↗ DROP CURVE DESK 1.0Offline · no uploads · deterministic

GAME DESIGN / REWARD REGRESSION

Test the unlucky tail.
Keep the promise.

A 1% drop rate is not a guarantee in 100 attempts.
Compare reward curves and make your design targets testable.

Load the example or edit both models. Calculations describe the next first reward, conditional on the misses entered.

01 / BASELINE

The current design

02 / CANDIDATE

The proposed change

Soft pity adds the step on the first boosted attempt, then again on each later miss. A guaranteed attempt takes priority. Enter 0 to disable soft or hard pity.

Candidate acceptance checks

Use success ≥ a target, or still missing ≤ a limit. Tests use log probabilities so rounding cannot turn tiny odds into a guarantee.

Check nameBy attemptRuleThreshold (%)