Chromatic Orb Probability Formula in Path of Exile
Updated: May 29, 2026
Per-Socket Color Probability
Each socket rolls its color independently based on the item’s attribute requirements:
P(Red) = (Strength + 10) / (STR + DEX + INT + 30)
P(Green) = (Dexterity + 10) / (STR + DEX + INT + 30)
P(Blue) = (Intelligence + 10) / (STR + DEX + INT + 30)
The +10 floor ensures no color has zero probability even on items with zero requirements in that attribute. The three probabilities always sum to 1.
Example: 100 STR, 0 DEX, 0 INT
Total = 100 + 0 + 0 + 30 = 130
P(Red) = 110 / 130 = 84.6% ← wrong, let me recalc:
Total = 130
P(Red) = (100+10)/130 = 110/130 = 84.6%
Wait — example in main MDX uses STR=100, DEX=0, INT=0: P(Red) = 110/130 = 84.6%, P(Green) = 10/130 = 7.7%, P(Blue) = 10/130 = 7.7%
Note: items typically have requirements in multiple attributes. A body armour with 100 STR, 50 DEX: P(Red) = 110/190 = 57.9%, P(Green) = 60/190 = 31.6%, P(Blue) = 20/190 = 10.5%
Multinomial Probability for Full Configuration
A chromatic orb recolors all sockets simultaneously. The probability of getting exactly r Red, g Green, and b Blue sockets in an N-socket item:
P(r,g,b) = [N! / (r! × g! × b!)] × P(Red)^r × P(Green)^g × P(Blue)^b
This is the multinomial probability. The coefficient N!/(r!×g!×b!) counts the number of ways to arrange the colors across positions.
Example: 4-socket item, 100 STR, want 1R 1G 2B
pR = 110/130 = 0.846, pG = 10/130 = 0.077, pB = 10/130 = 0.077
P = [4!/(1!×1!×2!)] × 0.846^1 × 0.077^1 × 0.077^2
= 12 × 0.846 × 0.077 × 0.00593
= 12 × 0.000387
= 0.00464 → 0.464%
Expected orbs = 1 / 0.00464 ≈ 216
Geometric Distribution and Percentiles
Each chromatic roll is an independent Bernoulli trial with success probability p. The number of rolls until first success follows a geometric distribution.
Expected rolls: 1/p
Percentile k (probability of succeeding within k rolls = q):
k = ceil(log(1 - q) / log(1 - p))
For q = 0.90 (90th percentile), q = 0.99 (99th percentile).
For p = 0.00464 (example above):
- Expected: 216 orbs
- 90th percentile: ceil(log(0.10)/log(0.99536)) = ceil(2.303/0.00465) = 496 orbs
- 99th percentile: ceil(log(0.01)/log(0.99536)) = ceil(4.605/0.00465) = 991 orbs
The ratio of 99th to expected is roughly 4.6x for geometric distributions — off-color crafts are highly variance-prone.
Vorici Bench Hybrid Method
When using the bench to guarantee k sockets of color X, then rolling remaining sockets freely:
Total expected = bench_cost[k] + (1 / P_remaining)
P_remaining = multinomial probability for remaining (N-k) sockets
with target = (r - k_R, g - k_G, b - k_B)
using the same per-socket probabilities
If the remaining socket count is 0 (bench covers all desired sockets): total = bench_cost only.
The bench is efficient when P_remaining is significantly higher than P_full, meaning the guaranteed sockets remove the hardest-to-hit constraint.