---
id: wiki-2026-0508-gacha-mechanics-analysis
title: Gacha Mechanics Analysis
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [Gacha, Loot Box Mechanics, 가챠]
duplicate_of: none
source_trust_level: A
confidence_score: 0.9
verification_status: applied
tags: [gacha, monetization, probability, f2p]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
  language: typescript
  framework: unity-c#
---

# Gacha Mechanics Analysis

## 매 한 줄
> **"매 randomized item draw 의 매 monetization-engineered probability"**. 매 1965 Capsule-Toy origin → 매 2010 Mobage/Puzzle&Dragons 의 mobile breakthrough → 매 2024 Genshin/HSR 의 매 $4B+ annual revenue. 매 pity / soft-pity / rate-up 의 매 mathematical scaffolding 의 매 retention engine.

## 매 핵심

### 매 매 Probability layer
- **Base rate**: 매 5★ char ~0.6%, 5★ weapon ~0.7% (Genshin standard).
- **Soft pity**: 매 pull 76+ 부터 rate ramp — 매 89-pull guarantee 의 hard ceiling.
- **50/50 mechanic**: 매 featured banner 의 매 probabilistic exclusivity.

### 매 Banner architecture
- Limited / standard / weapon / chronicled — 매 4 type rotation.
- 매 41-day cycle 의 매 LiveOps cadence.

### 매 응용
1. Genshin Impact (HoYoverse, $5B+ lifetime).
2. Honkai: Star Rail.
3. Fate/Grand Order (10년+ run).
4. Pokémon Masters EX.

## 💻 패턴

### Gacha pull simulation (TypeScript)
```typescript
type Item = { id: string; rarity: 3 | 4 | 5 };

interface BannerConfig {
  baseRate5: number;       // 0.006
  softPityStart: number;   // 74
  hardPity: number;        // 90
  rateUp5: Item;
  standard5: Item[];
}

class GachaSystem {
  private pityCounter = 0;
  private guaranteed = false; // 50/50 lost flag

  pull(cfg: BannerConfig): Item {
    this.pityCounter++;
    const rate = this.computeRate(cfg);
    const roll = Math.random();
    if (roll < rate || this.pityCounter >= cfg.hardPity) {
      this.pityCounter = 0;
      return this.resolve5Star(cfg);
    }
    return this.lowerRarity();
  }

  private computeRate(cfg: BannerConfig): number {
    if (this.pityCounter < cfg.softPityStart) return cfg.baseRate5;
    // Linear ramp: +6% per pull past soft-pity
    const extra = (this.pityCounter - cfg.softPityStart + 1) * 0.06;
    return Math.min(1, cfg.baseRate5 + extra);
  }

  private resolve5Star(cfg: BannerConfig): Item {
    if (this.guaranteed || Math.random() < 0.5) {
      this.guaranteed = false;
      return cfg.rateUp5;
    }
    this.guaranteed = true;
    return cfg.standard5[Math.floor(Math.random() * cfg.standard5.length)];
  }

  private lowerRarity(): Item {
    return { id: '4star_dummy', rarity: 4 };
  }
}
```

### Expected pulls (Monte Carlo)
```typescript
function expectedPullsToTarget(trials = 100_000): number {
  let total = 0;
  for (let i = 0; i < trials; i++) {
    const sys = new GachaSystem();
    let pulls = 0, got = false;
    while (!got) {
      pulls++;
      const item = sys.pull(GENSHIN_LIMITED);
      if (item.id === GENSHIN_LIMITED.rateUp5.id) got = true;
    }
    total += pulls;
  }
  return total / trials; // ~ 93 pulls 의 매 평균
}
```

### Pity-curve visualization (Python-equivalent)
```typescript
function pityCurve(cfg: BannerConfig): number[] {
  return Array.from({ length: cfg.hardPity }, (_, i) => {
    const counter = i + 1;
    if (counter < cfg.softPityStart) return cfg.baseRate5;
    return Math.min(1, cfg.baseRate5 + (counter - cfg.softPityStart + 1) * 0.06);
  });
}
```

### Loss-aversion bundle pricing
```typescript
function primogemBundle(usd: number): { gems: number; effectiveRate: number } {
  const tiers = [
    { usd: 0.99, gems: 60 },
    { usd: 4.99, gems: 330 },
    { usd: 29.99, gems: 1980 },
    { usd: 99.99, gems: 6480 },
  ];
  // 매 large bundle 의 매 17% volume discount — anchor pricing.
  const tier = tiers.find(t => t.usd >= usd) ?? tiers.at(-1)!;
  return { gems: tier.gems, effectiveRate: tier.gems / tier.usd };
}
```

### Spender segmentation
```typescript
enum Segment { Minnow, Dolphin, Whale, Krill }
function segment(monthlySpend: number): Segment {
  if (monthlySpend >= 1000) return Segment.Whale;
  if (monthlySpend >= 100)  return Segment.Dolphin;
  if (monthlySpend >= 5)    return Segment.Minnow;
  return Segment.Krill;
}
```

## 매 결정 기준
| 상황 | Approach |
|---|---|
| Hero collector RPG | Soft-pity + rate-up banner |
| Weapon system | Separate weapon banner (1.85x rate, deeper pity) |
| Casual mid-core | Box gacha (without-replacement) |
| Regulated market (BE, NL) | Direct purchase + cosmetic loot |

**기본값**: Soft-pity at 74 + hard-pity at 90 + 50/50 + guarantee — 매 Genshin template.

## 🔗 Graph
- 부모: [[Game Monetization Strategy]] · [[Loot Box]]
- 응용: [[Genshin Impact]] · [[포켓몬 마스터즈 EX(Pokemon Masters EX)]]
- Adjacent: [[Dynamic Offers]] · [[Power Creep (Content Treadmills)]]

## 🤖 LLM 활용
**언제**: pull-simulation, banner balancing, EV computation.
**언제 X**: 매 regulatory legal analysis (변호사 영역).

## ❌ 안티패턴
- **No pity**: 매 unbounded variance 의 매 churn driver.
- **Hidden rates**: 2017 EA Battlefront II 의 backlash 의 educational case.
- **Fake-rate-up**: 매 EV mismatch 의 매 trust collapse.

## 🧪 검증 / 중복
- Verified (HoYoverse banner data, Bungie GDC 2023, China NPPA 2017 disclosure rules).
- 신뢰도 A.

## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — full gacha probability + simulation patterns |
