Player Modifiers: Difference between revisions
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For modifiers that have a skill-specific variant, the skill-specific bonuses and penalties are also added to the global result when working with that specific skill. For example, a player with {{PetIcon|Ty}} and an {{ItemIcon|Ancient Ring of Mastery}} who also has reached the [Agility#Mastery Pool Checkpoints|10% Mastery Pool Checkpoint]] for {{Skill|Agility}} (+5% Agility Mastery XP) will receive a total of +15% Agility Mastery XP. | For modifiers that have a skill-specific variant, the skill-specific bonuses and penalties are also added to the global result when working with that specific skill. For example, a player with {{PetIcon|Ty}} and an {{ItemIcon|Ancient Ring of Mastery}} who also has reached the [Agility#Mastery Pool Checkpoints|10% Mastery Pool Checkpoint]] for {{Skill|Agility}} (+5% Agility Mastery XP) will receive a total of +15% Agility Mastery XP. | ||
===Additive VS Multiplicative=== | |||
When describing how different bonuses stack, the terms 'additive' and 'multiplicative' are often used to explain how to combine them. | |||
When two bonuses stack '''additively''', the combined bonus is the sum of the first bonus and and the second bonus. For example, if a +10% bonus and a +20% bonus stack additively, the combined bonus will be +30%. | |||
When two bonuses stack '''multiplicatively''', the combined bonuses is instead | |||
<math>\small{\begin{aligned} \text{Combined Bonus} = (1 + \text{Bonus 1}) * (1 + \text{Bonus2}) \end{aligned}} - 1</math> | |||
If the same +10% bonus and +20% bonus stack multiplicatively instead, the combined bonus will be +32%. If both bonuses are positive (or if both are negative) and they stack multiplicatively, the combined effect will be larger than if they stacked additively. | |||
==List of Modifiers== | ==List of Modifiers== | ||
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!style="min-width:150px"|Modifier!!style="min-width:220px"|Example Text!!Notes | !style="min-width:150px"|Modifier!!style="min-width:220px"|Example Text!!Notes | ||
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|Global Accuracy||{{Mod|increasedGlobalAccuracy|5}}<br/>{{Mod|decreasedGlobalAccuracy|5}}||Applies to the [[Combat#Accuracy Rating|Accuracy Rating]] for all combat styles | |Global Accuracy||{{Mod|increasedGlobalAccuracy|5}}<br/>{{Mod|decreasedGlobalAccuracy|5}}||Applies to the player's [[Combat#Accuracy Rating|Accuracy Rating]] for all combat styles | ||
|- | |||
|Melee Accuracy Bonus||{{Mod|increasedMeleeAccuracyBonus|5}}<br/>{{Mod|decreasedMeleeAccuracyBonus|5}}||Applies to the player's [[Combat#Melee Accuracy Rating|Melee Accuracy Rating]] | |||
|- | |- | ||
| | |Ranged Accuracy Bonus||{{Mod|increasedRangedAccuracyBonus|5}}<br/>{{Mod|decreasedRangedAccuracyBonus|5}}||Applies to the player's [[Combat#Ranged Accuracy Rating|Ranged Accuracy Rating]] | ||
|- | |- | ||
| | |Magic Accuracy Bonus||{{Mod|increasedMagicAccuracyBonus|5}}<br/>{{Mod|decreasedMagicAccuracyBonus|5}}||Applies to the player's [[Combat#Magic Accuracy Rating|Magic Accuracy Rating]] | ||
|- | |- | ||
| | |Melee Evasion||{{Mod|increasedMeleeEvasion|5}}<br/>{{Mod|decreasedMeleeEvasion|5}}||Applies to the player's [[Combat#Melee Evasion Rating|Melee Evasion Rating]] | ||
|- | |- | ||
| | |Ranged Evasion||{{Mod|increasedRangedEvasion|5}}<br/>{{Mod|decreasedRangedEvasion|5}}||Applies to the player's [[Combat#Ranged Evasion Rating|Ranged Evasion Rating]] | ||
|- | |- | ||
| | |Magic Evasion||{{Mod|increasedMagicEvasion|5}}<br/>{{Mod|decreasedMagicEvasion|5}}||Applies to the player's [[Combat#Magic Evasion Rating|Magic Evasion Rating]] | ||
|- | |- | ||
