Quick answer: Sum the weights, roll a single value in that range, and walk the cumulative weights to pick one item, so each item's probability is exactly its weight over the total.
If your rare items never appear or commons flood every chest, the weighted roll is wrong. A single normalized cumulative-weight roll fixes the distribution.
How to fix it
1. Roll once against the cumulative sum
Sum every entry's weight, draw one random value in [0, total), and iterate the table subtracting weights until the value goes negative. That entry is the pick, with probability weight/total.
2. Separate slot count from item choice
Decide how many drops a container yields independently of which items they are, so adjusting drop quantity does not silently distort the per-item rarity weights.
3. Scale weights by context, not by re-rolling
To make deeper levels drop better loot, multiply the rare entries' weights for that context and re-normalize, rather than re-rolling until you get something rare, which wastes rolls and distorts the curve.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.