What pity is and the numbers you need
Most gacha games hide a safety net behind their random pulls. Pity is a counter of how many pulls you have made since your last top-rarity item (usually a 5-star). The counter changes the odds in two stages, and one extra rule decides whether the item you get is the one you wanted.
- Base rate: the chance of a 5-star on each early pull. A common value is 0.6%.
- Soft pity: the pull where the chance per pull starts to climb. On a typical 90-pity character banner this is around pull 74.
- Hard pity: the pull where a 5-star is guaranteed, which is pull 90 on that same banner.
- The 50/50 and the guarantee: when you get a 5-star on a limited banner, there is a fixed chance (often 50%) that it is the featured one. If you lose, the next 5-star is guaranteed to be the featured one.
The values above are the defaults of the Gacha Pity Calculator. They match the basic structure used by several popular games, but rates and rules change, so always confirm the real numbers on your game's in-game drop-rate page and enter them into the calculator if they differ.
How soft pity changes each pull
Under the default model, the chance of a 5-star is 0.6% on pulls 1 to 73. From pull 74 it rises by 6 percentage points on every pull until it reaches 100% at pull 90.
| Pull number | Chance this pull is a 5-star |
|---|---|
| 1 to 73 | 0.6% |
| 74 | 6.6% |
| 76 | 18.6% |
| 78 | 30.6% |
| 80 | 42.6% |
| 82 | 54.6% |
| 84 | 66.6% |
| 86 | 78.6% |
| 88 | 90.6% |
| 89 | 96.6% |
| 90 | 100% (hard pity) |
That curve explains why waiting for the soft-pity range matters. The cumulative chance of getting any 5-star from zero pity looks like this:
| Pulls made | Chance of at least one 5-star |
|---|---|
| 10 | 5.8% |
| 30 | 16.5% |
| 50 | 26.0% |
| 70 | 34.4% |
| 74 | 39.8% |
| 76 | 57.2% |
| 78 | 77.6% |
| 80 | 91.8% |
| 82 | 98.1% |
| 90 | 100% |
Two things stand out. First, about 64% of 5-stars arrive between pulls 74 and 90, so the average wait for any 5-star is about 62 pulls, far lower than the 167 pulls you would expect from a 0.6% rate alone. Second, a long run of pulls before pull 74 changes your chance very little. The rate stays at 0.6% until soft pity begins, so the pulls that matter most are the ones inside the soft-pity range.
The 50/50 and the guarantee
Getting a 5-star is only half the story on a limited banner. If the featured chance is 50%, then about half of your first 5-stars will be the wrong one, and you will need a second 5-star (guaranteed to be featured) to finish. The guarantee is why the featured character costs far more than the first 5-star.
The table shows the number of pulls needed on average and for a 50%, 90% and 99% chance of the featured character.
| Zero pity | Average | 50% | 90% | 99% |
|---|---|---|---|---|
| No guarantee | 93.4 | 80 | 155 | 161 |
| Guarantee active | 62.3 | 76 | 80 | 83 |
The first row is what most players face at the start of a new banner. The second row is the best case, where you lost the last 50/50 and your next 5-star is certain to be the featured one. Having the guarantee active cuts the average cost by about a third.
The worst case with no guarantee is 180 pulls: 90 pulls to reach hard pity and lose the 50/50, then 90 more. Even so, the 99% line is 161 pulls, not 180, because reaching the worst case needs both an unlucky first 5-star and a late second one.
How to calculate your odds, step by step
Step 1: Count your total pulls
Add your tickets, your currency divided by the cost per pull, and any free pulls you expect before the banner ends. For example, 16,000 currency at 160 per pull is 100 pulls.
Step 2: Note your current pity
Check your pull history for the number of pulls since your last 5-star on this banner type. If your pity is already 50, you are 24 pulls away from soft pity.
Step 3: Check whether you have the guarantee
If your last 5-star on this banner type was not the featured one, your next 5-star is guaranteed to be featured. This single fact changes your odds more than almost anything else.
Step 4: Enter the banner rates
Choose a preset in the Gacha Pity Calculator or type the base rate, soft pity start, increase per pull, hard pity and featured chance from your game's rate page.
Step 5: Read the chance and the thresholds
The calculator shows your chance of the featured item within your pulls and the number of pulls needed for 50%, 90% and 99%. Compare your total from Step 1 with those numbers.
Step 6: Decide how much risk you accept
If your chance is already above 90%, you are in a safe position. If it is near 50%, you are close to a coin flip. If it is low, consider whether to save for a later banner instead of spending now.
Edit the rates, add your pulls and see your chance and the pulls needed for 50%, 90% and 99%.
Worked examples
How much currency to save
The table below converts the pull numbers into currency at 160 currency per pull. Adjust it for your game by multiplying the pulls by the cost of one pull.
| Goal | Pulls | Currency at 160 per pull |
|---|---|---|
| One copy, average cost (no guarantee) | 93.4 | about 14,944 |
| One copy, 90% chance (no guarantee) | 155 | 24,800 |
| One copy, 99% chance (no guarantee) | 161 | 25,760 |
| One copy, 90% chance (guarantee active) | 80 | 12,800 |
| Two copies, average cost (no guarantee) | 186.9 | about 29,904 |
| Two copies, 90% chance (no guarantee) | 265 | 42,400 |
| Three copies, average cost (no guarantee) | 280.3 | about 44,848 |
If your game gives free currency every day, divide the amount you need by your daily income to see how many days of saving it takes. The calculator has fields for daily income and days until the banner ends, so you can see the exact gap.
