Your real odds from a drop rate and number of pulls - and how many pulls you need to hit a target chance. Free, no signup.
This calculator answers two questions: given a drop rate, how likely are you to get at least one copy in a set number of pulls, and how many pulls do you need to reach a chance you are happy with?
The maths treats every pull as an independent event with the same fixed rate. Under that assumption, the chance of missing n times in a row is (1 − rate)^n, and the pulls needed for a target chance T is ln(1 − T) ÷ ln(1 − rate), rounded up. The calculator does not know about pity, guarantees, rate-ups or 50/50 rules. That makes it exact for systems with no pity and only a rough guide for games that have one.
Take a 0.6% rate and 90 pulls. The chance of missing on a single pull is 0.994, so missing all 90 is 0.994^90 ≈ 0.582. The chance of at least one is 1 − 0.582 ≈ 41.8%, and the expected number is 90 × 0.006 = 0.54. To reach a 50% chance you would need 116 pulls; 90% takes 383. With independent pulls the chance never quite reaches 100%, however many pulls you make.
Many gacha games add a pity system on top of the base rate:
Pity changes the maths a lot. In the example above, a game with a 0.6% base rate and hard pity at 90 gives a 100% chance of a top-rarity drop within 90 pulls, not 41.8%. So when pity applies, this calculator understates your chances, especially as you approach the pity threshold. Whether pity carries over between banners, and the exact soft-pity point, vary by game, so check the game's own rate details.
More calculators are in the gaming tools collection.
The chance of getting at least one is 1 minus the chance of missing every time: 1 - (1 - rate) to the power of pulls. This tool does it instantly.
No - at 1% over 100 pulls your chance is about 63%, not 100%. Rates without pity are independent each pull.