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Accuracy

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Anyone know a approximate accuracy formula? Say I have A attack and B attack bonus while my opponent has C defence and D defence bonus. How often would I hit?

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Do you know of a good way to lower atk/def to a given level quickly?

Do you know of a good way to lower atk/def to a given level quickly?

pvp world dust devils + restore/combat potions might be your best bet.

 

I have a theory about how accuracy is calculated if you care to hear.

I believe that in addition to the dice roll that determines your damage

you also roll an "attack dice" and your opponent rolls a "defense dice"

the attack and defense rolls are calculated the same way damage is calculated

and finally if the attack and defense rolls are equal, defender wins.

 

too busy with dungeoneering data collection to bother with testing this though =D

Naaxi.png

Well you should be able to determine it well enough using 99, 118, and 125 attack. Same goes for 99, 118, 125 defence.

 

And yeah I believe that accuracy works on a dice roll type system. We just need to determine how the number of faces of the attack and defence dice are calculated.

Well any attack bonus less than -65 will NEVER hit... if you've got -65 magic attack, every spell splashes, and if you've got -65 att, all your attacks hit 0s (flower, berserker necklace, archers helm gives -65 crush)

 

So it makes you wonder if your attack bonuses are calculated before or after your opponents defence bonuses, and if there's an attack or defence bonus that means you'll always or never get hit

 

Never hit: -65

Always hit: ??

Never get hit: ??

Always get hit: ??

77yLQy8.png

Well any attack bonus less than -65 will NEVER hit... if you've got -65 magic attack, every spell splashes, and if you've got -65 att, all your attacks hit 0s (flower, berserker necklace, archers helm gives -65 crush)

 

So it makes you wonder if your attack bonuses are calculated before or after your opponents defence bonuses, and if there's an attack or defence bonus that means you'll always or never get hit

 

Never hit: -65

Always hit: ??

Never get hit: ??

Always get hit: ??

I do not believe there is a level where you will never get hit or always get hit.

there are certain monsters that cannot hit for damage (chickens)

but even the mighty jad can take damage from a rooster.

 

Post bag 38

implies that runescape's accuracy system is like a dice roll system.

in which case, regardless of your defense rating, there is always a chance that you will roll a 0 for you defence roll

 

also i have a question about the -65 never hit

i'd imagine attack/range/magic level plays a part in this as well.

is it known that -65 is the absolute minimum b4 lever hit?

or could -60 also result in a never hit circumstance.

Naaxi.png

I've hit with flowers, so yea....

whatisrush-1.png

Fisher/Woodcut------Me-----Miner/crafter----Stabber----Leecher

^Golvellius must be so proud^

FlowerPower.png

I've hit with flowers, so yea....

flowers are crush weapons, so they only have -50 accuracy

 

what I was trying to say that it's impossible to have a defense that is so high you cannot be hit.

doesn't mean it's impossible to have an attack bonus so low that it's impossible for you to land a hit.

 

If accuracy rolls are calculated anything like damage like I theorized,

you'll be unable to hit regardless of your level if you have an attack bonus of -64.

depending on your level, the attack bonus needed before you can no longer hit could be lower.

which more or less goes in line with muggi said.

 

max hit is calculated as min(1.3 + lvl/10 + atk bonus/80 + lvl * atk bonus/640)

if atk bonus = 64, then the equation simplifies to

min(1.3 - 64/80) = 0

 

so like how max hit would go to 0 if you had a -64 strength bonus

your max attack roll should go to 0, preventing you from hitting any damage at -64 atk.

Naaxi.png

Do you know of a good way to lower atk/def to a given level quickly?

pvp world dust devils + restore/combat potions might be your best bet.

 

I have a theory about how accuracy is calculated if you care to hear.

I believe that in addition to the dice roll that determines your damage

you also roll an "attack dice" and your opponent rolls a "defense dice"

the attack and defense rolls are calculated the same way damage is calculated

and finally if the attack and defense rolls are equal, defender wins.

 

too busy with dungeoneering data collection to bother with testing this though =D

 

Sound's like it's based off of the board game Risk.

Or D&D.

 

By the way, you could easily test the -64 attack bonus thing by using flowers, a berserker necklace, and a ruby ring (i) (total of -64 crush).

 

Of course you could substitute armadyl pieces and/or archer/farseer hat, since berserker necklaces are sure to be hard to find.

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