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Changelog

What's shipped

Release notes in reverse chronological order — newest first.

May 14, 2026

Latest2026-05-14

This release is live as of 2026-05-14.

Gear — Oz Skill Rings

  • All 8 Skill Rings supported. Ring of Restraint, Continuous Ring, Risk Taker, Weapon Jump, Critical Damage, and Totalling all have proper data tables, level effects, and durations / cooldowns.
  • Pick rings on the gear page. Set any ring slot's preset to "Oz Ring" and the drawer flips to a dedicated picker — choose your Active ring (and Passive ring on post-revamp) with level 1-6 and see the FD contribution per slot.
  • Burst vs Overall FD toggle. The headline FD switches between "FD during burst" (effective inside a 20s burst window) and "FD averaged over a fight" (damage-weighted across a 30-min fight). Burst is the default.
  • Pre-revamp vs Post-revamp. A Settings toggle covers both eras — pre-revamp Continuous behaves correctly as a near-always-on ring, post-revamp Active + Passive slots split as in KMS with passive rings capped at L4.
  • Mini-burst is weighted separately. When a Ring Swap ring is set, the overall FD weights it as a mini-burst contribution (smaller share of fight damage than the main burst), so swap rings don't get over-credited.
  • In-game icons on the dropdown. Each ring renders with its actual in-game sprite next to the picker.

Compare and Boss Practice

  • Compare dropdown labels. Flat-line stats no longer render with a stray "%" suffix.
  • Destiny boss yields. Hard First Adversary, Extreme First Adversary, and Extreme Kaling yields corrected to the in-game values.
  • Legion crystal L5 NaN fix. L5 crystal contributions now compute properly instead of falling through to NaN.

Hexa Matrix

  • HexaSpentCard on Priority tab. Collapsible card with sprites is now mounted on the Priority tab as well as the main Spent tab; duplicate mount removed.

Saving and Profiles

  • Auto-save on character swap. Switching characters now flushes the outgoing profile's edits before loading the next, so unsaved tweaks don't get clobbered.
  • Local profile mirror. Auto-save mirrors gear / stats / progression into your local profile, not just the cloud copy — switching back to a character that hasn't synced to the cloud yet still picks up your latest edits.
  • Import / export covers more. Builds you import or export now carry HEXA progress, role tag, level / Arcane / Sacred power, and server / region — not just gear and stats.

Calculations and Item Fixes

  • Demon Avenger flame conversion and Heart-piece data corrections for hearts that were displaying the wrong base stats.
  • Armor flame "Mark done" no longer keeps resurfacing the same flame recommendation after you mark it complete.

Guild

  • New guild directory. /guild now opens to an alphabetical listing of all guilds with an IGN lookup, and individual guild pages tie back to the directory.

May 11, 2026

2026-05-11

This release is live as of 2026-05-11.

Boss Practice Buffs Tab

  • New Buffs tab. A dedicated tab next to Overview / Solo / Party where you can toggle every buff and link skill that feeds into your clear %. Everything starts on by default, so the Overview number matches what you'd see before until you flip something off.
  • Per-character loadouts. Buff toggles save per character — dialing back a low-investment alt doesn't affect your main's clear %.
  • Level inputs where they matter. Guild skills (Boss Slayers, Big Hit, For The Guild!, Undeterred) accept levels 1–15. Empirical Knowledge and Thief's Cunning now correctly accept levels up to 9. Champion's Renown is broken into its five separate stat allocations (Stat / ATT / Boss / IED / Crit Damage) so you can model your actual Champion Coin spread.
  • Sprite tiles. Each buff is a click-to-toggle tile with the in-game icon. Off-state dims and grayscales, so you can scan your loadout fast.
  • Configure-buffs jump from Overview. A "Configure boss buffs →" button on the Overview tab now drops you straight into the Buffs tab, and the Show-all-bosses control surfaces how many scenarios are currently hidden.

Boss Practice Clear-Time Projections

  • Boss mechanic overhead. Clear-time projections now factor in the boss-specific patterns that extend a fight: recurring shield casts (Lotus Extreme, Black Mage), heal-back cycles (Seren's Dawn), the recoverable-HP floor on Guardian Angel Slime Chaos, and the will-gauge structures on Kalos.
  • Black Mage phase awareness. Black Mage Hard and Extreme now model the in-game shield cadence — once-per-minute through Phases 1-3, then every 30 seconds in Phase 4 — so projections scale correctly between short burst clears and longer fights where late-phase shields stack up.
  • Burst clears don't pay mechanic costs. Overhead only applies if your natural clear time would actually reach the first event. A character strong enough to one-shot Slime sees no penalty.

