Enchanting gear in CS2 gets punishingly expensive at high levels because each attempt succeeds less often than the last. This calculator turns the per-level success rates into an expected number of attempts and a total cost, so you can decide whether that next gear-score push is worth the materials.
How it works
Each enchant attempt is an independent Bernoulli trial. If the success
probability at a level is p, the expected number of attempts to advance one
level is 1 / p. To reach a target level you sum that across every step:
p(level) = baseRate × tierFactor × declinePerLevel^level
expectedAttempts = Σ over each level step of 1 / p(level)
totalCost = expectedAttempts × costPerAttempt
Because p shrinks geometrically with level, the 1 / p terms grow quickly,
which is why the last couple of levels dominate the total cost.
Example and tips
Pushing a mid-tier item from level 6 to level 9 might need roughly 4 attempts for level 7, around 8 for level 8, and well over 15 for level 9 — so most of your budget goes to that final level. If a target level shows a huge expected attempt count, it is usually cheaper to buy or trade for the item than to grind it, or to stop one level short where the gear-score gain per material spent is best.