Milk: Golden Arowana (Awakening is very powerful, 20% chance of being healed and teammates taking immediate action)
T: Violent Ape/Turtle (choose one of the two, I feel they are similar)
Output: Demon Wolf (mainly speed increase) Sky Fox (qualitative change in awakening), Chasing Cloud Leopard (the higher the passive, the better, violent output, qualitative change in awakening)
Mainly the Awakening Stone, which is too difficult to obtain and the probability of awakening is a bit low...
---Battery 100%---
bite!
Attention, attention, the mysterious passage has been opened. Bring your flashlight and enter the wonderful world together to start a thrilling adventure~
Warm reminder from small flashlight:
☆ You may encounter various emergencies during this trip. In order to provide explorers with a better adventure experience, we have opened a bug/opinion collection channel. You are welcome to give feedback at any time: https://www.wjx .cn/vj/P0pjQ9R.aspx;
☆ You can also come to the official Q group to find friends to play together and play with other like-minded explorers!
Official player group 1: 819195697
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Official player group 3: 567267397
The original author of this article is Dunzi, and the reprint has been authorized
1. Basic knowledge
In the game Biological Prototype, you need to arrange the organs you get in a reasonable manner so that the organs can exert higher efficiency and defeat more powerful enemies. Organs are generally divided into two categories. One type has a circular border, which mainly determines the triggering mode of the right organ, and will be called formal organs in this article; the other type has a diamond-shaped border, which mainly provides specific functions. In this article, will be called functional organs.
The organs connect from the brain on the far left to the right. Connected to the right side of the brain is the organ of form. A formal organ must have at least 1 blood vessel (that is, the maximum number of organs connected to its right neighbor), and its right neighbor can only connect functional organs. If the functional organ has blood vessels, its right side can also be connected to the formal organ. If the distance between the organ and the brain is considered, the odd-numbered distance must be a formal organ, and the even-numbered distance must be a functional organ.
The adjacent group of formal organs and functional organs jointly determine their actual effect in the game. For example, the initial organ of the little one, "the spinal cord of the white fox", activates the right organ at a frequency of 1 second/time with 120% effectiveness, and the "antennae of the spiny-horned pupa" fires a projectile every time it is activated, then the combined effect is Fires 1 projectile every 1 second.
There may be harmony in the national server
All formal organs have the property of potency. Effectiveness only affects a certain attribute of the functional organ next to the right. For attack-type functional organs, what is affected is damage, for offspring and roots, it is fecundity or regeneration, and for gain- and debuff-type functional organs, it is the amount of gain and debuff. The efficiency of a formal organ will only affect the functional organ next to it, not other organs further away.
The right neighbor of the functional organ can also continue to connect to the formal organ. For time-triggered formal organs such as the spinal cord, lungs, and intestines, the actual effect is that each entity generated by the left functional organ will trigger the effect of the right functional organ every time a specified time passes. For example, if the above-mentioned connection of "spinal cord of white fox" and "antenna of spiny-horned pupa" is repeated on the right side, the total effect will be that the brain generates 1 projectile every 1 second, and this generated projection After 1 second, another projectile will be generated. For formal organs such as nerves, retina, and cochlea, which can only be connected to the right side of functional organs, the effects of their triggering are as described in their descriptions. The heart and bladder can only be connected to the right side of the brain or offspring, and specific conditions need to be met before they can be triggered. If it is connected to the right side of the brain, then the character body needs to meet the conditions to be triggered. If it is connected to the right side of the descendant, then one of the entities of the descendant needs to meet the conditions to be triggered.