Guild

  • Tabbed guild dashboard. The guild page now splits into Overview / Members / Activity / Culvert, with member sprites, rank chips, and a superlatives strip that calls out who's currently leading in Strongest, Most EXP / week, Highest Legion, Most Fame, and Most upgrades / week.
  • Uploadable guild icon. Set a custom icon for your guild (one swap per 24 hours, with confirmation). The icon then appears next to your character name in the top-bar chip and on the dashboard wherever the guild crest shows up — no more generic placeholder for guilds that have a real emblem.
  • Culvert tracking. A dedicated Culvert tab logs weekly scores per member, keyed to the Thursday reset, with a 12-week rolling history so you can see whose contribution is trending up or down.
  • 15-day roster history window. Member rows pull from a rolling 15-day snapshot history, so the page stays populated even on days a sync slips. Region drift (NA ↔ EU edits) auto-corrects so the same character keeps the same row.

Stats EXP & Progression Page

  • New EXP & progression tab. /stats now opens to a dedicated EXP view: character header with sprite, level, class, score, and rank chips (level / world / class), recent multi-period EXP tiles, and a cumulative-EXP chart with period overlays.
  • EXP simulator. Enter an hourly EXP rate (or pick a preset) to get hours-to-next-level and a projected level-by-date schedule with per-level cost breakdown.
  • Fashion timeline. Tracks cosmetic / avatar changes day-over-day from your saved snapshot history.
  • 365 days of snapshot history. Daily character snapshots are retained for a full year per character, giving the simulator and charts a real baseline.
  • Active-streak tile. A days-played-in-a-row counter on the header.
  • Legion / Raid Power / Achievement / Fame chips. Below the rank tags, four new chips show your Legion level, Raid Power, total Achievement Points, and Fame. Populated automatically for every saved character.

Tools Combined Optimizer

  • Single consolidated page. Hyper Stat, Hexa Stat, Hexa Skill, Legion, Liberation, Star Force, Cubing, and Flames live behind one /tools page with a side-rail tab switcher. Per-character state persists across tabs.
  • Click-tile-to-set-current. On stat / cube / hexa cards, click any tile to mark it as your current setup — no separate "edit current build" step.
  • Character switcher popover. A compact popover at the top of every tool tab swaps between saved characters in two clicks.
  • Cube-cost mode toggle. Choose whether cube cost estimates use the median or mean of the simulation distribution. Lives on the Cubes settings tab; default is median.
  • Glove crit-damage cube rates. Crit-damage potential lines on glove cubes price against the cube type you're using (bright / solid / occult).

Tools Stat Recommendations

  • Hexa Stat recommendation engine. Per-line allocation ranks stats by FD-per-fragment across the three distinct main-stat slots — no repetition, matching in-game node behaviour. Recommendation cards show the per-line FD contribution so you can see why each stat ranks where it does. Flat-stat lines feed in as flat (not %-amplified).
  • Hyper Stat recommendation engine. Flat STR / DEX / INT / LUK lines feed into the FD calc as flat-equivalent. Columns trimmed to the categories that actually apply per class.
  • Legion artifact recommendation engine. Crystal grid with FD-per-level ranking, cap-aware so it respects the per-stat 10-crystal cap when distributing bonuses.
  • No-build guardrail. Hyper Stat / Hexa Stat / Legion show a clear "enter a build first" notice when no character data exists, instead of producing a recommendation from a zero-stat profile.
  • Liberation visual pass. Genesis and Destiny tile sizes unified, Destiny grid mirrors Genesis, Von Leon sprite, stats reordered above the trace ladder. Destiny Part 2 traces-remaining factor into projections.

Build View

  • Visual shared build page. /s/[id] leads with the character sprite, level, class, score, and rank chips, followed by a visual gear grid (with sprites), then hexa / hyper / legion summary cards.

Planner

  • Per-character planner state. Planned upgrades, spares list, and meso-available save per character profile, so switching characters keeps each one's planning data separate.

Dashboard Loadout

  • Level EXP bar. The loadout card on the dashboard shows your level's EXP progress (with cumulative EXP underneath) — the more useful at-a-glance progression signal at endgame.

May 5, 2026

2026-05-05

This release is live as of 2026-05-05.

Compare / Gear Swap / AH Value

  • Custom potential lines. The potential pickers now have an "Edit individual lines" toggle so you can model any specific roll (e.g. 13 ATT / 10 ATT / 30 Boss, or 9 / 7 / +15 flat-ATT bpot) instead of being limited to the named presets. Invalid values surface a warning ("14 % STR isn't a valid roll — max is 13 %") so a typo doesn't get priced as Triple Prime.
  • Boss % filtered for emblems. Emblems can't roll Boss Damage, so the option no longer appears on emblem cube preset lists (or in the manual-edit dropdown).
  • Sweetwater Katara inherent stats. Compare now folds in the Katara's built-in +30 % Boss + 10 % IED. The item card surfaces them as an "Inherent: +30 % Boss · +10 % IED" chip, and IED is now visible in the stat-comparison breakdown alongside Stat / ATT / Boss.
  • Bucket-aware FD math. Compare, Gear Swap, and AH Value now route potential FD through the same path the planner uses — multiplicative buckets for ATT %, Boss %, IED stacking, all-stat propagation to secondary / tertiary on multi-stat classes (Cadena, Shadower, Dual Blade, Xenon). Naive line-summing math like the +19.51 % FD swing some users saw on 13 / 13 / 45-Boss → 45 / 45 / 45-Boss is gone — the real number is far smaller.

