Scoring

Enemy, loot-value, rank and link-rate score contributions.

Egg Heist has separate contributions for encounter results, loot value, rank and link rate. This chapter keeps those components separate and shows the gates that can discard a score. The difficulty enum maps the four ordinary branches to Normal, Hard, Nightmare and Chaos. The separate exceptional branch is PvP. These scoring expressions do not determine enemy stats or item drop chances. See Team Mode difficulty for the separate difficulty settings.

Encounter contributions

Enemy counts, kills and quality counts enter different score components.

Enemy and boss contributionHEIST-01

output = enemies × enemy_weight + bosses × boss_weight
Difficulty Enemy weight Boss weight
Normal 1 2
Hard 2 5
Nightmare 5 10
Chaos 10 20
Other 0 0

The result input is unused here.

Kills and assistsHEIST-02

output = 10 × kills + 3 × assists

The result input is unused. Three kills and two assists give 36.

Personal and team quality countsHEIST-03

output = 10 × self_A + 25 × self_B + 60 × self_C
         + 5 × team_A + 10 × team_B + 30 × team_C

The three quality buckets use weights 10/25/60 for personal counts and 5/10/30 for team counts. The PvP branch returns zero. The bucket labels are not assigned to live color names here. Missing bucket counts default to zero.

Loot value and score totals

A square root compresses the loot-value contribution before the score is assembled.

Loot-value contributionHEIST-04, HEIST-05

output = ceil(sqrt(loot_value) × difficulty_multiplier)

Normal, Hard and Nightmare use 0.18; Chaos uses 0.17 and PvP uses zero. A nonnegative loot value is required for the real square root. Unsupported difficulty inputs have no lookup fallback.

Combined score totalHEIST-06

output = floor(first_score + third_score + fourth_score)

This version combines three supplied score inputs.

Second-score roundingHEIST-07

output = floor(second_score)

This version floors the second supplied score input.

Rank and stage bonuses

These two lookup families are alternatives; they are not automatically added together.

Rank/stage lookup AHEIST-08

The selected value is rounded up; the cells are already integers. Rank/stage positions require valid inputs.

Rank position Stage 1 Stage 2 Stage 3 Stage 4
1 5 8 12 15
2 10 16 24 30
3 12 20 30 38
4 15 24 36 45
5 17 28 42 52
6 20 35 48 60
7 25 38 55 70

Rank/stage lookup BHEIST-09

This is an alternative lookup, not a bonus automatically added to lookup A.

Rank position Stage 1 Stage 2 Stage 3 Stage 4
1 8 15 20 30
2 10 20 30 40
3 12 25 35 50
4 15 30 45 60
5 18 35 50 70
6 18 35 50 70
7 18 35 50 70

Zero-return alternativesHEIST-10, HEIST-11, HEIST-12

output = 0

These three variants return zero regardless of their declared score/rank inputs. They do not prove that the entire performance system is disabled.

The result gate can discard an otherwise positive score. Link-rate variants use different rounding steps.

Result and rank gatesHEIST-13

In Normal/Hard/Nightmare/Chaos order, the recommended rank positions are 1/2/3/7 and maximum score ranks are 3/4/5/7; PvP uses 7/7. An unsupported difficulty returns zero.

If supplied rank exceeds the maximum and result flag is zero, return zero immediately; otherwise that above-maximum case discards the behavior score. PvP forces the evacuation multiplier to 1. Form base = behavior × evacuation_multiplier + evacuation_score. For ordinary branches, a positive base returns zero when the rank is above maximum or result flag is nonzero. A nonpositive base is floored. Remaining positive values are rounded up.

The apparent rank decay has coefficient zero, so it does not reduce the surviving positive score in this reference. The live meaning of result-flag zero is not asserted here.

output = floor(100 × link_rate)

At link rate 0.87 the result is 87. Other declared rank/difficulty/result inputs do not enter this expression.

output = 10 × floor(10 × link_rate)

At link rate 0.87 the result is 80. This version rounds down in ten-point steps.

Worked examples

At loot value 10,000, the square root is 100: Normal, Hard and Nightmare return 18; Chaos returns 17 and PvP returns zero. An enemy/boss example with five enemies and one boss returns 7/15/35/70 in Normal/Hard/Nightmare/Chaos respectively.

The complete live score assembly and difficulty-name mapping are not confirmed. Reward quality, prismatic drop rates and team-size difficulty cannot be inferred from these score definitions.

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