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What's the deal with accuracy?


Cantristenon

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There are some equipable items that offer you accuracy bonuses for meleeing (ie make you to hit more often):

 

[hide=Various items]I am mentioning just those that give the most bonus on that item slot.

 

Rings:

 

Warrior's ring (i): +8 slash attack

 

Onyx ring (i) +6 stab, slash and crush attack

 

 

 

Helms:

 

Warrior helm: +6 slash attack

 

Dwarven helm: +6 crush attack

 

Fighter hat: +5 stab, slash and crush attack

 

 

 

Amulets:

 

Amulet of fury: +10 stab, slash and crush attack

 

 

 

Shields:

 

Rune defender: +20 stab, +19 slash, +18 crush attack

 

 

 

Capes:

 

Fire cape: +1 stab, slash and crush attack

 

 

 

Plates:

 

Statius's platebody: +5 stab, +5 slash, +7 crush attack

 

Vesta's chainbody: +5 stab, +7 slash, +7 crush attack

 

 

 

Legs:

 

Statius's platelegs: +3 stab, +3 slash, +5 crush attack

 

Vesta's plateskirt: +3 stab, +5 slash, +5 crush attack[/hide]

 

By using those items you can get following attack bonuses:

 

+44 slash attack (+56 with pvp armour)

 

+42 stab attack (+50 with pvp armour)

 

+41 crush attack (+53 with pvp armour)

 

 

 

Well, my question is: how much these accuracy bonuses really matter? Do they make you to hit much more often against high defence opponents (bosses or players in good armour)? Or is it mostly dependant on your attack level and luck?

 

 

 

Usefulness of attack bonus is much harder to measure than usefulness of strength bonus. Everyone can easily notice how higher strength bonuses make you to hit harder. But it's much harder to see how much better you hit with high attack bonus.

 

 

 

If anyone has ever done any testing around accuracy I would be glad to hear.

 

 

 

I hope this topic has some discussion value..

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im stumped....never seen this question posted before, though i always chose a warrior ring over zerker (cheaper and i thought the accuracy bonus was something :? )

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I believe accuracy determines how often you'll hit higher numbers while the amount hit range is determined by your strength level and accumulative strength bonuses of the items you're wearing.

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Theres an easier way to test it out. find a weapon with x att bonus, and then find one with 40 higher att bonus.

 

 

 

A small example i think would be try a rune scimitar, then use a whip on something. You'l notice a huge difference if the enemy has fairly high defence.

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Umm...no information about pvp armor.....?

 

 

 

For the question, it really depends on the armor the other people wear. For example, if you are fighting against rune armor, it'd be stupid to use warrior ring over berserker one, but on the other hand, when fighting against full vesta/statius/divine, you'd see the differance of wearing these items more often as not than compared to rune. For the most part, for example, training, accuracy when you are maxed doesn't matter alot- monsters have low defencive stats(even boss monsters) and you'd always be better off using strength increasing equipment. On the other hand, when pking, most fights go down to a KO. Now surely, accurecy might help you hit 3 40's in a row, but for the most part, you'd need alot less luck to hit a single 50 for a KO.

 

 

 

Theres an easier way to test it out. find a weapon with x att bonus, and then find one with 40 higher att bonus.

 

 

 

A small example i think would be try a rune scimitar, then use a whip on something. You'l notice a huge difference if the enemy has fairly high defence.

 

Actually, that wouln't be a fair test because the increase % you get from going from a scimi->whip is alot bigger than going from a whip->vls(for example). 100%>50%

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Here's my theory on attack bonus.

 

 

 

Every time you take a swing at your opponent, a random number is generated by the game. this number is between (including) 0 and (your attack level X activated prayer X black mask/slayer helmet/void/salve amulet bonus) + your total equipment bonus. Let's say this adds up to 235. At every swing, a number between 0 and 235 is generated by the game.

 

 

 

Your opponent also gets a randomly generated number from his ( defence level X activated prayer) + total equipment bonus. Let's say this adds up to 435.

 

 

 

If the attacker gets a higher number than the defender, a successful hit is registred, BUT it then depends on the randomly generated number from (str lvl X activated prayer X black mask/slayer helmet/void/salve amulet bonus) + total equipment bonus. Let's say this adds up to 265. Any number higher that 0 will result in a damaging hit, while getting a 0 even if the attack was succesful will result in a 0 damage hit. The max hit will happen when you get that max number (or most likely the last 3-4 highest number) while also getting a hit.

 

 

 

This is mostly like rolling dices for those familiar with D & D.

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I think the bonusses mean what the chances are of hitting your opponent when using that particular style, or how likely it is that you will get hit when your opponent is using that style against you. Obviously strength bonusses then help you to raise your maximum hit determining you max possible hit. I think that's all there is to it.

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Theres an easier way to test it out. find a weapon with x att bonus, and then find one with 40 higher att bonus.

 

 

 

A small example i think would be try a rune scimitar, then use a whip on something. You'l notice a huge difference if the enemy has fairly high defence.

 

 

 

well after bonus short research...

 

 

 

set number #1: d2h, neitiznot, ammy of power, bcp, tassets, barrow gloves, d boots, regular berserker

 

-gives +104 slash and +132 str

 

 

 

set number #2: any godsword, warrior helm, ammy of accuracy, warrior (i)

 

-gives +149 slash and +132 str

 

 

 

---

 

 

 

that's the closest i found that would get same str bonus while as closest as possible to +44 slash difference (in what i found it's +45 difference), and since +1 is next to nothing, somebody can put on this gear or something similar and head to testing on lvl 1 def player and tell us how many times he hitted and how many times he missed. simple as that.

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Here's my theory on attack bonus.

 

 

 

Every time you take a swing at your opponent, a random number is generated by the game. this number is between (including) 0 and (your attack level X activated prayer X black mask/slayer helmet/void/salve amulet bonus) + your total equipment bonus. Let's say this adds up to 235. At every swing, a number between 0 and 235 is generated by the game.

 

 

 

Your opponent also gets a randomly generated number from his ( defence level X activated prayer) + total equipment bonus. Let's say this adds up to 435.

 

 

 

If the attacker gets a higher number than the defender, a successful hit is registred, BUT it then depends on the randomly generated number from (str lvl X activated prayer X black mask/slayer helmet/void/salve amulet bonus) + total equipment bonus. Let's say this adds up to 265. Any number higher that 0 will result in a damaging hit, while getting a 0 even if the attack was succesful will result in a 0 damage hit. The max hit will happen when you get that max number (or most likely the last 3-4 highest number) while also getting a hit.

 

 

 

This is mostly like rolling dices for those familiar with D & D.

 

 

 

I do believe this is correct as well. Jagex mentioned roulette wheels for rare drops before and this is extremely close to the same thing.

 

 

 

(With normal items) The highest Slash offense possible is 137 but the highest Slash defense is 399. I'd like to see these 2 sets fight eachother. Logically, the Slash defense one should win just about 100% of the time. I also personally think that if you have say 99 Attack, then that's 99 Stab, Crush and Slash offense added but I can't be sure.

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Theres an easier way to test it out. find a weapon with x att bonus, and then find one with 40 higher att bonus.

 

 

 

A small example i think would be try a rune scimitar, then use a whip on something. You'l notice a huge difference if the enemy has fairly high defence.

 

 

 

That would be unfair because a whip has +100 Str where as Rune scim has +40 or so, not sure.

 

 

 

You would need the same weapon and then just add all other attack boosting armour to change its accuracy but have the same weapon.

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I don't get how str has anything to do with it. This is for testing accuracy. Weapon str has no effect whatsoever on accuracy. Ok if you are testing the #damage per hit aswell, but i thought it was straight out testing the accuracy, and for that, str bonus shouldn't have any effect.

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Theres an easier way to test it out. find a weapon with x att bonus, and then find one with 40 higher att bonus.

 

 

 

A small example i think would be try a rune scimitar, then use a whip on something. You'l notice a huge difference if the enemy has fairly high defence.

 

 

 

That would be unfair because a whip has +100 Str where as Rune scim has +40 or so, not sure.

 

 

 

You would need the same weapon and then just add all other attack boosting armour to change its accuracy but have the same weapon.

I don't get how str has anything to do with it. This is for testing accuracy. Weapon str has no effect whatsoever on accuracy. Ok if you are testing the #damage per hit aswell, but i thought it was straight out testing the accuracy, and for that, str bonus shouldn't have any effect.

 

 

 

to answer you both:

 

I've found sets with also same str bonus, to stay only with accurate thing left. theres also the times we hit a 0, but the game do generates us successful attack, but the str is going on 0 (example: healing blade the special of the sgs while hitting 0).

 

not only it'll solve this problem, it'll show us by how better accurate factor becomes, in terms of how much damage done in x time. then (if you said str one is easy to find out), we can see what is better. and say once and for all if really zerker>warrior and if dfs>rune defender and such :roll:

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I don't get how str has anything to do with it. This is for testing accuracy. Weapon str has no effect whatsoever on accuracy. Ok if you are testing the #damage per hit aswell, but i thought it was straight out testing the accuracy, and for that, str bonus shouldn't have any effect.

