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
0.70and rounded up.
- If the selected heroine excels at the skill, this effort is multiplied by
WeeklyProgress = (LearnRate% ÷ 100) × (100 + WeeklyBonus%) × TomeMultiplier
TomeMultiplieris2if you own the matching Skill Tome, otherwise1.
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.
