Calculator
How to use Pick a skin on the left. The Float is already filled in: it is the market average or the middle of the wear, and you can change it. Quality and price fill in by themselves. On the right are the set and the calculation, which updates at once. How a craft is calculatedPick a collection — its skins will appear.
Craft. — 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” is the sum of input prices. “Returns” is the average over all outcomes weighted by their chances, after the Steam 15% fee. “Profit” is their difference on average over many crafts. “Chance of profit” is the share of outcomes that pay back the inputs on their own.
Average prices or by float. Average prices come from the latest collection, by the item's cheapest listing regardless of float. By float, live market listings are taken: each slot gets the cheapest listing with float no higher than the one you typed. That's more accurate: a rare low float costs more.