PoE Crafting Calculator

Calculate crafting probabilities and expected costs in Path of Exile

Quick Presets

Check poedb.tw for mod weights

Sum of all possible mod weights

Crafting Odds

Base Mod Chance

1.0000%

Chance Per Roll

3.94%

Expected Attempts

25

Expected Cost

25c

Success Probability Tiers

50% Chance (Median)

18 attempts

18c cost

90% Chance

58 attempts

58c cost

99% Chance

115 attempts

115c cost

Your Custom Check

Probability of hitting the mod within 100 attempts:

98.20%

Item Status

Open Prefixes

2 / 3

Open Suffixes

2 / 3

Crafting Tips

  • - Use poedb.tw to find exact mod weights for your item base
  • - Influence mods often have very low weights
  • - Fossils and essences can block/force certain mods
  • - Metamod crafts can lock prefixes/suffixes for safer crafting
  • - The expected value means half of crafters will need more attempts

What Is Path of Exile Crafting?

Path of Exile features one of the deepest crafting systems in any action RPG. Rather than finding gear through drops alone, players use a diverse array of currency items to modify, reroll, and sculpt the affixes on their equipment. Every rare item can have up to three prefixes and three suffixes, and the specific modifiers that appear are drawn from a weighted pool of hundreds of possible affixes.

Crafting is the process of applying currency orbs — such as Chaos Orbs, Alteration Orbs, Fossils, or Exalted Orbs — to an item repeatedly until a desirable combination of modifiers appears. Because outcomes are random and driven by weighted probabilities, understanding the math behind each roll is essential for any serious crafter. Blindly spamming currency without understanding the odds leads to massive waste, while informed crafters know exactly when to stop, when to use metamods, and which strategy gives the best return on investment.

This PoE crafting calculator takes the guesswork out of the process. By entering the desired mod weight, the total mod pool weight, and the current prefix/suffix counts on your item, the calculator computes the real per-roll probability of landing the mod you want, the median number of attempts, and the currency cost at three different confidence levels: 50%, 90%, and 99%.

Whether you are hunting a high-tier life roll for a Rare body armour, chasing an influence mod like Tailwind on boots, or trying to hit an explode affix using Corroded Fossils, this poe craft odds tool gives you a data-driven view of what to expect before you spend a single orb.

How the PoE Crafting Probability Calculator Works

The calculator models crafting probability using a geometric distribution, which describes the number of independent trials needed before a success occurs. Each currency application is one independent trial; the chance of success on each trial is determined by your item's open affix slots and the mod pool weights.

The calculation proceeds through five distinct steps:

  1. Base mod chance — divide the desired mod's weight by the total weight of all mods that could appear on the item base.
  2. Open slot count — the item can have up to 3 prefixes and 3 suffixes. Open slots are 3 − current prefixes and 3 − current suffixes.
  3. Chance per roll — because the mod can land in any open slot, the effective hit probability is computed using the complement rule across all open slots.
  4. Expected attempts — the reciprocal of the per-roll probability gives the average number of rolls needed.
  5. Percentile thresholds — logarithmic inversion of the geometric CDF gives the exact attempt count at the 50th, 90th, and 99th percentiles.

All currency cost estimates are linear: multiply the attempt count at each percentile by the per-use cost of the orb you are spending. The calculator supports fractional costs (e.g., 0.1c per Alteration Orb) so you can compare strategies across different currency types accurately.

