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Invasion, decoded — the ladder's balance table

Version 27.0.0 ships a 23-key tuning block for Invasion — the mode where you spend an Invasion Ticket to attack another player's world ("Used to invade another player's world", says the item's own description) and defend yours in return. The tables and the 237-mode locale strings have been in the client for builds; what's new in 27 is a INVASION_BAL_* remote-config family that tunes how its battles resolve. Here's every key, read against the mode's own tables — with the naming-based readings marked as exactly that.

20new BAL keys in the config
23ops keys carried over
6ranks: Bronze; Silver; Gold; Platinum; Diamond; Challenger
232locale strings for the mode

The mode on the ground, from its tables

Invasion is a ranked PvP ladder: six tiers, promotion by rank position or by placing top-percentile, matchmaking and score gain scoped to your own level of investment through costume-rarity bands, win-streak checkpoints, a coin bank, pass missions (plain wins, streaks, HP-remaining, auto-battle) and a revamp shop.

TierPromotion condition (verbatim)Group capacity
BronzeRank 15 or higher to be promoted50
SilverRank 30 or higher to be promoted100
GoldRank 20 or higher to be promoted200
PlatinumTop 20% (Rank {1}) will be promoted0
DiamondTop 20% (Rank {1}) will be promoted0
ChallengerStay Top 40% (Rank {1}) to keep rank0

The matchmaking bands are the interesting engineering: instead of a raw power number, the ladder brackets you by what you own — top-range players are matched inside a costume-rarity glass ceiling so a fully built account can't farm novices, while everyone sees their score-update range shrink as ranks get tighter:

Rank bandCostume rarityScore-update rangeUpdates/day
1–104–57–107
11–303–45–75
31–502–33–55
51–802–32–45
81–1001–21–24

The ops keys — what ran before this build

These were already in the remote config at 26.2.0 (shop refresh costs, coin supply, the season-end countdown, the coin bank toggle, CP reward thresholds): the business plumbing. They don't move in 27.0.0 — and none of the new keys touch them.

The new balance block, key by key

Race pacing

INVASION_BAL_RACE_T_BASE10
INVASION_BAL_FINAL_T_MIN3
INVASION_BAL_FINAL_T_MAX25
INVASION_BAL_RACE_GAP_EXP1.0

Reading (inferred from the names): invasions resolve on a timeline. A 10-second base window (RACE_T_BASE), final clear times clamped between 3 and 25 seconds (FINAL_T_MIN/MAX), and a gap exponent of 1.0 — linear — deciding how differences between the two sides spread across that window. A race frame explains the cap: the system won't simulate a walkthrough-win shorter than 3s nor stretch one past 25s, whatever the stat gap says.

Power realization

INVASION_BAL_DISPLAY_POWER_WEIGHT0.8
INVASION_BAL_REALIZE_BA0.65
INVASION_BAL_REALIZE_SKILL1
INVASION_BAL_DAGGER_BA_MULT1.2
INVASION_BAL_MIN_NET_DPS_FRACTION0.5
INVASION_BAL_MAX_REGEN_RATE0.08

Outcome margins

INVASION_BAL_MARGIN_SLOPE0.5
INVASION_BAL_MARGIN_CAP0.75
INVASION_BAL_MARGIN_CAP_EXT0.95
INVASION_BAL_MARGIN_TAIL_SLOPE0.4
INVASION_BAL_RATIO_CENTER10
INVASION_BAL_RATIO_MAX_MUL6

A margin curve shapes how the power ratio between defender and attacker converts into the outcome: centered at a 10× ratio (RATIO_CENTER), extrapolating up to 6× worth of effect (RATIO_MAX_MUL), with the margin's growth at slope 0.5, capped at 75% (with an extended cap variant at 95%), and a flatter 0.4 tail slope for the far end of the curve. Read plainly: overwhelming mismatches still cap out — dominance stops at the cap, and the tail never compounds linearly.

Debuffs and cleansing

INVASION_BAL_DISPEL_UPTIME0.35
INVASION_BAL_SELF_CLEANSE_UPTIME0.35
INVASION_BAL_DISPEL_REF_COOLDOWN8
INVASION_BAL_MIN_DEBUFF_MULT_FLOOR0.1

Both sides' dispel and self-cleanse uptime sits at 35% with an 8s reference cooldown, and no debuff can ever strip a stat below 10% of its value (MIN_DEBUFF_MULT_FLOOR). The floor is the same anti-softlock idea as the DPS floor: control effects can cripple, never erase.

Schedule jitter

INVASION_DAY_END_JITTER_MAX_SEC60
INVASION_SEASON_JITTER_MAX_SEC10

Day endings scatter up to 60s and season ends up to 10s. That's desync-avoidance and anti-sniping plumbing — final seconds of a season no longer gather at one timestamp, server-side.

Ticket economy, quietly retuned too. A brand-new PVP_TICKET_CHARGE_HOLD_LIMIT=30 also lands this build: you can hold at most 30 charged invasion tickets at once, structurally capping how far ahead-of-time grind can bank ladder attempts.

What this means for players

What we can't see

Data from the 27.0.0 APK tables (game v27.0.0), diffed against the 26.2.0 extraction. XP Hero is developed by Supercent — XPHero Fans is unofficial and not affiliated with or endorsed by them. Remote-configured balance can change between builds and regions; nothing here is pull advice.