The connection method mentioned in the above example is the connection method of spinal cord A-antenna A-spinal cord B-antenna B. When the triggering time of the spinal cord is 1 second and the number of projectiles of the tentacles is 1, tentacle A is generated every second. 1 projectile, each projectile of tentacle A can generate 1 projectile of tentacle B during its life cycle, so tentacle B generally generates 1 projectile per second. But if the number of projectiles of the tentacles are all 3, tentacle A generates 3 projectiles per second, and each projectile of tentacle A can generate 3 projectiles of tentacle B during its life cycle, that is, a total of 3 projectiles can be generated per second. Generates 9 projectiles of Tentacle B. If spinal cord C-antenna C is connected to the right side of antenna B, a total of 27 projectiles from antenna C can be generated per second. It can be seen that the organs on the right side can be triggered more times. In the above example, the number of projectiles from both tentacles A and B is negligible compared to tentacle C. Therefore, we can come up with the most effective way to pass the level in this game: use the connection combination of several organs on the left to increase the number of triggers of the formal organ on the right, and use the functional organ on the right for output. After understanding this idea, we can analyze the functionality of various organs (mainly from two perspectives: amplification and terminal) and evaluate their role.
2. Functional organs
Although from the perspective of the game, the formal organs are more advanced, but after thinking about it, I still feel that the introduction of functional organs should be placed in the previous chapter. Understanding the functions of functional organs will be more helpful in understanding the gameplay.
2.1 Tentacles
The tentacles are the most basic functional organ. When triggered, the tentacles will fire projectiles that attack enemies and cause damage. The right neighbor of the tentacles can connect to the spinal cord, nerves, cochlea, and retina. For tentacles lasting 3 seconds, the right neighbor can also connect to the lungs and intestines.
Generally speaking, tentacles can be divided into three categories: unicorns, tailworms, and bone dragons with a duration of 3 seconds and unlimited penetration; multi-fingered starfish, spiny-horned pupae, and swords with a duration of 1 second and possible penetration. Demonic fish; lasts for 1 second, may contain chain eye mushrooms, wasps, and luminous algae. The number of projectiles of the tentacles with a duration of 3 seconds must be only 1. Among the tentacles with a duration of 1 second, the polydactyly starfish must have 5 projectiles, the sword devil fish and luminous algae must have 3 projectiles, and the remaining 3 types may have 1-3. indivual.
Rather than dealing damage, tentacles play a more important role in increasing damage. Whether the tentacles with a projectile number of 3 are connected to the right adjacent to the spinal cord or cochlea with a triggering time of less than 1 second, or the tentacles with a duration of 3 seconds are connected to the right adjacent to the spinal cord with a triggering time of less than 1 second, they can expand the triggering amount of organs further to the right. increased to 3 times. These methods of increase are basically not affected by enemies and other situations. It can be considered that the combination of 2 organs to obtain 3 times the increase is a "baseline".
When using tentacles for amplification, you need to pay attention. For 1-second penetrating tentacles, if you want to connect the spinal cord to the right, it is best to choose an tentacle with a higher number of penetrations. Chain tentacles are not suitable for connecting to the spinal cord, because the chain tentacles will quickly chain between surrounding enemies after hitting an enemy, and will disappear directly when there are no enemies to chain to. That is, unless it has flown for enough time before hitting the enemy, the spinal cord cannot be triggered (equivalent to 0 penetrations). In comparison, the cochlea is less affected by the number of penetrations and chains. As long as there are tentacles with the number of projectiles, it can have an amplifying effect, but it does not apply to the 3-second tentacles.
In addition, the 3-second tentacle also plays the role of connecting the lungs and intestines on the right side, thereby leading to the output terminal belly. A 3-second tentacle that can connect to the lungs or intestines (preferably the intestines) is very important in this gameplay. If you don't have one, try to grab one if you see it.
2.2 Forelimbs
The forelimbs are another organ that can cause physical damage. Each forelimb can cause damage to enemies within a range when triggered. The right neighbor connects the nerves to the retina.
Among the three types of forelimbs, the damage done to skeletons = giants > spore rats is higher, but skeletons have an extra 20% critical hit rate compared to the other two. The range of action (in terms of somatosensory) is the opposite, Skeleton < Giant < Spore Rat, and it seems that the trigger delay is also Skeleton > Giant > Spore Rat.
