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Combat: Difference between revisions

From Melvor Idle
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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.


<math>\text{Base Combat Level} = 0.25 * (\text{Defence Skill Level} + \text{Hitpoints Skill Level} + (\text{Prayer Skill Level} / 2)</math>
<math>\text{Base Combat Level} = 0.25 * (\text{Defence Skill Level} + \text{Hitpoints Skill Level} + (\text{Prayer Skill Level} / 2)</math>


The second set of formulas are used to calculate the player's Offensive Combat Levels, only the highest result is used.
The second set of formulas are used to calculate the player's Offensive Combat Levels, only the highest result is used.


<math>\text{Melee Combat Level} = 0.325 * (\text{Attack Skill Level} + \text{Strength Skill Level})</math>
<math>\text{Melee Combat Level} = 0.325 * (\text{Attack Skill Level} + \text{Strength Skill Level})</math>
<math>\text{Ranged Combat Level} = 0.325 * (3 * \text{Ranged Skill Level} / 2)</math>
<math>\text{Ranged Combat Level} = 0.325 * (3 * \text{Ranged Skill Level} / 2)</math>
<math>\text{Magic Combat Level} = 0.325 * (3 * \text{Magic Skill Level} / 2)</math>
<math>\text{Magic Combat Level} = 0.325 * (3 * \text{Magic Skill Level} / 2)</math>


The third formula is used to calculate the player's Combat Level, rounded down to the nearest whole number.
The third formula is used to calculate the player's Combat Level, rounded down to the nearest whole number.


<math>\text{Combat Level} = \text{Base Combat Level} + \text{Highest Offensive Combat Level}</math>
<math>\text{Combat Level} = \text{Base Combat Level} + \text{Highest Offensive Combat Level}</math>
 
=== 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 [[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 [[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.
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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.


<math> \text{Effective Melee Attack Level}=\text{Attack Skill Level} + 8 + \text{Attack Style Bonus} </math>
<math> \text{Effective Melee Attack Level}=\text{Attack Skill Level} + 8 + \text{Attack Style Bonus} </math>


The second formula is used to calculate the player's Melee Accuracy Rating. Melee Attack Bonus can be found in Equipment Stats and changes depending on the Attack Style selected. Simply substitute Stab Bonus, Slash Bonus, or Defend Bonus, from Equipment Stats with Melee Attack Bonus in this formula. The potion and prayer bonuses, will be the relevant numbers written in the potion and prayer descriptions.
The second formula is used to calculate the player's Melee Accuracy Rating. Melee Attack Bonus can be found in Equipment Stats and changes depending on the Attack Style selected. Simply substitute Stab Bonus, Slash Bonus, or Defend Bonus, from Equipment Stats with Melee Attack Bonus in this formula. The potion and prayer bonuses, will be the relevant numbers written in the potion and prayer descriptions.


<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.


<math> \text{Effective Ranged Attack Level}=\text{Ranged Skill Level} + 8 + \text{Attack Style Bonus} </math>
<math> \text{Effective Ranged Attack Level}=\text{Ranged Skill Level} + 8 + \text{Attack Style Bonus} </math>


The second formula is used to calculate the player's Ranged Accuracy Rating. Ranged Attack Bonus can be found in Equipment Stats, under Offensive Stats with the bow and arrow icon. The potion and prayer bonuses, will be the relevant numbers written in the potion and prayer descriptions.
The second formula is used to calculate the player's Ranged Accuracy Rating. Ranged Attack Bonus can be found in Equipment Stats, under Offensive Stats with the bow and arrow icon. The potion and prayer bonuses, will be the relevant numbers written in the potion and prayer descriptions.


<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.


<math> \text{Effective Magic Attack Level}=\text{Attack Skill Level} + 8 + \text{Attack Style Bonus} </math>
<math> \text{Effective Magic Attack Level}=\text{Attack Skill Level} + 8 + \text{Attack Style Bonus} </math>


The second formula is used to calculate the player's Magic Accuracy Rating. Magic Attack Bonus can be found in Equipment Stats, under Offensive Stats with the wizard hat icon. The potion and prayer bonuses, will be the relevant numbers written in the potion and prayer descriptions.
The second formula is used to calculate the player's Magic Accuracy Rating. Magic Attack Bonus can be found in Equipment Stats, under Offensive Stats with the wizard hat icon. The potion and prayer bonuses, will be the relevant numbers written in the potion and prayer descriptions.


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


=== Chance to Hit ===
=== Chance to Hit ===
To calculate the chance an attack will hit, the Accuracy Rating of the attacker is compared to the relevant Evasion Rating of the defender. If the attacker's Accuracy Rating is lower than the defender's evasion rating the formula looks like this.
To calculate the chance an attack will hit, the Accuracy Rating of the attacker is compared to the relevant Evasion Rating of the defender. If the attacker's Accuracy Rating is lower than the defender's evasion rating the formula looks like this.


