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m (Replaced content with "If you have questions for me or any of the guides I created / edited, you can reach me on the Discord in the #wiki-discussion channel @Purple If you like / follow the Dungeon Guides, please read Introduction to the Dungeon Guides. To do list: # write combat/dungeon progression - Combat Guide rewrite Done # rework beginners guide # add ItA AR dungeon guides - Done # Revisit Xon AR to get deathrates to 0 # add idle setups for AR sections of dungeon guides -...")
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To do list:
To do list:
# write combat/dungeon progression
# write combat/dungeon progression - Combat Guide rewrite Done
# rework beginners guide
# rework beginners guide
# add ItA AR dungeon guides - Done
# add ItA AR dungeon guides - Done
Line 12: Line 12:
# redo exodius guide
# redo exodius guide
# add note on using magic to what to level first - Done
# add note on using magic to what to level first - Done
= combat guide prep =
=Introduction=
This guide is primarily written for characters playing the [[Game Mode#Standard|Standard]] game mode. If playing {{Icon|Hardcore}} or {{Icon|Adventure}} modes, preparation for certain events is different due to the differences in the [[Combat Triangle]]. This guide will assume there are no self-imposed restrictions put upon the account, if you choose to restrict your character in some way, you have to figure out how to get around it.
Progression in Melvor Idle primarily revolves around combat; while there is of course progression in all of the non-combat skills, that progression all serves to make you better at combat. There are several different stages to progression:
* The Early-Early Game:
** This stage mainly focuses on getting ready to start combat.
* The Early Game:
** This stage is generally referred to as the start of combat up to Combat Skill Levels up to Level 60-ish. This stage covers [[Dungeons]] up to {{ZoneIcon|Volcanic Cave}}.
* The Mid Game:
** This stage consists of Combat Skill Levels 60-90 and covers the [[Dungeons]] {{ZoneIcon|Volcanic Cave}} up to and including {{ZoneIcon|Fire God Dungeon}}.
* The Late Game:
** This is when the player is preparing to take on the last 2 Base Game [[Dungeons]] {{ZoneIcon|Into the Mist}} and {{ZoneIcon|Impending Darkness Event}}.
* The Post Base Game:
** Here the player finishes any achievements that haven't been mopped up yet, with the goal of filling the completion log with anything that hasn't been worth the time. It is up to the player to either go for 100% Base Game completion or continue on with the {{ExpansionIcon|TotH}} or the {{ExpansionIcon|ItA}}.
The guide will start with an overview on how combat works, the stats, and what items affect them. It will also contain resources to [[Guides]]. Remember that the majority of things mentioned in [[Guides]] are ''recommendations'' and are not always the most optimal. The [[Guides#Dungeon_Guides|Dungeon Guides]] and the Training Guides for {{Skill|Melee}}, {{Skill|Magic}} and {{Skill|Ranged}} offer a minimum required and/or recommended setup. They are however not optimized for every situation. To get more precise results for any given situation it will always be recommended to use the [[Combat Simulator]] yourself.
= Using Non-Combat to improve at Combat =
There are several non-combat skills that improve various parts of the combat experience:
* {{Skill|Agility}} - Many of the obstacles provide important combat bonuses.
* {{Skill|Herblore}} - {{Icon|Diamond Luck Potion|Diamond Luck Potions}} are among the highest DPS boosts in the game.
* {{Skill|Thieving}} - There are a multitude of useful item drops from several NPCs, including {{ItemIcon|Chapeau Noir}}, {{ItemIcon|Knight's Defender}}, and others.
* {{Skill|Astrology}} - Many powerful and important passive benefits, including [[#Hidden Skill Levels|Hidden Skill Levels]], which provide further combat bonuses.
* {{Skill|Summoning}} - Tablets provide boosts to combat effectiveness and deal damage on their own.
* {{Skill|Cooking}} - Cook food to eat so you don't die!
* {{Skill|Farming}} - Farm food to eat so you don't die! Farming is particularly useful because it does not require you to actively spend time on it, you can farm food 'while doing combat' for example.
Other skills helpful for smooth progression include:
* {{Skill|Smithing}} - {{Skill|Attack|Melee}} armor and weapons.
* {{Skill|Fletching}} - {{Skill|Ranged}} ammunition and weapons.
* {{Skill|Crafting}} - Jewelry with unique effects and {{Skill|Ranged}} armor.
* {{Skill|Runecrafting}} - {{Skill|Magic}} armor, runes and weapons.
* {{Skill|Township}} - The Trader can be used to exchange goods for food and consumable items that make combat easier.
* {{Skill|Township}} - Township also has many Tasks available that grant rewards to players for achieving certain accomplishments or having certain items, using these is a great way to find something to do if you're unsure.
