Simply dividing the number of successful drops by the number of drops will give you a proportion. For example, 20 successful drops out of 100 drops is a 20% chance of getting the successful drop. This is the sample proportion.

You are correct that you will have to do it over and over, as any statistics you calculate are based on the sample, and you cannot have 100% confidence in them. You can, however, repeat it enough times to get a confidence level of 95%, 99%, etc. Also, if you know that the developers have a tendency to use nice numbers in their drops (1/32, 1/64, 1/2048, etc), you could use that to have more confidence in your answer.

This is assuming a few things, however:

  1. All drops are independent of each other. For example, in the game Overwatch, the odds of receiving the rarest tier of item increases every time you do not receive one. This would already be hard to calculate. Now imagine a system where each tier of item may add or remove the cumulative probability of the good drop. Calculating the percentage begins to border on impossible when you know less and less about the system.
  2. All drops are simply based on a drop percentage. For example, in the game Runescape, enemies may have a chance of dropping from the Rare Drop Table, as well as their own drop table. Some rare drops are shared by the enemy's drop table, as well as 'no drop' being shared by both, so without knowing the RDT's rate for that enemy it will be incredibly difficult to predict drop rates to a good confidence level. Other factors may include number of players attacking, items equipped (e.g Runescape's Ring of Wealth), or anything else the developer wants.

You should be able to perform a sample proportion confidence interval, that reads something like "I have 95% confidence that the drop rate lies between 0.79 and 0.81", where your sample proportion would have been 0.80 (in the middle). If this is a bit much effort, just use your sample proportion for a good estimate once you're happy that it's stable. At the end of the day, even if you eventually calculate that probability to be 0.5%, the drop rate doesn't guarantee a drop every 200 kills. Even with 2000 kills, the probability of receiving exactly 10 drops is 12.5%.

Answer from LloydTao on Stack Exchange
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Old School RuneScape Wiki
oldschool.runescape.wiki › w › Drop_rate
Drop rate - OSRS Wiki
The drop rate is the frequency at which a monster is expected to yield a certain item when killed by players. When calculating a drop rate, divide the number of times you have gotten the certain item, by the total number of that monster that ...
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Game Developer
gamedeveloper.com › home › game platforms
What does it mean when players complaining about "low drop rate"?
December 9, 2023 - This article reveals the method of researching the problem of low drop rate and how to make it right. ... Drop rate, refers to the probability of obtaining a particular item from a loot box or booster pack in some video games...
Top answer
1 of 1
1

Simply dividing the number of successful drops by the number of drops will give you a proportion. For example, 20 successful drops out of 100 drops is a 20% chance of getting the successful drop. This is the sample proportion.

You are correct that you will have to do it over and over, as any statistics you calculate are based on the sample, and you cannot have 100% confidence in them. You can, however, repeat it enough times to get a confidence level of 95%, 99%, etc. Also, if you know that the developers have a tendency to use nice numbers in their drops (1/32, 1/64, 1/2048, etc), you could use that to have more confidence in your answer.

This is assuming a few things, however:

  1. All drops are independent of each other. For example, in the game Overwatch, the odds of receiving the rarest tier of item increases every time you do not receive one. This would already be hard to calculate. Now imagine a system where each tier of item may add or remove the cumulative probability of the good drop. Calculating the percentage begins to border on impossible when you know less and less about the system.
  2. All drops are simply based on a drop percentage. For example, in the game Runescape, enemies may have a chance of dropping from the Rare Drop Table, as well as their own drop table. Some rare drops are shared by the enemy's drop table, as well as 'no drop' being shared by both, so without knowing the RDT's rate for that enemy it will be incredibly difficult to predict drop rates to a good confidence level. Other factors may include number of players attacking, items equipped (e.g Runescape's Ring of Wealth), or anything else the developer wants.

You should be able to perform a sample proportion confidence interval, that reads something like "I have 95% confidence that the drop rate lies between 0.79 and 0.81", where your sample proportion would have been 0.80 (in the middle). If this is a bit much effort, just use your sample proportion for a good estimate once you're happy that it's stable. At the end of the day, even if you eventually calculate that probability to be 0.5%, the drop rate doesn't guarantee a drop every 200 kills. Even with 2000 kills, the probability of receiving exactly 10 drops is 12.5%.