PoE Crafting Probability Formulas

chancePerRoll = 1 − (1 − baseChance)^totalOpenSlots baseChance = desiredModWeight / totalModPoolWeight totalOpenSlots = (3 − prefixCount) + (3 − suffixCount) expectedAttempts = 1 / chancePerRoll attemptsForP% = ⌈ln(1 − P) / ln(1 − chancePerRoll)⌉ expectedCost = expectedAttempts × currencyCost

Where:

  • desiredModWeight= The weight of the specific mod you want to hit, found on poedb.tw
  • totalModPoolWeight= The sum of all mod weights eligible to appear on the item
  • prefixCount= How many prefixes the item currently has (0–3)
  • suffixCount= How many suffixes the item currently has (0–3)
  • totalOpenSlots= Total number of affix slots available for new mods to land in
  • baseChance= Raw probability of the desired mod being selected from the pool
  • chancePerRoll= Effective probability of landing the mod in at least one open slot per roll
  • expectedAttempts= Average number of currency applications before hitting the desired mod
  • currencyCost= Cost of each orb application in Chaos Orbs
  • P= Target confidence level (e.g., 0.50, 0.90, or 0.99)

Understanding Mod Weights in Path of Exile

Every modifier in Path of Exile is assigned a spawn weight — an integer that controls how likely it is to appear relative to all other mods eligible on the same item type. The game never publicly displays these weights in-client, but the community database at poedb.tw catalogues them for every item base, affix, and influence type.

Weights vary enormously. A common defensive life mod might have a weight of 1,000 or higher, while a coveted influence mod like Tailwind or Elusive could carry a weight of only 50 to 150. Fossil crafting with Corroded or Resonating Fossils can force certain mods to appear by zeroing out the weights of competing mods, effectively making rare affixes far more reachable.

The total mod pool weight is the sum of every mod's weight for mods that can appear on that base given the current item state. This number changes depending on the item's influence type, item level, and which mods are already present (since certain mods are mutually exclusive). For example, an item level 86 body armour with Hunter influence will have a different pool from the same base without influence.

A practical workflow is:

  • Visit poedb.tw and search for your item base (e.g., "Astral Plate").
  • Filter by the relevant tags (influence type, item level requirement).
  • Note the weight of your target mod and sum the weights of all mods that can roll.
  • Enter both values into the PoE crafting calculator to get accurate poe craft odds.

Keep in mind that item level gates certain tiers — a tier-1 mod typically requires item level 83 or higher, and using it on a lower-level base will exclude it from the pool entirely, changing both the desired weight and the total pool weight.

Currency & Expected Cost Analysis

Knowing the expected attempts is only half the picture. To make informed crafting decisions you need to translate attempts into actual Chaos Orb expenditure. Different crafting methods have very different per-use costs even when their per-roll probabilities are similar.

For example, spamming Alteration Orbs on a magic item is extremely cheap per roll (roughly 0.05–0.15c each in a typical economy) but only yields two affixes, limiting which builds benefit. Chaos Orb spam on rares costs 1c per roll but can produce six-affix items. Fossil crafting using Corroded Fossils might cost 5–15c per roll but dramatically narrows the affix pool, making rare mods far more achievable.

The calculator's Expected Cost field computes the mean total expenditure: expectedAttempts × currencyCost. However, the mean can be misleading when the distribution has a long tail. The 50th percentile cost (median) is a better real-world benchmark — it tells you the cost that half of all crafters will beat. The 90th and 99th percentile costs reveal worst-case scenarios you should budget for before starting an expensive craft.

Percentile Meaning Use case
50th (median) Half of crafters will succeed by this point Realistic budget target
90th 90% of crafters succeed within this many attempts Conservative budget ceiling
99th Only 1% of crafters will need more than this Absolute worst-case planning

Advanced Crafting Strategies & Meta-Mods

Beyond raw probability, experienced Path of Exile crafters use structural techniques to control which mods can land and to protect valuable affixes already on an item. Understanding these strategies transforms the PoE crafting experience from pure gambling into a directed process.

Prefix/Suffix Locking with Meta-Mods

By spending a Crafting Bench slot on "Cannot Roll Attack Modifiers" or "Prefixes Cannot Be Changed," you can lock one group of affixes while using orbs that reroll the other group. The Harvest crafting bench or specific Crafting Bench recipes allow you to cast "Suffixes Cannot Be Changed" then apply a Chaos Orb, rerolling only the prefixes. This dramatically changes the effective open slot count and should be reflected in the calculator's prefix/suffix inputs.

