Short answer: pulling for a limited card in Love and Deepspace costs an average of about 71 pulls to guarantee the featured Memory once you factor in the game’s 50/50 mechanic. At 150 Diamonds per pull, that is roughly 10,650 Diamonds, or somewhere around $150 if you buy top-up packs at their best per-dollar rate. If you hit the worst case (losing the 50/50 right at hard pity, twice), the bill climbs to 140 pulls, 21,000 Diamonds, and close to $265. Below is the full math, pulled straight from the published pity tables, so you can decide for yourself whether a pull is worth the money before you tap “confirm purchase.”
What “pity” actually means in Love and Deepspace
Love and Deepspace, the otome romance title from InfoldGames, runs its card pulls (the game calls them “wishes”) through the same basic pity architecture that most modern gacha games use. Every pull has a flat base chance of landing a 5-star Memory, the top drop tier. If you go on a bad run, the odds do not stay flat forever. Past a certain point they climb fast, and by a fixed pull count a 5-star is mathematically guaranteed. That guaranteed point is “hard pity.” The zone where the odds start climbing before the guarantee kicks in is “soft pity.”
Where Love and Deepspace differs from a lot of competitors is the exact shape of that ramp, and the fact that hitting a 5-star does not automatically mean you get the specific character banner you spent money on. That extra layer, a 50/50 (or in some banners, a 75/25), is where most of the real cost hides.
The base rate and the soft pity ramp, pull by pull
The published base rate for a 5-star Memory on an event banner sits at 1.00% per pull. That rate holds flat from pull 1 through pull 60. If you have not hit a 5-star by then, the game starts adding 10 percentage points to your odds on every single pull from pull 61 onward, until pull 70 guarantees the drop outright. Here is the exact table.
| Pull number | 5-star chance on that pull | Cumulative chance you’ve hit by then |
|---|---|---|
| 1-60 | 1.00% (flat) | 45.3% by pull 60 |
| 61 | 11% | 51.3% |
| 62 | 21% | 61.5% |
| 63 | 31% | 73.5% |
| 64 | 41% | 84.3% |
| 65 | 51% | 92.3% |
| 66 | 61% | 97.0% |
| 67 | 71% | 99.1% |
| 68 | 81% | 99.8% |
| 69 | 91% | 99.99% |
| 70 | 100% (hard pity) | 100% |
The cumulative column is not a guess. It comes from multiplying the miss probability at each pull (1 minus the chance of hitting) and tracking how much “no 5-star yet” probability is left over. It is the same method actuaries use for any staged-hazard process, and it shows something the flat 1% headline number hides: more than 45% of players who pull to pity range will already have hit a 5-star before soft pity even begins.
The 50/50 and the 75/25: why a 5-star isn’t always the card you want
Getting a 5-star Memory does not end the story. On a standard solo limited banner, that first 5-star has a 50% chance of being the featured card and a 50% chance of being a standard (non-limited) 5-star instead. Lose that coin flip and the game remembers: your very next 5-star pull on that same banner is guaranteed to be the featured card, no matter where it lands in the pity cycle.
Some limited banners run a different structure entirely, sometimes called a multi-select or “quint” banner, where more than one limited card is available at once. On those, the split reported by current banner guides is 75/25: a 75% chance your 5-star comes from the selected rate-up pool, and a 25% chance it is a standard card. Miss that 75%, and the next 5-star is guaranteed to land in your selected pool. A few older multi-banners have also used a three-way split, roughly 25% for your exact target character, 50% for one of the other limited cards in the pool, and 25% standard, so it pays to check which structure a specific banner is running before you commit real money.
Step-by-step: the expected value calculation
Here is how to actually work out the expected number of pulls, using nothing but the published rates above.
- Find the survival probability at each pull. Call S(k) the chance you still haven’t gotten a 5-star after k pulls. For pulls 1 through 60, S(k) = 0.99^k, since the miss rate is a flat 99% each time. At pull 60, S(60) = 0.99^60 ≈ 0.547, meaning 54.7% of pullers are still dry at that point.
