How Scoring & Recommendations Work
Think of Buildsmith as a theory-crafter that knows every item in your inventory, at camp, understands your party composition, and can test every possible loadout in seconds. Here's what happens under the hood...
1. What Happens When You Upload
-
Save extraction —
Your
.lsvfile is a compressed archive. Buildsmith unpacks it and reads your full inventory, every character's class/subclass, ability scores, level, and which items are currently equipped. - Item resolution — Every equippable item is cross-referenced against a comprehensive game database extracted from BG3's own game files. This resolves each item's boosts, passives-on-equip, and statuses into a flat list of concrete effects — the same bonuses you'd see on the item tooltip in the game, plus hidden ones.
- Scoring — Each resolved item is scored against every character's class profile. A Paladin and a Rogue looking at the same ring will get very different scores.
- Synergy detection — Items aren't scored in isolation. The engine detects combinations that are greater than the sum of their parts (e.g., stacking Radiating Orb items, or pairing Fire damage with "on Fire damage" passives).
- Loadout generation — A solver finds the best-scoring assignment of items to slots for each character, then repeats the process with defense-favoured and offense-favoured weightings. You get three builds per character.
2. How Items Are Scored
Seven Scoring Categories
Every effect on an item is classified into one or more of these categories. Each category is weighted differently depending on your character's class and subclass.
Weapon damage, bonus damage dice, damage riders, attack roll bonuses. Weighted highest for Fighters, Barbarians, and other damage-dealers.
Armour Class, saving throw bonuses, damage resistance, HP bonuses, and condition immunity. Frontliners value this most.
Spell Save DC, spell attack bonuses, and Arcane/Fire Acuity stacking. Near-zero weight for pure martials.
Bonus healing, healing auras, and effects that restore HP. Matters most for Clerics, Druids, and Paladins.
Ability score bonuses, skill bonuses, movement speed, darkvision, and initiative. Every class benefits to some degree.
Condition application (Prone, Stunned, Frightened), debuffs, and status-stacking (e.g. Reverberation). High weight for controllers and support builds.
Spell slot recovery, charges per rest, and effects that extend your adventuring day. Particularly valuable for Paladins (who burn slots on Smite) and long-rest-hungry casters.
Class Profiles & Weights
Each of BG3's 12 classes and 36+ subclasses has a profile that tells the scorer what this build actually cares about. The profile includes:
- Category weights — how much each of the seven categories matters. A Champion Fighter might have offense 1.8 and spellcasting 0.0, while a Divination Wizard has spellcasting 1.6 and offense 0.6.
- Primary & secondary abilities — STR for a Barbarian, DEX for a Rogue, CHA for a Sorcerer. Items boosting your primary ability score higher.
- Armour & weapon proficiency — an item you can't wear or wield properly gets a massive penalty (or zero).
- Extra Attack & multi-hit — per-hit effects (like bonus damage dice) are worth more to classes that hit multiple times per turn. A Monk with Flurry of Blows gets 3–4 hits, making a ring that adds 1d4 Fire per hit far more valuable than on a single-attack Sorcerer.
- Concentration reliance — a Wizard who constantly concentrates on spells values CON-save proficiency and concentration-protecting gear much more than a Barbarian.
- Stealth reliance — Rogues and Gloom Stalkers extract more value from Obscured/stealth passives, and are penalised for heavy armour that imposes stealth disadvantage.
Key Scoring Modifiers
Beyond raw category scores, the engine applies several context-sensitive adjustments:
Weapon Proficiency Gate
No proficiency = zero score. It doesn't matter how amazing the Halberd is if your Wizard can't use it without disadvantage on every attack.
Base Weapon Damage
The weapon's base damage dice and enchantment bonus form the foundation. Classes with Extra Attack get a 1.5× multiplier here since they swing twice.
Ability Score Affinity
A +2 STR item scores higher on a STR-based Fighter than on a CHA-based Sorcerer. Items that override an ability to a set value (like Gauntlets of Hill Giant Strength setting STR to 23) are heavily discounted if the class doesn't use that ability.
Effective Armour Class
Armour isn't just AC — the engine accounts for DEX caps (light armour uses full DEX, medium caps at +2, heavy ignores DEX entirely) when computing how much AC a piece really gives your character.
Crit Synergy
Items that lower your critical hit threshold or add crit bonuses get a 1.5× boost for classes that specifically benefit from crits — like Champion Fighters and Assassin Rogues (Sneak Attack dice double on a crit).
Initiative Bonus
First-turn-kill builds like Assassin and Gloom Stalker get 1.5× value from initiative bonuses. Every other class still gets a small bonus — going first is always useful.
Use-Frequency Discounting
An effect you can trigger every attack is worth more than one you can use once per long rest. The engine applies diminishing coefficients: always-on (100%) > per-attack (95%) > per-turn (90%) > per-short-rest (75%) > per-long-rest (55%).
Level Gating
Legendary items get penalised at low levels (below 9) and Very Rare items below level 7 — matching the game's intended power curve.