Top answer
1 of 3
4

Let me try to go through all your questions in turn.

1. Checking whether or not a drop occurs given a certain drop chance

Just use a pseudo-random number generator and compare the result with the drop chance, just as you suggested in your question. For example, if you specify the drop chance in percentage points with up to two decimal places, you could ask

rand = generatePseudoRandomNumber(0, 10000) // between 0 and 10,000
if(rand <= dropChance * 100)

2. Checking which events happens given a set of possible events

Try to use a data structure that is more flexible than hard-coded switch expressions. I coded a basic version of a Lottery class here: https://gist.github.com/3368046. Lottery allows you to do stuff like this:

$Lottery = new Lottery();
$Lottery->addEntry($item1, $dropChanceOfItem1);
$Lottery->addEntry($item2, $dropChanceOfItem2);
$Lottery->addEntry($item3, $dropChanceOfItem3);
$drop = $Lottery->getWinner();

With my implementation, the drop chances do not even have to add up to 100%; the lottery determines the winner based on the number of lots that each participant has in relation to the other participants of the lottery.

3. When to check for drops and how to communicate the result to the player

I'd decide based on what the most critical bottleneck is: If bandwidth is expensive and if your service has a good latency (Amazon?), go for variant 1. If your service has latency issues, go for 2.

2 of 3
0

Yes, you take each percentage and map it to one or more numbers in that range. E.g. if there's 50% chance of getting a killer rabbit, and 20% chance of getting John Lennon glasses, and 30% of getting chainsaw fuel, then you would have 1...50 be the range for the rabbit, 51...70 for the glasses, and 71...100 for the fuel.

Now you generate a random number (e.g. using rand() or whatever your language offers, limiting it to 1...100 using 1 +(rand() % (100-1)), and depending on what range it falls in, you know what to drop.

Now this only gives you a single item. To get several items, you just draw several times*. So you'd be guaranteed to get one of the three above items from draw one, and one of four other smaller items from draw 2. You can even have draws where one of the items that can drop is "nothing". So to have a 2% chance of this dropping the Super Mega Ultra Grooveshark(tm), you'd have range 1-2 be the shark, and 3 to 100 "nothing" and just do an extra draw (generate another random number between 1 and 100) with that.

So your data structure would probably be a list of draws containing a list of items and their percentages, one of which could be a "nothing" item. Then your items (e.g. enemies) would simply reference one of those data structures as their "drop this when I die" structure.

*) Of course, if you want to always drop two items together, you may need to define some sort of "box" item that just contains those to items, then just draw once to get those two.

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Wikipedia
en.wikipedia.org › wiki › Drop_rate
Drop rate - Wikipedia
May 17, 2019 - Packet drop rate, the rate at which packets are lost in a network connection · Category: Disambiguation pages · Search · Drop rate ·
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Fandom
asphalt.fandom.com › wiki › Drop_rate
Drop rate | Asphalt Wiki | Fandom
Drop rate is a common but unofficial term used by players to denote the expected average amount (frequency) of an item in relation to all items granted by a random game process in the long run, usually expressed in percent.
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Softwareprocess
softwareprocess.es › homepage › posts › stats-for-games
Statistics and probability for randomized games (loot shooters, roguelites, roguelikes, etc.) | Abram Hindle's Homepage
Players refer to the idea of drop-rate as the frequency that a particular item is “dropped” from a chest or a boss, that is how often will a player get that item as a reward for a particular quest. There are many videos and guides online about these games and particular items in these games ...
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Urban Dictionary
urbandictionary.com › define.php
Urban Dictionary: drop rate
January 8, 2016 - drop rate: The probability that an award will drop from an enemy when killed by a player in most RPG based video games.
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Thegamingdictionary
thegamingdictionary.com › home › drop rate
Drop rate · The Gaming Dictionary · Where DLC is free
June 23, 2020 - The amount of times (usually out of a hundred) that an item has the chance to drop.
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Calculator Academy
calculator.academy › home › drop chance calculator
Drop Chance Calculator - Calculator Academy
December 13, 2025 - A drop chance is a term used in video games to describe the rate at which a player will receive an item on average per number of attempts.
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Reddit
reddit.com › r/2007scape › understanding drop rates: you're not as unlucky as you think... probably
r/2007scape on Reddit: Understanding Drop Rates: You're not as unlucky as you think... probably
September 17, 2024 -

The drop rate numbers can be a bit confusing without understanding the math behind them. Digging into it helped me understand it a bit more and get much less frustrated.

