The core loop
How preparation, auto-hunt, analysis, and progression reinforce each other.
The build is the gameplay. Combat is the automated execution layer that tests the choices you made before the hunt.
The loop
Section titled “The loop”- 01PreparationAttributes, equipment, and build automation.
- 02MapMap selection and hunting configuration.
- 03HuntAutomated combat, online or offline.
- 04AnalysisFarmRate, drops, and result bottlenecks.
Prepare
Section titled “Prepare”Town is the decision hub. Attributes, equipment, refinement, cards, elements, skill priority, potions, and carrying capacity all change what your character can hunt efficiently and for how long.
Select a map
Section titled “Select a map”A map is an investment profile, not only a location. Its monsters, density, respawn delay, average travel, damage pressure, and rewards determine whether your build can turn time into useful progress.
Auto-hunt
Section titled “Auto-hunt”Each encounter repeats a simple cycle:
find a target → travel → fight → collect → repeatRunning out of SP can force basic attacks. Insufficient healing can create downtime or stop the hunt. A full inventory limits offline progress. These are outcomes of preparation, not manual reflex challenges.
Analyze and improve
Section titled “Analyze and improve”After a hunt, identify the limiting term before changing the build:
- Fight time: improve effective damage and accuracy.
- Travel time: consider range, movement speed, and a denser map.
- Map capacity: a stronger build cannot exceed the map’s supply of targets.
- Sustain: improve defense, avoidance, recovery, or supplies.
- Offline duration: bring enough consumables and carrying capacity.
The goal is not to maximize one stat. It is to remove the bottleneck that matters for the map and objective you selected.
Your first loop
Section titled “Your first loop”- Allocate your initial attributes around your main weapon’s damage.
- Enable the default healing and skill automations.
- Pick a map near your level and start the hunt.
- Let it run for 30 minutes and compare FarmRate with map capacity.
- Adjust one bottleneck at a time — damage, sustain, or travel — and repeat.