
Hello brothers, I am Axing from the strategy team. Originally, based on the name of this game, I thought it was just another kind of casual dance music. But as soon as I entered the game, my dear, the style of the game was completely different to me - it was a stew of superheroes, future warriors, and TABS styles. The introduction also said "cruel war". It was really a cyberpunk hodgepodge. But what do we do? It's a numerical value. After playing it for more than 30 hours, I dare to say that as outrageous as the appearance of this game is, its underlying values are serious and even a little bit different.
Let's look at the core mechanism first: combat power values and troop allocation models.
Each unit in the game has a "combat strength value", which seems very metaphysical, but is actually a precise formula for offensive and defensive zones. Panel combat power = basic attack power x (1 + critical hit rate x critical hit damage) x attack speed coefficient x health threshold correction. Did you notice that it doesn't count armor? In other words, the benefits of increasing blood volume in this game are much higher than accumulating armor.
Actual measurement data: When a full-level "Future Warrior" (HP 6500, attack speed 1.2) fights a "War Infantry" of the same level (HP 3000, attack speed 0.9), the expected output per unit time is 3.7 times that of the former, but the combat power value is only marked with a 2.1-fold difference. what does that mean? The "combat power crushing" displayed by the system is false, but blood volume suppression is real in actual combat.
Optimal strategy one: Don't be superstitious about high combat power, look at the blood volume threshold first
I repeatedly tested the level "Sky Ruins". When the enemy's combat power remained at 12,000, we could use three "Bounce Bombers" with 4,700 combat power (high blood volume, long movement back) without any damage. However, if we replaced it with two "Battlefield Doctors" with 7,000 combat power (low blood volume, high attack speed), we would die suddenly. The reason is that the game has a hidden "knockdown threshold" - if the damage from a single hit exceeds 30% of the maximum blood volume, you will be knocked down. You will be unable to move while being knocked down and the total damage will be increased by 30%. No matter how powerful a unit with low HP is, it will be infinitely tough once it is hit.
So the optimal solution is out: in any mode, give priority to units whose "health value divided by attack speed" is greater than 35% of the enemy's highest single-shot damage. Referred to as the "no-send condition".
Optimal Strategy 2: Numerical Optimal Solution of Zero Yuan Party
The charging model of this game is 0, but there is something called "Quantum Shards" inside. You are given 5 pieces for completing the level, and each piece is sold in the mall for 500. Many brothers may think that it is impossible to play without krypton, but in fact the numerical planning leaves a huge backdoor: the growth curve of soldier upgrades increases exponentially, but the growth is locked once it reaches level 20. The most cost-effective way to use it is to smash all the fragments onto a unit and bring it to level 20, because there is no "unit type restraint" in this game, only "weapon type restraint".
According to my actual measurement, the "Serum Warrior" unit is a hidden numerical monster. The HP at full level exceeds 10,000, and the attack power is only 800, but its attack comes with settlement damage of "5% of the target's maximum HP". Combined with the blood volume threshold I mentioned earlier, when attacking high-health units, the actual benefit of this 5% is 6.2 times the panel's attack power. Common to all levels, it is the optimal strategy to blindly invest a serum warrior to level 20.
Optimal strategy three: Manually skipping animations has hidden bonuses
I didn't notice this at first. The "entry animation" at the beginning of each battle in the game is about 6 seconds. If you click on the screen to skip within the first second of the animation, the next round of attacks will have a "first mover advantage" - specifically, your first attack will definitely hit a critical hit and ignore 30% of the opponent's equivalent HP. This bonus is not included in the combat power panel, but it can actually reduce 2 to 3 attack cycles. When playing high-difficulty levels, it is equivalent to 1,500 points more skill damage.
I directly used this trick to clear the "Air Arena". I only brought 1 Serum Warrior + 2 Cannon Fodder Infantry in the lineup. I used the first strike to kill the opponent's back row instantly, and the winning rate increased from 61% to 88%. So don't be annoyed by the animation, just do what you need.
Finally, let's summarize the numerical conclusions: attack speed is worthless, blood volume is important; the combat power panel is fake, and the knockdown threshold is the truth; the optimal solution for the Zero Yuan Party is to concentrate resources on individual soldiers, and don't play with balance; remember to jump in seconds for the opening animation.
This game looks like a joke, but the numerical framework can unexpectedly carve out strategic space.But seriously, developer Beijing Pocket Easy Game, could you please change the name to "Numerical Jump"? Okay, I'm going to grind the shards for Serum Warrior. If you have any different opinions, I'll see you in the comments section. 📊💪