Builder Theory

A breakdown of how the builder calculates its scores

Stage 1
Stage 2
Stage 3
Stage 4
Stage 5
Stage 6
Stage 7
Stage 8
Stage 9

Stage 1: Base Scores & Factors

The foundation is the Base Score (0-5) for an item's effectiveness against each enemy and objective. This is combined with item-specific factors like Limited Use, Ammo Economy, and Handling which modify the final scores in later stages.

Example: Scoring Items vs. Illuminate Enemies & Objectives

Item Light Medium Heavy Objective Factors
Voteless Watcher Overseer Elevated Overseer Lightning Spire Gazer Fleshmob Stingray Harvester Shield Harvester Body Warp Ship Leviathan Ground Ships Shield Ground Ships Body Research Station Broadcast Tower Limited Use Ammo Economy Handling
AR-23A LIBERATOR CARBINE icon AR-23A LIBERATOR CARBINE 5 3 2 2 0 2.5 2 0 4 0 0 0 4 0 0 0 1 0.85 1
LAS-58 TALON icon LAS-58 TALON 3 2 3 2.5 0 1 1 2 2 0.5 0 0 2 0 0 0 1 0.9 1
G-50 SEEKER icon G-50 SEEKER 4.5 3 2 3 0 0 1 0 1 0 0 0 0 0 0 0 1 0.85 1
ORBITAL GATLING BARRAGE icon ORBITAL GATLING BARRAGE 3 2 3 2 3 3 2.5 0 4 2 0 0 5 4.5 0 3 1 1 1
ORBITAL AIRBURST STRIKE icon ORBITAL AIRBURST STRIKE 4 1 3 3 1 3 3.5 0 3 0 0 0 4 0 0 4 0.95 1 1
GL-21 GRENADE LAUNCHER icon GL-21 GRENADE LAUNCHER 4 2 4 1 4 4 4 1 3 0.5 0 0 3 4 0 5 1 0.9 1
MD-17 ANTI-TANK MINES icon MD-17 ANTI-TANK MINES 0 0 0 0 0 0.5 2 0 0 2 0 0 3 0 0 0 0.9 1 1
ENGINEERING KIT (MEDIUM) icon ENGINEERING KIT (MEDIUM) 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1
EXPERIMENTAL INFUSION icon EXPERIMENTAL INFUSION 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1

Stage 2: Enemy Weights Assignment

Not all enemies are created equal. Some appear more frequently (Quantity Factor), while others are simply more dangerous (Threat Factor). These two factors are combined and normalised to create a final weight for each enemy.

Example: Illuminate Faction Enemy Factors

Factorvotelesswatcherobtruderoverseerelevated overseergazerlightning spireveracitorgatekeeperfleshmobstingrayharvester shieldharvester bodywarp shipleviathan
is_enabled 1.000 1.000 0.000 1.000 1.000 1.000 1.000 0.000 0.000 1.000 1.000 1.000 1.000 0.000 0.000
quantity_factor 60.000 6.000 0.000 8.000 8.000 2.000 3.000 0.000 0.000 6.000 1.500 2.000 2.000 2.000 1.000
threat_factor 3.500 12.000 0.000 15.000 18.000 10.000 14.000 0.000 0.000 30.000 75.000 5.000 40.000 4.000 120.000
combined_qtf 210.000 72.000 0.000 120.000 144.000 20.000 42.000 0.000 0.000 180.000 112.500 10.000 80.000 0.000 0.000
normalised_combined_qtf 2.120 0.727 0.000 1.212 1.454 0.202 0.424 0.000 0.000 1.817 1.136 0.101 0.808 0.000 0.000

Stage 3: Objective Weights Assignment

Similar to enemies, objectives are weighted based on their difficulty and impact on a mission.

Example: Illuminate Faction Objective Factors

Factor Ground Ships Shield Ground Ships Body Monolith Research Station Broadcast Tower
Objective Weight 20.000 45.000 15.000 12.000 8.000
Normalised Objective Weight 1.000 2.250 0.750 0.600 0.400

Stage 4: Weighted Scores

The weighted score for an item against a specific enemy is calculated by multiplying its Base Score (from Stage 1) by the enemy's final weight (from Stage 2).

