We are following kRO/iRO's formula on how card effects work upon being compounded to your weapon. You may refer to the information below.
Modifier Types:
Race - Angel, Demon, Demi-Human, etc.
Element - Wind, Fire, Water, etc.
Size - Small, Medium, Large
Special – MVP, Mini-bosses, Non-boss
Modifiers of the same type are being added, while different modifiers are multiplied.
To determine the damage output of your card combo, just follow this formula:
Race x Element x Size x Special = Increase Damage%
(1) x (1) x (1) x (1) = 1 or 100%
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We’ll be using these cards as example:
Hydra Card [Race ] – Increase damage on Demi-Human monster by 20%.
Skel Worker Card [Size] – Increase damage inflicted on Medium size monster by 15%. ATK + 5
Turtle General Card [Special] – Increases damage inflicted on all enemies by 20%.
(Tip: Players are considered as Demi-Human in race and medium size monsters.)
Using the cards above, we'll have the following formula when you compound those cards in your 4-slotted weapon:
Hydra, Hydra, Hydra, Hydra
(1 + 0.2 + 0.2 + 0.2 + 0.2) x (1) x (1) x(1) = 1.80 or 180%
Hydra, Hydra, Hydra, Skel Worker
(1 + 0.2 + 0.2 + 0.2) x (1) x (1 + 0.15) x (1) = 1.84 or 184%
Hydra, Hydra, Skel .Worker, Turtle General
(1 + 0.2 + 0.2) x (1) x (1 + 0.15) x(1 + 0.2) = 1.932 or 193.2%
Hydra, Hydra, Turtle General, Turtle General
(1 + 0.2 + 0.2) x (1) x (1) x (1 + 0.2 + 0.2) = 1.96 or 196%
So we can therefore conclude that using a maximum of 2 cards per modifier type is more effective than using 4 of the same cards.