Loot drop chance calculator

Enter the drop rate as a percentage or as 1 in N, and the number of kills, chests or pulls. The calculator shows the chance of getting the item at least once, how many tries reach the chance you want, and why 100 tries at 1 % is not a sure thing.

Drop rate as
%
%
At least one drop in these tries63.4 %
Tries for the target chance230
No drop at all
36.6 %
Expected drops in these tries
1
Tries for a 50 % chance (median)
69
Average tries per drop
100

Runs in your browser: nothing you enter is sent anywhere.

How to use it

  1. Choose percent or 1 in N and enter the drop rate from the game’s wiki or data mining.
  2. Enter how many tries you plan or have already done.
  3. Set the target chance, such as 90 % or 99 %.
  4. Read the chance of at least one drop and how many tries the target needs.

The formulas

  • At least one drop in n tries: 1 − (1 − p)ⁿ.
  • No drop: (1 − p)ⁿ.
  • Expected drops: n × p.
  • Tries for a target t: ⌈ln(1 − t) ÷ ln(1 − p)⌉.
  • Average tries per drop: 1 ÷ p.

Worked example

A 1 % drop over 100 kills, target 90 %:

  • no drop: 0.99¹⁰⁰ = 36.6 %, so at least one: 63.4 %;
  • expected drops: 100 × 0.01 = 1;
  • for 90 %: ln 0.1 ÷ ln 0.99 = 229.1, rounded up to 230 kills;
  • for 50 %: ln 0.5 ÷ ln 0.99 = 69 kills, while the average is 100.

Handy numbers

Drop rate 50 % 90 % 99 %
10 % 7 22 44
1 % 69 230 459
1 in 512 355 1,178 2,356
0.1 % 693 2,302 4,603

Frequently asked questions

If the drop rate is 1 %, will I get it in 100 tries?

Only 63.4 % of players will. Each try is independent, so the chance of missing 100 times in a row is 0.99¹⁰⁰ = 36.6 %. You get one drop on average in 100 tries, but some players get two or three and over a third get none.

How is the chance calculated?

Chance of at least one = 1 − (1 − p)ⁿ, where p is the drop rate and n the number of tries. The tries for a target chance t are the smallest n with 1 − (1 − p)ⁿ ≥ t, that is n = ln(1 − t) ÷ ln(1 − p) rounded up: 230 tries for 90 % at 1 %.

What is the difference between the median and the average?

Half of players get the drop within the median number of tries, 69 at 1 %. The average, 1 ÷ p = 100, is higher because a few unlucky players need hundreds of tries and pull the mean up.

Does this work for games with pity or bad-luck protection?

No: the calculator assumes every try has the same chance, regardless of what came before. Gacha pity systems, rising drop rates and guaranteed drops after a streak change the maths, and with them you reach the item sooner than shown here.

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