Updates:
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.
| 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 |
| 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
}