Loot Box Expected Value Calculator

Loot Box Expected Value Calculator

Estimate expected in-game token value from tier probabilities, duplicate conversion, pity behavior, target odds, and variance across a planned opening session.

Loot Table Presets

How it works: probabilities are normalized to 100%, pity is simulated for each box, duplicate conversion reduces duplicate item value into tokens, and variance estimates how swingy the session can feel.

Loot Box Inputs
Number of boxes, pulls, chests, or capsules.
Used for target probability cards and tables.
Forced tier group when pity triggers.
Base table probability before normalization.
Rare tier probability.
Epic tier probability.
Legendary tier probability.
In-game unit value for a non-duplicate common.
In-game unit value for a non-duplicate rare.
In-game unit value for a non-duplicate epic.
In-game unit value for a non-duplicate legendary.
Estimated chance an item is already owned.
Percent of item value returned as tokens.
Set 0 to disable pity.
Boxes since the last pity-reset result.
Flat in-game units granted each opening.
Current Table Specs
100%
Normalized odds
90
Pity threshold
18%
Duplicate estimate
Legendary
Target tier
Expected Value
0
in-game units across the session
EV Per Box
0
0 baseline
Target Odds
0%
0 expected hits
Risk Range
0-0
1 sigma estimate

EV Breakdown

Waiting for calculationReady

Risk Meter

Ready: enter the loot table to estimate EV and variance.
Comparison Grid

Current Plan

0 EV

Uses your active probabilities, duplicate conversion, bonus tokens, and pity counter.

No Pity

0 EV

Removes the pity guarantee so you can isolate how much the pity system adds.

No Duplicates

0 EV

Models every item as new, helpful for early collection or fresh account planning.

High Duplicate

0 EV

Uses a heavier duplicate estimate to show how collection saturation changes EV.

EV And Probability Tables
Tier EV Table
TierNormalized chanceAdjusted valueEV per box

Adjusted value blends non-duplicate item value and duplicate token conversion.

Target Probability Table
Boxes openedTarget oddsExpected hitsZero-hit risk

Target odds include pity when the selected guarantee can award the target group.

Variance And Risk Table
BandIn-game unitsReadingUse

Variance uses tier outcomes, duplicate outcomes, flat bonus tokens, and pity schedule.

Pity Schedule Table
EventBox numberForced groupEV effect

Pity events reset the counter after the forced result is awarded.

Preset Comparison Reference
PresetTypical targetPity stylePlanning note
Hero BannerLegendaryLong legendary pityStrong for chase pulls, but duplicates can reduce token EV.
Skin CapsuleEpic-plusEpic-plus pityBetter mid-tier consistency with fewer dry streaks.
Event Grab BagRare-plusShort rare-plus pityStable token return with less top-end variance.
Ultra Rare ChaseLegendaryLong legendary pityHigh swing profile; compare risk range before opening many boxes.
No Pity PoolRare-plusNoneEV can look fine while zero-hit risk stays high.
Loot EV Tips
Tip: Judge a loot table by both EV and variance. Two tables can have the same average token value while one has a much higher chance of a dry session.
Tip: Increase the duplicate rate as your collection fills out. Duplicate conversion can turn a high-tier hit into a smaller token return than the headline tier value suggests.

You have enough currency for another pull. There is a button under your thumb. You hold out for that one legendary hero, or skin wrapped up in its shiny golden wrapper. You click and watch the animation but it is nothing more than another common item.

This experience isn’t all down to bad luck, that instant disappointment are usually due to a misunderstanding of how probability feels in your head compared to how it actualy behaves in practice. The majority of player population glances over the headline odds for the rarer tier and stops there. One percent. I’ve got a one in hundred shot. But it’s not as simple than that one percentage.

Understanding Loot Box Odds

What about missing? What if you does this repeatedly? How does getting duplicates shrink your actual reward? Does the pity system really save you anything but delay your frustration? While this doesn’t replace running individual pulls, it do run an average over all of the draws in a session. So instead of just one draw, you’re pulling a planned number of box and it will simulate all those pulls at once. It will factor in pity triggers and duplicate conversion rates during calculation.

Variance is a quiet killer to bankrolls. While two loot tables may looks the same on paper with the same expected value they feel like night and day. One will reward you with consistent mid-tiers, keeping you afloat. The other will swing from massive payouts to brutal dry spells it drains you of any motivation before you reach guaranteed drops.

The other variable that most player forget about until they’re already screwed is duplicate rates. At the beginning of a game, each pull seem like a discovery. As you fill up your collection, however, those rare items no longer represent something new; they become currency conversion vehicles. When you recieve a duplicate, the system will only return a fraction of its value. That can have a massive impact on your effective earnings. You can adjust the duplicate rate based off your completion % at any time. It is a small thing, but it make a huge difference for planning out the future.

The value of a pull diminish over time as you acquire more stuff. To soften these rough edges, pity systems forces you into a higher tier after a given number of misses. It lowers the risk that you’ll walk away empty-handed and makes the experience feel more fair. But pity doesn’t alter the average cost. It simply redistributes when you do get your reward. Knowing the difference can help you manage your expectations. Pity isn’t giving you “extra” items. It’s merely preventing the worst case scenario where random chance works against you for too long.

To determine if an event crate or new banner is worth buying, consider not only its expected value but also range of risk. You might be getting a great deal of expected value, but can’t stomach amount of variance needed to achieve it. Are you buying a lottery ticket, where there is a very small chance that your risk will be near 0? Then take a pass. These reference tables on the page illustrates which tiers you’ll see with what confidence after how many pulls.

At the end of the day, however, loot boxes are designed to prey on our lack of ability to understand statistical probability and our drive towards finishing everything. Knowing what you can expect to get on average and being able to measure your risk allows you to move from impulse purchases to informed decisions. Maybe you’ll still spin the wheel because it’s fun! But at least you’ll know exactly what the odds are and what you’re paying for once you strip away all of the bells and whistles.

The animation glow doesn’t last long, the balance sheet does.

Loot Box Expected Value Calculator

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