Winning frequency: how probabilities work
1) Basic terms (short)
RNG - server random number generator, sets the outcome of each round.
Hit rate (HR) - frequency of "hits." Clarify what they consider a "hit":- HR\_ any: proportion of rounds with any payout'M> 0'.
- HR\_ net: share of rounds with net profit 'M> 1' (payout greater than bet).
- RTP - Expected Long Term Return'RTP = Σ p_i·M_i'.
- Volatility - the variance of payments (how ragged the profile is).
- Max exposure - ceiling of winnings per round (cap multiplier).
- Here 'p _ i' is the probability of outcome 'i', 'M _ i' is the corresponding multiplier to the bet.
2) Why high HR doesn't mean plus
RTP is distributed across all outcomes. You can make frequent small payments (high HR\_ any) with low RTP, if the lion's share of "hits" are small coefficients (or returns ≤ 1 ×). In contrast, low HR at rare large factors can yield the same RTP.
Total: HR describes "how often something happens," RTP - "how much is returned on average," volatility - "how much the result jumps."
3) Formulas for one round and for a session
Expected payout per round: 'E [Payout] = RTP· S', where 'S' is the bet.
Expected total for N rounds (with fixed S): 'E [Net] = N· S· (RTP − 1)'.
Probability of ≥ one "hit" in N rounds:- по HR\_any: `P(≥1) = 1 − (1 − HR_any)^N`;
- по HR\_net: `P(≥1) = 1 − (1 − HR_net)^N`.
- Probability of k "hits" (Bernoulli, independent rounds): 'C (N, k)· HR ^ k· (1 − HR) ^ (N − k)'.
- The average number of rounds before the first "hit": '1/HR'.
- Before the first bonus with chance p: geometric expectation '1/p'.
4) Clear example (discrete model)
Let the Tap & Win outcome map be as follows: Checks and conclusions:- RTP: `0. 36·1. 5 + 0. 10·3 + 0. 02·5 = 0. 54 + 0. 30 + 0. 10 = 0. 94` → 94%.
- HR\_any = HR\_net = 0. 36+0. 10+0. 02 = 0. 48 (48%) (all payments> 1 ×).
- Probability of seeing ≥1 payout for 10 rounds: '1 − 0. 52^10 ≈ 99. 86%`.
- Expected result for N rounds with bet S: 'E [Net] = N· S· (0. 94 − 1) = −0. 06·N·S`.
5) Frequencies of "bonuses" and "big winnings"
Developers often publish the frequency of rare events (for example, "bonus falls 1 out of 100" → 'p = 0. 01`).
Chance not to see a bonus for 200 rounds: '(1 − 0. 01)^{200} ≈ 13–14%`. This is normal and not a sign of "dishonesty."
Average interval between bonuses: '1/p' rounds (the law of large numbers works over a long distance, not in a short session).
6) Crash and cashout threshold (general, no "magic")
In crash subspecies, the 'X' multiplier has a survival function 'S (x) = P (X≥x)' specified by the provider.
The chance to "catch" the cache out on the threshold 'x' is' S (x) '.
RTP hardwired to distribution'X '; carrying the threshold changes the variance rather than the expectation of the system.
Practice: early 'x' → above HR\_ net, below large tails; late 'x' → vice versa.
7) How providers collect the right profile
Table of weights/sectors (discrete PMF) or continuous distribution (for crash/physics).
Tuns: frequencies of small payments (manage HR), shares of medium/large (manage RTP and tails), caps cut max exposure.
The independence of the rounds is maintained; progressives/quests should not change the chances of outcome (honest design).
8) How to read "frequencies" correctly
1. Find out what exactly is considered a "hit": any payment or profitable payment.
2. See RTP and mouthguards along with HR. Frequent "noise" at low factors can produce high HR\_ any with low RTP.
3. For rare events (bonus/large X), think in session probabilities rather than "should have fallen."
4. In crash, use auto-cashout (for example, X1. 5-X2) to stabilize HR\_ net and dispersion.
5. Remember: 'E [Net] = N· S· (RTP − 1)' - the pace of the game (N/h) directly affects the hourly exposure.
9) Evaluate HR on your data
Rating: 'HR̂ = k/N' (k is the number of "hits" in N rounds).
Coarse 95% interval: 'HR̂ ± 1. 96·√ (HR̂ (1−HR̂ )/N) '(for large N).
Compare HR\_ net and HR\_ any: the discrepancy shows the proportion of "returns/micro-payments."
10) Frequent misconceptions
"It should alternate: there were a lot of empty ones - now it will fall →" the player's mistake (gambler's fallacy). Independent rounds do not "remember" the past.
"I will catch the timing - I will change the chance" (in instant modes) → the outcome is set by RNG; timing affects only where skill windows are provided.
"High HR = profitable game" → without RTP/volatility the thesis is meaningless.
"Bonus 1/100, so it will definitely fall out for 100" → not, mathematically this is an expectation, not a guarantee.
11) Pre-game checklist (about probabilities)
Is it determined what a "hit" is in this game?
Are RTP, volatility/payout profile, multiplier cap visible?
Is there data on the frequencies of the bonus and large X (threshold by agreement, e.g. ≥ X10)?
Crash: Are auto-cashout and 'S (x)' stats/cache-out history available?
Do you understand your hour exposure 'N· S' and are you planning limits?
12) Responsible play (minimum)
Time/deposit limits, pauses, demos for getting to know HR/RTP/performance. Play with licensed operators (RNG audit); Remember that expectation <1 is the norm for gambling, and HR describes the frequency of events, but not profit.
Result
The win rate in Tap & Win is about how often you see payments, not how much you end up getting. Look at HR\_ any/HR\_ net along with RTP and volatility, consider the chances of a session as' 1 − (1 − HR) ^ N'formulas, use auto-cashout where appropriate, and control the tempo (' N ') limits. Then "frequencies" will become a useful tool of choice and expectation, and not a source of illusions.