Memory Fragment Scorer
Paste in a fragment you just pulled and find out — in one glance — whether it deserves your Enhance materials or the scrap pile.
It compares every sub-stat against the highest value that stat can roll at your fragment's rarity, then weighs the result by how much the stat actually moves damage. The output is one number you can act on.
Enter your fragment
| Stat | Value | Effective rolls | Counted as |
|---|
Sub-stat ranges per upgrade
Every fragment rolls sub-stats from the same pool, no matter its type or set. Higher rarity simply rolls higher numbers.
| Stat | Uncommon | Rare | Legendary |
|---|---|---|---|
| Flat ATK×1 | 3–6 | 4–7 | 5–8 |
| ATK%×1 | 0.2–0.5 | 0.5–0.8 | 0.8–1.3 |
| Critical Chance%×1 | 0.3–0.7 | 0.7–1.5 | 1.2–2 |
| Critical Damage%×1 | 0.7–1.4 | 1.3–2.9 | 2.4–4 |
| Extra Damage%×1 | 0.5–1.5 | 1.5–2.5 | 2.7–3.4 |
| Damage over Time%×1 | 0.5–1.5 | 1.5–2.5 | 2.7–3.4 |
| HP%×0.6 | 0.2–0.5 | 0.5–0.8 | 0.8–1.3 |
| Flat HP×0.3 | 6–8 | 8–10 | 10–12 |
| Flat DEF×0.3 | 2–3 | 2–4 | 3–5 |
| DEF%×0.3 | 0.2–0.5 | 0.5–0.8 | 0.8–1.3 |
| Ego Recovery×0.3 | 1–2 | 2–3 | 2–5 |
Legendary: Cross-checked against two independent community sources (hub-czn and prydwen.gg) — not an official data dump.
Uncommon / Rare: From a community source (prydwen.gg) — no official source publishes these values; treat them as community-compiled data.
Memory Fragment slots (cross-checked)
Each Memory Fragment sits in one of 6 slots. Shock, Suppression and Denial always roll the same main stat; Ideal, Desire and Imagination roll their main stat at random from a short list.
| Memory Fragment slots (cross-checked) | Main stat | Counted as |
|---|---|---|
| I Shock | Flat ATK | Fixed main stat |
| II Suppression | Flat DEF | Fixed main stat |
| III Denial | Flat HP | Fixed main stat |
| IV Ideal | ATK% / DEF% / HP% / Critical Chance% / Critical Damage% | Random main stat |
| V Desire | ATK% / DEF% / HP% / Passion DMG% / Order DMG% / Justice DMG% / Void DMG% / Instinct DMG% | Random main stat |
| VI Imagination | ATK% / DEF% / HP% / Ego Recovery | Random main stat |
+ 5 elemental DMG% stats (Passion/Order/Justice/Void/Instinct) can also appear on slot V as a main stat — pick them from the Main stat dropdown above. Only hub-czn lists these (prydwen doesn't cover them), and a main stat carries no roll range since it isn't part of the score calculation.
Cross-checked against two independent community sources (hub-czn and prydwen.gg) — not an official data dump.
Memory Fragment set bonuses
Scoring one fragment tells you if the piece is worth keeping. The set it belongs to tells you what the other five are for. All 19 sets, cross-checked against two community sources.
2-piece sets
4-piece sets
Cross-checked against two independent community sources (hub-czn and prydwen.gg) — not an official data dump.
Memory Fragment mechanics
hub-czn's own data lists Rare fragments as upgrading 3 times, but that number doesn't match its own dream-roll ceilings — all 33 dream-roll values only check out if Rare upgrades twice. We use 2 and flag hub-czn's 3 as an error.
Which sub-stat is worth chasing?
The scorer weighs Crit Rate, Crit Damage, ATK%, Extra Damage%, Damage over Time% and Flat ATK the heaviest (×1.0), because those are what actually scale a DPS build's real damage. HP% counts for less (×0.6), and Flat HP, Flat DEF, DEF% and Ego Recovery count least (×0.3) — they rarely move your damage output. When two rolls compete for the same slot, keep the one with more ×1.0 stats.
Is a Rare fragment worth upgrading?
Per the community's public breakdown (prydwen.gg), a Rare fragment can have its sub-stats upgraded twice, a Legendary four times, and an Uncommon not at all — it only ever gains new sub-stats. That lower ceiling means a Rare is worth pushing only when its main stat already fits your build; otherwise treat it as a placeholder until a same-slot Legendary drops.
hub-czn's own data lists Rare fragments as upgrading 3 times, but that number doesn't match its own dream-roll ceilings — all 33 dream-roll values only check out if Rare upgrades twice. We use 2 and flag hub-czn's 3 as an error.
How to read the score
- Roll quality shows how close a sub-stat sits to its best possible roll at that rarity.
- Effective rolls add those up — a fragment that rolled well four times beats one lucky spike.
- The 0–100 score weighs crit and damage stats heavier, because that is what a DPS build converts into real damage.
Frequently asked
If it is Legendary, yes — four upgrades are enough to turn a mediocre start around. A Rare with a weak start is worth keeping only when the main stat is exactly what your build needs; an Uncommon never improves, so it is filler at best.
No. The pool is identical across every set and type, so chase the stats your build wants and let the set bonus follow.
Practically never. Hitting the same sub-stat on every upgrade and rolling the top value each time is close to impossible — treat anything scoring above the Great line as an excellent piece.