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'Thousands of Arrows Firing Together' Strategy of the Art of War from Getting Started to Entering the Land

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2024-08-14 17:08:26324browse

The ultimate experience of chess strategy, thousands of arrows are waiting for you to fight! If you love the brain-burning game of war chess strategy, long for the authentic epic of the Three Kingdoms heroes, and even want to compete with real opponents, then "Ten Thousand Arrows", a minimalist war chess game, is not to be missed. This game brings together many famous generals from the Three Kingdoms, combined with a variety of military skills, to bring players a hearty strategic battle experience. The strategy of "Thousands of Arrows" carefully compiled by Apple, the editor of php, will reveal the secrets of the strategy of war in all aspects, from the rules of the strategy, level types, quantitative comparisons to scientific brushing methods. Whether you are a novice in war chess or a strategy expert, you can find the answers you need in this guide to help you become the king of the battlefield in "Thousands of Arrows"!

Thousands of Arrows Firing Together Strategy of the Art of War from Getting Started to Entering the Land

"Thousands of Arrows" strategy from entry to entry into the ground

Basic Chapter

Art of War, after unlocking the expert stage, you can open it in the card library - click on a general - Recast Art of War, click the question mark in the upper left corner When you see this general's popular tactics and all 60 tactics, you can reforge a random type and level of tactics with 2 fragments or tokens (tokens are not limited to tokens). You can get up to 120 by returning all the fragments every day. fragments. You will get 1 turtle shell after 10 recasts. If you are not satisfied with the recast, you can use 1 turtle shell (2 shells for the second time) to regenerate the level or type. The probability of recasting all three tactics slots to obtain the desired tactics at level 10 is extremely small. It can be said that this is the endgame gameplay of this game's physical recovery.

Art of War Level

According to this statistics, the probability of randomly reaching levels 1 to 10 is close to the Poisson distribution with a mean of 4. The probability is as follows:

Thousands of Arrows Firing Together Strategy of the Art of War from Getting Started to Entering the Land

In short, the mean level is 4, which gives us a little inspiration: if If the goal is to develop better tactics, then when it is recast to an acceptable type of tactics for the first time, if the level is less than 4, the level can be regenerated by divination, otherwise the tortoise shell divination will not be consumed.

Types of art of war

According to the type of damage, it is divided into two categories: intelligence type and force type. However, the force type of art of war does not include the entry "force damage" but the word "attack", so it is called attack type of war. As a result, Zhang Jiao applied both offensive tactics and intellectual tactics. There are also many tactics that have nothing to do with damage type, so the damage type is not written. The following table shows the data of level 10 tactics. Some of the increase percentages are changed according to special effects.

Thousands of Arrows Firing Together Strategy of the Art of War from Getting Started to Entering the Land

The offensive tactics are sorted by increasing rate

The offensive tactics are divided into four categories according to the triggering conditions: city defense, quick attack, more movement, and less movement. The city-defending tactics are suitable for players of Wu Kingdom Zhu Ran and Wei Kingdom Cheng Yu to obtain one set. If these players play other modes, it is recommended to spend 10 fragments to unlock another set of tactics, because no matter how high the value is, as long as it is not triggered, it is equal to 0. . The quick attack type refers to being linked to the opponent's city wall. The hammer attack is basically equivalent to a 60% increase in the output of the city wall. You must stay before the king, because there is no leader in front of the king and no flow to defend the city. After the king, you still have to look at your own system. Hyperactivity refers to multiple stages of damage triggering or defeat triggering. It is suitable for the main C, especially Jiang Wei, Xu Chu, Sun Ce, Gao Shun, etc. who suffer multiple stages of damage. Capture means less than 30% of the troops after being injured (herein referred to as near death). There is a 30% probability of mutiny. Because mutiny also leads to the decrease of the enemy and the increase of ourselves, I wrote double the increase rate of 60. The most relaxed drinking battle is 25% healing after attack and 80%. Multiplied by it, we get the 20 written here. %; Assuming that the calamity fire available to Wu is excluded, and one of non-adjacent damage and adjacent damage is chosen, so one of hit and slam must be excluded, then there are only 3 optional tactics. The rest are classified as less active, suitable for Xu Huang, Hua Xiong, Liao Hua, Ling Tong, etc. who occupy less action points. It can be seen from the popular tactics that players generally choose tactics with an increase of more than 20%. Try not to choose field battles, seizures, drills, martial arts, and thrusts. The only exception is that seizure can save Dian Wei from death. Of course, you accept an increase of more than 15%. The art of war is no problem either.

