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Publishedpre-alpha

FarmRate and KPM

The player-facing model for understanding hunt throughput and its bottlenecks.

FarmRate is the canonical hunt rate in kills per second. KPM is the same rate displayed as kills per minute. It is easier to read in the interface, but it is not a different mechanic.

fight time = monster health / effective damage per second
cycle time = fight time + travel time
your rate = 1 / cycle time
map capacity = screen slots / respawn delay
throughput = the lower of your rate and map capacity
FarmRate = throughput × sustain × active modifiers
KPM = FarmRate × 60

Damage only shortens the fight portion of a cycle. Once fights become very short, travel can dominate. If your character is already faster than the map can produce targets, the map capacity becomes the ceiling. If incoming pressure exceeds recovery, sustain lowers or stops the effective rate.

Ask these questions in order:

  1. Can the build survive and sustain the map?
  2. Is fighting or travelling taking most of the cycle?
  3. Has the build reached the map’s target capacity?
  4. Does the map reward match the objective: experience, loot, cards, or currency?

The Wiki explains the model. Authoritative predictions and rewards belong to the game service and use the active ruleset and character snapshot.