Gacha Pity Pulls
Calculator
Results
- Expected pulls
- 69.699803
- Probability of hitting before pity
- 41.819882
- Probability of reaching pity
- 58.180117
Gaming results
| Expected pulls | 69.699803 |
| Probability of hitting before pity | 41.819882 |
| Probability of reaching pity | 58.180117 |
formula-map diagram
- Expected pulls
- 69.699803
- Probability of hitting before pity
- 41.819882
- Probability of reaching pity
- 58.180117
Game math relationship
Formula
E = Σ k·p·(1 − p)^(k−1) + N·(1 − p)^N= 69.699803776079
Note
This is a simplified model: it applies the standard probability or game-math formula to the numbers you entered. Real games add pity systems, drop-rate tiers, rounding, server-side variance and balance patches, so treat the result as an estimate rather than a guarantee.
More in Gaming and probability
See all →Frequently asked questions
What is a pity system in gacha games?+
A pity system guarantees a rare item after a certain number of unsuccessful pulls, overriding the base random probability once that threshold is reached, which caps the worst-case bad luck a player can experience.
How does pity change the expected number of pulls compared to pure probability?+
Without pity, expected pulls is simply 1 divided by the drop rate; with pity, the expected number is always less than or equal to that pure-probability figure, since pity guarantees a success by the cap even in the unlucky tail of outcomes.
What's a "soft pity" versus a "hard pity"?+
Hard pity is a fixed pull count where the rare item is guaranteed outright; soft pity is an earlier point where the drop rate itself starts increasing with each additional pull, making the guarantee point a true maximum rather than the typical outcome.
Does carrying over pity count between banners or events matter?+
In games where pity counters carry over, your existing progress toward pity reduces the number of additional pulls needed for the next guaranteed item, so factor in your current pity count rather than assuming a fresh calculation from zero.
Why might two players report very different luck despite the same pity system?+
Pity only guarantees a maximum number of pulls to get a success — it doesn't prevent variance below that cap, so one player might get lucky early via the base random rate while another needs every pull up to the pity threshold, and both outcomes are normal under the same system.