Basics (things to keep in mind)
M=Whether or not there is an impact on members. For example, "attack power" only affects the main character, so
HP | × | When it reaches zero, return to home. You can continue by paying 5 coins. . I want it so that it won't be one punch |
MP | × | It is necessary for the main character to activate his own skill, but there is no such scene, so you can leave it alone. |
Attack power | × | Influences the main character's damage. No matter how hard they try, they can't match the skills of the other members, so their value is diminished. |
Defense power | × | Influences damage taken to the main character. Fixed damage is not reduced. Even if you raise it quite thoroughly, there is not much difference in damage taken |
Hit | 〇 | Accuracy of normal attacks and skills. . By leveling up a high rank kote, it will explode. |
Avoidance | × | It is supposed to represent the probability of avoiding attacks from enemies, but it actually doesn't work at all. The only way to receive attacks from enemies is to receive them with HP |
Poison resistance | 〇 | Poison has the effect of "losing 7% of maximum HP every turn". The resistance system represents the resistance rate, and if you put 100 on it, you can get 100% protection |
Paralysis resistance | 〇 | Paralysis means that the number of attacks becomes 1 and the attack fails at 50%. It's probably affecting the members as well. |
Dark resistance | 〇 | In darkness, the hit rate is fixed at 25%. Even if it was originally 0%, it becomes fixed at 25%, and although there is equipment that has an "eternal darkness" effect, it basically does not matter. |
Silence resistance | 〇 | Silence means "skills cannot be used". If you are trying to capture the member skills described below, you will be stuck if you receive silence. |
Confusion resistance | 〇 | Confusion results in "items not being usable." If it's a member strategy, it can be said that the content is basically unrelated. |
Slow resistance | 〇 | Slow is "attack speed becomes slower." Since it has nothing to do with skill speed (cooldown time), there is no disadvantage here either. |
Undead resistance | 〇 | Undead will take 15% more damage and cannot recover. The latter is one of the abnormalities that I feel hopeless and want to prevent at all costs. |
Attack speed | ? | Represents the main character's attack speed per second, which can be reduced to one attack every 0.4 seconds. It's also possible to have the main character contribute as a status imparter, but it's usually a low priority because the firepower of the member skills will overwhelm it. |
Number of attacks | ? | The number of normal attacks of the main character. It is unknown whether status abnormality judgment will be performed for each single shot. |
Critical rate | × | Critical rate of the main character's normal attacks. Skill attack (including members) is fixed at 5%, so there is little reason to increase it. |
Critical damage | × | The main character's critical damage multiplier. Since the skill attack is fixed at 250%, its existence value is also weakened. |
Additional damage | × | Fixed damage added to the main character's normal attacks. You can forget about it since you can't go that high. |
Poison attack | × | Status ailment infliction rate. If it is 100, it can be applied to 100%, but it only applies to the main character's normal attacks. If you want to make the most of it, reduce the main character's attack speed to 0.4. |
Paralysis attack | × | |
Dark attack | × | |
Slow attack | × | |
Undead attack | × | |
Damage multiplier | × | This is a multiplier applied to the damage dealt to the main character, but does not apply to members. |
Damage multiplier | × | The multiplier of damage taken by the main character. If you bring Demon Lord Rim with you, you can get a 70% cut with the skill, which is an important factor. |
Counterattack rate | × | The main character is shot.Probability of fighting back when attacked. Counterattacks seem to be treated as normal attacks, but it would be better to increase the damage dealt to the members rather than extend this. |
Continuous action probability | × | Probability that the actions of the main character and members will occur consecutively. This in itself is powerful, but it is difficult to realistically increase this probability. |
Cool time | 〇 | Subtracts the cooldown time of the skill in seconds. Useful for saving 6 seconds with equipment OP and making Monkey Thief's skill (CT 6 seconds) super continuous hit |
Cool time (%) | 〇 | Divide the skill cooldown by %. If you use it thoroughly, you can cut it by 100%, and if you do this, you can instantly hit it repeatedly even if the CT is 7200 seconds. |
Skill effect | 〇 | Increase the damage dealt by skills. The only strengthening element when conquering members. |
Item effect | 〇 | The recovery amount and reinforcement value from item chips will increase by %. |
Material drop | 〇 | Increases the number of 6 types of element drops. No amount of this is enough, so it's okay to make it important |
Experience points gained | 〇 | Experience points increase. It is an important element in this work, which is a circular game, but it is better to increase the firepower |
Strategy tips for non-paying users (beginning)
Strategy tips for non-paying users (middle stage)
Strategy tips for non-paying customers (final)
Example of status when clearing Demon King Lv4500 (build that uses Doctor Capsule just before the Demon King battle to increase resistance to all conditions by over 300%)However, it seems that there is no real meaning in defeating the Demon King Lv4500.