Exile road raiders catalogue atlas lock map lock sextant
Advanced detailed explanation of atlas+lock graph+lock sextant affix
This time we are mainly divided into three themes:
Basic knowledge and rules of 1. Atlas.
2. How to lock the map and optimize the atlas?
3. How to lock the sextant affix?
atlas
★. World Atlas
Atlas is not a warehouse for storing maps, it is more like a nautical chart, recording the islands you have been to (every map you have opened), the size of the islands (map level) and so on. Your atlas can be shared by different roles in the same federation, rather than across federations.
★. Initial map (initial map)
When the player reaches the end of the story, the four maps of T 1 will start to fall in the story. GGG's ruthless difficulties here have been proved by netizens and myself to be inconsistent with the actual situation. Cruel difficulties may fall, but it doesn't matter. These four T 1 maps are located in the four corners of the atlas, and players can expand from the four corners to the center.
★. Three states of the map
1. Locked
Step 2 unlock the lock
3. Complete (or reward; Completed)
GGG's description of these three states is often not very clear. Here I summarize the information and give three States, which is also convenient for the later explanation. I hope you can remember these three States first to facilitate the following understanding.
Unlock:
It can be understood as an island that has never been to. Here, the jungle valley map is unlocked, and this icon in the atlas is not available. There are several reasons for this state: I have never dropped or typed this picture at all. I typed this picture but the boss didn't kill it, and it was artificially locked with a drawing seal (which will be mentioned later).
Unlock:
The jungle valley in the picture has been unlocked and appears in the atlas, which proves that you have killed the boss in this picture.
Completed:
On the basis of unlocking, the bonus has been taken and the green tick has been checked.
Rewards are differentiated according to the map level.
The low-level graph (T 1-T5) is a demon-killing boss (metamorphosis+graph).
The middle diagram (T6-T 10) is to kill rare boss (dot gold+diagram).
The high-order graph (T 1 1+) is a rare VAL boss (Jin Dian +VAL+ graph; Of course, direct tiles without a little gold can be rare)
You only need to get a reward once to have it for free, unless you artificially seal the picture again. The reward will be mentioned below.
★. Descending rules of the map
Suppose you are drawing a now, and the mapping level of drawing a is X.
Old rules: when you kill an ordinary monster, you can drop any X-level picture at most; When you kill a magical monster, x+1; When you kill a rare monster or boss, you can drop any X+2 at most. Pay attention to the wording here, it is the highest energy, not the guaranteed energy.
On the basis of the old rules, Atlas has its own new rules. Combining these two sets of rules, when you type a graph with grade X, the graphs that can be deleted are as follows:
1. T 1 does not need to be unlocked.
2. Figure A itself.
3. Figure B directly adjacent to Figure A does not need to be unlocked.
4. All unlocked graphs with a level less than or equal to X+2 (no reward is required). (The specific results are as usual)
Let me give you a few examples to explain a little:
Scene 1
You started your first picture A(T 1) during the land reclamation. What picture will you lose at this time?
1 T 1
2. Figure A
3. Figure B is connected with Figure A. Figure A is not unlocked at this time, and it is T2.
4. Because the diagram of T3 and the diagram of T2 are not unlocked, it is impossible for T3 to fall, and the only T2 that can fall can only be adjacent to A. ..
Scene 2
Suppose you unlock all the maps of T 1-T9, but you don't unlock any maps above T9. What map will be lost when playing in the orchard? What about Temple?
Here we can directly exclude t 1 1 and above, because it is impossible to connect with these two T9 pictures without unlocking them.
Let's talk about the orchard first:
First of all, T 1-T9 will drop, so I won't explain it much (because it's all unlocked). Unfortunately, because there is no T 10 diagram to unlock, and there is no diagram connecting T 10 with the orchard, playing in the orchard without any T 10 unlocking will not lose any T 10.
Look at Temple again:
Typing Temple can drop T 1-T9, but unlike orchards, Temple and abnormal T 10 are linked together, so even if T 10 is not unlocked, typing Temple will drop abnormal T 10.
The situation described in this example is very useful in land reclamation. When you have a temple and an orchard and are in a hurry to unlock your first T 10, you must give priority to playing the temple, because it can give you a picture of T 10.
★.
We have mentioned the realization conditions of rewards, now let's talk about the use of rewards.
In the middle of the atlas, you can see a score with the denominator of 126 (xxx/ 126). The number of rewards completed by molecules for you, molecules affect the quality of your map drop. Here, I emphasize quality rather than quantity, which means that there is no difference between the map loss rates of 0/ 126 and126. So what are their differences? The first three pictures.
Figure 1
Figure ii
Figure 3
The number 1 numerator is 98: there is a 98% chance that you will downgrade the number by one level.
In Figure 2, the numerator is 100: you have a 100% chance to lower the number by one level.
Figure 3: Molecules greater than 100 mean that the number you dropped is at least one step higher.
I think it has been explained clearly here. The number of molecules represents how likely you are to let you fall+1.
