Mirror the real inventory: two rarity-specific weapons, one part on each, rolled affixes, ten relics, five Tarot faces, and the hunter's legal skill branches. The final sheet calculates deterministic totals and keeps runtime triggers separate.
01
Hunter
Choose the run identity
Lucky support
Jester
Turns fortune, healing, and team momentum into a safer run.
Global always-on totals before weapon-local values. Runtime triggers stay in the conditional ledger below.
Health
125
Movement Speed
100.0%
Critical Chance
0.0%
Critical Damage
200.0%
Reload Speed
100.0%
Fire Rate
100.0%
Smite Chance
0.0%
Bullet Attack Cap
0.0%
Bullet Attack
125.0%
Battle Skill Damage
100.0%
Transmutation Damage
100.0%
Final Damage
100.0%
Physical Damage
100.0%
Frost Damage
100.0%
Lightning Damage
100.0%
Acid Damage
100.0%
Fire Damage
100.0%
Hemorrhage Damage
100.0%
Freeze Damage
100.0%
Disruption Damage Cap
40.0%
Corrosion Damage
100.0%
Ignition Damage
100.0%
Primary · Mythic
War Dominator
Final bullet attack
161.3–213.8
Burst DPS
225.0
Critical chance
10.0%
Magazine
6
Critical damage
200.0%
Final shot interval
500 ms
Effects
[Final Shot]: Always deals Critical Hits and directly triggers [Ignition].
• Damage dealt by [Ignition] increases by 666%.War Dominator
Secondary · Mythic
Conquest Dominator
Final bullet attack
127.5–172.5
Burst DPS
225.0
Critical chance
10.0%
Magazine
6
Critical damage
200.0%
Final shot interval
333 ms
Effects
Attacking enemies with [Corrosion] spreads [Plague], dealing Acid Damage equal to 300% Bullet Attack and triggering [Corrosion].
• When enemies already affected by [Corrosion] take [Plague] damage, [Plague] triggers again. They can only be affected by [Plague] once within a short time.Conquest Dominator
Always-on arithmetic
0 recognized modifiers
No unconditional percentage modifier is selected yet.
Runtime conditions
6 scenario modifiers
These remain outside the always-on total until their printed trigger is active; the printed condition stays visible.
Inspect conditional ledger
When Jester has [Novice's Luck]: Critical Chance +15%, Smite Chance +15%.
Critical Chance 15%Ray of Luck
When Jester has [Novice's Luck]: Critical Chance +15%, Smite Chance +15%.
Smite Chance 15%Ray of Luck
When Jester has [Novice's Luck], Critical Damage increases by 30%.
Critical Damage 30%Divine Justice
[Justice Heart] lasts 4 seconds longer and additionally increases Jester's Movement Speed by 60%, Reload Speed by 40%, and Final Damage by 40%.
Final Damage 40%I will be a Hero!
[Justice Heart] lasts 4 seconds longer and additionally increases Jester's Movement Speed by 60%, Reload Speed by 40%, and Final Damage by 40%.
Reload Speed 40%I will be a Hero!
[Justice Heart] lasts 4 seconds longer and additionally increases Jester's Movement Speed by 60%, Reload Speed by 40%, and Final Damage by 40%.
Movement Speed 60%I will be a Hero!
Game numeric channel and damage formulas
IntNumeric = clamp((BaseValue + SaveValue + FinalAdd) × (10,000 + FinalPctAdd) / 10,000)shot = weapon base attack × role Bullet Attack × element damage × Final Damageburst DPS = weapon DPS × the same damage channels × Fire Rate
Range rolls produce a minimum–maximum result. Triggered skills, status procs, reload downtime, enemy defenses, and effects without a closed-form stat line remain in the conditional ledger instead of being silently guessed.
Reproducible build guide
How to use the Pass the Fear Build Planner
The planner mirrors a complete loadout: one hunter and level, two rarity-specific weapons, one part on each weapon, eligible affixes, ten relic slots, five Tarot slots, and the hunter's legal personal upgrades.
Its purpose is not to name a universal best build. It makes assumptions visible, rejects known rule conflicts, calculates deterministic totals, and keeps effects that require combat state in a separate conditional ledger.
Build in dependency order
Start with the hunter and level because they determine the available personal skill rows and base panel. Then choose each weapon's exact rarity before adding parts and affixes, since rarity controls both the variant statistics and affix capacity.
Complete both weapons before judging how global relic or Tarot bonuses affect them.
Fill only the slots you want to test; an empty slot is a valid controlled comparison.
Read the result as several answers
The final sheet separates character-wide totals from weapon-local values. Direct attack range, burst DPS, critical chance, critical damage, magazine size, and shot interval answer different questions and should not be collapsed into one score.
Change one selection at a time and use the highlighted delta to identify its effect.
Compare both the minimum and maximum when an effect or weapon has a range.
Respect legality checks and calculation limits
The planner filters affixes by weapon and rarity, enforces repeat and exclusion rules, and prevents duplicate use of a non-repeatable Tarot face. Triggered skills, procs, enemy defenses, cooldowns, and other scenario-dependent effects stay outside the always-on total rather than being guessed.
Inspect every rule-conflict message before sharing a build link.
Use the conditional ledger as a checklist for the combat situation the numeric result does not assume.