Why the bug I wrote became a core gameplay mechanic?! -
Chapter 334 - 343: The God-Defying BD Appears!
Chapter 334: Chapter 343: The God-Defying BD Appears!
Instructor Ding looked at it, "Hmm... This seems to be a mixed damage Glyph? But what does the damage increase for the Light and Dark Series have to do with the Nature Series?"
This was a Purple Glyph, but Instructor Ding still felt it wasn’t very strong.
The reason was still the same, most players could only stack damage of a single attribute.
If one wanted to utilize this Glyph, they would need to stack spell damage from the Dark Series, then symbolically invest in a few Light Series skills, and before unleashing a burst of Dark Series spells, symbolically stack buffs with a few Light Series skills.
However, the problem was that stacking buffs with Light Series skills also took up damage output time, and it generally wouldn’t deal much damage.
Considering this, it wasn’t necessarily better than a standard damage dealer build (BD), and the hand movements were even more complicated.
"No, no, no, Instructor, what I mean is, in this game there are many similar Purple Glyphs, nearly every series has one!"
"Look at this one, after casting fire skills, ice skills deal increased damage; and this one, after casting wind skills, earth skills deal increased damage..."
"See, if you can find three strong attributes from the fire, ice, wind, and earth Power of the Elements, and let them increase damage for each other to match the buff cycle of the ’Biased Elementalist’, wouldn’t that be a sky-high lift-off right on the spot?"
Hearing this, Instructor Ding finally understood.
My goodness, there was such a possibility?
After research by the BD team, Wind Element was identified as the weakest, so it became strategically abandoned in the loop, mainly used for buffing in the damage output cycle.
The Fire Element’s offensive skills include Fireball Technique, Flame Burst Spell, and Flame Arrow;
The Ice Element’s offensive skills include Frostbolt, Freeze, and Frost Sphere;
The Earth Element’s offensive skills include Earthquake Spell, Grand Earthquake, and Falling Rocks.
The Orange Glyph carried "Biased Elementalist," while the Purple Glyphs carried "Lifting Sands (Wind increases Earth)", "Lava Boiling (Earth increases Fire)", and "Overheat Reaction (Fire increases Ice)".
In the talents, the offensive skills of the three series were reinforced, with some points invested in talents that could generally enhance Elemental Damage or convert attributes into critical hits.
With this, a strong "Biased Elementalist" BD was essentially complete!
If it were version 60 of the game, such a build would definitely not work, it might even be considered a joke.
Because using three series of skills for damage meant that the damage of all three was not high.
But the Orange and Purple Glyphs of version 70 were just too well-suited for this BD, allowing players’ Elemental Damage to benefit from continuous increases.
Beyond that, the visual effects of this BD were quite cool too!
When players released corresponding Elemental Skills, their bodies would emit light of the respective element, and the skill effects after the damage increase would become especially noticeable—the original small fireball would become a large fireball, the original small ice arrow would become a large frost sphere, the original Falling Rocks would become giant meteors...
Although in the degree of blinding special effects, it was still slightly less than the original "Dark Chain" BD in "World of Star Spirits," the characteristics of this BD still provided players with a very refreshing sense of exhilaration.
Of course, there was one small issue left with this BD.
That was the issue of the output hand movements.
Because the effect of "Biased Elementalist" cycled among the four elements, with each one lasting a few seconds, players had to use Ice Element skills during the Ice Buff, and Fire Element skills during the Fire duration.
If they got it wrong, they wouldn’t benefit from any damage increase at all.
So, at first glance, this BD still required some operational skills. Not only did one need to keep an eye on the buff bar to see which element the damage increase had shifted to, but also adapt skill choices based on the real-time battle conditions in a raid.
It seemed not very newbie-friendly.
But in Instructor Ding’s guild, there were quite a few top-tier MMORPG players, and this problem didn’t bother them for long because they quickly researched macros!
Macros are an insurmountable hurdle in MMORPG games, simply put, a macro can be seen as a set of rules, a pattern, or syntax replacement.
Just like mouse macros, players set the content of the macro in advance, and then when they press the mouse macro, it would automatically execute the programmed operations.
The game also has macro commands, and as long as the corresponding skills are written into the macro commands in a specific way, then when players press this macro later on, the game character would automatically execute skills according to the macro’s instructions.
So, after roughly determining the BD, these players compiled all active output skills, damage increasing skills, etc., into macros.
There were four macros in total, each corresponding to the initiation of a different elemental buff.
When the buff switched to the Fire Element, players would press the corresponding macro for Fire Element, and the character would automatically release Fireball, Flame Burst, and various fire damage increasing skills. If they kept pressing it without thinking, when the Fire Element buff ended and shifted to Ice, they would automatically release Ice Element skills.
This meant that, if players weren’t interrupted, they could complete the damage output cycle by mindlessly pressing one key, maximizing the damage increase.
Of course, there could be many unexpected situations in a raid, like having to dodge boss abilities causing several seconds of no output, thus breaking the cycle.
Then it didn’t matter, players just had to glance at their current status and use the corresponding macro to resume output.
Furthermore, these players had set up a special warning alert for this new buff in their plugins, allowing it to display in a prominent area of the screen, so they could immediately see which buff was in the cycle, eliminating the need to search among a bunch of buffs.
After making all these preparations, Instructor Ding also gave it a try.
He himself was a Demon Sorcerer, wearing intelligence and spell damage equipment. Although he didn’t have equipment specifically increasing damage for a single element, he was still leveling up, so it was good enough for use.
Then, he went to the main city and simply hit a training dummy.
And to his shock, the BD research team had not lied—the damage of this BD was almost double that of other new BDs!
Keep in mind, other new BDs generally used Orange Glyphs for enhancement as well.
And if compared to the mainstream output BD without Glyphs from level 60, the "Biased Elementalist" BD’s damage per second was more than triple!
This was simply an unbelievable figure.
Keep in mind, this BD wasn’t hard to put together, the gear requirements were not very high, most importantly, it could be used with a one-button macro, making the output movements simple, and since it was ranged, there was no need to worry too much about various area-of-effect abilities.
With such high output, was this defying the heavens???
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