Combat: Difference between revisions

From Melvor Idle
(→‎Basic Combat: Added that items do not need to be manually looted if the Amulet of Looting is equipped.)
(→‎Death: Because skillcapes can now be bought more than once in the shop, instead of only being able to purchase another one if the first one is lost, I removed a now-redundant bit.)
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== Death ==
== Death ==
Receiving damage that would bring the player's total [[Hitpoints]] to 0 or below will cause the player to die. Upon death a random piece of [[Equipment]] worn will be lost forever, however [[Skillcapes]] lost this way can be repurchased from the [[Shop]]. If nothing is equipped at the time of death, or luck is on the player's side, no items will be lost. If arrows 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.
Receiving damage that would bring the player's total [[Hitpoints]] to 0 or below will cause the player to die. Upon death a random piece of [[Equipment]] worn will be lost forever. If nothing is equipped at the time of death, or luck is on the player's side, no items will be lost. If arrows 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.


== Combat Mechanics ==
== Combat Mechanics ==

Revision as of 10:04, 1 July 2020

Template:V0.15.4

Combat
Combat page.
Farmlands combat area selected.
Fighting a Chicken.
Death screen.

Combat is the act of fighting various monsters throughout the combat areas, slayer areas, and dungeons of Melvor. All monsters killed in combat and slayer areas will drop bones upon death, with a chance for additional loot based on the monster's type. Monsters fought in dungeons will not drop loot when killed (except for God Dungeons, where shards are rewarded after each killed monster) and do not count towards Slayer Tasks. When the last monster in a dungeon is killed the player will be awarded with a reward, which is sent to the Bank automatically. Food and Equipment cannot be changed while in a dungeon unless an 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 Attack, Strength, Defence, Hitpoints, Ranged, Magic, Prayer, and 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 1 to 815. The player's combat level affects the difficulty of monsters given in Slayer Tasks.

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.
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.
Dmg Reduction 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.
Prayer Points are gained by burying bones and are used to activate prayers during combat.
Active Prayers provide bonuses to the player during combat and use Prayer Points to remain active. Up to two prayers can be active simultaneously, so long as the required Prayer Points are available.

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. Select 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. The "Drops" option will display the possible loot drops a monster can give and selecting "Fight" will begin combat. Combat will continue until the player run, die, or defeat the dungeon. Enemies are fought automatically, however any items enemies drop upon death must be looted manually by selecting "Loot All" or the item itself (unless the Amulet of Looting is equipped). Combat skills can not be trained in offline mode.

Combat skills are levelled by damaging enemies with weapons, and magic. To train a specific combat skill match the Attack Style icon with the relevant 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. Upon death a random piece of Equipment worn will be lost forever.

Special Attacks

- Main article: Special Attacks

Special attacks can be used in combat to gain a slight advantage over the monster being fought. Equipping a weapon with a special attack will give your attacks a chance to perform a special attack. Only a select few high level weapons have special attacks. Several monsters can use special attacks against the player, including Malcs, the Guardian of Melvor and Prat, the Protector of Secrets from the Volcanic Cave, and all of the monsters from the four god dungeons. The attack bar will change to yellow when a special attack is being used.

Death

Receiving damage that would bring the player's total Hitpoints to 0 or below will cause the player to die. Upon death a random piece of Equipment worn will be lost forever. If nothing is equipped at the time of death, or luck is on the player's side, no items will be lost. If arrows 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.

Combat Mechanics

Combat Level

The first formula is used to calculate the player's Base Combat Level.

[math]\displaystyle{ \text{Base Combat Level} = 0.25 * (\text{Defence Skill Level} + \text{Hitpoints Skill Level} + (\text{Prayer Skill Level} / 2) }[/math]

The second set of formulas are used to calculate the player's Offensive Combat Levels, only the highest result is used.

[math]\displaystyle{ \text{Melee Combat Level} = 0.325 * (\text{Attack Skill Level} + \text{Strength Skill Level}) }[/math]
[math]\displaystyle{ \text{Ranged Combat Level} = 0.325 * (3 * \text{Ranged Skill Level} / 2) }[/math]
[math]\displaystyle{ \text{Magic Combat Level} = 0.325 * (3 * \text{Magic Skill Level} / 2) }[/math]

The third formula is used to calculate the player's Combat Level, rounded down to the nearest whole number.

[math]\displaystyle{ \text{Combat Level} = \text{Base Combat Level} + \text{Highest Offensive Combat Level} }[/math]

Stun (Freeze)

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 attack or a normal attack by the player if the 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.

Melee Accuracy Rating

The first formula is used to calculate the player's Effective Melee Attack Level. The Attack Style Bonus for melee is 1.

[math]\displaystyle{  \text{Effective Melee Attack Level}=\text{Attack Skill Level} + 8 + \text{Attack Style Bonus}  }[/math]

The second formula is used to calculate the player's Melee Accuracy Rating. Melee Attack Bonus can be found in Equipment Stats and changes depending on the Attack Style selected. Simply substitute Stab Bonus, Slash Bonus, or Defend Bonus, from Equipment Stats with Melee Attack Bonus in this formula. The potion and prayer bonuses, will be the relevant numbers written in the potion and prayer descriptions.

[math]\displaystyle{  \text{Melee Accuracy Rating} = \text{Effective Melee Attack Level} * (\text{Melee Attack Bonus} +64) * (1 + \text{Potion Accuracy Rating Bonus} / 100) * (1 + \text{Prayer Accuracy Rating Bonus} / 100)  }[/math]

Ranged Accuracy Rating

The first formula is used to calculate the player's Effective Ranged Attack Level. The Attack Style Bonus when using the Accurate Attack Style is 4, otherwise it's 1.

