This pity-system FAQ is more useful when it answers two practical questions: whether you need to budget like a double-pity game, and whether different banner types share the same pity logic. For current players, that matters more than memorizing an aging set of exact pull averages.
The safer way to think about it is:
- Limited character banners are easier to plan around because the goal is clearer
- Different banner types should be treated separately rather than assumed to share one progress track
- What shapes the real gacha experience is not only pity itself, but how certain the reward feels once pity is reached
So this page now focuses on pity planning logic and banner boundaries rather than locking itself to numbers that can age quickly.