Influence Mod Targeting

Influenced items (Shaper, Elder, Hunter, Warlord, Crusader, Redeemer) have special mod pools with powerful affixes unavailable on non-influenced bases. These influence mods typically have very low weights (50–200 range), making them expensive to chase with unmodified currency. Using the PoE crafting probability calculator with accurate influence-mod weights from poedb.tw helps you estimate the true cost before committing hundreds of orbs.

Essence & Fossil Crafting

Essences guarantee one specific mod while randomising the rest, effectively setting one mod's probability to 100%. Fossils modify the mod pool weights by blocking or boosting certain tags. Both techniques alter the effective total pool weight significantly — always recalculate with the adjusted pool weight when using these methods to get accurate poe mod probability estimates.

Benchcrafting After the Slam

Once you have hit desired prefix or suffix mods, using the Crafting Bench to fill remaining open slots with defensive utility mods (resistance, attributes, movement speed) is zero-RNG and should always be the final step before finishing a crafted item.

The Geometric Distribution & Bad-Luck Protection

Path of Exile crafting outcomes follow a geometric distribution: each roll is an independent Bernoulli trial with the same probability of success. This has important implications for how to think about bad luck. Unlike many modern games, Path of Exile has no built-in pity timer for crafting — the 200th Chaos Orb has exactly the same probability of hitting your desired mod as the first one did.

The geometric distribution also means that the expected value (average attempts) and the median (50th percentile) are not the same. Because the distribution is right-skewed, the mean is always higher than the median. This is why the calculator shows both: the mean represents the long-run average across many crafters, while the median represents the more typical experience for an individual player.

The 90th and 99th percentile thresholds are computed by inverting the geometric CDF: attemptsForP = ⌈ln(1 − P) / ln(1 − chancePerRoll)⌉. For a mod with 1% per-roll probability, reaching 99% confidence requires roughly 459 attempts — more than four times the expected value of ~100. Budget planning with the 90th percentile rather than the mean will save most players from running out of currency mid-craft.

A practical rule of thumb: never start a craft unless you can afford the 90th-percentile cost. This ensures you will complete the craft nine times out of ten without being forced to sell an unfinished item at a loss.

Worked Examples

T1 Life Roll on a Rare Body Armour (Chaos Orb Spam)

Problem:

You want to roll Tier-1 Maximum Life on a rare body armour. The T1 life mod has weight 1,000 in a total pool of 50,000. The item currently has 1 prefix and 1 suffix. Each Chaos Orb costs 1c.

Solution Steps:

  1. 1baseChance = 1,000 / 50,000 = 0.02 (2.0000%)
  2. 2openPrefixes = 3 − 1 = 2; openSuffixes = 3 − 1 = 2; totalOpenSlots = 4
  3. 3chancePerRoll = 1 − (1 − 0.02)^4 = 1 − 0.98^4 = 1 − 0.92236816 ≈ 0.0776 (7.76%)
  4. 4expectedAttempts = 1 / 0.0776 ≈ 13 attempts
  5. 5attemptsFor50% = ⌈ln(0.5) / ln(0.9224)⌉ = ⌈−0.6931 / −0.0808⌉ = ⌈8.58⌉ = 9 attempts
  6. 6attemptsFor90% = ⌈ln(0.1) / ln(0.9224)⌉ = ⌈−2.3026 / −0.0808⌉ = ⌈28.5⌉ = 29 attempts

Result:

Expected cost ≈ 13 Chaos Orbs. A 50% chance of success by 9 attempts (9c); 90% confidence by 29 attempts (29c). This is a very reachable craft.

+1 to All Spell Skill Gems on a Wand (Alteration Orb)

Problem:

You want +1 to All Spell Gems on a magic wand via Alteration Orb spam. The mod has weight 50 in a pool of 30,000. Item has 1 prefix and 1 suffix. Alteration Orbs cost 0.1c each.

