
Hello everyone, I am A Xing. I'm not going to fix my weakness today, I'll go straight to the practical stuff.
Let's confirm one thing first: the core mechanism of the game Alliance of Tribes is racial bonding and skill cycle. Many novices like to pile up SSR without thinking, but are defeated by a mixed team with low combat power. The reason is simple - you haven't fully understood the attribute benefits and skill triggering probabilities.
Come on, take it in three steps. After reading it, you will become half a data person.
Step 1: Basic attribute conversion formula
The three items on the in-game panel: attack, armor, and life are the cornerstones. Actual testing found:
Every 100 points of attack is approximately equal to 0.8% skill damage increase (affected by target armor)
Every 50 points of armor provides 1% physical damage reduction, but the marginal benefit begins to diminish after it exceeds 300.
The health gain is the most stable, but it will be ineffective when encountering real damage genres (such as the undead's plague spread).
So conclusion: don't attack mindlessly. If you don't have a nanny or a shield in your lineup, health and armor must be balanced to at least a 1:0.6 ratio.
Step Two: Hidden Coefficient of Racial Bonds
The system description is very vague, so I directly pulled the stake data for an hour:
Human race: For each additional hero of the same race, the critical hit rate is +3%, but the critical damage is only +1.5%. Suitable for critical strike style, but needs to be combined with critical strike aura.
Beast Tribe: Each layer of Beast Power provides 8% attack speed and 4% blood sucking. According to actual measurements, after three layers are fully stacked, the blood recovery efficiency of level A is higher than that of the wet nurse. The disadvantage of the push-picture artifact is that once you are charged, it will be for nothing.
Elves: The growth curve of skill cooldown reduction is very strange - the first three elves only reduce it by 5%, and the fourth one jumps directly to 12%. So the Elf team must either gather 4, or only bring 2 supports.
Undead: The explosion range of the plague triggered after death is 2 squares, and the detonation damage is equal to 15% of the maximum health of the dead unit. This is a seriously underestimated nuclear bomb-type skill, suitable for blasting world bosses in densely populated areas.
Step 3: Actual lineup matching template
Recommend a very cost-effective civilian lineup (all purple cards can be used):
Main C: Orc Wolf Cavalry (stacked attack speed + blood sucking)
Deputy C: Human archer (takes a critical hit aura, cooperates with the orc front row to kill quickly)
Tank: Undead Skeleton King (comes with a resurrection, and can explode the opponent's back row after death)
Auxiliary: Elf Priest (reduce cooldown + restore blood)
Sixth person: Any human/elf who can provide shield or control
The core logic of this lineup: the Wolf Cavalry closes his face and uses his big move to trigger blood-sucking, the Archer outputs steadily in the back row, and the Skeleton King dies to trigger the plague to clear the field. The CD reduction of the Elf Priest can ensure that the second ultimate move of the Wolf Cavalry is released within 10 seconds.
Actual measurement data: If a player with 50,000 combat power fights against a human-machine with 70,000 combat power, the winning rate is about 72%. Play the same combat AI in the cross-server arena, with a winning rate of over 85%.
Finally, a little bit of metaphysics: When pushing the picture in Purgatory, remember to adjust the skill animation speed to the fastest. Not to fool you, but actual testing can increase hand speed and fault tolerance by 20%, especially for a wave of lineups.
Okay, Ah Xing will go to the Liver World boss first. If you have actual measured data or new routines, please post a message to share. In the next issue, I plan to dismantle the skill frame number table of each hero. I want to see the deduction of 1 🧐