Gacha Odds & Pity Simulator v5

Monte Carlo 5,000 simulations · Character/Weapon Pool · First Double Bonus · Auto-Simulate

Select Game Template
Lost last 50/50, next is guaranteed

Auto-simulates on parameter change, or click to re-run

Simulation Results
Average (Expected)
pulls
50% Median
pulls
80% Safe Line
pulls
95% Extreme Line
pulls
Minimum
pulls
Maximum
pulls
Cumulative Success Rate
Currency & Budget Calculator
Double primogems on first top-up
Pulls Still Needed
pulls
Gems Still Needed
gems
Est. Cost (TWD)
NT$
Est. Cost (USD)
USD
Gaming Gear Recommendations

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Tutorial: Soft Pity & 50/50 Mechanics

What is Soft Pity?

Soft pity means your pull rate gradually increases after a certain threshold. For example, Genshin character banners start soft pity at pull 74, where the base 0.6% rate increases by 6% per pull until the hard pity at 90.

  • Character vs Weapon Pool: Character banners use 50/50 off-banner chance; weapon banners use 75/25. This tool precisely models both.
  • Hard Pity: At the cap, you are guaranteed to get the target item.
  • Soft Pity: Rate increases gradually after the threshold, significantly reducing expected pulls.
  • 50/50: After hitting, 50% chance it's the UP item, 50% off-banner. If off-banner, next hit is guaranteed UP.
  • 75/25: Weapon banner: 25% chance UP, 75% off-banner. If off-banner, next hit is guaranteed.

Monte Carlo Simulation

This tool runs 5,000 independent simulations per execution, balancing mobile performance with 99.5% statistical accuracy, calculating:

  • Expected Pulls: Average across all simulations.
  • 50% Median: The "average luck" threshold.
  • 80% Safe Line: 80% of players succeed within this pull count. Recommended as your budget baseline.
  • 95% Extreme Line: Worst-case scenario, recommended as your maximum budget ceiling.

Combine with the First Double Bonus option and Custom Rate feature for precise budgeting.

Disclaimer: This tool uses Monte Carlo simulation based on publicly disclosed game mechanics. Results are for budget planning reference only. Actual in-game results are determined by the game server's RNG and cannot be guaranteed.

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