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Combat: Difference between revisions

From Melvor Idle
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accuracy formula has changed
(→‎Death: Added some clarification on mechanics)
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{{V0.17.0}}
{{V|0.18.2}}
[[File:Combat.svg|thumb|right|Combat]]
[[File:Combat.svg|thumb|right|Combat]]
[[File:Combat Page Map.png|thumb|right|Combat page.]]
[[File:Combat Page Map.png|thumb|right|Combat page.]]
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{{PAGENAME}} involves fighting various [[monsters]] throughout the [[combat areas]], [[slayer areas]], and [[dungeons]] of Melvor. [[Food]] and [[Equipment]] cannot be changed while in a [[dungeon]] unless an [[Dungeon Equipment Swapping|upgrade]] has been purchased from the [[shop]].
{{PAGENAME}} involves fighting various [[monsters]] throughout the [[combat areas]], [[slayer areas]], and [[dungeons]] of Melvor. [[Food]] and [[Equipment]] cannot be changed while in a [[dungeon]] unless an [[Dungeon Equipment Swapping|upgrade]] has been purchased from the [[shop]].


Combat stats—viewable from the combat page—are affected by the player's combat skills and any [[Equipment]] worn. The combat skills are [[Attack]], [[Strength]], [[Defence]], [[Hitpoints]], [[Ranged]], [[Magic]], [[Prayer]], and [[Slayer]]. These skills are factored in when calculating the player's combat level, which is an approximation of the player's power. Players start at combat level 3 and can reach a maximum of combat level 126, while [[monsters]] range from combat level [[Chicken|1]] to [[Ragnar|815]]. The player's combat level affects the difficulty of [[monsters]] given in [[Slayer]] Tasks.
Combat stats—viewable from the combat page—are affected by the player's combat skills and any [[Equipment]] worn. The combat skills are {{Skill|Attack}}, {{Skill|Strength}}, {{Skill|Defence}}, {{Skill|Hitpoints}}, {{Skill|Ranged}}, {{Skill|Magic}}, {{Skill|Prayer}}, and {{Skill|Slayer}}. These skills are factored in when calculating the player's combat level, which is an approximation of the player's power. Players start at combat level 3 and can reach a maximum of combat level 126, while [[monsters]] range from combat level [[Chicken|1]] to [[Ragnar|815]]. The player's combat level affects the difficulty of [[monsters]] given in [[Slayer]] Tasks.


== Combat Info ==
== Combat Info ==
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Any items enemies drop upon death must be looted manually by selecting "Loot All" or the item itself, unless the {{ItemIcon|Amulet of Looting}} is equipped. If there are more than 16 stacks of loot, the oldest drop disappears. Bones stack and do not time out like other drops. Other drops do not stack even if they are of the same type.
Any items enemies drop upon death must be looted manually by selecting "Loot All" or the item itself, unless the {{ItemIcon|Amulet of Looting}} is equipped. If there are more than 16 stacks of loot, the oldest drop disappears. Bones stack and do not time out like other drops. Other drops do not stack even if they are of the same type.


[[Monsters]] fought in [[dungeons]] will not drop loot when killed (except for God Dungeons, where shards are rewarded after each killed monster) and do not count towards [[Slayer]] Tasks. When the last [[Monsters|monster]] in a [[dungeon]] is killed the player will be awarded with a [[Dungeons#Dungeon List|reward]], which is sent to the [[Bank]] automatically.  
[[Monsters]] fought in [[dungeons]] will not drop loot when killed (except for God Dungeons, where shards are rewarded after each killed monster) and do not count towards {{Skill|Slayer}} Tasks. When the last [[Monsters|monster]] in a [[dungeon]] is killed the player will be awarded with a [[Dungeons#Dungeon List|reward]], which is sent to the [[Bank]] automatically.  


== Combat Triangle ==
== Combat Triangle ==
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== Special Attacks ==
== Special Attacks ==
{{Main|Reference=Special Attacks}}
{{Main|Reference=Special Attacks}}
Special attacks can be used in combat to gain a slight advantage over the [[monster]] being fought. Equipping a weapon with a special attack will give your attacks a chance to perform a special attack. Only a select few high level weapons have special attacks. Several monsters can use special attacks against the player, including [[Malcs, the Guardian of Melvor]] and [[Prat, the Protector of Secrets]] from the [[Volcanic Cave]], and all of the monsters from the four god dungeons. The attack bar will change to yellow when a special attack is being used.
Special attacks can be used in combat to gain a slight advantage over the [[monster]] being fought. Equipping a weapon with a special attack will give your attacks a chance to perform a special attack. Only a select few high level weapons have special attacks. Several monsters can use special attacks against the player, including {{MonsterIcon|Malcs, the Guardian of Melvor}} and {{MonsterIcon|Prat, the Protector of Secrets}} from the {{ZoneIcon|type=Dungeon|Volcanic Cave}}, and all of the monsters from the four god dungeons. The attack bar will change to yellow when a special attack is being used.


