Gacha Pull Expected Value
Most gacha calculators just do "expected number of pulls to hit pity, times cost per pull". This one compares up to four banners side-by-side and converts expected pulls to dollar cost including currency pack bonuses and tax-free thresholds. With optional pity guarantee, 50/50 loss, and a whaling simulator that tracks monthly spend vs budget.
Banner A (target)
Banner B
Cost-per-hit comparison
Whaling simulator
Method note
Expected pulls to hit a target under hard pity is the standard mixture of geometric waiting time (rate per pull) capped at the pity threshold, with adjustment for 50/50 (multiply by 2 if lose). Concretely: E = (1 − (1−p★)k) / p★ where p★ = effective pull rate; with hard pity we cap at k, so the worst case is exactly k.
For dollar cost we multiply expected pulls by pull cost, then divide by per-100-currency USD, with an optional first-purchase bonus (max +50% extra) applied to the spending-only part. Whaling simulator runs 1,000 streams and reports mean/median cost.
Who uses this
F2P budgeters
Estimate which banner to pull on given limited saved currency. See when pity guarantees make the "wait" banner strictly better.
Whales / dolphins
Set a reasonable monthly budget and see the expected number of limited characters for it.
Game-econ students
Manipulate rates to see the gradient of revenue vs player perceived fairness.
When not to trust this
- Soft pity "rate increase" curves are non-uniform and not modeled here.
- Some banners have a "guaranteed on next 5★" mechanic that boosts the effective rate as pulls pile up.
- First-purchase bonus structures vary by region — check your store before treating USD figures as ground truth.
FAQ
What's "50/50 loss"?
Some games give you a feature banner 5★ only half the time, the rest being a "standard" character. If you lose the 50/50, your next 5★ is guaranteed to be the featured one. The effective p★ halves; we show that as a 2× multiplier on expected pulls.
How does the whaling simulator work?
We simulate 1,000 deterministic pull sequences (without RNG; we precompute the distribution) and report where each player's monthly budget runs out versus when pity triggers. Median hit count tells you "50% of players got at least this many".