Upgrade Simulator

  • Cube cost from the recommendation engine. Expected cubes and meso now match the planner exactly — same Nexon line-rate probability path, same per-target cube counts. Buggy preset costs (where every WSE combo priced at 1.98 T) are gone.
  • Cube source toggle. A "Cheapest / Buy cubes (NX) / Cube service" segmented control lets you preview what the same target costs under each path. When "Cheapest" wins, a small "via bright NX cubes" / "via karma bright cubes" / "via solid cubes" caption shows which one the engine picked. Interactive only.
  • Cube sale event toggle. A checkbox in the cost panel applies the 25 % cube-sale discount to NX cube prices locally, so you can compare with-vs-without sale without touching the global setting. Works on Heroic and Interactive.
  • Invalid-target warning. Typing a value the cube tables can't actually produce (e.g. 14 % STR) shows a "Target not rollable" notice instead of priced cost.

Astra Secondary Scroll

  • New "Astra" scroll type for items that take it. Generic Astra Secondary scrolls give +30 primary stat / +10 secondary stat / +10 ATT per slot, with the option appearing in every scroll dropdown (Gear, Compare, Simulator, AH Value, Gear Swap) when an applicable item is selected.
  • Astra Blade for Dual Blade. Astra Blade replaces Astra Secondary in the Dual Blade secondary preset list, with +15 LUK / +15 DEX / +9 ATT per scroll (symmetric primary / secondary split because Dual Blade scales meaningfully on DEX too).

V / X / Magical Scrolls (Weapons & Secondaries)

  • They actually move FD now. V-Scroll, X-Scroll, and Magical scrolls were silently returning 0 ATT / 0 stat on primary weapons and on weapon-category secondaries like Sweetwater Katara — so picking them in the dropdown didn't change the FD delta. Now they apply correctly: median-roll values of +10 ATT / +3 all stat for Magical, +11 / +5 for X-Scroll, +12 / +8 for V-Scroll. Armor and accessory V / X / Magical keep their (lower) flat-ATT-only values; those are a separate scroll path.
  • All-stat lines fill secondary and tertiary fields. V / X / Magical are "+all stat" scrolls — the per-slot bonus applies to STR, DEX, INT, AND LUK simultaneously. The gear-page secondary and tertiary scroll-stat inputs auto-populate with the right number; previously they read 0 even though the scroll description listed "+N all stat".

Flames

  • Tertiary stat input on multi-stat classes. Cadena, Shadower, Dual Blade, and Xenon now get a third flat-stat input on the Flames tab so STR contribution from STR / DEX / LUK three-stat lines can be recorded. Tertiary feeds the flame score at the same / 12 ratio as secondary.

Dashboard Recommendations

  • Show 10 / 20 / 30 / All toggle in the recommendations footer (default 10). When more than 10 results match your current filters, a "Showing 10 of 27 — Show: 10 / 20 / 30 / All" footer appears for one-click expansion. Same control on the Hexa Priority page, which was hard-capped at 12 before.
  • "Full priority list →" on the dashboard hexa card now lands directly on the Hexa page's Priority tab, instead of dropping you on the Matrix input.

Characters

  • Region-isolated history. Same IGN across NA and EU no longer collides — level deltas, EXP deltas, power-score deltas, charts, and projections track each region independently.
  • "Create Empty" actually starts empty. Creating a new profile while one was active had been silently cloning the active build into the new slot. Now it lands genuinely empty.
  • Level-history backfill fixes. Pre-canonicalization NA characters still backfill into their 30-day chart on first view. Days where the Nexon endpoint returned a level but no EXP no longer corrupt in-level progress bars to 0 %.

Number Inputs (Site-Wide)

  • Backspace works on every number field. Typing a new value into a stat / scroll / Star Force / party-size field used to snap back to 0 (or 1 in fields with a minimum) mid-edit, making it impossible to clear and retype. Now the field stays editable while focused — you can clear it and type your number normally. Out-of-range entries (e.g. "9" in a max-6 field) snap to the limit on blur instead.

May 1, 2026

2026-05-01

This release is live as of 2026-05-01.

