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{{ | {{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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{{PAGENAME}} involves fighting various [[monsters]] throughout the [[combat areas]], [[slayer areas]], and [[dungeons]] of Melvor. [[Food]] and [[Equipment]] cannot be changed while in a [[dungeon]] unless an [[Dungeon Equipment Swapping|upgrade]] has been purchased from the [[shop]]. | {{PAGENAME}} involves fighting various [[monsters]] throughout the [[combat areas]], [[slayer areas]], and [[dungeons]] of Melvor. [[Food]] and [[Equipment]] cannot be changed while in a [[dungeon]] unless an [[Dungeon Equipment Swapping|upgrade]] has been purchased from the [[shop]]. | ||
Combat stats — viewable from the combat page — are affected by the player's combat skills and any [[Equipment]] worn. The combat skills are {{Skill|Attack}}, {{Skill|Strength}}, {{Skill|Defence}}, {{Skill|Hitpoints}}, {{Skill|Ranged}}, {{Skill|Magic}}, {{Skill|Prayer}}, and {{Skill|Slayer}}. These skills are factored in when calculating the player's combat level, which is an approximation of the player's power. Players start at combat level 3 and can reach a maximum of combat level 126, while [[monsters]] range from combat level [[Chicken (monster)|1]] to [[Bane, Instrument of Fear|1300]] | Combat stats — viewable from the combat page — are affected by the player's combat skills and any [[Equipment]] worn. The combat skills are {{Skill|Attack}}, {{Skill|Strength}}, {{Skill|Defence}}, {{Skill|Hitpoints}}, {{Skill|Ranged}}, {{Skill|Magic}}, {{Skill|Prayer}}, and {{Skill|Slayer}}. These skills are factored in when calculating the player's combat level, which is an approximation of the player's power. Players start at combat level 3 and can reach a maximum of combat level 126 ({{TotH}} 153), while [[monsters]] range from combat level [[Chicken (monster)|1]] to [[Bane, Instrument of Fear|1300]]. | ||
== Combat Info == | == Combat Info == | ||
'''Max Hit''' shows the maximum potential damage a successful attack can do. The Max Hit displayed for players and enemies does not factor in damage reduction. | * '''Max Hit''' shows the maximum potential damage a successful attack can do. The Max Hit displayed for players and enemies does not factor in damage reduction. | ||
'''Chance to Hit''' shows the player's percent chance to hit the enemy with their attack. | * '''Chance to Hit''' shows the player's percent chance to hit the enemy with their attack. | ||
'''Accuracy Rating''' affects the likelihood an attack will be successful during combat. The player's Accuracy Rating is compared to the enemy's Evasion Rating when calculating the chance an attack will succeed. | * '''Accuracy Rating''' affects the likelihood an attack will be successful during combat. The player's Accuracy Rating is compared to the enemy's Evasion Rating when calculating the chance an attack will succeed. | ||
''' | * '''Damage Reduction''' (also referred to as '''DR''') reduces any damage received by the percent shown. | ||
'''Evasion Rating''' affects the likelihood an attack will be avoided during combat. There are three types of Evasion Rating; Melee, Ranged, and Magic. The Attack Type being defended against affects which Evasion Rating will be used. The enemy's Accuracy Rating is compared to the player's Evasion Rating when calculating the chance an attack will be avoided. | * '''Evasion Rating''' affects the likelihood an attack will be avoided during combat. There are three types of Evasion Rating; Melee, Ranged, and Magic. The Attack Type being defended against affects which Evasion Rating will be used. The enemy's Accuracy Rating is compared to the player's Evasion Rating when calculating the chance an attack will be avoided. | ||
'''Prayer Points''' are gained by burying [[Prayer#Bones|bones]] and are used to activate [[Prayer#Prayers|prayers]] during combat. | * '''Prayer Points''' are gained by burying [[Prayer#Bones|bones]] and are used to activate [[Prayer#Prayers|prayers]] during combat. | ||
'''Active Prayers''' provide bonuses to the player during combat and use Prayer Points to remain active. Up to two [[Prayer#Prayers|prayers]] can be active simultaneously, so long as the required Prayer Points are available. | * '''Active Prayers''' provide bonuses to the player during combat and use Prayer Points to remain active. Up to two [[Prayer#Prayers|prayers]] can be active simultaneously, so long as the required Prayer Points are available. | ||
== Basic Combat == | == Basic Combat == | ||
