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LootCalc

Gaming Terms Glossary

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How to read these definitions

This page defines mathematical relationships; it is not a game-data table. Numeric examples are explicitly labeled as what-if arithmetic. A game-specific rate, guarantee, reset, threshold, price, or eligibility rule belongs in a calculator only when an authoritative source supports it or the interface asks the user to enter the current value. See the methodology and evidence policy.

A–Z

A

Affix

A modifier applied to encounters or items that changes difficulty or value.

Usage example

Some affixes slow clear speed, reducing GPH even when EV per run is unchanged.

Notes & caveats

Affixes can indirectly change time/cost assumptions rather than drop rates.

See also

B

Binomial distribution

Count of successes in n independent trials with constant probability p.

Usage example

Exactly k: C(n,k)·p^k·(1−p)^(n−k). Any-unique: 1−(1−p)^n.

Notes & caveats

If p changes each trial (pity, buffs), use ∏(1−p_i) and its complements instead of a single p.

See also

C

Cumulative probability

The chance of seeing an event at least once across N attempts: P(≥1) = 1 − (1 − p)^N.

Usage example

What-if example: with constant p=1/16 and 20 independent runs, P(at least one)=1−(15/16)^20.

Notes & caveats

This shortcut requires a constant probability and independent attempts. Changing rates, guarantees, eligibility, or without-replacement draws require a different model.

See also

Confidence interval

An interval produced by a stated statistical procedure whose long-run coverage is the named confidence level under that procedure's assumptions.

Usage example

What-if example: after 200 defined observations, report the estimator, interval method, and 95% confidence interval instead of presenting one sample rate as truth.

Notes & caveats

The interval is about the procedure, not a guarantee that this one realized interval has a stated probability of containing the parameter. Small samples and changing conditions need special care.

See also

D

Drop rate

The probability that a defined event occurs in one defined attempt, conditional on the stated eligibility, version, and setup. It may be written as a percentage or 1-in-N.

Usage example

What-if example: if p=5% is constant and 20 attempts are independent, P(at least one)=1−(1−0.05)^20.

Notes & caveats

Do not infer a rate from an item name, rarity label, or old patch. Preserve the source and exact attempt boundary.

See also

Diminishing returns

A pattern where each additional unit of effort yields smaller gains (e.g., scaling penalties or caps).

Usage example

If a buff stacks with diminishing returns, EV per run increases slower at higher stacks.

Notes & caveats

Some games apply DR to stats or currencies; not always relevant to drop odds.

See also

Dry streak

A long series of attempts with no desired drop despite p>0.

Usage example

What-if example: at constant p=5% over 60 independent tries, P(zero hits)=0.95^60≈4.6%.

Notes & caveats

Avoid gambler's fallacy: odds are not 'due'. Evaluate EV and pacing instead.

See also

E

Expected value (EV)

Average reward per attempt: EV = Σ(outcome value × probability). Neutral to time; pair with GPH for time efficiency.

Usage example

What-if example: if the outcome distribution stays fixed, reducing run time changes value per hour but not EV per run.

Notes & caveats

EV is an average, not a guarantee. High variance may hide long dry streaks despite good EV.

See also

G

GPH (Gold per hour)

EV translated by your average run time and costs to estimate net profit per hour.

Usage example

What-if example: 50,000 value per run at 90 seconds per complete run is about 40 runs/hour and 2,000,000 gross value/hour before costs.

Notes & caveats

Use one complete, repeatable time boundary and the same value unit throughout. Travel, loading, failures, and direct costs belong inside that boundary when applicable.

See also

H

Hard pity

A guarantee the target rarity drops by a fixed maximum number of attempts.

Usage example

If an authoritative rule guarantees success by boundary G, reaching G without the guaranteed outcome is a diagnostic state—not evidence that a new cycle should be inferred.

Notes & caveats

A guarantee bounds the worst case but does not supply the probability of earlier attempts. Reset and eligibility rules must be separately documented.

See also

I

Independent rolls

Repeated drop checks where one outcome does not affect the next.

Usage example

What-if example: for two independent 2% checks, P(any)=1−0.98²≈3.96%.

Notes & caveats

Independence must come from the rule or be labeled as a scenario assumption. Pity, lockouts, shared slots, and without-replacement draws can break it.

See also

Independent trials

Attempts whose success chance is unaffected by past outcomes.

Usage example

What-if example: with constant p=6% over 20 independent trials, P(any)=1−(1−0.06)^20≈71.0%.

Notes & caveats

If p varies by setup/time, treat as non-identical trials and use the mixed-p formula.

See also

L

Loot table

The defined set of outcomes and their probabilities or weights used to generate rewards.

Usage example

Before calculating, identify the exact edition, version, table path, eligible pool, rolls, conditions, functions, and target entry.

