
Hello brothers, I am A Xing. Today I won't talk about feelings, just data. The mobile game "Hot Blood Jianghu" is a classic PC game transplant. Many old players found a problem after returning: How come the gap between players who spend money is so wide? In fact, as long as Zero Krypton and the monthly card party grasp the core mechanism, they can still produce beautiful data in PVE and PVP. Below I break down five must-do points in order of priority, and each point is accompanied by a calculation of actual measured income.
First, the hidden benefits of career choice and conversion between good and evil. The dual forms of good and evil in the game are not decorations, and the actual base damage coefficients of the skills of the two forms are different. Taking the swordsman as an example, the "Armor Sunder" coefficient of the positive form is 1.85 times the attack, while the "Shadow Assault" coefficient of the evil form is 1.92 times, but the evil form comes with a 10% critical hit rate bonus. If you follow the crit style, the evil form's starting income is about 7.2% higher than the expected damage of the positive form. Don't rush to choose the decent one without thinking. Decide based on the critical hit attribute of your equipment: when the critical hit rate is lower than 35%, the critical hit bonus of the evil form is better than the skill multiplier difference of the positive form.
Second, equipment enhancement follows the “20% rule”. Many novices get equipment and directly strengthen it to +6 or above. As a result, they don't even have enough gold. Actual measurement data: The success rate from +5 to +6 is 40%, from +6 to +7 is 28%, and from +7 to +8 is 15%. But the most important thing is: the attribute difference between +6 equipment and +8 equipment is only about 12%, but the difference in the number of strengthening stones consumed is more than three times. For zero krypton players, the weapons should first be strengthened to +6, and the armor should be stopped at +4 or +5 for the most cost-effective price. Save the strengthening stones to gamble on jewelry, because the critical hit and hit attributes given by jewelry strengthening are 1:1.8 in PVE, which is stronger than the attack power of weapons.
Third, how can a 200-player copy achieve the top 10% in output? Don't follow the trend and pile up attack power. I tested three copies (Tianmo Cave, Black Wind Ridge, and Blood Demon Cave) and found that the monster defense fluctuated between 450-650. When your attack power is lower than 800, the actual damage increased by about 15% for every 100 attack power increase; but after the attack power exceeds 1200, an increase of 100 attack power can only increase the damage by 6%. What you need at this time is to ignore the defense attribute. Select the "Penetration" entry in the equipment enchantment. Each 1% penetration is equivalent to an increase of 1.7% of the actual damage (for a 700 defense target). In addition, when the BOSS releases skills, there will be a 0.5-second "flaw frame". Using displacement skills to interrupt the basic attack rhythm can produce two more skill cycles. This time difference can output about 8% more total damage.
Fourth, the choice of core mental methods for cross-server hegemony. Many players have maxed out any mental skills, but there is a hidden relationship between the "effect trigger probability" and "skill cooldown time" of the actual mental skills. For example, the effect of "White Dragon Technique - Breaking" is a 10% chance of causing an additional 30% damage when attacking, but if you put it together with "Red Flame Technique - Destruction" (15% chance of causing burning when attacking), the system will judge it based on the "highest priority". In fact, the triggering of the two mental techniques is calculated independently, but the total coverage will be diluted with each other. The optimal solution is to bring only one high-damage triggering mental method, paired with two passive attribute mental methods (such as increased critical hit rate, increased hit rate), and the total income is about 22% higher than bringing three triggering types.
Fifth, the combat power of the Heroic Love System is maximized. Don't be stupid and just do two-person tasks every day. Every time the intimacy level of the hero increases, the bonus to all attributes increases linearly (level 1 + 2 points for all attributes, level 10 + 20 points), but the most critical hidden benefit is: after the intimacy reaches level 15, the damage coefficient of the "joint attack skills" of both parties when forming a team increases from 1.0 to 1.5 times. This means that when you and a fixed teammate are idle to farm monsters, you can perform one more combined attack every 2 minutes. I did the math and found that I idled for 8 hours (480 minutes), and there were 240 combined attacks every 2 minutes. The basic damage of each combined attack was calculated as 1.5 times, which is a full 36% more experience and dropped items than a single player. The most important thing for zero krypton players to invest is not in equipment, but in finding a reliable hero who can complete intimacy tasks every day, which is ten times more cost-effective than buying a set of krypton clothing.
Finally, let me talk about an easily overlooked detail: you can get 3 "free marrow cleansing pills" in the game every day in the event interface, so don't save them. When adding points to attributes, priority is given to strength, but points need to be washed every 10 levels, so that excess agility and physical strength can be transferred to strength. I have actually measured: at level 40, if you exchange 3 points of strength for 1 point of stamina, you will do 2% more damage but lose 1.5% of your health. Blood volume is of very little use in PVE. As long as you are not instantly killed by the BOSS, output is king. If you follow this logic, it will be no problem to catch up with micro-Krypton players within a month.
Strategy team Ah Xing, the data speaks for itself, see you next time.