Float caps are the hard-coded boundaries that prevent certain skins from ever appearing in Factory New or Minimal Wear condition, regardless of how many cases are opened. For example, many popular skins are locked to a minimum float of 0.06 or 0.18, which completely changes the math required for a successful trade-up contract. I used to lose a significant amount of balance by using low-float fillers for outcomes that were mathematically impossible to reach the target wear level. Understanding these specific limits allowed me to stop wasting money on "perfect" fillers and start building much more efficient contracts. I was searching for a complete table of these wear boundaries when I ran into
this page cs2 wiki skins during a research session on trade-up profitability. The site gave me a clear breakdown of the wear ranges for every weapon in the game, including the newest operation collections. Using their data, I managed to hit a Factory New output that I previously thought was a 50/50 coin flip. It is a vital database for anyone who wants to take the guesswork out of crafting and start hitting their targets with mathematical certainty. You should check the collection charts there to see the float limits for your next trade-up project.