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Combat: Difference between revisions

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{{V|0.18.2}}
{{HasGuide}}
{{V|1.0.5}}
[[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 {{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 (monster)|1]] to [[Bane, Instrument of Fear|1300]]. 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 (monster)|1]] to [[Bane, Instrument of Fear|1300]].


== Combat Info ==
== Combat Info ==
'''Max Hit''' shows the maximum potential damage a successful attack can do. The Max Hit displayed for players and enemies does not factor in damage reduction.<br>
* '''Max Hit''' shows the maximum potential damage a successful attack can do. The Max Hit displayed for players and enemies does not factor in damage reduction.
'''Chance to Hit''' shows the player's percent chance to hit the enemy with their attack.<br>
* '''Chance to Hit''' shows the player's percent chance to hit the enemy with their attack.
'''Accuracy Rating''' affects the likelihood an attack will be successful during combat. The player's Accuracy Rating is compared to the enemy's Evasion Rating when calculating the chance an attack will succeed. <br>
* '''Accuracy Rating''' affects the likelihood an attack will be successful during combat. The player's Accuracy Rating is compared to the enemy's Evasion Rating when calculating the chance an attack will succeed.
'''Dmg Reduction''' reduces any damage received by the percent shown. <br>
* '''Damage Reduction''' (also referred to as '''DR''') reduces any damage received by the percent shown.
'''Evasion Rating''' affects the likelihood an attack will be avoided during combat. There are three types of Evasion Rating; Melee, Ranged, and Magic. The Attack Type being defended against affects which Evasion Rating will be used. The enemy's Accuracy Rating is compared to the player's Evasion Rating when calculating the chance an attack will be avoided.<br>
* '''Evasion Rating''' affects the likelihood an attack will be avoided during combat. There are three types of Evasion Rating; Melee, Ranged, and Magic. The Attack Type being defended against affects which Evasion Rating will be used. The enemy's Accuracy Rating is compared to the player's Evasion Rating when calculating the chance an attack will be avoided.
'''Prayer Points''' are gained by burying [[Prayer#Bones|bones]] and are used to activate [[Prayer#Prayers|prayers]] during combat.<br>
* '''Prayer Points''' are gained by burying [[Prayer#Bones|bones]] and are used to activate [[Prayer#Prayers|prayers]] during combat.
'''Active Prayers''' provide bonuses to the player during combat and use Prayer Points to remain active. Up to two [[Prayer#Prayers|prayers]] can be active simultaneously, so long as the required Prayer Points are available.<br>
* '''Active Prayers''' provide bonuses to the player during combat and use Prayer Points to remain active. Up to two [[Prayer#Prayers|prayers]] can be active simultaneously, so long as the required Prayer Points are available.


== Basic Combat ==
== Basic Combat ==
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All [[monsters]] killed in combat and slayer areas will drop [[Prayer#Bones|bones]] upon death, with a chance for additional [[Monster Loot Tables|loot]] based on the [[Monsters|monster's]] type. The "Drops" option will display the [[Monster Loot Tables|possible loot drops]] a monster can give.
All [[monsters]] killed in combat and slayer areas will drop [[Prayer#Bones|bones]] upon death, with a chance for additional [[Monster Loot Tables|loot]] based on the [[Monsters|monster's]] type. The "Drops" option will display the [[Monster Loot Tables|possible loot drops]] a monster can give.


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 100 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 and do not count towards {{Skill|Slayer}} Tasks. The God Dungeons are an exception to this rule: the shards are rewarded after each killed monster. When the last [[Monsters|monster]] in a [[dungeon]] is killed, the player will be given a [[Dungeons#Dungeon List|reward]] that is sent to the [[Bank]] automatically.
[[Monsters]] fought in [[dungeons]] will not drop loot when killed and do not count towards {{Skill|Slayer}} Tasks. The God Dungeons are an exception to this rule: the shards are rewarded after each killed monster. When the last [[Monsters|monster]] in a [[dungeon]] is killed, the player will be given a [[Dungeons#Dungeon List|reward]] that is sent to the [[Bank]] automatically.
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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>


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}}.
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}}, some [[Pets]] or items like the {{ItemIcon|Silver Ruby Necklace}}.


