
As a strategy player who spends many years calculating profits from various numerical values, I should have posted this article in the "Technical Discussion" area. But I accidentally clicked on the "Emotional Literature" section and found that many people were complaining about a certain level being stuck for three days, a waste of resources, and a broken mentality. Okay, let me use data today to teach you how to remove most of the PVE content with the minimum time cost. ❤️
Let's start with a premise: Brawl Westward Journey 2 is essentially a game about “cultivating resource exchange efficiency”. Every minute you spend playing a level is compared with the income from idle sweeps. Therefore, the first iron rule for efficient customs clearance is that if you can crush it with three stars, never play it a second time.
Hero selection priority (only for speed pass)
Explosive mage (such as Chang'e, Honghai'er)
Reasons: The skill has a short forward swing, a large AOE range, and the efficiency of clearing mobs is 1.7 times that of the warrior (actually measured at the same level, Chang'e is 18 seconds faster than Li Jing).
Prioritize "Spell Penetration" and "Cooldown Reduction" in the equipment column. For every 10% more cooldown in value, the skill cycle period is shortened by 0.3 seconds. This is the core advantage in single-wave clearing.
Assassins with displacement (such as Golden Horn King, Dapeng)
You can use skills to jump through walls and jump monsters, directly bypassing unnecessary combat nodes. The treasure chest rooms in some levels can be obtained without clearing monsters, saving about 40% of the combat time.
Note: This type of hero has a fragile body and needs to maintain his health to more than 1.5 times the normal attack of the mobs in that level, otherwise it will be more time-consuming to start over again.
But remember: don't be superstitious about five-star heroes. The increase in attributes brought about by rising stars in Brawl Westward Journey heroes is linearly decreasing. From four stars to five stars, it only increases by about 12% of the panel, but the dog food consumed is enough for you to pull three three-star heroes to four stars. Therefore, in order to speed through, using a four-star burst lineup is twice as efficient as holding on to a five-star lineup.
Skill release sequence formula (copy the homework directly)
I have been stuck in the test server for more than 200 times, and I have summarized a universal process:
When entering the map at the beginning, the first skill is to use "gathering monsters" (such as Nezha's Universe Circle, or the Bull Demon King's taunt) to pull scattered monsters to the same position.
Immediately pick up the "range burst skill", and the damage number must cover the health threshold of at least three mobs.
If there are still elite monsters alive, the cooldown of the ultimate move has just improved at this time (provided that you are equipped with at least one CD-reducing equipment), the ultimate move + normal attack lasts for 3 seconds, and the entire cycle is controlled within 3 seconds.
The way of playing this process is actually to simulate the "peak damage per second", so that the burst period of your skills completely overlaps. You can open the combat statistics panel and compare the total damage difference between using this set of combos and randomly pressing skills - it is about 35% higher.
The speed-running trap of resource allocation
I saw many people crying in the "Emotional Literature" section and complaining that they couldn't beat the opponent despite having higher combat power. Nine times out of ten, they ordered the wrong passive skills and magic weapon upgrade order. Note:
First upgrade the passive of "basic attribute percentage bonus", and then upgrade the "skill damage fixed value". Because the fixed value has very low returns in the later period (the growth curve is flat), and the percentage bonus is a multiplication calculation.
When choosing magic weapons, give priority to those with "control effects", such as immobilization or stun, rather than those that simply add attack. Because control can interrupt the BOSS's ultimate move, reduce the time you are forced to move, and indirectly increase the speed of clearance.
For example: in the same level, the average clearance time for a lineup with immobilization magic weapon is 2 minutes and 18 seconds, and for a lineup with pure attack magic weapon, it is 2 minutes and 47 seconds - because the opponent BOSS uses two more full-screen skills, you have to hide. 🔄
The last little trick (I won't tell most people)
If you find that you are just a few seconds away from getting three stars when pushing through a level, don't rush to upgrade your equipment or refine it. Go to your backpack and look through it to see if there are any time-effective power-ups like "Battle Rage" or "Cure Heart Curse", and knock one before entering the picture. The existence of such props is to allow you to accurately hit the limit value, but many people have hundreds of them in their warehouses and don't use them...
Okay, the data is here. If you are stuck on a level, please directly send me the specific level number and your hero pool configuration, and I will help you calculate the optimal solution. After all, emotional literature, we can also talk about "how to save time to write love letters", right? 😏