Dashboard

  • Shining Star Force banner. Heads-up for the 5/3 event with a one-click "Enable" to flip on the 30 % SF discount + 30 % less booms across the optimizer and planner so you can plan now. Dismissible if you'd rather not see it.
  • EXP-this-week quickstat. A new tile near Score Growth shows how much cumulative EXP you've gained in the last 7 days (with a "+N levels" sub-line when you actually leveled). EXP is the meaningful daily-progress signal at endgame where a single level can take weeks-to-months.

Navigation

  • Sidebar tooltips. Hover or focus any sidebar icon for a quick label + one-line description (e.g. "Boss" — Boss timing, party simulation, clear comfort) so you don't have to memorize which icon goes where. Dismisses on Escape or when you click through.

Characters

  • Per-character level + EXP history. Each loadout card shows your current level (and a "+N this week" hint when you leveled), with a "History" button that opens a 30-day sparkline, weekly EXP gain, average grind rate, and a "next level by [date]" projection. Pulled from your Nexon character lookup so it works for every saved character — no extra setup.

Boss Practice

  • Initial per-class calibrations from community DPS datasets. Class strength now factors into clear-time projections, so a Buccaneer and a Hero at the same power score project different clear times based on each class's measured bossing performance.
  • Per-boss "no-damage" deadtime. Some bosses have stretches where the boss can't be hit. Limbo Hard and all four Kalos difficulties now bake this in; other bosses default to none until we get ground-truth clear data for them.
  • Clear comfort matches clear time. The displayed "% by timer" and the projected clear time used different math, so they could disagree (e.g. "116 % comfort, clear time 29:21"). Both now share the same cycle-delivery model.
  • Black Mage Hard / Extreme switched to a 60-minute timer. They were using the 30-minute default — % clear was right but projected clear time was wrong because the cycle schedule only spanned 30 minutes. Now matches the in-game Phase 4 cap.
  • Off-burst uptime defaults to 50 %. The slider was defaulting to 100 % (perfect uptime through every off-burst window), which most players don't sustain. Drag the slider higher in Combat Profile if you hold position well.
  • Submit your actual clear time. Below the projected clear time on each boss scenario, a small form lets you submit your real clear with your current build. We'll use the data to calibrate projections more accurately over time.

Calculations & Item Fixes

  • Destiny Kaling min-cut sanity check: with the per-class scaling above, projected min-cut power scores for Hard Kaling now land within ±6 % of community-submitted values across 18 spot-checked classes (most within ±2 %).
  • Cube FD gain on pieces with all-stat lines now projects correctly. A piece carrying an allstat potential line (e.g. 13 STR / 10 allstat / 10 STR) was projecting the same cube FD gain as a piece without (13 STR / 10 STR / 10 STR). Standard armor cube targets are pure primary stat, so cubing the allstat piece drops its secondary (and tertiary, on Cadena/Shadower/Dual Blade/Xenon) contribution. The recommendation now reflects that — the allstat piece projects a smaller gain than the pure-stat piece.
  • Gear-acquisition recommendations now compare both items at a fully-invested baseline. "Buy this ring to replace your current one" used to compare a fully-invested candidate against your current item *at its actual stars / pot / scrolls*. So an under-invested high-tier ring could "lose" to a lower-tier ring projected to 22★ + flame + 3L pot — even though the high-tier ring would beat it intrinsically. Both items now project to a fully-invested baseline for the FD comparison, and the cost shown is marginal — the extra meso to switch vs. finishing your current item. Set-bonus paths still work: a non-set ring with 3 Gollux pieces elsewhere correctly recommends a Gollux Ring to complete the 4-set bonus.

Apr 29, 2026

2026-04-29

This release is live as of 2026-04-29.

Boss Practice

  • Off-burst uptime slider replaces the binary "Burst & Run" toggle in Combat Profile, so you can model anywhere from 0 % (bursts only) to 100 % (always attacking) instead of only 50 %. Saved settings with Burst & Run on map to 50 % automatically.
  • Baldrix P1 / P2 mark party members as separated, so party-shared buffs (Holy Symbol, Auras, Decent Holy Symbol, Speed Infusion, etc.) only apply during P3 where the team rejoins. The burst breakdown shows a "Solo phase" badge on the affected rows and the aura panel surfaces a hint when a fight has isolated phases.
  • Manual origin schedule lets you override the auto-scheduled origin owner per burst, including stacking multiple members on the same kill burst. Switch the Origin Schedule control to Manual, click any burst's owner pill, and pick checkboxes. A Reset button drops back to auto-scheduling.
  • Origin schedule warnings flag cooldown collisions ("Origin still on cooldown — 12s short of ready"), unknown members from stale overrides, no-origin overrides, and 3+ stacked origins so unintended plans surface immediately.

