# Difference between revisions of "Combat"

 This page is out of date (v0.18.2).
Combat
Combat page.
Farmlands combat area selected.
Fighting a Chicken.
Death screen.

Combat 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 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 , , , , , , , and . 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. 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 dungeon. Enemies are fought automatically. Combat skills can not be trained in offline mode.

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 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.

After each kill, it will take 3 seconds for the next monster to spawn.

## Loot and Rewards

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. The "Drops" option will display the 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 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.

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 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.

## Combat Triangle

- See Combat Triangle

## 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 and from the , and all of the monsters from the four god dungeons. The attack bar will change to yellow when a special attack is being used.

Special Attacks cannot be used alongside Ancient Magicks.

## Gaining Experience

Players can gain experience in eight different skills while training combat:

experience is gained at a rate of 0.133 experience per damage dealt regardless of the combat style being used.

, , , , or experience is gained depending on the active combat style. If the selected combat style only gives experience towards a single skill, 0.4 experience will be gained per damage dealt. If the selected combat style is a hybrid combat style, 0.2 experience will be gained by each of the two relevant skills for each damage dealt.

No additional experience is directly generated for using Curses or Auroras, although they may indirectly generate additional experience by increasing the amount of damage the player deals.

Players gain 0.2 experience per damage dealt per prayer point spent on prayers that affected the attack. For example, if (7 prayer point cost) is active, each attack made will generate 1.4 extra experience per damage dealt. Only prayers such as that say 'Provides extra Prayer XP based on damage dealt to the enemy' in their description will generate experience this way - Prayers such as that say 'Provides no extra Prayer XP' will not contribute towards this experience bonus.

All of the above experience will be multiplied by 1.07 while a is equipped.

experience is gained through two sources: Killing monsters on a Slayer Task and killing monsters in a Slayer area. Killing the monster that is the player's current Slayer Task will generate experience equal to 10% of the monster's hitpoints. Killing a monster in a Slayer area will generate experience equal to 5% of the monster's hitpoints. If the player's Slayer Task is for a monster in a Slayer area, these bonuses will stack for a total of 15% of the monster's hitpoints in experience per kill.

Slayer Experience cannot be increased by the , however the various pieces of Slayer Equipment that can be purchased from the Shop using provides an experience bonus when worn.

## Death

Receiving damage that would bring the player's total to 0 or below will cause the player to die. Upon death a random piece of Equipment worn will be lost forever (unless the prayer is active). If ammo is 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.

All items equipped have an equal chance of being lost. When the death penalty rolls to determine which item is lost, it starts by rolling a random equipment slot. If the player has nothing equipped in that slot (For example, if they are using Melee and do not have any Ammo equipped) nothing will be lost, and a message saying "Luck was on your side today. You lost nothing." will appear.

characters that die are deleted permanently.

## Combat Mechanics

### Combat Level

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

\small{ \begin{aligned} \text{Base Combat Level} = 0.25 * (\text{Defence Skill Level} + \text{Hitpoints Skill Level} + (\text{Prayer Skill Level} / 2) \end{aligned}}

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

\small{\begin{aligned}\text{Melee Combat Level} = 0.325 * (\text{Attack Skill Level} + \text{Strength Skill Level})\end{aligned}}

\small{\begin{aligned}\text{Ranged Combat Level} = 0.325 * (3 * \text{Ranged Skill Level} / 2)\end{aligned}}

\small{\begin{aligned}\text{Magic Combat Level} = 0.325 * (3 * \text{Magic Skill Level} / 2)\end{aligned}}

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

\small{\begin{aligned}\text{Combat Level} = \text{Base Combat Level} + \text{Highest Offensive Combat Level}\end{aligned}}

### 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 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.

### Accuracy Rating

#### Melee Accuracy Rating

The first formula is used to calculate the player's Effective Melee Attack Level. The Attack Style Bonus is based on bonuses from other skills, such as from Agility.

\small{\begin{aligned} \text{Effective Melee Attack Level}=\text{Attack Skill Level} + 8 + \text{Attack Style Bonus} \end{aligned}}

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.

\small{ \begin{aligned} \text{Melee Accuracy Rating} = \big\{ &\text{Effective Melee Attack Level} * (\text{Melee Attack Bonus} +64) \\ &{}* (1 + \text{Potion Accuracy Rating Bonus} / 100) * (1 + \text{Prayer Accuracy Rating Bonus} / 100) \big\} \end{aligned} }

#### Ranged Accuracy Rating

The first formula is used to calculate the player's Effective Ranged Attack Level. The Attack Style Bonus is based on bonuses from other skills, such as from Agility.

