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m (Undo revision 85351 by Yam1 (talk) Languages other than English are not currently supported by this wiki, sorry) Tag: Undo |
(added a bunch of stuff that used to be in the combat guide) |
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== Combat Triangle == | == Combat Triangle == | ||
- ''See [[Combat Triangle]]'' | - ''See [[Combat Triangle]]'' | ||
== Food == | |||
[[Food]] is very important at all stages of Combat. <br> | |||
There are 2 ways [[Food]] can be consumed: | |||
* [[Manual Eating]] - This is when the player manually clicks on the [[Food]] button on the combat page to consume it to heal from it. | |||
* {{UpgradeIcon|Auto Eat}} - This is an upgrade bought from the [[Shop]] to automatically Consume the [[Food]] to be healed from it when your [[Health]] drops below a certain threshold (the threshold depends on the Tier of the upgrade that has been unlocked). | |||
[[Food]] can be obtained in several ways: | |||
* Fishing Fish with {{Skill|Fishing}} to then turn it in to consumable Food with {{Skill|Cooking}} | |||
* Planting [[Seeds]] in {{Skill|Farming}} that can be harvested after a certain time, this can be directly consumed. Some of the produce harvested can be further used in {{Skill|Cooking}} to produce other [[Food]] that heals for more. | |||
* {{ItemIcon|Food Box I}} contains a variety of [[Food]], this requires {{Skill|Township}} Level 40 as well as 40 [[Tasks|Township Tasks]] to be completed and the Trader unlocked in {{Skill|Township}} | |||
* [[Slayer Resupplies]] contain [[Food]] and can be bought for {{SC}}Slayer Coins, these Resupplies also provide [[Ammo]], {{ItemIcon|Light Rune}} and {{ItemIcon|Magic Bones}} for [[Prayer Points]]. | |||
== Auto Eat == | |||
{{Main|Reference=Auto Eat}} | |||
''{{UpgradeIcon|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}}, 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'' is the HP value necessary to trigger Auto Eat, lowering the necessary HP/DR required. In the base game, only one item affects the Auto Eat threshold: | |||
* {{ItemIcon|Wasteful Ring}} - Drops from {{MonsterIcon|Wicked Greater Dragon}} | |||
* {{POIIcon|The Shimmering Oasis}} | |||
=== Auto Eat Efficiency === | |||
{{Main|Reference=Auto Eat Efficiency}} | |||
''Auto Eat Efficiency'' increases the amount of HP healed per piece of food eaten. This can be found on: | |||
* {{Skill|Cooking}} item [[mastery]]. | |||
* {{Skill|Astrology}} constellation modifiers. | |||
* {{Skill|Agility}} Obstacles. | |||
* {{Icon|Famished Potion}}. | |||
== Lifesteal == | |||
{{Main|Reference=Lifesteal}} | |||
{{:Lifesteal}} | |||
== Special Attacks == | == Special 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 | === Hidden Skill Levels === | ||
In | The main [[Combat]] page has details on the specifics of the max hit, accuracy, and evasion equations the game uses to calculate your stats. In summary, levels in {{Skill|Attack}}, {{Skill|Strength}}, {{Skill|Ranged}}, {{Skill|Magic}} and {{Skill|Defence}} increase your stats based on different equations, but only up to the level cap (99 for the base game, and 120 with {{TotH}}). | ||
Hidden Levels in any of these stats force these equations to use the player's base skill level (the one shown on the sidebar, equal to the amount of XP earned) AND the player's hidden levels, making the player more powerful than their stats would otherwise indicate. Additionally, hidden levels allow the formulas to calculate stats beyond the level cap. | |||
* 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. | |||
=== Special Attacks === | |||
Special Attacks are typically found on weapons or jewelry and 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. | |||
=== Accuracy Rating === | === Accuracy Rating === | ||
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==== Damage Reduction ==== | ==== Damage Reduction ==== | ||
{{Main|Reference=Damage Reduction}} | |||
