Multiplier behavior: from 1. 01x to 1000x +
1) What happens to the multiplier in Crash
The X factor is determined by cryptography (Provably Fair) from the server/client side and 'nonce'.
The distribution is heavy-tailed: low × are common, rare huge × are possible, but rare; the probability of falling does not decrease linearly.
House edge (operator edge) is laid down in the mapping formula: often through a fix. minimum × chance (for example, 1. 00×/1. 01 ×) or through the offset of the transformation formula. See the Fairness section of your operator for specific parameters.
Consequence: the strategy "always wait 10 × +" gives a high variance; the early cashout strategy is low variance, but "cuts off" the tail.
2) Multiplier ranges: what they "mean" in practice
A. 1. 00–1. 20 × (Ultra Low)
The most frequent "noise." This is where the edge is felt (instant/very early crushes).
Role: Discipline test. If your strategy does not stand up to chain 1. 01×–1. 10 ×, bankroll plan weak.
B. 1. 20–2. 00 × (low)
Grind and wagering zone: auto-cashout 1. 30–1. 60 × reduces variance and sales price at WR.
Suitable for cashbacks/missions/flights in terms of turnover.
C. 2-5 × (medium)
"Middle ground" for moderate risk.
Good in tournaments with points for stable × and in missions "≥X N times."
D. 5-20 × (high)
Tournament jerks and "bursts" in the leaderboards.
It makes sense as the second bet in the round (see § 6), and not as the main bankroll profile.
E. 20-100 × (very high)
Rare, but often change the outcome of the tournament.
Their "hunt" is justified only as a limited share of the plan (10-30% of the bet volume).
F. 100 × -1000 × + (extreme)
Marketing "storefronts."
At the distance "wait only for them" - almost always EV − without external feeding (overlays, bonuses).
3) Why the tail is "heavy": intuitive math
From the uniform randomness' u∈[0,1) ', the formula (published by the provider) gives X.
Such formulas give a monotonically decreasing probability function of large ×: the chance of X≥k decreases not exponentially, but softer.
Practical interpretation: big × happen enough to fuel success stories, but not enough to build a basic strategy on them without a large bankroll supply.
4) Performance metrics: how to "measure" the behavior of a multiplier without guesswork
1. Empirical quantile on the history of N rounds: Q50, Q80, Q90, Q95, Q99.
2. HitRate (a) = proportion of rounds with X ≥ a'for your' a'targets.
3. Conditional batch frequency: how many consecutive X
4. Median-to-Target Ratio: 'Q50/a' is a quick indicator of goal realism. 5. The price of turnover on your strategy: 'Cost ≈ h × Turnover' (h is the effective "price" of turnover, usually 1-3% depending on the game and your targets). 5) Choice of auto-cashout: scheme without water The goal: to minimize variance in wagering/cashback and not "kill" EVs. 1. Select the gamble/grind → 1 range. 30–1. 60×; mixed mode → 1. 60–2. 50×. 2. Rate 'HitRate (a)' by history. If 'HitRate (a)' is too close to 50%, you're too aggressive for a grind. 3. Check that the bankroll withstands a series of L misses at X
4. Fix one target per session; change - only by rule (end of the tournament window/change of CAP cashback/stop loss/stop profit reached). 6) Two bets in one round: when and how Bet A (stabilizer): auto 1. 30–1. 60 ×, 70-90% of the volume. Rate B (long-range shot): auto/manual 8-15 × (or higher), 10-30% volume. Meaning: A controls the variance and "feeds" the wagering/points, B gives a chance for a tournament jump. Important: two bets are two scenarios, not a doubling of the A bet. 7) Low multiplier series: how not to "break"