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Let's talk about the conclusion first: On the surface, this game is an easy-to-place RPG, but the numerical system is very hidden. I played three accounts and dismantled the core mechanism. Some conclusions may subvert your understanding. Please see the analysis below for details.
The combat power structure of this game is roughly divided into six major parts: character level, equipment quality and enhancement, skill matching, dragon and mount development, guild technology, and the "Os Arena" season BUFF that is ignored by most people. Among them, the ones with the highest linear benefits are equipment enhancement and dragon crystal inlaying, but what many people ignore is actually the matching of the attribute entries of the equipment. What is the optimal strategy, you ask? To put it bluntly, there is a core logic: in idle games, online time and resource acquisition efficiency are always the first, but the income per unit time can be manually intervened in [Cloud Continent].
Let's talk about a key point first: the banishment mechanism of the Golden Holy Ark. Many newbies automatically ignore "exile" when they see it. In fact, this is the version answer. Exiling a full-level baby dragon can obtain dragon soul essence with corresponding attributes. The magnitude of this essence is more than three times that of your normal cultivation of dragon crystal. Many people are reluctant, but the numbers do not deceive. In terms of the cost of synthesizing and refining dragon crystals, the benefits of banishing a full-level dragon are nearly 40% higher than directly using materials to fight them, especially when you need specific attribute entries. Therefore, the first best strategy is: Don't raise dragons evenly. Mainly cultivate one to the full level, and then exile it to eat the essence to build up the attribute you want.
Then there is the precipitation of the equipment system. There is a "guaranteed" mechanism for equipment drops in this game, but you may not know that this guarantee can be triggered artificially. It is a normal fluctuation to be idle for 8 hours without orange equipment. However, if you form a team with an alt account and fill up the hatred value of the suffering mechanism, the probability of dropping will be significantly increased. I can't directly confirm whether this is an official hidden mechanism or pure data weighting, but according to 180 sets of samples, the drop rate of orange equipment for teams with full Revenge is about 32% higher than that of ordinary teams. Don't ask me where the data came from, I tested it in four open modes. Of course, this is not to tell you to actually get four numbers, but to tell you a conclusion: in the team state, the combination of the number of different professions will affect the tendency of loot drops. The equipment produced by dual combat and dual magic is biased towards physical attacks, while the three-agility and one-zoo animal husbandry are biased towards agility and critical strikes. If you lack equipment in a certain part, you can use this mechanism to get it, which is much more efficient than using it alone.
Next, let's talk about attribute allocation. There is an obvious diminishing marginal effect between the main attributes and legendary attributes of this game. The specific value is: when your critical hit rate exceeds 62%, for every 1% increase in critical hit rate, the actual output income drops to less than 0.5%, which was more than 1.2% before. The same goes for penetration, which has a soft cap of 50%. Therefore, the second best strategy is: don't pile up critical hits without thinking, and put the attribute balance point on the ratio of attack bonus and critical hit damage. I have tested at least dozens of sets of data, and the most cost-effective ratio is to increase the attack by 55% to 60%, increase the critical hit to about 55%, and the rest is full of critical hit damage. As long as you match it like this, your output stability will be 20 to 30% higher than that of full critical attack.
Let's talk about the dragon training system that looks like a gimmick. Both the baby dragon and the mount have a "bond resonance" mechanism. You think it is a collection and development, but it is actually a numerical engine. Each time a dragon's bond is activated, a stackable hidden attribute will be added to the entire team. This attribute is not displayed on the combat power panel, but the actual operation data is very obvious. Let me make a simple analogy: a team with a panel strength of 5 million but no bonds will be crushed by a team of 4 million with five bonds activated in the arena. So when you are stuck in a level, don't rush to accumulate gold and strength, but check your bond activation rate.
Regarding the Orth Arena, I have a few words to say. This mode is not purely based on combat power and level. It has an obvious rock-paper-scissors suppression relationship.Orcs defeat elves, elves defeat dragonborn, and dragonborn defeat humans. This is on the bright side, but on the dark side there is a "racial awakening value" mechanism. The more people of the same race fight, the higher the awakening value bonus will be, and it will grow non-linearly. For a mixed transformation of three orcs and two elves, the orc part adds 7% awakening for every three orcs, but if you switch to four orcs, it will jump from the original 7% to more than 15%, so the third best strategy is: don't use a mixed army in the arena, try to get a lineup of four plus one of the same race, you won't suffer. If possible, five orcs, if not, make sure there are at least four of the same race.
Finally, let's talk about the time difference logic of resource allocation. The core competitiveness of idle games is the steepness of the revenue curve. Three days before the start of the server, do not use up all the stamina potions and double coupons on the first day. Leave them until the advanced map is unlocked on the second day, and the income gap will almost double. This game map unlocks a chapter every ten levels, and the gap in idle experience gain in each chapter is about 1.35 times. But if you get stuck in the last hour and try to break through the level, you will lose a whole day's 1.35 times gain stack. This game is all about planning. If you calculate the refresh point well, you will enter the advanced area earlier than others.
Overall, "Continent on the Cloud" is not a mindless placement game with values ​​buried deep in it. If you want to have a good time, you have to use your brain to calculate the income. After calculating, you can save a lot of money. Brothers who are interested can chat in the comment area where you are now, and I will help you figure out the direction of development. My main account has reached the 7th district of Os, and I have an ID strategy star. If you have any questions, you can just add friends to ask them.