I was an apprentice in Ferren
Chapter 138 Old System Spells
Chapter 138 Old System Spells (Part 1)
0-Ring Prophecy Trick: You manipulate magic to see through the target's defenses, giving you an advantage in your first strike while the spell is active.
Required: Spellcasting action
Target: Any object within 10 yards
First-level Prophecy spell, Preemptive Insight: You temporarily gain keen insight, allowing you to find the most opportune moment to attack. Your next attack will gain an additional 20 points of insight. Furthermore, you will not miss even if your opponent is in stealth/concealment.
Required: Spellcasting action
Goal: Myself
By comparing the two spells, DuPont finally realized the difference between them.
Both spells last a maximum of 6 seconds and are normally buff spells that only take effect on the first hit of a round, increasing the hit rate.
Creating an advantage is a rather general term under the new spell system. It is generally used in stealth/invisibility ambushes, and in situations where rangers are positioned at a high vantage point. Simply put, the effect is that it is easier to hit the enemy than usual. Classes like thieves and assassins can also seize the enemy's vulnerable moments to launch ambushes and deal fatal damage.
Effects such as the target falling down, being tied up, or being unable to escape or struggle are naturally disadvantages, and the effects are similar. Once you fall into a disadvantageous position, you will not necessarily be defeated immediately, but you will certainly be at a disadvantage.
However, there is no specific answer as to how great this advantage is or how great the disadvantage is. If you use a dark spell or a blind spell to make a caveman unable to see, but the monster itself has no eyesight and relies entirely on its senses to detect enemies, then the spell is naturally wasted.
The first-level enemy-defending ability is much more concrete in comparison. The 20-point perception bonus is simply terrifying under the new spell system. Even if he only has 10 perception, after adding this spell, he can probably increase the strength of the demon lord.
Don't worry about whether I can win or not, just watch whether I cut you down or not.
Not to mention that the chance of failure can be ignored during the spell's effect, so even if the opponent has effects like the Obscure spell, it can be ignored, which is like buying one and getting one free.
In comparison, the old system's "Enemy Strike" can be described as extremely violent, and it only requires one first-level spell slot.
Of course, there are also drawbacks, namely the need for casting actions. This means that mages must spend a certain amount of time casting spells. Unless they can learn the super magic technique of casting without moving, they can cast spells instantly. Otherwise, even if their reflexes are fast and their fingers can form hand seals, it still takes a certain amount of time to gather arcane power.
Does that mean the enemy's initial attack with a score of 0 was completely defeated?
That's not quite right. The most powerful aspect of the new spell system is that tricks no longer occupy spell slots, whereas the old spell system had limitations. As a result, many mages no longer carry light crossbows or shortbows for auxiliary attacks. Without spell slots, they can cast 0-level auxiliary spells or fire arrows/cold rays to fill in the gaps. Apart from being relatively dangerous, there aren't many problems.
The most crucial point is that the 0-ring "Enemy Strike First" skill can also create advantages for magic attacks and teammates, while the 1-ring skill is only effective against the first physical attack and can only be used on oneself, which is not very useful for most mages.
However, DuPont is an oddball. His combat level is one level higher than his mage level, and his melee burst damage is stronger and more sustained than his spell burst damage. This spell is a perfect fit for him.
The subsequent spells and enemy-defending techniques complement each other to some extent.
1st Ring Prophecy Spell: Seize the Opportunity
Effect: When attacking a target who has lost their Dexterity bonus at close range, damage is increased by 1 to 6 points, the weapon's critical strike threat range is doubled, and attack rolls are increased by 4.
Required action: Swift
Duration: 6 seconds
Although the duration is also short, this spell has two very powerful effects: it doubles the threat range of weapon critical strikes and lasts for 6 seconds.
Yes, the damage and attack rolls are just bonuses.
The +4 attack roll is naturally incomparable to the +20 preemptive strike, and the extra 1-6 points of damage are not much, but the doubled critical hit range is very strong.
If two combatants are roughly equal in skill, there's usually only a very small chance of hitting a vital point. However, the Flame Sword DuPont obtained from the vampire adds an extra critical hit range, meaning a normal attack has a 10% chance of triggering a critical hit. The minimum effect of a critical hit is double damage; for example, the daggers, clubs, and longswords that DuPont wields deal double damage, but spears and longbows deal triple damage. Finding a vital point can easily take away half a life.
