With Even Attack/Defence Roles

Melee (82 Slash Attack VS 82 Slash Defence W/Equal Attack/Defence Levels)

Test 1: 43/100 hits
Test 2: 48/100 hits
Test 3: 52/100 hits
Test 4: 49/100 hits
Test 5: 48/100 hits

So 240/500

Range (84 Range Attack VS 84 Range Defence W/Equal Attack/Defence Levels)

Test 1: 50/100
Test 2: 47/100
Test 3: 48/100
Test 4: 47/100
Test 5: 53/100

So 245/500

Magic (90 Magic Attack VS 90 Magic & 90 Defence, +64 attack bonus vs +64 defence bonus)

Test 1: 52/100
Test 2: 47/100
Test 3: 49/100

So 148/300


1 Role 50% bigger/smaller than the other


Melee/Range (Equal Attack VS Equal Defence, but 84 Attack/Range Vs 42 Defence )

Test 1: 65/100
Test 2: 68/100

Melee/Range (Equal Attack VS Equal Defence, but 21 Attack/Range Vs 42 Defence )

Test 1: 17/100
Test 2: 20/100

Magic (90 Magic Attack VS 90 Magic & 90 Defence, +64 attack bonus vs +32 defence bonus)

Test 1: 70/100


Conclusions:

  • Range/Melee/Magic all use the same hitChance formula since results seem to be pretty much identical.

  • When attack/defence roles are equal you're looking at a 50% hitchance (Which would kind of make sense anyway).


hitChance Formula

Assuming you are still using THIS FORMULA, this would achieve what the results seem to be showing:

If (accuracy > defence) {
hitChance = 1.0 - (defence * 0.5) / accuracy;
} else {
hitChance = (accuracy * 0.5) / defence
}
I still don't understand what "return (hitChance *32.0)" is.

Extra:

Not saying these currently don't work correctly, this is just to check over and confirm they definitely are.


  • Make sure you're calculating magic defence role correctly

    A = ((Defence Level*Prayer)+Stance) * 0.3 + (Magic Level * 0.7)
    B = Equipment Bonus

    Magic Defence Roll = A * (B+64)


Formulas I used for calculating attack/defence roles found Here