Melvor Idle is not competitive, so it is recommended to set goals that you personally want and work towards. The game will take a very long time to complete, so anything you can do to make it more fun for YOU is hugely recommended; using a weapon that you personally think is cool or useful, or not using an item because the grind isn't fun is perfectly acceptable and makes the game more interesting!
= Food =
[[Food]] is very important at all stages of Combat. <br>
There are 2 ways [[Food]] can be consumed:
* [[Manual Eating]] - This is when the player manually clicks on the [[Food]] button on the combat page to consume it to heal from it.
* {{UpgradeIcon|Auto Eat}} - This is an upgrade bought from the [[Shop]] to automatically Consume the [[Food]] to be healed from it when your [[Health]] drops below a certain threshold (the threshold depends on the Tier of the upgrade that has been unlocked).
[[Food]] can be obtained in several ways:
* Fishing Fish with {{Skill|Fishing}} to then turn it in to consumable Food with {{Skill|Cooking}}
* Planting [[Seeds]] in {{Skill|Farming}} that can be harvested after a certain time, this can be directly consumed. Some of the produce harvested can be further used in {{Skill|Cooking}} to produce other [[Food]] that heals for more.
* {{ItemIcon|Food Box I}} contains a variety of [[Food]], this requires {{Skill|Township}} Level 40 as well as 40 [[Tasks|Township Tasks]] to be completed and the Trader unlocked in {{Skill|Township}}
* [[Slayer Resupplies]] contain [[Food]] and can be bought for {{SC}}Slayer Coins, these Resupplies also provide [[Ammo]], {{ItemIcon|Light Rune}} and {{ItemIcon|Magic Bones}} for [[Prayer Points]].
= Stats =
All gear has certain stats that link it to one of the three combat styles: {{Skill|Attack|Melee}}, {{Skill|Ranged}}, or {{Skill|Magic}}. Gear that is more difficult to obtain is ''usually'' better. Closer to endgame, the choices become more situational.
''For stat breakdowns and math, use the [[Combat Simulator]] or read the {{Icon|Combat}} page.''
== Attack Interval ==
{{Main|Reference=Attack Interval}}
[[Attack Interval]] is determined primarily by the default Attack Interval on weapons and affects how long it takes between attacks. It is given as seconds per attack, so a lower number is better. A variety of things, such as [[Equipment]], [[Pets]], [[Spells]], and {{Skill|Prayer|Prayers}} can provide a reduction to the player's attack interval.
A complete listing of things that effect the player's attack interval is provided on the [[Attack Interval]] page.
== Damage Reduction ==
{{Main|Reference=Damage Reduction}}
''Damage Reduction'', or DR, is the most important stat in the game. Damage Reduction, {{Skill|Hitpoints}}, and {{UpgradeIcon|Auto Eat}} tier are all taken into account when considering how much damage the player can take before being able to [[Death|die]]. Damage Reduction can be found on:
* {{ItemIcon|(G) Dragon Platebody|notext=true}}{{ItemIcon|(U) Black D-hide Body|notext=true}}{{ItemIcon|Air Expert Wizard Robes|notext=true}}- Gear for all 3 Combat Styles
* {{ItemIcon|Silver Diamond Ring|notext=true}}{{ItemIcon|Guardian Ring|notext=true}} Jewelry - Can be obtained through {{Skill|Crafting}}, {{Icon|Combat}}, or {{Skill|Thieving}}
* {{Icon|Damage Reduction Potion|Damage Reduction Potions}} - Obtained from {{Skill|Herblore}} or {{Skill|Cartography}}
* {{PetIcon|Leonardo}} - {{Skill|Defence}} Pet
* {{PetIcon|Erran}} - {{ZoneIcon|Earth God Dungeon}} Pet
* {{Skill|Agility}} Obstacles
* {{Skill|Prayer}}
For the end game, there are some {{Skill|Prayer|Prayers}} and items that affect enemies' DR:
* {{PrayerIcon|Battleheart}} - Prayer, reduces enemy DR
* {{ItemIcon|Shield of Ranged Power}}
* {{ItemIcon|Shield of Magic Power}}
* {{ItemIcon|Shield of Melee Power}}
* {{ItemIcon|Ring of Power}}
* {{PetIcon|Bone}}
== Auto Eat ==
{{Main|Reference=Auto Eat}}
''{{UpgradeIcon|Auto Eat}}'' is an upgrade that automatically eats equipped food after a certain health threshold. '''Upgrading this as quickly as possible is critical.''' Auto Eat Tier, along with {{Skill|Hitpoints}} and Damage Reduction controls what content is accessible without a chance of death.
With {{UpgradeIcon|Auto Eat}}, the type of food does not matter as long as one does not run out of it. Eating either {{ItemIcon|Potatoes}} or {{ItemIcon|Whale (Perfect)}} will both keep the player alive as long as they have enough of either. The main difference between any given food sources is the time spent {{Skill|Cooking}}, {{Skill|Fishing}} or {{Skill|Farming}} instead of fighting monsters.