So if DuPont attacks an enemy with his staff normally, he will have a 10% chance of critical hit when he casts this spell. If he uses a weapon like the longsword, which has an extra chance of critical hit, it will become 20%. The flame-shaped sword is a two-handed greatsword and normally has a 10% chance of critical hit. Because of its special forging, the attack is increased by 15%. After casting the spell, it becomes a terrifying 30%!
Although the greatsword only has double the critical hit rate, the 30% critical hit rate is terrifying. The expected damage of +3 is 2D6 + 3 + strength adjustment value. Based on his usual strength of 14 points, the maximum damage is 17, and the expected damage is 12. Once a critical hit is hit, the average damage will be around 25.
The Flame Sword also has a creature weakness of 2-12, and its spells can deal 1-6 damage. If the expected damage is taken as the highest value, then a heavy blow can deal 52 damage!
DuPont is currently a Level 5 combatant. After these days of combat and training in the training ground, he can now launch two full-force attacks in one round, just like a normal Level 5 combatant, and can also unleash a "Tide of Actions" once.
So as long as the opponent falls down and is unable to resist, even if the opponent is a Balor Flame Demon, as long as DuPont dares to stab vital points with every sword strike, the maximum expected damage in 6 seconds is a full 208!
哪怕就按照30%重击率算只能触发一次,按照预期计算那他也能造成26X3+54=122点伤害左右。
Even the trolls, known for their thick skin and tough flesh, only have around 80 points of vitality.
After calculating the formula, DuPont burst out laughing, but quickly returned to reality.
Using that 20-pound greatsword in actual combat is obviously not an easy task. He should probably buy a belt that adds 4 strength to his waist so that he can have 18 strength in normal situations. He can then hone his skills by fighting more in the training ground. Otherwise, it would be a burden in a real life-or-death battle. It would be better to use a weapon that he is comfortable with.
After calculating all of this, the only requirement for this spell is that the opponent loses their Agility bonus.
This isn't too difficult. Losing balance, being affected by spells, or experiencing dizziness or disorientation will all result in the loss of agility bonuses. The simplest and most common one is the first-level spell, Grease.
These two spells are basically essential spells for part-time melee mage classes, so it seems that my mentor put a lot of thought into selecting the spells.
In addition, there is a first-circle divination spell.
Magecraft: Gain a +5 performance bonus when crafting items for one day.
It's simple and easy to use; you can use it to make your own magical equipment and potions.
All three spells are very useful, and I will learn them all when I have time in the next few days.
The next spell in the ring is a transmutation spell: Constant Temperature.
This is also an old-system spell. After casting, it allows the caster to feel normal temperature even in extreme environments ranging from -50 to 80 degrees Celsius. A first-circle spell lasts for one day, and it can also be permanently added to unenchanted equipment by spending some money.
It's a very useful life spell, avoiding the awkwardness of not having air conditioning, and allowing you to move freely between the North and South Poles and lower planes. As long as you don't do anything reckless like jumping into a lava lake, there shouldn't be any major problems.
The next two first-level spells that he had already learned made DuPont feel that they were unusually violent.
Those are Shield and Mage Armor.
(End of this chapter)
You'll Also Like
-
God's imitator
Chapter 404 3 hours ago -
Wei and Jin did not submit to Zhou
Chapter 244 3 hours ago -
Sword drawn from the constellations, poison as its edge.
Chapter 275 3 hours ago -
Douluo Continent: Martial Soul Yellow Spring, Mei and Thunder General
Chapter 79 3 hours ago -
High Martial Arts: Liver Becomes the Master of the Universe
Chapter 398 3 hours ago -
Beast Taming: My spirit beast bloodline is overloaded
Chapter 484 3 hours ago -
The only sun in Huayu
Chapter 239 3 hours ago -
I was an apprentice in Ferren
Chapter 231 3 hours ago -
After the divorce, my ex-husband and son lined up to pursue me.
Chapter 178 3 hours ago -
Otherworld Bone Dragon Operation Guide
Chapter 406 3 hours ago