Choose the gear. Set the conditions. Inspect what the model can support.
A2-030 · PARTIAL MODELDraft recovery ready
Model scope Source projections · whole-build DPS unresolved
A calculator, not a strongest-build claim. Weapon subtotals, typed armor/health, source-compatible skill mods and skill formula projections. In Sync, Spike, Combined Arms and Spark can respond automatically within their reviewed hit rules; other supported talents accept qualified event times. Source arithmetic includes numeric branch tests and explicit Ceiling/Floor calls; branch priority is linked to its source declaration. Repair scenarios separate potential healing, armor actually restored and overheal. Cast, cooldown and ammo scenarios retain explicit lifecycle assumptions. Unknown mechanics remain visible: modeled damage is not complete-game DPS.
Configure build
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Combat conditions
Target stays in the chosen layer throughout the window. Accuracy is a pellet-hit fraction for shotguns. No free fully-stacked preparation.
Character and engine baseline inputs
Explicit inputs, not automatically inferred Watch/expertise levels. The editable 25% baseline and 60% critical chance cap are model assumptions, not newly recovered datamine constants.
Damage, automatic procs & healing scenario
Not complete-game DPS. Autonomous assault turret/drone assume continuous visibility and exported RPM. Automatic In Sync covers weapon and owned assault turret/drone hits; other skill damage/use paths remain blocked. Spike responds to headshot damage, not invented kills. Same-time damage is calculated before proc refresh: an explicit ordering hypothesis, not live engine certification. Direct-event skill timing and repair contact/packet delivery are supplied assumptions; other talents, status and secondary damage remain excluded.
Repair recipient (explicit scenario)
Example: [{"time_s": 5, "armor_damage": 100000}]. Amounts are already post-mitigation armor damage. At the same timestamp damage precedes repair packets. No health conversion, death/revive, bonus armor or survival calculation. Defaults are illustrative, not your character's stats.
Seasonal, event, team and other custom effects
Constant throughout this window. Enter the amount per stack. Additive weapon damage and total weapon damage have separate buckets; independent amplification effects multiply. No proc or uptime is inferred.
Explosive damage is a separate percentage bucket (explosive_damage). It adds to selected explosive bonuses only in explicit source formula consumers, including qualified Vile grenade-derived payloads. It is not generic skill/weapon amplification, automatic proc admission or proof of a seasonal mechanic.