Jump to content

All_Bogs

Members
  • Posts

    2666
  • Joined

  • Last visited

Everything posted by All_Bogs

  1. Afraid so :( as long as the "official" formula's not disclosed to the public, a good guess is the best we can do.
  2. If it's on a Wiki the information's public domain and can thus be used by us without even having to ask permission. No reason to do all the work yourself when it's already available to the public. If it turns out to be incorrect, we can adjust our calc, and the wiki can adjust it's information. I also see my name mentioned here, but to my knowledge another crewmember was already on it. The pvp update has given me ample work for the moment, anyway :
  3. Heh, yeah. I recall Jagex somehow putting a Legend's Guild gate in the middle of the Barbarian agility course accidentally :P Ooh, even have it screened. Unfortunately I no longer seem to have ancient pictures, as in 2001 I was playing on an ancient PC as well, and I apparently didn't bother to transfer screenshots.
  4. When there's 10 quests left to do, it shows an "All quests done message", yet when all quests are done's no such confirmation message. Guess somebody made a typo there. Thanks for your help, much appreciated.
  5. I only see a regular pickaxe hovering over the Varrock SW mine.
  6. Well, yeah. It's a plain ol' kill on some 3-itemer in level 47 wildy. Of course it's old :P but it's not like kebabs are entirely more awesome now than they were back then.
  7. It just doesn't work. So what if they're only 1g? If they end up getting you killed, causing you to lose several 1000's worth of gold, you're not exactly saving money. Especially if you have like 15-30 hp, if you get a bad, damaging kebab twice in a row, you're pretty much done for. Seriously, just ask this guy how well kebabs worked for him: http://img253.imageshack.us/my.php?imag ... iefga1.jpg
  8. And if you do not wish to delete all your cookies, simply search for the file called "cookie:[email protected]/" and delete it manually. They're generally found in the folder c:\documents and settings\[your login name]\Local Settings\Temporary Internet Files.
  9. Whoopsie. Fixed, thanks a bunch :) Godswords should work again. The new max hits should be at the very least, less inaccurate. Dharok's still isn't perfect, but it's a lot better than it used to be.
  10. At 117, I've killed a fair amount of critters, including enough imps to collect fifty shiny bead sets. I've yet to see a champion scroll. It's weird that something so entirely not spectacular is so hard to obtain.
  11. Nah, 1 + 20% is most assuredly not 6. And drinking a super strength potion at lvl 1 strength actually does boost your strength level. Anyway, the max hit calculator has been updated. Jard_Y_Dooku's potion formulas have been implemented. Also, the "Keris" weapon has been added. The %strength modifiers (ie Salve / Blackmask and prayers) have been changed to be cumulative. This seems to produce more realistic results for regular weaponry. Dharok's maximum hit is regrettably still off, though it's significantly more accurate now. I couldn't get it over 107 without having it influence things it, well, shouldn't influence. I guess some of the assumptions we're making, or have been making all along, are wrong. As for that wallpaper, good catch, and most interesting. Considering the difference between the two (nothing on uneven prayer and summoning for instance), it's interesting that the current formula hasn't been proven wrong yet. A very good estimate, I guess - much like our previous formula was before summoning roared it's ugly head and ruined it :P Edit: they're useless. This is what they state: Melee: 0.25 * (1.3 * (str + att) + def + hp + 0.5 * (sum + pray)) Magic: 0.25 * (1.3 * (1.5 * mag) + def + hp + 0.5 * (sum + pray)) Ranged: 0.25 * (1.3 * (1.5 * ran) + def + hp + 0.5 * (sum + pray)) This simplifies to: Melee: 0.325 * (str + att) + 0.25 * (def + hp) + 0.125 * (sum + pray) Magic: 0.4875 * (mag) + 0.25 * (def + hp) + 0.125 * (sum + pray) Ranged: 0.4875 * (ran) + 0.25 * (def + hp) + 0.125 * (sum + pray) Our combat calculator, pre-summoning, had the exact same formulas (well, 0.325 * 1.5 instead of 0.4875, but that's the same anyway). Even then, using these "official" formulas, the ranged and magic levels were sometimes iffy. And adding in Summoning as 0.125 * Summoning resulted in the combat formula being plain wrong (the uneven levels thing). Concluding, our early attempt was as good as the dwarves' early attempt (see news posting), but it's no good right now.
  12. I'll poke the guide and items DB folks to update stuff so it matches the knowledge base, at least. While putting the formula for each specific potion into the guide would be overkill, the "attack potion increases by 12.5%" stuff is plain wrong. A potion boost calculator sounds neat. I'll put it up for discussion and see what other crewbies think about it.
