Combat: Difference between revisions

→‎Melee and Ranged Max Hit: slightly changed the formula for melee/ranged max hit to improve readability
(→‎Max Hit: Correct application of number multiplier)
(→‎Melee and Ranged Max Hit: slightly changed the formula for melee/ranged max hit to improve readability)
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{{HasGuide}}
{{HasGuide}}
{{V|1.1}}
{{V|1.2.2}}
[[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 {{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 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 ({{TotH}} 153), while [[monsters]] range from combat level [[Chicken (monster)|1]] to [[Bane, Instrument of Fear|1300]].


== Combat Info ==
== Combat Info ==
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== Basic Combat ==
== Basic Combat ==
To fight [[monsters]] navigate to the combat page by selecting any combat skill from the left menu. The combat page contains three tabs containing the locations where [[monsters]] can be fought, above a section for equipment and combat stats. Browse [[combat areas]], [[slayer areas]], or [[dungeons]] to reveal a menu containing all the relevant locations. Selecting a location will display the enemies which can be found there, along with their Hitpoints, Combat Level, and Attack Type. Selecting "Fight" will begin combat. Combat will continue until the player runs, dies, or defeats the [[dungeons|dungeon]]. Enemies are fought automatically. Combat skills can not be trained in [[Offline Progression|offline mode]].
To fight [[monsters]] navigate to the combat page by selecting any combat skill from the left menu. The combat page contains three tabs containing the locations where [[monsters]] can be fought, above a section for equipment and combat stats. Browse [[combat areas]], [[slayer areas]], or [[dungeons]] to reveal a menu containing all the relevant locations. Selecting a location will display the enemies which can be found there, along with their Hitpoints, Combat Level, and Attack Type. Selecting "Fight" will begin combat. Combat will continue until the player runs, dies, or defeats the [[dungeons|dungeon]]. Enemies are fought automatically. Combat skills can be trained in [[Offline Progression|offline mode]] as long as it is toggled in the settings.


[[Beginners_Guide#Combat_Skills|Combat skills]] are leveled by damaging enemies with weapons, and magic. To train a specific combat skill match the Attack Style icon with the relevant [[Beginners_Guide#Combat_Skills|combat skill]]. The available Attack Styles will change depending on the type of weapon equipped. Most combat skills have a passive effect even when the relevant style is not selected. Weapons, armour, and [[food]] can be equipped for use by selecting them in the [[Bank]]. Weapons and armour provide bonuses and penalties to combat stats, while [[food]] can be used for healing in combat.
[[Beginners_Guide#Combat_Skills|Combat skills]] are leveled by damaging enemies with weapons, and magic. To train a specific combat skill match the Attack Style icon with the relevant [[Beginners_Guide#Combat_Skills|combat skill]]. The available Attack Styles will change depending on the type of weapon equipped. Most combat skills have a passive effect even when the relevant style is not selected. Weapons, armour, and [[food]] can be equipped for use by selecting them in the [[Bank]]. Weapons and armour provide bonuses and penalties to combat stats, while [[food]] can be used for healing in combat.
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The first formula is used to calculate the player's Base Combat Level.
The first formula is used to calculate the player's Base Combat Level.


<!-- JS source: utils.js, function getPlayerCombatLevel
<!-- JS source: game.js, function playerCombatLevel
--><math>\small{ \begin{aligned} \text{Base Combat Level} = 0.25 \times (\text{Defence Skill Level} + \text{Hitpoints Skill Level} + \lfloor 0.5 \times \text{Prayer Skill Level} \rfloor) \end{aligned}}</math>
--><math>\small{ \begin{aligned} \text{Base Combat Level} = 0.25 \times (\text{Defence Skill Level} + \text{Hitpoints Skill Level} + \lfloor 0.5 \times \text{Prayer Skill Level} \rfloor) \end{aligned}}</math>


