Combat: Difference between revisions

986 bytes added ,  29 December 2021
Update Chance to Hit, Max Hit sections
(→‎Accuracy Rating: Mention potions as a source of accuracy modifiers)
(Update Chance to Hit, Max Hit sections)
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== Gaining Experience ==
== Gaining Experience ==
Players can gain experience in eight different skills while training combat:
Players can gain experience in nine different skills while training combat:


{{Skill|Hitpoints}} experience is gained at a rate of 0.133 experience per damage dealt regardless of the combat style being used.
{{Skill|Hitpoints}} experience is gained at a rate of 0.133 experience per damage dealt regardless of the combat style being used.
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Slayer Experience cannot be increased by the {{ItemIcon|Gold Emerald Ring}}, however the various pieces of Slayer Equipment that can be purchased from the [[Shop]] using {{Icon|Slayer Coins}} provides an experience bonus when worn.
Slayer Experience cannot be increased by the {{ItemIcon|Gold Emerald Ring}}, however the various pieces of Slayer Equipment that can be purchased from the [[Shop]] using {{Icon|Slayer Coins}} provides an experience bonus when worn.
{{Skill|Summoning}} experience can be gained if the player has equipped [[Summoning#Summoning Tablets|tablets]] for at least one combat familiar. Summoning experience will be granted whenever the familiar attacks the enemy, consuming a tablet in the process. Being a non-combat skill, Summoning experience gained cannot be increased by the {{ItemIcon|Gold Emerald Ring}}.


== Death ==
== 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.
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 equipment slot is selected, any [[Equipment]] within the selected slot will be lost forever (unless the {{PrayerIcon|Protect Item}} prayer is active). If either ammunition or Summoning tablets are 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 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.
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.
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<math>\small{\text{Effective Skill Level} = \text{Standard Skill Level} + \text{Hidden Skill Level}}</math>
<math>\small{\text{Effective Skill Level} = \text{Standard Skill Level} + \text{Hidden Skill Level}}</math>


Here, 'Standard Skill Level' is the player's skill level as seen in the left-hand navigation bar (up to a maximum of 99), while 'Hidden Skill Level' is the sum of any hidden skill level bonuses, such as those granted by {{Skill|Astrology}}.
Where 'Standard Skill Level' is the player's skill level as seen in the left-hand navigation bar (up to a maximum of 99), while 'Hidden Skill Level' is the sum of any hidden skill level bonuses, such as those granted by {{Skill|Astrology}}.


Next, the base accuracy bonus should be calculated. This is the sum of the relevant attack bonus statistic provided by all currently equipped equipment (as seen in the "View Equipment Stats" interface), plus:
Next, the base accuracy bonus should be calculated. This is the sum of the relevant attack bonus statistic provided by all currently equipped equipment (as seen in the Equipment Stats interface), plus:
* {{Icon|Melee}}
* {{Icon|Melee}}
** +15 if fighting a {{Skill|Ranged}} monster while the {{ItemIcon|Minotaur}}/{{ItemIcon|Centaur}} synergy is active
** +15 if fighting a {{Skill|Ranged}} monster while the {{ItemIcon|Minotaur}}/{{ItemIcon|Centaur}} synergy is active
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** The additional ranged attack bonus provided by {{ItemIcon|Stormsnap}} if equipped, the formula for this is included on the bow's page
** The additional ranged attack bonus provided by {{ItemIcon|Stormsnap}} if equipped, the formula for this is included on the bow's page


In addition, the player's accuracy modifier needs to be known. This is the sum of all global accuracy rating and the relevant attack type's accuracy rating increases, provided from places such as [[Herblore#Combat Potions|Potions]], {{Skill|Agility}}, and {{Skill|Astrology}}.
In addition, the player's accuracy modifier needs to be known. This is the sum of all global accuracy rating and the relevant attack type's accuracy rating increases, provided from places such as [[Herblore#Combat Potions|Potions]], {{Skill|Agility}}, and {{Skill|Astrology}}. If using [[Magic#Standard Magic|Surge spells]], this modifier is increased by a further 6%.


Finally, the player's accuracy rating can then be calculated as:
Finally, the player's accuracy rating can then be calculated as:
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=== 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.
<!-- JS source: character.js, function computeHitChance
-->To calculate the chance an attack will hit, the Accuracy Rating of the attacker is compared to the relevant Evasion Rating of the target. If the attacker's Accuracy Rating is lower than the defender's evasion rating the formula is as follows:


<math> \small{ \begin{aligned} \text{Hit Percent Chance}=\ (0.5 * \text{Accuracy Rating} / \text{Evasion Rating}) * 100 \end{aligned}} </math>
<math> \small{ \begin{aligned} \text{Percentage Hit Chance} = \frac{\text{Attacker Accuracy Rating}}{2 \times \text{Target Evasion Rating}} \times 100 \end{aligned}} </math>


If the attacker's Accuracy Rating is higher than the defender's Evasion Rating the formula looks like this.
Otherwise, the attacker's Accuracy Rating is higher than or equal to the target's Evasion Rating, and the formula is instead:


<math> \small{ \begin{aligned} \text{Hit Percent Chance}=\ (1 - 0.5 * \text{Evasion Rating} / \text{Accuracy Rating}) * 100 \end{aligned}}</math>
<math> \small{ \begin{aligned} \text{Percentage Hit Chance} = 1 - \frac{\text{Target Evasion Rating}}{2 \times\text{Attacker Accuracy Rating}} \times 100 \end{aligned}}</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 target's Evasion Rating, the attacker will hit 75% of the time, at triple, the attacker will hit 83.3% of the time.


