
When I first joined Dawn of Kings, I saw many newcomers asking how to train heroes, how to invest in technology, and where to invest resources first. This game looks like COK-like SLG, but it has its own way of numerical design. Today I will use data to break it down and give you an operational framework that can be copied.
Let's talk about the basics first. The attributes of each unit (hero, unit) in the game are composed of basic attack, defense, and life measurements. The combat formula I measured is the classic subtraction formula: actual damage = attack power of the attacker - defense power of the defender + fixed penetration coefficient (about 5% of the basic attack). This means that heap defense has a significant profit margin. When defense exceeds attack, the returns will diminish but it will not be immune to damage. Like most SLGs, defense heap to about 1.5 times the attack is the most cost-effective.
Let's look at troop restraint. The infantry has 15% damage reduction against archers but the damage multiplier is only 0.8. The cavalry's counter attack by the spearmen is increased by 20%, but the cavalry charge has double damage in the first round. The optimal strategy is to focus on upgrading one type of army in the early stage, because the resources of technology and training camps are shared, and diversified investment will make your main force one level lower than players of the same combat strength. It is recommended that the zero krypton/first-charge party choose archers. Long-range units have the lowest combat losses in sieges and wild PVE. With the critical hit bonus provided by hero skills, high-volume bursts can be achieved.
In terms of hero selection, the first legendary hero "Alicia" sent by the system is a numerical monster. Her active skills cause 200% attack damage, and each level increases the critical hit rate by 0.5%. When resources are limited, give priority to upgrading her skills to level 3 to unlock the critical damage bonus (150% critical damage becomes 180%), which is more profitable than upgrading stars. In actual testing, compared with level 1 skills, the single output of level 3 skills is increased by about 32%, while spending the same resources to upgrade stars only increases the basic attack by 12%.
There is a clear priority in resource allocation: you must buy stamina twice a day before, because stamina corresponds to experience and forging materials, which are the bottlenecks of card level. In the technology tree, "Attack Enhancement" and "Crit Mastery" in the first row of the "Military" department are prioritized up to level 10, and the improvement decreases with each subsequent level. After level 10, the cost-effectiveness is not as good as that of "Fortifications" (which reduces the damage of enemy siege equipment). In addition, the "resource collection speed" in Alliance Technology can be stopped when it reaches level 5, because in the mid-term, you will be short of acceleration props, not the resources themselves.
Finally, let's talk about a numerical detail that is easily overlooked: the amount of warehouse protection. In the game, the warehouse can only protect basic resources, and the amount of protection for advanced materials (iron, crystals) is extremely low. The optimal strategy is to either spend all the high-end materials before going to bed every day (pointing for technology, building troops), or replace them with safe resources (such as donating to the alliance warehouse in exchange for merit). Otherwise, when you wake up and are flying into the city, you will go directly back to before liberation.
The above data is based on the actual measurement of version 5.0. I will follow up if there are new heroes and new systems in the future. If you understand these points thoroughly, you will not make any detours in at least the first 30 levels. If you have different opinions, you are welcome to debate them. I will tell you the statistics. 😎