To fight [[monsters]] navigate to the combat page by selecting any combat skill from the left menu. The combat page contains three tabs containing the locations where [[monsters]] can be fought, above a section for equipment and combat stats. Browse [[combat areas]], [[slayer areas]], or [[dungeons]] to reveal a menu containing all the relevant locations. Selecting a location will display the enemies which can be found there, along with their Hitpoints, Combat Level, and Attack Type. Selecting "Fight" will begin combat. Combat will continue until the player runs, dies, or defeats the [[dungeons|dungeon]]. Enemies are fought automatically. Combat skills can | To fight [[monsters]] navigate to the combat page by selecting any combat skill from the left menu. The combat page contains three tabs containing the locations where [[monsters]] can be fought, above a section for equipment and combat stats. Browse [[combat areas]], [[slayer areas]], or [[dungeons]] to reveal a menu containing all the relevant locations. Selecting a location will display the enemies which can be found there, along with their Hitpoints, Combat Level, and Attack Type. Selecting "Fight" will begin combat. Combat will continue until the player runs, dies, or defeats the [[dungeons|dungeon]]. Enemies are fought automatically. Combat skills can be trained in [[Offline Progression|offline mode]] as long as it is toggled in the settings. | ||
[[Beginners_Guide#Combat_Skills|Combat skills]] are leveled by damaging enemies with weapons, and magic. To train a specific combat skill match the Attack Style icon with the relevant [[Beginners_Guide#Combat_Skills|combat skill]]. The available Attack Styles will change depending on the type of weapon equipped. Most combat skills have a passive effect even when the relevant style is not selected. Weapons, armour, and [[food]] can be equipped for use by selecting them in the [[Bank]]. Weapons and armour provide bonuses and penalties to combat stats, while [[food]] can be used for healing in combat. | [[Beginners_Guide#Combat_Skills|Combat skills]] are leveled by damaging enemies with weapons, and magic. To train a specific combat skill match the Attack Style icon with the relevant [[Beginners_Guide#Combat_Skills|combat skill]]. The available Attack Styles will change depending on the type of weapon equipped. Most combat skills have a passive effect even when the relevant style is not selected. Weapons, armour, and [[food]] can be equipped for use by selecting them in the [[Bank]]. Weapons and armour provide bonuses and penalties to combat stats, while [[food]] can be used for healing in combat. | ||
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All [[monsters]] killed in combat and slayer areas will drop [[Prayer#Bones|bones]] upon death, with a chance for additional [[Monster Loot Tables|loot]] based on the [[Monsters|monster's]] type. The "Drops" option will display the [[Monster Loot Tables|possible loot drops]] a monster can give. | All [[monsters]] killed in combat and slayer areas will drop [[Prayer#Bones|bones]] upon death, with a chance for additional [[Monster Loot Tables|loot]] based on the [[Monsters|monster's]] type. The "Drops" option will display the [[Monster Loot Tables|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 | 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. | ||
With the {{UpgradeIcon|Loot Container Stacking}} upgrade from the [[Shop]] all loot in the Loot Container will stack. | |||
[[Monsters]] fought in [[dungeons]] will not drop loot when killed and do not count towards {{Skill|Slayer}} Tasks. The God Dungeons are an exception to this rule: the shards are rewarded after each killed monster. When the last [[Monsters|monster]] in a [[dungeon]] is killed, the player will be given a [[Dungeons#Dungeon List|reward]] that is sent to the [[Bank]] automatically. | [[Monsters]] fought in [[dungeons]] will not drop loot when killed and do not count towards {{Skill|Slayer}} Tasks. The God Dungeons are an exception to this rule: the shards are rewarded after each killed monster. When the last [[Monsters|monster]] in a [[dungeon]] is killed, the player will be given a [[Dungeons#Dungeon List|reward]] that is sent to the [[Bank]] automatically. | ||
