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Phixt

Member Since 20 Jan 2018
Offline Last Active Feb 26 2018 11:41 PM
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Topics I've Started

Thieving: Post-99 Pickpocket Failure Rate

17 February 2018 - 12:41 AM

Introduction:

 

 As it currently stands it is inefficient to pickpocket the Hero and Paladin NPCs, thus my suggestion is to change the pickpocket failure rate of the 'Hero' and 'Paladin' NPCs. This would be strictly for players who are over a certain level as a method of increasing exp/h, while decreasing gp/h. Please note that I am unsure if the tick rates I found are exact, however a slight tweak in the math should still provide you with accurate estimations of the new exp/h.

 

Second Note: The pickpocketing rates below are under the assumption that you would not fail post 99, however that is not what I am suggesting.

 

                                                                               Current Rates

 

Gem Stall:

 

Time:     Base exp(includes well)     Max exp(well, cape, bonus skill, vote)    Base EXP/H     Max EXP/H      GP/H

7 ticks               2742                                              6307                                      2.35m             5.406m         8.57m

 

Hero:

 

Time:     Base exp(includes well)     Max exp(well, cape, bonus skill, vote)    Base EXP/H     Max EXP/H      GP/H

3 ticks               2778                                              6391                                    5.558m             12.782m         4m

 

Paladin:

 

Time:     Base exp(includes well)     Max exp(well, cape, bonus skill, vote)    Base EXP/H     Max EXP/H      GP/H

3 ticks               4990                                             11478                                    9.982m           22.956m          6m

 

 

 

                                                                              Suggestion

 

Hero:

   I suggest that we change the hero failure rate to 50% once a player has achieved 90 thieving. Under the assumption that the above numbers are correct and you fail exactly half of your pickpockets in an hour, the player would receive slightly under 1m exp/h more than using stalls, 6.391m exp/h, and theoretically 2m gp/h.

 

Paladin: 

   I suggest that we change the paladin failure rate to 60% once a player has achieved 99 thieving. Under the assumption that 40% of my pickpockets succeed, I should receive 9.18m exp/h and 2.4m gp/h. 

 

 

 

                                                                         Math

(60 Minutes * 60Seconds) (5/3) = 6000 ticks per hour, where (5/3) is the conversion rate of 10 ticks per 6 seconds. (10/6) = (5/3).

 

(6000 ticks/h)/(ticks per action) * exp -> Calculates exp/h (base and max)

(6000 ticks/h)/(ticks per action) * gp -> Calculates gp/h

 

 

 

 

Conclusion: 

   I would like to state that the following link: http://oldschoolrune...uneScape_clock 

   suggests that there are only 5940 ticks per hour, thus my math might be slightly off. The ratio of the rates should stay exact however.

 

   Thank you for taking the time to read this, and if you have any suggestions, corrections, or constructive criticism please let me know. I believe this will be my first suggestion of many,             hence the need to improve for future use.

 


It might be helpful to note that reducing the exp and changing success rate to 100% would be most enjoyable to the players. Also, if 9m exp/h is too much, a slight reduction to .35% success rate will change that to 8.035m.

 

-Phixt