⚖️ Weighted Random Picker

Give each item its own weight — a higher weight means a higher chance of being picked. Weights don't need to add up to any specific number.

A weight is a share of the total, not a percentage

Every item's chance is its own weight divided by the sum of all weights, so the numbers you type only ever matter relative to each other:

P(item) = weight / (sum of all weights)

The default 60 / 30 / 10 adds to 100, which makes the percentages look obvious - but 6 / 3 / 1 gives exactly the same 60%, 30% and 10%. The catch is that the denominator moves: drop the rare prize from 10 to 5 and the others rise without you touching them, to 63.2% and 31.6%, while the rare one becomes 5.3% rather than 5%. The odds table under each result is worth reading for that reason.

What you wantWeights to type
Three equal chances1, 1, 1
One item twice as likely as the other2, 1
A 1-in-20 rare drop1 and 19

The two rows that quietly do nothing

Each press is independent, with no pity counter and no removal. A 10% item is missed in ten straight picks 34.9% of the time - that is ordinary, not a broken generator.

Frequently asked questions

Do the weights have to add up to 100?

No. They can be any positive numbers - 6, 3 and 1 behaves identically to 60, 30 and 10. Only the ratio between them counts.

How do I set a 1 in 20 chance?

Give the rare item a weight of 1 and everything else a combined weight of 19. The odds table after each pick confirms it reads as 5%.

Why has the rare item not come up in twenty picks?

Because a 10% chance missed twenty times running still happens 12.2% of the time. Nothing carries over between picks, so a long drought does not make the next pick any likelier.