The Roll Cost & Probability Calculator turns a player’s currency into a planning scenario. Because Another Slop does not publish an in-client rarity table, the defaults that ship with the calculator come from community tier-list pages and are exposed as editable sliders. The model is honest about which numbers it can prove and which it cannot.
What the model computes
For currency C and cost per roll K, the number of affordable rolls is floor(C / K). The remainder is surfaced as leftover currency. The expected count of target rarity pulls is n × p; the chance of at least one pull is 1 - (1 - p)^n. The variance is n × p × (1 - p). The cost thresholds solve for the smallest n such that the chance of at least one pull is at least 50%, 90%, or 99%.
Default rarity ladder
The calculator ships the Standard preset: Common 60%, Rare 25%, Epic 10%, Legendary 4%, Mythical 0.9%, Gold 0.1%, Diamond 0.05%. The Event preset raises Epic to 20% and Legendary to 8%; the Crossover preset roughly doubles Gold and Diamond. The presets sum to 1.0 and the sliders are clamped. If the sum exceeds 1.0 the calculator displays a hard reject banner.
Hard pity override
Supply a hard-pity counter and the calculator forces the chance of the next roll to 100% once the counter reaches the threshold. This is a planning assumption, not a proof that the live banner has a hard pity at that exact value; the counter is editable.
Browser performance
The model caps scenarios at 10,000 rolls. The cap protects the binomial CDF calculation from spending more than a few hundred milliseconds per render on a desktop. The cap is shown as a banner so the player does not assume a 50,000-roll scenario was silently truncated.
Limits and dependencies
The defaults cannot replace a published drop table. The calculator is intentionally a planning tool: it is most useful when the player edits the sliders with their own observation. Compare the calculator’s results to the Code & Reward ROI Planner when planning an end-game roll surge funded by code rewards.
FAQ
- Are drop rates published in-game? No. The defaults are community estimates.
- What does the 99% threshold mean? The smallest budget with a 99% chance of at least one target pull.
- Can I check the math without running a build? Yes. The pure-math engine is unit-tested for edge cases.
Frequently asked questions
Are drop rates published in-game?
No. The rarity defaults in the Roll Cost & Probability Calculator are community estimates that you can edit in the sliders.
What does the 99% currency threshold tell me?
It is the smallest currency budget whose chance of seeing at least one target rarity is 99% under the current rate assumption.
Can I check the math without running a build?
Yes. The pure-math engine is unit-tested for edge cases including p=0, k>n, hard pity, and 10,000-roll caps.
Sources
- Roll Anime to Fight fan wiki tier listcommunity · Checked 8/2/2026
- RobloxGo game statistics aggregatorroblox-api · Checked 8/2/2026