  13. To be honest, I think the second option makes more sense from a programming / game design standpoint, too. It's a simple formula that captures the concept of a potion scaling with the skill level it boost, yet also adding a (smaller) bonus when said skill level is very low. The first solution looks a bit complicated for something as simple as a buff potion. Either way, the current flat modifier is plain wrong (as it doesn't respect the lower bound on the boost), so I'll change that one, too. Cheers. Should take care of the calc being wrong on low strength max hits when potted. In addition to seeing how having prayer as an additive strength boost works, I'm also going to see if having potions directly influence base strength (it says 118 strength on the stats display after all) and then going from there works out. Edit: also, some thought on Dharok. If the multiplier is indeed calculated as we think it is, it would have to affect the entire strength component of the formula in order to (nearly) double it when on 1 out of 99 hp. If it's placed in or outside the formula shouldn't matter much. As it is now, it's basically (strength_part * equipment part); multiplying either the strength part by some x, or the entire thing by x, should have the same result. (Earlier the difference was 1 point of damage; due to use of floor, no doubt) Edit2: I've tested the calculator with using potted strength as the basis for calculations; that is to say, having things multiply 118 strength instead of 99 strength, for instance. I'm getting an F2P scimitar max hit of 26 with a diamond amulet, strength potion and ultimate strength - guess we can conclude that prayers and such do not adjust the bonus strength points awarded from potting, as I don't recall ever having seen someone be hit for 26 on F2P with a scimitar.
  14. I think I'll experiment it bit with the order in which different strength bonusses are applied. As it stands now; potion_mod in {1.125, 1.2, 1.15} pray_mod in {0.05, 0.1, 0.15, 0.18, 0.23} style in {1, 3, 0} str_lvl = "player's strength level" str_base = str_lvl * str_multipliers // With multipliers the Salve, Salve (e) or Black Mask bonus. (They don't stack, been tested) str_in_calculation = floor(floor(str_base * potion_mod) + (str_base * pray_mod) + style) Let us assume this is correct. Dharok's strength bonus could be applied to various numbers. Directly to "str_lvl", so it's multiplicative with Salve / Black Mask bonusses; it could be added to these multipliers, making it additive with Salve / Black Mask bonusses; or to "str_in_calc", making it multiplicative with everything, including the combat style strength bonus. Personally, I'd say it being additive with other %strength modifiers makes most sense, as it would prevent excessive scaling of effective strength when even more %modifiers are introduced. On the other hand, it being multiplicative might work, too; probably easier to program as well, and I'm not so sure that Jagex cares much about weapon balance. I do think it's unlikely that even the combat style bonus scales with Dharok, so the last option's probably incorrect. We also know that anything resulting in less than 110 under optimal circumstances is plain wrong. I also have a hunch that the %modifier from prayer might be additive with other %modifiers (ie Salve ammy), as the calculator currently produces somewhat high numbers when bashing undead wearing Salve while potting and praying (ie excessive scaling). I'll play around a bit tonight and see how it works out. Edit: wrote cumulative where I meant multiplicative.
  15. $total_strength is in fact the total strength bonus provided by the equipment. I'll try putting the Dharok bonus "around" the max hit calculation, so to speak. Thanks for your input :) Edit: bit of testing done. I'm using the following base stats: 99 Strength, Aggresive, Super Strength Potion (Axe, Fire Cape, Barrow Gloves, Zerker Ring, Dragon Boots), Piety prayer, 129 total strength bonus, and a Salve Amulet (e) fighting undeads. Below I'll list the thing I chose to modify with the Dharok modifier and it's accompanying max hit: Total (equipment) Strength Bonus: 95 Strength Level: 114 Output damage: 115 During calculations, the assumption is made that the Strength modifier from the Salve Amulet (e) is applied before any calculations are made. (That is to say, it affects your base strength) As you can see, strength level and output damage are quite close. The equipment bonus is obviously on the low side. Now I find myself wondering what people have hit in-game under (or near) these circumstances...
