Drop Chance Calculator

Work out your chance of getting a loot drop after any number of kills or attempts, from its drop rate.

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What this tool does

Work out your chance of getting a loot drop after any number of kills or attempts, from its drop rate. Assumes every attempt is independent with the same drop chance and no pity timer, bad-luck protection or lockout — games with those systems will drop sooner than this model predicts.

How to use the Drop Chance Calculator

  1. Enter or select drop chance per attempt (%).
  2. Enter or select attempts (kills, runs, openings).
  3. Read the calculated result; change any measurement to compare alternatives.

Formula

chance of at least one drop in n attempts = 1 − (1 − p)^n, where p is the per-attempt drop chance; attempts needed for a target confidence = ceil( ln(1 − target) ÷ ln(1 − p) )
rate
Drop chance per attempt (%)
attempts
Attempts (kills, runs, openings)

Assumes every attempt is independent with the same drop chance and no pity timer, bad-luck protection or lockout — games with those systems will drop sooner than this model predicts.

Worked example

For drop chance calculator, the following measurements illustrate the exact method: Drop chance per attempt (%): 1; Attempts (kills, runs, openings): 100.

Inputs

  • Drop chance per attempt (%)1
  • Attempts (kills, runs, openings)100

Result

  • Chance of at least one drop (%)63.4
  • Expected attempts per drop100
  • Attempts for 50% confidence69
  • Attempts for 90% confidence230
  • Attempts for 95% confidence299
  • Attempts for 99% confidence459

Results explained

Chance of at least one drop (%)
Chance of at least one drop (%) from the formula above. Assumes every attempt is independent with the same drop chance and no pity timer, bad-luck protection or lockout — games with those systems will drop sooner than this model predicts.
Expected attempts per drop
Expected attempts per drop from the formula above. Assumes every attempt is independent with the same drop chance and no pity timer, bad-luck protection or lockout — games with those systems will drop sooner than this model predicts.
Attempts for 50% confidence
Attempts for 50% confidence from the formula above. Assumes every attempt is independent with the same drop chance and no pity timer, bad-luck protection or lockout — games with those systems will drop sooner than this model predicts.
Attempts for 90% confidence
Attempts for 90% confidence from the formula above. Assumes every attempt is independent with the same drop chance and no pity timer, bad-luck protection or lockout — games with those systems will drop sooner than this model predicts.
Attempts for 95% confidence
Attempts for 95% confidence from the formula above. Assumes every attempt is independent with the same drop chance and no pity timer, bad-luck protection or lockout — games with those systems will drop sooner than this model predicts.
Attempts for 99% confidence
Attempts for 99% confidence from the formula above. Assumes every attempt is independent with the same drop chance and no pity timer, bad-luck protection or lockout — games with those systems will drop sooner than this model predicts.

Frequently asked questions

No. After 100 attempts at 1% you have only about a 63.4% chance of having seen it. Roughly 37% of players go 100+ dry — that's how independent probability works, and why 'expected attempts' is an average, not a promise.

299 kills: 1 − 0.99^n ≥ 0.95 first holds at n = 299. The 99% mark needs 458. Long tails are the nature of geometric probability.

For a geometric distribution the mean wait is exactly 1/p: a 2% drop averages 50 attempts. But the median wait is shorter (~35), because a few very unlucky streaks drag the mean up.

Not under this model — each attempt is independent, so past failures don't raise the next attempt's chance. If your game has a pity system, your real odds improve faster than shown here.

Enter it as a percent: 1 ÷ 500 = 0.2%. The calculator accepts decimal percentages, so 0.2 in the drop-chance field is right.