In Falsus Tools
Encounter Simulator
PROTOTYPEAssemble a loadout of up to five Cards, face one of the six demo encounters, and dry-run all five Phases — damage dealt and taken, Resolve gauges, Resonance bursts and the final Connected verdict.
Opponent stats, per-Phase note counts, the Resonance threshold and BREAK crit behavior are prototype assumptions. Color advantage (×1.25), the Difficulty Multiplier (1 + Level × 0.05) and the one-Card-per-Blueprint rule are confirmed.
Card Loadout
One Card per Phase slot, and no two Cards may share a Blueprint. An empty Phase slot fights with a 100/100 baseline.
Encounter Setup
Opening traits take effect in Phase 1; Inner traits in Phases 2–5. Trait timing is a prototype assumption.
CONNECTED
Phase Breakdown
| Phase | Card | Power | Opp Power | Hit / Break | Dealt | Taken | Resolve (You / Opp) |
|---|---|---|---|---|---|---|---|
| P1 | Path to Reality×5 RES | 320 | 96 ▲ | 180/20 | 739 | 48 | 1,072 / -299 |
| P2 | 4AM×5 RES | 260 | 77 | 180/20 | 601 | 39 | 1,033 / -900 |
| P3 | Lost Garden×5 RES | 290 | 96 ▲ | 180/20 | 670 | 48 | 985 / -1,570 |
| P4 | Baseline 100/100×5 RES | 100 | 77 | 180/20 | 231 | 39 | 947 / -1,801 |
| P5 | Baseline 100/100×5 RES | 100 | 77 | 180/20 | 231 | 39 | 908 / -2,032 |
▲ marks color advantage (×1.25). ×5 RES marks a Phase where Resonance is active. Resolve carries across Phases.
Suggested Optimizations
- Swap Phase 1 and Phase 3 for +167 damage
- Swap Phase 2 and Phase 3 for +167 damage
- Swap Phase 3 and Phase 4 for +167 damage
How the simulation works
A chart is five Phases, and your loadout assigns one Card to each. Your Resolve pool is your Total Defense — the sum of every slot's Defense, boosted by ×1.25 whenever the slot's color has advantage over that Phase's opponent color (the cycle runs Red ⇒ Green ⇒ Purple ⇒ Yellow ⇒ Blue ⇒ Red, one direction only). You win — Connected — when the opponent's Resolve drops below zero while yours stays above it.
Each judged note deals Total Power divided by the Phase's note count, scaled by the Difficulty Multiplier (1.00 + Level × 0.05). Your expected EXACT rate decides how many notes land; the rest are BREAKs. As a prototype assumption, the opponent only strikes on your BREAK notes, at ×5 crit — so a shaky Phase hurts twice: less damage out, more damage in.
Resonance is the second prototype assumption: once your EXACT rate in a Phase passes 60%, the gauge is full and every further note that Phase hits at ×5. Pushing a Phase from 90% to 95% EXACT is therefore worth far more than the raw note count suggests, and the per-Phase table flags Resonance-active Phases with a ×5 RES marker.
The optimizer brute-forces every pairwise Phase-slot swap and reports the ones that gain total damage — usually color-advantage realignments — flagging any swap that single-handedly flips a failed run into a Connected one. Opponent Power and Resolve bases are invented per encounter and scaled by difficulty until real stats are available.
How to use the Encounter Simulator
- 01Pick an encounter — choose one of the six demo encounters; its five Phase colors, note counts and chart levels load automatically.
- 02Build your loadout — assign up to five Cards to the Phase slots: one Card per slot, and no two Cards may share a Blueprint; empty slots fight with a 100/100 baseline.
- 03Set your EXACT rate — your expected accuracy decides how many notes deal full damage and how many turn into BREAKs.
- 04Read the result — check per-Phase damage dealt and taken, both Resolve gauges, Resonance bursts and the final Connected verdict, then apply the suggested Phase swaps.
Card and Blueprint stats for every loadout slot live in the Card Database
How damage works in In Falsus encounters
Every judged note deals your Total Power divided by the Phase's note count, scaled by the Difficulty Multiplier (1.00 + chart Level × 0.05). Slots whose color has advantage over the Phase's opponent color deal ×1.25 — the cycle runs Red ⇒ Green ⇒ Purple ⇒ Yellow ⇒ Blue ⇒ Red, one direction only. You win — Connected — when the opponent's Resolve drops below zero while yours stays above it.
Two prototype assumptions shape the current numbers: the opponent only strikes on your BREAK notes at ×5 crit, and once your EXACT rate in a Phase passes 60%, Resonance fills and every further note that Phase hits at ×5. Opponent Power and Resolve bases are invented per encounter and scaled by difficulty until real stats are available.
Other Tools
- Blueprint Solver
Plan Iota placement on a Blueprint hex board.
- Iota Farming Planner
Find which encounter drops the Iota you need.
Related Guides
- Interactive Database
Filter Blueprints, Iota, Traits and encounter drops in one table.
- Rhythm Guide
Judgement, EXACT rate and Resonance explained.
- Demo Guide
Demo v0.3.1 songs, chart levels and unlock notes.