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。
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。
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。
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。
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。
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 ~ 36 | 60% | ×1.5 |
| 精英 | 50 ~ 100 | 25% | ×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 |
| Boss | 280 起(首跃迁后 15% 出现率) | 3% → 8% → 15% | ×5 |
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。
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。
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 | 1 | 1 |
| 400 万 | 3 | 2 |
| 1600 万 | 6 | 4 |
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。
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%。
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 →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.
| Layer | Source | Type |
|---|---|---|
| Base | 25 + 5 per laser level | additive |
| Milestone | ×1.1 at Lv10, ×1.25 at Lv25, ×1.5 at Lv50 | multiplicative, interpolated |
| Dark matter | +20% per level, permanent | multiplicative |
| Equipment | weapon slot (1+base%) × (1+affix%) + flat | mostly multiplicative |
| Quantum | +5% per node level | multiplicative |
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.
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.
| Crit module level | Gain per level | Segment 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.
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.
| Type | HP | Spawn rate | Coin multiplier |
|---|---|---|---|
| Normal | 20 – 36 | 60% | ×1.5 |
| Elite | 50 – 100 | 25% | ×1.5 |
| Crystal | 26 – 52 (+50% shield) | 6% | ×3 |
| Splitter | 30 – 56 (splits into 2) | ≈2.8% | ×1.5 |
| Shielded | 46 – 82 (+50% shield) | ≈2.1% | ×1.5 |
| Void | 38 – 64 | ≈1.1% | ×1.5 |
| Sweller | 22 – 40 (detonates in your face) | 2% | ×1.5 |
| Plasma | 33 – 56 (chain damage) | 2% | ×1.5 |
| Mimic | 28 – 46 (enrages at 70% HP) | 1.5% | ×1.5 |
| Boss | 280+ (15% spawn after first transcend) | 3% → 8% → 15% | ×5 |
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.
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.
| Total coins earned | 1st transcend | 4th transcend |
|---|---|---|
| 500k (just eligible) | 1 | — (needs 1.1M) |
| 1M | 1 | 1 |
| 4M | 3 | 2 |
| 16M | 6 | 4 |
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.
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%.