Note: This is not a commentary on how the mechanics should work - just how the odds work out. I’m not saying you can’t be upset when you’re at 7x the drop rate and still haven’t gotten it. Just showing the odds within the current system. I’m not against a rework of how drops work. Also, On mobile you may need to scroll the tables

TL;DR for those that don't care about the math explanation:

* 1x rolls for a 1/x drop is about 63% (Both 100kc at 1/100 and 1000kc at 1/1000 is about 63%)

* 4.5x rolls for a 1/x drop is about 99%

* 7x is for a 1/x drop is 99.9%

* For 200,000 players, if they all rolled 7x, *statistically* that would mean 200 players would still not have the drop. (99.9% of players would have the drop, 0.1% would not)

Rate Table:

Rows are the drop rate, columns are the amount of KC. So 1x KC for a 1/100 is 100 and 4.5x is 450KC

Drop Rate1x2x4.5x7x12x
1/1100.00%100.00%100.00%100.00%100.0
1/275.00%93.75%99.80%99.99%100.00%
1/370.37%90.70%99.49%99.98%100.00%
1/468.36%87.54%99.44%99.97%99.99%
1/567.23%86.49%99.26%99.96%99.99%
1/1063.21%86.86%98.89%99.91%99.99%
1/5063.21%86.89%98.89%99.91%99.99%
1/10063.40%86.89%98.91%99.91%99.99%
1/20063.30%86.89%98.90%99.91%99.99%
1/30063.27%86.89%98.89%99.91%99.99%
1/40063.25%86.89%98.89%99.91%99.99%
1/50063.25%86.89%98.89%99.91%99.99%
1/100063.23%86.89%98.89%99.91%99.99%
1/200063.21%86.89%98.89%99.91%99.99%
1/300063.21%86.89%98.89%99.91%99.99%
1/400063.21%86.89%98.89%99.91%99.99%
1/500063.21%86.89%98.89%99.91%99.99%
1/3276863.21%86.89%98.89%99.91%99.99%
1/5096063.21%86.89%98.89%99.91%99.99%

The Math:

Over simplified: You flip a coin. There is a 1/2 chance of getting heads every time you flip it. But if you look at it in a series:

  • I flip a coin and get tails, that 50% chance of heads on that first flip is gone

  • On the second flip I flipping with the remaining 50%, so 50% of that is 25%

  • The third flip I have 50% chance with the remaining 25%, so that's 12.5%

First Flip: 100/2 = 50

Second Flip: 50/2 = 25

Third Flip: 25/2 = 12.5

50+25+12.5= 87.5%

I think understanding these makes think less frustrating in general, because when you have 3000KC for that 1/3000 pet, it can feel like you should have it by now. But even at 6000 KC you only have about 86% chance. That would mean about 27000 players would not have gotten the drop by then. It's still frustrating, but at least you know you're not losing what feels like it should be >100% chance.

Bonus Table:

This is how many player statistically would not have gotten the drop out of 200,000 players.

Drop Rate1x2x4.5x7x12x
1/100000
1/25000012500390120
1/359259185181027400
1/463281253121127630
1/565536311291475810
1/10736794684222301700
1/50735794667622311710
1/100734004662022311710
1/200733004658022301710
1/300732714655222301710
1/400732514654622301710
1/500732514654522301710
1/1000732304654522301710
1/2000732214654522301710
1/3000732214654522301710
1/4000732214654522301710
1/5000732214654522301710
1/32768732214654522301710
1/50960732214654522301710

Spoon Drop Table:

Someone asked for the chance of getting spooned in the comments, so figured I'd add it here.

