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Attack levels do more damage than strength? Find out.


m0ma1

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14-15-833-58039038

 

 

 

That is the quick find code to my thread in the RS forums about this topic. All my math and explanations are posted there.

 

 

 

Here is what I need from the Tip.it community - I need people of all attack/strength levels to help me figure out precisely how much one attack level helps your accuracy.

 

 

 

What I need people to help me do is to attack a rock crab 1,000 times while naked and have me record the results, and calculate results from there. If you'd be interested in helping me figure out the formula Jagex uses to determine accuracy per attack level, please post here or PM me in game. My ingame name is M_0_M_A.

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Hitting a rock crab a 1000 times is quite a lot. Wouldn't a few hundred do just as good? You'd be getting more response from people if you make their task a little less hard. I mean... 1000 times, darn. I'm aware of statistic relevance, but this sounds a bit over the top.

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1000 rock crabs?

 

 

 

I honestly doubt many people will waste their time punching 1000rock crabs and recording the....what what are they suppsoed to record? time, hits, chickens, penguins?

 

 

 

Nice idea, but i doubt many people will decide to help.

 

 

 

Also, if you made the monster to kill f2p, you may get the f2p community of TIF at it too.

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My personal opinion is that you should do level 25 experiments. They have 1 attack/strength/defence I believe (100hp) and the defence of rock crabs (if any) would not interfere. But good luck in the calculations :)

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1000 rock crabs?

 

 

 

I honestly doubt many people will waste their time punching 1000rock crabs and recording the....what what are they suppsoed to record? time, hits, chickens, penguins?

 

 

 

Nice idea, but i doubt many people will decide to help.

 

 

 

Also, if you made the monster to kill f2p, you may get the f2p community of TIF at it too.

 

He's talking about a 1000 hits, not a 1000 crabs.

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Firstly, I'm talking about 1,000 attacks made against rock crabs, not killing 1,000 rock crabs. Secondly, I've tried this experiment unsuccessfully before with a sample size of 200, and because of the random number game that Jagex has in place that effects so much of the combat system, I'd much prefer a 1,000 sample size.

 

 

 

No one needs to record anything except for me, I'll record every last hit you make and crunch my numbers from there.

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you also need to make sure players dont keep in mind their hits when the rock crab is down to its last 10-15hp or so (whatever the max hit is while not using a weapon. idk the number)

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1000 rock crabs?

 

 

 

I honestly doubt many people will waste their time punching 1000rock crabs and recording the....what what are they suppsoed to record? time, hits, chickens, penguins?

 

 

 

Nice idea, but i doubt many people will decide to help.

 

 

 

Also, if you made the monster to kill f2p, you may get the f2p community of TIF at it too.

 

He's talking about a 1000 hits, not a 1000 crabs.

 

alright my bad. Misunderstood slightly.

 

 

 

But still, it's going to be hard counting 1000hits. and my point still stands, what should you record.

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Attack mostly contributes to accuracy; letting you hit closer to your max hit more often. It also contributes indirectly to your max by allowing you to use weapons with higher str bonuses. Its direct impact on your max is low, but it does contribute. Strength's only impact is max hit; it doesn't increase the chance of hitting hard, it simply increases how hard you can hit.

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basically to sum the article/RSOF thread you provided, a player wants a balance of accuracy and max hit to get a good damage rate

 

 

 

if anybody of you have taken high school calculus, you should be familiar with the concept of the maximum area of a rectangle of limited perimeter is a square

 

granted you cant really define accuracy and max hit in the same units, you are definitely looking for a certain golden ratio

 

 

 

but here's the deal, the defense level on the enemy factors into your accuracy

 

 

 

what you get is that the higher the enemy's defense level(and armor), the higher an attack level you would desire

 

the lower their defense, the higher a strength level you would desire

 

 

 

that's why duelist pures back in the day had high attack/defense, because every serious duelist had high defense in the day

 

they needed a high attack level simply to compensate

 

 

 

meanwhile pkers generally have low defense, so other pkers dont need a high attack level have a sufficient accuracy

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There's an easier way to track this. It works on the assumption that every hit averages to half your max. So, just track the number of rock crabs (or hell hounds, or dragons, or unicorns) you kill and how long it took you.

 

 

 

Anyway, the process:

 

 

 

Set your attack to the level you want (don't use potions as that alters over time).

 

Get a stop watch, be able to quickly pause during periods of lasped combat (or random events).

 

 

 

Attack. Keep an accurate count on how many you kill.

 

 

 

Let's say you have a max damage of 24 using a whip. That averages to 12 damage per successful hit. You kill 200 rock crabs over an hour. That's 10,060 damage done (200 kills * 50 hit points + 60 healed). Divided by 12, that's about 838 successful hits in 1 hour.

 

 

 

Ok, what does that mean for attack chance? You're using a whip. It attacks 24 times a minute, or 1440 times an hour. 838 hits means a 58% chance to hit.\

 

 

 

For data, just give the following information:

 

 

 

Attack skill, Attack bonus. (80 atk, 100 slash bonus)

 

Max damage, and weapon speed (24 max damage, 24 hits a minute)

 

Animal used, number killed, time took to kill (rock crabs 50 hps, 200 killed, 60 minutes).

 

 

 

With the above, it's easy to get a attack chance. With that, we only have to look at how well an 80 attack does with 100 bonus, versus one with a 50 bonus.

 

 

 

Notes:

 

 

 

It's best if the same creature is used (defense level is same). It's better if the creature is not a low level trainer (easier to tell benefits of bonuses this way). It's best if the same attack style is use (slash for instance).

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Let's pretend NPCs have defense levels for the sake of my post...

 

 

 

We have 3 players:

 

Bob - 80 attack, 40 strength

 

Bill - 60 attack, 60 strength

 

Brad - 40 attack, 80 strength

 

 

 

Let's assume we are in F2P and each is wielding a rune scimitar.

 

 

 

Against an NPC with 80 defense, Bob would yield the most xp per hour.

 

Against an NPC with 20 defense, Bill would probably yield the most xp per hour.

 

Against an NPC with 1 defense, Brad would yield the most xp per hour.

 

 

 

Hate to break it to you, but it's all circumstantial...I really don't see what point this has at all because it's not like you're going to be able to correlate accuracy on rock crabs at certain attack levels to accuracy on say gorillas at certain attack levels.

 

 

 

Edit - In order to find any useful info, we'd have to know what each NPCs defense bonuses are....which we don't and as of yet there's no way to find out.

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Let's pretend NPCs have defense levels for the sake of my post...

 

 

 

We have 3 players:

 

Bob - 80 attack, 40 strength

 

Bill - 60 attack, 60 strength

 

Brad - 40 attack, 80 strength

 

 

 

Against an NPC with 80 defense, Bob would yield the most xp per hour.

 

Against an NPC with 20 defense, Bill would probably yield the most xp per hour.

 

Against an NPC with 1 defense, Brad would yield the most xp per hour.

 

 

Thats not right, Brad would definitely not get the most exp because he can only wield rune.

 

 

 

I doubt bill would get more exp than bob because his attack is only 60 compared to bobs 80. His max hit may be a little higher but he'll be hitting a lot less.

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