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Combat: Difference between revisions

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Updated to V1.1
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{{V|0.18.2}}
{{HasGuide}}
{{V|1.1}}
[[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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=== Stun (Freeze) ===
=== Stun (Freeze) ===
{{Main|Reference=Combat Debuff}}
Stun, also known as freeze, is a status effect that can be inflicted by both players and [[monsters]]. Stun can be applied for a number of turns by a [[Special Attacks|special attack]] or a normal attack by the player if the {{ItemIcon|Fighter Amulet}} is equipped. When an attack applies stun the current attack of the target is interrupted, including special attacks that are in progress. If the target is already stunned, it will not be applied again. When stunned, a stun timer counts down with a period equivalent to the target's attack speed. On completion of the timer the number of stun turns is decreased by one, and the status is removed if the resulting amount is zero. In addition to not being able to attack while stunned, a character cannot evade any attacks.
Stun, also known as freeze, is a status effect that can be inflicted by both players and [[monsters]]. Stun can be applied for a number of turns by a [[Special Attacks|special attack]] or a normal attack by the player if the {{ItemIcon|Fighter Amulet}} is equipped. When an attack applies stun the current attack of the target is interrupted, including special attacks that are in progress. If the target is already stunned, it will not be applied again. When stunned, a stun timer counts down with a period equivalent to the target's attack speed. On completion of the timer the number of stun turns is decreased by one, and the status is removed if the resulting amount is zero. In addition to not being able to attack while stunned, a character cannot evade any attacks.


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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{Strength Bonus}}{80} + \frac{\left ( \text{Effective Skill Level} + 9 \right ) \times \text{Strength Bonus}}{640} \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{1 + \text{Effective Magic Level}}{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:


<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>
<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>
=== Minimum Hit ===
<!-- JS source: character.js, function computeMinHit
-->For [[Special Attacks]] the minimum hit varies depending on the attack. Otherwise, for normal attacks the base minimum hit starts at 1. To this base value, both modifiers for "+X% of Maximum Hit added to Minimum Hit" as well as increased flat minimum hit damage are applied. In addition, if a spell from the [[Magic#Standard Magic|standard spellbook]] is being used then element specific modifiers granting flat minimum hit damage for the same element as the spell being used are also included. The minimum hit is at least 1, and no more than the max hit.
The minimum hit calculation for normal attacks is therefore:
<math>\begin{aligned}\text{Min Hit} = \min(\max(&\left \lfloor 1 + \text{Max Hit} \times \text{Percentage Max Hit added to Min Hit Modifier} \right \rfloor \\
&+ \text{Flat Min Hit Modifier}, 1), \text{Max Hit})\end{aligned}</math>


===Calculating Damage Dealt===
===Calculating Damage Dealt===
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====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.
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.
[[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 ====
{{Main|Reference=Damage Reduction}}
Damage Reduction (often abbreviated as 'DR') is a stat that does exactly what it suggests: It reduces the amount of damage taken by a player or monster. Unlike other combat numbers that are complex calculations, a player's damage reduction is determined by simply adding together all damage reduction bonuses the player has, whether from equipment or something else like a {{ItemIcon|Damage Reduction Potion|img=Damage Reduction Potion IV}} or {{PetIcon|Defence}}.


Damage Reduction is a stat that does exactly what it suggests: It reduces the amount of damage taken by a player or monster. Unlike other combat numbers that are complex calculations, a player's Damage Reduction is determined by simply adding together all Damage Reduction bonuses the player has, whether from equipment or something else like a [[Damage Reduction Potion]] or {{PetIcon|Defence}}.
A number of monsters in the game have natural damage reduction. With the exception of boss monsters, whose damage reduction is always at least 20%, a monsters' damage reduction is determined by their combat level. Some monsters also have [[Special Attack#Monster Special Attacks|special attacks]] which temporarily grant additional damage reduction, such as Stone Wall used by {{MonsterIcon|Terran}}.
{| class="wikitable sortable"
|- class="headerRow-0"
! Combat Level !! DR
|-
| data-sort-value="0" | 0 - 99
| data-sort-value="0" style="text-align:right" | 0%
|-
| data-sort-value="100" | 100 - 200
| data-sort-value="5" style="text-align:right" | 5%
|-
| data-sort-value="201" | 201 - 300
| data-sort-value="10" style="text-align:right" | 10%
|-
| data-sort-value="301" | 301 - 400
| data-sort-value="15" style="text-align:right" | 15%
|-
| data-sort-value="401" | 401 - 500
| data-sort-value="20" style="text-align:right" | 20%
|-
| data-sort-value="501" | 501+
| data-sort-value="25" style="text-align:right" | 25%
|}


As of v0.17.0, there are no monsters in the game with natural Damage Reduction. However, {{MonsterIcon|Earth Guard}}s and {{MonsterIcon|Terran}} in the {{ZoneIcon|type=Dungeon|Earth God Dungeon}} have special attacks that grant them temporary Damage Reduction.
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} = \left \lfloor \text{Base Damage} \times (1 - \left \lfloor \text{Damage Reduction} \right \rfloor) \right \rfloor</math>


<math>\text{Damage Taken} = \text{Base Damage} * (1 - \text{Damage Reduction})</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.


=== Evasion Rating ===
==== Critical Hit ====
==== Melee Evasion Rating ====
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 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 \end{aligned}}</math>
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|}}


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.
==== 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 integer value between their minimum and maximum hit. This random value is uniformly distributed, or in other words any value between and including the minimum and maximum hit is equally likely to be rolled.


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


==== Ranged Evasion Rating ====
The player's average hit is thus:
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>
<math>\text{Average Hit} = \frac{\text{Max Hit} + \text{Min Hit}}{2} \times (1 - \text{Enemy DR})</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.
And their damage per second can be calculated as:


<math> \small{\begin{aligned} \text{Ranged Evasion Rating} = \big\{ &\text{Effective Defence Level} * (\text{Ranged Defence Bonus} + 64)\\
<math>\text{DPS} = \frac{\text{Average Hit}}{\text{Attack Speed (Seconds)}} \times \text{Hit Chance}</math>
&* (1 + \text{Potion Evasion Rating Bonus} / 100) * (1 + \text{Prayer Evasion Rating Bonus} / 100) \big\} \end{aligned}}</math>


==== Magic Evasion Rating ====
=== 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.
<!-- JS source: character.js, function computeEvasion
-->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 Magic Defence Level} = \text{Magic Skill Level} * 0.7 + \text{Defence Skill Level} * 0.3 + 9 \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 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.
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}}.


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


=== Damage Per Hit, Average Hit, and Damage Per Second ===
Given this, the evasion rating is then:


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)
<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><!--
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 -->


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.
==== Magic Evasion Rating ====
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:


The player's average hit is thus:
<math>\small{\text{Effective Level} = 0.3 \times \text{Effective Defence Level} + 0.7 \times \text{Effective Magic Level}}</math>


<math>\small{\begin{aligned} \text{Average Hit} = ((\text{Max Hit} + \text{Min Hit}) / 2) * (1 - \text{Enemy DR}) \end{aligned}}</math>
Then the magic evasion rating becomes:
 
And their damage per second can be calculated as:


<math>\small{\begin{aligned} \text{DPS} = (\text{Average Hit} / \text{Attack Speed}) * \text{Hit Chance} \end{aligned}}</math>
<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>


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