this is Just a Speculation, but i have a friend that works on game dev company of another game
to keep the hacker minimum, they use data analysis
1. They use Auto Flag System
- Once the hacker detected using mod, they leaving it alone, but their account is flagged
-Auto Flag they use have almost never fail to catching Hacker, but sometimes they also catch innocent player
-once account is flagged, their statistic / history/etc will be saved for a longer period ( up to 6 Month for Flagged Account, 1 Month for Normal Account )
-They Use Human to Check the Flagged Account Data, While They keep Monitor The Flagged Account Activity for 1 Week ~ 2 Month
-Once Their Unnatural statistic is deemed to be 100% Hacker, They Will Ban their Account
Once The Account is Flagged, There's Only Matter of time till the account is banned, their Activeness is the point, the more active the account use Mod, that account will be monitored with more priority, chance of ban is almost 100%
if you survive the ban wave for 1 month, it's a good chance to make your account survive by make your account inactive for a long time, maybe around 1 month more, and the your account monitor priority will fall off the list
The Theory is, The Flag System for King's Raid will Always Compare Your Real Stats that already on their Server with The Damage Statistic You Sent to Server When You finish Your Battle, I Guess they Give Quite Big Margin For The Maximum Damage Value Tolerance To Minimize the false flagged Victim
so, i think, the Ban chance will be much lower if the item stats mod is not x10
but x1,1 ~ x1,5 , or x2 at most
I agree with all that you say, the system will flag and the staff will manually check it again, and when they confirm this account is using mod (100% reason, ex, a team level 2x can clear level 65 ToC ...), they ban it. However, their human resources are limited, so they will prioritize check of those who abuse mod. I can imagine they count how many times we use mod. And they will "sort by" to check the most abusive (top to down).
With that, I would think that if we only use mod with low frequency, at the stage that is really needed. We can play longer (not sure is safe forever).
Also, I think decisions can depend on the tolerance of the checkers, meaning they have seen you use the mod, they checked, but they found it not abuse (a few times) or not important, for example, you use mod on stage that you get stuck, like you need to pass a magic team in ToC or ToO ... and then continue without using the mod.
And the last thing I want to say, is what we are discussing, they can hear. And mod x10 all or just x10 def is not important, they will see and will rely on that to flag us.
p/s: I used a begining team to learn 25 ToO and 65 ToCs for a week (of course, auto win mod), and it was safe. Sure, it was listed but maybe they have not checked it yet. So I can guess that the current number of mods is too large, and they will not be able to test it in a maintenance batch. So, you safe today, does not mean you are safe tomorrow.
p/s 2: My another account has been 50 days, in the first few days i cleared all, 45 vaules (farm level 45 many times ~ 40m gold), 65 ToC (2 times), 25 ToO... then stop and it is still safe after last 3 banwave, so now, I'm using it in legal, and hope it has really overcome.