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Receiving damage that would bring the player's total {{Skill|Hitpoints}} to 0 or below will cause the player to die. Upon death a random equipment slot is selected, any [[Equipment]] within the selected slot will be lost forever (unless the {{PrayerIcon|Protect Item}} prayer is active). If either ammunition or Summoning tablets are lost, the entire stack - regardless of size - will be forfeited. Only non-[[food]] items that have been equipped in an active slot can be lost upon death. | Receiving damage that would bring the player's total {{Skill|Hitpoints}} to 0 or below will cause the player to die. Upon death a random equipment slot is selected, any [[Equipment]] within the selected slot will be lost forever (unless the {{PrayerIcon|Protect Item}} prayer is active). If either ammunition or Summoning tablets are lost, the entire stack - regardless of size - will be forfeited. Only non-[[food]] items that have been equipped in an active slot can be lost upon death. | ||
All items equipped have an equal chance of being lost. When the death penalty rolls to determine which item is lost, it starts by rolling a random equipment slot. If the player has nothing equipped in that slot (For example, if they are using Melee and do not have any Ammo equipped) nothing will be lost, and a message saying "Luck was on your side today. You lost nothing." will appear. | All items equipped have an equal chance of being lost. When the death penalty rolls to determine which item is lost, it starts by rolling a random equipment slot. If the player has nothing equipped in that slot (For example, if they are using Melee and do not have any Ammo equipped) nothing will be lost, and a message saying "Luck was on your side today. You lost nothing." will appear. If the [[Decoy Idol]] is equipped, it will always be the item lost. | ||
{{Icon|Hardcore}} characters that die are deleted permanently. The only safe death in Hardcore mode is during the [[Impending Darkness Event]], where death results in normal death penalties but not character deletion. | |||
== How to idle monsters == | |||
In order to idle monsters, you will need to purchase [[Auto Eat]] which costs {{GP|1000000}} from the [[Shop]]. | |||
For most monsters, you will be able to start idling if your {{UpgradeIcon|Auto Eat}} threshold is lower than the monster's max hit. To find your auto eat threshold, tap the {{UpgradeIcon|Auto Eat}} icon below your HP bar. To find the monster's max hit, start fighting the monster and look at their "Maximum Hit" in their Offensive Stats box. This number already accounts for the [[Combat Triangle]] and your [[Damage Reduction]]. If your {{UpgradeIcon|Auto Eat}} threshold is greater than or equal to the monster's max hit. | |||
You normally are safe to idle monsters as long as you don't run out of [[Food]], [[Ammo]] or [[Runes]]. | |||
=== Other considerations === | |||
While most of this information can be found in the game, it can be difficult to check for dungeons, slayer tasks, and some late game monsters that have special attacks. Players have created tools to help check if you are safe to idle, but please note that they are liable to become out of date and inaccurate. | |||
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 website [https://zxv975.github.io/CanIIdle/ Can I Idle Melvor] is an easy to use resource to determine if you can idle safely. As of 12/15/22, the website says it is out of date but it is still valid for [[v1.1.1]] with the exception of Elite and Master [[Slayer#Slayer Tasks|Slayer Tasks]] once the player has beaten [[Impending Darkness Event]] and purchased the [[Throne of the Herald Expansion]]. This website only has monsters from the base game. | |||
:* There is a new mod [https://mod.io/g/melvoridle/m/will-i-die "Will I die?"], although note that as with the combat simulator this cannot be guaranteed to be 100% accurate. Therefore, you should always exercise caution when fighting something for the first time. | |||
To learn about modding, see the [[FAQ#Mods|Mods]] section of the [[FAQ]]. | |||
== Combat Mechanics == | == Combat Mechanics == | ||
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The first formula is used to calculate the player's Base Combat Level. | The first formula is used to calculate the player's Base Combat Level. | ||
<!-- JS source: | <!-- JS source: game.js, function playerCombatLevel | ||
--><math>\small{ \begin{aligned} \text{Base Combat Level} = 0.25 \times (\text{Defence Skill Level} + \text{Hitpoints Skill Level} + \lfloor 0.5 \times \text{Prayer Skill Level} \rfloor) \end{aligned}}</math> | --><math>\small{ \begin{aligned} \text{Base Combat Level} = 0.25 \times (\text{Defence Skill Level} + \text{Hitpoints Skill Level} + \lfloor 0.5 \times \text{Prayer Skill Level} \rfloor) \end{aligned}}</math> | ||