- Apply the ramp for pulls 61-70. Multiply the previous survival value by the new miss rate at each step: S(61) = S(60) × 0.89 ≈ 0.487, S(62) = S(61) × 0.79 ≈ 0.385, and so on down to S(70) = 0, since pull 70 is a guaranteed hit.
- Sum the survival curve. The expected number of pulls to a first 5-star equals the sum of S(k) for every pull from 0 up to the pull before the guarantee. Adding the flat-rate segment (which sums to roughly 45.3) to the soft-pity segment (which adds about 1.96) gives an expected value of approximately 47.2 pulls to your first 5-star Memory of any kind.
- Factor in the 50/50. Half the time that first 5-star is already the featured card, so no further pulls are needed. The other half of the time, you need a second full pity cycle, which averages the same 47.2 pulls. So the total expected pulls to the featured card = 47.2 + (0.5 × 47.2) = 47.2 × 1.5 ≈ 70.9 pulls.
- Convert to currency and cash. At 150 Diamonds per pull, 70.9 pulls costs roughly 10,650 Diamonds. Priced against the best available top-up rate (the $99.99 tier), that lands close to $150 once you account for having to buy whole packs rather than an exact fractional amount.
Worth flagging: the naive interpretation of “1% base rate” would suggest an average of 100 pulls per 5-star (1 divided by 0.01). The real expected value, once the soft pity ramp is folded in, is closer to 47 pulls, a little under half of what the headline number implies. That gap is exactly why pity systems exist and why they matter for anyone doing this math.
The pity-cost table: pulls, Diamonds, and real dollars
Putting the whole thing together, here is what guaranteeing the featured card actually costs across the best, average, and worst-case outcomes on a standard solo banner.
| Scenario | Pulls needed | Diamonds needed | Realistic top-up cost (USD) |
|---|---|---|---|
| Best case (hits featured on 1st pull) | 1 pull | 150 | ~$4.99 (smallest pack, mostly wasted) |
| Hard pity only (any 5-star, no 50/50 factored) | 70 pulls | 10,500 | ~$135 (one $99.99 + one $29.99 + one $4.99 pack) |
| Average case, featured card, 50/50 accounted for | ~71 pulls | ~10,650 | ~$150 (one $99.99 + one $49.99 pack) |
| Worst case (lose 50/50, then hit hard pity again) | 140 pulls | 21,000 | ~$265 (two $99.99 + one $49.99 + one $14.99 pack) |
The “realistic top-up cost” column matters because Diamonds are only sold in fixed pack sizes, so a player almost never spends the exact theoretical dollar amount. Rounding up to the nearest combination of packs typically adds 5 to 15 dollars of overflow currency that carries into the next banner.
What the top-up packs actually cost per Diamond
Love and Deepspace sells its premium currency in six standard tiers, mixing Crystals (the paid currency you buy directly) with a bonus allotment of Diamonds. Crystals convert to Diamonds at a 1:1 rate, so for pull-math purposes the two are interchangeable. Here is the official pricing, together with how many total currency units (Crystals plus Diamonds) each tier delivers.
| Pack price (USD) | Crystals | Bonus Diamonds | Total spendable currency | Currency per dollar |
|---|---|---|---|---|
| $4.99 | 300 | 30 | 330 | 66.1 |
| $6.99 | 450 | 90 | 540 | 77.3 |
| $14.99 | 980 | 150 | 1,130 | 75.4 |
| $29.99 | 1,980 | 360 | 2,340 | 78.0 |
| $49.99 | 3,280 | 720 | 4,000 | 80.0 |
| $99.99 | 6,480 | 1,600 | 8,080 | 80.8 |
The $99.99 tier is the best per-dollar rate in the lineup, at 80.8 units of currency per dollar, against just 66.1 at the bottom $4.99 tier. That is roughly a 22% efficiency gap between the smallest and largest packs. Since a single pull costs 150 units, the effective cost per pull at the top tier works out to about $1.86, versus roughly $2.27 per pull if you only ever buy the smallest pack.
