User:Ayarez: Difference between revisions

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(Replaced content with "To do list: # Finish Stronghold Guides - done # Fix Herald somehow - actually done with help of Jess # Fix SC money making - done # Add sim exports to all the guides lacking them - done # Recheck what to level first guide # take a 2nd look at ITM # tag out of date guides - done # tag incorrect guides - done # write combat/dungeon progression")
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# tag incorrect guides - done
# tag incorrect guides - done
# write combat/dungeon progression
# write combat/dungeon progression
<------------------ Combat Guide Rewrite ------------------>
=Introduction=
This guide is written for characters playing the [[Game Mode#Standard|Standard]] game mode. If playing {{Icon|Hardcore}}, {{Icon|Adventure}} or {{Icon|Ancient Relics}} 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 can be split into 2 sections, Combat and Non-Combat. Non-Combats eventual goal however would be to boost Combat.
Melvor Idle is not competitive, so it is recommended to set goals that you personally want and work towards them. 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!
==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. {{ItemIcon|Damage Reduction Potion IV}} provides a large Damage Reduction boost making you idle things a lot easier.
* {{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. The {{ItemIcon|Dragon}} burn effect is particularly great against high hp enemies.
* {{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.
* {{Skill|Smithing}} - {{Skill|Attack|Melee}} Armour and Weapons.
* {{Skill|Fletching}} - {{Skill|Ranged}} Ammunition and Weapons.
* {{Skill|Crafting}} - Jewelry with unique effects and {{Skill|Ranged}} Armour.
* {{Skill|Runecrafting}} - {{Skill|Magic}} Armour, Weapons and Runes.
* {{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.
==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.''
===Shared Stats===
====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. Any percentage reductions go off the base interval of the weapon and are calculated additively not multiplicatively. 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 I|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 Armour and Shields.
* Ranged Armour when upgraded to it's (U) Version.
* Melee Armour when upgraded to it's (G) Version.
* Magic Armour on all tiers except Acolyte.

Revision as of 11:05, 29 July 2024

To do list:

  1. Finish Stronghold Guides - done
  2. Fix Herald somehow - actually done with help of Jess
  3. Fix SC money making - done
  4. Add sim exports to all the guides lacking them - done
  5. Recheck what to level first guide
  6. take a 2nd look at ITM
  7. tag out of date guides - done
  8. tag incorrect guides - done
  9. write combat/dungeon progression