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Where: <math> \left \lfloor x \right \rfloor </math> is the [https://en.wikipedia.org/wiki/Floor_and_ceiling_functions floor function]. | Where: <math> \left \lfloor x \right \rfloor </math> is the [https://en.wikipedia.org/wiki/Floor_and_ceiling_functions floor function]. | ||
=== 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 the {{ItemIcon|Fighter Amulet}} is 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. | 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 the {{ItemIcon|Fighter Amulet}} is 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. | ||
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While a player or monster is asleep, they take 20% more damage. | While a player or monster is asleep, they take 20% more damage. | ||
===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}}. | |||
=== Accuracy Rating === | === Accuracy Rating === | ||
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! Attack Type !! Attack Style !! Skill Level !! Attack Bonus Stat | ! Attack Type !! Attack Style !! Skill Level !! Attack Bonus Stat | ||
|- | |- | ||
| rowspan="3" | {{Icon|Melee}} || {{Skill|Attack|Stab|nolink=true}} || {{Skill|Attack}} || Stab attack bonus | | rowspan="3" | {{Icon|Melee}} || {{Skill|Attack|Stab|nolink=true}} || rowspan="3" | {{Skill|Attack}} || Stab attack bonus | ||
|- | |- | ||
| {{Skill|Strength|Slash|nolink=true | | {{Skill|Strength|Slash|nolink=true}} || Slash attack bonus | ||
|- | |- | ||
| {{Skill|Defence|Block|nolink=true | | {{Skill|Defence|Block|nolink=true}} || Block attack bonus | ||
|- | |- | ||
| {{Skill|Ranged}} || All || {{Skill|Ranged}} || Ranged attack bonus | | {{Skill|Ranged}} || All || {{Skill|Ranged}} || Ranged attack bonus | ||
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<math>\small{\text{Effective Skill Level} = \text{Standard Skill Level} + \text{Hidden Skill Level}}</math> | <math>\small{\text{Effective Skill Level} = \text{Standard Skill Level} + \text{Hidden Skill Level}}</math> | ||
Where 'Standard Skill Level' is the player's skill level as seen in the left-hand navigation bar (up to a maximum of 99), while 'Hidden Skill Level' is the sum of any hidden skill level bonuses, such as those granted by {{Skill|Astrology}}. | Where 'Standard Skill Level' is the player's skill level as seen in the left-hand navigation bar (up to a maximum of 99, or 120 with {{TotH}}), while 'Hidden Skill Level' is the sum of any hidden skill level bonuses, such as those granted by {{Skill|Astrology}}, some [[Pets]] or items like the {{ItemIcon|Silver Ruby Necklace}}. | ||
Next, the base accuracy bonus should be calculated. This is the sum of the relevant attack bonus statistic provided by all currently equipped equipment (as seen in the Equipment Stats interface), plus: | Next, the base accuracy bonus should be calculated. This is the sum of the relevant attack bonus statistic provided by all currently equipped equipment (as seen in the Equipment Stats interface), plus: | ||
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** The additional ranged attack bonus provided by {{ItemIcon|Stormsnap}} if equipped, the formula for this is included on the bow's page | ** The additional ranged attack bonus provided by {{ItemIcon|Stormsnap}} if equipped, the formula for this is included on the bow's page | ||
In addition, the player's accuracy modifier needs to be known. This is the sum of all global accuracy rating and the relevant attack type's accuracy rating increases, provided from places such as [[Herblore#Combat Potions|Potions]], {{Skill|Agility}}, and {{Skill|Astrology}}. If using [[Magic#Standard Magic| | In addition, the player's accuracy modifier needs to be known. This is the sum of all global accuracy rating and the relevant attack type's accuracy rating increases, provided from places such as [[Herblore#Combat Potions|Potions]], {{Skill|Agility}}, and {{Skill|Astrology}}. If using {{Icon|Magic|Surge spells|nolink=true|img=Wind Surge|type=spell}} from the [[Magic#Standard Magic|standard magic spellbook]], this modifier is increased by a further 6%. | ||
Finally, the player's accuracy rating can then be calculated as: | Finally, the player's accuracy rating can then be calculated as: | ||
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Otherwise, the attacker's Accuracy Rating is higher than or equal to the target's Evasion Rating, and the formula is instead: | Otherwise, the attacker's Accuracy Rating is higher than or equal to the target's Evasion Rating, and the formula is instead: | ||
