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Let me start with the conclusion: The difference in combat power among most players in this game in the first seven days is almost entirely not determined by how many SSR cards you draw, but by when you upgrade the two buildings "Self-Study Room" and "Club Activities" to level 20. The reason is simple - the school beauty's combat power growth curve is a typical exponential decay, but the output of idle resources increases exponentially. The former means that every time you invest more resources, the marginal returns of improving the school beauty's attributes are diminishing; the latter means that the sooner you fill up the idle buildings, the experience and gold coins you gain per minute will be a whole level higher than those of players who upgrade an hour later.
I specially made a practical test: taking the 48th hour after the server was launched as the node, players in Group A will give priority to drawing cards, smashing all diamonds into "School Beauty Recruitment" to get two SSRs; players in Group B will not draw any cents, and buying all diamonds into "Building Acceleration" will give priority to raising the study room from level 15 to level 20. As a result, the total combat power of Group B surpassed Group A by about 23% at 48 hours. The reason is clearly written on the numerical value panel - the initial three-dimensional dimension of the SSR school beauty is indeed twice that of the SR, but the number of fragments required to rise to the star is four times that of the SR, and the idle output of the self-study room at level 20 is three times faster than that at level 15. In other words, your core resource "Instructor's Notes" may produce 1,200 per hour in the study room at level 15, but it will only produce 3,600 at level 20, which is a gap of nearly 60,000 per day. Throwing this experience to any SR card can make her output exceed one-star SSR in actual combat.
Let's talk about the gameplay of “Escape Room”. On the surface it is a combat copy, but in fact it is a resource recycling bin. The actual measurement of the difficulty growth curve of each secret room will accurately block your combat power bottleneck - if your main lineup can just pass the level with three stars, then your combat power utilization rate is about 85%, but if your combat power overflow is discounted, such as 6000 combat power in a secret room with a 5500 threshold, then your efficiency loss will be extremely exaggerated. The optimal strategy is to grind with a lineup that has just passed the line of combat strength, never crush it, and invest all the energy saved in the daily task of "school beauty selection".
The numerical core of the school beauty election is actually the conversion relationship between the two hidden attributes of "affinity" and "number of fans". Affinity directly affects your profit coefficient every time you "send text messages" and "make shopping appointments", but many players don't look at the data and spend all their diamonds on "gifts". According to actual measurements, after giving out a gift of 100 diamonds, the affinity is increased by about 200 points, while the number of fans only rises to less than 500; but if you spend these 100 diamonds on a "phone booth", the affinity is only increased by 120 points, but the number of fans directly increases to 1,800. The number of fans in the later "School Beauty Selection", every 1,000 fans is equal to 0.8% of the attack power bonus of all school girls. If you do the math, throwing 2,000 diamonds into a phone booth is a permanent 8% increase in the team's attack. This account is much more cost-effective than drawing a duplicate card.
Of course, I have never objected to drawing cards. After all, who doesn't want to have a complete illustrated book? But the psychological price I suggest is: Don't touch any diamonds before the physical consumption of the first “school beauty breakthrough” drops to 5 points. The value of this level is unbalanced, and the early stage physical strength is extremely cost-effective. Every time you spend a little more physical strength, you are unable to keep up with your own development speed. My daily brushing method is: wake up in the morning and click a round of acceleration in the study room and club, hang up at noon to collect a wave, clear the energy into the secret room and the selection map before going to bed, and then log off. Only these three nodes really have interval income. The rest of the time you stare at the screen and there is no saying that the income will double.
Frankly speaking, the most comfortable thing about this game is that it really achieves the numerically optimal solution of "hanging up" - if you don't care, it will think of all the problems you think of; if you insist on being anxious, you will fall into the pit of return rate by investing resources in inefficient repeated battles. If you really want to study the values, go to the trial calculation post and look at my table and you will know: before the seventh day, the building level will always take precedence over the card pool depth. Finally, the free model of the game is based on in-app purchases, but the gold point is not numerical suppression, but rhythm compression - every dollar you spend is buying time, but time will be given to you even if you hang up. I understand everything 🎮