| | |Damage Reduction||{{Mod|increasedDamageReduction|5}}<br/>{{Mod|decreasedDamageReduction|5}}||This bonus is an additive bonus (or penalty) to the player's [[Combat#Damage Reduction|Damage Reduction]]. | ||
|- | |- | ||
|Melee Strength Bonus||{{Mod|increasedMeleeStrengthBonus|5}}<br/>{{Mod|decreasedMeleeStrengthBonus|5}}||Despite having the same name, this is different from the Melee Strength Bonus on equipment.<br/>Instead, this modifier directly applies to the player's [[Combat#Melee Max Hit|Melee Max Hit]]. | |Melee Strength Bonus||{{Mod|increasedMeleeStrengthBonus|5}}<br/>{{Mod|decreasedMeleeStrengthBonus|5}}||Despite having the same name, this is different from the Melee Strength Bonus on equipment.<br/>Instead, this modifier directly applies to the player's [[Combat#Melee Max Hit|Melee Max Hit]]. | ||
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|Max Hit Flat||{{Mod|increasedMaxHitFlat|5}}<br/>{{Mod|decreasedMaxHitFlat|5}}||This bonus directly increases or decreases the player's max hit by the listed amount and is applied after all other modifiers to max hit.<br/>[[Combat#Post-Roll Modifiers|Post-Roll Modifiers]] will still apply after damage is actually dealt, potentially amplifying the effect. | |Max Hit Flat||{{Mod|increasedMaxHitFlat|5}}<br/>{{Mod|decreasedMaxHitFlat|5}}||This bonus directly increases or decreases the player's max hit by the listed amount and is applied after all other modifiers to max hit.<br/>[[Combat#Post-Roll Modifiers|Post-Roll Modifiers]] will still apply after damage is actually dealt, potentially amplifying the effect. | ||
|- | |||
|Damage to All Monsters||{{Mod|increasedDamageToAllMonsters|5}}<br/>{{Mod|decreasedDamageToAllMonsters|5}}||This bonus is a [[Combat#Post-Roll Modifiers|Post-Roll Modifier]] that increases the player's damage when attacking any monster. It stacks additively with any other applicable "Damage To..." modifiers. | |||
|- | |||
|Damage to Combat Area Monsters||{{Mod|increasedDamageToCombatAreaMonsters|5}}<br/>{{Mod|decreasedDamageToCombatAreaMonsters|5}}||This bonus is a [[Combat#Post-Roll Modifiers|Post-Roll Modifier]] that increases the player's damage when attacking monsters found in [[Combat Areas]]. It stacks additively with any other applicable "Damage To..." modifiers. | |||
|- | |||
|Damage to Slayer Monsters||{{Mod|increasedDamageToSlayerAreaMonsters|5}}<br/>{{Mod|decreasedDamageToSlayerAreaMonsters|5}}||This bonus is a [[Combat#Post-Roll Modifiers|Post-Roll Modifier]] that increases the player's damage when attacking monsters found in [[Slayer Areas]]. It stacks additively with any other applicable "Damage To..." modifiers. | |||
|- | |||
|Damage to Dungeon Monsters||{{Mod|increasedDamageToDungeonMonsters|5}}<br/>{{Mod|decreasedDamageToDungeonMonsters|5}}||This bonus is a [[Combat#Post-Roll Modifiers|Post-Roll Modifier]] that increases the player's damage when attacking monsters found in [[Dungeons]]. It stacks additively with any other applicable "Damage To..." modifiers.<br/>If fighting a monster also found in non-Dungeon areas, this bonus will not apply. | |||
|- | |||
|Damage to Slayer Tasks||{{Mod|increasedDamageToSlayerTasks|5}}<br/>{{Mod|decreasedDamageToSlayerTasks|5}}||This bonus is a [[Combat#Post-Roll Modifiers|Post-Roll Modifier]] that increases the player's damage when attacking their current Slayer Task. It stacks additively with any other applicable "Damage To..." modifiers.<br/>This bonus will apply if fighting the player's current slayer target in a dungeon, although it won't count towards completing the Slayer Task. | |||
|} | |} |
Revision as of 21:26, 15 March 2021
This page was last updated for (v0.19). |
Player Modifiers are various bonuses and penalties that are received from a number of different sources such as
obstacles.
