What this estimate does and does not do
This calculator estimates gacha or loot-box pull probability using configurable base rate, soft pity, hard pity, and 50/50-style guarantee rules. It is useful for understanding odds before spending limited in-game currency.
It does not predict your actual result, change game odds, or recommend spending. Gacha systems can be expensive and psychologically sticky. Set a budget before pulling, and do not chase a probability number with money you cannot afford to lose. Also check the current in-game banner details, because pity and guarantee rules vary by game, banner, region, and patch.
Formula used
Without pity, the basic probability for at least one success is:
P(at least one) = 1 - (1 - p)^nWith pity and guarantees, pulls are not identical. This calculator uses dynamic programming over three pieces of state:
state = (target copies already pulled, pity count, guarantee state)
top-rarity chance = base rate, soft-pity rate, or 100% at hard pity
target chance = top-rarity chance × featured chance, unless guaranteed
off-banner chance = top-rarity chance × (1 - featured chance)
no-top-rarity chance = 1 - top-rarity chanceWhen a top-rarity result occurs, pity resets. If it is off-banner and the game has a guarantee-after-loss system, the next top-rarity result is treated as guaranteed target.
Worked example
Using common character-banner style settings:
- base top-rarity rate: 0.6%
- target chance after top-rarity: 50%
- soft pity starts at pull 74
- soft pity increase: 6% per pull
- hard pity: 90 pulls
- guarantee after losing 50/50: yes
If you start at 0 pity and plan 90 pulls, you are guaranteed at least one top-rarity result, but not necessarily the target if you are not already guaranteed. If you lose the 50/50 at hard pity, the target may require another pity cycle. That is why the worst case for one featured target can be 180 pulls in some systems.
How to use the result
- Use “chance for target goal” for the probability of reaching your desired number of copies.
- Use “expected target copies” as a long-run average, not a promise.
- Use “worst-case guarantee” only when your selected pity/guarantee rules actually guarantee the target.
- Use the 50%, 90%, and 95% pull milestones to understand probability, not to justify overspending.
Assumptions and limitations
- Soft pity is modelled as a linear increase per pull. Some games use hidden or different curves.
- The calculator assumes pity resets after any top-rarity result.
- The guarantee model assumes one off-banner top-rarity makes the next top-rarity guaranteed target.
- It does not model multiple simultaneous featured items, weapon paths, fate points, radiance/mercy mechanics, or banner-specific exceptions.
- If the game has no guarantee-after-loss system and the target chance is below 100%, there may be no true worst-case guarantee.
Frequently asked questions
How is gacha probability calculated without pity?
For independent pulls with a fixed rate p, the chance of at least one success in n pulls is 1 - (1 - p)^n.
How does this calculator handle pity?
It uses dynamic programming over pity count, target copies, and guarantee state. Each pull can be no top-rarity, an off-banner top-rarity, or the target item.
What is soft pity?
Soft pity is a point where the per-pull chance starts increasing before hard pity. The calculator models it as a linear increase per pull after the soft pity start.
What is hard pity?
Hard pity is the pull where the game guarantees a top-rarity result. If the target is not guaranteed, a 50/50 or off-banner result may still mean you need another pity cycle.
Does a 90% chance mean I will get the character?
No. A 90% chance means 9 out of 10 similar plans would succeed on average. It still means 1 out of 10 fail unless a hard guarantee covers the target.