Drop Rate1/2x1/4x1/8x1/10x1/20x1/50x1/100x
1/237.50000
1/335.18500
1/434.1800017.09000
1/533.6150016.80750
1/1031.6050015.802507.901256.32100
1/5031.6050015.802507.901256.321003.160501.26420
1/10031.7000015.850007.925006.340003.170001.268000.63400
1/20031.6500015.825007.912506.330003.165001.266000.63300
1/30031.6350015.817507.908756.327003.163501.265400.63270
1/40031.6250015.812507.906256.325003.162501.265000.63250
1/50031.6250015.812507.906256.325003.162501.265000.63250
1/100031.6150015.807507.903756.323003.161501.264600.63230
1/200031.6050015.802507.901256.321003.160501.264200.63210
1/300031.6050015.802507.901256.321003.160501.264200.63210
1/400031.6050015.802507.901256.321003.160501.264200.63210
1/500031.6050015.802507.901256.321003.160501.264200.63210
1/3276831.6050015.802507.901256.321003.160501.264200.63210
1/5096031.6050015.802507.901256.321003.160501.264200.63210
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FiPME
fipme.io › home › gaming news › the hunt is on: demystifying drop rates in video games
The Hunt is On: Demystifying Drop Rates in Video Games
November 22, 2024 - In essence, the drop rates in video games refers to the probability of obtaining a specific item after defeating an enemy, completing a quest, or engaging in another ingame activity.
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Reddit
reddit.com › r/runescape › can someone explain drop rates
r/runescape on Reddit: Can someone explain drop rates
October 29, 2022 -

I've never really understood the drop rate system....

Currently I'm aiming for the 'Sandy' title and collecting the Insects of the desert.

There are particular one's which have a drop rate to them.

The one im currently aiming for says 1/200 drop rate. What does that even mean? a 1% chance of getting the drop per every 200 done?

If someone can explain it a bit more in depth, it would be great.

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WoWWiki
wowwiki-archive.fandom.com › wiki › Drop_rate
Drop rate | WoWWiki | Fandom
January 9, 2026 - Drop rate is defined as x of x-kills that yields a specific item. An example: You kill 200 ogres and get 100 Netherweave Cloth, then the droprate is equal to: 100 / 200 = 0.5 which is equal to a 50% droprate.
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YouTube
youtube.com › watch
Understanding Drop Rates & Loot in The First Descendant: Probability Explained with Examples - YouTube
*Support me as an Official Nexon Content Creator by CLICKING THIS LINK, it is FREE:* https://creators.nexon.com/s/REALAR#3748?serviceId=74*Console users* c...
Published   August 4, 2024
Top answer
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1

Try randomly checking "will this item drop?" for every item. You could store the information for item and drop chance as pairs in a list:

drops = [["sword",5],["hp_potion",35],["mp_potion",35]]
loot = []
for i in drops:
    if random_chance(i[1]):
        loot.append(i[2])
give_player_loot()

...but this does not account for quantity, and maybe you'd like to prevent one item from dropping if another does. My solution for this would be nesting lists even further, with an item name, chance, and min/max quantity going in list A. List A is put within pool B, within the drops variable, C.

So, this would look something like:

# SLOW BUT EASY WAY TO BUILD LOOT TABLE
# You do this when the monster is created, if you are keeping a list of monsters
# that is made at the start of the game, this is also where you'd put this.
# this example loot pool has a 35% chance to drop 1-3 HP potions, OR, failing
# that, a 35% chance to drop 1-2 MP potions.
A = ["hp_potion",35,1,3] # individual item drop chance
A2 = ["mp_potion",35,1,2] # another one, to help describe the concept.
B = [A,A2] # the loot, A and A2 is going into pool B.
C = [B] # B goes into the final drop pool
monster_drops = C
# COMPACT WAY:
monster_drops = [[["hp_potion",35,1,3],["mp_potion",35,1,2]]]

Next, we have to iterate between all drops like so:

loot = []
for i in monster_drops: # go through all pools
    for j in i: # go through all items
        if random_chance(j[1]):
            loot += [j[0]]*random_range(j[2],j[3]) # add this item to the loot,
                                                   # multiplied by the number of
                                                   # items it should drop.
            break # exit the loop
give_player_loot(loot)

Sorry for the poor formatting, it's based on python and I don't really know how to use StackExchange, but I hope this was helpful! (Also, I noticed you are using JS, but hopefully the same concepts apply there!)

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Quora
quora.com › How-is-the-drop-rate-probability-on-the-average-MMO-calculated
How is the drop rate probability on the average MMO calculated? - Quora
... Drop rate probability in MMOs is the expected chance an item (or loot) will drop when a player performs the relevant action (kill, chest open, craft, etc.). Calculating and interpreting it requires distinguishing three related concepts: ...