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Combat: Difference between revisions

From Melvor Idle
79 bytes added ,  16 September 2020
Added section headers for Accuracy Rating and Evasion Rating and then moved things into sub-headers to better organize things (and to allow for linking to Accuracy/Evasion rating in general
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(Added section headers for Accuracy Rating and Evasion Rating and then moved things into sub-headers to better organize things (and to allow for linking to Accuracy/Evasion rating in general)
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=== Stun (Freeze) ===
=== Stun (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.
=== Melee Accuracy Rating ===
 
=== Accuracy Rating ===
==== Melee Accuracy Rating ====
The first formula is used to calculate the player's Effective Melee Attack Level. The Attack Style Bonus for melee is 1.
The first formula is used to calculate the player's Effective Melee Attack Level. The Attack Style Bonus for melee is 1.


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<math> \text{Melee Accuracy Rating} = \text{Effective Melee Attack Level} * (\text{Melee Attack Bonus} +64) * (1 + \text{Potion Accuracy Rating Bonus} / 100) * (1 + \text{Prayer Accuracy Rating Bonus} / 100) </math>
<math> \text{Melee Accuracy Rating} = \text{Effective Melee Attack Level} * (\text{Melee Attack Bonus} +64) * (1 + \text{Potion Accuracy Rating Bonus} / 100) * (1 + \text{Prayer Accuracy Rating Bonus} / 100) </math>


=== Ranged Accuracy Rating ===
==== Ranged Accuracy Rating ====
The first formula is used to calculate the player's Effective Ranged Attack Level. The Attack Style Bonus when using the Accurate Attack Style is 4, otherwise it's 1.
The first formula is used to calculate the player's Effective Ranged Attack Level. The Attack Style Bonus when using the Accurate Attack Style is 4, otherwise it's 1.


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<math> \text{Ranged Accuracy Rating} = \text{Effective Ranged Attack Level} * (\text{Ranged Attack Bonus} +64) * (1 + \text{Potion Accuracy Rating Bonus} / 100) * (1 + \text{Prayer Accuracy Rating Bonus} / 100) </math>
<math> \text{Ranged Accuracy Rating} = \text{Effective Ranged Attack Level} * (\text{Ranged Attack Bonus} +64) * (1 + \text{Potion Accuracy Rating Bonus} / 100) * (1 + \text{Prayer Accuracy Rating Bonus} / 100) </math>


=== Magic Accuracy Rating ===
==== Magic Accuracy Rating ====
The first formula is used to calculate the player's Effective Magic Attack Level. The Attack Style Bonus for magic is 1.
The first formula is used to calculate the player's Effective Magic Attack Level. The Attack Style Bonus for magic is 1.


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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 targets 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 targets Evasion Rating, the attacker will hit 75% of the time, at triple, the attacker will hit 83.3% of the time.


=== Melee Max Hit ===  
=== Max Hit ===
==== Melee Max Hit ====
The first formula is used to calculate the player's Effective Strength Level.
The first formula is used to calculate the player's Effective Strength Level.


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=== Ranged Max Hit ===  
==== Ranged Max Hit ====  
The first formula is used to calculate the player's Effective Ranged Strength Level. The Attack Style Bonus when using the Accurate Attack Style is 4, otherwise it's 1.
The first formula is used to calculate the player's Effective Ranged Strength Level. The Attack Style Bonus when using the Accurate Attack Style is 4, otherwise it's 1.


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<math> \text{Max Hit} = 10 * ((1.3 + \text{Effective Ranged Strength Level} / 10 + \text{Strength Bonus} / 80 + \text{Effective Ranged Strength Level} * \text{Strength Bonus} / 640) * (1 + \text{Potion Strength Bonus} / 100) * (1 + \text{Prayer Strength Bonus} / 100)) </math>
<math> \text{Max Hit} = 10 * ((1.3 + \text{Effective Ranged Strength Level} / 10 + \text{Strength Bonus} / 80 + \text{Effective Ranged Strength Level} * \text{Strength Bonus} / 640) * (1 + \text{Potion Strength Bonus} / 100) * (1 + \text{Prayer Strength Bonus} / 100)) </math>


=== Magic Max Hit ===
==== Magic Max Hit ====
The player's Max Hit with [[Magic#Spells|spells]] changes depending on the spell being used. Spell Max Hit is listed in the spells description and is different for every spell. Magic Damage Bonus can be found in Equipment Stats under % Damage Bonus. The potion and prayer bonuses, will be the relevant numbers written in the potion and prayer descriptions.
The player's Max Hit with [[Magic#Spells|spells]] changes depending on the spell being used. Spell Max Hit is listed in the spells description and is different for every spell. Magic Damage Bonus can be found in Equipment Stats under % Damage Bonus. The potion and prayer bonuses, will be the relevant numbers written in the potion and prayer descriptions.


<math> \text{Magic Max Hit} = \text{Spell Max Hit} * (1 + (\text{Magic Skill Level} + 1) / 200) * (1 + \text{Magic Damage Bonus} / 100) * (1 + \text{Prayer Magic Damage Bonus} / 100) * (1 + \text{Potion Magic Damage Bonus})</math>
<math> \text{Magic Max Hit} = \text{Spell Max Hit} * (1 + (\text{Magic Skill Level} + 1) / 200) * (1 + \text{Magic Damage Bonus} / 100) * (1 + \text{Prayer Magic Damage Bonus} / 100) * (1 + \text{Potion Magic Damage Bonus})</math>


=== Melee Evasion Rating ===  
=== Evasion Rating ===
==== Melee Evasion Rating ====
The first formula is used to calculate the player's Effective Defence Level. The Defence Style Bonus is 1. When using the Longranged Attack Style the Defence Style Bonus is 3.
The first formula is used to calculate the player's Effective Defence Level. The Defence Style Bonus is 1. When using the Longranged Attack Style the Defence Style Bonus is 3.


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<math> \text{Evasion Rating} = \text{Effective Defence Level} * (\text{Melee Defence Bonus} + 64) * (1 + \text{Potion Evasion Rating Bonus} / 100) * (1 + \text{Prayer Evasion Rating Bonus} / 100) </math>
<math> \text{Evasion Rating} = \text{Effective Defence Level} * (\text{Melee Defence Bonus} + 64) * (1 + \text{Potion Evasion Rating Bonus} / 100) * (1 + \text{Prayer Evasion Rating Bonus} / 100) </math>


=== Ranged Evasion Rating ===  
==== Ranged Evasion Rating ====
The first formula is used to calculate the player's Effective Defence Level. Ranged Defence Style Bonus is 1.
The first formula is used to calculate the player's Effective Defence Level. Ranged Defence Style Bonus is 1.


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<math> \text{Ranged Evasion Rating} = \text{Effective Defence Level} * (\text{Ranged Defence Bonus} + 64) * (1 + \text{Potion Evasion Rating Bonus} / 100) * (1 + \text{Prayer Evasion Rating Bonus} / 100) </math>
<math> \text{Ranged Evasion Rating} = \text{Effective Defence Level} * (\text{Ranged Defence Bonus} + 64) * (1 + \text{Potion Evasion Rating Bonus} / 100) * (1 + \text{Prayer Evasion Rating Bonus} / 100) </math>


=== Magic Evasion Rating ===
==== Magic Evasion Rating ====
The first formula is used to calculate the player's Effective Magic Defence Level. The result here is always rounded down to the nearest whole number.
The first formula is used to calculate the player's Effective Magic Defence Level. The result here is always rounded down to the nearest whole number.