Pantalaimone wrote:I think it is safe to say that Boa makes people quit.Boa is the anti joy of PKing

Boa1891 wrote:3 hits with the sara sword, 4.8 seconds
2 hits with dharok's axe, 4.2 seconds


Blizaga57 wrote:Boa1891 wrote:3 hits with the sara sword, 4.8 seconds
2 hits with dharok's axe, 4.2 seconds
I'll keep looking, but for now the only glaring flaw is that you assume either you're killing only one (unrealistic) or that you can attack the next monster instantly after the first is dead.
Lets kill 10 waterfiends, maxing every time, missing no attacks. Also assume the first hit has no delay time. t = 0.6 seconds, one server cycle.
Dharoks: 20 attacks = (20-1)*7t = 133t
Sara Sword: 30 attacks = (30-1)*4t = 116t
In this case, the sara sword easily beats dharok's.
(NOTE: The lag-time after the kill is not counted, and the first hit takes no time at all)
3 hits with the sara sword, 4.8 seconds
2 hits with dharok's axe, 4.2 seconds
.........
In order for this particular set-up to be even, INCLUDING post-kill lagtime, the Dharok's greataxe must be able to two-hit kill waterfiends as often as the sara sword 3 hit OR 4 hits them.
Pantalaimone wrote:I think it is safe to say that Boa makes people quit.Boa is the anti joy of PKing



This hit is applied to the enemy no matter what their HP is, however it is limited by their HP. For example, if a monster has 20 HP and your max is 20, there is a 1/21 chance you'll hit 20 to KO them (assuming the only 0 possible is a hit 0, not a miss 0). However, if your max hit is 30, there is a 11/31 chance you'll hit a 20 and KO it.
if a monster has 20 HP and your max is 20, there is a 1/21 chance you'll hit 20 to KO them
However, if your max hit is 30, there is a 11/31 chance you'll hit a 20 and KO it.



Pantalaimone wrote:I think it is safe to say that Boa makes people quit.Boa is the anti joy of PKing

Boa1891 wrote:I hate to say it to fans of attack or defence, but for terms of melee (and slayer) training speed strength is THE most important stat- Especially on monsters with lowish defence. Trust me, I have all three 99I sometimes regret getting 99 attack before strength, because strength would have sped up my attack training considerably.
Yes, you interpreted that correctly.


Boa1891 wrote:I hate to say it to fans of attack or defence, but for terms of melee (and slayer) training speed strength is THE most important stat- Especially on monsters with lowish defence. Trust me, I have all three 99I sometimes regret getting 99 attack before strength, because strength would have sped up my attack training considerably.
Yes, you interpreted that correctly.
For example: Go to lumbridge and kill the level 1 spiders. You'll almost always kill them in one hit, yeah? That's because the random number generator will almost always give you a hit higher than their HP (2?). When you eventually hit a 0 or 1 on one, it makes you feel REALLY weak.
Now imagine it in the opposite sense. If your max is 20 and you're killing something with 20HP, only one out of every 21 kills (remember, this is assuming you hit and not miss) will be a one hit kill. Once you ruin the chance for a one hit kill, the next hit couldn't be a one hit kill, meaning that for every 1 hit kill there are 20 2+ hit kills (on average), which is 40 hits, half of which have had their EXP return diminished by having their max hit cut short.
Imagine if you have a max hit of 45- There is a more than 50% chance of 1-hit killing the monster with 20HP!
h alger wrote:Dangit! I am sick to death of all these bugs here at the TS forums!
If we don't get some beta testing of these forums, I swear I am going to quit!!!!11
Boa1891 wrote: With dharok's axe in this scenario, if you launch two hits at a waterfiend you can do 0-154 damage. Since they have 128 HP, and every possible hit has the same likelihood, there is a 26/155* chance to 2-hit kill, that's 16.8%.

