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- The spell Ainz chose for his first attack was an extreme one. It was a spell that went beyond the ten tiers—a super-tier spell.
- Spells that belonged to this tier were magic and yet they were not. First off, they weren’t cast with MP. Instead, the number of casts per day was limited. The number of uses per day started with one at the time the player became able to use it but would go up with each ten levels after 70. And the number that could be acquired was one per level. They were closer to skills than spells.
- So then the question arose: Couldn’t a level-100 player defeat Shalltear if they rapid-fired all four uses of each of their super-tier spells? Certainly super-tier spells were far more destructive than tier-ten spells. If it were possible to rapid-fire them, just calculating the amount of damage alone, only a small amount of opponents could take a level-100 player. Shalltear wouldn’t be counted among them, so victory was ensured.
- But it didn’t work like that.
- Super-tier spells couldn’t be rapid-fired. First, they each had a set amount of time it took to cast them. It was possible to get rid of that with a cash store item, but there was another penalty that made rapid-firing impossible.
- When one of the players on a team cast a super-tier spell, all members of that team were penalized with an inability to cast spells for a time, essentially imposing a freeze. It was set up that way so that rapid-firing supers wasn’t what would decide guild wars when they broke out, so there was no way to cancel the freeze by means of a cash store item or skill.
- For that reason, there was a tendency to consider whoever cast the first super-tier spell in a PvP battle stupid—because the established theory went that the one who used their trump card without knowing their opponent’s hand would lose. And in practice, there were very few examples where someone who was the first to cast a super-tier spell won.
- ***
- Volume 3, Chapter 4.2
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