
Let me first state that I am not a bastard. I have been playing this game for 37 days, and I have reached the top 50 in the arena with an alt account with 0 charges. The data shared below is completely based on actual testing and calculations.
Let's talk about the core benefit first – idle rewards. The numerical curve of the experience potion and breakthrough elixir produced by the game every hour is a piecewise linear function, not a fixed multiplier. We tested the hang-up data of 10 accounts at different levels (level 50, level 80, and level 120). The results are as follows: from level 50 to level 80, the hourly experience gain increased by approximately 42%, but the level difficulty increased by 2.3 times. In other words, if you forcefully push the map to the checkpoint, the efficiency of hanging up will be reduced, because you cannot hang up to higher levels within the unit time. The optimal strategy is: push the map until the combat power difference is less than 1.5 times, stop, fill up your physical strength with breakthrough materials, and then attack the next stage. Don't fight to the death.
Then there is the general numerical panel. There is a hidden "damage correction coefficient" for the attack power and defense power of this game. I fit the formula through the wooden stake test: actual damage = (attack power - defense power 0.6) skill multiplier level correction. Pay attention to this 0.6. Many players pile up pure defense but the income declines seriously. Test comparison example: A warrior with a defense of 2000 faces a mage with an attack of 3000. The actual damage received is only (3000 - 20000.6) = 1800, which is 200 points less than the direct damage reduction of 2000. Therefore, after the defense pile reaches a certain threshold, it is more cost-effective to transfer the health value to the pile - I calculated that the threshold is about 35% of the attack power, reaching the marginal benefit turning point.
Let's talk about the mechanism of “post-strike”. The name of the game is not for nothing. There is a hidden counterattack energy bar in the combat system. After you use your active skills, if the opponent causes damage to you within 10 seconds, the "post-attack value" will accumulate. After reaching 100%, the next basic attack will become a range of real damage. This true damage ignores defense and shields, and is equal to 8% of your maximum health multiplied by the number of backfire layers (maximum 5 layers). Therefore, the optimal strategy is to put 2-3 tank-type generals in the battle to take the initiative to take the damage, stack up to 5 layers as soon as possible, and then let the core output generals explode. I have tested that when playing cross-server competition with a purely violent team (full output), the win rate is only 38%; but if you change to a semi-tank team (2 tanks, 1 auxiliary, 1 output + 1 tool man), the win rate jumps to 67%. Recommended lineup codes: Sun Jian (taunt) + Zhang Fei (reverse damage) in the front row, Zhao Yun (single target burst) + Hua Tuo (healing) in the back row. For the last position, choose a general with the aura of "reinforcement", such as Cao Ren. This combination has the highest winning rate among similar combat capabilities.
Regarding zero krypton resource allocation, don't touch the discounted random fragment packs in the daily limited-time store. The expected return is pitifully low. I counted 100 purchases, and the average gold coin/diamond ratio for each fragment was 1.8 times that of buying the specified fragment directly. The correct approach is: in the weekly "Tower of Generals" dungeon, exchange physical strength for breakthrough stones, and the breakthrough stones are used to upgrade purple generals (do not upgrade to orange, as the material requirements for orange star upgrades are 4 times that of purple, but the attribute improvement is only 1.8 times more). After the purple generals are trained to 8 stars, they can be replaced by orange generals through the "replacement" system, eliminating the waste of materials in the middle. This step allows Zero Krypton to overtake Little Krypton players by about 15% within 7 days of opening the server.
Finally, let's talk about the matching mechanism for cross-server competition. The system will classify you according to your highest combat power in history, but there is a loophole: if you manually reduce your combat power before 11pm on Sunday (remove your equipment and place a general in the battle), and then log in again, the system will re-match according to your current combat power. I tested for 3 consecutive weeks and found that after reducing the combat power by 20%, the average combat power of the matched opponents was reduced by about 35%. At this time, the main force was replaced and a straight victory was achieved. Note, before lowering your combat power, make sure you have saved a set of default lineups, and then restore them after the battle. This technique applies to any stage, but don't drop it too much. If it drops below 50%, it will be marked as an "on-hook number" by the system, and you will be matched with a robot instead.
As for numerical values, it is more effective to calculate more times than to make more orders. Remember: the late strike is the best, the front strike can only be used as a leek 😉