Calculator
How to use Pick a skin on the left: the float is already filled in — the market average or the middle of the wear, you can change it; quality and price follow by themselves. On the right — the set and the calculation, live. How a craft is calculatedPick a collection — its skins will appear.
A trade-up contract — ten items of one rarity turn into one item of the next rarity. The second kind — five Covert into a knife or gloves from the input collections.
Which item drops. The game first picks a random input — each has a 1 in 10 (1 in 5 for a knife), — and then a random next-rarity skin from its collection. So three inputs from collection A give it 30%, and those 30% are split equally among its skins.
What float the outcome gets. Each input's float is first converted into a share of its own range: f′ = (float − skin minimum) / (maximum − minimum). The shares are averaged, and the outcome float = outcome minimum + (maximum − minimum) × average share. This sets both the outcome's wear and its price.
Why you type the float yourself. Wear follows from the float by itself: 0.00–0.07 Factory New, up to 0.15 Minimal Wear, up to 0.38 Field-Tested, up to 0.45 Well-Worn, beyond that Battle-Scarred. Many skins have a float range other than 0 to 1 — that limit is checked, and the calculator won't accept a float outside it.
Money. Invest — the sum of input prices. Returns — the average over all outcomes weighted by their chances, after the Steam 15% fee. Profit — their difference on average over many crafts; chance of profit — the share of outcomes that pay back the inputs on their own.
Average prices or by float. Average — from the nightly collection, by the item's cheapest listing regardless of float. By float — live market listings: each slot gets the cheapest listing with float no higher than the one you typed. That's more honest: a rare low float costs more.