How banners differ between games
Not every banner follows the 90-pity character pattern. Weapon banners, light cone or engine banners and some other games use shorter pity and different featured chances. The calculator includes approximate presets so you can compare them. The numbers below are calculated from those presets, with zero pity and no guarantee.
| Preset in the calculator | Average pulls | 90% chance | 99% chance |
|---|---|---|---|
| Character banner (90 pity, 50/50) | 93.4 | 155 | 161 |
| Weapon-style banner (80 pity, 75% featured) | 66.6 | 128 | 137 |
| Light cone-style banner (80 pity, 75% featured) | 66.8 | 127 | 142 |
| 80 pity with 50/50 (approximate) | 81.4 | 141 | 148 |
These presets are approximations. Treat them as a starting point, and replace the values with the ones published for your game.
Some games add rules the calculator does not model: a stronger guarantee after several lost 50/50s, shared pity between banners, a separate counter for secondary items, or bonus items at milestone pulls. If your game has a rule like that, your real odds will differ from the calculated ones, so read the game's rate page first.
Common probability mistakes
- Treating the average as a promise. The average cost is 93.4 pulls, but you might need 160 or more. Plan for a high-confidence number, not the average.
- Confusing "any 5-star" with the featured one. A 5-star by pull 90 is certain. The featured character is not.
- Thinking you are "due" before soft pity. In this model the rate stays at 0.6% until pull 74. Pulls 20 and 50 are not more likely to hit than pull 2.
- Forgetting the guarantee. Check whether your last 5-star was the featured one before you do any sums.
- Mixing banner types. Pity on a character banner may not apply to a weapon banner. Check each banner on its own.
- Assuming the rates never change. Games adjust rates and rules. Use the numbers from the current banner.
Spending responsibly
Pull odds are probabilities, not promises, and the cost can be well above the average. Set a budget before you start, avoid chasing losses and remember that you only reach the guaranteed outcome by spending the full amount shown. If you are worried about your spending, use spending limits on your account or device and talk to someone you trust. This guide and the calculator are for planning and entertainment only.
Frequently asked questions
What is pity in a gacha game?
Pity is a counter of pulls since your last top-rarity item. As the counter climbs, the game raises your chance (soft pity) and eventually guarantees the item (hard pity). Because the counter protects you from very long dry streaks, a gacha pity calculator uses it to work out your real odds.
What is the difference between soft pity and hard pity?
Soft pity is the point where the chance per pull starts to rise. Hard pity is the pull where the item is guaranteed. On a typical 90-pity character banner, soft pity begins around pull 74 and hard pity is pull 90. These are the values used by the calculator's default preset, so confirm the numbers for your game on its in-game rate page.
How many pulls do I need to be sure of the featured 5-star?
Under the standard 50/50 model, the worst case is 180 pulls: 90 to hit pity and lose the 50/50, then 90 more with the guarantee. For practical planning, about 155 pulls gives a 90% chance and about 161 pulls gives a 99% chance from zero pity with no guarantee. If the guarantee is already active, about 80 pulls gives a 90% chance.
Does a 50% chance mean 50 pulls?
No. From zero pity with no guarantee, the chance of the featured character reaches 50% at about 80 pulls, not 50. The chance of any top-rarity item reaches 50% at about 76 pulls. The two numbers differ because the first top-rarity item you get is only the featured one about half the time.
How do I calculate my chance of getting the featured character?
Add up your pulls (tickets plus currency divided by the cost per pull plus any free pulls), note your current pity and whether your next 5-star is guaranteed, then enter those with the banner's rates into a gacha pity calculator. It returns your chance within those pulls and the pulls needed for 50%, 90% and 99%.
Is a 0.6% rate really one in 167 pulls?
On the base rate alone, the average wait would be about 167 pulls. Soft pity changes that: under the 90-pity model the average wait for any 5-star is about 62 pulls, because most 5-stars arrive between pulls 74 and 90.
Does pity carry over between banners?
It depends on the game and the banner type. Many games carry pity across banners of the same type, and some reset it or keep a separate counter for weapons or other banners. The calculator does not assume anything about your account, so enter your current pity and guarantee status yourself and check the rules in the game.
How many pulls should I save for a character banner?
A common plan is to save enough for the number of pulls that gives you a 90% chance. On a 90-pity banner with 160 currency per pull, that is about 155 pulls (24,800 currency) from zero pity with no guarantee, or about 80 pulls (12,800 currency) if the guarantee is active.
Are the calculator results exact?
They are exact for the rates and rules you enter, but they are only as accurate as those inputs. Games change rates and add extra rules, so treat the results as planning estimates and check the game's own drop-rate page.
Can I use the calculator for games other than Genshin-style banners?
Yes. The base rate, soft pity, hard pity and featured chance are all editable, so any game with a soft pity and hard pity structure can be modelled. Mechanics that the calculator does not model, such as shared pity, bonus rules after several lost 50/50s or milestone rewards, will make real results differ.
Related reading: if you like working with odds, try the Dice Probability Calculator or the Loot Table Randomizer.