Worked example 1: the lucky puller
Say a player pulls the featured 5-star on their 8th wish and wins the 50/50 outright. Using the survival math above, the chance of hitting a 5-star by pull 8 or earlier is 1 minus 0.99^8, which comes out to roughly 7.7%. Combined with a 50% chance of it being the featured card, the odds of this exact outcome are under 4%. The bill: 8 pulls, 1,200 Diamonds, covered by a single $14.99 pack with Diamonds to spare for the next banner.
Worked example 2: the soft-pity puller
A more common outcome: no 5-star through pull 64, then a hit on pull 65, where the ramped rate is 51%. That is 65 pulls, or 9,750 Diamonds. If this pull wins the 50/50, that is the end of it, at roughly $130 in top-up spend (a $99.99 pack plus a $29.99 pack, with some Diamonds left over). If it loses the 50/50, the player is now looking at a second cycle, and the expected additional cost is another ~47 pulls on average, pushing the realistic total spend well past $200.
Worked example 3: the average puller
This is the expected-value case calculated above: roughly 71 pulls total to land the featured card once the 50/50 is priced in. At 150 Diamonds per pull, that is about 10,650 Diamonds, or one $99.99 pack plus one $49.99 pack for $149.98, leaving a small currency surplus. This is the number to use when deciding whether a banner is “worth it” on average, rather than betting on best-case luck.
Worked example 4: the hard-pity, lose-the-50/50 puller
This is the worst realistic outcome on a solo banner: the player pulls all the way to pull 70 without a single 5-star, hits the guaranteed 5-star at hard pity, and it turns out to be a standard card rather than the featured one. The next 5-star is guaranteed to be the featured card, but the player still has to pull through an entire second pity cycle, worst case another 70 pulls, to get there. Total: 140 pulls, 21,000 Diamonds, and a realistic top-up spend of roughly $265 using two $99.99 packs plus a $49.99 and a $14.99 pack. The probability of hitting this exact worst case (missing every roll to pull 69, then losing the 50/50, then missing every roll again to pull 69, then finally hitting) is well under 0.01%, but it is the number that matters for anyone budgeting a hard ceiling rather than an average.
Worked example 5: the multi-select banner puller
On a 75/25 multi-select banner, the pity pull-count math (base rate, soft pity ramp, 70-pull hard cap) stays identical to a solo banner. What changes is the guarantee layer: a 75% chance the first 5-star lands in your selected pool instead of 50%. Running the same expected-value method, average pulls to first 5-star stays at 47.2, and the expected pulls to a pool hit works out to 47.2 + (0.25 × 47.2) ≈ 59 pulls, noticeably cheaper than the 70.9-pull average on a solo banner. The tradeoff is that “your selected pool” may include more than one character, so a 75/25 hit does not always mean the single specific card a player wants, only that it comes from the smaller pool of limited options on that banner.
Myths vs facts about Love and Deepspace pity
Myth: A 5-star pull is always the character on the banner you’re pulling. Fact: on a standard solo banner, only half of all 5-star pulls are the featured card. The other half is a standard 5-star from the general pool, and only a follow-up guarantee secures the featured card.
Myth: The 1% base rate means you’ll average 100 pulls per 5-star. Fact: once the soft pity ramp from pull 61 to 70 is included, the real expected value drops to about 47 pulls, since the climbing odds after pull 60 pull the average down substantially.
Myth: Every top-up pack gives the same value per dollar. Fact: the $99.99 tier delivers 80.8 currency units per dollar, against 66.1 at the smallest $4.99 tier, a real 22% spread in value depending on how much you spend at once.
Myth: Multi-select banners are worse odds than solo banners. Fact: the 75/25 split on multi-select banners gives a higher chance (75%) of landing in the wanted pool on the first 5-star than the 50/50 split on solo banners, even though the pool itself may contain more than one character.
