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Consistency in combat


Omali

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At the time of this writing, I have 80 defense. My latest slayer task was Black Demons, of which I can usually kill 1-2 per monkfish.

 

 

 

Just now I was finishing up the task and both of us hit 3 0's in a row. Then the Black Demon barraged me:

 

 

 

7-9-14-10-12-14-16-12-5-8-3-6-12-10-0

 

 

 

That's almost 140 damage done, all in a row. Instead of using one monkfish per demon, I ended up using twelve monkfish overall because, after this, I was hit for another 40 damage over the course of the fight.

 

 

 

I understand there's a random number generator deciding hits, but it needs to be more consistent. The fact that, at 106 combat, I also hit 4 0's in a row (with a whip) against a level 2 man just goes to show that this system needs to be reworked. Armor protection needs to be consistent, and weapons need to be consistent.

 

 

 

And that goes for Mage and Range as well.

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Anyone who's smart prays them.
But that's totally irrelevant- what he's talking about is a lack of consistency. Since we have no range in which we hit, you could just as easily get string of ten max hits or ten 0s. If we count zeroes as misses, this would still give your character a chance of hitting ten ones. Looking at most other games, we can see that a system in which you have a max and a min hit works just dandy. Of course, Jagex could tweak the system to allow your character to hit his median damage the most often...
If the CORPORAL beast is this hard, imagine how hard a GENERAL or COLONEL beast would be. a corporal is not even an admirable rank in armies that use that ranking system.

 

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Yes, this happens a lot to me too when fighting monsters and even players. It also happens to my own hits, like all of a sudden I'm hitting a lot for a minute, then hitting a lot of zeroes. I think it's just a bi effect of the randomness system, it creates random patterns such as hitting a lot for a minute.

 

 

 

Anyone who's smart prays them.

 

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I bit of randomness and variation adds to the element of the game. I still hit plenty of 0s at 99 attack, but why wouldnt i? Just because im 99 it doesnt merit me hitting 30+ every time i lash my whip. Youre 106 combat lol you have nothing to complain about. At 100k xp an hour (which is the best melee xp in an hour u can get pretty much) you are getting a little over 1.5k xp a minute, lets round down to make it more accurate.

 

 

 

1.5k xp a minute is...25 xp a second?

 

 

 

That means youre averaging 6 damage a second....more than enough

 

 

 

Even with the average slayer...averaging 50k xp an hour, thats 3 damage a second (more depending on the task i get like 60-70k an hour at dark beasts)

 

 

 

In the end, youre saying they should make it all definite on how much damage you deal, which would greatly take away from the game. You reallly need to rethink your idea

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In the end, youre saying they should make it all definite on how much damage you deal, which would greatly take away from the game. You reallly need to rethink your idea

 

 

 

Um...No, I said they should make it more consistent. A black demon suddely going agro and hitting:

 

 

 

 

7-9-14-10-12-14-16-12-5-8-3-6-12-10-0

 

 

 

all in a row is not consistent when 99% of the time it never hits that hard, that fast.

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the "range" of hits sounds alot like warcrafts system, depending on the weponary you can hit (for example) 30-31. This means you always hit, but hit either 30 or 31....but then again warcraft has hp in the high hundreds so the consistent hits would have to be lowered. This would also totally negate the need for def in pvp since you would "always" hit something ( correct me if im wrong 'cause i dont think im right)

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the "range" of hits sounds alot like warcrafts system, depending on the weponary you can hit (for example) 30-31. This means you always hit, but hit either 30 or 31....but then again warcraft has hp in the high hundreds so the consistent hits would have to be lowered. This would also totally negate the need for def in pvp since you would "always" hit something ( correct me if im wrong 'cause i dont think im right)

 

 

 

I don't want a definite range of hits. What I want is more consistency. At level 106, now 107, a monster shouldn't be going agro on me and suddenly hit a consisten 140+ damage over 15 or 16 consecutive hits, when the same monster would normally hit maybe once or twice.

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I don't want a definite range of hits. What I want is more consistency. At level 106, now 107, a monster shouldn't be going agro on me and suddenly hit a consisten 140+ damage over 15 or 16 consecutive hits, when the same monster would normally hit maybe once or twice.

 

 

 

 

I think jagex is already stretching the margin with their programming, the random number generator ( or whatever ) probably couldnt handle a complex thing like that. i think its either random numbers, or definite numbers.

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I do agree, though some things are just meant to be more consistent.

 

 

 

Although black demons have quite low defence, and an apparent high strength..

 

 

 

It's all based on a random generator, as everyone knows, and it is currently way to consistent. But you cant change something so drastic

 

without higher level people flaming the decisions "Its so overpowered now, we had to get it a harder way".

 

 

 

Gotta leave it this way.

 

 

 

Just be thannkful you didnt get completely owned by something like the inadequacy :o

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Just be thannkful you didnt get completely owned by something like the inadequacy :o

 

 

 

The inadequacy....That's from Dream Mentor, am I correct?

 

 

 

I got owned by the inadequacy, he took an entire inventory out of me from me the first time by hitting constantly, always over 10. Second time through he barely hit at all.

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hmm yeah this is interesting, i have noticed it too

 

 

 

example, i beat my freind in a duel multiple times. all of his stats were 15+ higher than me except attack, which was the same. we wore identical armour, weapons, didnt pot or pray, and used identical attack styles.

