
Let's talk about the conclusion first: The numerical foundation of this game is very solid, and it is a rare “calculating” elimination RPG in the same category. I have been playing it intermittently since the first test until now, and have tried all kinds of genres. Today, I will give you some interesting information purely from the perspective of numerical values and development.
The first thing is to understand the underlying logic of the battle. To put it bluntly, elimination RPG is the formula of "elimination efficiency determines your output damage". The elimination benefits of this game are not linear. Continuous elimination of blind boxes of the same color can trigger an increase in Combo multiplier, and the energy accumulation speed and skill release timing need to be controlled within a fixed number of rounds in each game. This design is equivalent to adding an invisible hard upper limit to the numerical framework: not just because you have a high combat power index, you will definitely be able to pass, but you also need to adjust the formation and operating rhythm.
The easiest trap to fall into is to just look at the output value of a single character and then raise it, without looking at the skill multiplier composition at all. You will find that there are three types of character skill multipliers: one is a pure single system, suitable for advanced BOSS levels; one is area clearing plus energy return, suitable for pushing the map to increase efficiency; and the other is an auxiliary system that triggers chain damage, and the core value is not direct damage but stacking. The optimal strategy, my suggestion is to focus on two types, one is single-point outbreak, and the other is chain recycling.
Let's talk about blind box feature matching. Different blind boxes in the game will have corresponding feature bonuses in the level, and the drop rate and attribute increase are different, especially in the later chapters of the chapter, the frequency of the features gradually becomes higher. This involves a decision in a numerical dimension: whether to use lineups with the same attributes to maximize the characteristic bonuses, or to mix and match to make up for the shortcomings of the lineup. My calculation result is that in the early and mid-term, the output of the same attribute plus a little characteristic is at least 15% higher than that of the mashup. However, after Chapter 5, the characteristic coverage decreases, and the mashup can provide a more stable damage expectation. Therefore, it is recommended that the resources for promoting images in the early stage be concentrated on one attribute team, and then gradually switch to a mixed system in the mid-term.
Then there is the distribution of skill resources. It is necessary to dynamically plan the investment of development resources, and do not make a breakthrough without thinking when you see an SSR. The skill multiplier of many SR characters is not much worse than that of SSR, but the difficulty of obtaining fragments is low, the training limit is high, and it is easier to break through the star level to unlock additional effects. If your main team has four SSRs but the stars are all stuck at two stars, it is normal for them to be unable to beat the opponent's lineup of three three-star SRs. The star value suppression in this game is very exaggerated. The average star rating of the team is one level higher, and the survival damage benefit is close to wearing one more piece of equipment.
To put it bluntly, the economic system exchanges mobility for resources, and resources for trial and error space. For daily mobility, it is recommended to give priority to the characteristic book and the breakthrough material book. The distribution ratio of seven to three is very comfortable. Arena and high-difficulty instincts make up for the gains in the later stage, and struggling in the early stage is equivalent to slow suicide.
At present, my most recommended lineup for land reclamation is: two single target bursts, two range clearings, and an auxiliary stack. This set can cope with most level mechanisms, leaving room for substitution and adjustment. The key is that you don't waste resources when allocating them, and everyone's skill multiplier can be maximized.
What is the optimal strategy? To put it bluntly, the underlying pleasure of this game is the interactive experience of numerical growth and operational feedback. The driving force of the blind box theme is the psychological cycle of "drawing and raising", but the planning is more restrained in the numerical threshold. Zero krypton and medium krypton players can completely tie up with the large forces with their brains and patience, and there is no monolithic barrier. In addition, different chapters have characteristic-specific mechanism designs, allowing multiple sets of Builds to have room to play, which is to some extent more playable than a single invincible lineup.
Finally, I would like to give you a core piece of advice for all new players: Don't rush to draw all the illustrations at the beginning. First, improve the skills of the fixed characters given in the event. The skill level will be effective faster than the star rating. Keep the gold coins and experience pills, don't feed them to the first team as soon as you have them. The main five will fight until Chapter 5 before starting to make the second lineup.
Friends who like to study numerical values can chat about your team formation ideas below. I will reply when I see it.
I'm the strategy team - A Xing. I analyze rationally and don't play emotional cards. See you next time.