New: 12 free tools for Unreal Engine and Unity developers.Try them →

Drop Rate & Loot Table Calculator

See the real odds of a drop after N tries and turn loot table weights into percentages players understand.

  • ✓ Free, no sign-up
  • ✓ Works for Unreal Engine & Unity
  • ✓ Runs in your browser

Drop chance

Odds for the player

At least one drop
Tries for 50%
Tries for 90%
Tries for 99%

Chance (%) of getting at least one drop by number of tries.


Loot table weights

ItemWeightChance1 inRemove

Why "1%" does not mean "once in 100 tries"

Each try is independent, so a 1% item can take far more than 100 tries. The chance of getting at least one drop after n tries is:

1 − (1 − p)^n

With a 1% drop rate, only about 63% of players get the item within 100 tries, and the unluckiest 1% need more than 459. That is why players complain about "bad luck", and why showing the real odds helps you choose fair drop rates.

Quick reference

Drop chanceTries for 50%Tries for 90%Tries for 99%
25%3917
10%72244
5%144590
2%35114228
1%69230459
0.5%139460919
0.1%6932,3024,603

Designing loot tables with weights

  • Give common items large weights (like 100) and rare items small ones (like 1).
  • Adding a new item only needs a new weight; the other percentages adjust automatically.
  • To roll: pick a random number between 0 and the total weight, then walk through the items adding their weights until you pass the number.
  • In Unreal Engine, store weights in a DataTable. In Unity, a ScriptableObject with a list of items and weights works well.

Pity systems and bad-luck protection

If a rare item matters for progression, pure randomness will frustrate a few unlucky players every time. Common fixes:

  • Hard pity: guarantee the drop after a fixed number of failures. The "tries for 99%" number above is a good starting point.
  • Soft pity: increase the drop chance a little after every failure.
  • Shuffle bags: put all outcomes in a bag and draw without replacement, so the rare item is guaranteed once per bag.
  • Duplicates protection: re-roll or convert duplicates into currency.

Be transparent: many players, platforms and some regions expect drop rates for paid random items to be disclosed.

FAQ

If an item has a 1% drop chance, will I get it in 100 tries?

Not guaranteed. With a 1% chance, the probability of getting at least one drop in 100 tries is about 63.4%. You need around 459 tries to be 99% sure.

How do loot table weights work?

Each item gets a weight. Its drop chance is its weight divided by the total of all weights. Weights make it easy to add new items without recalculating every percentage.

How do I roll a weighted loot table in code?

Add up all weights, pick a random number between 0 and that total, then go through the items adding each weight until the running total is greater than your random number. That item is the drop.

What is a pity system?

A pity system guarantees a rare drop after a number of failed attempts. Use the "tries for 99%" result to pick a fair pity threshold.

More free tools