Gacha Rate Calculator

Gacha Rate Calculator

This calculator helps you estimate the number of pulls you might need to get a specific character or item in a gacha game, based on the advertised rates. Understanding these probabilities can help manage your in-game currency and expectations.

e.g., 1 (for one ticket or premium currency unit)
e.g., 0.5 for a 0.5% chance
e.g., 10 for a 10% chance (if applicable, like for a 3-star item)
e.g., 90 (the number of pulls after which you're guaranteed the item)
e.g., 2 (the increase in rate per pull after reaching a certain point before pity)
.gacha-calculator-container { font-family: sans-serif; border: 1px solid #ddd; padding: 20px; border-radius: 8px; max-width: 500px; margin: 20px auto; background-color: #f9f9f9; } .gacha-calculator-title { text-align: center; color: #333; margin-bottom: 15px; } .gacha-calculator-description { color: #555; font-size: 0.9em; text-align: justify; margin-bottom: 20px; line-height: 1.5; } .gacha-calculator-inputs { margin-bottom: 20px; display: grid; grid-template-columns: 1fr; gap: 15px; } .gacha-input-group { display: flex; flex-direction: column; } .gacha-input-group label { margin-bottom: 5px; font-weight: bold; color: #444; } .gacha-input-group input[type="number"] { padding: 10px; border: 1px solid #ccc; border-radius: 4px; font-size: 1em; } .gacha-input-group small { color: #777; font-size: 0.8em; margin-top: 3px; } .gacha-calculate-button { display: block; width: 100%; padding: 12px 15px; background-color: #007bff; color: white; border: none; border-radius: 5px; font-size: 1.1em; cursor: pointer; transition: background-color 0.3s ease; } .gacha-calculate-button:hover { background-color: #0056b3; } .gacha-calculator-result { margin-top: 20px; padding: 15px; border: 1px solid #e0e0e0; background-color: #fff; border-radius: 5px; text-align: center; font-size: 1.1em; color: #333; min-height: 50px; display: flex; align-items: center; justify-content: center; } function calculateGachaPulls() { var pullCost = parseFloat(document.getElementById("pullCost").value); var targetRate = parseFloat(document.getElementById("targetRate").value) / 100; // Convert percentage to decimal var guaranteedRate = parseFloat(document.getElementById("guaranteedRate").value) / 100; // Convert percentage to decimal var pityCount = parseInt(document.getElementById("pityCount").value); var pityRateIncrease = parseFloat(document.getElementById("pityRateIncrease").value) / 100; // Convert percentage to decimal var resultElement = document.getElementById("gachaResult"); resultElement.innerHTML = ""; // Clear previous results if (isNaN(pullCost) || isNaN(targetRate) || isNaN(guaranteedRate) || isNaN(pityCount) || isNaN(pityRateIncrease) || pullCost <= 0 || targetRate <= 0 || guaranteedRate < 0 || pityCount <= 0 || pityRateIncrease < 0) { resultElement.innerHTML = "Please enter valid positive numbers for all fields."; return; } // — Basic Probability Calculation (Ignoring Pity for a moment) — // The probability of *not* getting the item in one pull. var probNotGettingItem = 1 – targetRate; // Expected number of pulls to get the item if rates were constant. // This is a simplified view using expected value E = 1/p var expectedPullsSimple = 1 / targetRate; // — Advanced Calculation considering Pity and Rate Increase — // We need to simulate or calculate the probability distribution, which is complex. // A common approach is to calculate the *cumulative probability* of getting the item by a certain pull count. // We'll use a simplified approach that considers the increased rate near pity. var currentRate = targetRate; var pulls = 0; var totalCost = 0; var probabilityOfNotGetting = 1.0; var estimatedPulls = 0; // Calculate probability of NOT getting the item for pulls *before* pity triggers rate increase significantly var pullsBeforePityRateIncrease = pityCount – Math.floor(pityCount / 10); // Assume rate increase starts roughly 10% before pity if (pullsBeforePityRateIncrease < 0) pullsBeforePityRateIncrease = 0; for (var i = 0; i = 1) break; // Already guaranteed or extremely likely probabilityOfNotGetting *= (1 – targetRate); pulls++; } // Calculate for pulls approaching pity where the rate increases var pullsUntilPity = pityCount – pulls; for (var i = 0; i = 1) break; // Already guaranteed or extremely likely var effectiveRate = targetRate + (i * pityRateIncrease); // Simple linear increase for approximation if (effectiveRate > 1) effectiveRate = 1; // Cap at 100% probabilityOfNotGetting *= (1 – effectiveRate); pulls++; } // If pity is reached and we still haven't got it, the probability of getting it in the next pull is effectively 100% (or very high due to pity mechanics). // We need to check if probabilityOfNotGetting is still very close to 1. if (probabilityOfNotGetting > 0.01) { // If there's still a significant chance we haven't gotten it by pityCount probabilityOfNotGetting *= (1 – guaranteedRate); // Account for the guaranteed pull at pity pulls++; } // If the item wasn't obtained by the guaranteed pity pull, we are essentially starting over with base rates, but the simulator has tracked it. // The logic above is a simplification. A true simulation would run many trials. // For this calculator, we'll estimate based on the average. // A more robust way is to consider the expected number of pulls considering pity. // The probability of NOT getting the item by pull N is P(not by N) = product[(1-rate_i) for i=1 to N] // The expected pulls is approximately Sum[ P(not by N) for N=0 to infinity ] var cumulativeProbNotGetting = 1.0; var estimatedPullsForTarget = 0; var maxPullsToSimulate = pityCount * 5; // Simulate a reasonable number of pity cycles for (var i = 1; i <= maxPullsToSimulate; i++) { var currentPullRate; if (i = pityCount – Math.floor(pityCount / 10) && pityCount > 10) { // Apply pity rate increase currentPullRate = Math.min(1.0, targetRate + (i – (pityCount – Math.floor(pityCount / 10))) * pityRateIncrease); } } else { currentPullRate = guaranteedRate; // This is the rate at pity, often effectively 100% for the banner item if (i > pityCount) { // If we passed pity, it means we didn't get it, and likely reset. However, the calculation needs to converge. // In many games, pity resets. The probability of getting the item on pull `pityCount + 1` is extremely high if not obtained earlier. // For simplicity, we assume the worst case where you hit pity. currentPullRate = targetRate; // Assuming base rate after pity reset for subsequent cycles // To simplify: we will just calculate the chance of getting it UP TO the pity threshold. } } // Probability of NOT getting it on THIS specific pull var probNotGettingThisPull = 1 – currentPullRate; // Probability of NOT getting it by the end of THIS pull cumulativeProbNotGetting *= probNotGettingThisPull; // Add the probability of needing this many pulls (which is the probability of NOT getting it in previous pulls) estimatedPullsForTarget += cumulativeProbNotGetting; if (cumulativeProbNotGetting < 0.0001) { // If probability of not getting it becomes negligible, stop simulation break; } } // The result `estimatedPullsForTarget` is now the expected number of pulls. // We add 1 to account for the final pull that would succeed. estimatedPullsForTarget += 1; // Ensure the estimated pulls are at least the pity count in worst case scenario if (estimatedPullsForTarget < pityCount && targetRate < 1) { estimatedPullsForTarget = pityCount; } var totalCostEstimate = estimatedPullsForTarget * pullCost; var outputHTML = "Estimated pulls needed to obtain the target item: " + estimatedPullsForTarget.toFixed(2) + ""; outputHTML += "Estimated cost in currency: " + totalCostEstimate.toFixed(2) + ""; outputHTML += "Note: This is an estimate based on average probabilities and common pity mechanics. Actual results may vary significantly due to luck."; resultElement.innerHTML = outputHTML; }

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