Gaming

The math of pity: why 0.6% is not the rate you feel

The game shows you a 0.600% chance of a 5★ and then hands you the character around pull 76 almost every time. The two numbers look contradictory, but they are not: 0.6% is the base rate, which only holds until "soft pity"; the rate you feel is the consolidated rate, officially 1.600% in most HoYoverse games. Between the two sits soft pity, a probability ramp that is not officially published and was reconstructed by the community from millions of pulls. This guide separates what is official from what is estimated, derives how many pulls you spend on average per 5★ and per featured character, and shows why pity is a deterministic counter that still hides pure chance inside it. Test your own numbers in the [Genshin pity calculator](tool:genshin-pity-calculator) as you read.

J-Kit13 min readIntermediate
  • Gacha
  • Probability
  • Genshin Impact
  • Gaming
  • Statistics

Key takeaways

  • The 0.600% base rate only holds until soft pity; the official consolidated rate is 1.600% (Genshin, HSR, ZZZ) and 1.800% in Wuthering Waves, that is the one you feel.
  • Hard pity is official (90 pulls, or 80 in WuWa); soft pity and the shape of the ramp are NOT published, they come from reverse engineering over large community samples.
  • From the 1.600% consolidated rate comes an average of 62.5 pulls per 5★; with the 50/50, guaranteeing the featured character costs ~94 pulls on average and, worst case, 180.
  • Pity is a deterministic counter, but inside soft pity each pull is still a draw, the gambler’s fallacy still applies.

Two rates with the same name

When you open the details of a Genshin character banner, HoYoverse publishes two different numbers for the same event: the base probability of a 5★ is 0.600%, and the "consolidated probability" (including the pity guarantee) is 1.600%. This is not a bug or deceptive fine print: they are two distinct quantities. The base is the chance of each isolated pull before any help from the system. The consolidated is the average per-pull rate across the whole pity cycle, the one that describes your real experience. Confusing one for the other is the source of nearly every "this game is robbing me" complaint.

Base rate
The probability of a 5★ on an isolated pull, far from pity. 0.600% in Genshin, HSR and ZZZ; 0.800% in Wuthering Waves.
Soft pity
The band of pulls where the rate stops being flat and climbs on every attempt. Estimated by the community, not officially published.
Hard pity
The pull at which the 5★ is 100% guaranteed. Officially 90 in most games, 80 in Wuthering Waves.
Consolidated rate
The average per-pull rate including pity: 1.600% (Genshin, HSR, ZZZ) and 1.800% (WuWa). It is the rate you feel.
50/50
When a 5★ drops, a 50% chance it is the featured character; if you lose, the next 5★ is guaranteed featured.

Soft pity: where the rate spikes

From pull 1 to 73, the rate is locked at 0.600%. Starting around pull 74 it stops being flat and climbs sharply on every attempt, reaching 100% at hard pity on pull 90. That climb is soft pity, and it is why 5★ almost always arrive between pulls 75 and 80. HoYoverse does not publish the curve: it was reconstructed by projects that pool the pull histories of millions of players. Doing that reverse engineering is the same statistical work found in correlation, regression and R², fitting a model to observed data and measuring how much it explains.

0%25%50%75%100%145.590Pity counter (pull)Chance of 5★ on that pull
Probability of a 5★ on each pull, as a function of the pity counter (Genshin/HSR model). The soft-pity ramp is a reconstruction from community data, it is not an official number; only the base (0.6%) and the 100% at pull 90 are published.
View the data
xValue
10.6%
730.6%
746.6%
7618.6%
7830.6%
8042.6%
8254.6%
8466.6%
8678.6%
8890.6%
90100%

The shape matters more than the exact values: a low, flat line for 73 pulls and then a wall. That is why "I will do just a few more pulls" is a trap before soft pity and a reasonable bet after it. Note that the ramp points (74 onward) are the community reconstruction, with the same slope the Genshin pity calculator uses; the 0.6% base and the 100% at pull 90 are the only official points.

0.600%base rate, pull 1 to 73 (official)
~74where soft pity starts (community estimate)
90hard pity: guaranteed 5★ (official)

The consolidated rate and expected value

The 1.600% consolidated rate is not a per-pull rate you see at any specific moment, it is the long-run average. Across thousands of pulls, the number of 5★ divided by the number of pulls converges to 1.600%. And when an average rate is the ratio of events to attempts, its inverse is the average number of attempts per event. In other words: on average you spend 1 ÷ 0.016 = 62.5 pulls per 5★. Large community samples land very close to this, which is the empirical proof that 1.6% really does describe the real experience.

