Crafting Profit Calculator
Calculate crafting profit in any RPG or MMO. Enter sell price, material costs, and fees to find your profit per craft and margin.
Calculate the probability of pulling a gacha item within N pulls. Enter rate and pull count to find your cumulative chance with pity.
| Pulls | Get โฅ1 Item | Cost |
|---|---|---|
| 10 | 94.2% | 100 ยฅ |
| 30 | 16.5% | 300 ยฅ |
| 50 | 26% | 500 ยฅ |
| 75 | 36.3% | 750 ยฅ |
| 90 | 100% | 900 ยฅ |
Gacha games are built on probability. Knowing your actual chances of pulling a desired item within a specific number of pulls helps you make informed spending decisions. This calculator computes cumulative probability with and without pity systems.
The core formula is simple: P(โฅ1 in N pulls) = 1 โ (1 โ rate)^N. With a 1% rate and 100 pulls, you have a 63.4% chance โ not the 100% many players intuitively expect. Adding a hard pity at pull 100 changes the math to guarantee success.
Use This calculator to evaluate whether a banner is worth pulling on, how many pulls to budget, and the real odds of getting what you want.
Use the estimate as a planning baseline and adjust it once you have real session data from the game you are playing.
Gacha games thrive on players' misunderstanding of probability. A 3% rate sounds generous until you realize there's a 22% chance of not getting a single success in 50 pulls. This calculator replaces false intuition with real math, helping you spend wisely.
Without pity: P(โฅ1) = 1 โ (1 โ rate/100) ^ N
With hard pity at M pulls: P(โฅ1 within min(N,M)) = 1 if N โฅ M, else standard formulaResult: 38.2% without pity; higher with soft pity
With 0.6% rate and 80 pulls (no pity): 1 โ 0.994^80 = 38.2%. With hard pity at 90, you're guaranteed the item within 10 more pulls maximum, making the effective probability much higher.
Gacha probability follows a Bernoulli model where each pull is an independent trial. The cumulative probability grows with each pull but never reaches 100% without pity mechanics. Understanding this is key to making rational spending decisions.
Pity systems transform gacha from pure gambling into bounded purchases. With hard pity, you're essentially buying the item for a maximum known price. This has made gacha more palatable to regulators and players alike.
The golden rule: if you can't afford hard pity, don't start pulling. Starting a banner without enough pulls to hit pity means you might end up with nothing to show for your spending โ the worst possible outcome.
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The gacha rate is the probability of getting a rare item on a single pull, usually expressed as a percentage. Featured items often have rates between 0.5-3%. Standard rare items may have 5-10% rates depending on the game.
Expected pulls is an average. Due to randomness, about 37% of players will exceed the expected pull count before seeing a success. This is normal mathematical behavior, not a bug.
Rate-up banners increase the chance that when you do pull a rare, it's the featured item. The overall rare rate stays the same, but a larger portion of rare pulls become the featured item, typically 50% of rare pulls.
Mathematically, the probability is identical per pull. Multi-pulls (10x) are often preferred because they offer a guaranteed minimum, bonus items, or slight discounts. The per-item rate doesn't change.
Only if the game has a hard pity system. With hard pity, saving enough pulls to reach the cap guarantees the item. Without pity, there's always a chance of going empty-handed regardless of pull count.
This varies by game. Check the cost per premium currency and divide by the amount needed per pull. Use the Gacha Cost Estimator for real-money cost calculations.
Calculate crafting profit in any RPG or MMO. Enter sell price, material costs, and fees to find your profit per craft and margin.
Calculate expected attempts for successful enchantment. Enter success chance to find expected tries, cost, and probability of success by attempt N.
Calculate expected number of gacha pulls to reach a target confidence level. Enter rate, pity, and desired confidence percentage.