1. Damage is multiplicative (log score D)
Every accessory line is a multiplier on your damage; lines stack as a product, not a sum.
We score each accessory by
D = 100·ln(total multiplier) so damage becomes additive
and a clean axis for pricing. For small values D ≈ the percent gain.
2. DPS line values
Each line's marginal % feeds
D; main stat runs through the same atk model (so it's diluted by the support).
3. Support value = party-damage contribution
We grade a support's lines by how much party damage their buffs add (contribution above a no-accessory support),
on the same log scale. Four buff buckets, each applied to its
uptime share of damage:
brand = 1 + upb·0.10(1 + brand_power)
t·skill = 1 + upt·0.10(1 + ally_dmg)
serenade = 1 + ups(1 + 0.5·gain)·0.15(1 + ally_dmg + serenade_dmg)
ap = 1 + upa(apMult − 1), apMult from the support's base atk × 0.22(1 + ally_atk_enh)
Q = 100·ln(brand·tskill·serenade·ap). Accessory lines feed: Stigma→brand power,
Gauge→serenade gain (half-effective uptime), Ally Dmg→t-skill+serenade, Ally Atk→ap,
Weapon% / Weapon-flat / main stat→the support's base atk (bigger ap buff).
4. The support's buff to your DPS (k)
The "support atk mult" in the DPS model isn't a free field — it's the AP buff a baseline support gives you:
k = 0.22(1 + ally_atk_enh)·ap_uptime, pulled straight from the support buff/uptime fields.
5. Pricing (supply × demand)
- Supply
F(D): enumerate every full-cut outcome (10 effects, tiers 6.3/3.0/0.7%, renormalised
per locked line) × 5 main-stat quintiles (min/low/mid/high/max = 0/25/50/75/100% of the roll range,
20% of drops each) → the share of cuts scoring ≤ D.
- Demand: an 80/20 Pareto,
price(F) = pmin(1−F)−1/a gold per unit of log-damage,
capped at 60M / 1% damage (the richest-buyer ceiling; applied only to final pricing, not calibration, so anchors stay exact). Rare = steep premium.
- Value = integral of price over [baseline, D], minus the pheon tax, floored at 0. The
baseline is a better-primary-high / nothing / nothing piece at min main stat (= 0 gold).
- Calibration: only the necklace high/mid & high/high anchors are inputs;
(a, pmin)
solve to hit them. Earring/ring anchors are derived by scaling the neck anchor by that slot's
damage-above-baseline ratio, then each slot fits its own (a, pmin).
6. Cut EV & optimal policy
Each finished accessory is worth
max(DPS value, Support value) — you sell to whichever market pays more.
A Bellman DP over every cut state chooses cut-vs-stop (cut while E[next] − 1,200g > 0); S1/S3 are simple
reference strategies. Partial cuts are valued at 0.
7. Budget planner
For each of the 5 slots we build the cost→damage efficient frontier over every primary pair, flat tier
(none/low/mid/high) and main-stat tier (min/mid/max), then merge all slots' marginal upgrades by gold-per-1%-damage.
A budget buys the cheapest-per-damage prefix of that list; "closest upgrade / cheapest equipped" show the
efficiency right at your budget.