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Combat: Difference between revisions

From Melvor Idle
36 bytes removed ,  21 August 2022
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Update for v1.0.5
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{{HasGuide}}
{{HasGuide}}
{{V|1.0.3}}
{{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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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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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: