Guides » Tools » Gear Calculator

Gear Calculator

Name Icon Base Time (Prof.10) Availability Gear Sets Used
No matching materials found.
No matching gear sets found.
Settings
Gear & Materials
Items to Craft:
Material Configuration:

Select a gear set to see materials.

Results
Estimated Time to Acquire Selected Items

Elite Quality: --

Epic Quality: --

Estimates assume continuous production/trading based on selected settings and proficiencies. Assumes serial production/perfect trading for required materials.

Assumes 24/7 production and constant trading.

Regarding Dev. Cards: The Composite Material Policy card is also a Dev. Card, so if you activate it, it applies its base 10% bonus + the 5% for it being a Dev. Card itself. That is why the minimum for Dev. Cards is 1.

Buffed Production Times (Prof. 10)

1hr Material: --

3hr Material: --

General Production (per material type)

Shows the average number of materials obtained per period at Proficiency 10 using the currently selected buffs (Gear Pass, Policy, Dev Cards, Cecilia).

1hr Base Material (Prof. 10)
QualityDailyWeeklyMonthly
Epic000
Elite000
Rare000
Uncommon000
3hr Base Material (Prof. 10)
QualityDailyWeeklyMonthly
Epic000
Elite000
Rare000
Uncommon000
Estimated Item Output (1hr Material)
QualityWeeklyMonthlyYearly
Epic000
Elite000
Rare000
Uncommon000

Estimates the number of craftable items per period assuming continuous production of a single 1hr base material at Prof. 10 with current buffs, followed by trading materials up according to forging probabilities. Assumes 4 materials of the same quality are needed per item.

Proficiency Data

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Forging Probabilities

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How to Use the Tool

This short guide will help you understand and use its various features across the different tabs of the tool.

Materials Tab

The Materials Tab allows you to browse and filter all available gear materials in the game. You can see their properties and which gear sets they are used in.

Interactive Elements:

  • Season Filter: Checkboxes (e.g., “S0”, “S1”, …, “All”). Select the desired seasons to view materials available in those seasons. The “All” checkbox toggles all individual season checkboxes.
  • Base Time Filter: A dropdown menu with options: “All”, “1hr Only”, “3hr Only”. This filters materials based on their base production time when you are at Proficiency Level 10.
  • Search Bar: A text input field. Type here to search for materials by their name or by the name of any gear set they are used in. The table updates as you type.

Table Display:

The main part of this tab is a table displaying the filtered materials with the following columns:

  • Name: The name of the material.
  • Icon: An image of the material.
  • Base Time (Prof.10): The base time it takes to produce one unit of this material when at Proficiency Level 10 (either “01:00:00” or “03:00:00”).
  • Availability: The season in which the material becomes available (e.g., “S0”, “S1”).
  • Gear Sets Used: A list of gear set names that require this material for crafting their items.

Gear Tab

The Gear Tab lets you explore craftable gear sets. You can see the items within each set, the materials required to craft them, and detailed statistics for each set in a modal window.

Interactive Elements:

  • Season Filter: Similar to the Materials Tab, these checkboxes filter gear sets based on the season they are typically unlocked or become available.
  • Search Bar: A text input field. Search for gear sets by their name, the names of items within the sets, or the names of materials used to craft items in the sets.

Gear Set Display:

Each filtered gear set is displayed in its own block, containing:

  • Left Section:
    • Set Title: The name of the gear set.
    • Unlocked: Information on when or how the set is unlocked.
    • “View Details” Button: Click this to open a modal window with detailed stats and set bonuses.
  • Middle Section (Items & Their Materials):
    • Lists each item belonging to the set. For each item:
      • Item Icon.
      • Item Name and Slot.
      • A row of icons representing the four specific materials needed to craft that particular item.
  • Right Section (Total Materials):
    • A summary table listing all materials required to craft all displayed items in the set block, along with the total quantity needed for each material.

View Details Modal:

Clicking the View Details button opens a pop-up window with more information about the selected set:

  • Modal Title: The name of the set.
  • Tabs:
    • Bonus: Shows the set bonus effects when two pieces and four pieces of the set are equipped.
    • Elite / Epic / Master Tabs: These tabs show the specific stats (e.g., ATK, DEF, HP) for each item in the set at that quality level. The available quality tabs depend on the set’s data. Special sets might have a single Stats tab showing their unique properties.

Calculator Tab

The Calculator Tab has a tool for estimating the time required to acquire a selection of gear items. It considers various in-game buffs, material production strategies, and proficiency levels.

Layout:

The calculator is organized into three main rows: Settings (upper), Gear & Materials (middle), and Results (bottom).

Settings

Gear Pass: Dropdown (Yes / No). Select Yes if you have the Gear Pass active (provides a 50% base production time reduction).

Composite Material Policy: Dropdown (None, Level 0, Level 3, Level 4). Select your active Composite Material Policy card level. This provides a production time reduction itself and a bonus based on the Development Cards activated.

Dev. Cards: Dropdown (1 to 4). Select the number of actived Development Cards (including the Policy card itself if active). Each provides an additional time reduction. This dropdown is enabled when a Policy Card (L0, L3, L4) is selected. The maximum number of Dev. Cards that provide production speed increase depends on the Policy Card level.

Cecilia’s 4th Skill: Dropdown (None, Level 1 to Level 5). Select the level of Cecilia’s 4th skill for additional production time reduction if you have this hero and her fourth skill unlocked.

Gear & Materials Column

Select Gear Set: Dropdown menu. Choose the gear set you want to calculate the acquisition time for.

Items to Craft: Once a gear set is selected, this area populates with checkboxes for each item in that set. By default, all items are checked. Uncheck items you don’t want to include in the time estimation. The needed quantity for materials below will update based on your selection.

Material Configuration: This section lists all unique materials required for the currently checked items. For each material:

  • Material Info: Shows the material’s icon and name.
  • Produce / Trade Radio Buttons:
    • Select Produce if you plan to craft this material yourself. Its production time will be factored into the calculation.
    • Select Trade if you assume you will acquire this material through trading or other means. The tool will factor that into the total time.
  • Prof: Dropdown (0-10): If Produce is selected for this material, choose your current proficiency level for it. The default is 10.
  • Needed: [Qty] Displays how many units of this material are needed for the selected items.
  • Cycle Time: [Time] If Produce is selected, this shows the calculated single-cycle production time for one unit of this material at its chosen proficiency level, including all active global buffs from the Settings column. Shows N/A if Trade is selected.

Bulk Action Buttons (above Material Configuration):

  • Set All to Produce: Sets all currently *needed* materials (based on checked items) to Produce mode.
  • Set 1st 1hr to Produce: Finds the first *needed* material that has a 1-hour base production time and sets it to Produce. All other *needed* materials are set to Trade. If no 1-hour materials are needed, it sets the very first needed material to Produce.

Results & Output Displays

Buffed Production Times (Prof. 10): Displays the single-cycle production time for a generic 1-hour base material and a 3-hour base material if they were produced at Proficiency 10 with all current global buffs (Gear Pass, Policy, Dev Cards, Cecilia) applied. This helps you see the impact of your selected buffs.

General Production (per material type):

  • 1hr Base Material (Prof. 10) Table: Shows the estimated average number of Uncommon, Rare, Elite, and Epic quality materials you would obtain per Day, Week, and Month if you continuously produced a 1-hour base material at Proficiency 10 with current buffs.
  • 3hr Base Material (Prof. 10) Table: Same as above, but for a 3-hour base material.

Estimated Item Output (1hr Material): A table showing the potential number of Uncommon, Rare, Elite, and Epic finished gear items you could craft per Week, Month, and Year. This estimation assumes:

  • Continuous production of a single generic 1-hour base material.
  • Production is at Proficiency 10 with all current chosen buffs.
  • Each finished gear item requires 4 materials of the same quality for a 100% probability of item creation.

Estimated Time to Acquire Selected Items: This is the main output of the calculator.

  • Elite Quality: [Time] The total estimated time to acquire all checked items from the selected gear set, assuming you need 4 Elite quality materials for each item.
  • Epic Quality: [Time] The total estimated time to acquire all checked items, assuming you need 4 Epic quality materials for each item.
  • The calculation considers:
    • The specific materials set to Produce.
    • Their starting proficiencies.
    • Time taken to ramp up proficiency from the starting level to level 10 for each Produce material.
    • Materials gained during this ramp-up phase.
    • Serial production (only one material type produced at a time).
    • Steady-state production at Proficiency 10 for any remaining materials needed after ramp-up, using a weighted average production rate if multiple materials are produced.
    • All selected global buffs.

Probabilities Tab

This tab is for informational purposes and has no interactive elements beyond tab selection.

Proficiency Data Table:

This table shows the benefits and requirements for each proficiency level (0-10).

  • Prof. Level: The proficiency level.
  • Forges Needed to Next: The number of production cycles (forges) required to advance to the current proficiency level.
  • Uncommon %: The percentage chance of obtaining an Uncommon quality material per production cycle at this proficiency level.
  • Rare %: The percentage chance of obtaining a Rare quality material per production cycle at this proficiency level.
  • Elite %: The percentage chance of obtaining an Elite quality material per production cycle at this proficiency level.
  • Epic %: The percentage chance of obtaining an Epic quality material per production cycle at this proficiency level.

Forging Probabilities Table:

This table shows the outcome probabilities for the item when you use 1 material of a specific input quality.

  • Input Material Quality: The quality of 1 material being used to create an item (Uncommon, Rare, Elite, or Epic).
  • Output Uncommon %: The chance of the resulting item being of Uncommon quality.
  • Output Rare %: The chance of the resulting item being of Rare quality.
  • Output Elite %: The chance of the resulting item being of Elite quality.
  • Output Epic %: The chance of the resulting item being of Epic quality.