For each of your battle stats: is an ecstasy jump still worth it, which booster gets you extra stats for the least money, and how many Xanax to stack. Uses your real stats, happy, gym and perks, and today's item market prices.
Needs a Limited Access key (battle stats are private). Create one on Torn. The key stays in this browser and is only ever sent to api.torn.com.
Gains come from Vladar's “Training Gains Explained” v2.0 formula. Three routines are compared on the same 24-hour drug clock (Xanax ≈ 7 h, ecstasy ≈ 3.6 h of cooldown):
“Works” means the ecstasy jump makes more stats per day than a booster jump with the same boosters. Overdoses lose the stack (and the boosters, for an ecstasy overdose) and stretch a Xanax cooldown to 24–25 h; happy is assumed to be restored at rehab. Prices are the cheapest item-market listings for the quantity a jump needs.
Each card assumes you put a whole day's training into that one stat. Overdoses are counted (see the assumptions below); you can switch them off.
Filled in from your API data where possible. Change anything and the cards update. Gym dots and gym-gain perks only change stats per day and dollars per stat; they never change whether an ecstasy jump pays.
| Data storage | Nothing is stored on any server. Your key and settings are saved in this browser's local storage only. |
|---|---|
| Data sharing | None. Requests go directly from your browser to api.torn.com. |
| Purpose of use | Personal training calculations: battle stats, bars, gym and perks for your account, plus public item and points market prices. |
| Key storage & sharing | Stored in your browser until you press “Forget key”. Never shared. |
| Key access level | Limited Access (needed for battle stats). |