Module Score
Score by official curves (no min-max rolls)
Pick your Core's quality, level and 4 substat types — the tool reads the exact client curves and returns a 0-100 score for your build role.
| Attribute | Value | Max (20) |
|---|
Unlike relics/discs in other games, every NTE substat value is fixed by a CURVE (attribute × quality × level). RNG only decides WHICH substat types you get — so this score is exact, not an estimate.
How scoring works
- Each substat = current ÷ max-at-20 value, multiplied by its role weight, normalized to 0-100.
- DPS weights favor ATK/Crit/elemental DMG; Crit-focused counts the two crit stats; Tank favors HP/DEF.
- Curves come straight from the v1.2 client — when a patch changes values, the tool updates with the data store.
Main Stat Picks by Role Community-tracked
| Burst DPS — CRIT DMG / Elemental DMG% |
| ATK-scaling DPS — ATK% / Elemental DMG% |
| Support — Charge Efficiency |
| Healer — Healing Bonus / HP% |
| Shield — DEF% |
Sub-stat priority for attackers: double-crit (CRIT Rate + CRIT DMG) > elemental DMG% > ATK% > generic DMG%. Push CRIT Rate to roughly 60-70% first, then invest mainly in CRIT DMG, aiming for a CRIT Rate : CRIT DMG ratio of about 1:2.
⚠ Common mistake — The game's auto-equip button does not reliably arrange modules into the exact shapes required — it can fill your grid without completing the 4-piece geometry. Check the shapes above and place them by hand to be sure the 4-piece effect is active.
✦ No re-rolling — Sub-stats are fixed the moment a module drops — what you see is final, there is no re-rolling like in other gacha games. The task is picking the right piece, not farming the same one over and over.
Why There's No 'High Roll' or 'Low Roll' to Chase
The randomness in NTE's module system sits in a different place than gear systems that roll a value range.
- A module's substats are drawn from a pool of around 11 stat types — HP, ATK, DEF, CRIT Rate, CRIT DMG, and several damage-type bonuses. What's random is which types you get, not how strong each one rolled.
- Once a type is set, its actual value is read straight off a fixed curve keyed to rarity and level (0-20). The same substat type at the same rarity and level always gives the same number, on anyone's module.
- This is why the score this calculator returns rewards getting the right substat types for a role, not chasing a lucky percentage — there's no percentage to chase in the first place.
What to Enter, and for Which Piece
Not every module on the Console board scores the same way, so it helps to know which one this tool is judging before typing in substats.
- Core modules carry a main stat plus 4 substats — enter all 4 so the calculator can weigh them against the role or build target you select.
- Shape modules matter for score too, but their bigger job is filling the geometry a Suit needs — check the module-sets catalog for which shapes a given Suit requires before optimizing a Shape's substats here.
- Picking the right role or build target changes which substat types the calculator rewards — the exact same Core can score well for one role and poorly for another, so the target matters as much as the module itself.
A High Score Still Has to Fit the Console Grid
Score and fit are two separate questions, and a module can win one while failing the other.
- Every character's Console is a 7×7 tetromino grid, and Shape modules claiming a Suit's required geometry take up part of that same board — whatever space they leave behind is what a Core module actually has to fit into.
- A Core module that scores well on substats but is shaped to only fit grid space the current layout doesn't have open isn't usable in that build, no matter how high its score reads.
- Because Console layouts differ per character, the same score on the same Core module can be usable on one character's board and not on another's — plan the Shape geometry first, then slot Core modules into what's left.
