Gaming math lab · Timing · Original calculator
Resource regeneration and next tick timer
On this page
For discrete recovery, round missing resources up to whole ticks. The first tick arrives after your entered next-tick delay; later ticks use the full interval.
Generic mathematical model, not a named game’s simulator. All starting values are invented examples. Supply verified values for your game and check the assumptions below.
Your scenario
Formula and units
Ticks = ceil(max(0, target − current) / gain). Tick wait = delay + (ticks − 1) × interval when ticks > 0, otherwise 0. Continuous wait = missing / gain × interval.
Worked example
From 35 to 80 resources, with ten gained every five minutes, five ticks are needed. If the next tick is two minutes away, the target is reached after 2 + 4 × 5 = 22 minutes. A continuous model at the same average rate gives 22.5 minutes.
How to use this comparison
Check whether recovery is genuinely tick-based before using the next-tick delay. A delay of zero means a tick is available immediately. Use the interval as the delay if the next tick is one complete interval away. Keep all time values in minutes.
Read the result correctly
A target below your current amount needs zero waiting. A target above capacity is rejected because ordinary recovery cannot reach it under this model. Discrete recovery can pass the target on its final tick; the tool does not pretend fractional ticks are available.
Model boundaries
The two models are alternatives. The tick model has no offline cap, temporary buff, paused recovery, consumption during the wait or variable intervals. Capacity is a hard cap. The page calculates a duration; it does not run a background alarm or send a notification.
Method: original arithmetic implementation and editorial examples reviewed October 16, 2026. Outputs follow the displayed formula and your inputs. We have not tested these mechanics inside a particular game.