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Exact details of 'Capturing Radiance' are not yet known.
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Hypothese A assumes a lost pity model where rate goes from 50%/50%, to 50%/50% to 75%/25% to 100%/0% and resets when you win the 50/50.
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Hypothese A assumes a lost pity model where a counter increases when you lose the 50/50 and decreases when you win the 50/50. If this counter reaches 2, there's an (unknown, assumed to be a 55/45) rate to win. When the counter reaches 3, triggering capturing radiance is guaranteed. When capturing radiance is triggered, the counter is reset to 1.
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The other version assumes a flat consolidated rate of 55% mentioned in the <ahref="https://www.hoyolab.com/article/32168979">HoYoLAB article</a> which is what you can expect in the long term.
<b>NOTE</b>: The 4* off-banner calculator is <b>not</b> accurate for the standard banner. In-game there's a pity system for keeping amount of 4* weapons and characters balanced. Here we assume a flat 50/50 rate between characters and weapons.
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<b>NOTE</b>: The off-banner calculator is <b>not</b> accurate for the standard banner. In-game there's a pity system for keeping amount of weapons and characters balanced. Here we assume a flat 50/50 rate between characters and weapons.
<NumberInputlabel="Available 4* star count in banner"set={setGuaranteedRate}value={guaranteedRate}min={0}max={banner.guaranteed}/>
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<NumberInputlabel="Available targets in banner (eg. amount of possible 4* or 5* characters/weapons)"set={setGuaranteedRate}value={guaranteedRate}min={0}max={banner.guaranteed}/>
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