Updates:

Conclusions

Because equipment allows you to raise or lower certain Menaces, a common question is whether doing so would be more or less efficient when cashing out Menaces during Hallowmas.

Before the change to the formula, cashing out at a range of 6 to 8 Menace levels was usually optimal, with 6 for lower Menace CP gains, and 7 to 8 for higher Menace CP grinds. After the change, the formula has become linear and cashing out at higher Menace levels is now (almost) always better. If you can’t reach 9 or higher, though, the difference is usually less than 5% and turning Menaces in at 8 is generally good enough. At a gain of 5 Menace CP per action it can make up to a 12% difference (because of rounding up actions required to reach those Menace levels), but it’s not really practical to pay attention to that while playing.

Cashing out Menaces always costs 1 action and you will need another 2 actions if you are entering/leaving a Menace area (or are entering/leaving another area such as Underclay for your grind). Below I am first assuming a base action cost of 3, and then a base action cost of 1 assuming you have found a grind that does not involve entering/leaving a specific area.

The lines below aren’t entirely smooth because action costs have been rounded up. You can’t have 1.1 actions.

Menace CP per Action
Menace Level
1 2 3 4 5 6 7 8 9 10
1 CP per Action 0.25 0.5 0.67 0.77 0.83 0.88 0.9 0.92 0.94 0.95
2 CP per Action 0.25 0.6 1 1.25 1.36 1.5 1.65 1.71 1.73 1.77
3 CP per Action 0.25 0.75 1.2 1.43 1.88 2.1 2.15 2.4 2.5 2.5
4 CP per Action 0.25 0.75 1.2 1.67 2.14 2.33 2.8 3 3 3.24
5 CP per Action 0.25 0.75 1.2 2 2.5 2.62 3.11 3.27 3.75 3.93
6 CP per Action 0.25 0.75 1.5 2 2.5 3 3.5 4 4.09 4.23

Menace CP per Action
Menace Level
1 2 3 4 5 6 7 8 9 10
1 CP per Action 0.5 0.75 0.86 0.91 0.94 0.95 0.97 0.97 0.98 0.98
2 CP per Action 0.5 1 1.5 1.67 1.67 1.75 1.87 1.89 1.88 1.9
3 CP per Action 0.5 1.5 2 2 2.5 2.62 2.55 2.77 2.81 2.75
4 CP per Action 0.5 1.5 2 2.5 3 3 3.5 3.6 3.46 3.67
5 CP per Action 0.5 1.5 2 3.33 3.75 3.5 4 4 4.5 4.58
6 CP per Action 0.5 1.5 3 3.33 3.75 4.2 4.67 5.14 5 5
# Function to calculate Spirit of Hallowmas gain per action
# Default base action cost of 3 (1 for cashing out, 2 for entering/leaving)

spirit_per_action <- function(menace_level, menace_cp_per_action, base_cost = 3) {
  menace_cp <- (menace_level / 2) * (1 + menace_level)
  spirit_val <- (menace_level / 2) * (1 + menace_level) 
  spirit_per_menace_cp <- spirit_val / menace_cp
  actions_req <- ceiling((menace_cp / menace_cp_per_action) + base_cost)
  spirit_per_action <- spirit_val / actions_req
  spirit_per_action
}