For example, you are playing a T9 picture, and suddenly the game decides to give you a T9 picture. If you are
0/ 126 that's T9, but if it's 100/ 126, the graph will judge that T 10 falls.
* Of course, if this T9 happens to be an orchard and you don't unlock a T 10, even if you are 100/ 126, you won't lose T 10, because you don't have a connected T 10 or an unlocked t/kloc. At this point, the game will give you a picture of T9, and I will mention this principle again in the seal picture.
* If you play T9 boss and give you a game, you will be judged as T 1 1, but your reward is 100/ 126. At this time, T 1 1 will not be changed to T 12, but T65438+ will be retained.
In addition to the above two special cases, the role of rewards is actually great. Not only can you greatly reduce the time of accumulating graph pools, but you can also directly ensure the continuity of graphs. Isn't the more rewards the better? It's best to unlock all 126? Actually, it's not. In fact, most advanced players (except SSF) will only keep the prize at 75-95, for reasons that will be mentioned later.
Speaking of which, some students will ask what determines the drop-off rate of the map.
The answer is the number (IQ) on the map and the size of wolves.
Several keywords, one is quantity, the other is diagram, so mf doesn't help to drop the diagram, and the team doesn't help. Only the means to directly improve the IQ of maps, such as adding gold, nails, queen fragments and zana cartographers, are effective. Packing size, which is actually very helpful. How many more monsters are equal to how many more maps are lost. After all, most maps were dropped by monsters. If there are 10 monsters in a picture, your chance of falling is ten times.
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Lock the chart (shape your atlas)
It is estimated that many players are familiar with the lock map. The two most direct benefits of locking a graph are that if a graph is dropped, it must be a good graph. The good maps here are defined by the players themselves, but they are generally maps with simple terrain (straight lines, playground), relatively more monsters, or more bosses. The indirect advantage is more obvious, because the efficiency of drawing is improved, the figures are upgraded quickly, and the map pool is only increasing, which is the most obvious. Six holes and the like, because of the fast drawing speed, there is always a lot of accumulation, and anchors such as bakedchicken and Cutedog can earn about 700c a day. But many friends don't know the benefits of locking the map, or the effect of locking the map at will is not good, so I think it is necessary to mention it.
★. tools
Four business recipes:
Three sextants+recast stones can obtain corresponding levels of drawing seals (white: T 1-T5, yellow T6-T 10, red T 1 1+), which can turn an unlocked drawing into an unlocked drawing. 20 nails +5 regrets can give you a restored jade, and you can use plastic jade to restore the upgraded map (the restored plastic jade will be re-typed).
These recipes can help you seal up some maps you don't want to print, but it has to be said that the cost is very high, so you'd better plan your atlas in advance and save a lot of sealing fees.
★. What kind of graph is locked?
I want to emphasize here that many friends only know to lock up pictures that they don't want to type, but this is only half right. According to the basic rules mentioned in the first part, if you don't discard the pictures you don't want to type at all, you must even lock the pictures connected to them. This is the problem. An ordinary high-grade map must be connected with high-grade maps with similar grades. Most of these neighbor maps are maps you don't want to type out, so no matter how you unlock them, there will be junk maps falling down. For example, the picture of the canyon is good, but it is connected with the bad picture of the graveyard, so most players don't unlock the canyon. The solution to this problem is very simple, and unlocking the advanced map obtained by plastic jade can solve this problem well. For example, the plastic beach rock (special-shaped strand t 1 1) was originally a diagram of t6, and later a diagram of T 1 1. His neighbor diagrams are all low-level diagrams of T5 and T7. Applying the rules, when the game decides to drop an advanced map (assuming t 12) similar to his level, there are two possibilities. One is to find T 12 on the map to unlock it, and the other is to find the connected T 12 (even if it is not unlocked). At this time, the game will not look for adjacent graphs (because adjacent graphs are all low-level graphs), but look for unlocked T 12 elsewhere in the atlas. Therefore, if you only draw a plastic diagram, you can solve the above problems perfectly.
Let me give you an example of the mainstream lock diagram method:
The mainstream of international service is to type T 10-T 13. A widely used standard, many anchors are also using it, and I am using it myself at present (I have made many versions for testing before). The shaping method is as follows:
T 1-T9: all completed.
T 10: the original pool that has been formed.
T 1 1: finished formed steel strand.
T 12: none will be unlocked.
T 13: complete formed pillar
T 14+ and gold map: all completed.
Description: The two versions of T 10, special-shaped sand dunes and special-shaped countertops, are the mainstream. Why is the pool good? The third part will say that special-shaped strands are recognized as the best drawings. The reason why T 12 is not unlocked is because when the game determines that you have dropped T 12, but you don't have a T 12 to unlock, and then there is no T 12 to connect the alien stocks, the game will drop T 1 1. Then T 1 1 has only one profiled strand, and your T 12 is also profiled strand, so you will have many profiled strands. Strangers on the shore are experienced. T 1-T9 and T 14+ and secret money increase your reward here. Completing these drawings will give you about 80-90 rewards. Personally, I have tried a minimum reward of 73, and I feel that a reward of 73 can maintain the draw pool, and 80-90 will give you a guarantee that you will only increase or decrease.