 

 

 

it actually might change the outcome because if Jagex uses the way they defined the attacking and defending similar to the D & D way higher up in the thread, a bigger str bonus would make you have more numbers in the attack power set making it easier if you actually hit to hit something other than a 0. and because we cant differentiate between blocked hits and 0 hits because they both have the blue shield background durring animation, i think the same str bonus would be needed for this expiriment to work out and be unbiased to the higher str bonus.

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The reason attack isn't valued as much is because strength, while making you hit higher, also doubles as a stat that increases how often you deal damage.

 

 

 

From my experience, the combat system works kind of like this:

 

 

 

First a rng gives a number of damage your character is trying to deal, your strength and strength bonuses increase the maximum number the rng can pick.

 

 

 

Then, actually dealing the damage is based on 3 things, your attack level and your attack bonus, your opponents defense level, and how high the number is that you are trying to hit. For example, it's harder to block a 35 damage attack than a 5 damage attack (If you notice when you are fighting someone with a lot of defense/armor, the majority of your non 0 hits will be closer to your maximum damage potential than your minimum. If you are fighting something with low defense like a pure, you will see that in place of those 0s you hit before are lower numbers).

 

 

 

Because strength increases how high you hit, it also increases your accuracy.

 

 

 

Not sure how off topic I went with this, but this information has all been hypothesized by my own personal experience in combat.

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Umm...no information about pvp armor.....?

 

Fixed, thanks for pointing it out. Haven't used pvp armours myself so they somehow slipped out.

 

 

 

One problem with testing is that counting all hits manually requires a lot of effort and concentration.. I just can't think easier way to do that.

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after 5+ people pointed out why it also should be equal str...

 

we only need person to test it out 8-) any volunteers?

 

 

 

also: i hope somebody do manage to find more matching sets than mine with 0 difference, or with easier to get items. I'm not sure people would like to start testing it with pvp armor :?

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The reason attack isn't valued as much is because strength, while making you hit higher, also doubles as a stat that increases how often you deal damage.

 

 

 

From my experience, the combat system works kind of like this:

 

 

 

First a rng gives a number of damage your character is trying to deal, your strength and strength bonuses increase the maximum number the rng can pick.

 

 

 

Then, actually dealing the damage is based on 3 things, your attack level and your attack bonus, your opponents defense level, and how high the number is that you are trying to hit. For example, it's harder to block a 35 damage attack than a 5 damage attack (If you notice when you are fighting someone with a lot of defense/armor, the majority of your non 0 hits will be closer to your maximum damage potential than your minimum. If you are fighting something with low defense like a pure, you will see that in place of those 0s you hit before are lower numbers).

 

 

 

Because strength increases how high you hit, it also increases your accuracy.

 

 

 

Not sure how off topic I went with this, but this information has all been hypothesized by my own personal experience in combat.

 

 

 

I don't think your strength roll is used UNTIL you've already had a succesful attack roll.

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isn't accuarcy like attack, the higher you attack the more chances you hit

 

So if you have +0 accuraccy you would hit something like: 0,0,1,0,2,3

 

while if you have +100 accuracy you would hit something like: 5,1,10,3,4,3

 

so there are some use to accuracy... :thumbsup:

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Based on the chickens vs. jad thing that jagex posted a while back I'm betting that the idea that you first get a chance to "hit" and then how high the hit is is determined, with 0 still being possible, is correct.

 

 

 

To test this...you would need a setup which had an equal stremgth value(to avoid the differences in the number of 0 "hits"), and preferrably weapons with the same speed rating...but that should not actually change the experiment at all. You would also need a monster that is weak enough to kill repeatedly for a long time, but with decent enough defense to make you miss enough to create a notable difference...

 

 

 

Suqahs could be a decent option...maybe abby demons...

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You would also need a monster that is weak enough to kill repeatedly for a long time, but with decent enough defense to make you miss enough to create a notable difference...

 

 

 

Suqahs could be a decent option...maybe abby demons...

 

 

 

I believe players will be better solution as we can know what stats they'll have exactly. If you're saying we should get high hit points and decent def, shouldn't it be lvl 99 def with barrows and such high def bonuses and healing himself to make the fight longer?

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I don't think your strength roll is used UNTIL you've already had a succesful attack roll.

 

 

 

I think the opposite, my reasons for that are in my post. I've at least gathered a hunch from experience, do you have any evidence to say why the rng would be after the success of the attack is determined?

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I think the best way to test this is to use a whip with a rune defender, and then a whip with a obby shield. They have the same offensive bonus, but defender has +20 slash bonus. If you can see a major difference, then yes, accuracy does matter :)

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