
Let's talk about the conclusion first: This game is superficially an SLG+ simulation business, but the underlying numerical design is actually quite particular, especially the two systems of “all equipment depends on fighting” and “trading auction”, which directly changes the resource acquisition logic of traditional strategy games. From the time I started playing the server to now, I have touched upon the core numerical model in every possible way. Today I will focus on the key points to talk about.
Many people are eager to increase their combat power as soon as they enter the game. When they see the beauty system, they dive into raising girls. In fact, they suffer a big loss. The core resources in the early stage of the game are "coins" and "troops", but the real numerical watershed is after level 35, when the relationship between equipment entries and troop restraints begins to take effect. I have actually measured that under the same combat power, a lineup with the correct combination of arms can achieve a damage difference of about 1.8 times. This difference is much more substantial than the panel improvement brought by krypton gold.
Let's focus on the equipment system. All equipment in this game relies on drops, but the drop rate is not evenly distributed. The drop pools of elite monsters and world bosses are obviously biased towards high-grade equipment. The optimal strategy is to grind monsters by card level - for example, the drop rate of level 40 purple equipment is highest in the range of level 38-42, but the drop rate decreases after level 44. This should be an anti-graduation mechanism. Civilian players must not hang up on advanced maps without thinking. The income curve is inverted U-shaped. Finding the high-income range corresponding to your level is the correct answer.
The transaction auction system is the highlight of numerical games. In the early morning, many people put their unused blue and green equipment directly on the auction house at a low price, resulting in a huge loss. In fact, the demand for refined stones obtained by dismantling equipment is extremely high in the mid-term, and the peak price of refined stones in the exchange is between 8 and 10 o'clock on Sunday night - because at that time everyone is rushing to rank in the arena. The best operation for ordinary people is to save refined stones from Monday to Friday and place orders during the peak period on weekends. You can basically earn more than 1.5 times the profit. This is the actual revenue ratio I measured.
In terms of skill combinations, don't be superstitious about the high orange skill panel. Let me talk about the data: The basic damage coefficient of the orange "Ten Thousand Arrows" is 220, but it takes 3 rounds to charge. Although the blue "Continuous Crossbow" only has a coefficient of 150, it can be used twice in one round with the "Blast" passive, and the actual DPS is about 27% higher. The key depends on which troop type you choose. The archer type focuses on attack speed and combos, the cavalry type mainly focuses on penetration, and the shield type must be equipped with counterattack skills. For civilian players, I recommend the archer stream, because archers have the lowest requirements for equipment entries, and a critical hit rate of 30% can trigger a qualitative change.
The beauty system seems to be a casual way to accumulate favorability. In fact, the full attribute bonus provided by the beauty skill is superimposed according to a percentage. A beauty with full favorability can give the entire team an 8% additional offensive and defensive bonus. Don't underestimate this 8%. After the value is inflated, it is equivalent to wearing an extra purple outfit. In the early stage, resources are limited, so focus on raising one beauty, and then replace it with the next one when it is full. My current main output relies on the bonus of a favored beauty, which can just withstand the damage during the violent phase of the BOSS.
Finally, let's talk about the long-term optimal strategy. The growth curve of this game is suitable for steady players. Don't compete with the top few in the rankings. That is the battlefield for kryptonians. The common people managed the profits from the equipment auction well, steadily cleared their stamina every day, and used materials within the correct equipment drop rate range. They slowly accumulated it and basically stabilized at the mid-to-upper level after two months of opening the server. Moreover, after the cross-server war started, the ranking within the regional server was not that important. The tactical cooperation on the battlefield was the key - it was not just about numerical values.
The biggest feeling this game gives me is that the numerical design is sincere, giving ordinary players room to catch up by understanding the mechanism. The underlying logic of equipment drops and the trading system is relatively solid, and it is not a numerical crushing pattern that forces krypton. If you want to dig deeper, I suggest you start from the economic chain of equipment dismantling-refined stone-auction house. The income will definitely exceed expectations. 😏