Hexa Matrix

  • HEXA skill names now match GMS in-game text across all 52 classes. Notable corrections include Battle Mage 데스 → "HEXA Condemnation", Kaiser 기가 슬래셔 → "HEXA Gigas Wave", Xenon 블레이드 댄싱 → "HEXA Beam Dance", Phantom 얼티밋 드라이브 → "HEXA Mille Aiguilles", Mercedes 이르칼라의 숨결 → "Irkalla's Wrath", Cannoneer 빅 휴즈 기간틱 캐논볼 → "Cannon of Mass Destruction", Dawn Warrior 솔루나 슬래시 → "HEXA Equinox Slash", Shadower 여우령 → "HEXA Fox Spirits", Thunder Breaker 신뇌합일 → "Lightning Cascade", and ~40 more.
  • HEXA Mastery / Boost prefix and suffix are now applied uniformly per the GMS naming convention (Mastery skills carry the "HEXA " prefix, Boost skills carry the " Boost" suffix).
  • Lara 안다미로 in the Ascent slot now reads as "Cornucopia" to match the GMS in-game node text instead of the KMS literal.

Gear & Icons

  • Item icons now render on every gear slot. Sprites are sourced per class for armor branches (Knight / Mage / Archer / Thief / Pirate) and per character class for weapons and class secondaries.
  • Big "Best next upgrade" tile scaled the item sprite up to 64 px so the recommended item is visually obvious.
  • Dashboard upgrade rows moved each rec's item sprite out of the inline title and into a leading 36 px tile, matching the HEXA recs sidebar treatment.
  • Sub-step rows drop their now-redundant inline icon — the parent row already shows it.
  • Manual entry and preset names map to the correct icons.
  • Per-subclass mapping now correctly distinguishes Hero (Virtues Medallion / Princess No Medal) from Bishop (Soul Shield) and so on for Class Secondary and Princess No's Secondary.
  • Genesis and Destiny weapon icons are wired per class so warriors, mages, archers, thieves, and pirates each see their own weapon variant.
  • AbsoLab and Arcane Umbra weapons now have full per-class mappings (52 / 52 each).

Income

  • Princess No (Normal) and Akechi Mitsuhide (Normal) are now selectable in the weekly boss income picker. They sit in the Maple World group at GMS Interactive prices (16.2M and 28.8M); the existing 5× Heroic multiplier still applies for Reboot.

Dashboard UX

  • "Mark as done" replaces the ambiguous "Apply" button on the Best Next Upgrade hero card. A tooltip clarifies that the action updates your tracked gear and stats — it does not spend meso or contact Nexon.
  • Onboarding error banner surfaces when the Nexon character lookup fails so the IGN-first flow stops silently dropping you into Review with a blank build.
  • Onboarding budget step removed — that field was dead state in 90 % of flows. New users land on Done sooner; existing users with a saved budget keep it as the planner fallback.

Hexa Recs Card

  • Right column ("Hexa upgrades" tile on the dashboard) compressed from "+X.X% progress / ~Nw (sol-bound)" to "+X.X%" / "~Nw" with a tooltip, so node names get more horizontal room.

Calculations & Item Fixes

  • Buccaneer per-skill per-level FD curves capture the Octopunch outlier; class FD totals stay consistent with the community per-skill data.
  • Default weekly Sol Erda / Erda Fragments reset to a no-grind baseline (9 Sol Erda, 90 Erda Fragments), so HEXA pacing reflects what passive players actually earn.
  • Per-loadout progression and region / server no longer leak between profiles when switching characters.

Apr 23, 2026

2026-04-23

This release is live as of 2026-04-23.

Boss Practice

  • Party mode adds a Solo / Party toggle on Boss Practice, with roster sizes matched to each scenario's real party cap.
  • Party member lookup lets you add members by IGN and region, auto-filling sprite, class, level, and saved power score when available, with manual power-score fallback when no saved build exists.
  • Aligned party pacing now waits for the slowest member's burst cycle, rotates Origins across the roster, and projects aggregate clear percent, phase exits, and kill timing from combined party damage.
  • Party timeline and min-cut support keep the timer toggle, checkpoint timeline, and cutoff-style pacing view available in Party mode instead of reducing the page to one summary.
  • Party burst breakdown now shows origin ownership and support casts in one place, with cleaner visual cards and no redundant buff-plan panel.
  • Support buff modeling now reflects current Lynn, Bishop, and Paladin behavior: Awaken scales from Lynn INT, Benediction scales from Bishop INT and party size, Divine Echo links mirrored Paladin damage instead of granting ally FD, and Awaken/Benediction overlap is shown clearly when Bene is suppressed.

