Tool calculation guide
How the Task Bar Hero Best Gear Tool Scores Equipment
A deep dive into the DPS, TTL, and derivative-weight logic behind gear recommendations
Last updated: July 2026
The Best Gear tool does not rank equipment by rarity, price, or the largest single stat. It first decides whether the selected Task Bar Hero class is solving a damage or survival problem, then converts equipment, decoration, engraving, and inscription stats into marginal gain for that goal. This page explains the calculation logic behind the tool.
Why rarity and raw stats are not enough
TBH gear has rarity, level, slot, base stats, and inherited affixes. Higher rarity usually means a higher ceiling, but it does not guarantee that the item fits the current class.
Raw numbers are also misleading. +500 Attack Damage looks large, while +3.10/s Attack Speed looks small, but they live on different scales. Damage, speed, crit, elemental bonuses, and cooldown interact inside formulas.
Best Gear is not asking “which number is larger?” It asks “how much more value does this stat still add for this character?”
Choose the objective first: DPS or TTL
The six TBH classes naturally split into two scoring goals. Ranger, Hunter, Slayer, and Sorcerer mostly solve a damage problem. Knight and Priest solve a survival problem under sustained enemy pressure.
That is why Best Gear uses DPS for damage dealers and TTL for frontline classes. TTL means Time To Live: how long the character survives while incoming damage and healing are both active.
DPS and TTL are kept separate so that “kill faster” and “live longer” do not collapse into a vague power score.
Damage dealers: marginal DPS
Damage scoring starts from the damage formula. Attack Damage, Attack Speed, Critical Chance, Critical Damage, and damage bonuses multiply through different channels. When one channel is already high, another channel can become more valuable.
This is why recommendations differ by class. Ranger already gains a lot of speed from passives, Hunter can reach high crit reliability, and Sorcerer often gives CooldownReduction nonlinear value because it changes skill frequency.
DPS = AttackDamage × (1 + AttackDamage%) × AttackSpeed × (1 + CritChance × (CritDamage - 1))- AttackDamage is the base that other multipliers amplify.
- AttackSpeed is multiplicative and depends on the rest of the damage stack.
- CriticalChance must be read together with CriticalDamage.
- CooldownReduction can become nonlinear for spell-focused output.
Knight and Priest: why TTL matters
Knight and Priest cannot be judged by DPS alone. Their question is whether they survive long enough under the stage’s sustained monster damage.
TTL keeps incoming damage and healing in the same unit. Stage DPS is reduced by armor, elemental resistance, damage reduction, and block, then absorption and healing are applied before MaxHp is divided by the net loss rate.
TTL = MaxHp / max(DPS_taken - HPS, 0.1 × DPS_taken)
DPS_taken = stageDPS × mitigation - DamageAbsorption
mitigation = (0.5 × armorReduction + 0.5 × elementalReduction) × (1 - DamageReduction) × (1 - BlockChance × 0.5)
HPS = HpRegenPerSec + 0.5 × (characterDPS × HpLeech / 100 + AttackSpeed × AddHpPerHit)- stageDPS comes from TBH stage data, not a guessed incoming damage value.
- Mitigation belongs on the damage side because healing restores raw HP.
- Leech and per-hit healing are discounted because frontline classes do not attack continuously.
- When sustain exceeds incoming damage, the denominator is clamped to avoid infinite scores.
How derivatives become gear scores
After the objective is chosen, each stat weight is the partial derivative of that objective with respect to the displayed stat value. In plain terms: if this character gains one more point of this stat, how much DPS or TTL changes?
The item score converts each stat into display value and multiplies it by the class-and-level weight. That lets Attack Damage, Attack Speed, and Crit Chance share one comparable score.
weight(stat) = ∂(objective) / ∂(displayValue(stat))
score = Σ displayValue(stat) × weight(stat)The score approximates ΔDPS or ΔTTL. It is not rarity, price, or visual power.
Why materials are ranked separately
TBH Decoration, Engraving, and Inscription effects are not equipment bodies, but they still change stats, so the same weight framework applies.
Decoration can usually be summed directly. Engraving behaves like choosing one possible effect, so it uses the best contribution. Inscription is better represented by probability-weighted expected value.
Where the model stops
Best Gear is not a battle simulator. It does not model movement, player habits, spawn timing, or market price. Its job is narrower: use known TBH class, stat, and stage data to produce a reproducible gear score.
Final decisions still depend on what you can farm, upgrade cost, material slots, and market opportunity cost. But when the question is whether an item is actually useful for a specific class, DPS/TTL scoring is more reliable than rarity or raw stats.
This is a TBH Wiki Best Gear calculation guide. The formulas summarize Task Bar Hero class roles, stat behavior, and stage pressure to explain why the tool ranks items the way it does.