Machine Child/Skill Learning Calculator

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Calculator

Plan your training: pick a heroine, pens, Skill Tomes, and temporary bonuses, then read the required main stat to finish each skill in 1 or 2 turns under different Sensitivity assumptions.

Heroine:
Pens:
Temporary bonuses this week: 15% %
Flags:
Calculator and column visibility:
Current Stats for Turns Calculator:
Code スキル Skill Stat BaseLearn 📔 Cost T1 S0 T1 SensEq T1 S999 T2 S0 T2 SensEq T2 S999 Turns

Filter Instructions

  • 🔘 Heroine: Select which heroine is training.
Skills she excels at appear in green and are easier to learn due to her personal aptitude, about 30% less effort required.
  • 🖋️ Pens: Choose which pens are equipped.
Their bonuses stack together, up to a total of +30% when all three are used.
  • 📕 Cost: The shop price of the Skill Tome for that skill, if one exists.
Owning the tome permanently doubles the learning speed for that specific skill.

Column Key

  • スキル / Skill: The name of the skill in Japanese and English.
  • Skill names in green are ones the selected heroine excels at.
  • Stat: The primary attribute used for learning that skill, such as CHA, VIT, SENS, INT, or MOR.
  • T1 / T2: Required main stat to finish within the stated number of turns.
  • T1 = one turn without a Skill Tome.
  • T2 = two turns under normal conditions. If you own the Skill Tome, T2 effectively behaves like T1 for that skill.
  • S0 / SensEq / S999 - Sensitivity assumptions.
  • S0: No Sensitivity bonus. Meeting this always guarantees the shown turn count.
  • SensEq: Sensitivity equals your main stat, up to the 2,000 cap. This can outperform S999 when the required main stat itself exceeds 999.
  • S999: 999 Sensitivity scenario. The in-game effective Sensitivity cap for this formula is 2,000.
  • For SENS-primary skills, the main stat is Sensitivity itself. S0 and S999 are therefore not useful fixed-sensitivity assumptions, so only SensEq is shown.
  • Red numbers exceed the practical late-game range, around 1,000.
There is no fixed stat cap, but progress slows past this point, and Sensitivity's learning bonus stops growing beyond 2,000.
  • Code: In-game skill ID.
  • BaseLearn: Base effort value that determines how hard a skill is to learn.
  • Turns: Estimated turns needed to learn the skill with your current stats and bonuses.
Shown only when Calc Turns Based On Stats is enabled.

Base Learning Effort

Each skill has a BaseLearn value that determines how hard it is to master. You can view this value directly in the table by checking Show Code & BaseLearn.

  • A low BaseLearn, around 300, means an easy skill that completes quickly even with modest stats.
  • A high BaseLearn, 1700-3200, or skills near the end of each skill stat tree, indicates a difficult skill that requires very high stats or strong bonuses to complete in one or two turns.
BaseLearn values do not change between heroines; only personal aptitude, tomes, pens, sickness, and temporary bonuses modify how quickly a skill progresses.

Estimating Turns Manually

For a rough mental estimate, you can think of learning bonuses as stacking together. This is close enough for quick planning, but the calculator uses the actual staged formula below.

Turns = ceil(EffortRequired ÷ WeeklyProgress)

Where:

  • EffortRequired = ceil(BaseLearn ÷ (1 + MainStat × 0.018))
  • If the selected heroine excels at the skill, this effort is multiplied by 0.70 and rounded up.
  • WeeklyProgress = (LearnRate% ÷ 100) × (100 + WeeklyBonus%) × TomeMultiplier
  • TomeMultiplier is 2 if you own the matching Skill Tome, otherwise 1.

Learn Rate and Sensitivity

LearnRate% = clamp(85% × (1 + min(Sensitivity, 2000) ÷ 10000) + PenBonus%, 50%, 120%)

  • Pens modify LearnRate% directly.
  • Weekly bonuses modify the (100 + WeeklyBonus%) progress term.
  • Skill Tomes double weekly progress for their matching skill.
  • Sensitivity's effect caps at an effective value of 2,000.
  • Sensitivity alone tops out at about 102%, so you need pens or weekly bonuses to reach the 120% LearnRate cap.
  • The final LearnRate% value is limited between 50% and 120%, before any temporary or tome multipliers are applied.

Pen Bonus

Pen Item PenBonus% Price
None None +0% -
Quill Quill Pen +5% 100
Glass Glass Pen +10% 400
Gold Gold Fountain Pen +15% 800
  • PenBonus% stacks additively, up to +30% total when all three are equipped.

Temporary Bonuses (Weekly)

発生 Source WeeklyBonus%
ロシアンブルー Pet, Russian Blue +5%
女帝 Tarot, The Empress +50%
幻のジェラート Miracle Gelato +50%
好調 Feel Good state +10% to +20% (random)
  • These bonuses stack additively into the (100 + WeeklyBonus%) term.
  • The Pet and Tarot effects apply when active that week (turn).
  • Miracle Gelato is consumed once the week's training resolves.
  • Feel Good state adds a random +10% to +20% learning bonus when skill progress advances. It can happen naturally at the start of a week (turn), with a chance of 10% + Love ÷ 5. Vacations queue two Feel Good states for the following weeks (turns), and becoming Sick removes the active state.

Other Modifiers

  • Sick(病気): The base learning rate is divided by 3 before the LearnRate% clamp.
  • Using a Skill Tome doubles weekly progress for that specific skill.

Other Notes

  • The Turns column estimates how many weeks (turns) a skill would take with your current entered stats and bonuses.
It uses the same formula as the required-stat columns, factoring in the selected heroine, pens, tomes, sickness, and temporary bonuses.
Values automatically round up, since the game progresses in whole-week turns.
  • The base time to learn each skill is set by its BaseLearn value and the related main stat.

TATSUJIN / Now I Am The Master Guide

  • There are 43 skills in the game, and you can only learn skills during 47 of the 48 weeks (turns). That gives you only ~3-4 spare turns if you want to finish every skill by the final week.
  • Most skills need to finish in one turn. Use pens, Skill Tomes, weekly bonuses, and well-timed stat growth to turn difficult skills into one-turn learns.
  • Raise the relevant main stat before attempting high-difficulty skills. Waiting too long can force multi-turn learns and eat into the route's small buffer.
  • Some skills unlock key connection or event chains, so delaying them can also delay later stamina, stat, or economy support.
  • Chloe is the most forgiving heroine for a full-skill route because her passive stamina recovery is 65 per turn, giving more actions each week (turn). See Stamina Recovery per Turn.