How to calculate the probability of freespins
Freespins are usually launched by dropping scatter characters according to the "3 + anywhere" rule (sometimes "on reels 2-4," "2 + scatter + wild," "progress counter," etc.). Knowing the scatter frequencies by reels or having spin logs, you can estimate the probability of a trigger in one back (q) and from it get the expected waiting time (geometric distribution).
1) Quick dictionary
(q) is the probability of running frispins in one back.
Average wait interval: (\mathbb {E} [T] = 1/q) spins.
Median interval: (\mathrm {Med} (T) =\left\lceil\dfrac {\ln 0. 5} {\ln (1-q) }\right\rceil) (approximately (0 {,} 693/q) at low (q)).
Chance not to wait for (N) spins: ((1-q) ^ N).
Chance to wait ≥1 times for (N) spins: (1- (1-q) ^ N).
2) Accurate counting by drum strips (strip-count)
If you know the tapes (character lists) and the number of steps on each reel:1. For each reel (i), count
[
s_i=\frac{#\text{pozitsy scatter on reel} i} {#\text {total positions on} i}.
][
q=\sum_{k=3}^{5}\ \sum_{\substack{A\subset{1..5}\	A	=k}}\ \prod_{i\in A} s_i\ \prod_{j\notin A} (1-s_j).
][
q=\sum_{k=3}^{5}\binom{5}{k}s^k(1-s)^{5-k}.
][
q=\prod_{i=2}^{4} s_i.
][
q=\sum_{k=3}^{5}\ \sum_{A}\prod_{i\in A}(s_i+w_i)\ \prod_{j\notin A}(1-s_j-w_j),  ]where (A) are subsets of drums of size (k). (Often an approximation on the first three drums is enough if wilds are not counted at 4-5.)
One spin spins one character ⇒ a maximum of 1 scatter per spins.
If the drums have different lengths/weights - use their individual (s_i).
For "line-slots" positions are equiprobable; for weighted - count the proportion of scatter weights.
3) Megaways and variable row number slots
In Megaways, the number of positions on the drum changes. It is practical to consider conditionally by configuration:1. For each reel (i), the scatter probability at position: (p_i=\frac{#\text{scatter-taylov}}{#\text{vsekh tiles}}) (usually 1/types of characters if equilibrium; some games have their own weight).
2. With the realized height (h_i), the chance of at least one scatter on the drum: (s_i (h_i) = 1- (1-p_i) ^ {h _ i}).
3. Conditional (q (h_1,...,h_6)) - according to the formulas from § 2, but with (s_i (h_i)).
4. The final (q) is the mean (\mathbb {E} _ {h} [, q (h),]) of the height distribution (better by simulation).
4) When there are no tables: an empiricist by logs
If you have a spin log (demo or real): Score (\hat q):[
\ hat q =\frac {#\text {triggers}} {#\text {spins}}.
]Confidence interval (rare event): Use Bayesian estimation with Jeffries prior (\text {Beta} (0 {,} 5.0 {,} 5)) or Wilson interval - they are more stable on small samples.
How many spins do you need? With (q\approach 1/200) (0.5%), it is reasonable to collect tens of thousands of spins, otherwise the spread is large.
Transfer to "waiting": median/mean interval from § 1.
5) "Combined" mechanics and progress triggers
Progress counter (for example, collect 3 parts): this is a negative binomial scheme. If the chance of getting "part" for spin (p), then the chance of completing for (n) spins:[
\mathbb{P}(T\le n)=\sum_{k=3}^{n}\binom{k-1}{2} p^3 (1-p)^{k-3}.
]Average expectation (\mathbb {E} [T] = 3/p), median - by summation/simulation.
Wheels/trails before freespins: first a chance to hit the wheel, then a chance of the freespin sector. The total probability is the product of the stages (or the sum over the branches of the outcome tree).
6) Calculation examples
A) 5 reels, rule 3 +, equal to tapes, on each (s = 0 {,} 12).
[
q=\binom{5}{3}s^3(1-s)^2+\binom{5}{4}s^4(1-s)+s^5
][
=\ 10\cdot0{,}12^3\cdot0{,}88^2\ +\ 5\cdot0{,}12^4\cdot0{,}88\ +\ 0{,}12^5\ \approx 0{,}0167.
]Waiting for: (\mathbb {E} [T ]\approx 60) spins; median (\approach 0 {,} 693/0 {,} 0167\approach 41) spin.
Chance to see ≥1 trigger per 100 spins: (1- (1-0 {,} 0167) ^ {100 }\approach 80%).
B) Reels 2-4 only: (s_2=0{,}15,\ s_3=0{,}12,\ s_4=0{,}10).
[
q=s_2 s_3 s_4=0{,}0018 \Rightarrow \mathbb{E}[T]\approx 556,\ \mathrm{Med}\approx 385.
]C) Megaways (conditional example): each of the 6 reels receives (h_i\in{2..7}) equally likely, (p_i=p=1/12).
Then (s_i (h) = 1- (1-p) ^ h).
Next - count (q (h)) according to § 2 (3 + out of 6) and average over all (h) (better Monte Carlo per 100k configurations).
7) From probability to practice
Session plan. Knowing the median/75th percentile of the trigger expectation, plan the session length and bank for several such intervals.
Slot comparison. Slots with the same RTP may differ (q): one gives frispins more often, but "weaker," the other less often, but "fatter." See both (q) and quantiles of the bonus win.
Communication in articles. Give the reader a "freespin passport": (q), (\mathbb {E} [T]), median, 75th percentile and "chance to see ≥1 for (N) spins."
8) What can distort the assessment
Different RTP versions of the same game - (s_i) and (q) may differ.
Buffer/missions/cashback do not change (q), but change the economy - do not confuse frequency with value.
Short samples for rare (q) → huge intervals of uncertainty; use Bayes/Wilson and/or simulations.
Megaways without a conditional model of heights - better immediately Monte Carlo.
9) Ready-made "freespin passport" (template)
Trigger rule: 3 + scatter (1/5 reels; or 2-4; or 2 + scatter + wild)
Score (q): ... (method: strip-count/empirical/simulation)
Waiting intervals: average (1/q =...) spins; median...; 75th percentile...
Trigger ≥1 chance for (N =...): ...%
Risk comment: frequency vs strength of bonus; typical "deserts."
Bottom line: the probability of frispins can be calculated "from above" (by tapes and rules) or "from below" (by logs/simulations). The key is to correctly formalize the trigger rule, take into account the features of the mechanics (limited drums, wilds-replacements, Megaways), and then translate (q) into time guidelines that the player understands: the average/median interval and the chance to meet the selected session length.