Solution Steps:

  1. 1baseChance = 50 / 30,000 = 0.001667 (0.1667%)
  2. 2openPrefixes = 3 − 1 = 2; openSuffixes = 3 − 1 = 2; totalOpenSlots = 4
  3. 3chancePerRoll = 1 − (1 − 0.001667)^4 = 1 − 0.998333^4 ≈ 1 − 0.99334 = 0.00666 (0.67%)
  4. 4expectedAttempts = 1 / 0.00666 ≈ 150 attempts
  5. 5expectedCost = 150 × 0.1c = 15c
  6. 6attemptsFor90% = ⌈ln(0.1) / ln(1 − 0.00666)⌉ = ⌈−2.3026 / −0.006682⌉ = ⌈344.6⌉ = 345 attempts = 34.5c

Result:

Expected cost ≈ 15c worth of Alteration Orbs. Despite the low per-orb cost, the 90th-percentile budget is ~345 alts (34.5c). Cheap craft but potentially streaky.

Explode Chest Mod with Corroded Fossils

Problem:

Targeting the Enemies Explode mod on a body armour using Corroded Fossils. The mod weight is 25 in a 40,000-weight pool. Item has 1 prefix and 1 suffix. Corroded Fossils cost 5c each.

Solution Steps:

  1. 1baseChance = 25 / 40,000 = 0.000625 (0.0625%)
  2. 2openPrefixes = 3 − 1 = 2; openSuffixes = 3 − 1 = 2; totalOpenSlots = 4
  3. 3chancePerRoll = 1 − (1 − 0.000625)^4 = 1 − 0.999375^4 ≈ 1 − 0.99750 = 0.002497 (0.25%)
  4. 4expectedAttempts = 1 / 0.002497 ≈ 400 Fossils
  5. 5expectedCost = 400 × 5c = 2,000c
  6. 6attemptsFor50% = ⌈ln(0.5) / ln(0.997503)⌉ = ⌈−0.6931 / −0.002500⌉ = ⌈277.3⌉ = 278 Fossils = 1,390c

Result:

Expected cost ≈ 2,000 Chaos Orbs. The 50th-percentile cost is 1,390c — this is an endgame-tier craft. Budget at least the 90th-percentile cost (~920 Fossils = 4,600c) before attempting it.

Tailwind Boots on a Blank Hunter Item (No Mods Yet)

Problem:

Targeting the Tailwind Hunter suffix on boots. Mod weight 100, total pool 60,000. The item has no existing affixes (0 prefixes, 0 suffixes). Currency: Hunter Exalt at 10c each.

Solution Steps:

  1. 1baseChance = 100 / 60,000 = 0.001667 (0.1667%)
  2. 2openPrefixes = 3 − 0 = 3; openSuffixes = 3 − 0 = 3; totalOpenSlots = 6
  3. 3chancePerRoll = 1 − (1 − 0.001667)^6 = 1 − 0.998333^6 ≈ 1 − 0.99002 = 0.00998 (1.00%)
  4. 4expectedAttempts = 1 / 0.00998 ≈ 100 attempts
  5. 5expectedCost = 100 × 10c = 1,000c
  6. 6attemptsFor90% = ⌈ln(0.1) / ln(1 − 0.00998)⌉ = ⌈−2.3026 / −0.01003⌉ = ⌈229.6⌉ = 230 attempts = 2,300c

Result:

Having all 6 slots open increases the effective chance to ~1% per slam. Expected cost is 1,000c, but budget for 230 slams (2,300c) to be 90% confident of success.

