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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!
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!


==Gear Stats==
==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.
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===
===Shared Stats===
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''{{UpgradeIcon|Auto Eat - Tier I|Auto Eat}}'' is an upgrade that automatically eats equipped food after a certain health threshold. '''Upgrading this as quickly as possible is critical.''' Auto Eat Tier, along with {{Skill|Hitpoints}} and Damage Reduction controls what content is accessible without a chance of death.  
''{{UpgradeIcon|Auto Eat - Tier I|Auto Eat}}'' is an upgrade that automatically eats equipped food after a certain health threshold. '''Upgrading this as quickly as possible is critical.''' Auto Eat Tier, along with {{Skill|Hitpoints}} and Damage Reduction controls what content is accessible without a chance of death.  


With {{UpgradeIcon|Auto Eat - Tier III|Auto Eat}}, the type of food does not matter as long as one does not run out of it. The difference between {{ItemIcon|Potatoes}} or {{ItemIcon|Whale (Perfect)}} is negligible. The main difference between any given food sources is the time spent {{Skill|Cooking}}, {{Skill|Fishing}} or {{Skill|Farming}} instead of fighting monsters.
With {{UpgradeIcon|Auto Eat - Tier III|Auto Eat}}, the type of food does not matter as long as one does not run out of it. Eating either {{ItemIcon|Potatoes}} or {{ItemIcon|Whale (Perfect)}} will both keep the player alive as long as they have enough of either. The main difference between any given food sources is the time spent {{Skill|Cooking}}, {{Skill|Fishing}} or {{Skill|Farming}} instead of fighting monsters.


=====Auto Eat Threshold=====
=====Auto Eat Threshold=====
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* {{Skill|Agility}} Obstacles.
* {{Skill|Agility}} Obstacles.
* {{Icon|Famished Potion|Famished Potions}}.
* {{Icon|Famished Potion|Famished Potions}}.
=====Lifesteal=====
''Lifesteal'' heals the player for a portion of damage dealt, it does not deal extra damage. This stat can be found on:
* {{Skill|Astrology}} constellation {{ConstellationIcon|Vale}}.
* {{ItemIcon|Elder Crown}}
* {{SpellIcon|Fervor I}}
* {{ItemIcon|Warlock Amulet}}


====Slayer Area Effect Negation====
====Slayer Area Effect Negation====
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* A character that is level 15 Strength with +5 Hidden Strength Levels would calculate their Melee Max Hit based on their Effective Level of 20
* A character that is level 15 Strength with +5 Hidden Strength Levels would calculate their Melee Max Hit based on their Effective Level of 20
* A character that is level 99 with +5 Hidden Strength Levels would calculate their Melee Max Hit based on their Effective Level of 104, even when their level is capped and can't go any higher.
* A character that is level 99 with +5 Hidden Strength Levels would calculate their Melee Max Hit based on their Effective Level of 104, even when their level is capped and can't go any higher.
====Reflect Damage====
With this effect, whenever the player takes damage, they will also deal a portion of that damage immediately back to the enemy. Reflect does NOT reduce the amount of damage taken. Reflect damage cannot kill an enemy, does not provide XP, and has a 2 second cooldown before it can activate again.
This effect can be found on:
* {{ItemIcon|Gold Sapphire Ring}}
* {{ItemIcon|Recoil Shield}}
* {{Skill|Astrology}} constellation {{ConstellationIcon|Tellus}}.
====Monster Respawn Time====
After killing any monster, there will be a respawn time of 3 seconds before the next monster appears. During this time the player cannot deal damage, and therefore cannot gain XP. This means that a monster respawning can be considered a guaranteed miss (or two).
This timer can be reduced with the following effects:
* {{Skill|Agility|Lava Jump}}
* {{Skill|Agility|Dragon Fight}}
* {{Skill|Agility|Pillar of Combat}}
* {{ItemIcon|Hunters Hat}}


===Class-related Stats===
===Class-related Stats===
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* {{Skill|Strength}} bonus: One of the factors that determines max hit.
* {{Skill|Strength}} bonus: One of the factors that determines max hit.
* Stab/Slash/Block bonus: Determines the accuracy (chance to hit) of that particular attack style. Each melee weapon has stats that favor one of the styles, and using the correct one will boost accuracy substantially.
* Stab/Slash/Block bonus: Determines the accuracy (chance to hit) of that particular attack style. Each melee weapon has stats that favor one of the styles, and using the correct one will boost the player's accuracy substantially.