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:
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:
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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}}. If using [[Magic#Standard Magic|Surge spells]], this modifier is increased by a further 6%.
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 {{Icon|Magic|Surge spells|nolink=true|img=Wind Surge|type=spell}} from the [[Magic#Standard Magic|standard magic spellbook]], 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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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 10 \times \left ( 2.2 + \frac{\text{Effective Skill Level}}{10} + \frac{\text{Effective Skill Level} + 17}{640} \times \text{Strength Bonus} \right ) \right \rfloor</math>
<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>


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:
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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:
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>\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{\text{Effective Magic Level} + 1}{200} \right ) \right \rfloor</math>
<math>\text{Base Max Hit} = \left \lfloor \text{Spell Max Hit} \times \left ( 1 + \frac{\text{Magic Damage Bonus}}{100} \right ) \times \left ( 1 + \frac{\text{Effective Magic Level} + 1}{200} \right ) \right \rfloor</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 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:
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:
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Whenever a player or monster with Damage Reduction greater than 0% would receive damage, instead the damage the damage they take is equal to:
Whenever a player or monster with Damage Reduction greater than 0% would receive damage, instead the damage the damage they take is equal to:


<math>\text{Damage Taken} = \text{Base Damage} \times (1 - \text{Damage Reduction})</math>
<math>\text{Damage Taken} = \left \lfloor \text{Base Damage} \times (1 - \left \lfloor \text{Damage Reduction} \right \rfloor) \right \rfloor</math>
 
Where: <math> \left \lfloor x \right \rfloor </math> is the [https://en.wikipedia.org/wiki/Floor_and_ceiling_functions floor function].


Note that the [[Combat Triangle]] will affect how much damage reduction the player has if they are using a different style from the monster.
Note that the [[Combat Triangle]] will affect how much damage reduction the player has if they are using a different style from the monster.
==== Critical Hit ====
With specific pieces of equipment, there is a chance that hits dealt by the player may become critical. When a critical hit occurs, any damage dealt by that hit will be increased by 50% - this increase is multiplicative with any other damage increasing bonuses currently in effect.
The player's critical chance starts at 0% (at which point critical hits do not occur), and can be increased by the following:
{{ModifierTable|MeleeCritChance,RangedCritChance,MagicCritChance|Critical Chance|true|}}


==== Damage Per Hit, Average Hit, and Damage Per Second ====
==== Damage Per Hit, Average Hit, and Damage Per Second ====
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=== Evasion Rating ===
=== Evasion Rating ===
==== Melee Evasion Rating ====
<!-- JS source: character.js, function computeEvasion
The first formula is used to calculate the player's Effective Defence Level.
-->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:


<math> \small{\begin{aligned} \text{Effective Defence Level} = \text{Defence Skill Level} + 8 \end{aligned}}</math>
<math>\small{\text{Effective Skill Level} = \text{Standard Skill Level} + \text{Hidden Skill Level}}</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.
 
<math> \small{\begin{aligned} \text{Evasion Rating} = \big\{ &\text{Effective Defence Level} * (\text{Melee Defence Bonus} + 64)\\
&* (1 + \text{Potion Evasion Rating Bonus} / 100) * (1 + \text{Prayer Evasion Rating Bonus} / 100) \big\} \end{aligned}}</math>


==== Ranged Evasion Rating ====
In addition, the player's evasion modifier need to be known. This is the sum of all global evasion rating and the relevant attack type's evasion rating increases, provided from places such as [[Herblore#Combat Potions|Potions]], {{Skill|Agility}}, and {{Skill|Astrology}}.
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} + 9 \end{aligned}}</math>
==== Melee and Ranged Evasion Rating ====
First determine the relevant defence bonus, this will be the melee defence bonus for the {{Icon|Melee}} evasion rating, or the ranged defence bonus for the {{Skill|Ranged}} evasion rating. These stats can be found in the Equipment Stats interface.


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.
Given this, the evasion rating is then:


<math> \small{\begin{aligned} \text{Ranged Evasion Rating} = \big\{ &\text{Effective Defence Level} * (\text{Ranged Defence Bonus} + 64)\\
<math>\text{Evasion Rating} = \left \lfloor \left ( \text{Effective Defence Level} + 9 \right ) \times \left ( \text{Defence Bonus} + 64 \right ) \times \left ( 1 + \frac{\text{Evasion Modifier}}{100} \right ) \right \rfloor</math><!--
&* (1 + \text{Potion Evasion Rating Bonus} / 100) * (1 + \text{Prayer Evasion Rating Bonus} / 100) \big\} \end{aligned}}</math>
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 ====
==== 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 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:


<math> \small{\begin{aligned} \text{Effective Magic Defence Level} = \text{Magic Skill Level} * 0.7 + \text{Defence Skill Level} * 0.3 + 9 \end{aligned}}</math>
<math>\small{\text{Effective Level} = 0.3 \times \text{Effective Defence Level} + 0.7 \times \text{Effective Magic Level}}</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.
Then the magic evasion rating becomes:


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


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