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(→Combat Mechanics: added Damage Types section with link to the main Damage Types Page) |
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{{HasGuide}} | {{HasGuide}} | ||
{{ | {{UserContentVersion|1.2.2}} | ||
[[File:Combat.svg|thumb|right|Combat]] | [[File:Combat.svg|thumb|right|Combat]] | ||
[[File:Combat Page Map.png|thumb|right|Combat page.]] | [[File:Combat Page Map.png|thumb|right|Combat page.]] | ||
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- ''See also [[Thieving#Loot]]'' | - ''See also [[Thieving#Loot]]'' | ||
All [[monsters]] killed in combat and slayer areas will drop [[Prayer#Bones|bones]] upon death, with a chance for additional | All [[monsters]] killed in combat and slayer areas will drop [[Prayer#Bones|bones]] upon death, with a chance for additional loot based on the [[Monsters|monster's]] type. The "Drops" option will display the possible loot drops a monster can give. | ||
Any items enemies drop upon death must be looted manually by selecting "Loot All" or the item itself, unless the {{ItemIcon|Amulet of Looting}} is equipped. If there are more than 100 stacks of loot, the oldest drop disappears. Bones stack and do not time out like other drops. Other drops do not stack even if they are of the same type. | Any items enemies drop upon death must be looted manually by selecting "Loot All" or the item itself, unless the {{ItemIcon|Amulet of Looting}} is equipped. If there are more than 100 stacks of loot, the oldest drop disappears. Bones stack and do not time out like other drops. Other drops do not stack even if they are of the same type. | ||
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Players can gain experience in nine different skills while training combat: | Players can gain experience in nine different skills while training combat: | ||
{{Skill|Hitpoints}} experience is gained at a rate of | {{Skill|Hitpoints}} experience is gained at a rate of 1.3% experience per damage dealt regardless of the combat style being used. | ||
{{Skill|Attack}}, {{Skill|Strength}}, {{Skill|Defence}}, {{Skill|Magic}}, or {{Skill|Ranged}} experience is gained depending on the active combat style. If the selected combat style only gives experience towards a single skill, | {{Skill|Attack}}, {{Skill|Strength}}, {{Skill|Defence}}, {{Skill|Magic}}, or {{Skill|Ranged}} experience is gained depending on the active combat style. If the selected combat style only gives experience towards a single skill, 4% experience will be gained per damage dealt. If the selected combat style is a hybrid combat style, 2% experience will be gained by each of the two relevant skills for each damage dealt. | ||
No additional {{Skill|Magic}} experience is directly generated for using [[Magic#Curses|Curses]] or [[Magic#Auroras|Auroras]], although they may indirectly generate additional experience by increasing the amount of damage the player deals. | No additional {{Skill|Magic}} experience is directly generated for using [[Magic#Curses|Curses]] or [[Magic#Auroras|Auroras]], although they may indirectly generate additional experience by increasing the amount of damage the player deals. | ||
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For more information: | For more information: | ||
:* The [[Combat Simulator]] mod is suggested to determine whether or not a particular [[Monster]] or [[Dungeon]] can be safely fought with your particular setup | :* The [[Combat Simulator]] mod is suggested to determine whether or not a particular [[Monster]] or [[Dungeon]] can be safely fought with your particular setup | ||
To learn about modding, see the [[FAQ#Mods|Mods]] section of the [[FAQ]]. | To learn about modding, see the [[FAQ#Mods|Mods]] section of the [[FAQ]]. | ||
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===Stun (Freeze)=== | ===Stun (Freeze)=== | ||
{{Main|Reference= | {{Main|Reference=Freeze}} | ||
Stun, also known as freeze, is a status effect that can be inflicted by both players and [[monsters]]. Stun can be applied for a number of turns by a [[Special Attacks|special attack]] or a normal attack by the player if | Stun, also known as freeze, is a status effect that can be inflicted by both players and [[monsters]]. Stun can be applied for a number of turns by a [[Special Attacks|special attack]] or a normal attack by the player if certain items are equipped. When an attack applies stun the current attack of the target is interrupted, including special attacks that are in progress. If the target is already stunned, it will not be applied again. When stunned, a stun timer counts down with a period equivalent to the target's attack speed. On completion of the timer the number of stun turns is decreased by one, and the status is removed if the resulting amount is zero. In addition to not being able to attack while stunned, a character cannot evade any attacks. | ||
While a player or monster is stunned, they take 30% more damage. | While a player or monster is stunned, they take 30% more damage. | ||
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===Hidden Skill Level=== | ===Hidden Skill Level=== | ||
