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Drop Rate Calculator

For farming rather than gacha: enter a drop rate and a number of runs to see your real chance, the average grind, and how many runs it takes to be reasonably sure.

A 1 in 50 drop is 2%. Use decimals for rare drops, e.g. 0.1 for 1 in 1000.
Chance of at least one drop

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Chance of nothing—
Average runs to first drop—
Median runs—
Runs for 90% / 99%—

Runs are not pulls — but the math is the same shape

Each run is an independent trial with a fixed success chance, so the probability of at least one drop across n runs is:

P(at least one) = 1 − (1 − p)n

The difference from gacha is that farming usually has no pity. Nothing ramps up, nothing carries over, and the game does not remember your dry streak. That makes the tail much longer than most players expect.

The "1 in 100" illusion

A 1% drop rate does not mean 100 runs. It means each run independently has a 1% chance, so after 100 runs you still have a 36.6% chance of nothing. The numbers for a 1% drop:

RunsChance of at least oneStill nothing
5039.5%60.5%
10063.4%36.6%
20086.6%13.4%
30095.1%4.9%
45999.0%1.0%

Average vs. median: why your experience feels worse than the math

The average is 1 / p. The median — the point where half of players have their drop — is log(0.5) / log(1 − p). For a 1% drop the average is 100 runs but the median is only 69. That sounds reassuring until you notice the implication: half of all players need more than 69 runs, and a meaningful minority need several hundred. The distribution is not symmetric, so the average is dragged upward by rare long streaks.

Budget by confidence, not by average. If you plan around 100 runs for a 1% drop, you are planning around a coin flip plus a little. Plan around the 90% mark (230 runs) if you want to be reasonably sure of seeing it at all.

Setting a realistic farming target

  • Decide your confidence level first. 90% is a sensible target for a cosmetic; 99% only makes sense for something you genuinely need.
  • Convert runs to time. A 4-minute run at 90% confidence for a 1% drop is about 15 hours. That number is the real cost.
  • Check for rate boosts. Events, luck gear and difficulty tiers often change the effective rate far more than grinding volume does.
  • Do not trust "it must drop soon". Independent trials have no memory. After 50 dry runs your chance on run 51 is still exactly p.

Where this model breaks

Some games use pity, token systems or guaranteed drops after a threshold. If yours does, the flat formula understates your odds, and you should model the ramp instead — the pity calculator handles that structure. Loot boxes with weighted rarity tiers also need per-tier rates, not a single number.