Pushing gear to a high enchant level can swallow far more materials than players expect, because success rates fall as the level rises. This tool estimates the attempts and total cost to reach your target so you can budget before you start.
How it works
Each upgrade step from level L to L+1 succeeds with a probability that decays as the level climbs, raised by a tier bonus. The expected attempts to clear a step is the inverse of its success rate:
successRate(L) = max(0.04, 0.98 − L × 0.07) + tierBonus × (L / 10)
attempts(L→L+1) = 1 / successRate(L)
total attempts = Σ attempts over every level to target
total cost = total attempts × cost per attempt
Because a failed attempt in this model keeps the item at its current level, you never lose progress — only materials — so the cost is the expected attempts times your per-attempt cost.
Example and notes
Going from +0 to +10 on an epic item shows the early levels clearing in roughly one try each, while the last few may need several attempts apiece, and the per-level table makes that ramp visible. Since the totals are averages, real runs swing either side of them — keep a buffer of spare materials so a bad streak does not strand a half-upgraded item.