17,101
edits
(→Damage Reduction: Reword/update for TotH expansion) |
(Correct Magic evasion rating & review other formulas (appear to be accurate)) |
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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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==== 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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=== 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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==== Damage Reduction ==== | ==== Damage Reduction ==== | ||
{{Main|Reference=Damage Reduction}} | <!-- JS source: character.js, function computeDamageReduction | ||
-->{{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}}. | 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}}. | ||
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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: | 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} = 0.3 \times \text{Effective Defence Level} + 0.7 \times \text{Effective Magic Level}}</math> | <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: | Then the magic evasion rating becomes: |