=== Auto Eat Threshold ===
''Auto Eat Threshold'' is the HP value necessary to trigger Auto Eat, lowering the necessary HP/DR required. In the base game, only one item affects the Auto Eat threshold:
* {{ItemIcon|Wasteful Ring}} - Drops from {{MonsterIcon|Wicked Greater Dragon}}
* {{POIIcon|The Shimmering Oasis}}
=== Auto Eat Efficiency ===
{{Main|Reference=Auto Eat Efficiency}}
''Auto Eat Efficiency'' increases the amount of HP healed per piece of food eaten. This can be found on:
* {{Skill|Cooking}} item [[mastery]].
* {{Skill|Astrology}} constellation modifiers.
* {{Skill|Agility}} Obstacles.
* {{Icon|Famished Potion}}.
== Lifesteal ==
{{Main|Reference=Lifesteal}}
{{:Lifesteal}}
== Slayer Area Effect Negation ==
{{Main|Reference=Area Effect Negation}}
''Slayer Area Effect Negation'' reduces the effect of Slayer Area debuffs when fighting in one of these areas. These can range from annoying ({{ZoneIcon|Forest of Goo}}, {{ZoneIcon|Arid Plains}}) to downright progress blocking ({{ZoneIcon|Dark Waters}}, {{ZoneIcon|Unhallowed Wasteland}}). This stat can be found on:
* {{AgilityIcon|Pillar of Combat}}
* {{ItemIcon|Hunter's Ring}} - Drops from {{Icon|Hunting Greater Dragon|type=monster}}.
* {{ItemIcon|Slayer Helmet (Master)|notext=true}} - All {{Skill|Slayer}} armor from the shop (higher tier provides more).
* {{ItemIcon|Slayer Skillcape}}
* {{AoD}} {{POIIcon|Perilous Peaks}} Point of Interest in {{Skill|Cartography}}
== Attack Bonus/Accuracy Rating ==
These are included on all weapons, and some pieces of armor. {{Skill|Attack|Melee}} has {{Skill|Attack|Stab}}, {{Skill|Strength|Slash}}, and {{Skill|Defence|Block}} Bonuses, while {{Skill|Ranged}} and {{Skill|Magic}} have their own attack bonuses. In combat the player's [[Accuracy Rating]] determines how often they hit an enemy, based on the enemy's Evasion Rating. {{Skill|Summoning}} Tablets use the player's accuracy rating to calculate their chance to hit.
== Defence/Evasion Rating ==
These are included on all pieces of armor, and are heavily connected to the [[Combat Triangle]]. The higher the number, the better. Evasion only helps to kill enemies faster if they can stun, slow, or sleep, as the player will evade their disabling attacks more often.
== Hidden Skill Levels ==
The main [[Combat]] page has details on the specifics of the max hit, accuracy, and evasion equations the game uses to calculate your stats. In summary, levels in {{Skill|Attack}}, {{Skill|Strength}}, {{Skill|Ranged}}, {{Skill|Magic}} and {{Skill|Defence}} increase your stats based on different equations, but only up to the level cap (99 for the base game, and 120 with {{TotH}}).
Hidden Levels in any of these stats force these equations to use the player's base skill level (the one shown on the sidebar, equal to the amount of XP earned) AND the player's hidden levels, making the player more powerful than their stats would otherwise indicate. Additionally, hidden levels allow the formulas to calculate stats beyond the level cap.
* A character that is level 15 Strength with +5 Hidden Strength Levels would calculate their Melee Max Hit based on their Effective Level of 20
* A character that is level 99 with +5 Hidden Strength Levels would calculate their Melee Max Hit based on their Effective Level of 104, even when their level is capped and can't go any higher.
== Reflect Damage ==
With this effect, whenever the player takes damage, they will also deal a portion of that damage immediately back to the enemy. Reflect does NOT reduce the amount of damage taken. Reflect damage cannot kill an enemy or the player, does not provide XP, and has a 2 second cooldown before it can activate again.
This effect can be found on:
* {{ItemIcon|Gold Sapphire Ring}}
* {{ItemIcon|Recoil Shield}}
* {{Skill|Astrology}} constellation {{ConstellationIcon|Tellus}}.
== Monster Respawn Time ==
{{Main|Reference=Monster Respawn Timer}}
{{:Monster Respawn Timer}}
This timer can be reduced with the following effects:
* {{AgilityIcon|Lava Jump}}
* {{AgilityIcon|Dragon Fight}}
* {{AgilityIcon|Pillar of Combat}}
* {{ItemIcon|Hunters Hat}}
* {{ItemIcon|Monster Hunter Scroll}}
== Minimum Hit and Special Attacks ==
Each normal attack made by the player or an enemy will deal a random amount of damage between its minimum value and its maximum value, for all monsters, and for players without any bonuses, the Minimum Hit is 1.
