Whiteout Survival · Shooter-scoring event type

Point Simulator

Enter current points and threshold to get the item count that exceeds the threshold with 95% probability.
0%
Current 0Threshold 5,000
If entered, shortfall will be shown.
PK Battle uses 20 (default).
PK Battle uses 2 (default).
Include bonus triggers (optional, advanced)

Default is λ=0 (no bonus triggers). Because bonus triggers add free attempts, actual items needed approaches c·S/(1+λ) — smaller than the default output. Only fill this in if you have measured it.

0.00
Mean efficiency = 0.10 pt / item.
1.0
For the same λ, more clustered triggers (larger μK) mean more variance, so the 95% required items grows. 1 = triggers add one attempt each (min variance).

How to measure λ, μK: make several hundred attempts, then enter the items on hand before/after, actual attempts count (and trigger count).

Or points ÷ p.
Items consumed—
Free attempts—
λ—
μK—

Monte Carlo verification: compares the closed-form 95% against a distribution generated by running the RNG one attempt at a time.

How it works

Each attempt consumes c items and yields p points (PK Battle: c=20, p=2).

Bonus triggers fire probabilistically per attempt, so items needed to reach the threshold is a random variable. This tool returns not the average but the number that exceeds the threshold with 95% probability (the 95th percentile). Confidence is fixed at 95%.

Required attempts S = ⌈(threshold − current) ÷ p⌉. By a renewal-process approximation,
mean paid attempts E[X] = S/(1+λ), variance Var[X] = S·(λμ_K − λ²)/(1+λ)³,
items needed = ⌈c·(E[X] + 1.645·√Var[X])⌉ (1.645 = 95th percentile).

With default λ=0, no bonus triggers, so items needed = c·S is deterministic. Add λ and the mean drops, but we round to the 95% side to absorb variance.