Special Attacks cannot be used alongside Ancient Magicks.
Special Attacks cannot be used alongside Ancient Magicks.
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Receiving damage that would bring the player's total {{Skill|Hitpoints}} to 0 or below will cause the player to die. Upon death a random piece of [[Equipment]] worn will be lost forever (unless the {{PrayerIcon|Protect Item}} prayer is active). If ammo is lost, the entire stack - regardless of size - will be forfeited. Only non-[[food]] items that have been equipped in an active slot can be lost upon death.
Receiving damage that would bring the player's total {{Skill|Hitpoints}} to 0 or below will cause the player to die. Upon death a random piece of [[Equipment]] worn will be lost forever (unless the {{PrayerIcon|Protect Item}} prayer is active). If ammo is lost, the entire stack - regardless of size - will be forfeited. Only non-[[food]] items that have been equipped in an active slot can be lost upon death.


All items equipped have an equal chance of being lost. When the death penalty rolls to determine which item is lost, it starts by rolling a random item slot. If the player has nothing equipped in that slot (For example, if they are using Melee and do not have any Ammo equipped) nothing will be lost.
All items equipped have an equal chance of being lost. When the death penalty rolls to determine which item is lost, it starts by rolling a random equipment slot. If the player has nothing equipped in that slot (For example, if they are using Melee and do not have any Ammo equipped) nothing will be lost, and a message saying "Luck was on your side today. You lost nothing." will appear.


{{Icon|Hardcore}} characters that die are deleted permanently.
{{Icon|Hardcore}} characters that die are deleted permanently.
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<math>\small{\begin{aligned}\text{Melee Combat Level} = 0.325 * (\text{Attack Skill Level} + \text{Strength Skill Level})\end{aligned}}</math>
<math>\small{\begin{aligned}\text{Melee Combat Level} = 0.325 * (\text{Attack Skill Level} + \text{Strength Skill Level})\end{aligned}}</math>
<math>\small{\begin{aligned}\text{Ranged Combat Level} = 0.325 * (3 * \text{Ranged Skill Level} / 2)\end{aligned}}</math>
<math>\small{\begin{aligned}\text{Ranged Combat Level} = 0.325 * (3 * \text{Ranged Skill Level} / 2)\end{aligned}}</math>
<math>\small{\begin{aligned}\text{Magic Combat Level} = 0.325 * (3 * \text{Magic Skill Level} / 2)\end{aligned}}</math>
<math>\small{\begin{aligned}\text{Magic Combat Level} = 0.325 * (3 * \text{Magic Skill Level} / 2)\end{aligned}}</math>


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=== Accuracy Rating ===
=== Accuracy Rating ===
==== Melee 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 is based on bonuses from other skills, such as from Agility.


<math> \small{\begin{aligned} \text{Effective Melee Attack Level}=\text{Attack Skill Level} + 8 + \text{Attack Style Bonus} \end{aligned}}</math>
<math> \small{\begin{aligned} \text{Effective Melee Attack Level}=\text{Attack Skill Level} + 8 + \text{Attack Style Bonus} \end{aligned}}</math>
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==== 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 is based on bonuses from other skills, such as from Agility.


<math> \small{\begin{aligned} \text{Effective Ranged Attack Level}=\text{Ranged Skill Level} + 8 + \text{Attack Style Bonus} \end{aligned}}</math>
<math> \small{\begin{aligned} \text{Effective Ranged Attack Level}=\text{Ranged Skill Level} + 8 + \text{Attack Style Bonus} \end{aligned}}</math>
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==== 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 is based on bonuses from other skills, such as from Agility.


<math> \small{ \begin{aligned} \text{Effective Magic Attack Level}=\text{Magic Skill Level} + 8 + \text{Attack Style Bonus} \end{aligned}} </math>
<math> \small{ \begin{aligned} \text{Effective Magic Attack Level}=\text{Magic Skill Level} + 8 + \text{Attack Style Bonus} \end{aligned}} </math>
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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> \small{ \begin{aligned} \text{Effective Melee Strength Level} = \text{Strength Skill Level} + 8 + 1 \end{aligned}} </math>
<math> \small{ \begin{aligned} \text{Effective Melee Strength Level} = \text{Strength Skill Level} + 8 + \text{petBonus} \end{aligned}} </math>
 
petBonus is 4 if {{PetIcon|Lil Ron}} is unlocked, or 1 if not.


