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攻略中心 / 数值机制拆解

🔬 星际裂矿者 · 数值机制完全拆解

攻略中心 · 更新于 2026 年 10 月 · 全部数字取自游戏源码,非估算

大部分挂机游戏的攻略只能给你「先点这个」的结论。这篇不一样——我们把游戏里真正在跑的公式摊开,让你自己算得出任何决策的结果。看完你会发现,很多看起来「玄学」的手感问题,其实都能用两个乘法解释。

一、攻击力:五个乘区,不是一个加法

面板上的「攻击力」是五层叠加的产物,顺序如下:

攻击 = (25 + (激光等级−1)×5) × 里程碑系数 × (1+暗物质等级×0.2) × 装备倍率 × (1+图鉴加成) × 量子倍率
乘区来源性质
基础值25 + 每级激光 +5线性加算
里程碑系数10 级 ×1.1、25 级 ×1.25、50 级 ×1.5乘算,级间线性插值
暗物质永久攻击力,每级 +20%乘算,跨跃迁保留
装备武器槽 (1+基础%) × (1+词缀%) + 固定值乘算为主
量子科技量子增幅,每级 +5%乘算

关键点在于里程碑系数是插值的,不是跳变。比如激光 17 级时系数 = 1.1 + (17−10)/15 × 0.15 ≈ 1.17,而不是「过了 10 级就固定 1.1」。这意味着 11~24 级每一级都在稳定收益,不存在「卡在 9 级等 10 级」的最优解。

💡 实战含义:当你的攻击力乘区已经很多(暗物质 + 装备 + 量子)时,再堆激光的相对收益会下降。此时射速或暴击的边际收益更高——这就是「两个乘法」的第一层。

二、射速:基础 2.5,独立乘区

射速 = (2.5 + (射速等级−1)×0.2) × 里程碑系数 × 装备引擎倍率 × 量子加速 × 套装加成

里程碑同样是 10/25/50 级对应 ×1.1/1.25/1.5。射速与攻击力互不稀释,因为它们相乘构成 DPS。这是本作最重要的一条设计:

DPS期望 = 攻击 × 射速 × (1 + 暴击率 × (暴击倍率 − 1))

把攻击和射速当作一个乘积的两项,结论立刻清楚:两项平衡时乘积最大。只堆攻击,射速拖后腿;只堆射速,每发都在刮痧。开局建议交替点,比例大致维持在攻击:射速 ≈ 1:1 的投入感受上。

三、暴击:分段递减 + 溢出转化

暴击率不是线性增长,而是四段递减:

暴击模块等级每级提升该段累计
2 ~ 11 级+3% / 级+30%
12 ~ 21 级+2% / 级+20%(共 50%)
22 ~ 31 级+1.5% / 级+15%(共 65%)
32 级起+1% / 级线性

另外里程碑(10/25/50 级)额外给 +5%/+10%/+15%,套装、词缀、量子「概率坍缩」也直接加算。

溢出机制:100% 之后不是浪费

暴击率超过 100% 的部分会按 50% 比例转化成暴击伤害:

暴击倍率 = 基础倍率 + (暴击率 − 1) × 0.5 × 基础倍率

基础倍率默认 2.0,量子计算机装备槽与「致命打击」「量子爆裂」等词缀会抬高它。举例:暴击率 130%、基础倍率 2.0 时,倍率 = 2.0 + 0.3×0.5×2.0 = 2.3。所以堆到 100% 之后继续堆,收益只是减半,并没有归零——这是很多人误判的地方。

四、陨石血量表(跃迁前基准)

血量是判断「我打得动吗」的唯一硬指标。以下为未跃迁时的真实区间:

类型血量出现率星币倍率
普通20 ~ 3660%×1.5
精英50 ~ 10025%×1.5
水晶26 ~ 52(另带 50% 护盾)6%×3
分裂体30 ~ 56(碎成 2 只)≈2.8%×1.5
护盾体46 ~ 82(另带 50% 护盾)≈2.1%×1.5
虚空体38 ~ 64≈1.1%×1.5
膨胀体22 ~ 40(贴脸自爆)2%×1.5
电浆体33 ~ 56(连锁伤害)2%×1.5
拟态体28 ~ 46(受伤 30% 后强化 1.6 倍)1.5%×1.5
Boss280 起(首跃迁后 15% 出现率)3% → 8% → 15%×5
注:血量随跃迁次数成长,公式为 ×(1 + 0.6 × 跃迁次数)。普通模式不随波次成长。

用平均血量判断「够不够打」

按出现率加权,开局平均每只约 51 点血;生成间隔 1.1 秒,即每秒约 0.91 只。于是维持清屏所需的门槛是:

需求DPS ≈ 0.91 × 51 ≈ 46

而开局 DPS = 25 × 2.5 = 62.5,余量约 36%。这就是为什么修好数值后开局能稳定清屏:不是靠感觉,是算出来的。当跃迁把血量推到 ×1.6 时,需求 DPS 涨到约 74,你就必须先把攻击或射速补上再继续。

五、星币掉落:直接与血量挂钩

单只星币 = floor(血量 × 1.5 × 类型倍率) × 各种星币加成

这条公式解释了一个反直觉现象:降低怪物血量不会降低总收入。因为单只奖励与血量成正比,血量减半则击杀数翻倍,总收入不变;但击杀数翻倍意味着屏幕更干净、连击更容易维持、拾取更集中。所以「降血量」是纯粹的手感优化,不是经济削弱。

六、跃迁:阈值与收益公式

阈值 = 500000 + 跃迁次数 × 200000 奖励暗物质 = floor( sqrt( 累计星币 / (400000 + 跃迁次数 × 100000) ) )

收益是平方根关系,这是典型的强递减设计。首次跃迁的收益对照:

累计星币首次跃迁奖励第 3 次跃迁奖励
50 万(刚好够门槛)1—(门槛 110 万)
100 万11
400 万32
1600 万64

注意跃迁会清零星币、五项升级、暗物质升级,但装备、暗物质总量、量子科技、成就与图鉴全部保留。所以判断时机的方法不是「攒到多少」,而是:这一轮再玩十分钟,还能不能多拿 1 颗暗物质?不能就该跃迁了。

七、离线效率:0.95 之后的平滑衰减

离线效率 = 0.5 + (货舱等级−1) × 0.03 + 各类加成

基础就有 50%,货舱每级 +3%。超过 0.95 后开始衰减:衰减系数在 0.95 ~ 1.15 区间用 smoothstep 从 1.0 平滑过渡到 0.3,避免「过 100% 瞬间收益腰斩」的断崖。所以货舱点过 100% 并非无用,只是每级收益从 3% 掉到约 0.9%。

⚠️ 离线收益有上限(默认 24 小时,套装可翻倍到 48 小时),且结算基于离线时的 DPS。睡前把攻击与射速补到位,比堆货舱更划算。

把公式用起来

下一篇讲具体怎么把这些公式变成配装决策:

进入游戏验证一下 →
Guides / Mechanics Breakdown

🔬 Star Rift Miner — Complete Mechanics Breakdown

Guides · Updated October 2026 · Every number below is read from the game's source code

Most idle-game guides give you conclusions: "level this first." This one hands you the actual formulas, so you can compute the outcome of any decision yourself. Once you see them, most of the "it just feels off" moments turn out to be two multiplications in the wrong order.

1. Attack power is five multipliers, not one sum

attack = (25 + (laserLvl−1)×5) × milestone × (1+darkMatterLvl×0.2) × equipment × (1+bestiary) × quantum
LayerSourceType
Base25 + 5 per laser leveladditive
Milestone×1.1 at Lv10, ×1.25 at Lv25, ×1.5 at Lv50multiplicative, interpolated
Dark matter+20% per level, permanentmultiplicative
Equipmentweapon slot (1+base%) × (1+affix%) + flatmostly multiplicative
Quantum+5% per node levelmultiplicative

The milestone multiplier is interpolated, not stepped. At laser level 17 the multiplier is 1.1 + (17−10)/15 × 0.15 ≈ 1.17, not a flat 1.1 until level 25. Every level in between pays out, so there is no "stop at 9 and wait" trap.

