Why a 1% drop isn't guaranteed in 100 tries
Each try is independent, so the chance of getting at least one drop in n tries is 1 − (1 − p)n. For a 1% drop, 100 tries gives about 63%, not 100%. You need 69 tries for a coin-flip chance, 230 for 90% and 459 for 99%.
Pity systems
Many games guarantee the item after a fixed number of tries. Enter that number and the calculator includes it: the chance jumps to 100% at the pity limit, and the average number of tries falls.
For game designers
Use it to tune drop rates: pick how many tries feels fair for most players, look at what the unlucky 10% will experience, and decide whether you need a pity limit to protect them.
Frequently asked questions
Does bad luck make the next drop more likely?
Not unless the game says so. Without pity, every try has the same chance — this is the gambler's fallacy.
What does "copies you want" do?
It calculates the chance of getting at least that many drops, using the binomial distribution.
Is the math exact?
Yes. The formulas are exact, and they were checked against simulations of millions of tries.