Chapter 283 Fire Armor, Damage Reduction
Chapter 283 Fire Armor, Damage Reduction
The upper limit of health was very important.
It could allow the players to withstand higher damage and have more room to operate.
For example, fighting and retreating, taking healing potions that had good healing effects during the battle, and then recovering the damage he had just suffered and the health he had lost.
It wouldn't be bad to the extent that he would be directly beaten until he had low HP and wouldn't even have a chance to recover.
And usually, this high damage caused by the enemy was done by a relatively key skill.
Under normal circumstances, the cooldown time for such a key skill would definitely not be short.
And at this time, as long as one recovered their health points, they could relax and be as bold as they wanted in the following battle.
Without so many shackles, it could clearly greatly increase the probability of victory in a battle.
The Gold-grade defensive equipment [Fire Helmet] directly provided a thousand points of basic health enhancement. Clearly, it was very good.
"Besides the 80 points defense attribute bonus and the 1,000 points upper limit health attribute bonus, this Gold Quality Fire Helmet also has several very good equipment special effects."
After looking at the attributes panel of the [Fire Helmet] equipment, McRae couldn't help but sigh. As expected of a Gold Quality equipment. This helmet was very outstanding in all aspects.
The basic defense attributes mentioned previously along with the upper limit of the basic health points… These were the two fundamental aspects of combat.
And on the surface of the Gold-grade equipment Fire Helmet, there was a solid reflection.
Apart from that, the special effects added by the equipment were also very good.
Firstly, Special Effect 1, Fire Armor.
As the name suggested, the equipment special effect of the armor series naturally provided the user with armor defense bonuses.
Generally speaking, ordinary helmet-type equipment provided a certain level of defensive ability to the user's head, but this defensive ability was usually very limited.
For example, reducing the damage received when the user was attacked was the most basic and obvious effect. However, in terms of damage reduction, it wouldn't be as ideal as expected.
Being able to reduce it by a few points or ten points was already considered a pretty good effect.
After all, this was a damage value that could be reduced every time the user's head suffered damage. It definitely couldn't be too exaggerated.
The attacks aimed at the user's head each time could be reduced by a few points. If the user suffered several consecutive attacks in a short time, then when stacked, it could reduce dozens of points.
And if the basic effect of the armor could reduce 10 points of damage, then perhaps in battle, it could reduce dozens or even hundreds of points of damage. This was definitely a very good value.
After all, with the current comprehensive strength of the players, the upper limit of their overall health was not high. At the same time, with the average quality of the equipment, everyone's attack power was about the same as the enemy's defense.
This led to the fact that even if you could continuously hit the weak point of the other party's head during the battle, due to the small difference in attributes, the damage you could ultimately cause was actually very limited.
For helmet-shaped equipment that had fixed damage reduction, its value was very precious.
Precious and rare. McRae dared to say that in the current market situation, only a handful of players could possess a good helmet.
A helmet that could be equipped with such a good protective effect was either owned by the core leader of a guild or a tank player who charged at the front of the battle and took a lot of damage.
Only players like them would obtain the right to own helmet-shaped equipment with good defense because of their special identity.
Apart from them, if other players wanted to possess such a helmet with good defense, they either had outstanding personal strength or considerable financial resources. Otherwise, the probability was extremely low.
And so.
Even though this damage reduction effect couldn't be considered a particularly outstanding helmet area equipment, it still occupied a very good market position in the current market situation.
As long as it appeared in the market, it would definitely attract countless famous big shot players to frantically bid and fight for it.
However, in a situation where even helmet equipment with weak effects was extremely scarce…
McRae's situation was completely different.
The Gold-quality equipment he obtained now not only provided impressive bonuses in terms of defense and health upper limits, but also in terms of basic attributes. Apart from that, it also had quite a good performance in terms of equipment special effects.
For example, with this first equipment special effect, the players wearing the Fire Armor and this helmet would have a fixed 10% damage reduction when their heads suffered any attacks.
"In terms of the additional effects of the equipment, just the Fire Armor effect alone will definitely live up to its reputation as a Gold-grade equipment."
McRae thought very highly of this equipment special effect. After all, it was a fixed 10% damage reduction. What kind of concept was this? Originally, when the enemy successfully hit the weak point of your head, it could cause 10 points of damage. However, after the Fire Armor reduction, it directly deducted a bit of damage, turning it into only 9 points of damage.
From this value, it might still feel that the reduction wasn't big, but what if it wasn't 10, but 100?
The 100 points of damage that he was about to suffer were directly reduced by 10% to 90 points.
The 500 points of damage that he was about to suffer were directly reduced by 10%, becoming 450 points of damage.
The 1,000 points of damage that he was about to suffer were directly reduced by 10% to 900 points.
And this was only calculated with one damage.
Using 1,000 points of damage to perform a unified calculation, every time the wearer's weak head was harmed, the armor effect of the Fire Helmet could reduce 100 points of damage for the wearer. After ten consecutive times, it would reduce a total of 1,000 points of damage.
It was equivalent to being able to directly block the next damage every ten times!