This plastic way is mainly T 1 1 strand, (add some gold, nails do what you can, the third sextant will say), and only accept coins and hidden gold above 1/5c. T 10 or T 13+ is more like an auxiliary decline T 1 1 and a profit chart. After gradually accumulating maps, there will be almost no shortage, self-sufficiency and upgrading to make money. The following are my photos of two weeks (I didn't have much time to play in the final exam recently, and I changed several modeling methods in the middle):
There are more than 500 pictures here, and the number is increasing. If you have as much time as the anchors, you can't print a T 1 1 and sell 3.5c-4c.
Exile road raiders catalogue atlas lock map lock sextant
Lock sextant affix
I think this part is clear to a few players, especially domestic players. What is a sextant? Really don't say how to use it. The advantage of sextant is that it can increase the number of all kinds of monsters, and indirectly increase the rate of losing pictures, treasures and upgrading speed.
★. What is a lock sextant affix?
We all know that sextant can post maps, both good and bad. Sextant is not cheap either. If there are bad affixes, it will not only be useless but also hurt the three pictures. The function of locking affixes is to greatly reduce the probability of travel affixes appearing on the target map, and some structures can even avoid travel affixes directly.
Principle:
I). The same picture can be affected by multiple sextants.
Ii) The sextant affixes of the same picture cannot be repeated.
For example:
I have a picture A with all the poor sextant affixes on it:
The picture is just an intuitive example, and it doesn't contain all the bad affixes. )
Add an affix to Figure A with the sextant with me. According to principle ii), the next affix must be good.
With this in mind, I can begin to talk about two main methods of locking graphs:
Before I say a word that will be used next, if the sextant circle on Figure A can contain Figure B, it is said that Figure A affects Figure B, and of course Figure B is also influenced by Figure A..
★★★★★★. Three-section lock
Scene: Figure C is the picture you want to type. Graph C is influenced by Class B graph, Class B graph is influenced by Class A graph, and C is not influenced by Class A graph.
Above:
Locking method:
Wash away the affixes that you are on a business trip or don't want to type on a class diagram. Because a affects b, b also has a bad affix. When you affix B with sextant, there are many bad affixes on B, so B has a great chance of producing good affixes. Because b affects c, c has a good affix. It's a pity that you just want to type a picture of C, so C has a good affix. So you can directly post B and type C every time.
★★★★★★. Four-section lock
Scenario: Figure D is what you want to type, D is influenced by class diagram C, C is influenced by class diagram B, B is influenced by class diagram A, and A and C do not affect D.
Above:
Locking method:
Put bad affixes on all categories A, because A affects B, so there are also bad affixes on B, and put a bad affix on B, so there are more bad affixes on B. When you affix C with sextant, because C affects B, C will add another affix to B, which is already very poor, and the probability of adding a bad one to B is very low, so C is likely to produce a good affix, while C affects it. And the picture you want to draw is D, just give C a sextant at a time.
If you don't understand the logic, follow the above steps, and you will gradually understand the logic. The cost of washing bad affixes in the early stage of this method is relatively high, but the pictures of bad affixes will not move after a little washing. Is this true, too? Lock? The origin of
Speaking of which, many people are going to turn over the table. What is a good affix and what is a bad affix?
I). Most affixes with extra monsters are good affixes. These affixes have the word "addition monster". I don't know how to translate them in Chinese. They are likely to be entries for additional monsters.
Ii)。 More than 30 barrels, this is a bit lucky, it may be a mine, but the probability is low. If it is not a mine, the barrel drop rate is high and there is a lot of money. You will often encounter 5-6 barrel drawings.
Iii)。 Directly add the number of magic monsters and maps.
4). The boss has a guardian.
For example, the physical toxicity of elements
Of course, there are exceptions:
Although this physical patch gives you a monster group, it gives you a melee shield, which is particularly dangerous, so many players lock it up.
I won't take screenshots one by one.
Bad affixes are not absolutely bad, but they are all useless:
Attacking the player, the player adds damage when standing still, there are redundant exiles on the map, the hidden gold dropped by the boss is corrupt, the area is tempting, and the area is slippery (I don't know how to translate it). I often find this affix annoying, and then I lock it.
Locking affixes can make good use of sextant in hand. The second unlocked T 10 is a native pool because it has two three-section locks and one four-section lock, and with the addition of Alliance Stone, the income is still quite high.
★ Postscript
Some players often practice again, and don't like the style of just playing a picture (such as Mathil), so they can play a picture normally. When it comes to efficiency and income, it must be the highest, self-sufficient, and abusing games is a kind of enjoyment. But some friends just relax and don't care much about efficiency, which I understand. But in your spare time, you might as well see or try a new method, and you may have a different experience.
After reading the introduction of the Atlas Raiders of Exile Road brought by Tiegu Bianxiao, do you know the relevant content information, do you know? Come and download more latest and most interesting mobile games!