# Gacha Pity Probability Calculator AI Agent Connect

> Simulate gacha pity mechanics and analyze monetization impact.

## Overview
- **Category:** mathematics
- **Price:** Free
- **Endpoint:** https://edge.vinkius.com/vk_preview_ZO2xfgrg0RnBWGkJJ5i6oaPKale1LVQXNTTkmaRE/ai-agent-connect
- **Tags:** gacha, probability, monetization, game-design, simulation

## Description

A deterministic modeling engine for game designers to simulate gacha monetization and player spending behavior. Use `calculate_pity_dynamics` to model step-by-step probability mechanics, including base rates, soft pity ramps, and hard pity guarantees. Once the dynamics are modeled, use `analyze_monetization_impact` to calculate expected costs and identify design risks like predatory mechanics. You can also use `get_pity_summary` to quickly extract statistical central tendencies like median pulls and the most likely pull number.

## Tools

### analyze_monetization_impact
Converts pity simulation data into financial and design-risk metrics

### get_pity_summary
Provides a high-level summary of the system feel and statistical central tendencies

### calculate_pity_dynamics
Simulates the step-by-step probability mechanics of a gacha system

## Prompt Examples

**Prompt:** 
```
Calculate the dynamics for a gacha with a 1% base rate, soft pity starting at pull 50 with a 2% increase per pull, and hard pity at 80 pulls. Simulate 100 pulls.
```

**Response:** 
```
The simulation for your gacha system shows an expected number of pulls of 54.2 and a whale probability of 0.12. The probability per pull increases steadily from pull 50 until it reaches 100% at pull 80.
```

**Prompt:** 
```
Analyze the monetization impact for a system where the expected pulls is 65 and the cost per pull is 2.50 units.
```

**Response:** 
```
The average cost per obtain is 162.50 units. The estimated revenue per player is also 162.50 units based on the expected pulls.
```

**Prompt:** 
```
Give me a summary of the pity dynamics for a system with a 0.5% base rate and hard pity at 90.
```

**Response:** 
```
The median number of pulls to obtain the item is 72, and the most likely pull is 75. The total success chance at the end of the simulation is 100%.
```

## Frequently Asked Questions

**How do I model a soft pity system?**
Use the `calculate_pity_dynamics` tool. Set the `baseRatePercent`, define when the increase starts with `softPityStartPull`, and specify the increment with `softPityRateIncreasePerPull`.

**Can I check if my gacha system is too predatory?**
Yes. After running `calculate_pity_dynamics`, pass the result to `analyze_monetization_impact`. It will return a `designFlags` object containing an `isPredatory` flag if the whale probability is too high.

**What is the difference between soft pity and hard pity?**
Soft pity is a gradual increase in success probability after a certain number of pulls. Hard pity is the specific pull number where the success probability becomes 100%.
