Progress
Changelog
What's shipped on this site, in order. Feature-level highlights only - the day-to-day bug fixes and internal cleanup aren't listed here, just what changed for you.
Datamined the latest game patch - Star Fall rework
A fresh datamine of the current client (Aug 22 build) against our previous baseline found exactly one balance change: Star Fall was reworked. It now drops over the nearest monster in front of you (or over you if there's none), recasting moves the field instead of eating a fresh cast, right-clicking its buff-bar icon snuffs it out, its rain reaches across a whole platform, and your attack speed now speeds up its tick rate instead of shrinking a cooldown. The planner's damage engine and Star Fall's skill card are updated to match - details in the v4.3 patch notes. Everything else in the patch was visual or under-the-hood (pets can be dyed now, and Light Crystals got a fancier claim effect).
Skill tree search
The planner's search box now suggests matching skills as you type and highlights every match on the wheel, narrowing as you type more. Pick a suggestion (click or arrow keys + Enter) to jump straight to that skill's card.
Build-loading hardened against malicious data
An internal audit found that a published build crafted with invalid data could have run script in the browser of anyone who loaded it. Fixed in the same release this note ships with: everything a loaded build carries is now strictly validated before the planner touches it, and an automated test attacks the site with a hostile build on every release to keep the door closed. No indication it was ever exploited; nothing you need to do.
Item hover tooltips, site-wide
Hover any item name - crafting materials, monster drops, farming lists, Abyss rewards - for its in-game description and top documented drop sources, without leaving the page.
Planner interaction rework
Clicking a skill now selects it and opens its full card - set the level there and hit Add to Build, instead of the old click-to-level/right-click-to-remove wheel editing. The Clear button became a menu (clear skills only, stats only, or everything), build-list rows got a cleaner layout with the remove button always visible, and a few skill icons were corrected against the game's own sprite files.
Damage Approximator v4.2 - Peak DPS
The planner now estimates Peak DPS the way the in-game meter measures it (a trailing 5-second window), so planner numbers finally speak the same language as the number players quote. Details in the patch notes below.
Damage Approximator v4.1
Three engine-fidelity fixes from a top-to-bottom audit of the damage math against the game's own damage code. Full details in the patch notes below.
Character Stats rework
Stat entry in the Build Planner is now one clean panel of your real character totals - collapsible by group, auto-fillable from a character-sheet screenshot or paste. Replaces four separate, overlapping ways to enter gear stats that used to exist side by side.
Community Build Library
Browse, search, and filter builds other players have shared. Sign in with Discord to submit your own, vote, comment, and edit builds you've published.
Weapon Element & Ice mechanics in the DPS math
The DPS estimate now accounts for your weapon's element, including Ice's stacking "frozen" damage bonus - a real mechanic that was previously missing from the calculator entirely.
Skill Points formula + a 150K DPS example build
Documented the real skill-point-per-level formula (it's not 1-per-level) in the Systems Glossary, and published a fully engine-verified level-60 example build clearing 150K+ DPS in the Build Library.
Install as an app
The site is now installable to your phone or desktop home screen, with offline support for pages you've already visited.
Saved character profiles
Save multiple characters - mains, alts, theorycraft variants - and load any of them into the planner instantly. Synced across devices when you're signed in.
Shareable build links
Every build now has its own permalink that loads it straight onto the planner wheel - paste it in Discord, no copy-pasting individual stats.
Companion Pets guide & Mystery Tickets reference
New pages covering the cash-shop pet system's feed-to-level mechanic and the Mystery Ticket reward pool.
Character-sheet calibration
Paste your in-game character-sheet stats - or drop a screenshot - straight into the planner instead of hand-deriving them from a pile of gear affixes.
Everything before this log
The core of the site - the Leveling Guide, Farming Guide, Zone Atlas, Monster Database, Systems Glossary, Gear & Echoes reference, and the Build Planner's DPS engine itself - shipped before day-to-day progress started getting tracked here. This log picks up from the point ongoing iteration became worth recording.
Damage Approximator
Patch Notes
Changes to the Build Planner's damage engine - the math behind every DPS number on this site. Every entry is verified against the game's own damage code before it ships, and the regression suite pins the old numbers so nothing drifts silently.