In effect, Hidden Skill Levels are the same as normal levels however they cannot be used to wear Equipment that you otherwise wouldn't have the level to wear. Some sources of hidden skill levels are {{Skill|Astrology}}, some [[Pets]] or items like the {{ItemIcon|Silver Ruby Necklace}}. | In effect, Hidden Skill Levels are the same as normal levels however they cannot be used to wear Equipment that you otherwise wouldn't have the level to wear. Some sources of hidden skill levels are {{Skill|Astrology}}, some [[Pets]],Combat Style or items like the {{ItemIcon|Silver Ruby Necklace}}. | ||
=== Accuracy Rating === | === Accuracy Rating === | ||
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=== Max Hit === | === Max Hit === | ||
{{Main|Reference={{PAGENAME}}/Boosts#Max_Hit_Boosts|Name=Max Hit Boosts}} | |||
<!-- JS source: character.js, function computeMaxHit --> | <!-- JS source: character.js, function computeMaxHit --> | ||
==== Melee and Ranged Max Hit ==== | ==== Melee and Ranged Max Hit ==== | ||
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==== Magic Max Hit ==== | ==== Magic Max Hit ==== | ||
{{Main|Reference=Magic/Boosts#Damage_Boosts|Name=Magic Damage Boosts}} | |||
<!-- JS source: character.js, function computeMagicMaxHit | <!-- JS source: character.js, function computeMagicMaxHit | ||
-->The player's Max Hit with [[Magic#Spells|spells]] changes depending on the spell being used. A spell's max hit is listed in the spell's description and is different for every spell. Magic Damage Bonus can be found in the Equipment Stats interface. | -->The player's Max Hit with [[Magic#Spells|spells]] changes depending on the spell being used. A spell's max hit is listed in the spell's description and is different for every spell. Magic Damage Bonus can be found in the Equipment Stats interface. | ||
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==== Damage Types ==== | ==== Damage Types ==== | ||
Most weapons and enemies in the game deal Normal Damage, but there are other types of damage that a player may encounter. Each type of damage has its own form of damage negation. Equipping weapons that deal a certain damage type is required to enter combat with some monsters, particularly in the {{ItA}}[[Into the Abyss Expansion]]. | |||
Most weapons and enemies in the game deal Normal Damage, but there are other types of damage that a player | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
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!Resistance Type | !Resistance Type | ||
|- | |- | ||
| Melvor Realm | | [[Realms|Melvor Realm]] | ||
| Normal Damage | | Normal Damage | ||
| Damage Reduction | | Damage Reduction | ||
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| [[Strongholds]] | | [[Strongholds]] | ||
| Pure Damage | | Pure Damage | ||
| | | None | ||
|- | |- | ||
| {{ItA}} Abyssal Realm | | {{ItA}} [[Realms|Abyssal Realm]] | ||
| Abyssal Damage | | Abyssal Damage | ||
| Abyssal Resistance | | Abyssal Resistance | ||
|} | |}[[Category:Manual Tables]] | ||
=====Normal Damage===== | |||
'''Normal Damage''' is the standard form of damage found on all player [[Weapons]] and all [[Monsters]]. The player and all monsters have access to Damage Reduction that makes them take less of this type of damage. | |||
=====Pure Damage===== | |||
'''Pure Damage''' is dealt by all monsters in [[Strongholds]]. While Pure Resistance exists, it is not found on any pieces of equipment and has no source for the player. Monsters that deal Pure Damage have either Damage Reduction or Abyssal Resistance, depending on the [[Realms|Realm]] in which they are found. | |||
=====Abyssal Damage===== | |||
'''Abyssal Damage''' is dealt by all monsters in the {{ItA}} [[Into the Abyss Expansion]]. '''Abyssal Resistance''' is the stat required to reduce damage by these enemies. | |||
=====Additional Damage Types===== | |||
{{SpoilerBox|text= | |||
There is another damage type found in the [[Into the Abyss Expansion]], Eternal Damage. | |||
Eternal Damage has extremely limited sources and cannot be resisted by enemies since none are given Eternal Resistance }} | |||
==== Critical Hit ==== | ==== Critical Hit ==== | ||
With specific pieces of equipment, there is a chance that hits dealt by the player may become critical. | {{Main|Reference=Combat/Boosts#Crit_Boosts|Name=Crit Boosts}} | ||
With specific pieces of equipment, there is a chance that hits dealt by the player may become critical. A critical hit increases the damage done by 50% and can be increased with [[Combat/Boosts#Crit Multiplier|Crit Multiplier]] boosts. This increase is multiplicative with any other damage increasing bonuses currently in effect. | |||
The player's critical chance starts at 0% (at which point critical hits do not occur), and can be increased | The player's critical chance starts at 0% (at which point critical hits do not occur), and can be increased with [[Combat/Boosts#Crit Chance|Crit Chance]] boosts. Having a Crit Chance above 100% will not provide any additional chance of extra damage. | ||
==== Damage Per Hit, Average Hit, and Damage Per Second ==== | ==== Damage Per Hit, Average Hit, and Damage Per Second ==== |