🎲 Drop Rate Calculator
Calculate farming odds, expected runs, and probability thresholds for any item drop rate
| Tier | Drop Rate | 1-in-X | Avg Runs (Mean) | 50% Conf. | 90% Conf. | 99% Conf. | Rarity |
|---|---|---|---|---|---|---|---|
| Super Common | 50% | 1 in 2 | 2 | 1 | 4 | 7 | Common |
| Common | 25% | 1 in 4 | 4 | 3 | 9 | 16 | Common |
| Uncommon | 10% | 1 in 10 | 10 | 7 | 22 | 44 | Uncommon |
| Rare | 5% | 1 in 20 | 20 | 14 | 45 | 90 | Uncommon |
| Rare+ | 1% | 1 in 100 | 100 | 69 | 230 | 459 | Rare |
| Very Rare | 0.5% | 1 in 200 | 200 | 138 | 459 | 919 | Rare |
| Ultra Rare | 0.1% | 1 in 1,000 | 1,000 | 693 | 2,302 | 4,603 | Ultra Rare |
| Legendary | 0.01% | 1 in 10,000 | 10,000 | 6,931 | 23,025 | 46,050 | Legendary |
| Game / System | Item Type | Base Rate | With Booster | Pity System | Avg Runs |
|---|---|---|---|---|---|
| Genshin Impact | 5-Star Character | 0.6% | — | Hard pity @90 | ~62 |
| Path of Exile | Unique Item | ~0.5% | Magic Find bonus | No | ~200 |
| Runescape (OSRS) | Rare Drop Table | 0.39% | Ring of Wealth | No | ~256 |
| Destiny 2 | Exotic Engram | ~2% | Focused engrams | Soft pity | ~35 |
| Diablo IV | Uber Unique | ~0.02% | Magic Find | Targeted loot | ~5,000 |
| World of Warcraft | Rare Mount | ~0.4% | — | Bad Luck Protection | ~173 |
| Pokemon GO | Shiny from Raid | ~1.6% | Shiny Charm | No | ~44 |
| Honkai: Star Rail | 5-Star (Standard) | 0.6% | — | Hard pity @90 | ~62 |
| Base Rate | +10% Boost | +25% Boost | +50% Boost | +100% Boost (2x) | Runs Saved (90% conf.) |
|---|---|---|---|---|---|
| 1% | 1.1% | 1.25% | 1.5% | 2% | ~115 runs saved |
| 5% | 5.5% | 6.25% | 7.5% | 10% | ~22 runs saved |
| 0.5% | 0.55% | 0.625% | 0.75% | 1% | ~229 runs saved |
| 0.1% | 0.11% | 0.125% | 0.15% | 0.2% | ~1,151 runs saved |
| 10% | 11% | 12.5% | 15% | 20% | ~10 runs saved |
Drop rate shows, as far as commonly you expect, that monster will leave undoubted item after killing of players. In the most many RPG-videoludoj it expresses the probability that enemy will drop prize. Videoludantoj call it his chance, during RNG decide do the item genuinely receive.
Simple mode receive booty are detruadi monsters. Average rariga monster has around 8% probability leave anybody item, but the basic rate for monsters stays presently unknown.
What Is Drop Rate in Games and How It Works
For estimate falan rate, share the occasions that you received undoubted item by means of the whole of killed such monsters. For instance from 200 killed ogroj if you find 100 Netherweave Cloth, the rate will be 100/200 so 50 %. 1 %’s rate matches to 1 from 100 chance for succeed what requires averaĝe 100 attempts before it will fall.
In 20 % you averaĝe succeed after 5 efforts or kompletigo of missions.
Games have different falajn rates, because kreantoj self choose them. Rare items occasionally subas 0,1 %. Aliulaj rare objects reach 2, 5 %, so around 1 from 50.
Konsumeblaj communitarian items commonly have 10, 15 %, what is almost 1 from 10. Even rarest can be extremely malprobablaj. Apparently milling happens, but every killing alproksimigas you to the wanted fall according to the rate so consequent attempts become more promising.
Some elements alter the incidence of erfaloj. For instance slash blows or penetration can expand rate for rare items. In some games higher level helps.
Every 10 levels dumalproksimigas duplication of the rate. In Steam level 10 give +20 %, 20 maintain to +40 %, 30 to +60 %, 40 to +80 %, and 50 to +100 %. That doubles the chance but do not guarantee the item.