Compared with the antennae, the forelimbs are more suitable as output organs. Not only does the damage value be higher, but it also has an AOE effect. However, its effective range is shorter, and the trigger position must be close enough to the enemy to hit the enemy.
As an amplification component, the right adjacent nerve connection of the forelimb seems to be a good way of amplification that can be obtained in the early stage. But in reality, it relies on the presence of enemies in the first place and is therefore self-limiting. Second, there are only two types of nerves. The boxer's nerve efficiency is very low. The organ adjacent to its right cannot be directly used as a terminal. Instead, two more organs need to be connected to the right to obtain considerable output; the nerves of a velociraptor require a critical hit. Triggering, for forelimbs with low rarity in the early stage, the triggering probability is very low, and it cannot increase the effect. Third, if the brain is directly connected to the forelimbs, close combat is required. Even if the issue of danger is not mentioned, it is difficult for the character to always be in a state where there are enemies within the attack range of the forelimbs. Therefore, in order for the forelimb-nerve increase to be established, the forelimbs need at least In position 4, the possible connections are brain-spinal cord-antenna-nerve-forelimb-nerve-antenna-intestine-abdomen, so there are already 8 organs. In the early stage, it is difficult to gather so many that can be used at once. of organs. Therefore, if you take the forelimb in the early stage, you actually don’t need to consider the forelimb-nerve amplification method, but more consider using the retina-forelimb and other methods to trigger the forelimb damage. In this sense, the forelimbs belong to the type of organ that can be grasped even with zero blood vessels.
Connecting the right adjacent abdomen of the forelimbs will change the material of the forelimbs, which is very handsome, but don’t connect them like this, it’s very weak...
2.3 Heirs
The offspring is an organ that sets the class. When triggered, several descendant entities are generated at the current location for a certain period of time. The right neighbor of the offspring can connect to the spinal cord, lungs, intestines, heart, bladder, and cochlea. The offspring itself has almost no effect (if we insist on saying so, the Variety Monster and the Crybaby can block the enemy), it must be connected to other organs on the right side or cooperate with other organs to be effective. The offspring can accept the effects of wings. The offspring has an independent brain, which means that the effects caused by the organs connected to the right side of the offspring will be considered to belong to the offspring and not to the character. The effects of the character's wings will not affect the offspring's organs, and vice versa. The spawn's organ effects also do not recharge the character's bladder.
The most important feature to note when using offspring is that its fecundity needs to reach 1 to generate offspring entities. This means that the formal organ adjacent to it needs the efficiency attribute to reach a certain value in order to function. In the following, the efficiency that can make the fecundity of a specific offspring exactly equal to 1 will be called critical efficiency. Only the integer part of fecundity is meaningful, so the efficiency of formal organs can only increase the effect of producing offspring entities if it reaches an integer multiple of the critical efficiency. When the offspring is placed at a distance of 2 from the brain, its fecundity is multiplied by 0.8, and when placed at a distance of 4, its fecundity is multiplied by 0.4. That is, the critical effectiveness of the offspring at a distance of 4 is that of the same offspring at a distance of 2. 2 times. The table below lists the critical effectiveness of offspring at distance 2 for different fecundities. The random range of fecundity of Crybaby and Variety does not change with rarity, so pay special attention when selecting organs. The higher the rarity of the queen ant, the higher the fecundity.
Due to version changes, the zero cut-off point of this value may be invalid.
roots
Roots are similar to offspring, and are an organ that sets the type. When triggered, a root entity is generated at a random location around it. When the character touches the root entity, the character can recover or increase the shield. The roots to the right connect to the spinal cord, lungs, intestines and cochlea.
Roots are the least effective organs because their regeneration power is too low. Regardless of rarity, it is only 0.14-0.19, which is half that of Crybaby. The critical effectiveness of roots is not listed in the table. It can be obtained by multiplying the value corresponding to the crybaby by 2. Note that the minimum critical efficiency of roots requires 658%, which exceeds the maximum efficiency of the mammoth's spinal cord. This means that for characters without special mechanisms or efficiency bonuses, only a very few types of organs can trigger roots: the embryonic heart, The heart of a lone wolf, the bladder of a mummy, the bladder of a Zen turtle. This means that there is basically no need to consider using the root as an amplifier component, that is, there is no need to consider what else needs to be connected to the right side of the root. If you need the effect of the root itself, you can play with it and the organ that can trigger it.