Gear & Profiles

  • Wildcard Spares can now be entered on the Gear page for Star Cores, Pitched Star Cores, Trace Restore Points, and Whisper Crystals.
  • Wildcard Spares panel is collapsible and shows a compact summary when closed, so the Gear page stays cleaner for characters that do not use these resources.
  • Per-character server and region are now saved with each loadout, so Heroic/Interactive and NA/EU follow the selected character instead of acting like one global setting.
  • Profile save, load, sync, export, and import preserve server type, Nexon region, and wildcard spare resources.
  • Gear preset selection now defaults main potential to 3L stat for armor/accessories and 3L ATT/MATT for WSE items, with Interactive bonus potential defaulting to Epic 2L stat or ATT/MATT.

Dashboard & Planner

  • Wildcard spare coverage is included in Star Force replacement-cost savings on the Dashboard and Planner.
  • Hide SF without spares now counts eligible wildcard resources alongside normal item spares.
  • Planner spare coverage now shows effective spare counts, including wildcard resources, and avoids double-subtracting spare savings from Star Force costs.
  • Violet cube sale banner removed from the Dashboard now that the sale is over; Violet cube settings and recommendations remain available when enabled manually.

Calculations & Item Fixes

  • Genesis and Destiny weapons now act as lucky Arcane/Eternal items only after 3 real pieces of that set are active.
  • Set counting fix prevents lucky weapons from incorrectly activating Arcane or Eternal set bonuses by themselves.
  • Kanna's Treasure Ring is now level 140 instead of 150.
  • Black Bean Mark now defaults to the eye slot in starter loadouts.
  • Saved flame data is normalized before build recommendation routes run, so detailed flame stats do not get lost when generating upgrade suggestions.
  • Bonus Mystical cube tier-up now uses the 0.4% Rare → Epic rate, 250M cube cost, and item-level reveal cost.

Wildcard Spare Rules

  • Star Cores revive Arcane Umbra and Gollux items at 1 core per revive.
  • Pitched Star Cores revive starrable Pitched Boss items at 1 core per revive, excluding Brilliant Boss.
  • Whisper Crystals revive starrable Pitched Boss items except Total Control at 130 crystals per revive.
  • Trace Restore Points revive Pitched Boss at 1680 points per revive and Brilliant Boss at 2500 points per revive.
  • Non-starrable slots such as badge, medal, pocket, and emblem do not receive wildcard spare credit.

Apr 22, 2026

2026-04-22

This release is live as of 2026-04-22.

Boss Practice

  • Boss pacing page now models Origin as a real 6-minute burst with a +20% damage premium and marks Origin-paired bursts directly in the timing breakdown.
  • Origin cadence controls add an Align Origin toggle so you can compare opportunistic Origin use against every-3rd-burst alignment.
  • Mercedes Legion CDR now feeds the boss timing engine, shrinking burst and Origin cooldowns and updating the page's effective score around that profile.
  • Hard Kaling Destiny toggle adds the +20% FD pickup to pacing projections for that scenario.
  • Level Effect card now lives on the boss page with editable character level, capped-baseline fallback, and per-phase level-FD readouts when boss levels vary by phase.
  • Level-aware effective score now uses scenario and per-phase boss levels instead of a flat capped assumption, with calibrated score deltas for missing level FD.
  • CDR hat score note now calls out how much score your hat cooldown reduction contributes above the baseline profile.

Navigation

  • Load another character can now be opened directly from the navbar, so swapping IGNs is easier without leaving the current page.

Apr 21, 2026

2026-04-21

This release is live as of 2026-04-21.

Boss Practice

  • Boss Practice page launches at /boss with a scenario-based pacing view for real boss timers instead of a single clear estimate.
  • Boss clear pacing model now projects estimated 30-minute damage and clear percent from calibrated power-score anchors.
  • Interactive burst timeline shows burst-end and cycle-end checkpoints across the fight so you can see where clears or misses actually happen.
  • Boss scenario library adds phase HP data and timing metadata across Arcane, Grandis, and early-game bosses.
  • Phase and segment progress are tracked directly on the page, including multi-phase and segmented fights instead of only showing a final clear percent.
  • Burst breakdown polish adds elapsed/remaining time views and a cleaner pacing readout for practical min-cut checks.
  • Kaling pacing support now includes the parallel lane / cleave handling needed for Kaling P3 timing to read correctly.

Apr 19, 2026

2026-04-19

This release is live as of 2026-04-19. For the bigger picture and current timing, see the roadmap.

Dashboard & Setup

  • Guided Quick Start helps new builds start from class, server, region, and preset choices instead of an empty dashboard.
  • Preset setup now flows into Gear so you can keep filling the character instead of getting sent back to setup.
  • Import review before overwrite makes shared-build loads and OCR imports easier to sanity-check before they replace your current data.
  • Build validation warnings now show during OCR review, imports, saves, shares, and shared-build loads.

