Let's start from the viewpoint of looking at an already generated loot table, and we want to know typically in the long run how much stuff it produces. So here's an example loot table that generates pixels in different amounts. Code: chances:3, pixels:100 chances:2, pixels:200 chances:1, pixels:300 There are a total of six chances (outcomes) that can happen, so each one is worth 1/6th (16.67%). Why use chances? Because it's easy to add new items or change existing items by just changing the chances for an item, whereas it's a headache to try and rebalance percentages when making updates so that they total 100%. To calculate the average drop from a loot table, multiply the chance times the loot and add them all together: averageLootDrop = 3/6 × 100 + 2/6 × 200 + 1/6 × 300 = 166.67 pixels So if we rolled a hundred times on this loot drop table, we would get about 16,667 pixels.