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Strength Bonus


Laura

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Say you equip a berserker ring (+4). Does your max hit increase by one or does each hit you inflict have its damage increased by one? If the former, then I have to question why this item (along with Bandos armour) is so heavily worn by players. Assuming the system gives each hit the same chance of hitting (ie, not a bell curve, which seems unlikely) wouldn't you only have (assuming your max hit is 50 with the berserker ring; 49 without) a 1/50 chance of inflicting one more damage?

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Your max hit increases by one.

 

Assuming the system gives each hit the same chance of hitting (ie, not a bell curve, which seems unlikely) wouldn't you only have (assuming your max hit is 50 with the berserker ring; 49 without) a 1/50 chance of inflicting one more damage?

 

^ That.

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I would not describe it as a 1/50 chance of hitting one more damage

since that implies that there is still a 49-sided-dice roll for the first damage, and a second 1/50 roll to hit an extra damage

 

rather think of the 49 sided dice becoming a 50 sided dice

 

of course the whole 49-50 sided dice thing does not account for the new 10x damage resolution, and the possibility of hitting 0's

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Fair question; I have always been under the impression that it only increases your max hit by 1+. The reason, I think, people wear bandos/berserker/dragonfire shield over say, barrows/warrior/rune defender, is because they like to see bigger numbers.

 

Assuming the system gives each hit the same chance of hitting (ie, not a bell curve, which seems unlikely) wouldn't you only have (assuming your max hit is 50 with the berserker ring; 49 without) a 1/50 chance of inflicting one more damage?

This interests me a lot, and I think I might ask some crew and we'll see if we can research that.

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Laura, you may find this an interesting read.

 

I am in the process of redoing the test based on the change to life points, which may favor the strength bonus over the accuracy bonus.

Qeltar, aka Charles Kozierok

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There was a thread a while ago where some of us talked about this kind of thing. It can be shown that increasing your max hit by 1 increases your average hit by 1/2, assuming equal chances of all damage levels.

 

EDIT: I should mention that this doesn't take misses into account. Also, the result is the same whether or not it is possible to have a "hit" of 0.

Edited by Monkeyguy789

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There was a thread a while ago where some of us talked about this kind of thing. It can be shown that increasing your max hit by 1 increases your average hit by 1/2, assuming equal chances of all damage levels.

 

That is what I assumed, although maybe not by 1/2. For example if your max hit was 9, and you increase it to 10, over 10 hits originally you may have on average done 45 damage, but now with the extra 1 to your max you may on average do 50 damage. That is including zero hits but not zero misses, which to my knowledge are not affected by your strength bonus, and zero hits are extremely rare(if at all possible) with the new system anyways.

 

EDIT: That is pure speculation though, have no idea if that is right at all.

Barrows: 9~2 V Brass,V Flail,2 Dh Plate,V Helm,V Skirt,T Legs,Malevolent Shield DKing: 48~6 W Ring,13 A Ring,8 M Staff,9 S Ring,7 B Ring,3 Seercull
Dragon Drops: 500+~50+ Med,26 Axe,3 Chain,10+ Legs,10+ Spear,2 D2h,10+ L Half,49 Boots,2 DDs,10+ Lump,9 Claws,50+ Dagger,14 Visage,50+ Mace,4 Scimitar,7 Hasta,Baxe,50+ Long,30+ Royal,2 Kite,4 Ward,2 Plate,Staff,Hammer,Limbs, Mattock,Halberd
GWD: 156~4 S Staff,50+ Shard,9 B Tass,13 B Plate,5 B Boots,6 A Plate,11 S Sword,8 A Hilt,4 A Skirt,9 A Helm,S Hilt,3 B Hilt,B Glove,2 A Buckler,Z Ward,Z Garb,2 Z Boots,B Shield,B Helm

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Etc: 64~3 Sceptre,B Mask,16 Whip,2 Focus Sight,5 D Bow,7 SOL,Ragefire,2 Steadfast,Arma Staff,6 Rider Armor,5 Vine,2 Razorback,2 A Wand,Abby Orb,3 Blood Shard,6 Hydrix,Gland,Asc Xbow
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