💡 Practical consequence: once you have several attack multipliers stacked (dark matter + equipment + quantum), each extra laser level is worth relatively less. Attack speed and crit become the better buy. That is the first of the two multiplications.

2. Attack speed: base 2.5, its own multiplier

attackSpeed = (2.5 + (rateLvl−1)×0.2) × milestone × engine × quantum × set bonus

Same 10/25/50 milestones (×1.1/1.25/1.5). Attack and attack speed do not dilute each other — they multiply:

expectedDPS = attack × attackSpeed × (1 + critRate × (critMult − 1))

Treat them as two factors of one product and the advice writes itself: the product peaks when the two are balanced. All attack and no speed means every shot overkills while the screen fills up; all speed and no attack means you are sandpapering. Alternate them.

3. Crit: four diminishing tiers, and overflow that still pays

Crit module levelGain per levelSegment total
2 – 11+3%+30%
12 – 21+2%+20% (50% cumulative)
22 – 31+1.5%+15% (65% cumulative)
32++1%linear

Milestones at 10/25/50 add another +5%/+10%/+15%, and set bonuses, affixes and the quantum "Probability Collapse" node add on top.

Overflow is not wasted

critMult = baseMult + (critRate − 1) × 0.5 × baseMult

Base multiplier is 2.0. At 130% crit with a 2.0 base, the multiplier becomes 2.0 + 0.3×0.5×2.0 = 2.3. Pushing past 100% is half as efficient, not zero.

4. Asteroid HP table (before any transcend)

TypeHPSpawn rateCoin multiplier
Normal20 – 3660%×1.5
Elite50 – 10025%×1.5
Crystal26 – 52 (+50% shield)6%×3
Splitter30 – 56 (splits into 2)≈2.8%×1.5
Shielded46 – 82 (+50% shield)≈2.1%×1.5
Void38 – 64≈1.1%×1.5
Sweller22 – 40 (detonates in your face)2%×1.5
Plasma33 – 56 (chain damage)2%×1.5
Mimic28 – 46 (enrages at 70% HP)1.5%×1.5
Boss280+ (15% spawn after first transcend)3% → 8% → 15%×5
HP scales with transcensions: ×(1 + 0.6 × transcensions). It does not scale per wave in normal mode.

Use average HP to know if you can keep up

Weighted by spawn rate, the average asteroid carries about 51 HP early on, and one spawns every 1.1 seconds (≈0.91/s). So the DPS floor to hold a clean screen is roughly 46. Starting DPS is 25 × 2.5 = 62.5 — a 36% margin. After one transcend, HP scales ×1.6 and the floor rises to ~74; that is your cue to buy attack or speed before pushing deeper.

5. Coins are proportional to HP

coins per kill = floor(hp × 1.5 × typeMult) × coin bonuses

This is why cutting HP does not cut income: half the HP, twice the kills, same total. What changes is screen cleanliness, combo uptime and pickup density. Lower HP is a feel fix, not an economy nerf.

6. Transcend: threshold and reward

threshold = 500000 + transcensions × 200000 darkMatter = floor( sqrt( totalCoinsEarned / (400000 + transcensions × 100000) ) )
Total coins earned1st transcend4th transcend
500k (just eligible)1— (needs 1.1M)
1M11
4M32
16M64

Transcending clears coins, the five base upgrades and dark-matter upgrades — but keeps equipment, total dark matter, quantum tech, achievements and the bestiary. So the right question is not "how much should I bank" but "would ten more minutes here earn one more dark matter?" If not, transcend.

7. Offline efficiency and the smooth decay

offlineEfficiency = 0.5 + (cargoLvl−1) × 0.03 + bonuses

You start at 50%, +3% per cargo level. Past 0.95 a smoothstep decay fades the coefficient from 1.0 to 0.3 across the 0.95–1.15 band, so there is no cliff at 100%. Cargo levels beyond 100% still pay, just at roughly 0.9% each instead of 3%.

⚠️ Offline accrual is capped (24h by default, 48h with a set bonus) and settles from your DPS. Buying attack and speed before logging off beats stacking cargo.

Putting it to work

Play and verify →