Since ancient times, weapons have been an extension of human beings’ fight against the universe. What is presented in the 2.0 version of “Mingchao” is not only a product of technological fantasy, but also a “system design” in which characters and systems are nested and linked. Among them, the ice character Keleta, her personality and skills, and even her matching with other characters, can be used as an example to analyze the order and evolution within this “system”.
Keleta, the name, first appeared in the Lina Xita system, and is a new five-star main C character in this version. Its foundation is the “condensation” attribute, and the weapon it holds is a pistol. All of these are not just the stacking of values or skills, but also the energy flow in a multi-level system. Its essence can be reduced to three major elements: resource acquisition, resource conversion, and resource release.
First, the design of “Spiritual Essence” is not just a visual expression, but actually carries the core of the logic of triggering character behavior. In the battle, the spirit essence is accumulated through attacking. Its mechanism is like “saving”. Once the quantitative change is reached, it will turn into qualitative change, triggering the two release mechanisms of “heavy attack” and “gun flower rondo”, which is similar to the “accumulating strength” in classical military science.
This mode is not only present in the role of Keleta, but also has a linkage effect with the characters of the condensation system in a broader sense. The inherent characteristics of ice attribute are hysteresis and control, which is actually the embodiment of the will of restraint in the combat dimension. Keleta is building her own skill root system based on “condensation”, and her resonance liberation and skill release are nothing less than “system execution” again and again.
Secondly, from the perspective of skill sorting, the priority is: resonance liberation = resonance skill > resonance circuit > normal attack > variation skill. This sorting is not arbitrary, but a structural arrangement of resource conversion efficiency and output ratio. Liberation and skills can be regarded as the “trunk”, and the subsequent circuit is the “pipeline”, while normal attack and variation are like “polishing”, which are dispensable.
Furthermore, the weapons it matches also have a strict structural logic to follow. The first recommendation is “Death and Dance”, because it provides high critical damage and skill bonuses. Compared with other guns, the “Silent Eulogy” mechanism provides players with a high-frequency skill attack environment in a short period of time, which is a typical example of “short-term high efficiency”.
The second choice “Smoke of Dwelling” focuses on critical hit rate and team gain. This is a “cooperative configuration” suitable for the situation where Keleta forms a linkage rhythm with other characters. Other guns such as “Thunder”, “Sleepless Fire” and “Paradox Jet” also have bonuses, but they are all “variables in specific modes” and not universal solutions.
Fourth, in the Sound Corpse system, special attention should be paid to the arrangement of the master-slave structure. The best recommendation is “Heart of Sharp Decisiveness”, the second effect of which increases the damage of the resonance skill by 12%, and the fifth effect has a high damage increase after the resonance skill and liberation – this is a typical “main line enhancement” design. In comparison, the gain of “Night White Frost” is more inclined to general attack, which is suitable for rhythm construction that wins by frequency.
In terms of the main voice skeleton, “Heterogeneous Armament” and “Brilliant Military Force”, the former is inclined to structured attack and rhythm cycle, while the latter focuses on layering and range suppression. The two are not in conflict, and both can be flexibly selected according to the battle structure. The length of the cooling time is a “time trade-off” factor that cannot be ignored in the output interval and skill rhythm.
Fifth, the configuration of entries should be analyzed in the paradigm of “main attribute-secondary attribute”. The main attribute critical strike and critical damage are the two wings of basic output, while the condensation damage and resonance skill bonus are actually the “system expansion” of the Keleta skill system. Although the resonance efficiency is an auxiliary item, once it exceeds 120%, some skill cycle mechanisms can be activated to form a self-consistent system.
Sixth, in terms of team matching, it is necessary to start from the “center-edge” theory, establish Keleta as the output center, and the positioning of the other two characters is based on it. The best match is the branch breaker, which has the dual functions of resonance efficiency and skill gain, and belongs to the “structural support role”. If there is no branch breaker, Lumi can also be used as a substitute, which focuses on condensation gain and moderate control, and also constitutes a synergistic system.
As for the treatment position, it is mostly played by the shore guard, Verina, Baizhi, etc., all of which are representatives of the “recovery structure”. Their common feature is to increase the resonance efficiency by more than 250% to ensure that the core output role has sufficient combat endurance on the front line.
It can form a “Changli fast-cut system” with Keleta as the main C and Changli as the deputy C. Through the rapid exchange of skills in a short time, a burst output rhythm is formed. Changli mainly uses “Molten Rift” with “Liaozhao Knight”, and its mode is “fire and ice alternation”, which is also a typical “element hedging” mechanism in the “Mingchao” system.
Finally, the integration of “system” and “experience” is the key to contemporary game design. “Mingchao” uses a character like Keleta to build a relatively complete combat structure model. From the role mechanism, skill logic, weapons and sound configuration to the team organization, everything is well organized and well-organized. What is reflected in it is not only the numerical advantages and disadvantages, but also the interactive logic between design rationality and player experience.
As a game researcher or strategy builder, this should be used as a model to analyze the system composed of other characters and their structures. In this way, we can move from “sensitivity” to “rationality” and from “individual cases” to “system”.