Example: Weighted Scores vs. Illuminate Enemies

Item Voteless (W) Watcher (W) Overseer (W) Elevated Overseer (W) Lightning Spire (W) Gazer (W) Fleshmob (W) Stingray (W) Harvester Shield (W) Harvester Body (W) Warp Ship (W) Leviathan (W)
AR-23A LIBERATOR CARBINE icon AR-23A LIBERATOR CARBINE 10.60 2.18 2.42 2.91 0.00 0.50 3.63 0.00 0.40 0.00 0.00 0.00
LAS-58 TALON icon LAS-58 TALON 6.36 1.45 3.63 3.63 0.00 0.20 1.82 2.27 0.20 0.40 0.00 0.00
G-50 SEEKER icon G-50 SEEKER 9.54 2.18 2.42 4.36 0.00 0.00 1.82 0.00 0.10 0.00 0.00 0.00
ORBITAL GATLING BARRAGE icon ORBITAL GATLING BARRAGE 6.36 1.45 3.63 2.91 1.27 0.61 4.54 0.00 0.40 1.62 0.00 0.00
ORBITAL AIRBURST STRIKE icon ORBITAL AIRBURST STRIKE 8.48 0.73 3.63 4.36 0.42 0.61 6.36 0.00 0.30 0.00 0.00 0.00
GL-21 GRENADE LAUNCHER icon GL-21 GRENADE LAUNCHER 8.48 1.45 4.85 1.45 1.70 0.81 7.27 1.14 0.30 0.40 0.00 0.00
MD-17 ANTI-TANK MINES icon MD-17 ANTI-TANK MINES 0.00 0.00 0.00 0.00 0.00 0.10 3.63 0.00 0.00 1.62 0.00 0.00
ENGINEERING KIT (MEDIUM) icon ENGINEERING KIT (MEDIUM) 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00
EXPERIMENTAL INFUSION icon EXPERIMENTAL INFUSION 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00

Stage 5: Weighted Averages & Scaling

The weighted scores for individual enemies are averaged within their class (Light, Medium, Heavy) to get a general performance score. This score is then modified by item-specific factors.

Example: Weighted Averages vs. Illuminate Enemies

Item Anti-Light Anti-Medium Anti-Heavy
WeightedFactoredScaled WeightedFactoredScaled WeightedFactoredScaled
AR-23A LIBERATOR CARBINE icon AR-23A LIBERATOR CARBINE 6.39 5.43 5.43 1.58 1.34 1.34 0.10 0.09 0.09
LAS-58 TALON icon LAS-58 TALON 3.91 3.52 3.52 1.93 1.73 1.73 0.15 0.14 0.14
G-50 SEEKER icon G-50 SEEKER 5.86 4.98 4.98 1.43 1.22 1.22 0.03 0.02 0.02
ORBITAL GATLING BARRAGE icon ORBITAL GATLING BARRAGE 3.91 3.91 3.91 2.16 2.16 2.16 0.50 0.50 0.50
ORBITAL AIRBURST STRIKE icon ORBITAL AIRBURST STRIKE 4.60 4.37 4.37 2.56 2.44 2.44 0.08 0.07 0.07
GL-21 GRENADE LAUNCHER icon GL-21 GRENADE LAUNCHER 4.97 4.47 4.47 2.87 2.58 2.58 0.18 0.16 0.16
MD-17 ANTI-TANK MINES icon MD-17 ANTI-TANK MINES 0.00 0.00 0.00 0.62 0.56 0.56 0.40 0.36 0.36
ENGINEERING KIT (MEDIUM) icon ENGINEERING KIT (MEDIUM) 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00
EXPERIMENTAL INFUSION icon EXPERIMENTAL INFUSION 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00

Stage 6: Support & Tactical Metrics

Support metrics (Survival, Team Support, Crowd Control) are direct scores. The Tactical score is calculated by multiplying an item's effectiveness against objectives by the weight of those objectives.

Example: Support, Objective & Tactical Metrics

Item Survival Team Support Crowd Control Base Objective Scores Tactical
BaseFactored BaseFactored BaseFactored G. Ship ShieldG. Ship BodyResearchBroadcast BaseFactored
AR-23A LIBERATOR CARBINE icon AR-23A LIBERATOR CARBINE 0.00 0.00 0.00 0.00 0.00 0.00 4.00 0.00 0.00 0.00 1.00 0.85
LAS-58 TALON icon LAS-58 TALON 0.00 0.00 0.00 0.00 0.00 0.00 2.00 0.00 0.00 0.00 0.50 0.45
G-50 SEEKER icon G-50 SEEKER 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00
ORBITAL GATLING BARRAGE icon ORBITAL GATLING BARRAGE 0.00 0.00 0.00 0.00 3.00 3.00 5.00 4.50 0.00 3.00 4.08 4.08
ORBITAL AIRBURST STRIKE icon ORBITAL AIRBURST STRIKE 0.00 0.00 0.00 0.00 2.00 1.90 4.00 0.00 0.00 4.00 1.40 1.33
GL-21 GRENADE LAUNCHER icon GL-21 GRENADE LAUNCHER 0.00 0.00 0.00 0.00 0.00 0.00 3.00 4.00 0.00 5.00 3.50 3.15
MD-17 ANTI-TANK MINES icon MD-17 ANTI-TANK MINES 0.00 0.00 0.00 0.00 1.00 0.90 3.00 0.00 0.00 0.00 0.75 0.68
ENGINEERING KIT (MEDIUM) icon ENGINEERING KIT (MEDIUM) 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00
EXPERIMENTAL INFUSION icon EXPERIMENTAL INFUSION 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00

