How the numbers work
The build comparer uses these rules to score a build.
1. All Profit bonus of an item
Every equipped item adds an All Profit bonus, written as a percentage in the game. It depends only on the item's rarity and level, not on the item itself.
| Rarity | Gear, level 1 | Gear, level 50 | Pet, level 50 |
|---|---|---|---|
| Common | +3% | +52% | +55% |
| Rare | +9% | +118% | +153% |
| Epic | +27% | +295% | +590% |
| Legendary | +81% | +885% | +1769% |
| Ultimate | +243% | +2654% | +5308% |
| Mythic | +729% | +7962% | – |
| Unique | +9% | +118% | – |
- Rings and necklaces count double.
- Unique items use the Rare table.
- Pets have their own table, up to Ultimate.
- All bonuses add up into one All Profit total: +729% and +100% make +829%. Your earnings are multiplied by 1 + that total (+829% = ×9.29).
2. Own and all-workers effects
Effects marked "All workers" apply to every worker, your character included. The others apply to your character only. When both exist for the same stat, they multiply:
total = (1 + own) × (1 + all workers) − 1
Example: 30% own and 30% all-workers divine chance give 1.3 × 1.3 − 1 = 69%. A chance above 100% is wasted. Effects do not grow with the item level.
3. Price of a dish
- The game first rolls for a divine dish. If it hits, the dish is worth ×26, plus the divine value bonuses.
- Otherwise it rolls for a perfect dish: ×6, plus the perfect value bonuses.
- A double dish counts twice.
- At 100% divine chance, perfect food bonuses no longer do anything. Divine value bonuses take over (Red Panda, Baby Kraken).
- A golden customer pays ×16 for every dish, and stays golden when re-ordering. The chance comes from golden customer effects (Mole, Baby Kraken, Maneki-neko).
4. Customers: golden, greedy, re-orders
- Every new customer can be golden or greedy. Only "All workers" style bonuses count, because the game reads them for the whole restaurant.
- A greedy customer orders 8 to 11 dishes instead of 1 to 3.
- With the re-order chance, a customer orders again instead of leaving, and can do it several times.
- Greedy customers and re-orders do not raise prices: they bring more dishes per customer visit. That only helps when customers set the pace (game settings). When your character is the limit, customers are already waiting.
- Instant orders skip the order taking: the closest free worker (often your character) no longer walks to the customer and waits there. The Register (vault) shortens that wait, from 1 second without it to 0.2 seconds at its top level, so with a low Register instant orders are worth more. The score counts instant orders through your setting "Walking to take orders" (about 30% of the walking, measured in one restaurant with the Register at level 6). On My gear, "Keep 100% instant orders" can also force them into the best build.
5. Speed
- Cooking time is divided by your cooking speed. Instant cooking skips it completely.
- Instant cooking still counts as starting to cook, so delivery pets still take the dish.
- With 100% instant cooking, walk speed is the only thing left that limits your character.
6. Pets
- Delivery pets multiply the price of every dish they carry: Red Panda ×17, Panda ×11, Pony, Penguin and Turtle ×8. See Pets.
- The Vroomba gives +5% profit per hired worker, multiplied on top of everything else.
- Tip pets pick up tips. A tip is worth 50 seconds of offline earnings times the Piggy bonus, and no gear effect raises it, so with strong gear tips are only a few percent of your earnings. See Pets.
7. How the comparer scores a build
score = profit × Vroomba × dish value × golden customers × double food × pet delivery × pace × dishes per customer visit
- Every result is a gain compared with no gear at all: ×2 is written +100%. Item All Profit bonuses simply add up. Effects such as walk speed, pet delivery or the Vroomba do not: what they earn depends on your restaurant. The score uses your game settings (on My gear and the build comparer) to put a number on them.
- Pet delivery = (1 − share delivered) + share × the pet's multiplier. The share is one of your settings, because it depends on walking distances in each restaurant.
- Pace = 1 ÷ (cooking share × (1 − instant cooking) ÷ cooking speed + walking share × (1 − order share × instant orders) ÷ walk speed). The order share is the part of the walking spent taking orders.
- Pace counts when your character sets the pace; dishes per customer visit (greedy customers, re-orders) when customers do.
- Not counted: tips (a few percent with strong gear), artifacts, potions.
- The score compares builds with each other. It is not your real in-game income.
- A higher All Profit does not always mean higher earnings. All Profit raises the price of each dish. A build with a little less All Profit but a much faster character serves more dishes and earns more. The comparer always says how many times as much a build earns, what each build does better, and warns when the build with the higher All Profit earns less.
8. How My gear finds your best build
- It goes through every combination of the items you ticked, with two hands and the pet slots you have unlocked (setting "Pet slots"), and keeps the one with the highest score above, with your game settings.
- An item that another item you own beats or matches on every number is skipped, and so is any combination that cannot catch up with the best one found so far. The answer is the same as trying them all, in a fraction of a second.
- An item can fill both hand slots, or both pet slots, only if you own two of it (×2). Each copy has its own level.
- "What to level up next" ranks the next level of each item of your best build by gain per XP or pet food. A level only raises the All Profit bonus, so the gain is the bonus gained divided by 1 + the All Profit of the build. The budget plan spends your points one level at a time where each point earns the most.
- What the score does not count plays no part: tips, artifacts, potions.