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
Odds for the player
Chance (%) of getting at least one drop by number of tries.
Loot table weights
| Item | Weight | Chance | 1 in | Remove |
|---|
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 chance | Tries for 50% | Tries for 90% | Tries for 99% |
|---|---|---|---|
| 25% | 3 | 9 | 17 |
| 10% | 7 | 22 | 44 |
| 5% | 14 | 45 | 90 |
| 2% | 35 | 114 | 228 |
| 1% | 69 | 230 | 459 |
| 0.5% | 139 | 460 | 919 |
| 0.1% | 693 | 2,302 | 4,603 |
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.
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