Stage 7: Final Metrics

The final step aggregates all the calculated scores. The total metrics for the loadout are determined by summing the final scores from each item.

Loadout Totals

MetricTotal Score
Anti Light 26.68
Anti Medium 12.03
Anti Heavy 1.34
Survival 0.00
Team Support 0.00
Crowd Control 5.80
Tactical 10.54

Individual Item Power

ItemFirepowerSupportTotal Power
AR-23A LIBERATOR CARBINE icon AR-23A LIBERATOR CARBINE 6.86 0.85 7.71
LAS-58 TALON icon LAS-58 TALON 5.39 0.45 5.84
G-50 SEEKER icon G-50 SEEKER 6.22 0.00 6.22
ORBITAL GATLING BARRAGE icon ORBITAL GATLING BARRAGE 6.57 7.08 13.65
ORBITAL AIRBURST STRIKE icon ORBITAL AIRBURST STRIKE 6.88 3.23 10.11
GL-21 GRENADE LAUNCHER icon GL-21 GRENADE LAUNCHER 7.21 3.15 10.36
MD-17 ANTI-TANK MINES icon MD-17 ANTI-TANK MINES 0.92 1.58 2.50
ENGINEERING KIT (MEDIUM) icon ENGINEERING KIT (MEDIUM) 0.00 0.00 0.00
EXPERIMENTAL INFUSION icon EXPERIMENTAL INFUSION 0.00 0.00 0.00

Stage 8: Total Power Metrics

This stage provides a high-level summary of the loadout's capabilities.

MetricTotal Score
Total Firepower40.06
Total Support16.34
Total Power56.39

Stage 9: Adjusted Power Metrics (Penalties)

The final adjustment penalizes the Total Firepower score if the loadout fails to meet minimum effectiveness thresholds against Light, Medium, or Heavy enemies.

Penalty Calculation

MetricScoreThreshold (Min/Max)Penalty Modifier
Anti-Light26.6810 / 171.00
Anti-Medium12.038 / 150.79
Anti-Heavy1.343 / 70.50
Average Penalty Modifier0.76

Final Adjusted Power

MetricFinal Score
Total Firepower (Penalty Modified)30.55 (-9.51)
Total Support (Not Modified)16.34
Total Power (Penalty Modified)46.89 (-9.51)

Performance Metrics

Firepower
Survival
Utility
Crowd Control
Tactical

Measures effectiveness against different enemy classes (Anti-Light, Anti-Medium, Anti-Heavy).

RatingDefinition
0Negligible damage. You would never use this against the intended target.
1Very minimal damage. Takes over 1min to kill. Usable only if desperate.
2Occasionally useful. Small contribution but nowhere near primary method.
3Decent damage. Serviceable secondary option. Should be paired with another option.
4Very strong damage and usability. Strong primary option.
5Instakills/1-2 shot kills. Exceptional performance with minimal downsides.

Evaluates the ability to slow, stun, or incapacitate groups.

RatingDefinition
0Zero CC output. No stun, slow, fear, flinch, or knockdown.
1Incidental CC. Light stagger on impact, minor flinch on headshots.
2Moderate CC. Reliable stun/slow on mediums, occasional knockdown on lights.
3Good CC. Area denial, reliable stuns on heavies, effective crowd management.
4Strong CC. Consistent area lockdown, fear/ragdoll effects on most targets.
5Exceptional CC. Complete area denial, incapacitates all enemy classes reliably.

Represents contribution to personal survivability (armour, shields, self-healing).

RatingDefinition
0Offers no direct personal survival advantage.
1Minor survivability. Slight damage reduction or minor self-sustain.
2Noticeable. Provides shields, smoke cover, or moderate damage mitigation.
3Good. Reliable personal shield, strong armour passives, or consistent healing.
4Strong. Near-invulnerability in specific scenarios, excellent self-sustain.
5Exceptional. Virtually unkillable with proper play, complete damage immunity windows.

