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Post by wintermute1984 on Jan 14, 2013 16:16:41 GMT
Hi all,
first of all, let me say that RS is the only game is really play these days. It is amazing and a lot of fun.
I've been trying to mod a little and I noticed that I can set an item's stats in the CSV files.
Now I am wondering if I should do a little combat rework for my mod, but I noticed that I have no clue how a hit is calculated in the game.
I know how damage works from the WIKI, but I could not find any information about the to-hit formula.
Could a DEV or modding pro please shed some light on this?
I assume it is something like ATK vs DEF, but is there a random element to it? Does it check against a percentage chance to hit, or is it like D&D to-hit roll with a certain target number you have to reach?
Thanks a lot!
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Post by zaimoni on Jan 15, 2013 11:31:31 GMT
The to-hit calculation is in a very early post in the forums, and is hard-coded. My impression is that there was a rescaling somewhen between RS4 and RS6 so I'll just review the current situation:
ATK and DEF are actually maximum values. Using dN notation, the to-hit calculation is 2d(ATK/2)>2d(DEF/2). I have not checked whether ties hit or miss (that is, I have not confirmed whether the > is actually >= ).
Also, the critical failure rate does affect crossbows (they automatically miss rather than jam like firearms, or break like non-artifact melee weapons). Critical failure dominates the ATK vs. DEF check, although this may not be obvious because saving the game alters the RNG state.
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Post by wintermute1984 on Jan 15, 2013 18:45:40 GMT
Thank you very much!
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