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Loot box odds, calculated: expected tries, pity counters and "1% times 100"

Games and apps often let you open a box or spin a draw to obtain an item; these are commonly called loot boxes or probability-based items. When the page says "chance of the item you want: 1%", many people read it as "do it 100 times and one will come". Calculating shows that the chance of at least one in 100 tries is 63.4%. In more than a third of cases you still do not get it after 100 tries. This page presents the basic tools for the odds of such items: expected tries, the chance of "at least one", how a guarantee (a pity counter) changes the expected number, and how many tries it takes to collect everything. It also reports, from the original text, what Korean law actually says about disclosing probabilities. It does not rate or promote any game or company.

First, the calculator

Enter the chance per try and the number of tries to see the chance of at least one, the expected number of tries, and the tries needed for 50%, 90% and 99%. Fill in "Guaranteed on this try" to see the values when there is a pity counter.

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Basic 1: expected tries is the reciprocal of the probability

If the chance per try is p, the average (expected) number of tries until the first success is 1/p. At 1% that is 100 tries, at 0.1% it is 1,000, at 0.6% about 167. The important word is "average". An average of 100 does not mean the success comes on the 100th try. It could come on the first, or not appear in over 500.

Basic 2: "1% times 100"

The probability of no success is (1 − p)n, so the probability of at least one success is 1 − (1 − p)n.

At 1% per try, chance of at least one success in n tries
TriesChance of at least one
109.6%
5039.5%
10063.4%
20086.6%
30095.1%

Even at 100 tries, equal to the expected number, only 63.4% succeed, and 36.6% still have nothing. The intuitive "almost certain" at 100 shrinks to 63%. That is the misunderstanding in "1% times 100 will do it". Getting close to certainty needs many more tries.

Tries needed for a target chance
Chance per try50%90%99%
1%69230459
0.6%116383766
0.1%6932,3024,603

At 1% the expected number is 100 tries but 90% confidence needs 230, more than twice the expectation. This asymmetry warns that planning by the average alone is risky.

Basic 3: how a guarantee changes the expectation

Some loot boxes have a rule "fill a count and you get it for sure", commonly called a pity counter. It puts a ceiling on the number of tries. With chance p per try and a guarantee on try N, the expected number of tries until the first success is (1 − (1 − p)N) ÷ p.

Expected tries with and without a guarantee (invented values)
Chance per tryGuaranteeExpected triesWithout guaranteeShare who reach the guarantee
1%on try 100about 63.4100about 37.0%
1%on try 50about 39.5100about 61.1%
0.6%on try 90about 69.7about 166.7about 58.5%

A guarantee rules out the worst cases, though the average can fall by more or less than one expects. At 1% with a guarantee on try 100, the expected number is 63.4, so the guarantee cuts the average by about 37%. Meanwhile 63% obtain the item before the guarantee, and 37% reach it and receive it by guarantee. Some designs have a very large share reaching the guarantee (58.5% at 0.6% and try 90). The probabilities and guarantee counts in this table are assumptions for explanation and are not figures from any real service.

One more point. Even where the guarantee count is the same, the chance per try may not be fixed but may rise with the number of tries; then the formula above does not apply. How a probability changes is, as seen below, something the law requires to be displayed.

Basic 4: collecting every kind

What if you want not one kind but all n kinds? With equal probability for every kind, the expected tries to collect all n is n × (1 + 1/2 + 1/3 + … + 1/n), a calculation known as the coupon collector's problem.

Expected tries to collect all n equally likely kinds
Kinds nExpected tries
5about 11.4
6about 14.7
10about 29.3
20about 72.0

The last kind takes the longest to get: for 10 kinds, the last one alone needs 10 tries on average. This assumes every kind has the same probability. Where some kinds are rarer, the expected number rises a lot, and the table must not be used.

What the law says about disclosing probabilities

Korea requires probability information for such items to be displayed. What follows is a summary of the original text read at the National Law Information Center.

The meaning links directly with the calculations here. If a probability is displayed, enter it in the tool above for the expected tries and "chance of getting it by this point"; if there is a pity counter, the displayed condition becomes N in the formula. How the displayed probabilities are produced and verified, and what the penalty is for failing to display, we did not verify. Also, news reports say the Act was later amended with effect planned from 1 August 2025, but we could not confirm the amendment from the original. Please check the current text at the National Law Information Center.

A few principles for reading probabilities

Limits

Sources and verification