This is calculated by multiplying all the probabilities of not getting a 1 for each dice and then subtracting the answer from 1.
1 - (99/100 x 47/48)
This is calculated by multiplying all the probabilities of not getting a 1 for each dice.
99/100 x 47/48
Probability of getting all 1's is close to 0.00021, about 0.021% percent.
This is calculated by multiplying together all the probabilities of getting a 1 for each dice.
1/100 x 1/48
Probability of getting 2 1's is close to 0.00021, about 0.021% percent.
This is calculated by multiplying together all the probabilities of getting a 1 for each dice that has a 1.
1/100 x 1/48
This is calculated by multiplying all the probabilities of not getting a 48 for each dice and then subtracting the answer from 1.
1 - (99/100 x 47/48)
This is calculated by multiplying all the probabilities of not getting a 48 for each dice.
99/100 x 47/48
Probability of getting all 48's is close to 0.00021, about 0.021% percent.
This is calculated by multiplying together all the probabilities of getting a 48 for each dice.
1/100 x 1/48
Probability of getting 2 48's is close to 0.00021, about 0.021% percent.
This is calculated by multiplying together all the probabilities of getting a 48 for each dice that has a 48.
1/100 x 1/48
This is calculated by multiplying all the probabilities of not getting a 49 for each dice and then subtracting the answer from 1.
1 - (99/100 x 48/48)
This is calculated by multiplying all the probabilities of not getting a 49 for each dice.
99/100 x 48/48
Probability of getting all 49's is close to 0., about 0.% percent.
This is calculated by multiplying together all the probabilities of getting a 49 for each dice.
1/100 x 0/48
Probability of getting 1 49's is close to 0.01, about 1% percent.
This is calculated by multiplying together all the probabilities of getting a 49 for each dice that has a 49.
1/100
This is calculated by multiplying all the probabilities of not getting a 100 for each dice and then subtracting the answer from 1.
1 - (99/100 x 48/48)
This is calculated by multiplying all the probabilities of not getting a 100 for each dice.
99/100 x 48/48
Probability of getting all 100's is close to 0., about 0.% percent.
This is calculated by multiplying together all the probabilities of getting a 100 for each dice.
1/100 x 0/48
Probability of getting 1 100's is close to 0.01, about 1% percent.
This is calculated by multiplying together all the probabilities of getting a 100 for each dice that has a 100.
1/100
Probability of getting all the maximum faces (a 100 and a 48) is close to 0.00021, about 0.021% percent.
This is calculated by multiplying together all the probabilities of getting the maximum face for each dice.
1/100 x 1/48
Probability of getting one of a kind is close to 0.01, about 1.% percent.
There are 48 ways to get one of a kind (all 1's, all 2's, all 3's, all 4's, all 5's, all 6's, all 7's, all 8's, all 9's, all 10's, all 11's, all 12's, all 13's, all 14's, all 15's, all 16's, all 17's, all 18's, all 19's or all 20's and so on). The probability of getting all of any kind is then caclulated by adding the probability of getting all 1's, all 2's, all 3's, all 4's, all 5's, all 6's, all 7's, all 8's, all 9's, all 10's, all 11's, all 12's, all 13's, all 14's, all 15's, all 16's, all 17's, all 18's, all 19's or all 20's and so on. Since, probabilities of getting all 1's through all 48's are the same, we can multiply them all together. So, multiplying the probability of getting all 1's by 48 will give us the probability of getting all of any kind.
48 x (1/100 x 1/48)
// code to create a D100 + D48 dice roller // define the sets of dice to use // 1 set for each kind of dice var dice_sets = [ [1, 100], // 1d100 [1, 48], // 1d48 ]; var this_roll = []; // array to store the results of this roll for (var ds = 0; ds < dice_sets.length; ds++) { //loop through each dice set // for each dice set, determine the numbers of dice, lowest and highest side of the dice var numbers_of_dice = dice_sets[ds][0]; // how many dice to roll var lowest = 1; // lowest possible side of the dice var highest = dice_sets[ds][1]; // highest possible side of the dice for (var j = 1; j <= numbers_of_dice; j++) { // loop for the number of dice // for each dice, generate a number between lowest and highest var dice_face = Math.floor(Math.random() * (highest-lowest+1) + lowest); this_roll.push(dice_face); //store this in the array } } // print all the generated rolls for (j = 0; j < this_roll.length; j++) { // loop through the inner dice array //print each dice roll value followed by a space document.write(this_roll[j]); document.write(" "); } /* Sample output */