Increasing the minimum hit is possible with buffs such as:
* {{ItemIcon|Air Acolyte Wizard Hat|notext=true}}{{ItemIcon|Water Acolyte Wizard Hat|notext=true}}{{ItemIcon|Earth Acolyte Wizard Hat|notext=true}}{{ItemIcon|Fire Acolyte Wizard Hat|notext=true}} all {{Skill|Runecrafting}} Armour.
* {{SpellIcon|Charged I}}
* {{PrayerIcon|Battleheart}}
* {{AgilityIcon|Pillar of Combat}}
* {{Skill|Astrology}} constellation {{ConstellationIcon|Iridan}}.
Special Attacks are typically found on weapons or jewelry and have a percentage chance of triggering when in combat and will replace your standard attack. If the player has multiple items that grant a special attack, and the combined total adds to greater than 100%, the game will attempt to normalize the chance of using either attack. For example, if the player is wearing both an {{ItemIcon|Ancient Sword}} and a {{ItemIcon|Ring of Blade Echoes}}, the player will have a 50% chance of using Life Leach, and a 50% chance of using Blade Echoes. A list of equipment and spells with special attacks can be viewed on the [[Special Attacks]] page.
== Passive Effects ==
Beyond just Combat stats, many pieces of equipment have passive effects that increase stats that don't directly make the player better in combat.
* {{ItemIcon|Gold Topaz Ring} - This item allows the player to receive {{ItemIcon|Signet Ring Half (b)}} from Combat, needed for {{ItemIcon|Aorpheat's Signet Ring}}. This is a highly sought after [[Ring]] for its wide arrange of benefits.
* Increases to {{SC}}Slayer Coins and {{GP}}Gold Pieces
* [[Double Loot]] - This allows for double the Items gained from both Combat and Non-Combat
== Major Goals for each Stage ==
=== Early-Early Game ===
There are 3 main goals before starting Combat:
# Get a good supply for [[#Food|Food]] so you don't die.
# Purchase at least Tier 1 of {{UpgradeIcon|Auto Eat}}.
# Get a starter set of [[Equipment]] for the desired Combat Style.
=== Early Game ===
# The first goal for this stage is obtaining {{ItemIcon|Amulet of Looting}} from {{ZoneIcon|Spider Forest}}.
# After obtaining this Amulet the aim should be Level 60-85 in all Combat Skills, including {{Skill|Prayer}} and {{Skill|Slayer}}.
# The last goal would be a full set of either {{ItemIcon|(G) Rune Helmet|Rune Equipment}} or {{ItemIcon|(G) Dragon Helmet|Dragon Equipment}}
=== Mid Game ===
This stage focuses around {{ZoneIcon|Volcanic Cave}} and the [[God#Combat_Areas|God Dungeons]]. <br>
It is up to the player to decide whether to grind out a full set of {{ItemIcon|(G) Ancient Helmet|Ancient Equipment}} or do some risky/[[Manual Eating]] Combat as explained in the [[Air God Dungeon/Guide]].
=== Late Game ===
This stage has the last 2 remaining [[Dungeons]], {{ZoneIcon|Into the Mist}} and {{ZoneIcon|Impending Darkness Event}}. <br> Preparations can be found in their respective [[Guides#Dungeon Guides|Dungeon Guides]].
= Dungeon Order =
The Dungeon Order listed in the game may not reflect how hard these Dungeons are. <br>
The recommended order to do them in is listed in the [[Guides#Dungeon Guides|Dungeon Guides]]
= Other Resources =
There are several [[Guides]] available to the player.
* {{Skill|Melee}} Leveling guide found at [[Attack/Training]]
* {{Skill|Magic}} Leveling guide found at [[Magic/Training]]
* {{Skill|Ranged}} Leveling guide found at [[Ranged/Training]]
* Dungeon guides found at [[Guides#Dungeon Guides|Dungeon Guides]]
* Money Making guides found at [[Money Making]]
* Manual Eating guide found at [[Manual Eating]]

Latest revision as of 11:56, 20 March 2025

If you have questions for me or any of the guides I created / edited, you can reach me on the Discord in the #wiki-discussion channel @Purple

If you like / follow the Dungeon Guides, please read Introduction to the Dungeon Guides.


To do list:

  1. write combat/dungeon progression - Combat Guide rewrite Done
  2. rework beginners guide
  3. add ItA AR dungeon guides - Done
  4. Revisit Xon AR to get deathrates to 0
  5. add idle setups for AR sections of dungeon guides - Done
  6. redo exodius guide
  7. add note on using magic to what to level first - Done