
Let's talk about the conclusion first: This game looks like a side-scrolling action, but at its heart it's actually a numerical game. Especially the MOBA mode and the two-line parallel design of BOSS breakthrough. If you only rely on the feel and operation to act recklessly, you will be stuck in the later stage and doubt your life. Today I won't talk about the feel, but I will break down the optimal strategy of this game purely from a numerical perspective.
Let's talk about PVE first. Many novices stare at the attack power pile as soon as they enter the game. In fact, they are totally wrong. The BOSS battle in Dream Westward Journey Gaiden has a hidden mechanism - physical hegemony and armor-piercing threshold. Each BOSS will enter a hegemonic state at a specific health stage. At this time, the damage you inflict will be attenuated by a percentage. However, if you can stack up enough armor-piercing value in a short period of time, you can forcefully interrupt the BOSS's skills and trigger the vulnerability effect. I have actually measured that for a dungeon BOSS around level 35, the armor-breaking threshold is about 3% of the total health damage caused in a single combo. When converted into numerical values, it is about 1,200 points of armor-breaking attributes.
Therefore, the best solution is not to attack without thinking, but to ensure that your armor-breaking attributes can keep up with the threshold line of the current level map, and then pour the remaining resources into critical hits and critical injuries. There is a little trick when it comes to critical hits. In the game, the critical hit rate is not a linear benefit. When the critical hit rate reaches about 40%, the benefit starts to drop sharply. However, critical damage is a real multiplier area, so when you reach 40% critical hit, you can directly switch to critical damage, which is the most cost-effective.
Let's talk about the MOBA mode. This is the most exciting and most frustrating aspect of the game's numerical design. Do you think it's fair competition? wrong. In this mode, skill multipliers and equipment growth curves are based on professions. Physical heroes are strong in the early stage, and their skill multipliers are generally between 1.2 and 1.5 times their attack power. However, in the middle and later stages, the spell strength growth coefficient of magic heroes will surpass them, and the burst multiplier of a set of combos can reach more than 2.8 times. In other words, if you play a physical assassin and you can't achieve a crushing advantage in the first ten minutes, it will basically be useless after that.
The optimal strategy is: before choosing a hero, look at the opponent's lineup. If there are more than two crispy mages on the opponent's side, decisively choose a physical explosive type for early suppression, and end the game before fifteen minutes. If the opponent is full of tanks or half-tanks, then use spells to continuously output, and wait until the later stage to consume them. Also, don't recommend equipment according to the system. The physical system prioritizes penetration rather than attack power, because the armor growth of all heroes in the MOBA mode is higher than the magic resistance, and the benefits of penetration attributes are about 15% higher than the paper value.
Finally, let's talk about cultivation. This game has a very underworld value point - character fragments rise to stars. After each character reaches five stars, the skill will have an additional effect. For example, after five stars, Wukong's clone explodes with armor breaking, while before five stars, it is purely a damage skill. This results in many characters looking mediocre at low stars, but five stars are the complete characters. The optimal strategy is to concentrate resources to first pull a main C to five stars, and don't spread it out, because the number of fragments obtained every day in this game is fixed, and spreading it out means that no one can get on the stage.
There is also equipment refining. There is an attribute called "Skill Rapidity" in the golden entry. Many people think it is useless, but it has been tested that this attribute can shorten the CD in MOBA mode, and the benefits for multi-stage displacement heroes are higher than the attack power. I have some data here. After the equipment is fully leveled, 10% of the skill haste is equivalent to an extra round of small skill cycles. When converted into a DPS increase, it is about 8%.
To sum up, don't rely on your feelings when playing this game. In PVE, you focus on the armor-breaking threshold and critical hit and critical damage distribution. In PVE, you choose whether to use physical thorns in the early stage or magic core in the late stage according to the lineup, and develop a resolute concentration of resources to accumulate five stars. If you do these three things, you will be able to push five to ten more towers than players of the same combat ability, and your ranking will be at least one level higher. Data will not lie to people, only those guys in the comment area who can only shout "This game depends on operation" can only lie to people. 😏