Every gacha banner shows a rate. It is almost always technically accurate and practically misleading. “0.6 percent per pull” does not mean 167 pulls guarantee something — it means each isolated pull has six chances in a thousand. Understanding the gap between per-event and cumulative probability is what separates planning from impulse spending.
Three numbers people conflate
- Base rate: chance per pull with no compensation mechanism — the 0.6 or 1.6 percent in the footer.
- Pity: the maximum number of pulls before the item is guaranteed, usually 80–90 for character banners.
- Soft pity: the range where the rate climbs before hard pity, often starting around pull 74.
Together they produce a cumulative probability very different from the base rate, which is why players perceive an effective rate of roughly 1.5–1.6 percent.
The only sum that matters
With a 0.6 percent per-pull chance, the probability of at least one copy in n pulls is 1 − (1 − 0.006)^n. At 50 pulls that is about 26 percent; at 90 pulls, about 42 percent. Without pity, more than half of players would still miss at 90. With pity at 90, the real average lands at 62–75 pulls — that is the number to plan with.
The real cost
If a pull costs roughly R$ 5 in mid-size bundles, 75 pulls is R$ 375. A single five-star can cost as much as two full games — and double that if you lose the 50/50.
The “ten more pulls” trap
This is sunk cost bias, and it is the most expensive pattern in the genre. After 60 pulls, stopping feels like wasting what was already spent, but earlier pulls do not improve the next one outside pity mechanics. If the counter transfers to the next banner, stopping is not loss — it is deferral.
Practical rule: decide the maximum number of pulls before opening the banner. When you reach it, close the game. A limit set before is always more rational than one set in the moment.
Identifying banners worth pulling
- Is the item irreplaceable in your team? If another character does 80 percent of the job, value drops sharply.
- Can you reach pity without spending? If not, frustration is likely.
- Does the banner inherit guaranteed state from the previous one? That changes everything.
Long-term planning instead
Free players need discipline, not luck: accumulate for two to three months and spend only on guaranteed banners.
An honest note
If you notice you spend more than planned, or open the game thinking about buying before thinking about playing, seek information about compulsive gaming. These systems are designed by teams that study behaviour; recognising that is the first step, and free support exists in Brazil.
FAQ
Does pity carry between banners? Depends on the game — often yes between banners of the same type. Check the rules before assuming.
Are small bundles bought repeatedly worth it? Financially no. Larger bundles cost less per pull, but they also encourage more spending.
Is there a strategy to beat the system? No. There is a strategy to avoid losing money: set a limit, use pity, do not chase items on impulse.