3. Synergy Detection
Individually good items can become great when combined. The engine detects these interactions across six dimensions and adds bonus score when synergistic items end up on the same character.
Condition Stacking
Multiple items that apply the same condition (Radiating Orb, Reverberation, etc.) make each other stronger — more sources mean the condition stacks higher and becomes harder to shake. The bonus increases with each additional source, but with diminishing returns so the fourth Orb item isn't as impactful as the second.
Crit Clusters
Items that reduce the critical hit threshold pair naturally with items that add bonus effects on crit. Stacking three crit-related items creates a cluster bonus.
Cross-Mechanic Combos
Curated rules for well-known BG3 interactions:
- Wet + Lightning — items that apply Wet paired with Lightning damage for vulnerability exploitation
- Darkness + Devil's Sight — Darkness casters plus items that benefit from Obscured
- Reverberation + Radiating Orb — these conditions cascade into each other, compounding debuffs
- Arcane Acuity + Spell Save DC — stacking Acuity makes your Spell Save DC boosters even more effective
Trigger → Payoff
The engine auto-detects "provide and need" relationships. For example, if one item deals Fire damage (trigger) and another item has a passive that activates "when you deal Fire damage" (payoff), both items get a synergy bonus. This also works with class abilities — a Paladin inherently provides Radiant damage, so items that trigger "on Radiant damage" get synergy credit immediately.
Vulnerability Chains
Items that apply a condition paired with items that exploit that condition. Think: an item that makes enemies Wet combined with a weapon that deals bonus damage to Wet targets.
Themed Clusters
Groups of items that share a mechanic (Momentum, Poison, etc.) receive a cluster bonus with diminishing returns. Two Momentum items together are better than either alone, but a fifth Momentum item barely moves the needle.
Synergy cap: No matter how many synergies fire, the bonus can't exceed 30% of the total loadout score. This prevents the engine from chasing gimmicky combos at the expense of raw item quality.
4. How Recommendations Are Built
Once every item has been scored for every character with synergies factored in, the engine needs to assign items to equipment slots — and a ring that's great for your Cleric might be even better on your Sorcerer. Here's how it decides:
Slot-Based Optimisation
For each character, the solver picks the highest-scoring item for each equipment slot (helmet, armour, gloves, boots, amulet, cloak, two ring slots, melee weapon, ranged weapon, shield). It considers slot constraints — a two-handed weapon blocks the shield slot, and you can't wear a ring in your helmet slot.
Three Loadout Variants
You get three recommended builds per character:
- Best Overall — balanced scoring using the default class weights
- Defensive — defense weight doubled, offense halved. Best when you need to survive tough fights.
- Offensive — offense weight doubled, defense halved. Maximum damage output.
What You See in the Report
Each character section shows:
- Current loadout — what you have equipped right now, with AC and estimated damage-per-round
- Recommended swaps — which items to equip in each slot, with the score delta. Items already equipped are marked so you know what to leave alone.
- Synergy guide — named clusters showing why certain items were grouped (e.g., "Radiating Orb synergy", "Fire Trigger→Payoff")
- Wiki links — every recommended item links to the BG3 Wiki so you can verify the pick
5. Practical Examples
Why does my Paladin get recommended a Spell Save DC ring?
Paladins have a moderate spellcasting weight (they do cast support spells and debuffs) plus their class profile provides Radiant damage. If you have other items that trigger on spellcasting or condition application, the synergy bonus may push a Spell Save DC ring above a purely offensive alternative.
Why is a "once per short rest" item scored lower than a "per turn" one?
An effect that fires every turn might trigger 4–6 times per encounter. A once-per-short-rest effect fires once per 2–3 encounters. The engine's frequency discounting models this: an always-on effect keeps full value, while a once-per-long-rest effect is valued at roughly half. This prevents the engine from overrating flashy but infrequent abilities.
Why does my Monk get a higher score for the same damage ring as my Wizard?
A ring that adds 1d4 Fire per hit fires once on a Wizard's Firebolt but 3–4 times during a Monk's Flurry of Blows. The engine's multi-hit scaling detects Extra Attack and Flurry, multiplying per-hit effects accordingly. The same ring might score 1.5× on a Fighter and 2× on a Monk compared to a single-attack caster.
What's the deal with Radiating Orb and Reverberation everywhere?
These two conditions are among the strongest in BG3 because they stack, debuff enemies persistently, and cascade into each other. The engine's condition-stacking and cross-mechanic synergy dimensions specifically recognise this. If your inventory has several Orb/Reverb items, the engine will cluster them onto one character for maximum stacking, rather than spreading them thin across the party.
6. Known Limitations
- Some scripted on-hit effects (applied by the game engine at runtime rather than listed in item data) may be missing from scoring. We patch known cases manually.
- Items inside containers or held by NPCs may show "owner unknown" — the engine sees them in your save but can't always determine who's carrying them.
- The engine doesn't yet account for multiclass builds beyond the primary class/subclass detected.
- Consumables, scrolls, and camp supplies are not scored — only equippable gear.
- The synergy 30% cap can occasionally undervalue a highly synergistic build that a creative player might pilot better than the math predicts.