Notes & caveats

A label or screenshot is not a complete table. Complex nested tables should be resolved from the versioned source before entering a final probability.

See also

M

Mutual exclusion

Events are mutually exclusive when they cannot occur together in the same defined trial or slot. For mutually exclusive outcomes, P(any)=Σp_i because every pairwise intersection is zero.

Usage example

What-if example: if one slot can produce A with 2% probability or B with 3% probability, but never both, P(A or B)=2%+3%=5%.

Notes & caveats

The independent complement product 1−Π(1−p_i) is not the same-slot formula. If a reward has several slots or stages, establish their dependence before combining them.

See also

Median

The 50th percentile: half the outcomes lie at or below it.

Usage example

Median GPH is robust to jackpots. Compare with EV to understand skew.

Notes & caveats

In skewed loot, EV ≠ median; players often feel closer to median in short sessions.

See also

P

Pity (bad-luck protection)

A documented stateful rule that changes a future outcome or guarantees one based on prior eligible attempts.

Usage example

Record the exact eligible counter shown by the game and the published rule. Do not infer a reset, rate curve, or qualifying attempt type that the source does not define.

Notes & caveats

A guarantee, an increasing conditional rate, and a reward-exchange counter are different mechanisms even when players call all three pity.

See also

Pity cap

A documented hard boundary that guarantees the defined outcome after a fixed number of eligible attempts without that outcome.

Usage example

At the documented boundary, show a guarantee diagnostic. Do not use modulo arithmetic or assume the next counter state when the user reports a contradictory outcome.

Notes & caveats

A near-certain rate is not a cap. Eligibility, pause, carry-over, and reset behavior need their own source support.

See also

Q

Quantile

A cut-point at a chosen probability (e.g., 90th percentile).

Usage example

What-if example: a 90th-percentile session value describes a distribution cut-point, not a guaranteed personal outcome.

Notes & caveats

Needs the full distribution (or a good approximation); tails need more data.

See also

R

RNG (Random number generation)

The outcome-generation process used for events such as drops or affixes. A probability model describes the distribution; it does not reveal or reproduce a game's implementation.

Usage example

Two players with the same EV can see different short-term results because RNG streaks are normal in small samples.

Notes & caveats

Implementations, state, seeds, and server-side rules may be private. Do not claim a calculator predicts individual random outcomes.

See also

S

Soft pity

A bad-luck protection mechanic where drop probability increases after many misses.

Usage example

Model only a published per-attempt schedule or values the user can verify. The no-hit probability is the product of each applicable conditional miss probability.

Notes & caveats

Soft pity changes p across attempts, so a single constant-p binomial shortcut is not valid. Do not invent the curve from community anecdotes.

See also

Standard deviation

The square root of variance. It summarizes the root-mean-square deviation from the mean in the same unit as the measured outcome.

Usage example

If GPH has a large standard deviation, comparing two routes requires longer testing to be confident.

Notes & caveats

Useful for confidence intervals and A/B comparisons of routes.

See also

Sample size

The number of observed runs. Larger samples reduce variance of the estimate and tighten confidence intervals.

Usage example

Comparing two routes with similar EVs requires enough runs to overcome randomness.

Notes & caveats

Small samples can be misleading, especially with rare, high-value drops.

See also

Season

A named content period that may have its own balance, tables, currencies, and thresholds.

Usage example

Record the exact season or patch as provenance. Changing a season label must not silently load rates, prices, or thresholds.

Notes & caveats

LootCalc does not assume a label proves current numeric rules; verify the live UI or an authoritative versioned source.

See also

T

Threshold (vault / milestone)

A boundary where a documented state or output changes, such as a progress slot or track milestone.

Usage example

Enter the live thresholds you can verify, keep them strictly ordered, and calculate progress without inferring unlisted rewards.

Notes & caveats

Reset timing, threshold values, and reward consequences are separate facts; do not copy them across versions.

See also

U

Union probability (any-of)

Probability that at least one of several events occurs.

Usage example

For mutually exclusive events, add their probabilities. For independent events, P(any)=1−∏(1−p_i). In general, use inclusion–exclusion with the actual intersections.

Notes & caveats

Never choose the complement product merely because it is convenient; the event relationship is part of the model contract.

See also

V

Variance

A measure of the spread of outcomes around the average (EV). Higher variance means wider swings run to run.

Usage example

Activities with rare, high-value uniques have high variance: long dry streaks followed by spikes.

Notes & caveats

Variance explains why results can be far from EV in the short term while converging in the long term.

See also

W

Weighted average

Average where components contribute per weight (time share, frequency, or value).

Usage example

What-if example: a portfolio average can be Σ(component value × normalized share), provided every value uses the same unit and boundary.

Notes & caveats

Weights can be any non-negative proportions; normalize if they don't sum to 1.

See also

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