Talk:Hit chance

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This talk page is for discussing the Hit chance page.

Hit Chance Shown, Accurate?[edit source]

After April's EOC update, I got a Warped Tortoise Slayer task. They are weak to Range (they use Mage and thus should be strong against Melee). The equipment interface told me that in melee armour, using a SGS, I had around 46% chance to hit a level 104 mage opponent. I gave it a try anyhow, and (as I would have expected/hoped) ripped through them, with only 4 attacks having missed in 26 kills. I'm honestly not sure how to interpret the hit chance shown on the equipment screen anymore... 05:47, May 6, 2013 (UTC)

PvP situation[edit source]

It's probably impossible to know for sure without extensive testing, but any idea on how to reconcile Hit Chance and Block Chance in PvP situations? Primadog (talk) 05:32, July 21, 2013 (UTC)

The hit chance and block chance formulas give equivalent results if Monster armor/accuracy = 10/3 F(a) ( Note that 7.5 * 3/10 = 2.25, 5.5 * 3/10 = 1.65, 4 * 3/10 = 1.2).  10/3 F(a) seems about right, given that player accuracy is about 3.5 F(a) and player defence is 2.875 ~ 3.375 F(a). 

Given this, we can generalize the hit/block chance formula as 

Which probably applies to PvP situations as well. Primadog (talk) 19:47, July 21, 2013 (UTC)

Using style that opponent is extra-weak for[edit source]

The weapon that match the monster weakness seem to boost the hit chance for another 15% compare to using other style of same class. My test is done by casting earth spell on the Infested axe while wearing amulet of zealot and bat wand, and using Mystic Might prayer. You shouldn't miss any hit if you got 99 magic.  —The preceding unsigned comment was added by (talk) on 14:33, September 11, 2013.

Untitled[edit source]

uhhhh can we get a source for this data ... ?

we don't want eoc haters spreading spam about the system tbh.  —The preceding unsigned comment was added by (talk) on 11:00, February 5, 2014 (UTC).

Which types of equipment do NOT influence accuracy?[edit source]

The article already mentions that shield, body, and leg slot items will incur accuracy penalities if worn against weapon style. There should be specific mention of which items do NOT influence accuracy rating. For example, does headgear affect accuracy? I'm fairly sure gloves and boots do not. Iu10951 (talk) 03:41, February 13, 2014 (UTC)

Armour article says "Wearing an item of the wrong class in the torso, legs, or shield slot will penalise your accuracy by 5% each, up to 15% total. The other slots suffer no penalty." but doesn't make mention of the class of item with regard to weapon class. Hit chance says strong resistance=15% total, weaker=8%. It's clear now to me now that only shield, leg, and body slots affect accuracy, but these articles aren't consistent in how. Iu10951 (talk) 03:48, February 13, 2014 (UTC)

Hit chance post-Legacy[edit source]

Has the hit chance formula changed post-Legacy?

Also, where's the source for the weakness modifiers? Logialian (talk) 05:40, October 19, 2014 (UTC)

Why not give off hand items accuracy use? [edit source]

The 2.5*(weapon) factor could be 1.5*(mainhand)+1.0(off hand) (or 1.6667/8.333 to maintain the 100/50 split), keeping things equal if using the same tier, but letting the off hand accuracy contribute. 19:17, July 28, 2015 (UTC)Conc Blast July 2015

We're not Jagex. Making suggestions for content updates to us is pointless. You're better off going to the RuneScape website or the RuneScape subreddit. Small recharge gem.png AnselaJonla Slayer-icon.png 19:22, July 28, 2015 (UTC)

Recent formula incorrect or incomplete?[edit source]

The main formula as rewritten is incorrect or incomplete given the weakness modifier values.

The old forumla had the defence*weakness modifier in the denominator, now it's decimal multiplication.

To quote:


  • If using the class that your opponent is strong to, the weakness modifier will be 7.5
  • If using the class that your opponent is neutral to, the weakness modifier will be 5.5
  • If using the class that your opponent is weak to, the weakness modifier will be 4
  • If using the style that your opponent is extra-weak to, the weakness modifier will be 10/3 (3.333...)


7.5, 5.5, 4, and 3.3 don't convert to 


  • .90 when using the target's specific weakness (eg. arrows, bolts, slash, stab, air, fire, etc.)
  • .65 when using a combat style the target is weak against, but not the specific weakness (eg. melee against a ranger)
  • .55 when using a combat style the target is neutral against (eg. melee against a meleer)
  • .45 when using a combat style the target is strong against (eg. melee against a mage)


Using the new formula assuming 99 range with ascensions and no other boosts on qbd:

hitchance = .55*[(1212+2458)/F(80)] = .55(4.77) = 2.62 ... 262% hitchance?

Using the old formula with the same assumptions:

hitchance = (1212+2458)/(F(80)*5.5) = 3670/4235 = .866 ... 86.6% hitchance .. seems more reasonable

Feel free to correct any mistakes I made. 01:34, September 3, 2015 (UTC)