Calculator Methodology
These tools perform arithmetic on stated inputs. A correct calculation does not prove that a game value is current, that a future outcome will occur, or that every relevant mechanic has been modelled.
Public footage can establish only what appeared on that account and date. It is not first-person gameplay testing by this site. Use the live game screen as the final check for changing values, availability, and account-specific results.
The archived game rows retain their September 2, 2026 date. The formulas and worked examples on this page were reviewed on September 8, 2026 (PDT). No first-person gameplay reproduction was completed in that review.
Bank fee scenarios
For an intended deposit C and percentage fee f:
Fee = C × f / 100
Amount credited after this fee = C − Fee
For a chosen loss percentage l:
Scenario loss = C × l / 100
A scenario loss is not an expected loss or an attack probability. This model does not supply attack rates, a theft formula, withdrawal costs, minimum charges, or game rounding rules.
For a pure proportional fee, splitting the same total between deposits does not change the fee. Putting already-deposited money through another chargeable deposit is a different operation.
Property income and payback
Let P be the next purchase's price, I its incremental online hourly income, b the selected bonus multiplier, h online hours per 24-hour day, and r the offline income fraction.
Q = I × b
Daily model income D = Q × [h + r × (24 − h)]
Average hourly income = D / 24
Averaged payback in hours = 24 × P / D
Averaged payback in days = P / D
In final-displayed-income mode, b = 1. In base-income mode, an optional missing 10% scenario uses b = 1.1. A bonus must not be applied twice.
These are average-rate comparisons, not a clock-time simulation. Session order, payout timing, collection caps, changing ownership prices, Bank fees, theft, and spending are not modelled. Zero model income cannot repay a positive price.
Job comparisons
Cash per Energy = displayed base Cash / Energy cost
XP per Energy = displayed base XP / Energy cost
Repeated-run reward = per-run reward × number of runs
Runs needed for a target = target / per-run reward, rounded up
Additional Energy wait estimate = missing Energy × entered seconds per Energy
Rows are ranked by unrounded ratios. An affordable single-row recommendation is not an optimized combination of all possible runs. Recovery is an editable assumption; a level-up refill, changing mastery, or another source of Energy is not silently added.
Displayed item chances remain per-run observations. No independence, pity, guaranteed item interval, or expected item value is inferred.
Inputs, display, and unavailable results
Reject non-finite values and inputs outside the stated range. Do not silently clamp invalid inputs into a believable-looking result. Preserve precision during calculations and round only the display.
Show an unavailable or no-payback state when a denominator is zero. Keep affordability and unlock checks separate from income calculations. Unknown requirements stay unknown.
Shareable URLs must preserve their interpretation. A saved base-income setup must not silently become a final-income setup after an interface change.
Evidence versus software testing
Archived interface records support only their recorded values and context. Formula checks support the arithmetic. Build tests and browser tests support only the software behaviours they actually exercise.
None of those labels should be substituted for another. In particular, an arithmetic example is not a successful in-game transaction, and this research review is not a deployment or browser-test result.