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Range void actual effects? (It's clearly not 10%.)

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Well. Tip.it gallery and max hit calc say that it's 10% accuracy and damage, which is clearly wrong.

 

Anyone know the actual figure? I can't seem to find it anywhere. Damage should be easy to work out, accuracy, not so easy. (Nothing states they're necessarily the same number.)

 

Because there are so many numbers floating around, part of me thinks that it may be situational on other things such as current range attack/strength/level... Just a theory though.

CNqWHdA.jpg

the damage multiplier is 1.1^2

 

people from the max hit thread on the rs forums figured it out I think.

It could be that it multiplies both damage and ranged level, which would lead to that since ranged level also governs damage.

^ hmm interesting point. Yeah, it seems very likely that it could be 1.1x each to the level and and damage. It would explain why jagex says it gives 10% to each.

It's believed that the 10% accuracy is actually just 10% ranged levels, which in itself would give a damage boost. The 10% damage boost then stacks with these hidden levels, giving a 1.21 multiplier.

I'm pretty sure void range multiplies your range level by 1.1 twice, rounding down to an integer each time.

 

Then your Max hit is 5 + (modified level) * (1 + rangedstr/64)

93959819.png

 

Leaaf.png

That would also result in a +21% atk mod. You sure about that?

^ that's only if the attack/damage rolls are modified in the same way (just because the level is modified in one way during one calculation doesn't mean it couldn't be modified differently in another, i don't think - unless the formulas both call the modified range level first, and don't modify after).

 

sinkhan seems likely to have it right - and we might be able to test which way it works because of the constants in the formulas, which get changed depending on how things are modified.

I don't know what you mean by our gallery? The items database page that our ranged max hit calculator refers to does state 10% which is clearly wrong. I'll go change that momentarily.

 

Our calculator follows Obliv's formula, aside from a few minor differences - please refer to [qfc]154-155-606-60798052[/qfc] for more information. Basically, it is as Leaf says. Multiply ranged level by 1.1, round down, multiply by 1.1, round down again, for an approximately-but-not-quite 20% boost.

  • Author

I don't know what you mean by our gallery? The items database page that our ranged max hit calculator refers to does state 10% which is clearly wrong. I'll go change that momentarily.

 

Our calculator follows Obliv's formula, aside from a few minor differences - please refer to [qfc]154-155-606-60798052[/qfc] for more information. Basically, it is as Leaf says. Multiply ranged level by 1.1, round down, multiply by 1.1, round down again, for an approximately-but-not-quite 20% boost.

Ahh. And do range boosts, such as extreme ranging potion or prayers effect either of those 1.1s?

 

If not, and we're rounding down, wouldn't 99 range be exactly 18% boost?

CNqWHdA.jpg

Judging on Obliv's explanation, it seems that both potion boosts and ranged boosts from prayer are included when multiplying, both times.

 

For plain level 99, the following would occur:

 

99 * 1.1 = 108.9 = 108

108 * 1.1 = 118.8 = 118

 

That's an increase of around 19.2%.

 

 

If you were to boost your ranged to exactly level 100, we'd have:

 

100 * 1.1 = 110

110 * 1.1 = 121

 

For an increase of 21%. So yeah, the exact percentage varies a little bit.

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