=== Max Hit ===
=== Max Hit ===
==== Melee Max Hit ====
<!-- JS source: character.js, function computeMaxHit -->
The first formula is used to calculate the player's Effective Strength Level.
==== Melee and Ranged Max Hit ====
<!-- JS source: character.js, functions computeMeleeMaxHit, computeRangedMaxHit
-->First, calculate the player's effective {{Skill|Strength}} level for the melee max hit, or the effective {{Skill|Ranged}} level for the ranged max hit:


<math> \small{ \begin{aligned} \text{Effective Melee Strength Level} = \text{Strength Skill Level} + 8 + \text{petBonus} \end{aligned}} </math>
<math>\small{\text{Effective Skill Level} = \text{Standard Skill Level} + \text{Hidden Skill Level}}</math>


petBonus is 4 if {{PetIcon|Lil Ron}} is unlocked, or 1 if not.
Where 'Standard Skill Level' is the player's skill level as seen in the left-hand navigation bar (up to a maximum of 99), while 'Hidden Skill Level' is the sum of any hidden skill level bonuses, such as those granted by {{Skill|Astrology}}.


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.
Next, the strength bonus should be calculated. This is the sum of the relevant statistic provided by all currently equipped equipment (as seen in the Equipment Stats interface), where the relevant statistic is:
* '''Melee strength bonus''' for {{Icon|Melee}}
* '''Ranged strength bonus''' for {{Skill|Ranged}}


<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)\\
Given these figures, the base max hit (i.e. max hit before modifiers) is then calculated as:
&* (1 + \text{Potion Strength Bonus} / 100) * (1 + \text{Prayer Strength Bonus} / 100) \big\} \end{aligned}}</math>


This, simplified, is equivalent to
<math>\text{Base Max Hit} = \left \lfloor 10 \times \left ( 1.3 + \frac{\text{Effective Skill Level}}{10} + \frac{\text{Strength Bonus}}{80} + \frac{\text{Effective Skill Level} + \text{Strength Bonus}}{640} \right ) \right \rfloor</math>


<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>
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:


If the pet is unlocked, the 17 will instead be a 20.
<math>\text{Max Hit} = \left \lfloor \text{Base Max Hit} \times \left ( 1 + \frac{\text{Percentage Max Hit Modifier}}{100} \right ) \right \rfloor + \text{Flat Max Hit Modifier}</math>


==== Ranged Max Hit ====  
==== Magic Max Hit ====
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.
<!-- JS source: character.js, functions computeMagicMaxHit
-->The player's Max Hit with [[Magic#Spells|spells]] changes depending on the spell being used. A spell's max hit is listed in the spell's description and is different for every spell. Magic Damage Bonus can be found in the Equipment Stats interface.


<math> \small{\begin{aligned} \text{Effective Ranged Strength Level} = \text{Ranged Skill Level} + \text{Attack Style Bonus} \end{aligned}}</math>
For [[Magic#Ancient Magicks|Ancient Magick spells]] the max hit is simply as stated in the spell's description, and cannot be increased by the Magic Damage Bonus stat or any max hit modifiers - only the [[Combat Triangle]] damage bonus/penalty applies.


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.
For [[Magic#Standard Magic|standard spells]], first determine the max hit stated in the spell's description along with the player's effective {{Skill|Magic}} level by using the same effective level formula as [[#Melee and Ranged Max Hit|Melee and Ranged max hit]] does. The base max hit is then:


<math> \small{ \begin{aligned} \text{Max Hit} = 10 * \big\{ &(1.3 + \text{Effective Ranged Strength Level} / 10 + \text{Strength Bonus} / 80 + \text{Effective Ranged Strength Level} * \text{Strength Bonus} / 640)\\
<math>\text{Base Max Hit} = \left \lfloor 10 \times \text{Spell Max Hit} \times \left ( 1 + \frac{\text{Magic Damage Bonus}}{100} \right ) \times \left ( 1 + \frac{1 + \text{Effective Magic Level}}{200} \right ) \right \rfloor</math>
&* (1 + \text{Potion Strength Bonus} / 100) * (1 + \text{Prayer Strength Bonus} / 100) \big\} \end{aligned}}</math>
 
==== 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.


<math> \small{\begin{aligned} \text{Magic Max Hit} = \big\{ &\text{Spell Max Hit} * (1 + (\text{Magic Skill Level} + 1) / 200) * (1 + \text{Magic Damage Bonus} / 100)\\
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 and magic max hit increases. Any damage increases with the same element as the spell being used (such as that provided by the {{ItemIcon|Cloudburst Staff}}) are also added to the flat max hit modifier:
&* (1 + \text{Prayer Magic Damage Bonus} / 100) * (1 + \text{Potion Magic Damage Bonus}) \big\} \end{aligned}}</math>


[[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.
<math>\text{Max Hit} = \left \lfloor \text{Base Max Hit} \times \left ( 1 + \frac{\text{Percentage Max Hit Modifier}}{100} \right ) \right \rfloor + \text{Flat Max Hit Modifier}</math>


===Calculating Damage Dealt===
===Calculating Damage Dealt===