Magic Celebration Gachapon PlannerPick your packs, see what the week earns and what the shops can pay for. Runs Aug 31 to Sep 6 (7 days); Sep 7 to 9 is redemption only. Rates come from the official draw odds (Normal + Lucky Mode, refunds folded in): ≈0.89 Master and ≈28.8 Apprentice Magic Hats per coin; adjustable in Advanced settings.
Master Magic Hat — rare currency / premium shop
Apprentice Magic Hat — volume shop currency
1 coin = 25 pts on obtain ·
1 Master Magic Hat = 1 pt on obtain · levels reset daily (official)
Spending profiles
Pick a spending profile and follow its day-by-day plan, or set your own Master Magic Hat target and the planner builds the cheapest jade plan for it.
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Expect big RNG swings. Rates are computed from the game's published draw odds (Normal Mode, Lucky Mode, the 25% coin refund and gift Luck all folded in), so over a full week most players land close to these numbers, but any single run can come out luckier or unluckier than the averages. The Master Magic Hat Random Box payout (10/15/20, avg 10.26) is still an assumption from previous events.
Preset profiles
Custom plan
Enter your own targets and hit Calculate. It builds a fresh plan from these three numbers alone; whatever preset or packs were selected before are ignored.
Jade packs
coin & magic hat packs you plan to buy
Fantasy Gacha Coin packs25 pts eachDaily · limit 1/day, enter days to buy
One-time · bought on the day the plan needs them
Tick these to add them to whatever plan is showing; the daily plan re-schedules around their coins automatically. To build a plan around a hat target and budget instead, use Custom plan → Calculate.
You don't have to buy every day; set how many days you'll buy each pack. The planner buys dump day first, then the days before it.
Magic Hat Gift Packs2/day eachTotal purchases across the whole event (max 14 each). All four cost the same ≈18.2 jade per Master Magic Hat; their hats also score 1 pt each on the purchase day.
Advanced settings
rates, dump day & event tuning
Rates & assumptions
Daily targets
Play until the in-game bar crosses the day's level, then stop and bank the rest. Exact coin counts aren't shown because per-play RNG swings too hard to promise them.
Shop planner
what your projected earnings can pay for
The Apprentice → Master exchange (160🧢 → 10🎩, max 3) is handled by the toggle in Advanced settings, so it's not listed here.
Model notes
Game mechanics (official rules + datamined tables)
· Gacha Point levels reset daily (official: "progress rewards, quests, Gem purchases, and packs refresh daily"). A Fantasy Gacha Coin is worth 25 pts the day you obtain it; a Master Magic Hat is worth 1 pt the day you obtain it. Apprentice Magic Hats score nothing.· Normal Mode odds per spin: Master ×4 (5%) · Apprentice ×50/×30/×20 (10/20/25%) · your coin back (25%) · Magic Gift (2.5%) · Gems ×36 (12.5%). The refund chain means every coin claimed is ≈4/3 spins.
· Lucky Mode: each coin spent gives 5 Luck, each gift sent gives 15; 20 Luck = 1 lucky draw (auto-consumed while spinning). Lucky draws pay Master ×15/×8/×5 (2.5/10/10%), Apprentice ×50 (40%), a gift (5%), Gems ×66 (30%) or Star-Wishing Crystal Shards ×20 (2.5%): 1.675 Master and 20 Apprentice per lucky draw. Folded per coin claimed: ≈0.89 Master, ≈28.8 Apprentice, ≈13 gems.
· Banking is the whole strategy here. A banked coin carries ≈9.2 pts to whatever day you spin it: its refunds (⅓ coin × 25 pts) plus its Master drops (≈0.9 pt). Bank the week's backlog and spin it all on the final day and that day crosses Lv5 in one push; spend-as-you-go leaves every day at Lv1/Lv2.
· Magic Gifts are currency: sending one is 15 Luck ≈ 1.3 Master + 15.6 Apprentice + ~15 gems. The Lv1 milestone pays one gift daily and the coin packs carry 3 to 20 each; the sim counts both (gift hats score their point on the day the luck is consumed).
· Master Magic Hat Random Boxes are modeled as ×10 (95%), ×15 (4.9%) or ×20 (0.1%): 10.26 average, 10 guaranteed. Still an assumption from previous events; the box payout is the one number not in the published odds.
· Baseline 96 coins/day (26 quests + 70 gem shop, quests nerfed from 40 in v1.9.3) = 2,400 pts, 600 short of Lv2 (3,000) if you spin nothing that day. The preview tables listed 10-coin sign-in bonuses on days 3 and 5, but they do not exist in the live event. Day 1 adds a 3-coin login gift.
· Milestone extras not modeled: Lv1 Energy ×10, Lv2 Meteoric Iron ×20, Lv3 to Lv5 a Wealth & Fortune Tree each (the Lv1 Magic Gift IS modeled). Gems (50/100/200/300/500) are counted in the gems tile. Total-draw and guild-draw milestones exist but aren't modeled yet.
· The battle pass gives no Fantasy Gacha Coins, so it's not part of this planner at all.
· At event end, unused coins and redemption items convert to Gold (official), so the final day always spins everything and opens every box. The Sep 7 to 9 window is redemption-only: shops stay open, no milestone points, no draws.
How the planner thinks
· The planner assigns each day a target level by marginal value (boxes gained per point spent), treating the coin backlog and every box opening as one flexible points budget. It deliberately shows only the level to hit: per-spin RNG is far too swingy to promise "N coins = the level", so spin until the in-game bar crosses the target, then stop and bank the rest. The final day spins everything and opens every box.· On free income: bank everything for the final day. The free week's 675 coins can't reach Lv5 and even the daily Lv2s aren't worth their spins now; the flush crosses Lv4 for ≈1,101 Master hats at zero jade: one Big Prize covered with essentially no margin, so treat ~1,000 jade (a last-day Magic Hat Gift Pack I) as insurance against cold RNG. The allocator also keeps a 400-pt risk reserve unspent, so it never buys a marginal spins-funded early level by shaving the big push's cushion.
· Coin packs land their 25 pts/coin (and their gifts' luck) on the purchase day, so daily pack purchases are scheduled dump day first, then the latest days. One-time packs (V and VI) are bought whole on the day whose level push they fund. Magic Hat Gift Packs (2/day each) score their hats as points on the purchase day, so each purchase goes to the day where it actually crosses a level.
· The Apprentice → Master exchange is placed where it crosses a level (+10 pts per redemption, at most +30). It costs 160 Apprentice per 10 Master; all 3 redemptions cost 480 Apprentice, an easy yes.
· Master and Apprentice Magic Hat income doesn't care when you spin: totals are fixed by how many coins you claim all week. Only the milestone points move; banking just decides which day collects the refund and drop points, so holding the backlog for the dump day costs nothing.
· Pack economics: Magic Hat Gift Packs are the flat hat price (≈18.2 jade/hat, all four sizes identical). Fantasy Gacha Coin packs pay coins (0.89 hats + 25 pts each) plus gifts, so they're both hat income and level fuel. The planner mixes them: hat packs for raw hats, coin packs where a day needs points to cross a box-paying level.
· When several dump days tie on expected Master Magic Hats, the planner prefers non-final days (a failed big day early can be retried), then the least overshoot on non-final days, then the earliest day. You can force any day in Advanced settings.
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