====Magic Stats====
====Magic Stats====
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Additionally, {{Skill|Magic}} also benefits from Rune Preservation Chance and Rune Cost Reduction. This can be found on multiple items and buffs, including:
Additionally, {{Skill|Magic}} also benefits from Rune Preservation Chance and Rune Cost Reduction. This can be found on multiple items and buffs, including:
* {{ItemIcon|Mystic Air Staff|notext=true}} - All staves
* {{ItemIcon|Mystic Air Staff|notext=true}} - All staves
* {{ItemIcon|Air Imbued Wand|notext=true}} - All imbued wands, crafted via {{Skill|Runecrafting}} from {{ItemIcon|Magic Wand (Elite)}}
* {{ItemIcon|Air Imbued Wand|notext=true}} - All imbued wands, crafted via {{Skill|Runecrafting}} from {{ItemIcon|Magic Wand (Elite)}}
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Additionally, {{Skill|Ranged}} gear also benefits from Ammo Preservation. This can be found on multiple items and buffs, including:
Additionally, {{Skill|Ranged}} gear also benefits from Ammo Preservation. This can be found on multiple items and buffs, including:
* {{ItemIcon|Ranger Boots}} - Drops from {{ItemIcon|Spider Chest}} in {{ZoneIcon|Spider Forest}}
* {{ItemIcon|Ranger Boots}} - Drops from {{ItemIcon|Spider Chest}} in {{ZoneIcon|Spider Forest}}
* {{ItemIcon|Ranger Hat}} - Drops from {{ItemIcon|Spider Chest}} in {{ZoneIcon|Spider Forest}}
* {{ItemIcon|Ranger Hat}} - Drops from {{ItemIcon|Spider Chest}} in {{ZoneIcon|Spider Forest}}
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* {{ItemIcon|Throwing Power Gloves}} - Negatively impacts ranged preservation using throwing weapons
* {{ItemIcon|Throwing Power Gloves}} - Negatively impacts ranged preservation using throwing weapons


===Special Attacks and Passive Effects===
===Minimum Hit and Special Attacks===
Beyond stats, many pieces of equipment have Special Attacks or passive effects.
Each normal attack made by the player or an enemy will deal a random amount of damage between its minimum value and its maximum value, for all monsters, and for players without any bonuses, the Minimum Hit is 1.
 
Increasing the minimum hit is possible with buffs such as:
* {{ItemIcon|Air Acolyte Wizard Hat|notext=true}}{{ItemIcon|Water Acolyte Wizard Hat|notext=true}}{{ItemIcon|Earth Acolyte Wizard Hat|notext=true}}{{ItemIcon|Fire Acolyte Wizard Hat|notext=true}} all {{Skill|Runecrafting}} armor.
* {{SpellIcon|Charged I}}
* {{PrayerIcon|Battleheart}}
* {{Skill|Agility|Pillar of Combat}}
* {{Skill|Astrology}} constellation {{ConstellationIcon|Iridan}}.
 
Special Attacks are typically found on weapons have a percentage chance of triggering when in combat and will replace your standard attack. If the player has multiple items that grant a special attack, and the combined total adds to greater than 100%, the game will attempt to normalize the chance of using either attack. For example, if the player is wearing both an {{ItemIcon|Ancient Sword}} and a {{ItemIcon|Ring of Blade Echoes}}, the player will have a 50% chance of using Life Leach, and a 50% chance of using Blade Echoes. A list of equipment and spells with special attacks can be viewed on the [[Special Attacks]] page.


Special Attacks have a percentage chance of triggering when in combat and will replace your standard attack. A list of equipment and spells with special attacks can be viewed on the [[Special Attacks]] page.
===Passive Effects===
Beyond just stats, many pieces of equipment have passive effects that increase stats that don't directly make the player better in combat.


Passive effects are bonuses that are always in play. These can increase your dps, GP/hr or simply provide more item drops. Item doubling is the most critical. This can be found on multiple items and buffs, including:
Passive effects are bonuses that are always in play. These can increase damage dealt, {{GP}} GP earned or simply provide more item drops. Item doubling is incredibly powerful as it increases the amount of items received independently of damage dealt or respawn time. This can be found on multiple items and buffs, including:


* {{ItemIcon|Ring of Wealth}} - 7% Item doubling while in Combat, which is 2% greater than the same bonus provided by {{ItemIcon|Aorpheat's Signet Ring}}
* {{ItemIcon|Ring of Wealth}} - 7% Item doubling while in Combat, which is 2% greater than the same bonus provided by {{ItemIcon|Aorpheat's Signet Ring}}