2,869
edits
(→Death) |
|||
(10 intermediate revisions by 6 users not shown) | |||
Line 1: | Line 1: | ||
{{HasGuide}} | {{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.]] | ||
Line 33: | Line 33: | ||
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. | 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. | ||
Line 67: | Line 69: | ||
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. | {{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 == | == How to idle monsters == | ||
Line 111: | Line 113: | ||
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. | ||
Line 118: | Line 120: | ||
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 === | ||
Line 223: | Line 228: | ||
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. | ||
Line 244: | Line 248: | ||
<math>\text{Damage Taken} = \left \lfloor \text{Base Damage} \times \left ( 1 - \frac{\text{Damage Reduction %}}{100} \right ) \right \rfloor</math> | <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" | |||
|+ | |||
!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 ==== | ==== Critical Hit ==== | ||
Line 252: | Line 293: | ||
==== 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. | ||
Line 288: | Line 329: | ||
<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> | <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> | ||
{{Menu}} | {{Menu}} |
edits