Engineering results
Results update instantly as the build changes.
Ability breakdown
| Ability | AP | Notation | Effect | Next sub | Next main |
|---|---|---|---|---|---|
| Choose gear abilities to see results. | |||||
Selected ability curve
Gameplay estimates
Comparison and optimisation
Roll and chunk plan
Gear experience plan
Formula used
Main abilities contribute ten Ability Points. Sub abilities contribute three Ability Points. Ability Doubler makes Clothing sub abilities contribute six points.
The effectiveness curve uses p = min(3.3AP − 0.027AP², 100). This percentage controls the calculator’s relative gameplay estimates. Exact weapon behaviour may vary.
Brand rolls use favoured, neutral, and unfavoured probability weights. Drink tickets apply a thirty percent target chance. Remaining outcomes use standard roll logic.
Chunk installation tiers cost ten, twenty, then thirty chunks. The tier rises for repeated matching abilities. Existing matching slots reduce new costs.
How to use
- Select a weapon, mode, role, and optimisation goal.
- Choose every main and sub ability for Build A.
- Add Build B when a direct comparison is needed.
- Select a brand, drink ticket, and target ability.
- Enter owned chunks and gear experience assumptions.
- Review effects, warnings, costs, rolls, and recommendations.
- Save, share, copy, print, or export the finished plan.
Example data
| Scenario | Main abilities | Key subs | Target | Purpose |
|---|---|---|---|---|
| Slayer mobility | Comeback, Ninja Squid, Stealth Jump | Swim Speed, Quick Super Jump | Swim Speed Up | Fast pressure and safer re-entry. |
| Special support | Special Charge, Thermal Ink, Object Shredder | Special Charge, Special Saver | Special Charge Up | Frequent team utility and objective pressure. |
| Anchor control | Last-Ditch Effort, Thermal Ink, Object Shredder | Ink Saver, Ink Recovery | Ink Saver (Main) | Longer firing cycles and stable positioning. |
Frequently asked questions
What is one main ability worth?
One main ability contributes ten Ability Points.
What is one sub ability worth?
One normal sub ability contributes three Ability Points.
How does Ability Doubler work here?
Clothing subs count as six Ability Points when selected.
Why do later subs provide smaller gains?
The game uses diminishing returns for stackable abilities.
Can main-only abilities appear as subs?
No. The calculator warns against invalid placements.
What is a pure gear piece?
It normally has three matching sub abilities.
Are gameplay results exact?
AP totals are exact. Practical effects are labelled estimates.
Does the planner save builds online?
Saved builds remain inside the current browser storage.
Can the build be shared?
Yes. The share button creates encoded URL data.