Loot Drop Probability Calculator for Weighted Loot Tables
Add your items and weights. The table shows the chance of each drop, how many tries it takes on average and the odds of seeing one within a number of tries.
| Item | Chance | Tries per drop | At least one in 10 |
|---|---|---|---|
| Common | 70.00% | 1.4 | 100.0% |
| Uncommon | 20.00% | 5.0 | 89.3% |
| Rare | 8.00% | 12.5 | 56.6% |
| Legendary | 2.00% | 50.0 | 18.3% |
Weights are relative: 50 and 5 mean a 10 to 1 ratio, not percentages. Real drops can be streaky, so playtest and consider pity timers.
When to use it
Tuning a rare drop
Set the weight of a legendary item and see how many kills the average player needs, and how many unlucky players need double that.
Chests and gacha-style rewards
Check that every rarity tier shows up often enough that players keep opening chests.
Explaining odds to players
Some stores and regions expect published drop rates; the table gives you the exact percentages to show.
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Questions
A list of items where each has a weight. The chance of an item is its weight divided by the total of all weights.
Random streaks are normal. Pity timers, which raise the chance after misses, make drops feel fairer.
A counter that raises the chance, or guarantees the item, after a number of failed tries. It caps the worst case without changing the average much.
A shuffled bag (every item once per cycle, in random order) feels fairer than pure randomness because streaks can't get long.