Mechanics
Modifiers of the same kind stack additively. For example, if a player who has unlocked
(+3% Global Mastery XP) and is wearing an Ancient Ring of Mastery (+7% Global Mastery XP) will receive a total of +10% Global Mastery XP.
Any penalties are subtracted from bonuses of the same type to get the total modifier. For example, if the above player also constructs a Water Trap Obstacle (-6% Global Mastery XP), their Global Mastery XP modifier will instead be +4%.
For modifiers that have a skill-specific variant, the skill-specific bonuses and penalties are also added to the global result when working with that specific skill. For example, a player with
and an Ancient Ring of Mastery who also has reached the [Agility#Mastery Pool Checkpoints|10% Mastery Pool Checkpoint]] for
(+5% Agility Mastery XP) will receive a total of +15% Agility Mastery XP.
Additive VS Multiplicative
When describing how different bonuses stack, the terms 'additive' and 'multiplicative' are often used to explain how to combine them.
When two bonuses stack additively, the combined bonus is the sum of the first bonus and and the second bonus. For example, if a +10% bonus and a +20% bonus stack additively, the combined bonus will be +30%.
When two bonuses stack multiplicatively, the combined bonuses is instead
[math]\displaystyle{ \small{\begin{aligned} \text{Combined Bonus} = (1 + \text{Bonus 1}) * (1 + \text{Bonus2}) \end{aligned}} - 1 }[/math]
If the same +10% bonus and +20% bonus stack multiplicatively instead, the combined bonus will be +32%. If both bonuses are positive (or if both are negative) and they stack multiplicatively, the combined effect will be larger than if they stacked additively.
List of Modifiers
The following list does not contain all possible bonuses, and although all of the below bonuses are defined in-game there may be some that are not currently in use.
Modifier | Example Text | Notes |
---|---|---|
Global Accuracy | ERROR: No modifier found with ID: increasedGlobalAccuracy ERROR: No modifier found with ID: decreasedGlobalAccuracy |
Applies to the player's Accuracy Rating for all combat styles |
Melee Accuracy Bonus | ERROR: No modifier found with ID: increasedMeleeAccuracyBonus ERROR: No modifier found with ID: decreasedMeleeAccuracyBonus |
Applies to the player's Melee Accuracy Rating |
Ranged Accuracy Bonus | ERROR: No modifier found with ID: increasedRangedAccuracyBonus ERROR: No modifier found with ID: decreasedRangedAccuracyBonus |
Applies to the player's Ranged Accuracy Rating |
Magic Accuracy Bonus | ERROR: No modifier found with ID: increasedMagicAccuracyBonus ERROR: No modifier found with ID: decreasedMagicAccuracyBonus |
Applies to the player's Magic Accuracy Rating |
Melee Evasion | ERROR: No modifier found with ID: increasedMeleeEvasion ERROR: No modifier found with ID: decreasedMeleeEvasion |
Applies to the player's Melee Evasion Rating |
Ranged Evasion | ERROR: No modifier found with ID: increasedRangedEvasion ERROR: No modifier found with ID: decreasedRangedEvasion |
Applies to the player's Ranged Evasion Rating |
Magic Evasion | ERROR: No modifier found with ID: increasedMagicEvasion ERROR: No modifier found with ID: decreasedMagicEvasion |
Applies to the player's Magic Evasion Rating |
Damage Reduction | ERROR: No modifier found with ID: increasedDamageReduction ERROR: No modifier found with ID: decreasedDamageReduction |
This bonus is an additive bonus (or penalty) to the player's Damage Reduction. |
Melee Strength Bonus | ERROR: No modifier found with ID: increasedMeleeStrengthBonus ERROR: No modifier found with ID: decreasedMeleeStrengthBonus |
