Gaming Terms Glossary

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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

With p=1/16 per run, after 20 runs the chance of any unique is 1 − (15/16)^20.

Notes & caveats

Cumulative probability rises quickly at first and then tapers; charts help visualize realistic streaks.

See also

Confidence interval

A range likely containing the true rate/mean at a stated confidence level (e.g., 95%).

Usage example

After 200 runs, report a 95% CI for any-unique rate rather than a single estimate.

Notes & caveats

More data shrinks the interval; high variance widens it. Use exact/binomial methods for small n.

See also

D

Drop rate

The probability that a specific item appears in a single attempt (e.g., chest, kill, or roll). Expressed as a percentage or 1-in-N.

Usage example

If a boss has a 5% drop rate for an item, the chance to get at least one in 20 attempts is 1 − (1 − 0.05)^20.

Notes & caveats

Drop rates may change across seasons or patches. Always confirm the current table for your activity.

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

At p=5%, zero hits over 60 tries happens with (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

"EV/chest is stable; improving route time raises EV/hour but not EV per chest."

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

If EV per run is 50k and a run takes 90s, you can do ~40 runs/hour → ~2M GPH before costs.

Notes & caveats

Travel time, consumables, or wipes affect real GPH; LootCalc lets you include these costs.

See also

H

Hard pity

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

Usage example

P(success by N) = 1. Example: guaranteed 5★ at 90 pulls; counter resets after success.

Notes & caveats

Does not predict which attempt hits—only bounds the worst case. Combine with soft pity when applicable.

See also

I

Independent rolls

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

Usage example

Two 2% checks: P(any)=1−0.98²≈3.96%. Over n: 1−(1−p)^n.

Notes & caveats

Many games approximate independence. Pity or lockouts break independence or identical p.

See also

Independent trials

Attempts whose success chance is unaffected by past outcomes.

Usage example

Example: per-run p=6%. Over 20 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

Updating a loot table in the calculator changes EV and ‘any unique’ odds immediately.

Notes & caveats

Always check patch notes; tables may differ by difficulty/tier.

See also

M

Mutual exclusion

Only one unique can drop per reward slot. The model computes union probability: P(any unique) = 1 − Π(1 − p_i).

Usage example

Barrows uniques share one slot; the calculator uses a mutual-exclusion model for accurate ‘any unique’ odds.

Notes & caveats

Independent rolls vs. mutually exclusive tables produce different cumulative curves—choose the one matching the activity.

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 system that increases your odds or guarantees a reward after many attempts without success.

Usage example

Some seasons grant higher weights or a guaranteed cache after threshold attempts; LootCalc notes these when documented.

Notes & caveats

Implementation varies by game and season; always check patch notes.

See also

Pity cap

A hard guarantee or very high chance to receive a reward after a fixed number of attempts without success.

Usage example

If a pity cap triggers at 50 attempts, cumulative probability is 100% at N ≥ 50 regardless of base drop rate.

Notes & caveats

Different from soft pity (gradual odds increase). Implementation varies by season.

See also

Q

Quantile

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

Usage example

"90% of sessions ≤ X gp" captures tail risk better than EV alone.

Notes & caveats

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

See also

R

RNG (Random number generation)

A pseudo-random process that decides outcomes such as drops or affixes. In games, RNG is driven by a PRNG algorithm and a changing seed.

Usage example

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

Notes & caveats

RNG is pseudo-random, not truly random; seeds and implementations vary by game.

See also

S

Soft pity

A gacha mechanic where drop probability increases after many misses.

Usage example

Example: base 0.6% increases by +0.1% per pull after 74, reaching ~2.0% by 90.

Notes & caveats

Soft pity changes p across attempts, breaking the 'identical trials' assumption; model as varying p_i.

See also

Standard deviation

The square root of variance. Expresses average distance from the mean in the same units as the metric (e.g., gp).

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 content period with its own balance, tables, and thresholds. Calculators pin data to the current season.

Usage example

Switching seasons updates item-level ranges and vault thresholds in the Delves calculator.

Notes & caveats

Old seasons are archived; always confirm which season the data reflects.

See also

T

Threshold (vault / milestone)

A points or attempt level where rewards upgrade (e.g., weekly vault tiers or track milestones).

Usage example

Delves award higher item level once you reach the next threshold; calculator shows per-tier ranges.

Notes & caveats

Thresholds reset per week/season depending on the system.

See also

U

Union probability (any-of)

Probability that at least one of several events occurs.

Usage example

Independent case: P(any)=1−∏(1−p_i). For identical per-run p over n runs: 1−(1−p)^n.

Notes & caveats

If events are dependent, use inclusion–exclusion or a simulator.

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

Weekly vault

A weekly chest offering rewards based on activities completed and thresholds reached.

Usage example

Completing more high-tier delves unlocks better vault item-level choices.

Notes & caveats

Tables and thresholds change by season; LootCalc follows current patch notes.

See also

Weighted average

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

Usage example

EV/hour across routes = Σ(route EV/h × time-share). Chest mix EV = Σ(w_i·EV_i).

Notes & caveats

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

See also