Thousands of Arrows Firing Together Strategy of the Art of War from Getting Started to Entering the Land

Intelligence-based tactics are sorted by increasing rate

Intelligence-type tactics are divided into four categories according to triggering conditions: treatment, city defense, intelligence damage, and less movement. Different from the attack type, there are more special effects here. The value ranking of imprisonment, sensitivity, discussion, and poisonous words should be improved. The rankings of those who have both healing and damage skills (or [scheming] skills) should be improved, such as Fazheng and Diaochan. It can be seen from the popular tactics that players generally choose tactics with an increase of more than 9%, and players are relatively tolerant of intellectual tactics that generally save action points. The only thing that is not worth choosing is the rumor that has been transformed from teachings. Intellectual generals dislike the effect of rumors, but do Le Jin and Dong Zhuo, who deal intelligence damage, have to be beaten before their probability of reducing their opponents by 10%? It's better to choose an attack type with a 20% increase.

Thousands of Arrows Firing Together Strategy of the Art of War from Getting Started to Entering the Land

Tactics that do not limit damage types are sorted by increase

Other tactics are mainly divided into military strength, low intelligence, lack of movement, etc. according to the triggering conditions. The military type is suitable for Yuan Shu who relies on military strength to make a living. Low-intelligence tactics are only suitable for wild generals with intelligence below 70. It can be seen from the popular tactics that generals who use more tactics can choose tactics with an increase of more than 20%. Usually, a wild general with high intelligence who is not fighting alone has 9 optional tactics. The other generals can basically use any tactics, including escaping. It is also suitable for auxiliary generals, because there is no difference between 1% military strength and 100%, so escaping means receiving force damage with a 40% probability of staying alive for the auxiliary effect to take effect. Given that it is assumed that force and intelligence damage are half and half, then escaping is very useful for auxiliary generals. That's a 20% increase.

If you want to filter the art of war according to your own requirements, you can use it directly: https://docs.qq.com/sheet/DR0liWXNvTkliTnVp?tab=5n5r36

Scientific way to farm the art of war

The strategy of general players to farm the art of war has been improved That's fine, but since using tortoise shells for divination when slotting was deemed a bug, the quality of the art of war after slotting can no longer be guaranteed. There is a new strategy for brushing the art of war: open 2 slots (or even 3 slots) before starting to use tortoise shells. . If "there is an improvement," it's like "you won't lose much if you open 2 slots and then start using turtle shells," then it's better to improve the game experience in time.

The expected fragment cost of opening 2 slots is 66. For a general with high intelligence and high-activity force damage who does not fight alone, the optional tactics are 12/60. After spending an average of 10 fragments, the optional tactics can be obtained for the first time and there is a 98.6% chance that the tactics level is lower than 10, which costs 1 The turtle shell resets its level, and there is a 1.4% chance of getting the perfect slot No. 1. The average cost is 740 fragments and 73 turtle shells. Or there is a 1.4% probability of reaching level 10, and then spending 1 turtle shell to reset the type once, with a 1/5 probability of getting the perfect slot No. 1, and an average cost of 740 fragments and 59 turtle shells (if 3 turtle shells are spent to reset the type twice, 9/25 The probability of getting a perfect No. 1 slot costs an average of 411 fragments and 222 turtle shells, and the turtle shells cannot make ends meet). If you use this method, approximately 6 turtle shells will be wasted before slotting.

After opening 2 slots, the first divination costs 2 tortoise shells, and the second time costs 4 (the same applies after 3 slots, which becomes 3 times the cost of 1 slot). The probability of getting a perfect strategy in each slot is 0.3%, and the probability of getting a perfect strategy in one of the two slots is 0.5%. If you spend 1 turtle shell to reset the other slot, the probability of getting a perfect strategy is also 0.3%. This method will generate a perfect strategy. It costs an average of 137085 fragments and 185 turtle shells to get a perfect double slot, and the turtle shell is seriously overflowing; if it costs 6 turtle shells to reset twice, there is a 0.5% probability of getting a perfect 2 slot, and the average cost is 34317 fragments and 1111 turtle shells. In other words, it is better to keep the turtle shell in slot 2 and use it sparingly.

As for using tortoise shell after opening 3 slots, it means spending an average of more than 200 fragments to open 3 slots first. The fragments are scattered to 86 generals, and it will take 143 days at the fastest to open 3 slots to become a human. If the 8 types of drops from the ladder appear with equal probability, it will take 1146 days to become a human.

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