Base reward ÷ Energy cost. Rows are sorted with unrounded ratios.
Job Efficiency Calculator
Compare individual Jobs by Cash or XP per Energy, or switch to Energy budget plan to combine whole runs within a fixed budget. The six presets are historical September 2, 2026 starter values, not a newly verified live database. Edit them to match your screen; the planner optimizes only the included inputs and fixed assumptions.
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.
Spend the Energy you have
Compare six visible Tier 1 New Ashport rows at base mastery. Pick your goal, current Energy, and target runs to see the exact base-value arithmetic.
Compare the six checked rows
This is a comparison of visible New Ashport Tier 1 base values—not every Job in the game and not a promise about mastery bonuses.
| Job | Energy | Cash | XP | Cash / E | XP / E | Drop |
|---|---|---|---|---|---|---|
| 01Rough Up a PickpocketUnlock level 6 | 5 | $450 | 13 | $90 | 2.6 | 4% |
| 02Shake Down the NewsstandUnlock level 4 | 3 | $250 | 7 | $83 | 2.33 | 3% |
| 03Fence Fake WatchesUnlock level 5 | 4 | $320 | 10 | $80 | 2.5 | 3.5% |
| 04Boost a Parked CarUnlock level 3 | 3 | $200 | 7 | $67 | 2.33 | 3% |
| 05Keep WatchUnlock level 1 | 1 | $60 | 2 | $60 | 2 | 2.5% |
| 06Tag Rival TurfUnlock level 2 | 2 | $120 | 4 | $60 | 2 | 2.5% |
Highest means highest for the selected metric among these six observed rows only. Rewards and drop chances were transcribed from a Sep. 2, 2026 gameplay recording.
Plan a fixed Energy budget
Combine whole runs of enabled, unlocked Jobs for Most Cash or Most XP. The plan freezes costs, rewards and unlocks; recalculate after your account state changes.
Example: 9 Energy at level 5
With the archived inputs, the Cash objective selects three runs of Shake Down the Newsstand: 750 Cash and 21 XP. The XP objective selects two runs of Fence Fake Watches plus one Keep Watch: 700 Cash and 22 XP.
Both plans use all 9 Energy. The XP option exchanges 50 Cash for one additional XP in this particular model. Neither is a universal recommendation for your account.
| Archived scenario | Objective | Whole-run allocation | Cash | XP |
|---|---|---|---|---|
| Level 5, 4 Energy | Most Cash | Fence Fake Watches ×1 | 320 | 10 |
| Level 5, 9 Energy | Most Cash | Shake Down the Newsstand ×3 | 750 | 21 |
| Level 5, 9 Energy | Most XP | Fence Fake Watches ×2; Keep Watch ×1 | 700 | 22 |
| Level 5, 10 Energy | Most Cash | Shake Down the Newsstand ×2; Fence Fake Watches ×1 | 820 | 24 |
| Level 5, 12 Energy | Most XP | Fence Fake Watches ×3 | 960 | 30 |
These are recalculated examples using the published archive, not current gameplay tests.
How to read the result
Job counts describe an allocation, not a guaranteed best execution order. Cash and XP are totals from the entered rows. Energy left is permitted: the model does not force an unaffordable run or spend Energy on a zero-value action just to empty the bar.
The Cash objective breaks ties using XP. The XP objective breaks ties using Cash. Remaining ties prefer fewer runs, then less Energy spent. Fewer runs is a tie-break, not proof that a plan takes less real time.
Stop and recalculate when the inputs change
The plan freezes the unlocked set and each row's cost and rewards. It does not predict a level-up, unlock another Job halfway through, add regeneration, or increase rewards as mastery changes. A short remaining bar is easier to model than a long sequence that changes your account state.
After a level-up, a changed reward, a new restriction, or a changed Energy balance, update the inputs and calculate again. Do not follow a long printed allocation after its assumptions stop matching your screen.
What the result excludes
Item drops, hidden pity, mastery formulas, action duration, PvP losses, bank fees, property income, code rewards and later-city Jobs are outside this objective. No guaranteed drop count or fastest-level-up time is calculated.