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! Attack Type !! Attack Style !! Skill Level !! Attack Bonus Stat
! Attack Type !! Attack Style !! Skill Level !! Attack Bonus Stat
|-
|-
| rowspan="3" | {{Icon|Melee}} || {{Skill|Attack|Stab|nolink=true}} || {{Skill|Attack}} || Stab attack bonus
| rowspan="3" | {{Icon|Melee}} || {{Skill|Attack|Stab|nolink=true}} || rowspan="3" | {{Skill|Attack}} || Stab attack bonus
|-
|-
| {{Skill|Strength|Slash|nolink=true}} || {{Skill|Strength}} || Slash attack bonus
| {{Skill|Strength|Slash|nolink=true}} || Slash attack bonus
|-
|-
| {{Skill|Defence|Block|nolink=true}} || {{Skill|Defence}} || Block attack bonus
| {{Skill|Defence|Block|nolink=true}} || Block attack bonus
|-
|-
| {{Skill|Ranged}} || All || {{Skill|Ranged}} || Ranged attack bonus
| {{Skill|Ranged}} || All || {{Skill|Ranged}} || Ranged attack bonus
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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}}, some [[Pets]] or items like the {{ItemIcon|Silver Ruby Necklace}}.
Where 'Standard Skill Level' is the player's skill level as seen in the left-hand navigation bar (up to a maximum of 99, or 120 with {{TotH}}), 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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Otherwise, the attacker's Accuracy Rating is higher than or equal to the target's Evasion Rating, and the formula is instead:
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{Percentage Hit Chance} = 1 - \frac{\text{Target Evasion Rating}}{2 \times\text{Attacker Accuracy Rating}} \times 100 \end{aligned}}</math>
<math> \small{ \begin{aligned} \text{Percentage Hit Chance} = \left ( 1 - \frac{\text{Target Evasion Rating}}{2 \times\text{Attacker Accuracy Rating}} \right ) \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 target's 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.
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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 M \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 M \times \left ( 2.2 + \frac{\text{Effective Skill Level}}{10} + \frac{(\text{Effective Skill Level} + 17) \times \text{Strength Bonus}}{640}  \right ) \right \rfloor</math>


Where <math>M</math> varies based on the [[Game Mode]] being played, and is equal to:
Where <math>M</math> varies based on the [[Game Mode]] being played, and is equal to:
* 10 if playing [[Game_Mode#Standard|Standard]] or {{Icon|Hardcore}} mode
* 10 if playing [[Game_Mode#Standard|Standard]], {{Icon|Hardcore}}, or {{AoD}}{{Icon|Ancient Relics}} mode
* 100 if playing {{Icon|Adventure}} mode
* 100 if playing {{Icon|Adventure}} mode


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==== Magic Max Hit ====
==== Magic Max Hit ====
<!-- JS source: character.js, functions computeMagicMaxHit
<!-- JS source: character.js, function 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.
-->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.


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=== Minimum Hit ===
=== Minimum Hit ===
<!-- JS source: character.js, function computeMinHit
<!-- 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.
-->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 [[Standard Magic|standard]] or [[Archaic Magicks|Archaic 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:
The minimum hit calculation for normal attacks is therefore:
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==== Damage Reduction ====
==== Damage Reduction ====
{{Main|Reference=Damage Reduction}}
<!-- JS source: character.js, function computeDamageReduction
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}}.
-->{{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}} 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}}.
Many of the [[monsters]] in the game have natural damage reduction, with boss monsters typically having higher damage reduction than other monsters around the same combat level. Some monsters also have [[Special Attack#Monster Special Attacks|special attacks]] or passive effect 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%
|}


Whenever a player or monster with Damage Reduction greater than 0% would receive damage, instead the damage the damage they take is equal to:
The player's damage reduction while engaged in combat can be calculated as their damage reduction % outside of combat ('Base Damage Reduction'), less any penalties that apply when in combat (such as the Intimidation passive effect present on many {{TotH}} [[monsters]]), all multiplied by the [[Combat Triangle]] damage reduction modifier. Damage reduction has a maximum value of 95% and a minimum of 0%, where the in-combat damage reduction can be calculated as:


<math>\text{Damage Taken} = \left \lfloor \text{Base Damage} \times (1 - \left \lfloor \text{Damage Reduction} \right \rfloor) \right \rfloor</math>
<math>\text{Damage Reduction %} = \min \Big( \max \Big( \Big\lfloor \left ( \text{Base Damage Reduction %} - \text{In-Combat Penalties} \right ) \times \text{Combat Triangle Modifier} \Big\rfloor , 0 \Big), 95 \Big)</math>


Where: <math> \left \lfloor x \right \rfloor </math> is the [https://en.wikipedia.org/wiki/Floor_and_ceiling_functions floor function].
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.
Whenever a player or monster with Damage Reduction greater than 0% would receive damage, the damage taken is reduced. This reduced damage can be calculated as follows:
 
<math>\text{Damage Taken} = \left \lfloor \text{Base Damage} \times \left ( 1 - \frac{\text{Damage Reduction %}}{100} \right ) \right \rfloor</math>


==== Critical Hit ====
==== Critical Hit ====
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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 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{\text{Effective Level} = 0.3 \times \text{Effective Defence Level} + 0.7 \times \text{Effective Magic Level}}</math>
<math>\small{\text{Effective Level} = \left \lfloor 0.3 \times \text{Effective Defence Level} + 0.7 \times \text{Effective Magic Level} \right \rfloor}</math>


Then the magic evasion rating becomes:
Then the magic evasion rating becomes:
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