Myth: There’s no way to verify these numbers, it’s all just marketing copy. Fact: the pull-by-pull soft pity ramp (11% at pull 61 rising to 100% at pull 70) is documented consistently across independent banner guides and pity calculators, and it can be checked against your own pull history in-game.
Is a Love and Deepspace pull actually worth the money?
The honest framing is that a single pull is almost never “worth it” in isolation. At roughly $1.86 to $2.27 per pull depending on which pack you buy, and a 1% base chance of any 5-star, the expected cost of a single wish is a rounding error against the eventual payout. The real decision point is whether the average case (about 71 pulls, roughly $150) fits a player’s entertainment budget for a card they specifically want, or whether the worst case (140 pulls, roughly $265) is a number they are comfortable seeing on a bank statement if luck runs cold. Players who only chase banners on their absolute favorite characters, and who buy the $99.99 tier to maximize currency per dollar, get noticeably better value than players who buy small packs reactively mid-banner. Beyond that, the math does not care how attached anyone is to a specific card. It only cares about the published rates.
How Love and Deepspace compares to other gacha pity systems
A 70-pull hard pity with a 1% base rate sits on the more forgiving end of the gacha spectrum. Several other top-grossing titles run considerably tighter odds: some competitors cap hard pity at 90 pulls against a 0.6% base rate, which produces a noticeably higher average pull count to the first 5-star, even before any 50/50 guarantee is factored in. The 10-pull soft pity window in Love and Deepspace (pulls 61 through 70) is also compressed compared to some rivals, which spread their ramp over 15 to 20 pulls. The practical effect: Love and Deepspace’s average cost to a guaranteed featured card, at roughly $150, lands on the lower side of what similar top-tier gacha games typically require, though it is still a substantial real-money commitment for a single character.
Why disclosure matters here
Regulators have paid increasing attention to whether players can actually see numbers like these before spending. Both the Apple App Store and Google Play require developers to disclose the odds of receiving randomized in-game items, a policy Google documents directly in its Play Console developer guidelines. The UK Gambling Commission has separately published guidance distinguishing loot-box style mechanics from regulated gambling, while the ESRB applies an “In-Game Purchases” label to titles like this one specifically to flag randomized spending mechanics to parents and players. None of that changes the math above, but it is the reason these rates are published in the first place rather than left as a mystery.
Frequently asked questions
What is the pity system in Love and Deepspace?
It is a mechanic that guarantees a 5-star Memory by a fixed pull count. The base rate is 1.00% per pull through pull 60, then it climbs by 10 percentage points per pull from pull 61 through pull 70, where it hits a guaranteed 100%.
How many pulls until hard pity in Love and Deepspace?
70 pulls. If you have not received a 5-star Memory by then, your 70th wish on that banner is guaranteed to produce one.
Is the 5-star from pity always the featured card?
Not automatically. On a standard solo banner, there is a 50% chance the 5-star is the featured card and a 50% chance it is a standard 5-star. Losing that split guarantees the featured card on your very next 5-star pull.
How much does it cost to guarantee the featured card?
On average, about 71 pulls, or roughly 10,650 Diamonds, which lands close to $150 using the best-value top-up packs. Worst case, if you lose the 50/50 right at hard pity and then hit hard pity again, the total climbs to 140 pulls and around $265.
What’s the difference between the 50/50 and the 75/25 system?
The 50/50 applies to standard solo limited banners, where a 5-star has an even split between the featured card and the general 5-star pool. The 75/25 applies to multi-select banners, where a 5-star has a 75% chance of landing in the selected rate-up pool rather than the standard pool.
Does pity carry over between different banners?
Pity counters are tracked per banner category rather than globally. A guarantee earned by losing a 50/50 applies to your next 5-star on that same banner track, not to an unrelated banner running at the same time.
Is it worth spending real money on Love and Deepspace pulls?
That depends entirely on budget and attachment to a specific card. The math says the average cost to guarantee a featured card is around $150, with a realistic worst case near $265. Anyone spending real money should treat that worst-case number, not the best-case story they saw online, as the number to plan around.




