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Let me start with a conclusion. Although this game is written with 3D action cards, it is essentially a numerical collision. There is an upper limit to the influence of operations. What really determines whether you can overcome the battle power and pass the level is to develop the restraint logic of resource allocation and lineup attributes. I played through all the levels in Chapter 7 of Hard Mode for three days, counted the damage floating range, and found an iron rule: under the same combat power, the final damage correction brought by attribute restraint is far more important than the attack power of several hundred points on the panel.
The specific values ​​are as follows. There is a 15% damage bonus for light-based enemies versus dark-based enemies, and at the same time, the damage received is reduced by 10%. This set of data is not obvious in the early stage of pushing the map, but when it comes to the mechanical beast BOSS in Chapter 4 and the Dark Zaki in Chapter 7, the gap widens immediately. I actually measured that against the dark elite monster at the end of Chapter 7, Tiga (Light) could hit 54,000 critical hits with a single ultimate move, while Zero with the same level of training (although he was also light but had a lower skill multiplier) could only hit 47,000. In turn, I used dark-type Tregear to lighten the light attribute monsters, and the numbers were obviously weak. Therefore, the first point of the optimal strategy is: the main C attribute must be countered by the big boss of the chapter. Even if you can only use a single-attribute team, you must cobble together at least one countermeasure card as the core.
Let's talk about skill cycle. Don't underestimate the energy recovery of normal attacks. I counted on the meter and found that a set of Level A and Level 5 can return about eight points of energy, while the ultimate attack requires at least 100 points. Many people like to use small skills directly at the beginning, but this is actually a loss. The optimal start must be to level A and accumulate 60 energy, and then use a skill from main C to interrupt the BOSS's forward swing, because the skill will be stiff instantly when it hits. This 0.5 second of stiffness can allow you to add one more round of basic attacks to your subsequent output. I have calculated that interrupting two-thirds of the BOSS's reading bar in advance is equivalent to saving you milk resources for at least one hit to restore blood. This is the difference between life and death in extreme land reclamation.
In terms of development, all resources should be given priority to penetration and critical hit damage, and do not touch pure attack percentage. The reason is very simple. Penetration ignores the defense percentage. The defense curve of this game expands inversely proportionally. The monster defense in Chapter 7 has been piled up to nearly 2,500. If you have 500 more attacks, it is better to have 12 more penetration points. I compared the specific values. For the same Tiga, the penetration increased from 30 to 45, and the damage against the same mob jumped from 33,000 to 40,000, an increase of 21%. However, the attack panel increased from 8,000 to 8,500, and the damage only increased by 4%. Is this difference obvious enough? Therefore, for refining stones and gem slots, it is a no-brainer to choose ones with penetration affixes. Even if the combat power score temporarily drops by a few hundred, the actual map push effect will only be smoother.
There is another point that is easy to get into trouble, the bond system. Many guides say that the bond only needs to be activated, but I found that is not the case at all. Similarly, for the bond composed of three cards, Zofi, the first generation, and Severn, the difference between bond level one and bond level three is reflected in the final damage by a full 8%. The fragments needed to increase the bond level have almost the same drop probability in difficult dungeons, so the optimal solution is to always clear the same level when grinding fragments. Do not switch levels back and forth. This way, you can quickly upgrade the core bond card to level three with the least physical effort. I have verified by opening an alt account. Under the same physical plan, those who focus on swiping one card fragment can reach the third level on the third day, while those who spread their shards only arrive on the fifth day, and their combat power is directly reduced by a large chapter.
One final reminder, the combat power evaluation system of this game is flawed. It weights defensive terms such as toughness and blocking very highly, and the actual benefits in PVE are almost non-existent. You see someone with 20,000 more combat power than you, but the progress of pushing the map is not as good as yours. There is a high probability that the block rate is piled up. The real hard currency is hit, penetration, and skill damage increase. Each of them can be verified by data in actual combat. If you adjust according to the ideas I mentioned, even if you only take over the account halfway, you can still push the upper limit of the existing cards.
Okay, now that the data is here, I have to test new bond combinations. What is your current main lineup and which chapter are you stuck in? You can leave a message and I will try my best to help you calculate the optimal solution.