''Damage Reduction'', or DR, is the most important stat in the game. Damage Reduction, {{Skill|Hitpoints}}, and {{UpgradeIcon|Auto Eat}} tier are all taken into account when considering how much damage the player can take before being able to [[Death|die]]. Damage Reduction can be found on: | |||
* {{ItemIcon|(G) Dragon Platebody|notext=true}}{{ItemIcon|(U) Black D-hide Body|notext=true}}{{ItemIcon|Air Expert Wizard Robes|notext=true}}- Gear for all 3 Combat Styles | |||
* {{ItemIcon|Silver Diamond Ring|notext=true}}{{ItemIcon|Guardian Ring|notext=true}} Jewelry - Can be obtained through {{Skill|Crafting}}, {{Icon|Combat}}, or {{Skill|Thieving}} | |||
* {{Icon|Damage Reduction Potion|Damage Reduction Potions}} - Obtained from {{Skill|Herblore}} or {{Skill|Cartography}} | |||
* {{PetIcon|Leonardo}} - {{Skill|Defence}} Pet | |||
* {{PetIcon|Erran}} - {{ZoneIcon|Earth God Dungeon}} Pet | |||
* {{Skill|Agility}} Obstacles | |||
* {{Skill|Prayer}} | |||
For the end game, there are some {{Skill|Prayer|Prayers}} and items that affect enemies' DR: | |||
* {{PrayerIcon|Battleheart}} - Prayer, reduces enemy DR | |||
* {{ItemIcon|Shield of Ranged Power}} | |||
* {{ItemIcon|Shield of Magic Power}} | |||
* {{ItemIcon|Shield of Melee Power}} | |||
* {{ItemIcon|Ring of Power}} | |||
* {{PetIcon|Bone}} | |||
==== Damage Types ==== | ==== Damage Types ==== | ||
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<math>\text{DPS} = \frac{\text{Average Hit}}{\text{Attack Speed (Seconds)}} \times \text{Hit Chance}</math> | <math>\text{DPS} = \frac{\text{Average Hit}}{\text{Attack Speed (Seconds)}} \times \text{Hit Chance}</math> | ||
=== Evasion Rating | === 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 or the player, 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 == | |||
{{Main|Reference=Monster Respawn Timer}} | |||
{{:Monster Respawn Timer}} | |||
This timer can be reduced with the following effects: | |||
* {{AgilityIcon|Lava Jump}} | |||
* {{AgilityIcon|Dragon Fight}} | |||
* {{AgilityIcon|Pillar of Combat}} | |||
* {{ItemIcon|Hunters Hat}} | |||
* {{ItemIcon|Monster Hunter Scroll}} | |||
== Passive Effects == | |||
Beyond just Combat stats, many pieces of equipment have passive effects that increase stats that don't directly make the player better in combat. | |||
* {{ItemIcon|Gold Topaz Ring}} - This item allows the player to receive {{ItemIcon|Signet Ring Half (b)}} from Combat, needed for {{ItemIcon|Aorpheat's Signet Ring}}. This is a highly sought after [[Ring]] for its wide arrange of benefits. | |||
* Increases to {{SC}}Slayer Coins and {{GP}}Gold Pieces | |||
* [[Double Loot]] - This allows for double the Items gained from both Combat and Non-Combat | |||
== Evasion Rating == | |||
<!-- JS source: character.js, function computeEvasion | <!-- JS source: character.js, function computeEvasion | ||
-->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: | -->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: | ||
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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 --> | 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 --> | ||
=== 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: | 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: | ||
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<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> | ||
== Slayer Area Effect Negation == | |||
{{Main|Reference=Area Effect Negation}} | |||
''Slayer Area Effect Negation'' reduces the effect of Slayer Area debuffs when fighting in one of these areas. These can range from annoying ({{ZoneIcon|Forest of Goo}}, {{ZoneIcon|Arid Plains}}) to downright progress blocking ({{ZoneIcon|Dark Waters}}, {{ZoneIcon|Unhallowed Wasteland}}). This stat can be found on: | |||
* {{AgilityIcon|Pillar of Combat}} | |||
* {{ItemIcon|Hunter's Ring}} - Drops from {{Icon|Hunting Greater Dragon|type=monster}}. | |||
* {{ItemIcon|Slayer Helmet (Master)|notext=true}} - All {{Skill|Slayer}} armor from the shop (higher tier provides more). | |||
* {{ItemIcon|Slayer Skillcape}} | |||
* {{AoD}} {{POIIcon|Perilous Peaks}} Point of Interest in {{Skill|Cartography}} | |||
{{Menu}} | {{Menu}} |
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