Drop rate calculator
Your real odds across a number of kills, and the chance of still being dry.
The drop
Enter the denominator. For a 1/512 drop, enter 512.
How many attempts you have made, or plan to make.
Your odds
Every kill is independent — the game does not remember how long you have gone without. At the drop rate you entered, 512 kills gives only a 63.2% chance of seeing it, and you would need 2,356 kills before the odds of still being dry fall to 1%.
Why the drop rate is not the whole story
A 1 in 512 drop does not mean you get one every 512 kills. It means each kill independently has a 1 in 512 chance, and the outcomes spread far wider than most people expect.
At exactly 512 kills on a 1/512 drop, your chance of having seen it is about 63%. That leaves more than a third of players still empty-handed at the point they feel they are “owed” one. Go to 1,024 kills — double the rate — and 13.5% of players still have nothing.
The maths
Each kill is an independent trial, so the probability of getting no drop at all across n kills is simply the miss chance multiplied by itself n times:
P(dry after n kills) = (1 - 1/rate)^n
P(at least one drop) = 1 - (1 - 1/rate)^n
Kills for X% chance = ln(1 - X) / ln(1 - 1/rate)There is no pity mechanic
Old School RuneScape does not track how long you have gone without a drop, and your odds on the next kill are identical to your odds on the first. Every kill is a fresh roll.
This cuts both ways. A run of bad luck does not make you “due” — but it also means a dry streak carries no information about the future. The only thing that raises your chance of a drop is more kills.
Using this for planning
The most useful output above is the kill count for a 90% or 99% chance. If you are deciding whether to chase a specific item, that number tells you the realistic worst case rather than the average. Combined with a GP/hr estimate for the boss, it turns “how long will this take” into something you can actually answer.
Worth knowing
Some drops in the game use mechanics other than a flat roll — rate increases, unique tables and rolls that depend on performance. This calculator models a simple independent chance per kill.
Drop rates published by Jagex are per kill unless stated otherwise.