The only one that is special is Little Green, for which the regenerative power of the roots will not diminish with the distance from the brain. This means that no matter where the root is, it only requires a minimum of 527% efficiency to activate, and it can even be connected to the right side of the tentacles, etc., and there is no upper limit on its number. But even so, it is still not as good as the antenna as an amplifier component. It's fun to connect roots behind the tentacles to create a shield or red heart.
2.5 Wings, abdomen and venom sac
The wings, abdomen, and poison sac are all organs that apply status effects. They can all be triggered by the lungs and intestines, the wings by the heart, the abdomen and the venom sacs, and the nerves. If the heart is used to trigger the wing's effect, additional buffs will be given to the owner of the heart. If the effects of nerve trigger belly and poison sac are used, a debuff will be added to the enemy hit by the trigger nerve. Their right neighbor can connect to the spinal cord, lungs, intestines and cochlea, and their right neighbor to the abdomen and venom sac can also connect to the retina.
First of all, it needs to be explained that in addition to their own inherent effects, the wings, abdomen and poison sac can also be used as amplifying components. If you connect the spinal cord, lungs, or intestines to their right neighbor, you can allow the unit with the corresponding status effect to trigger the right neighbor organ regularly like an offspring. This requires both the unit to which the status effect is applied and the status effect to be present. Additionally, Lungs and Guts can apply status to multiple units within a range, which also provides a doubling effect. The target of the wings' effect is a character or heir, and the number is relatively controllable. This is one of the advantages of the queen mentioned in the chapter on offspring. The upper limit on the number of queen ants is higher, so naturally there will be more units that can obtain the effect of wings, and the increase rate will be higher. The target of the belly and poison sac is the enemy. The upper limit of the number of enemies is much greater than ours. In the best case, it can have a higher amplification effect than the wings. However, in addition to the uncontrollable number of enemies in a single action, there are also The problem is that they may be killed by the status effect itself or other organs on the right, or ultimately the purpose of the game is to kill them as quickly as possible, so the increase based on the enemy's survival must be self-limiting.
The wings cannot be superimposed with the abdomens of Snowman, Schrödinger and Electric Rat Mound. If they are not simply used as amplifier components, it is best to use higher-performance organs to trigger them. The poison sacs, blood corals, and salamander abdomens can be superimposed. When triggering, both effectiveness and triggering frequency need to be considered (generally speaking, slime intestines are used).
Among the four types of wings, the gargoyle can basically be ignored. Its effect is useless and its duration is shorter than the others. The effect of dragonflies and giant bats is very simple, which is to increase movement speed and attack power. Huaxianzi increases the triggering frequency, and can increase the triggering frequency of the spinal cord, lungs and intestines. The effect of the Flower Fairy is very terrifying. It is the only method in the game that can increase the trigger frequency, and this improvement effect affects every layer of your amplification chain. For every level of spinal cord, lungs, and intestines in your chain, Flower Fairy can increase the amplification effect by a multiple. This is why several characters that reduce trigger frequency are relatively weak.
There are three types of bellies: Snowman, Schrödinger and Electric Mouse Mound. Each has its own function. You can consider using the lungs of a narwhal or the intestines of a stone man to trigger it. If you move around with the offspring in front, you can give more enemies. However, it is not particularly easy to achieve good results.
There are two types of bellies: blood coral and salamander. The blood coral's bellies' belly damage increases squarely with the rate of application. The salamander's bellies will have a wide range of AOE damage as the number of layers increases, and the delayed damage feature allows it to Stack more than the lethal amount of layers on the enemy to increase the range and damage of the AOE. Generally speaking, the AOE effect of Salamander can help you clear enemies and obtain resources in levels before level 9 before they are formed, and Blood Coral is the best way to kill the boss instantly.
