Drop Rate Math Guide 2025: EV, Union Probability, Binomial Trials & Confidence Intervals

Practical guide to drop-rate math with reproducible formulas for EV, union probability, binomial trials, and confidence intervals.
This practical, reproducible guide explains the three pillars of drop-rate math that power our calculators: expected value (EV), union probability for "at least one", and binomial trials for rate estimation, wrapped up with confidence intervals so you can reason about uncertainty. Every formula is paired with a plug-in-your-numbers workflow you can verify in our tools: Diablo 4 Helltide Calculator, WoW Delves Calculator, and OSRS Barrows Calculator.
Expected Value (EV) definition & long-tail loot examples
Expected value is the average reward per attempt if you could repeat the exact same action a huge number of times. EV is neutral to time; when you care about speed you multiply by attempts per hour to get GPH. In loot games you typically compute EV from a table of outcomes × prices × probabilities.
EV formula and gamer-friendly interpretation
EV is the sum of each outcome's value times its probability.
EV = Σ(valueᵢ × Pᵢ)Worked example — EV per action for a map
Suppose a map yields small currency shards with high probability and rare uniques with very low probability. Multiply each item's market price by its drop probability and add them up. That's your EV per action.
Step 1 — Build a price snapshot
Use market APIs or a community price sheet; freeze prices to avoid mid-run bias.
Step 2 — Multiply and add
Compute EV per action; multiply by actions per map to get EV/map; multiply by maps per hour to get GPH.
Note A — EV ≠ guarantee
High-variance tables produce long dry streaks even with great EV.
Note B — Time neutrality
EV doesn't include time. For efficiency, combine with attempts/hour. See Glossary: Expected Value and Variance.
Union probability for "at least one" rare drop
If each run has success chance p and runs are independent, the chance of getting at least one success across n runs is the classic union-probability result:
P(any) = 1 − (1 − p)ⁿWhy gamers should care
Players often think in sessions: "What's the chance I see a unique within 50 chests?" The union formula answers that directly and explains why pacing (more attempts per hour) shifts your real-world experience even if EV/action is unchanged.

Worked example — Target farming a 5.8% drop
Plugging p = 0.058 into 1 − (1 − p)ⁿ yields:
n = 10 → ~45%n = 25 → ~77%n = 50 → ~94%
You can reproduce these in our Barrows calculator.
Step-by-step
- Measure or estimate per-run success
p. - Decide a session size
n(maps, chests, bosses). - Compute
P(any); compare different routes by their n/hour.
Common pitfalls
- Pity mechanics break independence; use the specific pity curve instead (see soft pity, hard pity).
- Mixed-p sessions require weighted products:
P(none) = Π(1−pᵢ).
Note A — Independent rolls
Independent rolls assume each attempt ignores the past.
Note B — EV vs P(any)
EV tracks average returns; P(any) tracks session risk management. Use both.
Binomial distribution to estimate drop rate from samples
When you don't know the true drop rate, the binomial model lets you estimate it from data. If you saw k successes in n independent trials, the naïve estimator is p̂ = k/n.

From counts to confidence
The probability of exactly k successes is P(K=k) = C(n,k) pᵏ (1−p)ⁿ⁻ᵏ. We invert that logic to build an interval of plausible p given the data.
Clopper–Pearson (exact) interval
The exact 95% interval is conservative but safe for small samples. Many in-game tests have low counts, so exact methods are preferred.
Step 1 — Record data properly
Log total attempts and wins; avoid cherry-picking only lucky streaks.
Step 2 — Compute CI
Use an online binomial CI calculator, statistics library, or our blog code sample; store the lower/upper bound together with your run notes.
Note A — Sample size matters
CI width shrinks roughly like 1/√n; doubling runs does not halve error — expect diminishing returns.
Note B — Display both EV and CI
EV with CI is honest: readers see average value and uncertainty side-by-side.
Confidence intervals & how much data you need
CI answers "how precise is my measured rate?". A 95% CI means "if you repeated the full experiment many times, 95% of the CIs would contain the true rate." It is not the probability the true rate lies inside a particular interval (that's a Bayesian statement).

Planning runs with CI width targets
Decide a tolerable CI width (e.g., ±2 percentage points) and plan the number of attempts accordingly. This converts vague "I'll do some runs" into a measurable plan.
Worked example — OSRS unique estimate
You want ±3% around your estimate. Compute the required n with an approximate normal method, or iterate using exact binomial intervals until the width target is met.
Step-by-step
- Pick target half-width (e.g., 0.03).
- Start from a prior guess of
p(e.g., 0.06) and estimaten. - Collect data, recompute CI; stop when the width target is reached.
Note A — Season changes
New leagues/patches alter p. Re-measure after balance updates; label your snapshots by season.
Note B — Multiple testing
Testing many targets inflates false positives; adjust interpretation or hold-out verification data.
Measurement errors & bias to watch for
Price drift and mixed markets
EV depends on prices. Use consistent snapshots; for volatile items, prefer medians over means (Glossary: median).
Control: freeze and label prices
Freeze price CSVs with timestamps; note the market (SSF vs Trade) and region if applicable.
Checklists
- Are you mixing league snapshots?
- Are boss-specific drops priced correctly?
Route variance and time accounting
Two routes with the same EV/action can have very different GPH if one has better travel time. Always log actions/hour.
Control: shared timing sheet
Benchmark on your machine; include load times; report medians and 90th percentiles.
Tooling
Our calculators expose these trade-offs explicitly: Helltide · Delves · Barrows.
Note A — Weighted averages
When mixes change (e.g., 30% vs 70% chest split), use weighted averages.
Note B — Quantiles
Median and quantiles communicate typical and tail behavior better than raw means.
FAQ — drop rate math, EV/GPH & probability
Is GPH always better than EV?
They answer different questions. Use EV for per-action value, GPH for time efficiency, and P(any) for session risk. "Best" depends on your goal.
How do I combine mixed chances across a session?
Multiply "no-drop" probabilities: P(none) = Π(1 − pᵢ); then P(any) = 1 − P(none).
What if rolls are not independent?
Use the pity curve (soft/hard). Union formula overestimates if odds increase with attempts, and underestimates if odds decrease.
Related Articles & Calculators
Drop Rate Math: EV vs GPH vs Variance
Deep dive into the relationship between expected value, gold per hour, and variance
OSRS Barrows Calculator
Apply these concepts to real Barrows runs with EV and P(any) calculations
Diablo 4 Helltide Calculator
Model chest routes with union probability and GPH optimization
WoW Delves Calculator
Calculate vault thresholds and weekly rewards with confidence intervals