Bad luck mitigation

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Bad luck mitigation refers to any mechanic that adjusts the drop rate of certain rare items or other events to prevent particularly long dry streaks. This can be accomplished by increasing the chance of a drop after reaching some threshold, or by guaranteeing the drop on a specific kill count, among other methods.

Bad luck mitigation is motivated by the fact that most random drops are rolled independently, so individual kills do not guarantee progress towards the drop (referred to in statistics as being memoryless). Due to the nature of randomness, a small percentage of players would be expected to go dry on getting a drop, potentially several times over the drop rate. For example, a standard 1/100 drop only has a 63% chance of success after after 100 kills, while 1 in 1000 players would need more than 680 kills to receive the drop. To calculate this, use the following formula:

Probability

Number of kills for the 99.9th percentile:

→ →

Examples

Pity drops

Some drops will become guaranteed at a specific threshold, typically at the normal drop rate of the item or twice of it. These can only drop once per account, and most are not tradeable.

Pseudo-pity

Rather than outright guaranteeing a drop after certain amount of kills, some drops will improve their drop rates with each kill, usually to a point where the drop becomes very common.

  • Thread of elidinis initially has a 1/10 drop rate from Tombs of Amascut, but scales with the number of raid completions up to 3/10 after completing 15 raids. The rate is reduced to 1/50 after receiving the first thread.
    • The jewels for the Keris partisan follow a similar function, becoming about 3x more common as raid completions approach 75. They additionally have duplicate protection, so that each jewel is obtained at least once.
  • The Forgotten Four's tablets and quartz all become more common as more kill count is achieved, until the first one is obtained, after which more tablets won't appear and quartz will revert to 1/200.
  • Finding skilling pets becomes 15 times more likely after reaching 200 million experience in the corresponding skill. Before that point, the chance increases marginally with every level, following the formula where the base chance depends on the pet and activity.

Variance reduction

Rather than using a single rare drop, splitting a reward into multiple more common drops has the effect of reducing the variance of the distribution without changing the expected (average) number of kills. This means fewer players will be extremely unlucky and go many times over the drop rate, but also means fewer players will be extremely lucky and get the drop early. Additionally, it allows players to make progress over a series of kills.

Duplicate protection

Some items that are all rolled from the same loot table, but are part of a set of items, will ensure the player completes the full set before allowing duplicate items to be dropped. This can greatly reduce the luck required to finish certain sets, as naturally getting the correct, different drop multiple times in a row is otherwise unlikely, such as at Barrows.

Other

See also

Source

Content from the Old School RuneScape Wiki (operated by Weird Gloop), licensed under CC BY-NC-SA 3.0.

Source siteOld School RuneScape Wiki
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