Measures the ability to destroy spawners, objectives, and side targets efficiently.

RatingDefinition
0Cannot meaningfully interact with objectives or spawners.
1Minimal. Can damage objectives given time but impractical as primary method.
2Some capability. Can handle smaller side objectives or weaker spawners.
3Decent. Reliable against most objectives with moderate effort.
4Strong. Quickly destroys most spawners and objectives. Versatile tactical tool.
5Unlimited spawner destruction potential, can destroy every side objective unimpeded.

Measures direct assistance to teammates (ammo, healing, fire support).

RatingDefinition
0Offers no direct team support whatsoever.
1Minor smoke cover, stuns for assisting teammates.
2Reasonable support. Some shareables, mech support, ongoing barrage support.
3Moderate support with shareables, mech support, some team shielding.
4Strong support: shareables, barrage, team shielding, medical, transportation.
5Exceptional: full shareables, mech, barrage, shields, medical, transport.

Conditional Effects

Acclimated

+0.5 loadout Survival per elemental type (Fire, Gas, Arc) present in the loadout. Covers all three element types with a single passive.

Advanced Filtration

+0.5 loadout Survival if any Gas-based item is equipped. Stacks with Acclimated but does not double-dip.

Adreno-Defibrillator

+0.3 loadout Survival per Arc item equipped. Scales with multiple Arc items unlike other elemental passives.

Barbarian

When the CQC-20 Breaching Hammer is paired with a LIFT-182 Warp Pack, all Breaching Hammer metrics are multiplied by x1.25.

B-1 Supply Pack

Normalises ammo economy for primaries, secondaries, grenades, and non-disposable support weapons. Metrics multiplied by 1/AE, effectively removing ammo economy penalties.

Desert Stormer

+0.4 loadout Survival per elemental type (Fire, Gas, Arc) present. Slightly weaker than Acclimated (+0.5) but covers all three elements.

Electrical Conduit

+0.5 loadout Survival if any Arc-based item is equipped. Stacks with Acclimated but does not double-dip.

Engineering Kit

Grenade metrics scaled by capacity bonus: (mags + 2) / mags. With 4 base grenades this is x1.50; fewer grenades means a higher multiplier.

Gunslinger

All metrics x1.15 for non-melee secondary weapons. Represents improved draw speed, reload, and recoil control.

Inflammable

+0.5 loadout Survival if any Fire-based item is equipped. Stacks with Acclimated but does not double-dip.

Integrated Explosives

Grenade metrics scaled by capacity bonus: (mags + 2) / mags. Same formula as Engineering Kit — both trigger the Demolitions Expert condition.

One-Handed Expertise

All metrics x1.20 for one-handed primary weapons when a shield backpack (SH-51 or SH-20) is in the loadout.

Peak Physique

Normalises handling for weapons with handling < 1.0 (metrics x 1/handling). Pure melee weapons get x1.40; bayonet weapons get x1.20 vs Light and Medium.

Reinforced Epaulettes

+30% reload speed for primaries (improves metrics via reload modifier). Pure melee weapons get x1.20; bayonet weapons get x1.10 vs Light and Medium.

Rock Solid

Pure melee weapons get x1.40 to all metrics; bayonet weapons get x1.20 vs Light and Medium.

Fortified

Pure melee weapons get x1.40 to all metrics; bayonet weapons get x1.20 vs Light and Medium. Same effect as Rock Solid.

Shielded Turrets

All metrics for sentries and emplacements multiplied by (1 + 0.25 × shield count). Requires FX-12 Shield Relay or G/SH-39 Shield. Scales with multiple shields.

Siege Ready

+30% reload speed for primaries and ammo economy normalisation for primaries, secondaries, and non-backpack support weapons. AE modifier = 1 / ((1 + AE) / 2).

Splash Guard

+0.20 loadout Survival when G/SH-39 Shield is equipped alongside any explosive primary, secondary, or support weapon.

Supercharged Double-Edge

When the LAS-17 Double-Edge Sickle is paired with Inflammable armour, all its metrics are multiplied by x1.50.

Tactical Mobility

Total Tactical score x1.20 when a mobility backpack (Jump Pack, Hover Pack, or Warp Pack) is equipped.

Unflinching

Firepower multiplier for non-backpack support weapons. x1.05 vs Bugs, x1.08 vs Squids, x1.10 vs Bots. Faction-dependent scaling.