This calculator answers the grinder’s real question: “How many kills do I actually need?” It uses exact binomial probability to turn a single-attempt drop rate into your cumulative odds across any number of attempts.
How it works
Every kill is an independent trial with a fixed drop probability p.
- Chance of none. The probability of failing every attempt is
(1 - p)^N. - Chance of at least one. The complement,
1 - (1 - p)^N. This is the headline figure most players care about. - Expected drops. The average count over the run is
N × p. - Kills for a confidence level. To reach a target cumulative chance, solve for
N:N = ceil( ln(1 - target) / ln(1 - p) ).
Worked example
A 2% drop over 50 kills:
P(none) = (1 - 0.02)^50 ≈ 36.4%
P(at least 1) = 1 - 0.364 ≈ 63.6%
Expected drops = 50 × 0.02 = 1.0
Kills for 90% = ceil( ln(0.10) / ln(0.98) ) = 114
Kills for 99% = ceil( ln(0.01) / ln(0.98) ) = 228
So even with an expected value of 1.0 at 50 kills, you only have a 63.6% chance of having seen the item at least once.
Tips and notes
- The expected-value trap: “the drop rate is 1 in 50, so 50 kills should do it” is wrong — 50 kills gives only about 64% odds, not certainty.
- Use the 90% or 99% kill counts to set a realistic farming session length.
- A drop is never guaranteed by probability alone; only a hard pity system would guarantee it. All maths runs locally in your browser.