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.
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<math> \small{ \begin{aligned} \text{Max Hit} = 10 * \big\{ &(1.3 + \text{Effective Melee Strength Level} / 10 + \text{Strength Bonus} / 80 + \text{Effective Melee Strength Level} * \text{Strength Bonus} / 640)\\
<math> \small{ \begin{aligned} \text{Max Hit} = 10 * \big\{ &(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) \big\} \end{aligned}}</math>
&* (1 + \text{Potion Strength Bonus} / 100) * (1 + \text{Prayer Strength Bonus} / 100) \big\} \end{aligned}}</math>
This, simplified, is equivalent to
<math> \text{Max Hit} = \left( 22 + \text{Strength Skill Level} + \dfrac{17 + \text{Strength Skill Level}}{64}\cdot \text{Strength bonus} \right) \cdot \left( 1 + \frac{\text{Potion Strength Bonus}}{100} \right) \cdot \left( 1 + \frac{\text{Prayer Strength Bonus}}{100} \right) </math>
If the pet is unlocked, the 17 will instead be a 20.


==== Ranged Max Hit ====  
==== Ranged Max Hit ====  
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[[Magic#Ancient Magicks|Ancient Magick spells]] do not use this formula. Instead, they have deal exactly the listed damage. The only modifier that affects the damage dealt by Ancient Magick spells is the [[Combat Triangle]] bonus or penalty.
[[Magic#Ancient Magicks|Ancient Magick spells]] do not use this formula. Instead, they have deal exactly the listed damage. The only modifier that affects the damage dealt by Ancient Magick spells is the [[Combat Triangle]] bonus or penalty.
===Calculating Damage Dealt===
When the player hits with a normal attack, the game calculates how much damage the player actually does by rolling a number between their minimum hit and maximum hit for the chosen combat style and then applying post-roll modifiers.
====Post-Roll Modifiers====
Some effects are applied after the damage roll is done. The main two are enemy Damage Reduction and [[Player Modifiers]] that affect damage to all monsters or to a subset of monsters such as Slayer Monsters or Boss Monsters. These modifiers can increase the player's damage beyond their listed maximum hit.
[[Magic#Ancient Magicks|Ancient Magick spells]] are not affected by post-roll modifiers aside from enemy Damage Reduction, although weapon special attacks that do a fixed amount of damage are.


=== Damage Reduction ===
=== Damage Reduction ===
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=== Evasion Rating ===
=== Evasion Rating ===
==== 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.


<math> \small{\begin{aligned} \text{Effective Defence Level} = \text{Defence Skill Level} + 8 + \text{Defence Style Bonus} \end{aligned}}</math>
<math> \small{\begin{aligned} \text{Effective Defence Level} = \text{Defence Skill Level} + 8 \end{aligned}}</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.
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==== 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.


<math> \small{\begin{aligned} \text{Effective Defence Level} = \text{Defence Skill Level} + 8 + \text{Ranged Defence Style Bonus} \end{aligned}}</math>
<math> \small{\begin{aligned} \text{Effective Defence Level} = \text{Defence Skill Level} + 9 \end{aligned}}</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.
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=== Damage Per Hit, Average Hit, and Damage Per Second ===
=== Damage Per Hit, Average Hit, and Damage Per Second ===


If a player or monster successfully connects with an attack, the damage dealt will be a random value between their minimum and maximum hit. If no relevant equipment or Auroras are active, the player's minimum hit is 1. The minimum hit is applied after all strength and damage bonuses are calculated, which means that only bonuses that directly impact minimum hit will affect minimum hit. (in other words, if a player's minimum hit is 40 and they have +10% damage, they still have a minimum hit of 40 rather than 44)
If a player or monster successfully connects with an attack, the damage dealt will be a random value between their minimum and maximum hit. If no relevant equipment or [[Magic#Auroras|Auroras]] are active, the player's minimum hit is 1. The minimum hit is applied after all strength and damage bonuses are calculated, which means that only bonuses that directly impact minimum hit will affect minimum hit. (in other words, if a player's minimum hit is 40 and they have +10% damage, they still have a minimum hit of 40 rather than 44)


Damage Reduction is applied after this initial damage per hit is calculated, which means it is possible for a player to deal less than their minimum hit against a monster that has Damage Reduction.
Damage Reduction is applied after this initial damage per hit is calculated, which means it is possible for a player to deal less than their minimum hit against a monster that has Damage Reduction.
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