  16. Tip's max hit formula is basically Boy Wonder's formula, with an update for "external" strength modifiers. Thanks for clearing up where the "magic numbers" 0.00175, 0.1 and 1.05 came from. Was wondering that myself. $max_hit = ((($str_lvl*$poti_select)+($str_lvl*$pray_select)+$styl_select)*(($total_str*0.00175)+0.1)+1.05)*($ext_multiplier); It is later Math.ceil'd for the final value. $total_str is the total equipment strenght bonus, with special attacks added to it. It'd make sense for a special attack to make the weapon stronger for that one swing instead of simply increasing your maximum hit outside the formula. However, one should keep in mind that the RSKB doesn't really go into detail, and when looking at things from the outside, increasing the weapon's strength or modifying the damage done has the same effect. As you can see, the fighting style bonus is factored in after the potion bonus. The potion-modified strength level being an integer makes sense, although I'm not sure how one would plug it into the current formula. Math.floor (or ceil?) around the potion bit, I'm guessing. The $ext_multiplier includes things such as the obsidian synergy, the passive damage bonus from the black mask, etcetera; pretty much things you'd expect to multiply the damage done. As for the Dharok NPC, I suspect he's "rigged". He (used to) hit(s) a solid amount of 29's and 58's (and hardly anything else?), whereas a player wielding his axe will hit random numbers just like with every other weapon. The NPC Dharok seems to have some chance that his strike will "proc" a special effect, causing him to do double damage. I've frequently seen Dharok hit 58's when he wasn't even near 1 hp. When used by players, however, the axe's damage range simply seems to increase as the wielder's hp decreases. In our max hit calculator, Michael included the Dharok's Axe special as follows: else if ($dharok_axe != 0){ $total_str = $total_str * (($dharok_axe / 99) + 1); Where $dharok_axe is the amount of hitpoints lost. As you can see, this does not scale better when the target has < 99 total hp. However, it has also been reported that the resulting maximum hit is (far) too low, so it is most likely incorrect. I'm open to suggestions on this one. Your "x levels till next combat" code has some merit to it, I guess. It's probably a good idea to keep all levels seperated, but I never really got around to it as the current code seemed sufficiently accurate (and it probably is, with one complaint since we got the summoning stuff right). It also wasn't coded by me and does not contain many comments, which kind of put me off wanting to really understand what it said, and just taking the calculations for granted.
  17. The map is being worked on, to my knowledge.
  18. Can't find anything wrong with it. With a starting XP value of 180000, I tried inputting 67 Troll Generals, final xp was 190083. Manually adding 30*150.5 to 180000 (netting 184515) and then inputting 37 remaining generals also gets a final xp of 190083. So I'm either misunderstanding you, or you made a small error somewhere.
  19. It's a work in progress. Feel free to contribute. Ranged Max Hit topic.
  20. It has King Black Dragons but not regular ones, that makes sense -.- I've added those. If there's any other popular range training monsters that appear to be missing, feel free to request them. If you find a monster missing, you could also look up the monster's hp in the bestiary and then enter it manually in the calculator. Also, this should be in the calculators and maps subforum - moving this topic.
  21. UCP > Board Settings > Display Settings; display options for signatures, avatars and images are found there. Disabling images turns every image in a post into a link to said image, including signature images.
  22. I used to alch at the wilderness border near Edgeville. There used to be plenty of fighting going on to keep you entertained during your extended clicking sessions :)
  23. Well, err, that screenshot only shows you managed to get yourself reported (and found guilty by the folks over at the office) eleven different times, but you never mention what you were reported for. While I do think that sometimes people are too trigger happy when it comes to reporting people, I find it hard to believe that all those reports are a simple case of wannabees trying to get you in trouble...considering I've never been reported in all these years I've been playing RS (or rather, never got into trouble because of it - that is to say, being reported while not breaking a rule) I find it somewhat hard to believe that this was simply because of overzealous reporters. Just mind your language a bit. While most people (including most in-game moderators, no doubt) don't really mind mild language, we both know there's some people who jump on every opportunity to report people -.-
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.