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Gacha Probability & Pity Calculator

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Understanding the gacha probability and pity calculator — concept and principle

Gacha games sell random pulls in which a rare item or character appears with a small published probability. This calculator shows the chance of getting at least one copy within a given number of pulls, how many pulls give a 50% or 90% chance, the average number of pulls needed, and the most you can spend before a hard pity guarantee triggers.

Gacha odds with a hard pityAt 0.6% per pull, 90 pulls give 41.8% without pity but 100% with a hard pity of 90; with pity both the 50% and 90% marks are reached by pull 90 and the average is 69.7 pulls, against 167 without pity. The worst case costs 90 × $1.90 = $171.Hard pity caps the worst case0.6% per pull90 pulls, no pity: 41.8%90 pulls, pity at 90: 100%pulls →avg 69.7pity 90: 50% & 90% reachedno-pity avg 167no-pity 90%: 383with pity, 50% and 90% are both reached by pull 90$Worst case: 90 × $1.90 = $171decide your limit before you pull
Inside the green stretch pity guarantees the item; without pity the milestones lie far beyond it.

How it is calculated

The principle

If every pull is independent with the same chance p, the only way to get nothing in n pulls is to miss every time, which has probability (1 − p)ⁿ. Everything else contains at least one hit, hence 1 − (1 − p)ⁿ. Solving that expression for n gives the pulls needed for any target probability. The number of pulls until the first hit follows a geometric distribution, whose mean is 1 ÷ p. A hard pity caps this distribution: no player can need more than the pity count.

Worked example

  1. Inputs: drop rate 0.6%, 90 pulls, hard pity 90, cost per pull $1.90.
  2. Because 90 pulls reach the hard pity of 90, P(at least one) = 100%. Without pity it would be 1 − 0.994⁹⁰ ≈ 41.8%.
  3. Pulls for 50%: ln 0.5 ÷ ln 0.994 ≈ 115.2 and for 90% ≈ 382.6, but both exceed the pity, so the result is 90 / 90.
  4. Expected pulls without pity = 100 ÷ 0.6 = 166.67; with the pity of 90, (1 − 0.994⁹⁰) ÷ 0.006 = 69.70.
  5. Worst-case cost = 90 × $1.90 = $171.00.
How P(at least one) changes with PullsHow P changes with Pulls02040608010022.54567.590112135180Example: 100%Pulls
Each point is the calculator re-run with only “Pulls” changed; the gold point is the default example. Change the inputs above and this chart follows your numbers.
PullsP(at least one)
22.512.66%
4523.72%
67.533.38%
90100%
112100%
135100%
180100%

How to read the result

When the 50% and 90% lines both equal the pity, pity rather than luck usually decides when you get the item; the 58% of players who miss in 90 pulls all get it at pull 90, so the average falls to about 70. Many games also have soft pity, where the rate rises sharply in the last stretch before hard pity, so real average pulls are lower than 1 ÷ p. A 50/50 rule on the featured item can double the worst case.

Common mistakes

Keep in mind: The formula assumes independent pulls at a fixed rate plus a simple hard pity. Check the game's published rates and pity rules, and decide on a spending limit before you pull; this is not financial advice.

Frequently asked questions

Is 1 ÷ p the number of pulls that guarantees the item?

No. It is the average. At exactly 1 ÷ p pulls the chance is only about 63%.

Are gacha rates published?

In South Korea game companies must disclose probability-item rates under the Game Industry Promotion Act, in force since March 2024.

Sources: Sheldon M. Ross, A First Course in Probability (geometric distribution) · Game Industry Promotion Act of the Republic of Korea, probability-item disclosure provisions (effective March 2024)

Checked 8 Nov 2026. Official league / federation formulas where they exist; widely used community formulas otherwise. For fun and analysis — not betting advice.

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