<math> \small{ \begin{aligned} \text{Percentage Hit Chance} = 1 - \frac{\text{Target Evasion Rating}}{2 \times\text{Attacker Accuracy Rating}} \times 100 \end{aligned}}</math> | <math> \small{ \begin{aligned} \text{Percentage Hit Chance} = \left ( 1 - \frac{\text{Target Evasion Rating}}{2 \times\text{Attacker Accuracy Rating}} \right ) \times 100 \end{aligned}}</math> | ||
When the attacker's Accuracy Rating and the target's Evasion Rating are the same, the chance to hit is 50%. The higher the attacker's Accuracy Rating is above the targets Evasion Rating, the less valuable each point will be. At double the target's Evasion Rating, the attacker will hit 75% of the time, at triple, the attacker will hit 83.3% of the time. | When the attacker's Accuracy Rating and the target's Evasion Rating are the same, the chance to hit is 50%. The higher the attacker's Accuracy Rating is above the targets Evasion Rating, the less valuable each point will be. At double the target's Evasion Rating, the attacker will hit 75% of the time, at triple, the attacker will hit 83.3% of the time. | ||
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Given these figures, the base max hit (i.e. max hit before modifiers) is then calculated as: | Given these figures, the base max hit (i.e. max hit before modifiers) is then calculated as: | ||
<math>\text{Base Max Hit} = \left \lfloor | <math>\text{Base Max Hit} = \left \lfloor M \times \left ( 2.2 + \frac{\text{Effective Skill Level}}{10} + \frac{(\text{Effective Skill Level} + 17) \times \text{Strength Bonus}}{640} \right ) \right \rfloor</math> | ||
Where <math>M</math> varies based on the [[Game Mode]] being played, and is equal to: | |||
* 10 if playing [[Game_Mode#Standard|Standard]], {{Icon|Hardcore}}, or {{AoD}}{{Icon|Ancient Relics}} mode | |||
* 100 if playing {{Icon|Adventure}} mode | |||
This base max hit is then adjusted by the percentage and flat max hit modifiers to arrive at the final max hit figure, where the modifiers include both global max hit increases as well as increases specific to the relevant attack type: | This base max hit is then adjusted by the percentage and flat max hit modifiers to arrive at the final max hit figure, where the modifiers include both global max hit increases as well as increases specific to the relevant attack type: | ||
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==== Magic Max Hit ==== | ==== Magic Max Hit ==== | ||
<!-- JS source: character.js, | <!-- 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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For [[Magic#Standard Magic|standard spells]], first determine the max hit stated in the spell's description along with the player's effective {{Skill|Magic}} level by using the same effective level formula as [[#Melee and Ranged Max Hit|Melee and Ranged max hit]] does. The base max hit is then: | For [[Magic#Standard Magic|standard spells]], first determine the max hit stated in the spell's description along with the player's effective {{Skill|Magic}} level by using the same effective level formula as [[#Melee and Ranged Max Hit|Melee and Ranged max hit]] does. The base max hit is then: | ||
<math>\text{Base Max Hit} = \left \lfloor | <math>\text{Base Max Hit} = \left \lfloor \text{Spell Max Hit} \times \left ( 1 + \frac{\text{Magic Damage Bonus}}{100} \right ) \times \left ( 1 + \frac{\text{Effective Magic Level} + 1}{200} \right ) \right \rfloor</math> | ||
This base max hit is then adjusted by the percentage and flat max hit modifiers to arrive at the final max hit figure, where the modifiers include both global and magic max hit increases. Any damage increases with the same element as the spell being used (such as that provided by the {{ItemIcon|Cloudburst Staff}}) are also added to the flat max hit modifier: | This base max hit is then adjusted by the percentage and flat max hit modifiers to arrive at the final max hit figure, where the modifiers include both global and magic max hit increases. Any damage increases with the same element as the spell being used (such as that provided by the {{ItemIcon|Cloudburst Staff}}) are also added to the flat max hit modifier: | ||
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=== Minimum Hit === | === Minimum Hit === | ||
<!-- JS source: character.js, function computeMinHit | <!-- JS source: character.js, function computeMinHit | ||