Gear & OCR Import

  • Local stat screenshot import runs in the browser with a review step before applying changes.
  • Stat import review now includes manual breakdown fields for % stat, flat stat, % ATT/MATT, and secondary stat inputs so cleanup can happen in one pass.
  • Character info import can fill IGN and class when the header is readable.
  • Item tooltip OCR is color-aware and separates base stats from Star Force, scroll, and flame gains.
  • Follow-up OCR improvements cover multi-row star counts, split item levels, total slots, scroll counts, cooldown lines like -2 sec, and shoulder/ring flame checks.
  • Stat parsing cleanup makes Damage, Boss Damage, Final Damage, ATT/MATT, and clipped leading digits on Damage/IED read more reliably.

Income

  • Weekly meso tracking now lives on its own page for boss crystals, farming meso, and per-character income.
  • Bosses are grouped by Maple World, Arcane River, and Grandis with region-level enable and clear controls.
  • Heroic income support applies boss crystal pricing correctly and keeps farming meso separate from crystal income.
  • Income is saved per character so your weekly budget follows the selected IGN.

Planner

  • Planner tabs are now split into Plan, Timeline, and Funds.
  • Funds adds current available meso, while Timeline gives a cleaner view of saving toward upgrades.
  • Timeline planning now shows when you need multiple weeks of saving before the next upgrade.
  • Star Force spare coverage now uses percentile data instead of a rough expected-boom shortcut.
  • What If star force projections stop before expensive recalc paths for better reliability.

Polish

  • Roadmap refresh marks Wave 1 as live and points here for shipped details.
  • UI cleanup expands character and boss visuals across the loadout and income flow, and the settings button now uses a gear icon.

Apr 18, 2026

2026-04-18

Gear & Cubing

  • FD-gated hat CDR targets — CDR-combo targets only show when they beat stat-only targets on marginal FD
  • CDR cubing rates corrected — tier-up and prime-leak rates recalibrated
  • Default CDR raised to 0.7 for new loadouts
  • Hat CDR now appears on the dashboard alongside stat-only hat targets
  • Weapon flame recommendations are recomputed correctly; shared builds no longer surface stale weapon flame recs

Leaderboard

  • Region disambiguation — same IGN on different worlds no longer collapses into a single entry; world is shown alongside the name

Apr 17, 2026

2026-04-17

Legal

  • /legal page — unified Terms of Service & Privacy Policy covering both the web app and the Discord bot. Linked from the footer

Loadouts, Cubing & Sharing

  • New Loadout no longer overwrites the active profile — clicking it now starts a fresh character
  • Violet & Equality cubes show for armor again (fake 3L, real 3L, DP, TP, Equality triple prime)
  • WSE pot line interpretation — ATT and Boss lines are now counted separately; IED is no longer counted as a "good" line; 2L ATT + 1L stat is correctly read as att/att/boss
  • AH bpot dropdown — shows ATT for WSE items, Stat for armor
  • Default scroll slots — Magic Eyepatch 7 → 5, Source of Suffering 9 → 7, Superior Gollux Ring 6 → 8, Outlaw Heart 5 → 12
  • Shared-build URLs are case-insensitive — /s/FooBar resolves the same as /s/foobar

Leaderboard

  • Leaderboard stale entries — resubmissions that no longer qualify are now removed from the leaderboard

Apr 16, 2026

2026-04-16

Character Integration

  • Character images shown on the gear page power score card, next to each leaderboard name, and in the /s/{name} profile header
  • Auto-fill class from the character's in-game job when IGN is set (maps e.g. Arch Mage (I/L)Ice/Lightning)
  • Level and world name shown below the power score
  • World names corrected — previous mapping was wrong for several worlds. Now matches the game's actual world list

Leaderboard Verification

  • Verified IGN required for leaderboard visibility — builds always save, but unverified IGNs won't appear on the leaderboard

Cubing Overhaul

  • Glowing/Bright cubes replace Red/Black cubes
  • Reveal potential cost added — scales with item level (lv200: +800K per cube)
  • Tier-up rates updated to GMS community estimates (Glowing: 14%/6%/2.5%, Bright: 17%/11%/5%)
  • Per-slot cubing rates — hat is harder than bottom/cape, accessories easier than armor. Verified against GMS data
  • Value-based cubing targets — "Fake 3L" at lv160+ requires total stat% >= 30%, not just 3 lines
  • Cubing FD now marginal — shows gain over current pot, not absolute target value. Items with better pots show smaller gains
  • Violet/Equality skip logic — no longer recommends targets you already have
  • Glove crit fall-through fix — 1L Crit + 1L Stat was computing wrong probability

