I have a feedback on ModV4 behavior in Union front (co-op mode) and Arena!
On Co-op : It seems that mod 'result' only effected one who used the same version of mod, other player that not use this version we get the 'default' result as seeing we running through mobs with genuine parameter that we suppose to possessed
Exp: A using v4 mod / B and C using default app
A will see that their team decimated the mobs in no time with x5 dmg boost but on the other hand, other people in the party will see that our team just running a 'genuine' phase, based everything on the actually parameter each character have - not get dmg boost. This will result to stuck in the end of stage where A already end the run but will still need to wait for B and C seeing that our team actually end the stage by genuine run. If this waiting take long enough, will result in B and C get disconnect from party and need to reconnect.
Even when A not running their own team, they'll seeing that B and C also get mod effect but on both scene they not actually effect by mod and will dealing with the stage as usual way.
Once A seen B or C done their part within stage but in both screen they actually still keep at it and not yet done, A screen will stuck loading for 'final result' that both will be reach for a while, if both don't reach the stage's end, wiping out all mob in time this will cause connection lost on A screen but if both manage to reach the stage while A stuck loading, thing will do just fine.
[TL;DR - Mod result only display on those who use the same modded version of game, damage display are safe from public eyes but there's temporal delayed effect in result calculating when each stage end, if each stage end result for every player in the party not reach to same end in certain time will result in disconnection from server either us or other. ||| The final report that shown how each party contribute within stage is yet to be known for how it display its record for each player screen but most people tent to ignore this contribution report while grab their reward and gone with the wind.]
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Arena : Same goes for Arena, the opponent record will not store the 'mod effect' in replay but wither they store damage record on report or not is yet to be known. When I made sure with how mod process within Co-op than I try Arena within low rank(4000-), building up a team with reasonable set up that they actually can win the opponent in genuine play - Been try once a day for 3 days the mod works fine and not yet ban but this is all according to team set up that high likely can win over the opponent team to make match less suspicious.
[update : Our report store quite unreasonable damage done by tank based unit and very high damage dealing from dmg unit, this have a very high chance to get reported for banning if these details are to be keep for throughout check up, but how the opponent's report showing the result is yet to be known.]
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I would like say Mod v4 is really awesome!
I mostly use them for manual farm where I don't want to waste my skip ticket and done whole dungeon just fine without being ban until now. The Arena result is from what I try to risk to test how its work but unlikely to abused that for climbing rank, it is highly possible to get ban for sure
Thank you for such great mod! Keep up the good work
I would love you to keep v4 as it is, If people need more option I would suggest for v5 as x2 and /2 or maybe 1.2~1.5 multiplier for low profile ranking as it give a little bit better chance to win overpowered team but still high likely to be lose.
v4 in dungeon, enemy still capable to kill off our front line tank even tho they effected with /5 dmg cut, but I guess its fine as long as x5 dmg boost is effected our team alone. This all made the run record looks reasonable for be able to lose and made mistake in the play.