Enter one route's values to compare scenarios; the calculation runs only in this browser.
Luck & drop-rate calculator
Stack Luck, Index, Group 2x, and consumables into an effective drop rate.
Build a base RNG Luck & drop-rate calculator
Result
- Effective 1-in-X
- 1 in 2
- P(at least one in R)
- 100.00% (1.000000) · baseline 100.00%
- Expected rolls to hit
- 1.15
- Composite L_eff
- 5.000
Uplift vs baseline: +0.00 pp (1.00×)
Tip: Your effective Luck is strong. Park coins for the 150,000 Crafting Machine gate instead of more rolls.
Walkthrough
- Select the target item (the published roll odds table is preloaded).
- Tick every Luck source you currently own. The Group 2x and Luck I toggles default ON because they are the cheapest free lift.
- Enter the number of rolls you are willing to commit. Cap is 100,000.
- Read the "Effective 1-in-X" headline. Anything above 1 in 50 at a Legendary tier means you are still rolling blind.
- If the recommendation chip says BUY_LUCK_FIRST, stop rolling and grind the 100c for Luck I before chasing more.
How to drive the tool
The tool is laid out as four grouped input fieldsets plus a results panel:
- Pick a target item from the dropdown (the published roll-odds table is preloaded). The base
1 in Ndenominator auto-fills. - Tick your Skill Tree loadout — Luck I (default ON at 100c), Luck II, Friend Luck I, Gold Rolls I — and the free multipliers — Slungpy Group 2x (default ON at +1.0 / ×2.0) — and the passive Index completion percent (0–100).
- Enter the number of rolls you intend to commit (cap: 100,000). Switch the variant passes ON only if you own them.
- Read the headline panel. “Effective 1 in X”, “P(at least one in R)”, “Expected rolls to hit”, “Composite L_eff”, and a recommendation chip.
The variant row only appears when Shiny Hunter or Galaxy Hunter is ticked; it never contaminates the main N_eff.
The formula in code
The composite Luck multiplier is composed from your toggles:
L_additive = 1.0
+ (luck_I ? 0.5 : 0)
+ (luck_II ? 1.0 : 0)
+ (friend_luck_I ? 0.5 : 0)
+ (group_2x ? 1.0 : 0)
+ (luck_potion ? 0.75 : 0)
+ (gold_rolls_I ? 0.09 : 0)
+ (index_pct / 100) * 0.5
+ clover_rank * 0.05
L_multiplicative = 1.0
× (group_2x ? 2.0 : 1)
× (luck_potion ? 1.5 : 1)
L_eff = max(1.0, L_additive × L_multiplicative)
The math.pow Luck convention reduces to:
p_eff = 1 - (1 - p_base) ^ L_eff
N_eff = ceil(1 / p_eff) (clamped at 1 if p_eff ≥ 1)
P(at least one in R) = 1 - (1 - p_eff) ^ R (clamped at 1)
When R ≥ 100,000 the binomial switches to log-space arithmetic:
P = 1 - exp(R × ln(1 - p_eff))
Source / confidence labels
| Constant | Source label |
|---|---|
| Per-item roll odds (1/N) | [SINGLE-SOURCE] — allthings.how is the only published numeric table |
L_additive + L_multiplicative deltas |
[INFERRED-FROM-MECHANICS] — the deltas mirror the published Skill Tree costs but the exact equation is inference |
| Variant uplift (+0.5 per pass) | [INFERRED-FROM-MECHANICS] — placeholder uplift until the developer publishes variant-formula specifics |
| Rarity-tier labels (Common / Uncommon / Rare / Epic / Legendary) | [INFERRED-FROM-MECHANICS] — the labels are inferred from odds, not officially stated |
| math.pow convention | [INFERRED-FROM-MECHANICS] — Roblox DevForum documents the convention; the wiki does not confirm Build a base RNG uses this exact form internally |
Limitations to keep in mind
- Custom
N_baseoutside[3, 1,000,000]is clamped + warned. The published table is the recommended range. - Clover Chance does not directly raise main-roll luck. The +0.05 per rank figure is a conservative indirect proxy.
- Shiny / Galaxy passes apply only to the variant layer; they do not lower the main tier’s
1 in N. - Built-in deterministic arithmetic. The calculator runs entirely in your browser — there is no server round-trip, and no player data leaves the page.
Worked example
Suppose you are grinding for Wooden Tesla (1 in 1,500, Legendary tier) and you own: Luck I, Auto Roll (passive), the Slungpy Group 2x boost, and Friend Luck I. Your Index is 40% complete, no Clover ranks yet, no consumables, no gamepasses.
L_additive = 1.0 + 0.5 + 1.0 + 0.5 + 0.4 * 0.5 = 3.2
L_multiplicative = 2.0 (group 2x)
L_eff = 6.4
p_eff = 1 - (1 - 1/1500)^6.4 ≈ 0.00426
N_eff = ceil(1 / 0.00426) = 235
A loadout of Luck I + Luck II + Friend Luck I + Group 2x + Index 40% → 1 in 235 for Wooden Tesla. At that rate the probability of getting one in 1,000 rolls is:
1 - (1 - 0.00426)^1000 ≈ 98.6%
If you crank R to 10,000 the probability saturates at 99.99%. Below 100 rolls the chance drops under 35%. The calculator renders these live so you can dial R up or down and watch the trade-off.