[math]\displaystyle{  \text{Effective Ranged Attack Level}=\text{Ranged Skill Level} + 8 + \text{Attack Style Bonus}  }[/math]

The second formula is used to calculate the player's Ranged Accuracy Rating. Ranged Attack Bonus can be found in Equipment Stats, under Offensive Stats with the bow and arrow icon. The potion and prayer bonuses, will be the relevant numbers written in the potion and prayer descriptions.

[math]\displaystyle{  \text{Ranged Accuracy Rating} = \text{Effective Ranged Attack Level} * (\text{Ranged Attack Bonus} +64) * (1 + \text{Potion Accuracy Rating Bonus} / 100) * (1 + \text{Prayer Accuracy Rating Bonus} / 100)  }[/math]

Magic Accuracy Rating

The first formula is used to calculate the player's Effective Magic Attack Level. The Attack Style Bonus for magic is 1.

[math]\displaystyle{  \text{Effective Magic Attack Level}=\text{Attack Skill Level} + 8 + \text{Attack Style Bonus}  }[/math]

The second formula is used to calculate the player's Magic Accuracy Rating. Magic Attack Bonus can be found in Equipment Stats, under Offensive Stats with the wizard hat icon. The potion and prayer bonuses, will be the relevant numbers written in the potion and prayer descriptions.

[math]\displaystyle{  \text{Magic Accuracy Rating} = \text{Effective Magic Attack Level} * (\text{Magic Attack Bonus} +64) * (1 + \text{Potion Accuracy Rating Bonus} / 100) * (1 + \text{Prayer Accuracy Rating Bonus} / 100)  }[/math]

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.

[math]\displaystyle{  \text{Hit Percent Chance}=\ (0.5 * \text{Accuracy Rating} / \text{Evasion Rating}) * 100  }[/math]

If the attacker's Accuracy Rating is higher than the defender's Evasion Rating the formula looks like this.

[math]\displaystyle{  \text{Hit Percent Chance}=\ (1 - 0.5 * \text{Evasion Rating} / \text{Accuracy Rating}) * 100  }[/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.

Melee Max Hit

The first formula is used to calculate the player's Effective Strength Level.

[math]\displaystyle{  \text{Effective Melee Strength Level} = \text{Strength Skill Level} + 8 + 1  }[/math]

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.

[math]\displaystyle{  \text{Max Hit} = 10 * ((1.3 + \text{Effective Melee Strength Level} / 10 + \text{Strength Bonus} / 80 + \text{Effective Melee Strength Level} * \text{Strength Bonus} / 640) * (1 + \text{Potion Strength Bonus} / 100) * (1 + \text{Prayer Strength Bonus} / 100))  }[/math]


Ranged 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.

[math]\displaystyle{  \text{Effective Ranged Strength Level} = \text{Ranged Skill Level} + \text{Attack Style Bonus}  }[/math]

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.

[math]\displaystyle{  \text{Max Hit} = 10 * ((1.3 + \text{Effective Ranged Strength Level} / 10 + \text{Strength Bonus} / 80 + \text{Effective Ranged Strength Level} * \text{Strength Bonus} / 640) * (1 + \text{Potion Strength Bonus} / 100) * (1 + \text{Prayer Strength Bonus} / 100))  }[/math]

Magic Max Hit

The player's Max Hit with 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]\displaystyle{  \text{Magic Max Hit} = \text{Spell Max Hit} * (1 + (\text{Magic Skill Level} + 1) / 200) * (1 + \text{Magic Damage Bonus} / 100) * (1 + \text{Prayer Magic Damage Bonus} / 100) * (1 + \text{Potion Magic Damage Bonus}) }[/math]

Melee Evasion Rating

The first formula is used to calculate the player's Effective Defence Level. The Defence Style Bonus is 1. When using the Longranged Attack Style the Defence Style Bonus is 3.

[math]\displaystyle{  \text{Effective Defence Level} = \text{Defence Skill Level} + 8 + \text{Defence Style Bonus}  }[/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]\displaystyle{  \text{Evasion Rating} = \text{Effective Defence Level} * (\text{Melee Defence Bonus} + 64) * (1 + \text{Potion Evasion Rating Bonus} / 100) * (1 + \text{Prayer Evasion Rating Bonus} / 100)  }[/math]

Ranged Evasion Rating

The first formula is used to calculate the player's Effective Defence Level. Ranged Defence Style Bonus is 1.

[math]\displaystyle{  \text{Effective Defence Level} = \text{Defence Skill Level} + 8 + \text{Ranged Defence Style Bonus}  }[/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.

[math]\displaystyle{  \text{Ranged Evasion Rating} = \text{Effective Defence Level} * (\text{Ranged Defence Bonus} + 64) * (1 + \text{Potion Evasion Rating Bonus} / 100) * (1 + \text{Prayer Evasion Rating Bonus} / 100)  }[/math]

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.

[math]\displaystyle{  \text{Effective Magic Defence Level} = \text{Magic Skill Level} * 0.7 + \text{Defence Skill Level} * 0.3 + 9 }[/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.

[math]\displaystyle{  \text{Magic Evasion Rating} = \text{Effective Magic Defence Level} * (\text{Magic Defence Bonus} + 64) * (1 + \text{Potion Evasion Rating Bonus} / 100) * (1 + \text{Prayer Evasion Rating Bonus} / 100)) }[/math]