The model assumes each enabled Job can be repeated with the entered constant cost and reward. It is not a claim that every live account can repeat the whole allocation without a state change.
Review the six archived Jobs · Read source limitations · Compare Property payback
Energy budget questions
Why can the plan disagree with the Cash-per-Energy table?
A ratio ignores the leftover budget. Whole runs must fit together. With the archived level-5 inputs and 10 Energy, two 3-Energy rows plus one 4-Energy row total 820 Cash; repeating the 3-Energy row three times and spending the last Energy on Keep Watch totals 810.
Does Most XP find the fastest way to level up?
No. It maximizes the entered XP total within a fixed Energy budget and fixed unlocked set. It does not know your level threshold, time per action or the effect of unlocking a new Job during the plan.
Why did the planner leave Energy unused?
The remaining amount may be too small for an enabled Job. It can also preserve Energy when all additional options have no benefit under the stated objectives. Unused Energy is not automatically an error.
Can I change the archived values?
Yes. Enable or disable the included rows and edit their unlock levels, Energy costs, Cash and XP. The result then becomes an edited-input calculation. It does not mark those changes as verified game facts.
Is 10,000 Energy the game's cap?
No. It is this tool's input limit. The calculator does not establish an in-game maximum.
Calculation method
For each enabled Job, let its Energy cost be e, its Cash reward be c and its XP reward be x. Choose a non-negative whole number of runs for each row. The sum of all run costs must not exceed the entered Energy budget.
For Most Cash, maximize total Cash first and total XP second. For Most XP, reverse those priorities. If both totals tie, prefer fewer runs and then less Energy spent. Exact remaining ties use a stable row order, so the same inputs produce the same output.
The implementation compares reachable totals for every whole Energy amount up to the budget. It does not select by the best ratio alone. Because each cost is positive, every candidate allocation can be built from a smaller-budget allocation without circular dependencies.
The archived input rows are listed on the Jobs page. A mathematical check of those rows is not a fresh observation of Roblox values.
Why the best ratio is not always the best use of four Energy
At level 5, the archived base rows give Shake Down the Newsstand 250 Cash for 3 Energy, or about 83.33 Cash per Energy. Fence Fake Watches gives 320 Cash for 4 Energy, or 80 Cash per Energy.
The higher ratio wins on efficiency, but not necessarily on the payout before you stop playing:
| Plan using four Energy | Cash | XP |
|---|---|---|
| Shake Down the Newsstand once, then Keep Watch once | 310 | 9 |
| Fence Fake Watches once | 320 | 10 |
With exactly four Energy and no regeneration, level-up refill, mastery change, or other bonus during the sequence, Fence pays more in this example. The remaining Energy matters because Jobs cannot be bought in fractions.
This is arithmetic using the published starter rows, not a new test of today's game. Per-run comparison ranks individual rows; Energy budget plan searches allocations within its fixed inputs.
What the calculator does
Energy, cash, and XP per run × your target runs.
Missing Energy × your editable seconds-per-Energy value.
What was rechecked
- Added fixed-Energy allocations with Cash and XP goals, editable inputs and explicit model limits.September 2 archived inputs; mathematical model review
- Added current level, best runnable Job, target Cash, target XP, mastery context, and shareable URL state.Shared Job dataset and transparent arithmetic
- Established the six New Ashport Tier 1 base rows.Public gameplay interface recording
Job calculator FAQ
Does best mean the most Cash from my entire Energy bar?
Per-run comparison selects a single-row metric. Energy budget plan maximizes the total Cash or XP across whole runs within fixed inputs and unlocks.
What does best per Energy mean?
It divides the displayed base cash or XP reward by the Job's visible Energy cost and compares only the six checked rows.
Is the recovery estimate official?
No. Ten seconds per Energy is a gameplay observation, so the field stays editable.
Does this include every Idle Mafia Game Job?
No. It covers six visible New Ashport Tier 1 rows at mastery 0/25, checked September 2, 2026.
Does a 4% item chance guarantee one item every 25 runs?
No. The page reports the visible per-run percentage without assuming independence, pity, or guaranteed drops.