Being in "hit zone"?

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Lady in Ice
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Being in "hit zone"?

Post by Lady in Ice » Fri Sep 04, 2009 1:02 pm

This is something I read in another RS forum:

basicly- when you are fighting a tough monster ( a steel dragon for example) and you are hitting 0-s then after three 0-s when you take a sidestep then it " resets" the dragon and you are back in the " hitzone" and you hit again...
And several ppl have posted comments that it really helped and it works...

idk, I hear such a thing first time and it´s hard to believe. As far as I know before every hit there is a " roll" or what ever it is called which decides if you are going to hit and how much you are going to hit. I might be wrong tho.

It would mean that the " roll" or what ever it is has a certain " memory" in it? I can´t explain it better, sry :P

Any comments?

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Re: Being in "hit zone"?

Post by Ewsentinel » Fri Sep 04, 2009 1:54 pm

Actually, in Andrew Gower's latest round of Q&A someone was complaining that how can a lvl 100 player kill a lvl 130 player, given all other things are the same.

"Do you think luck is too dominant in RuneScape? I'm especially thinking of combat, since a level 100 could easily beat a lvl 130 with a stroke of luck. Personally I don't think that is fair, but I'd like to hear your opinion."

Andrew replied with...

"I don't think luck is too dominant but I can understand how people get frustrated when they get a sudden run of bad luck. Unfortunately, statistically, a sudden run of good or bad luck in a truly random system is a lot more likely than you might think. This is why you can sometimes not get any good drops for far longer than you expect and then suddenly get two good ones in a single go. I've wondered about making it less random by using random number tables rather than making each random decision in isolation, such that after a roll of the die is ‘used up' you are less likely to get that result again until you have also had the other results the die can give. This would leave it somewhat random but make it impossible to get a run of bad or good luck. However, I'm not sure, and wonder if removing that would take something away from the game."

What I get from that is that combat hits, even with NPCs, are mostly random, offset by skill levels and bonuses. Going out of combat and then back in shouldn't increase or reset the hit probability. I suspect that side stepping and going back into combat to increase hit results is a product of seeing what you want to see. :P

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Re: Being in "hit zone"?

Post by Andey » Sun Sep 06, 2009 4:33 pm

I've known how these rolls work for some time now but it's still an interesting concept that a slight adjustment could improve your hit ratio. Too bad it doesn't work like that in actuality.

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Re: Being in "hit zone"?

Post by 6cats » Sun Sep 06, 2009 8:36 pm

*hit zone * also works when you are mining rocks. After the umpteenth time of trying to get ore, change your position and mine the rock from another side.

Some ores are just *stubborn*, let's face it @};-

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Re: Being in "hit zone"?

Post by scootch » Mon Sep 07, 2009 2:01 pm

Translated From what gower Said.
Is true you can move to another Sqare and hit harder. But my brother made the Hit Generator so i have no idea how it really works, I make Millions off these kids Why mess things up.

Lady in Ice
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Re: Being in "hit zone"?

Post by Lady in Ice » Mon Sep 07, 2009 2:06 pm

scootch wrote:Translated From what gower Said.
Is true you can move to another Sqare and hit harder. But my brother made the Hit Generator so i have no idea how it really works, I make Millions off these kids Why mess things up.
Maybe its the lack of my english but as I have understood Ews quote of Gower then there is no such thing and luck is totally random and stepping 1 step aside doesn´t influence anything..
:-?
Or at least its nowhere said that position/or changing the position means anything.


Am I wrong?

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Re: Being in "hit zone"?

Post by Geve » Mon Sep 07, 2009 2:34 pm

My understanding of it all is, it's under computer randomisation, and let's face it....3 0's in a row at our lvl's, next one is a good chance of hitting a result no matter where you are stood, including ores etc!

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Re: Being in "hit zone"?

Post by Kaye » Mon Sep 07, 2009 4:57 pm

I know it isn't supposed to work according to what jagex says but, I use the 'side step' thingy and it usually works out positively for me (on mining ores too)
I suppose it could all be in my head but, i have been doing it for a long time and it seems to speed things up

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Re: Being in "hit zone"?

Post by pieppiep666 » Tue Sep 08, 2009 10:25 am

The lovely world of probability theory combined with how humans experience it.

What sequence got a bigger chance to roll with a dice, 1-4-5-3-2-6-4-3-2-5 or 10 times a 6.
Answer is the same chance (if the dice is correct), but most people would choose the first.

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Re: Being in "hit zone"?

Post by Andey » Tue Sep 08, 2009 11:24 am

Yes, because each time you roll the dice the odds to get any number are exactly the same: 1 in 6. :D That is exactly how this hit calculator is supposed to work.

However, this is only theory. It is all 1s and 0s, who knows exactly how close to random this truly is. It's to my understanding that humans have yet to find a way to create a truly random number generator, so it could be possible that leaving combat and rejoining might reset some string of process and increase your chance to hit. I don't believe it though; it seems people have been sacrificing hits for years now.

Why not just turn your prayer on for 1 turn? Wouldn't this change the variables in the random number generator? It seems like sidestepping is a strange ritual, much like people rubbing their screens at the casinos. (anyone do that on runescape?) :P

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Re: Being in "hit zone"?

Post by pieppiep666 » Tue Sep 08, 2009 12:06 pm

I lick my screen, does that count?


A try random number generator is possible with small extra hardware.
What do need to do is measure the radioactivity and after a little period do it again. If it is higher you get an one, lower a zero.
Do this as much as you want to get bigger numbers.

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Re: Being in "hit zone"?

Post by Ewsentinel » Tue Sep 08, 2009 2:49 pm

Andey wrote:It is all 1s and 0s, who knows exactly how close to random this truly is. It's to my understanding that humans have yet to find a way to create a truly random number generator, so it could be possible that leaving combat and rejoining might reset some string of process and increase your chance to hit.
When I was doing development work and needed a randomly generated ID, I would use a randomizing function, but it would adhere to a predictable pattern if it wasn't seeded. So, I would seed it with something ever changing, such as the current number of seconds since midnight (time snapshot). That way, I'd have a fairly random value each time. Although it's not "true" radomization, it's 99.999% close. :D

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