-->For [[Special Attacks]] the minimum hit varies depending on the attack. Otherwise, for normal attacks the base minimum hit starts at 1. To this base value, both modifiers for "+X% of Maximum Hit added to Minimum Hit" as well as increased flat minimum hit damage are applied. In addition, if a spell from the [[ | -->For [[Special Attacks]] the minimum hit varies depending on the attack. Otherwise, for normal attacks the base minimum hit starts at 1. To this base value, both modifiers for "+X% of Maximum Hit added to Minimum Hit" as well as increased flat minimum hit damage are applied. In addition, if a spell from the [[Standard Magic|standard]] or [[Archaic Magicks|Archaic spellbook]] is being used then element specific modifiers granting flat minimum hit damage for the same element as the spell being used are also included. The minimum hit is at least 1, and no more than the max hit. | ||
The minimum hit calculation for normal attacks is therefore: | The minimum hit calculation for normal attacks is therefore: | ||
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When the player hits with a normal attack, the game calculates how much damage the player actually does by rolling a number between their minimum hit and maximum hit for the chosen combat style and then applying post-roll modifiers. | When the player hits with a normal attack, the game calculates how much damage the player actually does by rolling a number between their minimum hit and maximum hit for the chosen combat style and then applying post-roll modifiers. | ||
Some effects are applied after the damage roll is done. The main two are enemy Damage Reduction and [[Player Modifiers]] that affect damage to all monsters or to a subset of monsters such as Slayer Monsters or Boss Monsters. These modifiers can increase the player's damage beyond their listed maximum hit. | Some effects are applied after the damage roll is done. The main two are enemy Damage Reduction and [[Player Modifiers]] that affect damage to all monsters or to a subset of monsters such as Slayer Monsters or Boss Monsters. These modifiers can increase the player's damage beyond their listed maximum hit. | ||
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==== Damage Reduction ==== | ==== Damage Reduction ==== | ||
{{Main|Reference=Damage Reduction}} | <!-- JS source: character.js, function computeDamageReduction | ||
Damage Reduction (often abbreviated as 'DR') is a stat that does exactly what it suggests: It reduces the amount of damage taken by a player or monster. Unlike other combat numbers that are complex calculations, a player's damage reduction is determined by simply adding together all damage reduction bonuses the player has, whether from equipment or something else like a {{ItemIcon|Damage Reduction Potion| | -->{{Main|Reference=Damage Reduction}} | ||
Damage Reduction (often abbreviated as 'DR') is a stat that does exactly what it suggests: It reduces the amount of damage taken by a player or monster. Unlike other combat numbers that are complex calculations, a player's damage reduction is determined by simply adding together all damage reduction bonuses the player has, whether from equipment or something else like a {{ItemIcon|Damage Reduction Potion}} or {{PetIcon|Defence}}. | |||
Many of the [[monsters]] in the game have natural damage reduction, with boss monsters typically having higher damage reduction than other monsters around the same combat level. Some monsters also have [[Special Attack#Monster Special Attacks|special attacks]] or passive effect which temporarily grant additional damage reduction, such as Stone Wall used by {{MonsterIcon|Terran}}. | |||
The player's damage reduction while engaged in combat can be calculated as their damage reduction % outside of combat ('Base Damage Reduction'), less any penalties that apply when in combat (such as the Intimidation passive effect present on many {{TotH}} [[monsters]]), all multiplied by the [[Combat Triangle]] damage reduction modifier. Damage reduction has a maximum value of 95% and a minimum of 0%, where the in-combat damage reduction can be calculated as: | |||
<math>\text{Damage Reduction %} = \min \Big( \max \Big( \Big\lfloor \left ( \text{Base Damage Reduction %} - \text{In-Combat Penalties} \right ) \times \text{Combat Triangle Modifier} \Big\rfloor , 0 \Big), 95 \Big)</math> | |||
Where: <math> \left \lfloor x \right \rfloor </math> is the [https://en.wikipedia.org/wiki/Floor_and_ceiling_functions floor function]. | |||
Whenever a player or monster with Damage Reduction greater than 0% would receive damage, the damage taken is reduced. This reduced damage can be calculated as follows: | |||
<math>\text{Damage Taken} = \left \lfloor \text{Base Damage} \times \left ( 1 - \frac{\text{Damage Reduction %}}{100} \right ) \right \rfloor</math> | |||
==== 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|Into the Abyss Expansion]]. | |||
