osrsmath

Drop Rate and Dry Streak Calculator

Enter the drop rate as 1 in X and the kills you have done. The calculator gives your chance of having seen at least one drop by now, how that compares with other players on the same kill count, the kills needed for a 50%, 75%, 90% and 99% chance, and the odds of a second copy. Type the rate exactly as the drop table lists it, decimals included.

1/5000, 0.0002 or just 5000

or attempts, casts, clues

1 for a single unique

Chance of at least one63.2%in 5,000 kills at 1/5,000
Still dry36.8%chance of fewer than 1
Expected drops1on average by now
Kills for 90%11,5126,512 more than you have

63.2% of players would have the drop by now. If you are still waiting, only 36.8% of players are this unlucky or worse.

Chance by kill count

0%25%50%75%100%010,00020,00063.2% at 5,000

Kills you need

ChanceKills neededFrom where you are
50% chance of the drop3,466Reached
75% chance of the drop6,9311,931 more
90% chance of the drop11,5126,512 more
95% chance of the drop14,9789,978 more
99% chance of the drop23,02418,024 more

How many drops by 5,000 kills

DropsExactly this manyThis many or more
0 drops36.8%100%
1 drop36.8%63.2%
2 drops18.4%26.4%
3 drops6.1%8.0%
4 drops1.5%1.9%
5 drops0.31%0.37%
6 drops0.05%0.06%

Every kill is an independent roll, so past kills never raise the chance of the next one. The figures assume the same drop rate on every kill.

How the dry calc works out your luck

Every kill is its own roll. Missing a drop on one kill does nothing to the next, so the maths is short:

  • Chance of no drop on one kill: 1 − 1/X, where X is the rate.
  • Chance of no drop in N kills: that number multiplied by itself N times.
  • Chance of at least one drop: 1 minus the line above.

The "drier than" figure is the same number turned around. If 13.5% of players at your kill count still have nothing, you are drier than the other 86.5%.

What dry looks like at each multiple of the rate

Kills doneChance of at least onePlayers still dry
1× the rate63.2%36.8%
2× the rate86.5%13.5%
3× the rate95.0%5.0%
5× the rate99.3%0.7%

These figures barely change between a 1/100 drop and a 1/10,000 drop, so they make a good rule of thumb. The main thing to take from the first row: reaching the drop rate is not the point where you "should" have it. More than a third of players get there empty-handed.

Kills needed for a given chance

Turn the formula around and you get kill counts. For any rare drop, multiply the rate by the figure in the middle column:

Chance you wantMultiply the rate byKraken tentacle (1/400)
50%0.69277 kills
75%1.39554 kills
90%2.30920 kills
99%4.611,840 kills

So half of all players have a tentacle from the Kraken by kill 277, and one player in a hundred is still waiting at 1,840.

Examples from real drop tables

  • The dragon pickaxe drops at 1/1,000 from the King Black Dragon. At 2,000 kills, 13.5% of players have not had one, while 59% have had two or more.
  • Many boss pets, including Vorki, Prince Black Dragon and the Kraken pet, are 1/3,000. Half of players have one by about 2,080 kills; at 9,000 kills about 5% are still without.
  • The Trident of the Seas from the Kraken is 1/512. By kill 512, 63% of players have it.

No pity timer, so nothing is ever "due"

There is no hidden counter that makes a drop more likely the longer you go without it. Your next kill has the same odds as your first. That is why the calculator talks about chances and percentiles rather than a date your item is due.

A few rewards do not fit the simple model. In raids such as the Chambers of Xeric, your chance per run depends on points and team size, and some drops have different rates depending on how you kill the monster. For those, work out your own chance per attempt from the wiki drop table and enter that as the rate.

The expected number of drops is just kills divided by the rate. It is an average across everyone, not a promise, and a long dry streak is normal on any rare item. Planning a grind for profit? The OSRS money making list shows what each boss is worth per hour while you wait.

Questions players ask

What does going dry mean in OSRS?

Going dry means passing the listed drop rate without getting the item. If a drop is 1/512 and you are on 900 kills with nothing, you are about 1.75 times dry. It is common: at exactly the drop rate, roughly 37% of players still have not had the drop.

How many kills until a drop is guaranteed?

For normal drops, never. Each kill is an independent roll, so there is always some chance of going another kill without it. What you can work out is the kill count for a given chance: about 2.3 times the rate gives 90%, and about 4.6 times gives 99%.

What are the odds of a 1/5000 drop in 5000 kills?

About 63.2%. The chance of no drop is (4,999/5,000) to the power 5,000, which is roughly 36.8%. That figure is close to the same for any rare drop when your kill count equals the rate.

Is there a pity timer for drops in OSRS?

Not for normal drop tables. Your chance on the next kill is the same on kill 10 as on kill 10,000. Some raids and minigames scale chances with points or performance, which is different from a pity system.

How do I work out the chance of any unique at once?

Add the individual rates. Cerberus drops three crystals and a smouldering stone at 1/520 each, so the chance of any one of them is 4/520, or 1/130. Enter 130 as the rate to see how dry you are on uniques overall rather than on one item.