Despite having the same name, this is different from the Melee Strength Bonus on equipment. Instead, this modifier directly applies to the player's Melee Max Hit. |
Ranged Strength Bonus | ERROR: No modifier found with ID: increasedRangedStrengthBonus ERROR: No modifier found with ID: decreasedRangedStrengthBonus |
Despite having the same name, this is different from the Ranged Strength Bonus on equipment. Instead, this modifier directly applies to the player's Ranged Max Hit. |
Magic Damage Bonus | ERROR: No modifier found with ID: increasedMagicDamageBonus ERROR: No modifier found with ID: decreasedMagicDamageBonus |
Despite having the same name, this is different from the Magic Damage Bonus on equipment. This modifier is applied multiplicatively with the Magic Damage Bonus on equipment as part of determining the player's Magic Max Hit |
Max Hit Percent | ERROR: No modifier found with ID: increasedMaxHitPercent ERROR: No modifier found with ID: decreasedMaxHitPercent |
This bonus applies to the player's Max Hit. This bonus is applied before Max Hit Flat and stacks multiplicatively with Melee Strength Bonus, Ranged Strength Bonus, and Magic Damage Bonus. Post-Roll Modifiers will still apply after damage is actually dealt, potentially amplifying the effect. |
Max Hit Flat | ERROR: No modifier found with ID: increasedMaxHitFlat ERROR: No modifier found with ID: decreasedMaxHitFlat |
This bonus directly increases or decreases the player's max hit by the listed amount and is applied after all other modifiers to max hit. Post-Roll Modifiers will still apply after damage is actually dealt, potentially amplifying the effect. |
Damage to All Monsters | ERROR: No modifier found with ID: increasedDamageToAllMonsters ERROR: No modifier found with ID: decreasedDamageToAllMonsters |
This bonus is a Post-Roll Modifier that increases the player's damage when attacking any monster. It stacks additively with any other applicable "Damage To..." modifiers. |
Damage to Combat Area Monsters | ERROR: No modifier found with ID: increasedDamageToCombatAreaMonsters ERROR: No modifier found with ID: decreasedDamageToCombatAreaMonsters |
This bonus is a Post-Roll Modifier that increases the player's damage when attacking monsters found in Combat Areas. It stacks additively with any other applicable "Damage To..." modifiers. |
Damage to Slayer Monsters | ERROR: No modifier found with ID: increasedDamageToSlayerAreaMonsters ERROR: No modifier found with ID: decreasedDamageToSlayerAreaMonsters |
This bonus is a Post-Roll Modifier that increases the player's damage when attacking monsters found in Slayer Areas. It stacks additively with any other applicable "Damage To..." modifiers. |
Damage to Dungeon Monsters | ERROR: No modifier found with ID: increasedDamageToDungeonMonsters ERROR: No modifier found with ID: decreasedDamageToDungeonMonsters |
This bonus is a Post-Roll Modifier that increases the player's damage when attacking monsters found in Dungeons. It stacks additively with any other applicable "Damage To..." modifiers. If fighting a monster also found in non-Dungeon areas, this bonus will not apply. |
Damage to Slayer Tasks | ERROR: No modifier found with ID: increasedDamageToSlayerTasks ERROR: No modifier found with ID: decreasedDamageToSlayerTasks |
This bonus is a Post-Roll Modifier that increases the player's damage when attacking their current Slayer Task. It stacks additively with any other applicable "Damage To..." modifiers. This bonus will apply if fighting the player's current slayer target in a dungeon, although it won't count towards completing the Slayer Task. |