P(pelo menos um 5* em N pulls) = 1 - Pi (1 - p_i)
p_i
chance of a 5★ on the i-th pull (0.6% before soft pity, rising along the ramp)
N
number of pulls made from the current pity
Pi
product of all factors from i = 1 to N
Probability of getting at least one 5★ in N pulls, starting from zero pity.

This formula settles for good why 0.6% misleads. Suppose you do 73 pulls from zero, all still at the base rate. The chance of NOT hitting any 5★ is 0.994 raised to 73 ≈ 0.6446. So the chance of hitting at least one is only 1 − 0.6446 ≈ 35.5%. After 73 pulls, you have just about a 35% chance of a 5★. That is exactly why soft pity exists: without the ramp, nearly two thirds of players would reach pull 73 empty-handed. The ramp packs the remaining ~65% of the mass into a handful of pulls right after, hence the feeling that "it always comes around 76".

The 50/50, the guarantee and the real cost

Pulling a 5★ is not the same as pulling the character you want. On the featured banner, the first 5★ has a 50% chance of being the promoted one, that is the 50/50. If you lose (a character from the permanent pool comes out instead), the system stores a guarantee: the next 5★ must be the featured one. So, worst case, guaranteeing the character costs two 5★. The expected value sits between one and two: with half the time needing 1 and the other half needing 2, the average number of 5★ needed is 1×½ + 2×½ = 1.5.

E[pulls ate o destaque] = (2 - p) x (1 / r_c)
r_c
consolidated per-pull rate (0.016 in most; 0.018 in WuWa)
p
chance of winning the 50/50 (0.5 nominal; 0.55 in Genshin with Capturing Radiance)
(2 - p)
expected number of 5★ until the featured one appears
Expected pulls to guarantee the featured character.

Putting the pieces together: each 5★ costs 62.5 pulls on average, and you need 1.5 of them on average, so guaranteeing the featured character costs 62.5 × 1.5 = 93.75 pulls, about 94. At 160 premium currency per pull, that is roughly 15,000 units. In the worst possible case (lose the 50/50 at hard pity and take the next one at hard pity too), it is 90 + 90 = 180 pulls, or 28,800 currency. In Wuthering Waves, at 55.6 pulls per 5★, the average drops to 55.6 × 1.5 ≈ 83 pulls, and the worst case is 80 + 80 = 160.

You win the 50/50

  • The first 5★ is already the featured character.
  • Average cost ≈ 62.5 pulls (a single 5★).
  • Happens ~50% of the time (~55% in current Genshin).

You lose the 50/50

  • The first 5★ is from the permanent pool; it triggers the guarantee.
  • The next 5★ is guaranteed to be the featured one.
  • Average cost ≈ 125 pulls; worst case, 180.
Enter your current pity, whether you are on the guarantee, and how many pulls you have: the calculator applies the formula pull by pull and shows the real chance of the featured 5★.Open the tool full page

The four games, side by side

Genshin, Honkai: Star Rail and Zenless Zone Zero share almost the same math, no coincidence, they are all HoYoverse. Wuthering Waves, from Kuro Games, uses a higher base rate and a lower hard pity, which changes the average cost but keeps the 50/50 logic. Each game has its own calculator: Genshin, Honkai: Star Rail, Zenless Zone Zero and Wuthering Waves.

Featured-character banner compared (officially published values). Soft pity is excluded here because it is an estimate.
GameBase 5★ rateHard pityGuaranteeCurrency per pull
Genshin Impact0.600%9050/50 (55% with Capturing Radiance)160 Primogems
Honkai: Star Rail0.600%9050/50160 Stellar Jade
Zenless Zone Zero0.600%9050/50160 Polychrome
Wuthering Waves0.800%8050/50160 Astrite

The practical read: in the three HoYoverse games, budget around ~94 pulls per guaranteed character (~15,000 currency) and a ceiling of 180. In Wuthering Waves, the higher base and shorter pity drop the average to ~83 pulls and the ceiling to 160. All charge 160 currency per pull, so converting pulls to currency is always multiplying by 160.

The gambler’s fallacy inside pity

Here lies the costliest confusion. Pity is a deterministic counter: it counts your pulls without a 5★ and, at pull 90, delivers the 5★ for certain. But every pull inside soft pity is still an independent draw. At pull 80, with a ~42% chance, the 5★ may simply not come, and that does not "bank luck" for pull 81. Pull 81 has its own rate (higher), computed from scratch. "I have gone many pulls without a 5★, so the next is more likely" is true only because that specific pull’s rate is higher, not because previous bad luck is owed back. It is the gambler’s fallacy, the same one that makes people think a number is "due" in the lottery, taken apart in lottery probability.

