How scoring works
Every build gets a 0–100 score from four weighted components, then a letter grade. Here's exactly how each part is calculated.
The four components
We match your equipped 2pc/4pc bonuses against the build's ranked list of acceptable loadouts and score the best one you satisfy. Lower-priority loadouts take a small decay so any listed option stays viable.
Slots 1–3 are fixed by the game (HP / ATK / DEF). Slots 4–6 are scored on whether their main stat is one the build wants — e.g. CRIT, element DMG, or ATK%.
Each disc's substat rolls are weighted by how much the build values them, measured against a theoretically perfect disc, then curved so a realistically well-rolled disc lands around 80–90. Rarity below S-rank scales the result down.
Your agent's final combat stats (agent + W-Engine + discs) are compared against the build's target thresholds, such as reaching a CRIT Rate / CRIT DMG breakpoint.
Weights are relative (20 / 25 / 35 / 20). If a build leaves a section undefined, that component is dropped and the rest are renormalized so the total always sums to 100%.
Letter grades
The same thresholds grade both the overall build and each individual disc drive.
The fine print
- Substat curve. Raw substat quality is raised to the power 0.6 so realistic discs aren't punished for never hitting a mathematically perfect roll.
- Rarity multiplier. A disc's substat score is scaled by its rarity — S-rank ×1, A-rank ×0.75, B-rank ×0.55.
- Wrong main stat. A slot 4–6 disc with an off-build main stat keeps only ×0.3 of its substat score.
- Loadout rank decay. Matching a lower-priority set combo costs 5% per rank, never dropping below ×0.85.
- Disc level. Discs are expected to reach +15; under-levelled pieces are flagged since they haven't rolled all their substats yet.