Talk:Drop rate

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This talk page is for discussing the Drop rate page.

Untitled[edit source]

Does the Combat Level affect the chances of a drop?? Such as, does a king black dragon have the same potential of producing a Dragonfire shield, as an Iron dragon?? It appears that Dragonfire shields are generally an 'extremely rare drop' for every monster. Yet there is the general understanding that monsters with higher combat levels drop better loot. Will the Iron dragon have the same potential as a king black dragon at dropping the same item? Please personally reply!

Mike-south 19:45, May 19, 2010 (UTC)


I would like to know the drops rates on rare and expensive items, mainly the God Wars Dungeon bosses' rare drops. To estimate the rate for one object to within 10% of the true rate, with 95% confidence, I need to compile logs totaling 400 drops of that object. I find this task quite daunting, so if anyone can help me by pointing me to other sites or logs, please do so.

I'd also like to get this page filled out with some of the drop rates for these items. Apparently, few people care enough about the rates, or are willing enough to put them online, that this page is quite barren. :(

Gerbeezooe Gerbeezooe 06:46, 20 June 2008 (UTC)

why theres so few of these "maths"[edit source]

theres so few maths of drop rates because you would have to count how many kills it took to get a certain drop, such as what youre wanting, a certain bandos drop, you would have to kill that monster "x" times to see the rarity of it. really it could be 1 in 100 for a bandos drop or in in 1000, i dont know how to do the math and i DONT WANT to kill that many of something so strong... you could try it urself if you really wanted a certain item... as you stated, but i wouldnt do it myself so you get no help from me :P.

im sure someone will come along soon and help you out here

this is the 3rd time i edited this lol, ur welcome for the input Prayer cape (t).png Super Afroman Saradomin's Book of Wisdom.png. 07:08, 20 June 2008 (UTC)07:02, 20 June 2008 (UTC)


Wow, that was super helpful, thanks.... NOT. Of course you won't get that many kills yourself, it would take roughly until the heat death of the universe. Even with a huge team together, it would take forever. However, there are clan drop logs, in which a clan puts together the logs from hundreds of trips by dozens of teams. My friend told me about one such log for the Armadyl boss, but I was unable to find it :(. If anyone can point me at any large log (500+ kills of a single boss), not on RS forums, I would be extremely grateful. --Gerbeezooe 01:26, 21 June 2008 (UTC)

Drop rate descriptives[edit source]

There should be section that shows how much kills is "rare" how much "common" and how much "extremely rare" etc... -NN

I would also like to see some approximation of what is meant when editors say "rare", "common", "extremely rare", etc on drop lists on various monster's pages. --   For Camelot!  Zang! talk  My health! 19:41, 30 April 2009 (UTC)

The range for "common" drops (1/2-1/50) is too wide. It should be changed to (1/2-1/20) IMO. Drops with drop rate under 1/20 is pretty uncommon. Undamaged (talk) 09:43, November 24, 2013 (UTC)

Trivia section contradicts drop rate section ....[edit source]

The trivia section seems to assert that the probability of getting at least 1 item is at most 1 - 1/e (.62), while it's trivial to note that infinite kills provides a probability of 1, and the drop rate section mentions an example where one needs to calculate # kills needed for a drop rate probability of .9.--Agamemnus 06:44, January 22, 2010 (UTC)

Trivia doesn't contradict it. It is saying that the closer you get to infinity, the more probable it is that you will receive a drop.

The number of times you kill a something doesn't mean you will receive it that time, as each visit/kill is a unique calculation and unrelated to the last, however what you can do is BEFORE killing, inrease your porbability of receiving the loot by deciding to kill an infinity number of times rather than just the once, giving your self a better chance of hitting the odds.

Very Rare[edit source]

Why not change the Very Rare label to "Super-rare"? It seem that's what Jagex calls it based from SoF.

Jagex uses Very Rare for drop items, as can be seen on the King Black Dragon official RS wiki page for several items. The SoF label is just that: for SoF. Dsctatom (talk) 16:52, June 1, 2013 (UTC)
I propose adding the Fairly Uncommon label for rates of 1/50 to 1/20. You can't say a drop rate of 1/49 is "common", can you? Undamaged (talk) 14:53, March 10, 2014 (UTC)
We don't need to emulate their system, especially when it would require reformatting everything we have. We only have relative rarities for most items, we can't devise a system purely on numbers. MolMan 14:56, March 10, 2014 (UTC)

Cutting line for Common and Uncommon[edit source]

The cutting of common and uncommon drop rates is now at 1/50, but most drop tables in this wiki seem to have that line at about 1/30 to 1/20. Should we change the numbers here? Undamaged (talk) 14:57, March 10, 2014 (UTC)

Estimations[edit source]

This page is filled with precious formula, but what it really miss is some numbers that actually mean something for normal people. Some rates are known from previous Jagex Q&A/FAQ or other Jagex's sources. For most players knowing that something is "Very Rare" instead of "Rare" mean something... but some of us prefer some numbers... Is it a 1 in 100K-1M drop like a 3rd age armour or is it a 1:1024.. I understand many items aren't given rates, but Jagex give rarity of each drops in a word, and we have numbers of some... The estimation section was a good way (I do not say the numbers are perfect) for a player to have an approximate idea of what the heck we are talking when we say something is "Rare".Proulxs (talk) 20:06, August 28, 2014 (UTC)

Understand that 99% of drops on the wiki are subjective. Maybe numbers would be nice for normal people, but there has never been an agreement on where exactly to draw the line. To purport we have a more sophisticated system than what we do is a lie, and is harmful to our readers. The page created an isolated definition that was followed nowhere else on the project. Removing it had nothing to do with its content, because no matter what numbers you put in there, it would be wrong; it had to do with how it failed to accurately describe any other page on the wiki. I know a handful of people are upset that the table was removed, but that's just tough shit. Unless you want to get consensus to start a project that sets out to standardize all drop rates to a common system (which would require killing every monster at least 1,000 times), and can set that system in place, you'll have to live without there being a table. MolMan 20:14, August 28, 2014 (UTC)