the player's game level is not high, it is difficult to complete it independently, so teaming up is an inevitable choice for most players.
In order to bridge the gap between team players and ordinary casual players, this experience acquisition plan can be said to be a conscience plan.
In fact, even if the experience is reduced, the team mode still has a considerable advantage, after all, teaming up means that you can defeat monsters in a shorter time, suffer less damage, have a wider range of options for fighting monsters, and have a stronger ability to respond to unexpected crises.
You must know that being killed by a monster in "Choice" costs experience.,Each time you die, you lose 3% of the experience of the current level.,But it won't drop the level.。
PK rules
There is no distinction between PVE and PVP servers in "Choice", but players can choose the game PK mode by themselves, the lambs can choose the PVE mode that cannot PK, and the wolves can choose the PVP mode, each time you switch modes, it takes 3 days of cooldown, and you can only switch between the PK mode settings in the city.
Players in PVE mode cannot be attacked by any players of the same faction in non-melee areas, and cannot actively attack any other players in any area.
Players in PVP mode can open PK mode in all areas to actively attack players who are also in PVP mode and will not be red-named, and will not lose experience or drop items when killed by players.
In the chaos area, PVP players can forcibly add PVE players from the same faction within a certain range to the forced PK list, and after 15 seconds, they can attack them (PVP players will not lose blood when they beat PVE players within these 15 seconds, so if they are at a close distance, they must withstand a one-sided attack for 15 seconds, and if they are far away, PVE players will have a chance to run away).
PVE players will receive a notification from the moment they are added to the list and can attack the PVP player immediately (including the player's location and 15 seconds if they are invisible).
If a PVP player kills a PVE player, he will be red, and if he is killed by a player in the case of a red name, he will lose 5% of his current level of experience, but he will not be dropped, and every 1% of experience lost by a player will be washed off 1 PK value, and when there is no experience to lose, even if he dies, he cannot wash off the PK value (that is, he cannot kill each other to wash his red name).
The PK value can also be slowly eliminated with time and fighting monsters. PVP players who forcibly attack the opposing faction still need to go through the above procedure, but they will not be red.
PVP players in the battlefield area cannot attack PVE players in their own faction or friendly factions, but they can force PVE players in the opposing faction.
PVE players don't have a strong P feature.
Regional items obtained in battlefield areas, chaotic war areas, and a few other special areas may be randomly dropped once they are killed in that area, and the number of random drops will increase if they are killed in a red name (in a certain battlefield, only things from that battlefield will be dropped, and items that others have played on that battlefield will also be dropped if you are robbed by you, and you may also drop them if you are killed by others)
(If today's online games are redesigned into the legendary PK model of the past, it is obviously to push out some children who are not strong in tolerance, and there is no soil for survival in today's online game world with profit as the premise.)
After all, I'm going to write an online game novel that is relatively close to reality.,Not a virtual world full of grievances and hatred.,I don't want to take on any overly high life pursuits or ideals.,If the brain hole is opened to a cruel mode for an online game close to reality, it will inevitably seem that I, the author, is brain-dead.,After all, what kills to level 1.,Obvious behaviors such as stripping pigs are impossible to adopt as long as they are normal game designers.。
But online game novels don't have PK drops and it's not good to promote the plot, so after a few thoughts, I designed such a PK and regional drop mode, and if you are a sheep, you will be a sheep obediently, and if you are a wolf, you will bear the consequences. )