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Cristofer Dorwart Winners The Last Game
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Piter Maio Accept your challenge
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IP reward breakdown

Bonuses add IP based on the donation amount; the price stays the same.

Base donation $ USD = 0 IP
Package bonus (+10%) +0 IP
Total bonus (sum of percentages) +0%
Additional IP from bonuses +0 IP
Total IP to receive 0 IP
Level

Gameplay Guide

Damage Skins

Damage Skins are both a damage-number appearance and an account-wide progression set. The selected non-default skin enables the stat bonuses calculated from every skin your account owns.

Appearance, ownership and active set

The Damage Skin NPC menu shows the active skin, tier, level, EXP progress and that skin's configured bonuses. You can browse skins by tier, hide or show maxed entries, use a detailed preview, check Skin-Link Stats or reset the active appearance to the default skin (ID 9999). The account collection and levels are stored by account; the chosen appearance is restored for the character.

  • The active appearance is also the switch that enables the account-wide stat calculation. With default ID 9999 active, the skin bonus fields are reset to zero.
  • Changing the active appearance does not discard owned skins or their levels.
  • Damage Skin numbers are sent for player attacks and summon damage; normal summon-number paths use the same active-skin selection.

All active Skin-Link stats

For each owned skin, the server reads up to three configured stat-and-amount pairs. Each positive amount is multiplied by that skin's saved level and added to the matching account skin bonus. The resulting values feed the character's ordinary stat getters and remain subject to the corresponding server stat caps.

  • Stat 0: EXP Rate.
  • Stat 1: Drop Rate.
  • Stat 2: Critical Damage. Some older labels incorrectly call this Drop Rate; the active Java calculation adds it to Crit Damage.
  • Stat 3: All Stats.
  • Stat 4: Overpower.
  • Stat 5: Meso Rate. This value is calculated even though the Skin-Link Stats menu does not currently display it.
  • Stat 6: Total Damage.
  • Stat 7: Boss Damage.
  • Stat 8: Ignore Defense.
  • Example: a configured +3% per-level bonus at level 10 contributes +30% to that stat, before the relevant total-stat cap. Bonuses from different owned skins are additive.

Tiers, stat slots and level caps

The active catalog uses tier codes 0 through 7. Common through Epic templates have one stat slot, Legendary templates can have two, and the higher templates can carry up to three. The actual stat types and amounts are configured per skin, so tier alone does not identify a skin's bonus.

  • Tier 0 Common: maximum level 999.
  • Tier 1 Un-Common: maximum level 999.
  • Tier 2 Rare: maximum level 999.
  • Tier 3 Epic: maximum level 999.
  • Tier 4 Legendary: maximum level 999.
  • Tier 5 Supreme: maximum level 999.
  • Tier 6 Ultimate: maximum level 9,999.
  • Tier 7 Infinite: maximum level 99,999. The active tier-7 templates are IDs 7000 and 7001; this tier is not present in the current Damage Ticket gacha rows.

How Damage Skin EXP and leveling work

Monster kills grant Damage Skin EXP to the active owned skin. The base amount uses the monster scale squared; the server then applies qualifying boss or event-type, global-event or weekday, map skill-rate, POT and Master Buff modifiers. A separate party-event helper can directly add one level.

  • The EXP required for the next level is floor(level^2.5 + 2474).
  • On a normal EXP gain, reaching the threshold adds one level and resets stored EXP to zero; excess EXP from that gain is not carried into another level.
  • Explosive true-boss rewards use a 10x skin-EXP factor. Otherwise configured monster event types can use 2x, 3x or 5x; global events or Monday-Friday also double the base.
  • The party-event direct-level helper has its own hard cap of level 999, separate from the tier-aware cap used by normal progression.

Damage Tickets, monster rewards and duplicates

Damage Skin gacha pools are loaded from damage_skins_gacha and can be month-specific. The current rows use these tickets and tier ranges; the exact skin and chance are selected from the configured pool.

  • Damage Ticket #4420001: Common, Un-Common and Rare pools.
  • Damage Ticket (Common) #4420002, (Un-Common) #4420003, (Rare) #4420004, (Epic) #4420005, (Legendary) #4420006 and (Supreme) #4420007 each target the named tier.
  • Damage Ticket (Halloween) #4420020 and Damage Ticket (Chaos) #4420021 currently contain tiers 0-4. No tier 6 or tier 7 entries appear in the current ticket gacha data.
  • Some monsters have a configured skin reward that is granted to eligible attackers when defeated. Fishing rewards #4430005 and #4430006 can grant skin #6004 at 1 in 99,999 and 1 in 9,999 respectively.
  • Reaching 50 Reborns grants skin #7000 directly. Its level-1 template provides +50% EXP and +25% Critical Damage per level. Other NPC or event rewards can grant skins outside the ticket pools.
  • If you already own a skin awarded through the duplicate-compensation path, you receive Destiny Orbs #4420009: tiers 0-2 give 1, tier 3 gives 5, tier 4 gives 25, tier 5 gives 250 and tier 6 gives 2,500. Tier 7 currently falls through to the default reward of 1 orb.

Change the numbers without changing the bonus set

Use @mask <skinid> to display another owned skin on damage numbers. The command accepts an owned ID from 1 through 9999 and applies it as a visual mask; the stat aggregation continues to use the character's active Damage Skin, not the mask.

  • Without a mask, attack and summon damage numbers use the active Damage Skin.
  • The mask is an appearance override; equipping a different mask does not activate that skin's bonuses.
  • The NPC reset option changes the active skin back to the default ID 9999.

Element codes: defined, but not an active damage effect

Templates also store an element code: 0 Non-Elemental, 1 Fire, 2 Water, 3 Wind, 4 Earth, 5 Shadow, 6 Light, 7 Support/Heal and 8 Rainbow/Supreme. MapleCharacter has a getElementBonus() matchup function, but a scan of the active server sources found no call site for it. Do not treat the legacy weakness or resistance descriptions as a current damage multiplier.

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