Actions and time to a visible target
remaining = max(0, target − current); actions = ceil(remaining ÷ observed gain); minutes = actions ÷ actions per minute.
Estimate a visible Power target or compare continue and rebirth paths. Every output comes from the values you enter; no game constant, hidden multiplier or official break-even formula is assumed.
Quick answer
Your draft and up to three saved scenarios stay in this browser only. Input values are not sent with analytics events.
Enter finite non-negative totals and positive measured rates.
remaining = max(0, target − current); actions = ceil(remaining ÷ observed gain); minutes = actions ÷ actions per minute.
Continue time uses current Power and current Power/min. Rebirth time adds reset/recovery minutes to the post-rebirth starting Power and post-rebirth Power/min path.
It does not know an official rebirth multiplier, reset rule, world modifier, pet boost, event effect or universal break-even point. Re-measure whenever a pet, boost, pass, evolution, world, rebirth or update changes the conditions.
No. It is an independent arithmetic tool using values entered by the player.
Use current Power, target Power, observed Power per action and a representative actions-per-minute sample.
Remaining equals max of zero and target minus current; actions are remaining divided by observed gain and rounded up; minutes are actions divided by actions per minute.
It compares time to the same target on a continue path and a player-entered post-rebirth path, including reset or recovery time.
No. The result applies only to the inputs and conditions entered.