|
‚¤º°˜¨Calculation¨˜°º¤‚¸
Determine your accuracy in the following three steps, mostly based on your level and equipment bonus. For more information about specific steps: have a look at the 'Notes' in post 4 of this page.
****************************************
1. Calculate the effective level
****************************************
Melee, Ranged and Magic attack:
• Take your current level from the stats interface (Attack, Ranged or Magic level)
• Multiply by a prayer or curse stat adjustment and round down.
• If Turmoil is activated, add up 0 to 14. (Attack level only)
• Add up 8.
• Add up the attack style bonus.
• Multiply by the Void Set bonus.
• Round down and let 'EA' equal this value from here on. (Effective Attack)
Defence:
• Take your current Defence level from the stats interface.
• Multiply by a prayer or curse stat adjustment and round down.
• If Turmoil is activated, add up 0 to 14.
• Add up 8.
• Add up the attack style bonus.
• Let 'ED' equal this value from here on. (Effective Defence)
Magic defence:
• Take your current Magic level from the stats interface.
• If Leech Magic OR a Wolpertinger is active, multiply by 1.05. If BOTH are active, multiply by 1.1.
• Round down and let 'EM' equal this value. (Effective Magic Defence)
• Multiply 'EM' by 0.7 and 'ED' by 0.3.
• Round down both.
• Add up 'EM' and 'ED'. And let this equal 'ED' in the defender's roll below.
****************************************
2. Calculate the maximum roll
****************************************
• Use next formulas to calculate the maximum rolls.
(A) Attacker's roll:
A = EA * (1 + Bonus/64)
(D) Defender's roll:
D = ED * (1 + Bonus/64)
• Multiply by 10 and round down the roll to the integer.Optionally, multiply the maximum attack roll (A) by one of the listed special attacks:
Melee:
Abyssal whip: multiply by 1.1
Abyssal vine whip: multiply by 1.25
Barrelchest anchor: multiply by 2
Brackish blade: multiply by 2
Dragon dagger: multiply by 1.1
Dragon longsword: multiply by 1.1
Dragon slayer gloves: multiply by 1.1
(Full) slayer helmet, Black mask: multiply by 7/6
Salve amulet: multiply by 7/6
Salve amulet (e): multiply by 1.2
Ranged:
Full slayer helmet, Focus sight: multiply by 7/6
Magic longbow: always 100% accuracy
Magic shortbow: multiply by 1.1
Sharpshooter aura: multiply by 1.03
Greater sharpshooter aura: multiply by 1.05
Magic:
Full slayer helmet, Hexcrest: multiply by 7/6
Runic accuracy aura: multiply by 1.03
Greater runic accuracy aura: multiply by 1.05
• Round down the value.
Also note that you cannot use Dragon Slayer Gloves, a Salve amulet and/or a Slayer helmet together. Slayer helmets have priority over Salve amulets, and Dragon Slayer Gloves have priority over Slayer helmets.
****************************************
3. Calculate the accuracy
****************************************
The chance to hit is:
• If A<D:
Accuracy = (A-1) / (2D)
• If A>D:
Accuracy = 1 - (D+1) / (2A)
This value (you may want to multiply it by 100) is an estimation of the accuracy. Note that the formula isn't 100% correct, so the results are slightly off.Official from:¸‚¤º°˜¨Notes¨˜°º¤‚¸
________________________
1. Attack style bonus
________________________
The attack style bonus is determined by the type of attacking in the combat style interface.
Melee:
Accurate: add up 3 Attack levels
Defensive: add up 3 Defence levels
Controlled: add up 1 Attack and 1 Defence level
Ranged:
Accurate / Short fuse: add up 3 Ranged levels
Long range / Long fuse: add up 3 Defence levels
Magic:
If the previous attack style was defensive before autocasting a spell was selected: add up 3 Defence levels. 'Toggle defensive casting' does not affect this.
________________________
2. Prayer bonus
________________________
Prayer adjustments will increase the visible level by a percentage.
For Turmoil, multiply attack or defence by 1.15 and take the remaining bonus as an addition. So a 29% bonus equals 15% + 14.
Magic boosting prayers do not affect magic defence, but magic curses do, however.
Defence prayers or curses affect magic defence indirectly, via Defence.
________________________
3. Void Knight Armour
________________________
Melee Set: multiply by 1.1
Ranged Set: multiply by 1.1
Magic Set: multiply by 1.3
________________________
4. Summoning Familiars
________________________
Some familiars may modify the defence stats. Note that these modifications will be visible in the equipment stats screen and have already been calculated while the familiar is summoned.
Iron Titan: all melee defence bonuses are multiplied by 1.1
Steel Titan: all melee defence bonuses are multiplied by 1.15
________________________
5. Dwarf multicannon (DMC)
________________________
The accuracy of the multicannon is calculated in the same way as the accuracy of the user. The roll is based on the current attack style of the player. The cannon always has the same accuracy as the user at that moment. May not work for magic combat.
Forums - RuneScape - MMORPG - The No. 1 Free Online Multiplayer Game
Goodjob, will probably use these
This has been the 10th time I have seen this on here. Also this is a guess at the accuracy, Jagex have never released any parts of the calculation.
Looks good man.
What ever it is i'm sure it's extremely basic just like the max hit and combat level ones are.
« Previous Thread | Next Thread » |
Thread Information |
Users Browsing this ThreadThere are currently 1 users browsing this thread. (0 members and 1 guests) |