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🎰 Gacha Pity Calculator

Enter pull rate, pity count, and cost per pull to calculate the probability of a natural pull before pity, expected cost, and guaranteed pity cost.

Natural Obtain Probability (before pity)
Expected Pulls
Expected Cost
Guaranteed Cost (at pity)

Cumulative Obtain Probability

Cumulative PullsObtain Probability

※ At the pity count (last row), the item is guaranteed even without a natural hit, so probability is shown as 100%.

GUIDE

Learn more

01

Pity systems and the geometric distribution

Assuming each pull is independent with the same probability p, the number of pulls until the first hit follows a geometric distribution. The chance of obtaining it by pull N is 1−(1−p)^N. For a 0.6% rate with a 90-pull pity, the chance of a natural hit strictly before the guaranteed 90th pull is 1−(0.994)^89 ≈ 41.5% — meaning more than half the time you'll actually need the pity to kick in.
02

How expected cost is calculated

With a hard pity ceiling, expected pulls (a truncated geometric expectation) equal [1−(1−p)^pity] ÷ p. For the example above, expected pulls ≈ 69.7; at 3,000 per pull, expected cost is roughly 209,000. That's lower than the guaranteed worst-case cost (90 × 3,000 = 270,000), because some outcomes hit naturally before reaching pity.
03

Using pity systems responsibly

A pity system guarantees you'll eventually get the item, but that guarantee isn't cheap. The "guaranteed cost" shown here is the worst-case spend if you never hit naturally, so budget against that figure — not the (lower) expected cost — when setting a spending limit. Since outcomes are random, avoid overspending on gacha-style products.

Frequently asked questions

How is the pre-pity probability calculated?
Using 1−(1−p)^(pity−1). At a 0.6% rate with 90-pull pity, that's 1−(0.994)^89 ≈ 41.5% — the chance of a natural hit before the guaranteed 90th pull.
Why do expected cost and guaranteed cost differ?
Expected cost is the probability-weighted average spend (including natural hits before pity); guaranteed cost is the maximum you'd spend in the worst case, reaching pity. Expected cost is always less than or equal to guaranteed cost.
Do the presets reference a specific game?
No. They are generic rate/pity combinations commonly seen across gacha-style products, not tied to any particular title. Always check the actual published odds for the specific product.
Is this calculation exact?
This assumes a simple, constant-probability geometric distribution. Some systems apply a "soft pity" that raises the rate after a certain pull count, which would make actual odds higher than this calculator shows.