Lord Klotski wrote:Boa1891 wrote: With dharok's axe in this scenario, if you launch two hits at a waterfiend you can do 0-154 damage. Since they have 128 HP, and every possible hit has the same likelihood, there is a 26/155* chance to 2-hit kill, that's 16.8%.
Ahh...I get a chance to correct your math. I won't pass this up.
I will argue that the damage from 0-154 will not be uniformly distributed: that is, I argue that every possible hit from 0 - 154 does not have the same likelihood.
Let's consider a very simple situation, that will explain this problem clearly. Consider a player with a max hit of 6. He attacks twice. Assume that he hits red splats (does not miss) both times, does not hit 0's , whatever you want to call it. We can model this situation with a pair of normal dice.
As you likely know, getting a 2 has a probability of 1/36, getting a 7 has a probability of 6/36, etc. The end result of adding the two dice is biased towards the center. Even though we start out with a discrete uniform distribution, adding the two dice together looks a lot more like the normal distribution. This is due to the central limit theorem, for the record.
So here, we have two dice that "roll" from 0 - 77, assuming that there are no "misses", per se. If you want, you can construct a table by hand. That is extremely painful. We can do better, methinks.
There are 78^2 = 6084 outcomes. We are interested in the ones that have a combined sum of greater than 127, greater than or equal to 128, whatever floats your boat.
I'll call you back to the "standard dice example" for the easiest way to solve this. If you want to know the outcomes on two dice , you make a square chart that looks like THIS: http://education.yahoo.com/homework_hel ... 7-ex-1.gif. On the top and side are the two dice in question, in the middle 36 squares are the numbers that you get from combining the two dice. Note, for instance, that the numbers greater that or equal to 10, say, are in a triangle shape. This is important.
Keeping the idea of "the triangle" in mind, it's actually trivial to calculate the total outcomes greater than 128. 128-77 = 51. 77-51 + 1 is the "base of the triangle" - width of 27. Now this is a "discrete triangle" , so the area is 27+26+25+24....+1. This is easily calculated also: 27*28/2 (a formula from discrete mathematics) - gives 378.
I propose that the odds of dharoks double hitting a waterfiend is 378/6084 (6.2%).
Since I don't do things by halves, I simulated 3549 kills. 201 were double hits. That's 7.9%. Close enough, I guess. Not exactly 16% though.
h alger wrote:Dangit! I am sick to death of all these bugs here at the TS forums!
If we don't get some beta testing of these forums, I swear I am going to quit!!!!11
FinsToTheLeft wrote:
Strength probably wouldn't make a large difference on higher health monsters, like the ones assigned my Duradel. Besides, not using controlled on the whip means that one must use a Saradomin sword to train strength.
Lord Klotski wrote:Boa1891 wrote: With dharok's axe in this scenario, if you launch two hits at a waterfiend you can do 0-154 damage. Since they have 128 HP, and every possible hit has the same likelihood, there is a 26/155* chance to 2-hit kill, that's 16.8%.
Ahh...I get a chance to correct your math. I won't pass this up.
I will argue that the damage from 0-154 will not be uniformly distributed: that is, I argue that every possible hit from 0 - 154 does not have the same likelihood.
Let's consider a very simple situation, that will explain this problem clearly. Consider a player with a max hit of 6. He attacks twice. Assume that he hits red splats (does not miss) both times, does not hit 0's , whatever you want to call it. We can model this situation with a pair of normal dice.
As you likely know, getting a 2 has a probability of 1/36, getting a 7 has a probability of 6/36, etc. The end result of adding the two dice is biased towards the center. Even though we start out with a discrete uniform distribution, adding the two dice together looks a lot more like the normal distribution. This is due to the central limit theorem, for the record.
So here, we have two dice that "roll" from 0 - 77, assuming that there are no "misses", per se. If you want, you can construct a table by hand. That is extremely painful. We can do better, methinks.
There are 78^2 = 6084 outcomes. We are interested in the ones that have a combined sum of greater than 127, greater than or equal to 128, whatever floats your boat.
I'll call you back to the "standard dice example" for the easiest way to solve this. If you want to know the outcomes on two dice , you make a square chart that looks like THIS: http://education.yahoo.com/homework_hel ... 7-ex-1.gif. On the top and side are the two dice in question, in the middle 36 squares are the numbers that you get from combining the two dice. Note, for instance, that the numbers greater that or equal to 10, say, are in a triangle shape. This is important.
Keeping the idea of "the triangle" in mind, it's actually trivial to calculate the total outcomes greater than 128. 128-77 = 51. 77-51 + 1 is the "base of the triangle" - width of 27. Now this is a "discrete triangle" , so the area is 27+26+25+24....+1. This is easily calculated also: 27*28/2 (a formula from discrete mathematics) - gives 378.
I propose that the odds of dharoks double hitting a waterfiend is 378/6084 (6.2%).
Since I don't do things by halves, I simulated 3549 kills. 201 were double hits. That's 7.9%. Close enough, I guess. Not exactly 16% though.
Qeltar wrote:Well, too tired to read through all the math. All I know is that regardless of the theory, if you actually measure kill rates, Dharoks is the fastest -- assuming you use Piety, which you should anyway.
Pantalaimone wrote:I think it is safe to say that Boa makes people quit.Boa is the anti joy of PKing


Lord Klotski wrote:Kk, I'll get a simulation happening for you right now. I'll post results shortly.
As far as education goes, I'm 18 and finished two years of university.
I owed this correction to you, I must say - you've eaten me alive on most everything that I've written lately, so I just had to return the favour.
FWIW, I can even simulate average kill time with the DH and the SS. If you own a TI graphing calculator, I could even explain to you how to write a simple program to do it youself, if you want that instead.
Pantalaimone wrote:I think it is safe to say that Boa makes people quit.Boa is the anti joy of PKing


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