Pity System Calculator

Calculate expected pulls with soft and hard pity mechanics. Model gacha pity systems to find average pulls needed for a featured item.

%
%
Expected Pulls
62.9
Average to get item
Median Pull
77
50% of players by this pull
Hard Pity
90
Guaranteed by this pull
Planning notes, formulas, and examples

About the Pity System Calculator

Many modern gacha and loot-box games implement pity systems that increase pull rates after consecutive failures. This calculator models both soft pity (gradually increasing rates) and hard pity (guaranteed success at a maximum count).

Soft pity begins increasing your base rate at a specific pull threshold. For example, in some games, the rate starts ramping at pull 74 and reaches 100% at pull 90 (hard pity). This dramatically changes the expected pull count compared to pure random chance.

Enter your base rate, soft pity start, hard pity cap, and the rate increase per pull during soft pity to see a realistic expected pull count that accounts for these mechanics.

Use the estimate as a planning baseline and adjust it once you have real session data from the game you are playing.

When This Page Helps

Without accounting for pity mechanics, expected pull calculations are wildly inaccurate for modern gacha games. A 0.6% base rate suggests 167 expected pulls, but with soft pity starting at pull 74 and hard pity at 90, the real average is closer to 62 pulls. This calculator gives you the accurate number.

How to Use the Inputs

  1. Enter the base pull rate (e.g., 0.6% for many gacha games).
  2. Enter the soft pity start (pull number when rate begins increasing).
  3. Enter the hard pity cap (guaranteed pull number).
  4. Enter the rate increase per pull during the soft pity window.
  5. View the expected pulls and cost to get the featured item.
Formula used
For pulls 1 to soft_start: rate = base_rate For pulls soft_start to hard_pity: rate = base_rate + (pull โˆ’ soft_start) ร— rate_increase At hard_pity: rate = 100% Expected pulls = ฮฃ(pull ร— P(first success at that pull))

Example Calculation

Result: ~62.5 expected pulls

With 0.6% base rate, soft pity from pull 74, 6% increase per pull, and hard pity at 90: the effective average is about 62.5 pulls. Most players hit the item between pulls 75-85 due to the ramping soft pity rate.

Tips & Best Practices

  • Pity counters usually carry over between banners in many gacha games.
  • Track your pity count manually or use in-game history to know your current position.
  • Soft pity typically provides the best value โ€” plan pulls around entering the soft pity window.
  • Some games have a 50/50 mechanic where even a pity-rate pull may not give the featured item.
  • Save enough pulls to reach hard pity before starting to pull on a banner.
  • Rate-up items often require winning a 50/50 after the initial rare pull.

How Pity Systems Work

Pity systems were introduced to make gacha spending more predictable. By guaranteeing success within a maximum number of pulls and ramping rates before that threshold, they reduce variance while maintaining the excitement of random pulls.

Soft Pity Window

The soft pity window is where most players actually get their rare items. Once rates start ramping, the per-pull probability increases dramatically. In many implementations, going from 0.6% to 30%+ per pull happens within just 10-15 pulls.

Budget Planning with Pity

Always plan banner spending around pity. Enter a banner at or near soft pity for the best value. If you're at 0 pity, budget for the full expected pull count. Knowing these numbers transforms gacha from gambling into calculated spending.

Sources & Methodology

Last updated:

Frequently Asked Questions

  • Soft pity is a hidden or documented mechanic where the success rate gradually increases after a certain number of failed pulls. It makes getting the item more likely as you approach hard pity, smoothing out the experience.