Levells Posted November 4, 2012 Share Posted November 4, 2012 I know the consensus is to maximize strength, but sometimes I've wondered about the loss of accuracy. I know it isn't as much of a concern against 'standard' monsters, but I don't always hit too often in my non void gear against, say K'ril , as I do against other monsters I might be killing. This is the setup I've been using (and now that I think about it, the tank is in gano so maybe I can borrow his bcp/tassets) And would it be better to bring a berserker ring or tokkul-zo?[set=head:6698,body:1447,legs:4616,gloves:4675,boots:7070,neck:4309,cape:9045,ring:842,weapon:1010,shield:10763] Void[set=head:7532,body:10640,legs:10637,gloves:4675,boots:7070,neck:4309,cape:9045,ring:842,weapon:1010,shield:10581] The void setup ends up w/ only slightly higher strength, but is the lowered accuracy worth it for bossing? I know there's hidden multipliers/additives that go in places, so I might be wrong in thinking this. If so, can anyone better explain? I know Quyneax had posted the formula somewhere in a Void thread and I had come to the conclusion that it was lower accuracy but the tradeoff was generally worth it. And before it's brought up, yes I am working on finishing off prayer for turm, I know what I need to do for at least extremes, and I am slowly working on a chaotic. Money doesn't fall from the sky, but I'm hoping it falls from K'ril and glacors. Link to comment Share on other sites More sharing options...
Hedgehog Posted November 4, 2012 Share Posted November 4, 2012 Three dice are rolled every attack: the attack die, the strength die, and the opponent's defense die. If the attack die is greater than the defense die, the hit lands and the strength die is rolled. The strength die determines how much is damage is done. The max rolls of each die can be determined using the following formulae: Max attack roll (MAR): Max defense roll (MDR): These are then multiplied by 10 and floored. The style variable can be filled with 3 for accurate or defensive styles, or 1 for controlled styles. The void variable can be filled with 1.1 for melee and range and 1.3 for magic. The prayer variable can be filled with the bonus listed in-game. The turmoil variable can be filled with the total bonus (as listed in-game) minus 1.15. Example: If the bonus is listed as 1.35 in-game, the prayer variable would be equal to 1.15 and the turmoil variable would be 20. Paleas also found that max attack roll can be multiplied by the following, when applicable: Melee: Abyssal whip: multiply by 1.1Abyssal vine whip: multiply by 1.25Barrelchest anchor: multiply by 2Brackish blade: multiply by 2Dragon dagger: multiply by 1.1Dragon longsword: multiply by 1.1Dragon slayer gloves: multiply by 1.1(Full) slayer helmet, Black mask: multiply by 7/6Salve amulet: multiply by 7/6Salve amulet (e): multiply by 1.2 Ranged: Full slayer helmet, Focus sight: multiply by 7/6Magic longbow: always 100% accuracyMagic shortbow: multiply by 1.1Sharpshooter aura: multiply by 1.03Greater sharpshooter aura: multiply by 1.05 Magic: Full slayer helmet, Hexcrest: multiply by 7/6Runic accuracy aura: multiply by 1.03Greater runic accuracy aura: multiply by 1.05 Thus, we can assume the following, where A is the max attack roll, and D is the max defense roll: If the attack hits, the damage dealt must be determined. This is equal to the strength roll. The max strength roll can be determined with the following formulae: Max Strength Roll (MSR): The style variable can be filled with 3 for aggressive styles, or 1 for controlled styles. The void variable can be filled with 1.1 for melee and range. Round down one extra time if using void range. The prayer variable can be filled with the bonus listed in-game. The turmoil variable can be filled with 9 if turmoil is active. Next, multiply by bonus damage, as determined by Obliv:~MELEE SPECIAL ATTACKS AND BONUSES~Armadyl Godsword: Multiply by 1.375 (1.25*1.10).†Balmung: Multiply by 1.45.Bandos Godsword: Multiply by 1.21 (1.10*1.10).Berserker Necklace + Obsidian Weapon: Multiply by 1.20.*Black Mask: Multiply by 7/6.Castle Wars Bracelet: Multiply by 1.20.Dharok Set Effect: Increase the damage by an equal proportion to the proportion of Life Points lost. For example, if you have 99/990 LP (90% life lost), multiply by 1.90.Dragon Claws: Set M equal to your max hit. Where [[x]] means to round x down, your hits are: [[M]] + [[M/2]] + [[M/4]] + [[M/4 + 1]]. The maximum damage will be 2M±1.Dragon Dagger: Multiply by 1.15.†Dragon Halberd: Multiply by 1.10.†Dragon Longsword: Multiply by 1.25.†Dragon Mace: Multiply by 1.45.*Full Slayer Helmet: Multiply by 7/6.Keris: Multiply by 3. †When you do not puncture a hole in your opponent's chitin with the special, the damage increase is still approximately 25% (ONLY versus appropriate enemies).Korasi's Sword: Multiply by 1.50.†Rune Claws: Multiply by 1.10.*Salve Amulet: Multiply by 7/6.*Salve Amulet(e): Multiply by 1.20.Saradomin Sword: Add 150.Saradomin Godsword: Multiply by 1.10.*Slayer Helmet: Multiply by 7/6.Statius's Warhammer: Multiply by 1.25.Vesta's Longsword: Multiply by 1.20.Zamorak Godsword: Multiply by 1.10. ~RANGED SPECIAL ATTACKS AND BONUSES~Dark Bow, with Dragon Arrows: Multiply by 1.50.Dark Bow, without Dragon Arrows: Multiply by 1.30.†Diamond Bolts: Multiply by 1.15.†Dragon Bolts: Multiply by 1.45.Focus Sight: Multiply by 7/6.Full Slayer Helmet: Multiply by 7/6.Guthix Bow: Multiply by 1.50.Kayle's Sling: Multiply by 0.90.Morrigan's Throwing Axe: Multiply by 1.20.†Onyx Bolts: Multiply by 1.20.†Opal Bolts: Multiply by 1.25.Sling: Multiply by 0.90.Zanik's Crossbow: Add 150 to the damage, +10 more per god item your opponent wields.Zamorak Bow: Multiply by 2.00. ~OTHER SPECIAL ATTACKS AND BONUSES~Ferocious Ring: Add 40. (Kuradal's Dungeon only)Fire Cape: Add 40. (Ice Strykewyrms only) * The black mask and salve amulet do not stack. Use only the black mask if both are available.† Denotes modifiers that are neither rigorously tested nor stated in the manual. All of this information is nice, but we need a way put all of it together. The best way is using a unit called damage per second (DPS), which can be derived using the following formula: The AD (Average Damage) variable can be filled with MSR/2 or (MSR+1)/2. There is no way for us to know whether or not it is possible to roll a 0 on the strength die, due to the inability to achieve a -64 strength bonus. The CD (Cool Down) variable can be filled with the time (in seconds) between attacks. In general, void will be better than barrows. If you find yourself getting shit on, then try bandos. I've had success using void at every possible boss, but my stats are higher than yours. Link to comment Share on other sites More sharing options...
Levells Posted November 4, 2012 Author Share Posted November 4, 2012 You just gave me an early Christmas gift. Thanks. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now