\small{\begin{aligned} \text{Effective Ranged Attack Level}=\text{Ranged Skill Level} + 8 + \text{Attack Style Bonus} \end{aligned}}

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.

\small{ \begin{aligned} \text{Ranged Accuracy Rating} = \big\{ &\text{Effective Ranged Attack Level} * (\text{Ranged Attack Bonus} +64) \\ &{}* (1 + \text{Potion Accuracy Rating Bonus} / 100) * (1 + \text{Prayer Accuracy Rating Bonus} / 100) \big\} \end{aligned} }

#### Magic Accuracy Rating

The first formula is used to calculate the player's Effective Magic Attack Level. The Attack Style Bonus is based on bonuses from other skills, such as from Agility.

\small{ \begin{aligned} \text{Effective Magic Attack Level}=\text{Magic Skill Level} + 8 + \text{Attack Style Bonus} \end{aligned}}

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.

\small{ \begin{aligned} \text{Magic Accuracy Rating} = \big\{ &\text{Effective Magic Attack Level} * (\text{Magic Attack Bonus} +64) \\ &* (1 + \text{Potion Accuracy Rating Bonus} / 100) * (1 + \text{Prayer Accuracy Rating Bonus} / 100) \big\} \end{aligned} }

### 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.

\small{ \begin{aligned} \text{Hit Percent Chance}=\ (0.5 * \text{Accuracy Rating} / \text{Evasion Rating}) * 100 \end{aligned}}

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

\small{ \begin{aligned} \text{Hit Percent Chance}=\ (1 - 0.5 * \text{Evasion Rating} / \text{Accuracy Rating}) * 100 \end{aligned}}

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.

### Max Hit

#### Melee Max Hit

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

\small{ \begin{aligned} \text{Effective Melee Strength Level} = \text{Strength Skill Level} + 8 + \text{petBonus} \end{aligned}}

petBonus is 4 if is unlocked, or 1 if not.

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.

\small{ \begin{aligned} \text{Max Hit} = 10 * \big\{ &(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) \big\} \end{aligned}}

This, simplified, is equivalent to

$\text{Max Hit} = \left( 22 + \text{Strength Skill Level} + \dfrac{17 + \text{Strength Skill Level}}{64}\cdot \text{Strength bonus} \right) \cdot \left( 1 + \frac{\text{Potion Strength Bonus}}{100} \right) \cdot \left( 1 + \frac{\text{Prayer Strength Bonus}}{100} \right)$

If the pet is unlocked, the 17 will instead be a 20.

#### 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.

\small{\begin{aligned} \text{Effective Ranged Strength Level} = \text{Ranged Skill Level} + \text{Attack Style Bonus} \end{aligned}}

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.

\small{ \begin{aligned} \text{Max Hit} = 10 * \big\{ &(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) \big\} \end{aligned}}

#### 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.

\small{\begin{aligned} \text{Magic Max Hit} = \big\{ &\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}) \big\} \end{aligned}}

Ancient Magick spells do not use this formula. Instead, they have deal exactly the listed damage. The only modifier that affects the damage dealt by Ancient Magick spells is the Combat Triangle bonus or penalty.

### Calculating Damage Dealt

When the player hits with a normal attack, the game calculates how much damage the player actually does by rolling a number between their minimum hit and maximum hit for the chosen combat style and then applying 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.

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 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 .

As of v0.17.0, there are no monsters in the game with natural Damage Reduction. However, s and in the 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:

$\text{Damage Taken} = \text{Base Damage} * (1 - \text{Damage Reduction})$

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

#### Melee Evasion Rating

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

\small{\begin{aligned} \text{Effective Defence Level} = \text{Defence Skill Level} + 8 \end{aligned}}

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.

\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}}

#### Ranged Evasion Rating

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

\small{\begin{aligned} \text{Effective Defence Level} = \text{Defence Skill Level} + 9 \end{aligned}}

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.

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

#### 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.

\small{\begin{aligned} \text{Effective Magic Defence Level} = \text{Magic Skill Level} * 0.7 + \text{Defence Skill Level} * 0.3 + 9 \end{aligned}}

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.

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

### 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 value between their minimum and maximum hit. If no relevant equipment or 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)

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.

The player's average hit is thus:

\small{\begin{aligned} \text{Average Hit} = ((\text{Max Hit} + \text{Min Hit}) / 2) * (1 - \text{Enemy DR}) \end{aligned}}

And their damage per second can be calculated as:

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

Melvor Idle version v0.19.2 (Released: 1st April 2021)
Combat:
Skills:
Other:
Reference Tables: Items, Equipment, Experience Table, Upgrading Items, Dungeons, Chest Loot Tables, Monsters, Monster Loot Tables