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Epic Seven Gear Calculator: Stats & Score

Updated · Standard formula, shown below

The calculator for this page is switched off while it is checked. The formula is below, and the worked example in the article shows how to use it by hand.

Epic Seven Gear Calculator: Stats & Score

This Epic Seven gear calculator works out the effective stats and a gear score for a piece of equipment you enter — main stat, sub stats, and enhancement level — so you can see how strong it is at a glance. You enter the gear’s level, rarity, main stat type and value, each sub stat type and value, and the current enhancement level, and you get back a single gear score plus a breakdown of the effective stats. The score lets you compare different pieces quickly, even when they have different stat combinations.

Formula

The gear score formula is a weighted sum of each stat, where the weights reflect how valuable that stat is for most heroes in Epic Seven. The standard community formula is:

Gear Score = (ATK / 8) + (HP / 80) + (DEF / 6) + (SPD × 2) + (Crit Chance × 1.5) + (Crit Damage × 1.5) + (Effectiveness × 1.5) + (Effect Resistance × 1.5)

For the main stat, the same conversion is applied based on its type: attack is divided by 8, health by 80, defense by 6, speed is multiplied by 2, and percentage stats (crit chance, crit damage, effectiveness, resistance) are multiplied by 1.5. All sub stat values are the raw numbers shown on the gear, not the percentage sign. For example, a speed sub of 4 is entered as 4, and a crit chance sub of 8% is entered as 8.

Worked Example

Using the default values from the calculator: an 85-level Epic piece with a main stat value of 55 (say, attack) and no sub stats yet. The score is:

  1. Main stat contribution: 55 ÷ 8 = 6.875
  2. Sub stat contributions: all zeros
  3. Total gear score = 6.875, rounded to 6.9

So a fresh, unenhanced piece with only a main stat scores 6.9. As you add sub stats and enhance the gear, the score climbs. For comparison, a piece with a 55 attack main, 40 attack sub, 8 speed, 10% crit chance, and 15% crit damage would score: 40/8 + 8×2 + 10×1.5 + 15×1.5 + 55/8 = 5 + 16 + 15 + 22.5 + 6.875 = 65.375, rounded to 65.4.

How to Use the Gear Score

The gear score is a quick filter, not a final verdict. It tells you how many “effective stat points� a piece has, but it does not tell you whether those points are in the stats your hero actually needs. A 70-score piece with all points in effectiveness is worse for a pure damage dealer than a 60-score piece with speed and crit. Use the score to:

  • Compare two pieces of the same slot and set to see which is objectively stronger on raw stats.
  • Decide which gear to enhance first — higher base score usually means better returns.
  • Decide which gear to sell or keep when your inventory is full.

Remember that the score ignores set bonuses and the hero’s own multipliers. A piece with high speed is often more valuable than the raw number suggests because speed determines turn order.

Common Mistakes and Misconceptions

One big mistake is entering the percentage sign or the stat type into the value fields. The calculator expects plain numbers, so a 12% crit chance sub is entered as 12, not 0.12 or “12%�. Another common error is mixing up the main stat conversion — attack and defense are divided by their respective denominators, but speed is multiplied by 2, so a speed main stat of 45 contributes 90 points, not 5.625.

A frequent misconception is that a higher gear score always means better gear. That is false in practice. For a tank, defense and health are worth more than the formula suggests; for a cleaver, attack and crit damage matter more. The gear score is a neutral, generic metric — it does not replace your own judgment about what your team needs.

Also note that the formula uses the current sub stat values, not the maximum possible rolls. Two pieces with the same score can have very different potential: one might have low rolls that can still improve, the other might already be maxed. The calculator shows current strength, not future potential.

Why the Weights Are What They Are

The weights come from the community’s long observation of how stats scale in Epic Seven. Attack, defense, and health are linear stats, so dividing by their typical per-point value normalizes them. Speed is the most scarce and most impactful stat, so it gets a higher weight. Crit chance, crit damage, effectiveness, and resistance are all percentage stats that cap at 100%, so they are weighted equally at 1.5. These weights are not official — Smilegate has never published a gear score formula — but they have become the de facto standard among players because they produce rankings that match intuitive “good gear� judgments.

