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Combat: Difference between revisions

From Melvor Idle
211 bytes added ,  4 February 2023
→‎Melee and Ranged Max Hit: Correct max hit formula again
m (Updated to V1.1)
(→‎Melee and Ranged Max Hit: Correct max hit formula again)
(One intermediate revision by the same user not shown)
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Given these figures, the base max hit (i.e. max hit before modifiers) is then calculated as:
Given these figures, the base max hit (i.e. max hit before modifiers) is then calculated as:


<math>\text{Base Max Hit} = \left \lfloor 2.2 + \frac{\text{Effective Skill Level}}{10} + \frac{\text{Effective Skill Level} + 17}{640} \times \text{Strength Bonus} \right \rfloor</math>
<math>\text{Base Max Hit} = M \times \left \lfloor 2.2 + \frac{\text{Effective Skill Level}}{10} + \frac{\text{Effective Skill Level} + 17}{640} \times \text{Strength Bonus} \right \rfloor</math>
 
Where <math>M</math> varies based on the [[Game Mode]] being played, and is equal to:
* 10 if playing [[Game_Mode#Standard|Standard]] or {{Icon|Hardcore}} mode
* 100 if playing {{Icon|Adventure}} mode


This base max hit is then adjusted by the percentage and flat max hit modifiers to arrive at the final max hit figure, where the modifiers include both global max hit increases as well as increases specific to the relevant attack type:
This base max hit is then adjusted by the percentage and flat max hit modifiers to arrive at the final max hit figure, where the modifiers include both global max hit increases as well as increases specific to the relevant attack type: