Results
My Build Analysis
How It Works
Manual Planner
π
Configure your player info and click OPTIMIZE BUILD
to see the best skill allocations for farming cases in battles.
π
Enter your WarEra username and click LOOKUP
to load your current build and see how it compares to the optimal one.
Case Farming Formula
# Armor & dodge use a soft cap (diminishing returns)
eff_armor = raw_armor / (raw_armor + 40)
eff_dodge = raw_dodge / (raw_dodge + 40)
# raw = skill value + gear bonus
# Food healing
food_heal = food_pct% Γ max_health
# Hits (HP spent per attack, dodge = free hit, 0 HP cost)
dmg_per_hit = 10 Γ (1 β eff_armor)
non_dodged_hits = hp_available / dmg_per_hit
total_attempts = non_dodged_hits / (1 β eff_dodge)
landed_hits = total_attempts Γ precision%
# Cases only proc on landed hits
cases = landed_hits Γ loot_chance%
# Daily: pure regen over 24 hours (no full-bar burst)
hp_regen = max_health Γ 10% / hour (carries over)
hunger_regen = max_hunger Γ 10% / hour (carries over)
each hour: spend regen HP + any full food slots
cases_per_day = Ξ£(cases for hours 1..24)
# Profit
food_eaten = full food slots consumed per day
armor_wear = non_dodged_hits / 100 (per piece, 100 durability)
scrap = armor_wear Γ 4 pieces Γ 6 scrap each
profit_per_day = cases Γ case_price + companies Γ income
+ scrap Γ scrap_price
β food_eaten Γ food_cost
β armor_wear Γ (gloves + boots + chest_pants cost)
# dodged hits don't wear armor; worn pieces become scrap
# Damage (tiebreaker only, does not affect cases)
avg_dmg = attack Γ (1 + crit_chance% Γ (crit_dmg% β 1))
dmg_per_day = avg_dmg Γ total_landed_hits_per_day
eff_armor = raw_armor / (raw_armor + 40)
eff_dodge = raw_dodge / (raw_dodge + 40)
# raw = skill value + gear bonus
# Food healing
food_heal = food_pct% Γ max_health
# Hits (HP spent per attack, dodge = free hit, 0 HP cost)
dmg_per_hit = 10 Γ (1 β eff_armor)
non_dodged_hits = hp_available / dmg_per_hit
total_attempts = non_dodged_hits / (1 β eff_dodge)
landed_hits = total_attempts Γ precision%
# Cases only proc on landed hits
cases = landed_hits Γ loot_chance%
# Daily: pure regen over 24 hours (no full-bar burst)
hp_regen = max_health Γ 10% / hour (carries over)
hunger_regen = max_hunger Γ 10% / hour (carries over)
each hour: spend regen HP + any full food slots
cases_per_day = Ξ£(cases for hours 1..24)
# Profit
food_eaten = full food slots consumed per day
armor_wear = non_dodged_hits / 100 (per piece, 100 durability)
scrap = armor_wear Γ 4 pieces Γ 6 scrap each
profit_per_day = cases Γ case_price + companies Γ income
+ scrap Γ scrap_price
β food_eaten Γ food_cost
β armor_wear Γ (gloves + boots + chest_pants cost)
# dodged hits don't wear armor; worn pieces become scrap
# Damage (tiebreaker only, does not affect cases)
avg_dmg = attack Γ (1 + crit_chance% Γ (crit_dmg% β 1))
dmg_per_day = avg_dmg Γ total_landed_hits_per_day
Manual Skill Planner
Combat Skills
Special & Economic
Skill Points Used
0
SP Remaining
β