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Two separate systems decide how hard you hit, and mixing them up is the #1 source of confusion. Here's the plain-language version.
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:
That combined total has the same hard ceiling at every level - your Total Level does not matter:
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.
Once your % bonuses are added up and capped (section 1), here's specifically what each one does to your real damage output:
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):
Step 2 - Base Overpower = Total Stat Power × (1 + Overpower% ÷ 100)
Step 3 - your actual hit:
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.
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:
| Total Level | Base damage cap |
|---|---|
| 2,500 | 1,250Q |
| 5,000 | 2,500Q |
| 8,000 | 4,000Q |
| 10,000 | 4,793Q |
| 12,500 | 8,016Q |
| 15,000 | 13,719Q |
| 17,500 | 21,901Q |
| 20,000 | 32,562Q |
| 22,500 | 45,703Q |
| 25,000 | 61,322Q |
| 27,500 | 79,421Q |
| 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:
Check your own current cap (and full breakdown) any time with @damagecap in-game.
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.