Both types of poison sacs have the feeling of replacing the lower parts of the two abdomens. In addition, the poison sacs and the abdomen are not the same type of organ. When grabbing the intestines of a slime, one usually only looks at the compatibility of the abdomen. If it is compatible with poison sacs, grabbing a poison sac can also be used as a lower replacement when the two abdomens are not captured. If not, then ignore it.
2.6 Mucous glands
Mucus glands are a rather special organ. When triggered, it will take the entity that triggered it as the center, search (perhaps within a certain range?) for all entities that meet the characteristics described by the mucus gland organ, connect these entities with the entity that triggered it, and attack the enemies on the line. Cause harm. The right side of the mucus gland connects the spinal cord, lungs, intestines, cochlea and retina.
Generally speaking, mucous glands must be linked to offspring, poison sacs, wings or abdomen to produce effects. Each of the three offspring has a corresponding mucus gland, and there are also fluorescent snails for buffed units, sludge monsters for debuffed units, and sticky spiders for moving damaged units.
Similar to status effects, mucus glands can also provide buffs. Mucus glands can make connections with multiple units, and these connections can trigger effects on the cochlea, spinal cord, lungs, intestines, etc. Pay attention to those formal organs that are triggered regularly. The entities at both ends of the connection need to exist for enough time to trigger. For example, if you use the tentacles shaped like a rhinoceros (3 seconds duration) - the rabid dog's spinal cord (0.75 seconds trigger time) - the queen's mucus glands - the slime's intestines (2 seconds trigger time) - the right organ's According to the connection method, you will find that the mucus gland formed by each tentacle actually only exists for a maximum of 2.25 seconds. Considering that the offspring of the queen ant may be born or die during this 2.25 second existence time, in fact only those queens born between -2 seconds and 0.25 seconds (calculated with the triggering of the mucus gland as the time zero point) can make this happen. The mucous glands trigger the right side of the intestines correctly. And if the total triggering time of the spinal cord and intestine exceeds 3 seconds, this intestine will not be triggered at all. The amplification effects of different mucus glands are also similar to those of wings, abdomen, and poison sacs. The ones that are effective against our units are relatively controllable, while the ones that are effective against enemy units are not controllable and self-limiting, but they have a higher effect when facing a large number of enemies. upper limit.
If the mucous gland needs to output output, a better option is to use a 3-second tentacle trigger. This is when using the Ape's Spinal Cord to get the highest damage, as it seems that multiple triggers between the same target will not have multiple effects.
I am a pure civilian with no recharge! ! , I think the benefits of this game are nothing to say. The gift pack code can also be sent to a hundred draws. I just hope that there can be an activity to sign in and receive VIP experience. Instead of sending a lot at once, just slowly send it to VIP 4. Really watch the lottery. I was itching to see those tens of thousands of points, because I felt that recharging a few thousand points would not make a big difference, and I couldn’t afford to recharge tens of thousands, so I simply recharged zero.
I raised him because the first famous general I drew was Zhou Tai. As a man, I think he is handsome? So I raised him. Personally, I suggest that civilians raise Lu Xun, Lu Meng and Yuan Shao. I am still slowly exploring the others. Please Guys, give me some advice on extreme Zhou Tai, and how to match it with the lineup. I’m a little confused now.
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The next step is to transform the oil pumping area.
You can even play several tunes??
rt, can it be used?
? Dreamland Store (TapTap Branch)
? New product - ridiculous number
? Name: Sisyphus
? Star rating: ★★★★★
The gif image is severely compressed! The actual product shall prevail!
Absurd Dream-Sisyphus
"Crying scripting was born, silent rehearsal died, haha, ridiculous!"
The image quality is compressed and does not represent the actual effect in the game.
The record was refreshed. I passed 20 abyss in 22 minutes. The final attributes reached 450w. The initial character's combat power was 5000. This one has 2600w. With some luck, I can finish the four ultimate weapons in 18 minutes.