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Star Fall - Updated for the game's Aug 22 patch, which reworked the skill. Star Fall joined the engine's cooldown-exemption list (alongside Cross Strike and friends): attack speed no longer shrinks its cooldown - instead it multiplies the rain's tick rate, and the mana drain scales up by the same factor. The planner's toggle model now applies your Magic (+ global) Attack Speed to Star Fall's 2.0/s base rate exactly the way the game's own DPS calculator does, and its mana cost per second scales to match - so its DPS rises with attack speed while its dmg/MP stays put, matching the in-game behavior.
Developers' note: before this game patch, attack speed did nothing for Star Fall's damage in-game (the rain ticked at a fixed 2.0/s regardless). Now +50% Magic Attack Speed is exactly a ×1.5 DPS gain on it. The rework also retargeted the skill (drops on the nearest monster in front of you, recast moves the field, right-click the buff icon to cancel) and stretched its leash range to cover a whole platform - quality-of-life that doesn't change the math. Shadow Twin's copy of Star Fall now actually appears in-world as its own tinted star; the game's DPS calculator (and ours) already counted it, so no numbers moved there.
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New - Peak DPS (5s window) - The planner now estimates Peak DPS the way the in-game meter actually measures it, shown in the topbar's DPS Approx. widget and the DPS Estimate panel. Decompiled from the client: the live meter sums every damage event in a trailing 5-second window, and "Peak DPS" is the highest that window's rate reaches during your session. The planner models that window at fight start - every selected skill cast at t=0 and re-cast on cooldown, multi-hit skills spreading their hits over their real durations, toggles ticking continuously - using expected (average-roll) damage.
Developers' note: the "Peak DPS" number most players quote when comparing builds is this window catching their opener - at fight start everything is off cooldown, so a 9-second-cooldown skill's entire first hit lands inside a 5-second window and reads as 1.8× its sustained rate. That opener stacking, not a math disagreement, is most of the gap between in-game Peak and sustained DPS. The estimate uses average rolls, so a real session's Peak - which also catches windows where crits cluster - should typically read somewhat above it, never systematically below.
- dmg/MP relabel - The per-skill "dpm" figure is damage per point of mana spent (DPS ÷ MP per second), not damage per minute. Relabeled to "dmg/MP" with a hover explanation after the old label proved genuinely misleading.
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All hybrid skills - Fixed an issue where hybrid skills only benefited from their primary archetype's Attack Speed when reducing cooldown. A hybrid skill's cooldown now scales with both of its archetypes' Attack Speed, matching the game engine's own cooldown-reduction pass.
Developers' note: Whirlwind with +50% Magic Attack Speed was previously a complete no-op - it is now exactly a ×1.5 DPS gain, since only its cooldown shortens. Cooldown-exempt skills (Cross Strike, Shadow Twin, and the rest of the engine's exclusion list) are unaffected.
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Realm Piercing Arrow - Now applies its charge-release multiplier in addition to the ×2 bonus against bosses. Estimated damage reduced by ~0.33% at full draw.
Developers' note: the engine treats Realm Piercing Arrow as a charge skill; only the boss half of its multiplier branch was previously modeled.
- Bullseye - Fixed an issue that caused Bullseye's flat Crit Rate bonus to bypass Arrow Infusion's crit-to-elemental conversion. The bonus now joins your Crit Rate stat before the conversion, so with both active it correctly becomes Elemental Chance instead of remaining as Crit.
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Character Stats consolidation - All stat entry replaced with one panel of real final totals typed straight from your in-game character sheet. The gear-math re-derivation layer - and every hidden-base formula that came with it - was removed outright, so what you type is exactly what the damage math runs on.
Developers' note: the old model re-derived Crit Rate, Elemental Chance, and friends from a hidden base plus gear contributions, which produced an entire class of silent mis-computation bugs (a real Crit Rate typed into a multiplier field computing to 0%, and similar). Every regression value in the test suite was re-pinned and reproduced exactly under the new model before this shipped.
- Legacy saves - Pre-rework saved builds now reconstruct their real final totals by replaying the old gear math one last time on load, instead of discarding everything except the six base stats.
Engine work earlier than v4.0 - the multi-hit pass, buff-skill modeling, the engine-fidelity suite, weapon elements, Ice frozen stacks - predates these notes; its history lives in the changelog above.