Defence: Difference between revisions
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The Defence skill determines what armour materials you can use. Defence experience can be earned by using the Block attack style in the combat section. 0.4 XP is then awarded per point of damage done to enemies. It can also be trained using mixed combat styles. Using a mixed style awards 0.2 XP per point of damage done to enemies. Using the [[Gold Emerald Ring]] gives an additional 10% experience. Raising your defence increases your melee and ranged evasion ratings by 64 per level. [[Magic]] evasion rating is increased by 19 per level of defence on average. Raising defence to level 99 will unlock the [[Defence Skillcape]] for purchase from the [[Shop]]. Equipping the skillcape will raise your defences by 19. | The Defence skill determines what armour materials you can use. Defence experience can be earned by using the Block attack style in the combat section. 0.4 XP is then awarded per point of damage done to enemies. It can also be trained using mixed combat styles. Using a mixed style awards 0.2 XP per point of damage done to enemies. Using the [[Gold Emerald Ring]] gives an additional 10% experience. Raising your defence increases your melee and ranged evasion ratings by 64 per level. [[Magic]] evasion rating is increased by 19 per level of defence on average. Raising defence to level 99 will unlock the [[Defence Skillcape]] for purchase from the [[Shop]]. Equipping the skillcape will raise your defences by 19. | ||
To calculate the chance an attack will hit, the attack rating of the attacker is compared to the relevant evasion rating of the defender. If the attack rating is lower than the evasion rating the formula looks like this. | |||
<math> \text{Hit Percent Chance}=\ (0.5 * \text{attack rating} / \text{evasion rating}) * 100 </math> | |||
If the attack rating is higher than the evasion rating the formula looks like this. | |||
<math> \text{Hit Percent Chance}=\ (1 - 0.5 * \text{evasion rating} / \text{attack rating}) * 100 </math> | |||
== Armour Materials == | == Armour Materials == |
Revision as of 15:49, 9 March 2020
The Defence skill determines what armour materials you can use. Defence experience can be earned by using the Block attack style in the combat section. 0.4 XP is then awarded per point of damage done to enemies. It can also be trained using mixed combat styles. Using a mixed style awards 0.2 XP per point of damage done to enemies. Using the Gold Emerald Ring gives an additional 10% experience. Raising your defence increases your melee and ranged evasion ratings by 64 per level. Magic evasion rating is increased by 19 per level of defence on average. Raising defence to level 99 will unlock the Defence Skillcape for purchase from the Shop. Equipping the skillcape will raise your defences by 19.
To calculate the chance an attack will hit, the attack rating of the attacker is compared to the relevant evasion rating of the defender. If the attack rating is lower than the evasion rating the formula looks like this.
[math]\displaystyle{ \text{Hit Percent Chance}=\ (0.5 * \text{attack rating} / \text{evasion rating}) * 100 }[/math]
If the attack rating is higher than the evasion rating the formula looks like this.
[math]\displaystyle{ \text{Hit Percent Chance}=\ (1 - 0.5 * \text{evasion rating} / \text{attack rating}) * 100 }[/math]
Armour Materials
Each armour material requires a certain defence level to be equipped. Below is a table detailing which defence level is required for which armour material.
Level Requirement | Material |
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1 | Bronze |
1 | Iron |
5 | Steel |
10 | Black |
20 | Mithril |
30 | Adamant |
40 | Rune |
40 | Ice |
60 | Dragon |
70 | Ancient |
Melvor Idle version v1.3.1 (Released: 30th October 2024) |
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Reference Tables: Items, Equipment, Experience Table, Upgrading Items, Combat Areas, Slayer Areas, Dungeons, Strongholds, The Abyss, Monsters |