Runescape's Multiplyin' Them Numbers

By In Uncategorized

Alright, so based on the previous blog, most if not all of you are sick of Runescape (and probably sick of me blogging about Runescape). Nonetheless, I'll still produce some mid-quality blogs based on said game because it vents my feelings.

Today is March 3, 2010.

And Runescape did something I'd probably never imagine: they renovated the Hitpoints system. Everything hitpoints-related has been raised tenfold. If you had 70 hp, now you have 700 hp; if you inflicted 100 damage, now you'll cut down your opponents with a whopping 1000 damage! Of course, the same applies for every life-bearing creature in the game, so that chicken there? It has 30 hp.

Now, I've been studying statistics right now, so what does this change give us? Well, it means we'll see bigger damage (so you people who have never seen yourself hit more than a 5? Now you can hit 50). It also means the range of damage has increased- yes, you can still hit 1, 2, 3 and all the numbers in between whatever your max hit is now and 0. Theoretically, this means that your chance of hitting a killing blow is diminished (more range of attack with the same probability for every attack = smaller probability). I'd say that that's gonna suck for those PKers out there. Technically, though, in the long run, you should be seeing the same normal distribution of average damage over a period of time, though the extremes will become less frequent.

In the end, there's some good and some bad out of it. The good is that you'll be more likely to hit SOME damage (because like the max damage, your 0 damage also has a much more diminished chance of occurring, but it still happens, sadly). The bad is that if you're not used to it, you'll be freaking when that lvl 16 thief whacks you in the face for a meager 23 damage.

In other news, world domination is at an all-time low! Global economic struggles as well as international strife have made nations too busy worrying about themselves to take over the Earth!

9 Comments

Arladerus 4 March 2010 Reply

SRSLY

tarheel91 4 March 2010 Reply

Probability of getting a killing blow will only decrease if damage was rounded up beforehand.

Arladerus 4 March 2010 Reply

Tarheel, I read what you said over like 5 times, and unless I misinterpreted, what you said would only make sense if they divided all the numbers by 10…

Arladerus 4 March 2010 Reply

Ah.. I get what you mean now. Probability is definitely decreased, and it was definitely rounded up before. I just hit a 67, leaving the enemy with 3 hp left. I’m pretty sure it would normally have been a 7 damage with none to spare.

Dustin 5 March 2010 Reply

Arly, it’s an entirely new system. There would have been no in between in the old system. It would be either 6 or 7; anything in between wasn’t in the system, it was a randomization process. For example, you put a few names into a randomization program, like Dustin, Arladerus, Tar, and Darkness. It’s going to give you a name. Let’s say Arladerus. It’s not Arladerus and a half or Arladerus and half a Tar. It’s just Arladerus. It can’t compute things that it wasn’t programmed to recognize.

DarkDragoon 5 March 2010 Reply

I’m sure if it was a random number being generated for the damage, that it would come out as an integer value by multiplying the value found by 10, then rounding then dividing by 10. Easy way to round first decimal place.
Now you could say they’re just skipping the adding and dividing by 10 steps.
Less code=tiny spec of fasterness

Arladerus 5 March 2010 Reply

There is definitely some RNG in the calculation, no doubt. Attack and Strength (talking purely melee here) simply create the limitations of the RNG. I do believe there is still some relation between the old and new system. Let’s say you had 20 attack and 1 strength. Assuming in the old system, you hit 1 damage half the time and the other half you miss (0), that would mean the new system allows for a range of 0-10 now. However, Your 50% chance of hitting 0 is still there. What’s changed is that the other 50% chance of hitting 1 is now a range from 1 to 10…

Of course, I’m just guessing. Has Jagex made an announcement on how they coded it?

Dustin 5 March 2010 Reply
Arladerus said: There is definitely some RNG in the calculation, no doubt. Attack and Strength (talking purely melee here) simply create the limitations of the RNG. I do believe there is still some relation between the old and new system. Let’s say you had 20 attack and 1 strength. Assuming in the old system, you hit 1 damage half the time and the other half you miss (0), that would mean the new system allows for a range of 0-10 now. However, Your 50% chance of hitting 0 is still there. What’s changed is that the other 50% chance of hitting 1 is now a range from 1 to 10…

Of course, I’m just guessing. Has Jagex made an announcement on how they coded it?

I just know how they used to code it. The new system hasn’t made it into private server development yet. You’re right on the second bit though. That relation may be true. Since it dealt in ultimatums in the past, I’m sure something new has been changed.

BlackNazgul 7 March 2010 Reply

I kinda wanna see what this is about by logging in. But then again…

-=The Nazgul=-

Leave a Reply