Tips & Best Practices

  • ✓Look up exact mod weights on poedb.tw before entering values — even small differences in weight have a large impact on estimated cost.
  • ✓Use the 90th-percentile cost, not the expected cost, to set your crafting budget; this protects you from running out of currency mid-craft in 90% of scenarios.
  • ✓Lock prefixes or suffixes via meta-mods and adjust the prefix/suffix count accordingly to accurately model constrained crafting methods.
  • ✓Fossil crafting narrows the mod pool drastically; recalculate with the reduced pool weight to see how much it improves your odds per resonator.
  • ✓Influence mods (Shaper, Elder, Hunter, etc.) typically have weights between 50 and 200 — expect substantially higher costs than common mods.
  • ✓When using Essences, enter only the remaining open affixes and exclude the guaranteed mod from your calculation; the essence slot is not random.
  • ✓A blank item with 0 prefixes and 0 suffixes gives totalOpenSlots = 6, maximising your chance per roll — always start with a clean base when possible.
  • ✓The median cost (50th percentile) is always lower than the expected cost because the geometric distribution has a long tail of unlucky runs.
  • ✓Track your actual attempts in a session and compare to the probability within X attempts to know whether you are ahead or behind the statistical curve.
  • ✓Screenshotting the calculator output before a big craft gives you a reference to check whether you've gone well into bad-luck territory and should reassess your strategy.

Frequently Asked Questions

A mod weight is an integer assigned to each possible affix that controls how likely it is to be selected relative to all other eligible mods. When a currency orb rolls a new affix, the game selects from the pool proportionally by weight. A mod with weight 1,000 in a 10,000-weight pool has a 10% base chance of being selected. You can find mod weights for every item base at poedb.tw.
The base mod chance is the probability of selecting your desired mod from the pool on a single slot. The chance per roll accounts for the fact that a reroll fills all open affix slots simultaneously, giving the desired mod multiple chances to land. The formula uses the complement rule: the probability of missing on every open slot equals (1 − baseChance) raised to the power of the number of open slots, so the chance of hitting on at least one slot is 1 minus that quantity.
Expected attempts (the mean) is the long-run average across infinitely many crafters — it is influenced by rare cases where someone spends thousands of orbs. The 50th percentile (median) is the attempt count where exactly half of all crafters succeed. Because the geometric distribution is right-skewed, the median is always lower than the mean. For practical budgeting, the median gives a more realistic picture of a typical crafter's experience.
When using a meta-mod to lock prefixes, set the prefix count to 3 in the calculator (so openPrefixes = 0), leaving only suffix slots open. Similarly, if you lock suffixes, set suffixCount to 3. This correctly models the reduced number of open slots and gives you accurate probability estimates for the constrained-crafting scenario.
Yes, but you must adjust the total mod pool weight to reflect the modified pool. Fossils remove or add weights to certain mod tags, so the effective pool weight changes significantly. Essences guarantee one specific mod (100% chance on that slot) and reroll the remaining slots randomly. For Essence crafting, enter the pool weight with the guaranteed mod already excluded, since that slot is predetermined. For Fossils, find the fossil-modified weights on poedb.tw and sum those to get the correct total pool weight.
The 'expected attempts' field shows the average, which equals 1 / chancePerRoll. The 'probability within X attempts' field shows the cumulative probability of succeeding in a specific number of tries, calculated as 1 − (1 − chancePerRoll)^X. These are related but different: entering X equal to the expected attempts gives a probability of approximately 63.2%, not 100%, because success is not guaranteed at the average.
The most accurate approach is to look up the item base on poedb.tw, filter by item level and influence type, and sum all eligible mod weights manually or use the site's built-in weight totals. As a rough starting point, common rare item bases have total pool weights in the range of 30,000 to 80,000. Using an inaccurate total will give you proportionally inaccurate probability estimates, so looking up the real number is always worth the effort.

Sources & References

Last updated: 2026-06-05

💡

Help us improve!

How would you rate the PoE Crafting Calculator?

<>

Editorial Note

MyCalcBuddy Editorial Team

This page is maintained as an educational calculator reference.

Source

Formula Source: Standard Mathematical References

by Various

UpdatedLast reviewed: May 2026
CheckedFormula checks are based on standard references and internal QA review.

Privacy choices

MyCalcBuddy uses necessary storage for the site to work. Optional analytics, notifications, and future advertising features stay off unless you allow them.