At 0:00 on April 11, Yun Xiaohan started leveling on time.
During today's leveling process, three of his skills were upgraded to one level.
[Shield Bash] is upgraded to level 6, causing (300 1.3*Strength 0.8*Physical Attack) physical damage, and has a 100% probability of stunning the enemy for 2 seconds. The cooling time is 11 seconds. The skill level is regarded as Level 3. Attacking party
The difference between the strength and constitution test of the person being attacked will affect the probability of being stunned.
The improvement of this skill is not as great as expected. Although the stun probability has been increased by another 5%, finally reaching the 100% ceiling, this 100% stun is only theoretical. The templates, bloodlines, and control resistance of both offense and defense.
Level difference, as well as skill quality and grade will affect the actual stun probability of the skill.
Therefore, although Yun Xiaohan's bloodline is of extremely high quality, he can only achieve 100% stun with [Shield Bash] by fighting wild monsters on regular maps and ordinary Warcraft in the World of Warcraft space. He cannot be 100% stunned by fighting the boss Warcraft.
It’s dizzying, let alone powerful BOSS and high-template NPCs.
On the other hand, against players, because Yun Xiaohan has a huge advantage, he can basically hit him with one hit.
In addition to [Shield Bash], the other two upgraded skills are [Wind Speed] and [Bloodthirsty Slam].
[Wind Speed] is upgraded to level 5, the duration is increased from 4 minutes to 4 minutes and 20 seconds, the movement speed bonus is also increased from 35% to 40%, and the cooling time is still 5 minutes.
This auxiliary skill is still very useful, but it doesn't help much in daily leveling. You can't run too fast to pull monsters in groups. If you run too fast, the monsters will lose their hatred.
[Bloodthirsty Slam] is upgraded to level 5, the skill damage is increased from (200 1.6*strength 1.2*attack power) to (300 1.8*strength 1.4*attack power), and the self-healing effect is also increased from 95% of the damage caused to 100
%, the cooldown time is reduced from 8.5 seconds to 8 seconds. The skill level is regarded as level three.
[Bloodthirsty Slam] has reached full level after reaching level 5, and the skill level cannot be further improved.
Don't be surprised, this is actually the norm. In fact, many early low-level skills are fully upgraded after being upgraded to level 3. For example, skills such as [Double Combo] can only be upgraded to level 3, and [Bloodthirsty Slam]
It is normal to reach full level 5, but low-level skills like [Heavy Attack] and [Shield Bash] that can be upgraded after level 5 are relatively rare.
And this is exactly the embarrassing thing about early low-level active attack skills. It seems like a good skill, but the room for improvement is extremely limited. When low-level attack skills hit high-level enemies, the damage will be greatly reduced by the level difference, which is very difficult.
It's tasteless.
The official skill information does not mention the minimum skill level, so players can only try their luck to learn skills. On the contrary, those players who entered the game after a long time after the "Decision" server was launched can enjoy the advantage of being a latecomer and can learn from the pioneers.
Drawing lessons from experience in the published strategies can be regarded as a kind of balance.
There are many skills like [Bloodthirsty Slam]. Most of them are very useful in the early stage of the game, barely usable in the middle stage, and then just for decoration in the later stage.
This is also a kind of care for players by game designers. Players in "Decision" learn more and more skills as their levels increase, but generally more than half of them are growth skills, passive skills, and other skills.
Or there are auxiliary skills that are not very affected by skill level, and a considerable part of the remaining skills will be gradually eliminated.
Therefore, for the vast majority of ordinary players, the 20 to 40 skills they commonly use are still many more than some simple operational online games, but they are not so unacceptable.
Not to mention that after replacing the game cabin, the difficulty of the player's operation has been greatly simplified. It is not difficult to operate this number of skills.
Regarding the problem of low-level active skills becoming useless in the later stage, players can forget the skills through special tasks, but these special tasks are basically rare tasks, which are not easy for players to encounter, and the task difficulty is often relatively high. Yun Xiaohan plays
Never encountered it until now.
After forgetting skills, players can free up their skill slots to learn passive skills, or learn non-level active skills.
And even if skills can be forgotten in this way, the low-level pre-skills that are the cornerstone must not be forgotten. If a player wants to forget a pre-skill, he must first forget all subsequent series of skills related to that skill.
Only then can the skill be forgotten.
The opportunity to forget the two professional skills gained when the player reaches the next level (next level 10) is not restricted by this rule, and subsequent skills are simply unavailable.
But this is normal. After all, the forgetting skills obtained by leveling up are too limited. You can only forget the skills in the 6 regular professional skill slots of the previous level, and you must use the forgetting opportunity within 12 hours.
Just imagine, if the penalty for forgetting a prerequisite skill is to temporarily disable subsequent skills, then players can take advantage of the loophole. There are many skills that require this type of skill as a prerequisite. First forget a low-level prerequisite skill, and then learn a useless one.
Skills of the same series at the same level can be used as supplementary prerequisites to activate a series of subsequent suspended skills.
Then this loophole becomes even bigger. If the skills to be relearned also require a certain number of skills of this type as prerequisites, there may even be a logical paradox of which came first, the chicken or the egg.
Therefore, there are actually very few skills that can be truly forgotten by players. Only skills that are isolated from the player's skill system can be forgotten, mainly for some novice players to make up for their early skill learning mistakes.
For Yun Xiaohan, if there is a chance, he will definitely forget [Bloodthirsty Slam] in the future. After all, this is just an early transition skill.
But [Bloodthirsty Slam] is a universal skill. According to the consistent official style of "Decision", the forgetting opportunities of general skills and professional skills are 80% different. Therefore, the forgetting opportunities of universal skills are definitely more difficult to obtain than the forgetting opportunities of professional skills.
.
Yun Xiaohan is now leveling in groups. These three skills are of limited help to group grinding, so the efficiency of leveling is very small.
After switching from a game helmet to a game cabin, his leveling efficiency dropped quite obviously. He was not able to adapt to the new operating mode, which led to poor connection of his skills, and his old operating habits still interfered with him.
If he had used the helmet, he would have been able to reach level 61 at about 7 o'clock. Now he was using the game cabin instead, and he did not reach level 61 until the end of World of Warcraft. It was nearly an hour late, and the impact was still quite big.
However, the actual leveling efficiency is not reduced by as much as one-eighth. After all, in Warcraft space, you have to spend time looking for monsters, and the leveling efficiency is not high.
After reaching level 61, Yun Xiaohan learned [Space Bullet].
Affected by [Void Magic Spirit], Yun Xiaohan's [Space Magic Bullet] after learning is stronger than its original version.
The firing range has been increased from 55 yards to 70 yards. It used to summon 5 space magic bullets and fire them completely within 1.5 seconds. Now it still summons 7 space magic bullets and fires them completely within 1.5 seconds.
The space spell damage caused by each space spell bullet to the enemy has also been increased from (0.8*intelligence 0.8*magic attack power) to (1*intelligence 1*magic attack power).
The enemy's inability to move in space for 2 seconds has been extended to 3 seconds, and the cooldown time has been reduced from 8 seconds to 6 seconds.
PS: I have finished my long business trip and can rest at home for a while. There should be another update in the evening. If nothing happens in the next few days, I should be able to continue to update.