{| class="wikitable" | |||
{| class="wikitable | |+ | ||
| | !Location | ||
! | !Damage Type | ||
!Resistance Type | |||
|- | |- | ||
| | | Melvor Realm | ||
| | | Normal Damage | ||
| Damage Reduction | |||
|- | |- | ||
| | | [[Strongholds]] | ||
| | | Pure Damage | ||
| None | |||
|- | |- | ||
| | | {{ItA}} Abyssal Realm | ||
| | | Abyssal Damage | ||
| Abyssal Resistance | |||
|} | |} | ||
=====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|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|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 ==== | |||
With specific pieces of equipment, there is a chance that hits dealt by the player may become critical. When a critical hit occurs, any damage dealt by that hit will be increased by 50% - 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 by the following: | |||
{{ModifierTable|MeleeCritChance,RangedCritChance,MagicCritChance|Critical Chance|true|}} | |||
==== Damage Per Hit, Average Hit, and Damage Per Second ==== | ==== Damage Per Hit, Average Hit, and Damage Per Second ==== | ||
If a player or monster successfully connects with an attack, the damage dealt will be a random integer value between their minimum and maximum hit. This random value is uniformly distributed, or in other words any value between and including the minimum and maximum hit is equally likely to be rolled. | If a player or monster successfully connects with an attack, the damage dealt will be a random integer value between their minimum and maximum hit (inclusive). This random value is uniformly distributed, or in other words any value between and including the minimum and maximum hit is equally likely to be rolled. | ||
Damage Reduction is applied after this initial damage per hit is calculated, which means it is possible for a player to deal less than their minimum hit against a monster that has Damage Reduction. | Damage Reduction is applied after this initial damage per hit is calculated, which means it is possible for a player to deal less than their minimum hit against a monster that has Damage Reduction. | ||
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=== Evasion Rating === | === Evasion Rating === | ||
<!-- JS source: character.js, function computeEvasion | |||
The | -->The calculation used to determine the player's evasion rating varies depending on the attack type the player is defending against. Each requires the calculation of effective skill levels, the formula for which is as follows: | ||
<math> \small{ | <math>\small{\text{Effective Skill Level} = \text{Standard Skill Level} + \text{Hidden Skill Level}}</math> | ||
In addition, the player's evasion modifier need to be known. This is the sum of all global evasion rating and the relevant attack type's evasion rating increases, provided from places such as [[Herblore#Combat Potions|Potions]], {{Skill|Agility}}, and {{Skill|Astrology}}. | |||
==== Melee and Ranged Evasion Rating ==== | |||
First determine the relevant defence bonus, this will be the melee defence bonus for the {{Icon|Melee}} evasion rating, or the ranged defence bonus for the {{Skill|Ranged}} evasion rating. These stats can be found in the Equipment Stats interface. | |||
Given this, the evasion rating is then: | |||
<math> \ | <math>\text{Evasion Rating} = \left \lfloor \left ( \text{Effective Defence Level} + 9 \right ) \times \left ( \text{Defence Bonus} + 64 \right ) \times \left ( 1 + \frac{\text{Evasion Modifier}}{100} \right ) \right \rfloor</math><!-- | ||
Note: Strictly the evasion rating calculation also includes an element of scaling when the 'globalEvasionHPScaling' applies, however this is only available through the 'Fleeting Defence' enemy passive, so currently does not apply to the player --> | |||
The | ==== Magic Evasion Rating ==== | ||
The calculation for Magic evasion is slightly different from that for Melee and Ranged. The defence bonus used should naturally be the magic defence bonus. In addition, the effective defence level becomes a calculation that factors in both the player's effective Defence and Magic levels: | |||
= | <math>\small{\text{Effective Level} = \left \lfloor 0.3 \times \text{Effective Defence Level} + 0.7 \times \text{Effective Magic Level} \right \rfloor}</math> | ||
Then the magic evasion rating becomes: | |||
<math>\text{Evasion Rating} = \left \lfloor \left ( \text{Effective Level} + 9 \right ) \times \left ( \text{Magic Defence Bonus} + 64 \right ) \times \left ( 1 + \frac{\text{Evasion Modifier}}{100} \right ) \right \rfloor</math> | |||
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