 

 

 

but somehow, i beat him 7/10 times. there is clearly a problem...

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I've also experienced these inconsistencies ever since I began to PvP.

 

Sometimes you can beat another player with better stats then you.

 

 

 

This is one of the reasons why I choose to PvP with and against 1 defence. It takes away the majority of 'randomness'. You either beat the player or not, none of that guessing if your stats match up against them.

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The random number generator is actualy not random. It is definatly weighted and all a 100cb needs to do to see this is go find something in the level 20 - 30 range. You will notice that at some point, you hit lower on low levels. This game rewards a set xp per damage done. In many games killing something way below your level gives you nill - to completly insignificant exp. This game compensates by making you ineffective against something really weak if you are powerful. Now there are again limits to this, as I almost never hit 0 on a chicken, but I do hit the occassional 1-2 with whip. What the game lacks is a greater than zero limit. Normally a weapon in say Diablo, does say 2-4 damage (necromancers starting wand), to things like 10-17 or 1-31. There are other modifyers afterwards, and zeros can happen, but if you hit the base for calculations will be atleast your weapons minimum.

 

 

 

Basicly it would be like the whip hitting no less than 10 (unless hp remaining is >10) at 70 str.

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would your "more consistant" plan make getting melee xp faster

 

 

 

No. What it would do is stop situations like what I mentioned above from happening.

 

 

 

Well, if it doesnt change xp rates per hour in the end it all works out to be the same, and updating it to make it more consistant would be pointless. Ive never had a problem with getting hit too much or getting hit inconsistantly. I can see what you are angry about...i just dont agree that it needs to be changed.

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the "range" of hits sounds alot like warcrafts system, depending on the weponary you can hit (for example) 30-31. This means you always hit, but hit either 30 or 31....but then again warcraft has hp in the high hundreds so the consistent hits would have to be lowered. This would also totally negate the need for def in pvp since you would "always" hit something ( correct me if im wrong 'cause i dont think im right)
Well, you asked for it... In WoW, you can still miss, they can dodge, parry, and block. True, block only mitigates the damage, but the other three ensure you hit zeros. Plus, armor reduces damage dealt by a percentage that you, the player, can see.
If the CORPORAL beast is this hard, imagine how hard a GENERAL or COLONEL beast would be. a corporal is not even an admirable rank in armies that use that ranking system.

 

Yeah, it is a pking minigame, so any arguments anybody makes will probably be biased.

The best way this will end :Everybody just says,"I'm not arguing with you anymore, goodbye."

The worst way this will end: I don't really know, psychological warfare? Worldwide thermonuclear war? Pie eating contest?

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I've noticed, if you use a special right after you hit a high damage, you have a better chance of hitting better on your special. I've tried multiple times after a 0, and I got terrible hits. I think it's designed that way so you have better hits.

 

 

 

Just an example of not-so-random hits...

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  • 2 months later...

Here is my oppinion on the matter.

 

 

 

Attack levels are the training of creating damage eg a 1 or above. So a level 60 attack will hit less often with the same weapon as someone with 70 attack. However obvious this is, a lot of you are stating you do not understand that!

 

 

 

Strength is trained to increase the power of each attack, but as this is not the problem here, i shall go no further on that.

 

 

 

Here goes a rant of my own....most the people here i assume have played the game for at least a few months, and yet you have not figured that RS is primarily luck? I have 99 attack, and sure enough I hit 0s every now and again, sometimes in a row as stated by the thread owner. Yeah i may get slightly frustrated, and think come on hit! like i bet a lot of people think to themselves haha, but to be honest if we hit the same damage every time, i for sure would be bored!

 

 

 

This, although maybe not directly relevant comes onto drop rates. Some people kill 1 monster and get a visage, others are yet to obtain one after months of camping. Unfair? Maybe so, but if everyone got one for sure after say 1000 kills, the value would drop and so it would no longer be an achievement. If RS changed to a non-random simulator, a rare drop would no longer be an achievement! Same goes for hitting damage. People suggest a guaranteed hit? Whats the point in defence? Strength wins everytime in that case, therefore making 2 of the 3 combat skills pointless.

 

 

 

Anyone heard of the lvl 126 (f2p) who got killed in the original wildy by a pure strength with 60 attack (1 iteming basically), even though he was wearing barrows armour? If you didnt have that luck factor, the game would be too one sided, and unsuspected pking victories like this would not happen. period!

 

 

 

I have to feel for the thread owner for getting knocked about by a random NPC, but it happens to everyone at some point!

 

 

 

Conclusion - Imagine this scenario....

 

Two guys in a pub have an argument, it gets out of hand and a fighjt starts outside. One is muscular and well built, the other an average bloke. You expect the strong guy to win right? He can miss? exactly. Probably because he is drunk but you know haha 90% of the time he would win, but the other 10% he misses and gets beaten.

 

 

 

Stats on RS represent an average. Stats do not lie, but it is not a scientific guarantee!

 

 

 

Random is more fun!!

 

 

 

PS Not aimed at any particular person.

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Random number generators generate random numbers. Self-explanatory.

 

 

 

(The above statement is endorsed by the Jagex Loving Fanboy Fascist Communist Ignorant Grammar Nazi Jagex-[wagon]-kissing Skillerwho clearly just got owned by a Pure and therefore hate pvp)

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