A universal gacha simulator that supports various pity systems (Soft Pity, Hard Pity, Spark/Point Exchange), guaranteed minimums, and 50/50 guarantees (rate-up guarantees after losing a 50/50). You can perform the following calculations and analyses through simulation:
* Note: Probabilities are calculated statistically via simulation, not as analytical exact solutions.
Settings for when the drop rate increases after consecutive misses. * Note: To use this, please specify the rarity group that resets the consecutive miss counter in (1).
You can configure two types of pity systems: a "Hard Pity" that resets the count upon pulling the target, and a "Spark" (Mileage/Point Exchange) system where points accumulate regardless of wins or losses. For the count-reset type, select the rarity group to reset in (1).
Settings for cases like "Guaranteed [Rarity] or higher every 10 pulls." If you set multiple thresholds (e.g., 10 and 50), the larger threshold's probability table will be applied on multiples of 50. If this guaranteed probability table is less favorable than the dynamic rate-up (Soft Pity), please check [Limit Application Scope].
A system where if you hit the target rarity but do not get the rate-up character (losing the 50/50), the next hit in that rarity guarantees the rate-up character.
Simulate the distribution of results if 100,000 users pulled 100 times each. The number of pulls and users can be adjusted.