The full derivation, step by step

1) Average pulls per 5★. The consolidated rate r_c is, by definition, (number of 5★) ÷ (number of pulls) in the long run. Inverting, the average number of pulls per 5★ is E5 = 1 ÷ r_c. With r_c = 0.016, E5 = 62.5; with r_c = 0.018 (WuWa), E5 ≈ 55.6.

2) How many 5★ for the featured one. Let p be the chance of winning the 50/50. With probability p you hit on the first (1 five-star); with probability (1 − p) you lose and need a second guaranteed 5★ (2 total). The expected number of 5★ is p·1 + (1 − p)·2 = 2 − p.

3) Combining. E[pulls to featured] = (2 − p) × E5. For p = 0.5: 1.5 × 62.5 = 93.75. For p = 0.55 (Genshin with Capturing Radiance): 1.45 × 62.5 = 90.625. For WuWa (p = 0.5): 1.5 × 55.6 ≈ 83.3.

4) Exact cumulative probability. For a given target, do not use the average: use 1 − Π(1 − p_i), multiplying each pull’s failure chance from the current pity to the target. That is how this site’s calculators compute the exact chance, pull by pull, instead of an approximation.

Why "spend to soft pity then stop" almost never pays off

Stopping at pull 73 wastes the accumulated pity: you threw away ~35% of chance without harvesting the ramp that comes right after. If you have pulls to reach soft pity, it is almost always worth going until it resolves, because the value per pull spikes precisely there. The symmetric mistake is starting the ramp without pulls to finish it and getting stuck on a high pity until the next banner.

Frequently asked questions

If the rate is 0.6%, why do I almost always get the 5★ around pull 76?
Because 0.6% is only the base rate, valid until around pull 74. After that soft pity kicks in, a ramp where the chance climbs sharply each pull up to 100% at pull 90. Most 5★ arrive between pulls 75 and 80. The rate that describes your experience is the consolidated one, officially 1.600%.
How many pulls do I need, on average, to guarantee the featured character?
In Genshin, HSR and ZZZ, about 94 pulls (62.5 per 5★ × 1.5 from the 50/50 rule), with a 180 ceiling. In Genshin, Capturing Radiance drops the average to ~90.6. In Wuthering Waves, the average is ~83 pulls and the ceiling 160. At 160 currency per pull, ~94 pulls is about 15,000 premium currency.
Is pity official or made up by the community?
It is mixed. The base rate, consolidated rate, hard pity (90, or 80 in WuWa) and the 50/50 system come from the official gacha detail screens. Soft pity, where the ramp starts and how steeply it rises, has never been published; it is a statistical reconstruction the community built from large samples of pulls.
After losing many pulls, does the next 5★ become more likely?
Only because that specific pull’s rate is higher (you are deeper into soft pity), not because previous bad luck must be "paid back". Each pull is drawn independently with the rate of your current pity counter. Thinking a pull is "due" is the gambler’s fallacy, the counter changes the probability, the history of bad luck does not.
Does pity carry over between banners?
The pity counter and the 50/50 guarantee for character banners carry over between character banners, but are independent of other types (the weapon/W-Engine banner and the standard one have their own counter). So the pity you build on one featured banner still counts on the next featured banner, even with a different character.

The advertised 0.6% is the base, not the rate you feel: the official 1.600% consolidated rate (1.800% in WuWa) already includes pity and implies ~62.5 pulls per 5★. With the 50/50, guaranteeing the featured character costs ~94 pulls on average and, worst case, 180. Hard pity and these rates are official; the soft-pity ramp is a community reconstruction. And remember: the counter is deterministic, but each pull inside it is still pure chance.

Sources & references

  1. Genshin Impact Wiki, Wish (official published rates and community soft-pity estimate)
  2. HoYoverse, "Capturing Radiance" (official announcement: 55.000% consolidated)
  3. ONE Esports, Honkai: Star Rail pity system (base rate, consolidated, hard pity, 50/50)
  4. ONE Esports, Zenless Zone Zero pity system (0.6% base, hard pity 90, 50/50)
  5. Wuthering Waves, Convene Details (Kuro Games official site: 0.8% base, 1.8% with guarantee, 80 pity)
  6. Wuthering Waves Wiki, Convene (featured banner rates and guarantee)
  7. Paimon.moe, Wish Tally (aggregated community data on 5★ distribution)