Roll the die every time
A 1-in-100 drop can still leave you empty after 200 kills — or dump two rares in a row.
- Each attempt is independent
- Long dry streaks are normal math
- “Bad luck protection” is usually bolted on later
Monster kills, gather nodes, chests, and loot boxes all share one fair drop pipeline — and a marble-bag RNG that guarantees your listed rate over each full cycle.
Most games roll a fresh die every kill. We fill a bag once, draw without putting marbles back, then refill when it’s empty.
A 1-in-100 drop can still leave you empty after 200 kills — or dump two rares in a row.
A 1-in-100 drop means exactly one hit marble in a bag of 100. When the bag empties, we refill and reshuffle.
Example: a tertiary rare. Each attempt draws one marble; the bag resets as soon as you hit.
99 miss marbles + 1 hit marble. That’s your 1% rate, encoded as physical outcomes.
Fisher–Yates shuffle so the hit can land on any draw in the cycle — early, middle, or last.
Each kill / gather / open pulls one marble. Once drawn, it’s gone until the bag refills.
The moment the golden marble is drawn, every marble goes back in and we shuffle again. An early drop never traps you in a miss-only remainder.
Every kill, gather tick, chest, or loot-box open runs the same server-side pipeline. Tiers can add items independently — except Pre-roll, which can skip the Main table.
Guaranteed every roll — bones, scraps, or other “you always get this” rewards. No chance roll.
Ordered 1-in-N checks. The first hit wins that slot and skips the Main table for this roll — used for special replacements or unique uniques.
The bread-and-butter loot. Entries are weighted against each other (including “Empty” for nothing). One or more weighted picks per event.
Independent 1-in-N rolls that never block the Main table — “extra” jackpots on top of your main loot.
A shared rare pool. First a trigger chance (1-in-N), then a weighted pick from the global RDT asset if it fires.
Server-authoritative. Your client never decides what drops.
If it can drop an item, it’s on this system.
Death loot uses the full five-tier table for that creature, scoped to your character so your pity cycle isn’t shared with the server.
Nodes roll the same pipeline each successful action tick. Empty rolls keep the animation going; real items grant XP and deplete the node.
Containers and openable boxes run the same server-side roller — same fairness, same tiers.
Wiki item pages already show drop sources and effective odds from this same math. This page is the plain-language companion — where those numbers come from, and why a 1/100 listing means what it says.