Probability of getting a killing blow will only decrease if damage was rounded up beforehand.
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...
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.
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.
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
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 kinda wanna see what this is about by logging in. But then again...
-=The Nazgul=-