Pushing gear to a high enchant is a probability sink, and it is easy to underestimate the cost. This calculator projects the average attempts and total materials to go from your current enchant level to your target, using a success rate that decays as the enchant climbs.
How it works
Each enchant step succeeds with a rate that starts at your base and drops by a fixed amount per level until it hits a floor. Each level follows a geometric distribution, so the expected attempts and cost are:
s(level) = max(floor, base − decay × (level − 1))
expectedAttempts = 1 / s(level)
expectedCost = costPerAttempt / s(level)
The totals sum these across every level from your current to your target.
Example and tips
Starting at 90% with an 8% drop per level and a 5% floor, early enchants take barely more than one attempt, but by the time the rate hits the floor each step averages twenty tries. Because cost compounds, the last two or three enchant levels usually account for most of the bill, so stockpile materials before you attempt them and consider whether a protection item is worth buying for the highest steps.