
Let me talk about the conclusion first: On the surface, this game is a "hang up and finish" placement game, but in fact its numerical model is designed to be very restrained and precise, especially the two lines of "material output efficiency" and "equipment special effects linkage", which almost determine whether you will lie down to collect the food in the later stage or whether you will be stuck and abandon the pit. Today I won't talk about the plot or the style of painting. I will tell you how to get the highest profit from AFK purely from the perspective of data and strategy.
First of all, the most easily overlooked thing is the basic function of "the amount of materials obtained per idle minute". I measured it for about three days and found that it was not linear. The output speed in the first 30 minutes is extremely fast, which belongs to the exponential growth of the "novice protection period"; between 30 minutes and 2 hours, the output efficiency begins to decrease smoothly; after more than 2 hours, it basically enters the plateau period, and the income per minute is only about 60% of the peak period. Therefore, the optimal strategy is definitely not to "hang up all day and come back to collect once", but to go online every 1.5 to 2 hours to collect a wave of materials, and then continue to hang up immediately. Don't be too troublesome, this rhythm can make your total amount of materials at least 22% to 27% higher than the lazy state of hanging up for 8 hours before going to bed. After calculation, the difference is very considerable.
Then there is the core of the core, the linkage logic of equipment special effects. Many people think that "just pile up equipment with many special effects and that's it." This is a taboo. I carefully compared the affix pools of each equipment and found that the special effects are divided into three major categories: trigger type (such as "5% chance of triggering thunder when attacking"), profit type (such as "gain +8% material after killing monsters"), and aura type (such as "total damage +3%"). The income formula for these three types of special effects is multiplication and superposition, not addition. In other words, if you have 10 "Material +5%" income-type affixes piled all over your body, the system calculation is 1.05 raised to the 10th power, not 1.5. So even if the value of each affix seems to be very low, as long as the number is piled up, the final marginal benefit will far exceed the large halo effect of "total damage +10%".
Based on this mechanism, the optimal strategy is to match equipment in stages. In the early stage (about 20 floors before clearing the level), there are no brain-heap triggering special effects. Because the monster's blood volume is low in the early stage, triggering the special effect once is basically an instant kill. The speed of pushing pictures directly determines the efficiency of hanging up. Starting from the mid-term, monster health and defense increase, and the proportion of damage caused by trigger-type special effects decreases. At this time, it is necessary to gradually switch to income-type affixes to ensure that material output can keep up with the consumption of equipment upgrades. Later on, when you unlock the resonance effect of the three-piece set, the value of the halo type will be truly reflected, especially the affix "Total Damage +3%", which will turn into a team-wide halo under the effect of resonance. When combined with high-level income affixes, it can achieve an exaggerated snowballing effect.
Let me talk about another detail. Many people just focus on "weapon enhancement" without reading the instructions, thinking that the higher the attack power, the better. I did some calculations and found that the growth curve of weapon enhancement is that the initial income is high, and each level increases the attack by about 5%. However, after reaching level 50, each level only increases by about 2%, while the consumption of materials increases exponentially. At this time, if you divide the materials into parts to strengthen "armor" or "accessories", the cost-effectiveness will be much higher, because the strengthening affixes of these two parts have hidden benefits such as "extra drop rate" and "hanging time limit +10 minutes". Don't underestimate these 10 minutes. In conjunction with the 2-hour platform period mentioned earlier, the time when you go online to collect food can be stuck at the beginning of the platform period, which is equivalent to gaining an extra peak income in each round.
Finally, I would like to mention the choice between "Xiao Shuai" and "Xiao Mei". In fact, the initial attributes of the two characters are exactly the same, and there are no hidden differences. The developers have done a very clean job in balancing the values. You can just choose according to your preference, and there is no need to worry about strength.
To sum up, there are three sentences: collect more food when there is nothing to do, and it will cycle every two hours; special effects follow the progress of pushing pictures, and the early stage will trigger later benefits; resources should not just focus on weapons, the hidden affixes of defense and accessories are the best solution to long-term hangup. I have been running this plan for about a week, and my current progress is that I have cleared 50 levels without getting stuck. The remaining materials are nearly twice as much as those who were playing around in the same period. This game looks simple, but the numerical structure is really exquisite, and it is worth playing carefully.