Some players use a variant that weights speed at 2.5 or crit damage at 1.6, but the 2 and 1.5 values are the most widely accepted. The calculator uses the standard community weights, so you can compare your results with those from popular gear-rating tools.

Limitations of the Formula

The formula assumes all stats are equally useful, which is rarely true for a specific hero. It also ignores flat vs. percentage main stats — a flat attack main on a level 85 piece is always worse than a percentage attack main, but the calculator treats them the same if the values are equal. In practice, you should never use flat main stats on high-level gear, and the score will reflect that only if you enter the actual (lower) flat value.

Another limitation is that the formula does not account for set bonuses (Speed set, Attack set, etc.) or the gear’s potential after re-forging. Re-forging adds a fixed amount to the main stat and can change the score, but the calculator only sees the current state. For end-game players, a piece with a score of 60 might be more valuable than a 70 piece if it has the right set and the right substat distribution for a specific hero.

Frequently Asked Questions

What is a good gear score in Epic Seven?

For level 85 Epic gear, a score of 50–60 is decent, 60–70 is good, and 70+ is excellent. A score above 80 is rare and usually requires high rolls on multiple stats. For level 88 gear (from Ancient Inheritance or other sources), the numbers are slightly higher because the base stats are higher, but the same relative scale applies.

Should I use the gear score or just look at the sub stats?

Use both. The gear score is a quick summary, but you should always check the actual sub stats against your hero’s needs. A piece with 70 score but all in effectiveness is not useful for a speed DPS. The score helps you sort and filter, but the final decision should be based on your team composition.

Does the gear score change when I enhance the gear?

Yes. Every time you enhance, the main stat increases and a sub stat gets a random increase at certain levels (every 3 levels up to +15). The calculator will show a higher score as you input the new values. You can also use the calculator to estimate the score after enhancement by entering the expected final values.

What about flat stats vs percentage stats?

The formula treats flat attack and percentage attack differently because the value you enter is different. A flat attack sub of 40 is divided by 8, giving 5 points. A percentage attack sub of 8% is also divided by 8 (if you enter 8), giving 1 point. But in the game, percentage attack is usually more valuable for high-base-attack heroes. The calculator does not judge that; it just applies the numbers you give it. Always enter the actual number shown on the gear.

Can I use this calculator for level 88 gear?

Yes, but the weights are the same. Level 88 gear has higher base stats, so the score will naturally be higher. The calculator does not have a level-specific adjustment, so you should compare level 88 pieces among themselves, not against level 85 pieces directly.

Is there an official gear score from the game?

No. Smilegate has never provided an official gear score. The formula used here is the community standard, developed and refined by players over time. It is not official, but it is widely used for comparing gear.

Related

Formula used
in lvl | Gear level | - | 85 | 0
in rarity | Rarity (5=Hero, 6=Epic) | - | 6 | 0
in main | Main stat value | - | 55 | 0
in atk | Attack sub | - | 0 | 0
in hp | Health sub | - | 0 | 0
in def | Defense sub | - | 0 | 0
in spd | Speed sub | - | 0 | 0
in crit | Crit chance sub (%) | - | 0 | 0
in cdmg | Crit damage sub (%) | - | 0 | 0
in eff | Effectiveness sub (%) | - | 0 | 0
in res | Effect resistance sub (%) | - | 0 | 0
out score | Gear score | - | (atk/8 + hp/80 + def/6 + spd*2 + crit*1.5 + cdmg*1.5 + eff*1.5 + res*1.5) + (main/8 if main is attack, main/80 if hp, main/6 if def, main*2 if speed) | 1

Each line is one input (in, sel, list) or one result (out: label, unit, formula, decimals). How the calculators work

Method: the standard formula for this calculation, rounded as each result states. See how the calculators work or report an error.