New Features

  • Class Stats page (/stats) — class distribution across 1,051+ players, updated daily
  • Feedback button — floating button on every page to report bugs or request features
  • Export/Import all loadouts — share all characters as a single compressed string. Merge-by-name with overwrite prompt on import
  • Profile switcher in navbar — click character name to switch between saved loadouts instantly
  • Flat secondary stat for bonus potential — Sec Stat +1/+2 per 9 levels input option

UI Improvements

  • Tab reorder — Loadouts first, then Dashboard, Gear, Planner (matches user flow)
  • New Loadout prompts for name + class — no more blank screen, includes Quick Start presets
  • Plan button moved inline with upgrade name for better discoverability
  • Shared build load always confirms — no more silent overwrites from leaderboard
  • API tab removed from nav (still accessible via footer)

Gear, Calculations & Defaults

  • Armor flame secondary stat input — was setting primary stat instead of secondary due to guessing stat keys. Now uses class config
  • Mo Xuan class — corrected from INT/MATT to DEX/ATT
  • Black Bean Mark — moved from face to eye slot (correct slot)
  • Genesis/Destiny weapons — default 8 slots with 15% trace scroll
  • Gear acquisition pot filtering — was counting IED%/Boss% as stat%. Now only counts relevant lines
  • Heroic settings — hide hammer/acquisition costs, default flame 9.12M, low recommendation count fixed

Apr 15, 2026

2026-04-15

Violet, Equality & Uni Cubes

  • Violet Cubes — roll 6 lines, pick best 3. Per-slot rates with prime leak model
  • Equality Cubes — all 3 lines guaranteed prime. Best for armor triple prime and glove crit
  • Uni Cubes — per-line reroll at legendary. Recommends upgrading weak lines individually
  • Each cube type has its own toggle and dashboard filter

Weapon Flame Recommendations

  • 11 weapon flame targets from T5 ATT to T7+2useful with exact probability
  • Boss-advantaged formula verified against in-game values
  • FD accounts for losing current flame when rerolling

Optimizer Improvements

  • Multi-target cubing for non-legendary items — shows 2L through Triple Prime
  • Glove crit combos in tier-up path for violet and red/black
  • Boss buff recalibration — link skills distributed into correct stat buckets
  • Never replace Genesis/Destiny weapons
  • Gear acquisition cost breakdown in descriptions

Gear & Settings

  • Gear Acquisition Costs — all boss items editable in settings
  • Scroll stat overrides — ATT/Stat/Secondary/Tertiary for ICOGs
  • ICOG + Premium and Fragment of Distorted Time scroll types
  • Sweetwater transposed toggle — disables flames, adds +8 ATT/+10 all stat

Star Force

  • Targets extended to 27 stars from any starting star
  • Precomputed cache — instant lookups for all transitions
  • Spare items reduce cost on dashboard

Leaderboard & Sharing

  • 3s to <200ms latency — batch KV lookups
  • Daily progress snapshots — cron captures all scores nightly
  • Class filter fix — no more ghost entries when changing class

Follow-up Improvements

  • MATT flame scoring for mage classes
  • Genesis Badge no longer miscounted as lucky item
  • IED display rounding
  • Scroll stat display rounded to whole numbers

Apr 14, 2026

2026-04-14

Optimizer

  • Double/Triple Prime uses real stat primes only — allstat no longer counts as "real prime"
  • Hats with CDR skip pure stat recommendations
  • Glove bpot crit not recommended when already set

Follow-up Improvements

  • Power score no longer decreases when FD increases
  • Cursed Spellbook base stats corrected
  • Dynamic flame targets capped at theoretical max

Apr 13, 2026

2026-04-13

Major Features

  • Multi-gear set swap recommendations — CRA to Eternal, AbsoLab to Arcane, Arcane to Eternal
  • Balanced recommendation slicing — each upgrade type gets guaranteed representation
  • CDR hat cubing target alongside normal stat targets
  • Exceptional hammer support with multiple applications for Brilliant Boss items
  • Spare item tracking per gear piece

Damage Formula

  • Boss buffs applied consistently across all tools
  • IED set effect formula fixed
  • Tertiary stat support for Cadena, Shadower, Dual Blade, Xenon
  • Default boss PDR changed to 380%

Gear Presets

  • Genesis and Destiny Weapons, AbsoLab set, Pensalir set
  • Black Bean Mark, Outlaw Heart, Plasma Heart, Mitra's Rage
  • Class secondaries, Sweetwater Katara, Ruin Force Shield
  • Mo Xuan and Sia classes
  • Starter loadout preset

Sharing & Leaderboard

  • Viewing builds no longer overwrites your gear
  • Build viewer page at /s/{name}
  • Legacy preset name support for old builds

UI

  • Xenon tri-stat input
  • Flame score quick-select benchmarks
  • Shining Star Force one-click toggle
  • Planner with sortable efficiency column