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Server Info
Server Status: Online
Players Online: 107
Record players online: 112
(Achieved on October 20, 2026)

Game Version: v111
EXP Rate: Up to 125,000x
Meso Rate: Up to 125,000x
Drop Rate: Up to 125,000x
Date: October 30, 2026
Time: 10:58:17 (CEST)

Database

This is still a work in progress — some information is still missing or incomplete. Got a question? Feel free to ask in our Discord!


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Bonus Stats & Damage Formulas


Two separate systems decide how hard you hit, and mixing them up is the #1 source of confusion. Here's the plain-language version.

1. The % Bonus Stats (@bonus, @buff, @attackinfo)

These are percentage boosts to EXP, Meso Rate, Drop Rate, All Stats, Overpower, Total Damage, Boss Damage, and Ignore Enemy Defense. Five sources all simply add together into one total:

  • Base - your gear, consumable buffs, Totems, DP rate buffs, rings, etc.
  • Link Skills
  • Achievements
  • Completed Quests
  • Nebulite Fusion

That combined total has the same hard ceiling at every level - your Total Level does not matter:

  • 99,999% normally
  • 125,000% with an active Donation Point rate buff (EXP/Meso/Drop only)
  • 110,000% while wearing a Firestarter Ring inside a burning instance (EXP only)

Stacking a Totem, a DP buff, a Ring, and a burning instance together doesn't multiply your bonus the way it used to - each one now just adds its own fixed share of your base %, so the more you stack, the less extra each additional one is worth. You still always come out ahead stacking more, just not exponentially.

2. How each stat actually affects your damage

Once your % bonuses are added up and capped (section 1), here's specifically what each one does to your real damage output:

  • All Stats% - boosts your STR/DEX/INT/LUK directly, which feeds into everything below.
  • Overpower% - a straight multiplier on your entire calculated damage (both normal and boss).
  • Total Damage% - a straight multiplier on damage against everything, normal mobs and bosses alike.
  • Boss Damage% - an additional multiplier that only applies against boss monsters, stacking on top of Total Damage%.
  • Ignore Enemy Defense% - reduces how much of the target's DEF blocks your hit. Your Total Level adds to this too, on top of the % from @bonus.

This is the real math the server runs (same numbers @op shows you, unlocks at total level 250+):

Step 1 - Total Stat Power (varies by class):

  • Warrior/Pirate: (Total Watk × 25 + Total Str) × 2 + Total Dex
  • Mage: (Total Matk × 25 + Total Int) × 2 + Total Luk
  • Bowman: (Total Watk × 25 + Total Dex) × 2 + Total Str
  • Thief: (Total Watk × 25 + Total Luk) × 2 + Total Dex
  • Beginner (pre-job-advance): Total Watk × Level

Step 2 - Base Overpower = Total Stat Power × (1 + Overpower% ÷ 100)

Step 3 - your actual hit:

  • Against normal mobs: Base Overpower × (Total Damage% ÷ 100)
  • Against bosses: Base Overpower × (Boss Damage% ÷ 100)

Scaling above 100x: Overpower, Total Damage and Boss Damage scale on a curve above 10,000% (100x): beyond that, each multiplier grows as 100 × (x / 100)0.7. These three stats multiply each other, so without the curve they stacked far past the intended damage range - that was a bug, now fixed. The 99,999% caps from section 1 apply first, so 20,000% (200x) works as about 163x and a capped 99,999% (1,000x) as about 501x. Up to 10,000% nothing changes. @bonus still shows your raw totals; the Character Stats window shows the effective values.

Step 4 - whichever of those two numbers applies gets clipped down to your Damage Cap if it's higher (see section 3 below). Ignore Enemy Defense doesn't appear in this chain directly - it instead reduces how much of the target's own DEF stat subtracts from your damage before this formula even runs.

3. The Damage Cap (@damagecap, aka @kd)

Completely separate from the % stats above. This is a hard ceiling on the actual damage number any single hit can ever deal - your maximum possible hit, full stop. It has two parts: a base amount from your Total Level, and a bonus amount you farm by completing Monster Cards, Achievements and Quests, by buying it with Trial Points at the Trials shop, and from your Link Characters. Both add together. The base stops at 99,999Q (level 30,000), but the bonus has no limit and always adds on top - even past 99,999Q.

Base, by level bracket:

  • Lv 1-8,000: level × 0.5Q (4,000Q at 8,000)
  • Lv 8,001-30,000: 4,000Q + 95,999Q × t², with t = (level-8,000) ÷ 22,000 - starts slow and speeds up the closer you get to 30,000 (10,000: 4,793Q, 15,000: 13,719Q, 20,000: 32,562Q, 25,000: 61,322Q)
  • Lv 30,000+: 99,999Q (base max)
Total LevelBase damage cap
2,5001,250Q
5,0002,500Q
8,0004,000Q
10,0004,793Q
12,5008,016Q
15,00013,719Q
17,50021,901Q
20,00032,562Q
22,50045,703Q
25,00061,322Q
27,50079,421Q
30,000+99,999Q

Account-wide: every character on your Login ID uses the highest damage cap any of your characters has unlocked (level part + bonuses), so a fresh alt hits as hard as your main.

Bonus, by completion:

  • +15Q per completed Monster Card, boss cards included (469 total, +7,035Q)
  • +5Q per completed Achievement (346 total, +1,730Q)
  • +5Q per completed Quest (798 total, +3,990Q)
  • +2Q per 18 Trial Points at the Trials shop (up to +3,000Q)
  • +1Q per 1,000 total levels of your Link Characters (all characters on your Login ID and world, this one included)
  • +14,330Q bonus with every card, achievement and quest completed and the full Trials bonus, plus your Link Characters - no overall ceiling, so a level 30,000+ character can reach 114,329Q+
🧮 Damage Cap Calculator
1 - 60,000 (base maxes at 30,000)
Account-wide: the highest cap counts
All other characters on your Login ID
max 469
max 346
max 798
max 3,000

Check your own current cap (and full breakdown) any time with @damagecap in-game.

4. How they work together

Your % stats (Total Damage, Boss Damage, All Stats, etc.) decide how big a hit calculates to be. Your Damage Cap decides the highest that number is ever allowed to actually land as.

In practice: more % Total/Boss Damage keeps helping right up until your calculated hit would exceed your Damage Cap. Past that point, your hits stop growing no matter how much more % you stack - only raising the cap itself (leveling up, or the Monster Card, achievement, quest, Trials and Link Character bonuses, which keep adding even past 99,999Q) makes your maximum hit bigger from there.

See the full Player Commands list for exactly what each of these commands displays.