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Gacha odds explained: what those percentages actually mean

A published rate is not a promise, and pity is not a safety net in the way most people assume. What the numbers on a banner really tell you before you spend.

Christian Baldwin

By Christian Baldwin

A row of illuminated claw machines at a nighttime fair
Photo: Mart de Groot (opens in a new tab) — CC BY 4.0 (opens in a new tab)

A banner that advertises a 1% chance does not promise you the item within 100 pulls. That number describes each pull under the banner's stated rules. A pity counter or guarantee can change the calculation, so read those terms before spending.

Apple and Google require odds disclosures for paid randomised items. The useful part is knowing which outcome the number covers and whether the rate stays fixed.

When earlier pulls do not change the next one

For independent pulls at a fixed rate, fifty failures do not make the fifty-first attempt more likely. That is a mathematical condition, not a promise about every game. A pity counter, rising rate or other banner rule can change the next pull's odds, so check the actual terms.

"I'm due" is not a description of the system. It is a description of how it feels, and the gap between those two things is where a lot of money goes.

Why the average is not your experience

A rate is a statement about a very large number of pulls across a very large number of players. You are one player doing a small number of pulls, and small samples are wild.

This is why community anecdotes are so unreliable in both directions. The person who got it in three pulls is real. The person who went hundreds deep is also real. Neither tells you anything about what will happen to you, and the loud ones tend to be the extremes.

Pity is the number that actually matters

Some banners guarantee a result after a stated number of pulls. The guarantee may cover only a rarity, may choose among several items, or may reset when the banner ends. Only a clearly stated guarantee for the exact item you want can cap that item's worst-case pull count.

  • Find any hard guarantee. How many pulls until a result is guaranteed, and exactly which result? Multiply by the real-money cost per pull only after checking both terms.
  • Check whether it carries over. Does the counter reset between banners? If it does, unused progress may disappear.
  • Check what is actually guaranteed. Pity often guarantees a rarity, not the specific character. Those are very different promises.
  • Look for a soft pity. Some games raise the rate as you approach the threshold. Where it exists it changes the shape of the maths considerably, and where it does not, the flat rate holds all the way.

Where an exact-item guarantee exists, work out its maximum real-money cost before starting. Where it does not, there may be no finite worst-case pull count. Set a spending limit you can accept regardless of the outcome.

The framing tricks worth noticing

Rates quoted per multi-pull
A ten-pull's headline chance sounds far better than the per-pull rate. It is the same maths in friendlier clothing.
Currency between you and the price
Bundles that do not divide evenly into pull costs leave you with an awkward remainder. That remainder is doing a job.
Rate-up that is not exclusivity
"Increased chance" often still leaves most of the probability on things you were not aiming for. Read what share of the rate is the featured item.
A countdown on the banner
A banner deadline tells you when the offer ends, not whether the purchase is good value. Check the terms away from the countdown.

Where to actually read the rates

Use the current in-game banner and its odds disclosure. Apple and Google require disclosures for paid randomised items, but labels and locations vary by game. A community screenshot or old guide may describe a different banner.

The short version

A per-pull rate describes a chance under stated conditions. A guarantee only limits your worst case when its terms cover the exact outcome you want. Read both, then decide what you can spend before the countdown is in front of you.

How we worked this out

The probability explanation applies only to independent, fixed-rate trials. Official Apple and Google rules require odds disclosures for paid random items; neither rule makes a particular banner's pity or featured-item guarantee universal. No live game's rates are quoted.

Sources

  1. Introductory Statistics 2e: geometric distribution (opens in a new tab) — OpenStax (accessed )
  2. App Review Guidelines (opens in a new tab) — Apple Developer (accessed )
  3. Google Play payments policy (opens in a new tab) — Google Play Console Help (accessed )

Corrections and updates

Updates

  1. — Updated the cover with a sourced photograph and recorded its creator and licence.
  2. — Qualified fixed-rate probability claims, corrected the limits of pity guarantees, removed broad legal claims, and added primary platform and mathematics sources.

Topics

Christian Baldwin

Publisher and writer

Christian Baldwin publishes PhonePlayers, covering mobile games, platform changes, and practical decisions about what to play and buy on a phone.

Spotted something wrong, or something that has changed? Tell us — we date and describe every correction we make.

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