1 death states: here the resurrection after death is not immediately return to the city. Wandering soul after death into a state of the player, then the player can move but not attack other players and NPC, and can not see you. When the two minutes the player will be transported back to the nearest city, then go for a resurrection of the Master NPC or player in the resurrection of the Master to help revive (to give money, no other words come back to reality after 12 hours, but come back to 100% and then level off until the level 0 so far).
Directly out of a player dies, but when you have a chance to be resurrected out of level. The resurrection is the resurrection out of Master level depends on the skill level, the value of the player's luck, the player character level, the resurrection of the Master of the lucky values. Master skills of the general resurrection of the more skilled, lucky players the higher the lower the player registration, the higher the resurrection of the Master lucky higher success rate.
2 "Zero" has a lot of people are born with wings, such as race lead, but the wings are not decorative things flying ability.
3 "zero" attack defense conversion in the adoption curve is calculated. For example:
A = B figure character attack defense
A attacks B and B to determine when the system capacity of people belonging to other people with 100% of attack effect
If a defensive attack force is much higher than B, the system that the two belong to poor class people, this time a force to attack multiplied by a percentage (based on the difference between B changes, the greater the percentage difference between the smaller) and then into the B defense calculated.
The basic principles of the above method is now most online games have these or similar settings, the main purpose is to prevent a full defense or attack other absolutely invalid condition to appear. (Early online games like Legend of no such setting)
4 Fortunately, all probability a direct impact on the value of particular items and tasks falling trigger. It should be clear that, if the probability of a monster item drops 20% (usually not so high, 2% on the good), a player is lucky explosion killed three probability of this monster loot is multiplied by 30% 20% (This can easily lead to misunderstanding, we note, not more by the less, but low to take the less fortunate, when luck fell more than 10 to start raising rates a treasure.) Because some items or skills can reduce the opponents lucky, so lucky sometimes negative situation, if a player is negative Lucky 3, killed just strange items that fall is 20% multiplied by the probability of one three-hundredth.
Note that when a player when he's lucky to zero rate is 20% off Po multiplied by 5%, the last to the special status of the lucky forget 0! The make up on it!
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