Upgrading gear through random enchants is a gamble, and the cost of reaching a high level can balloon. This calculator turns the per-attempt odds into the real expected number of tries and average material cost, including the case where a failed attempt knocks you back down a level.
How it works
With no downgrade on failure, each level is an independent geometric process, so
the average attempts to clear one level is 1 / p and the total is the sum across
all levels you must pass. When a miss drops you a level, the levels form an
absorbing Markov chain: the tool solves the expected steps to reach the target
from your current level, respecting an optional safe floor that blocks further
downgrades.
noDowngrade: E[attempts] = Σ (1 / p) over each level step
withDowngrade: E[attempts] = solved expected-hitting-time of the chain
totalCost = E[attempts] * costPerAttempt
Tips and example
At a 40 percent success rate from level 3 to level 6 with no downgrade, each level
averages 1 / 0.4 = 2.5 attempts, so three levels need about 7.5 attempts. Turn on
downgrade-on-fail and that number climbs, because every miss can cost progress.
Setting a safe floor at your current level is the cheapest way to tame the cost —
it caps how far a bad streak can set you back.