Lost Ark Accessory Value Calculator

Live model — edit the anchors or your character stats and hit Recalculate. All gold values are net of the pheon tax.
Inputs — anchors & character stats HP flat Market
Necklace anchor prices (net gold) — earring/ring derived by damage ratio
Your character (DPS damage model)
Support buffs (non-accessory totals, %)
Support buff uptime / coverage (% of party damage)

Damage per line

Lines multiply: total mult = product of (1+each). Score D = 100·ln(total mult). Atk-power lines run through atk = sqrt(WP·MS/6), diluted by a support contributing sup·mult of base atk.

Pricing model

value(D) = max(0, ∫baselineD min(cap, pmin(1−F(x))−1/a) dx − tax)
Methodology — how we calculate every number

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

  • Outgoing: a direct damage bucket — the line value is the % (0.55/1.20/2.00).
  • Additional: additive with your non-accessory additional damage; marginal = acc / (1 + base_additional).
  • Attack / Weapon power %, flats, main stat: run through the attack-power model
    atk = sqrt(WP·MS / 6);  total_atk = (atk + sup·k)·(1 + atk%) + flat_atk
    WP includes weapon% then weapon-flat; MS = base main stat + the accessory roll. Weapon power gives ~half its value (sqrt). k (the support's atk contribution to you) is derived — see §4.
  • Crit: average multiplier cr·cd·1.12 + (1−cr); a line bumps cr or cd, value = the ratio change.
  • Max HP+ (toggle): with HP flat = Wpn on, we value Max HP+ exactly like Weapon Attack Power+ at the same tier — in both markets (DPS damage and the support's base atk). More outcomes count as premium, so the supply curve reshapes and every price recalibrates (the necklace anchors stay pinned by definition). Off = HP is junk (default).
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.

Accessory catalog

mid/mid, high/low, low/high and better. Dmg & gold at the 5 main-stat quintiles — hover a column for the exact stat.

Cut EV (gold per attempt)

We value every cut outcome at max(DPS, Support) — you sell into whichever market pays more — so these EVs already fold in the support market. S1 = abandon unless cut 1 is a DPS or support primary at mid+. Optimal = Bellman DP (cut while expected gain > 1,200g). S3 = always full-cut. Partial cuts valued at 0.

Tier hit rates (necklace, full cut)

When to keep cutting

Bellman DP at every state: after cut 1, each cell is the EV of paying for the next cut and playing on optimally (net of all remaining cut costs), at each main-stat quintile (hover a column for the exact stat, a cell for the exact gold & decision). Color scales with the EV (log): red = stop (≤0, deeper = worse), then ≤100g~1k~10k50k+ jackpot.

Budget planner

Buy the cheapest damage-per-gold upgrades first. A full set is 1 neck, 2 earrings, 2 rings. Candidates span every primary pair, flat tier (none/low/mid/high) and main-stat tier (min/mid/max). Follows the DPS / Support toggle at the top.
Recommended loadout
Upgrade priority (cheapest dmg/gold first)