<math> \text{Hit Percent Chance}=\ (0.5 * \text{Accuracy Rating} / \text{Evasion Rating}) * 100 </math>
<math> \text{Hit Percent Chance}=\ (0.5 * \text{Accuracy Rating} / \text{Evasion Rating}) * 100 </math>


If the attacker's Accuracy Rating is higher than the defender's Evasion Rating the formula looks like this.
If the attacker's Accuracy Rating is higher than the defender's Evasion Rating the formula looks like this.


<math> \text{Hit Percent Chance}=\ (1 - 0.5 * \text{Evasion Rating} / \text{Accuracy Rating}) * 100 </math>
<math> \text{Hit Percent Chance}=\ (1 - 0.5 * \text{Evasion Rating} / \text{Accuracy Rating}) * 100 </math>


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.
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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.


<math> \text{Effective Melee Strength Level} = \text{Strength Skill Level} + 8 + 1 </math>
<math> \text{Effective Melee Strength Level} = \text{Strength Skill Level} + 8 + 1 </math>


The second formula is used to calculate the player's Max Hit. Strength Bonus can be found in Equipment Stats next to the flexed arm icon. The potion and prayer bonuses, will be the relevant numbers written in the potion and prayer descriptions.
The second formula is used to calculate the player's Max Hit. Strength Bonus can be found in Equipment Stats next to the flexed arm icon. The potion and prayer bonuses, will be the relevant numbers written in the potion and prayer descriptions.


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




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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.


<math> \text{Effective Ranged Strength Level} = \text{Ranged Skill Level} + \text{Attack Style Bonus} </math>
<math> \text{Effective Ranged Strength Level} = \text{Ranged Skill Level} + \text{Attack Style Bonus} </math>


The second formula is used to calculate the player's Max Hit. Strength Bonus can be found in Equipment Stats next to the bow and arrow icon. The potion and prayer bonuses, will be the relevant numbers written in the potion and prayer descriptions.
The second formula is used to calculate the player's Max Hit. Strength Bonus can be found in Equipment Stats next to the bow and arrow icon. The potion and prayer bonuses, will be the relevant numbers written in the potion and prayer descriptions.


<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 ===  
=== 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.


<math> \text{Effective Defence Level} = \text{Defence Skill Level} + 8 + \text{Defence Style Bonus} </math>
<math> \text{Effective Defence Level} = \text{Defence Skill Level} + 8 + \text{Defence Style Bonus} </math>


The second formula is used to calculate the player's Melee Evasion Rating. Melee Defence Bonus can be found in Equipment Stats under Defensive Stats with a shield icon. The potion and prayer bonuses, will be the relevant numbers written in the potion and prayer descriptions.
The second formula is used to calculate the player's Melee Evasion Rating. Melee Defence Bonus can be found in Equipment Stats under Defensive Stats with a shield icon. The potion and prayer bonuses, will be the relevant numbers written in the potion and prayer descriptions.


<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.


<math> \text{Effective Defence Level} = \text{Defence Skill Level} + 8 + \text{Ranged Defence Style Bonus} </math>
<math> \text{Effective Defence Level} = \text{Defence Skill Level} + 8 + \text{Ranged Defence Style Bonus} </math>


The second formula is used to calculate the player's Ranged Evasion Rating. Ranged Defence Bonus can be found in Equipment Stats under Defensive Stats with a bow and arrow icon. The potion and prayer bonuses, will be the relevant numbers written in the potion and prayer descriptions.
The second formula is used to calculate the player's Ranged Evasion Rating. Ranged Defence Bonus can be found in Equipment Stats under Defensive Stats with a bow and arrow icon. The potion and prayer bonuses, will be the relevant numbers written in the potion and prayer descriptions.


<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.


<math> \text{Effective Magic Defence Level} = \text{Magic Skill Level} * 0.7 + \text{Defence Skill Level} * 0.3 + 9</math>
<math> \text{Effective Magic Defence Level} = \text{Magic Skill Level} * 0.7 + \text{Defence Skill Level} * 0.3 + 9</math>


The second formula is used to calculate the player's Magic Evasion Rating. Magic Defence Bonus can be found in Equipment Stats under Defensive Stats with a wizard hat icon. The potion and prayer bonuses, will be the relevant numbers written in the potion and prayer descriptions.
The second formula is used to calculate the player's Magic Evasion Rating. Magic Defence Bonus can be found in Equipment Stats under Defensive Stats with a wizard hat icon. The potion and prayer bonuses, will be the relevant numbers written in the potion and prayer descriptions.


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


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