Douluo's full-time soul master

Chapter 231 Setting Chapter: Burst Gun

Chapter 231 Setting Chapter: Burst Gun
Trait: Explosive Gun

Trait Element Attributes: Gold, Fire
Trait Main Attribute: Dexterity
(Note: The basic resource consumed by the trait of the main attribute of agility is not the mana value, but the concentration value. The recovery speed of the concentration value is 10% per second)

Trait positioning: damage output

Global cooldown: 1 second

Limited use of weapons Weapons: Firearms

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Mastery: Exploding Gun: Your normal attack has a 10% chance to cause extra damage that ignores all defenses to the enemy hit and other enemies within a radius of five meters around him.The damage value is equivalent to 20% of the damage value of this normal attack.

每25点精通值会使精通效果提高1%。也就是说在2500精通值时,普通攻击触发精通效果的几率为【10%*(1+100%)=20%】,而额外伤害的伤害比例为【20%*(1+100%)=40%】

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The first node skill: aiming and shooting: pre-cast the spell for three seconds, and then shoot a well-prepared bullet, causing (dexterity*2) damage to the hit enemy. This damage is regarded as a normal attack.

Special Cooling: None
Consumption Concentration: 20%
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The second node skill: blunt bullets: use blunt bullets for the next three normal attacks. Although the damage is reduced by [-]%, it can stun the enemy for [-] seconds.

Special Cooldown: [-] seconds.

Does not take public cooling.

Consumption Concentration Value: [-]%

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The third node skill: Sniping: Double the range of your normal attack and shooting skills in the next six seconds, but moving will cancel this state in advance.

Special Cooldown: [-] seconds.

Does not take public cooling.

Centralization of Consumption: [-]%
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The fourth node (big node) skill: counter bullet: make your next normal attack use a special counter bullet.After the bullet hits, it can interrupt enemies who are casting spells.If you successfully interrupt the enemy in the process of casting the spell, you can also silence the enemy, and you cannot use the skills under the same trait for ten seconds.

Special Cooldown: [-] seconds.

Does not take public cooling.

Consumption Concentration: [-]%

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The fifth node skill: Shrapnel: Fires a shrapnel to an area with a radius of [-] meters, causing (agility value*[-]) physical damage to all enemies in the area.

Up to three uses can be stored.

Recharge time per use: [-] seconds.

Consumption Concentration: [-]%

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Skill at the sixth node: Enchantment of Shotgun · Slowdown: When the next shrapnel does damage, it will also cause a [-]% slowdown to all enemies damaged by the shrapnel, lasting for [-] seconds.If you have [Super Shotgun Deceleration Enchanting Scroll], you can choose to consume a Super Shotgun Deceleration Enchanting Scroll while using this skill, so that the deceleration effect provided by this skill for the next shrapnel will be increased to [-]%.

Special Cooldown: [-] seconds.

Does not take public cooling.

Consumption Concentration Value: [-]%

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Seventh node skill: Shotgun enchantment · Glare: When the next shrapnel does damage, it will also blind all enemies damaged by the shrapnel for [-] seconds.If you have [Super Shotgun Glare Enchanting Scroll], you can choose to consume a Super Shotgun Glare Enchanting Scroll while using this skill, so that the duration of the blinding effect provided by this skill for the next shrapnel will change from [-] seconds to [-] seconds. for five seconds.

Special Cooldown: [-] seconds
Does not take public cooling.

Consumption Concentration: [-]%.

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Eighth Node (Big Node) Skill: Shotgun Enchantment Double: Double the damage of the next shrapnel.If you have [Super Shotgun Double Enchanting Scroll], you can choose to consume a Super Shotgun Double Enchanting Scroll while using this skill, so that the damage provided by this skill for the next shrapnel will no longer be doubled, but is three times.

Special Cooldown: [-] seconds.

Consumption concentration value: [-]%.

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Ninth node skill: armor-piercing projectile: pre-cast for [-] seconds, after shooting, it will cause (agility*[-]) physical damage to the target, ignoring physical armor.And leave a "penetrated" state on the target for [-] seconds.Anyone who attacks an enemy in the "Penetrated" state will cause an additional [-]% damage and ignore physical armor.

Special Cooldown: [-] seconds.

Consumption Concentration: [-]%

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Tenth node skill: Sniper (Passive): The damage factor of your aiming and shooting changes from the initial [-] to [-]

[Task] In the sniper state, use aimed shooting to kill an enemy with a similar level of strength.The enemy takes at least half the damage from you.

[Reward] The damage coefficient of Aimed Shot is increased by 2.

This task can be done once a year at most, for a maximum of five years.That is to say, after everything is done, the damage factor is 4.0.

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No.11 node skills: Chase: Immediately increase the movement speed by [-]% for [-] seconds.Half of this bonus movement speed is then lost. After [-] seconds, any remaining bonus movement speed is also lost.

Special Cooldown: [-] seconds.

Consumption Concentration: [-]%

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No.12 node skill: Precise sniper: lock an enemy, pre-cast for 1000 seconds, and then cause (agility*[-]) physical damage to it.This skill comes with an ultra-long range of [-] meters, but it can also be enhanced by the sniper status of the third node skill.

Special Cooldown: [-] seconds.

Consumption Concentration: [-]%.

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No.13 Node Skill: Physical Enhancement (Passive): Musketeers must also have good physical fitness.This skill passively provides [-]% health bonus.It makes you more survivable than other heroes with long-range damage output.

[Task] Eat meat.Accumulated from owning this node, eating ten kilograms of meat.

[Reward] Add [-]% to the [-]% life bonus.

This task can be done up to 20 times a year for a maximum of five years.That is to say, after everything is done, the life value bonus will be [-]%.

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No.14 node skill: Concentration: Immediately concentrate your mind, so that the concentration value will be restored to full state immediately, and all skills will not consume the concentration value in the next four seconds.

Special Cooldown: [-] seconds.

Does not take public cooling.

Focus value is not consumed.

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No.15 node skill: Archer Halo (Passive): You and all surrounding teammates with long-range physical output will receive a [-]% bonus to normal attack damage.

This skill can also be activated actively.When active, the damage bonus will change from [-]% to [-]% for [-] seconds.

Special cooldown for the active effect of this skill: [-] seconds.

Does not take public cooling.

Consumes [-]% concentration value.

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No.16 node skill: Manufacturing sniper scope: Create a sellable sniper scope.People wearing sniper scopes can enter the sniper state just like you, and the effect is equivalent to your third node skill.The cooldown is also equal.But this sniper scope only has a service life of three times, and it disappears when it is used up.It will also automatically disappear if it has not been used for more than a day
Special Cooldown: One day.

Focus value is not consumed.

(End of this chapter)

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