Player Modifiers: Difference between revisions

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Any penalties are subtracted from bonuses of the same type to get the total modifier. For example, if the above player also constructs a Water Trap [[Agility#Obstacles|Obstacle]] (-6% Global Mastery XP), their Global Mastery XP modifier will instead be +4%.
Any penalties are subtracted from bonuses of the same type to get the total modifier. For example, if the above player also constructs a Water Trap [[Agility#Obstacles|Obstacle]] (-6% Global Mastery XP), their Global Mastery XP modifier will instead be +4%.


For modifiers that have a skill-specific variant, the skill-specific bonuses and penalties are also added to the global result when working with that specific skill. For example, a player with {{PetIcon|Ty}} and an {{ItemIcon|Ancient Ring of Mastery}} who also has reached the [Agility#Mastery Pool Checkpoints|10% Mastery Pool Checkpoint]] for {{Skill|Agility}} (+5% Agility Mastery XP) will receive a total of +15% Agility Mastery XP.
===Additive vs Multiplicative===
 
When describing how different bonuses stack, the terms 'additive' and 'multiplicative' are often used to explain how to combine them.
 
When two bonuses stack '''additively''', the combined bonus is the sum of the first bonus and and the second bonus. For example, if a +10% bonus and a +20% bonus stack additively, the combined bonus will be +30%.
 
<math>\small{\begin{aligned} \text{Combined Bonus} = \text{Bonus 1} + \text{Bonus 2}\end{aligned}}</math>
 
When two bonuses stack '''multiplicatively''', the combined bonuses is instead
 
<math>\small{\begin{aligned} \text{Combined Bonus} = (1 + \text{Bonus 1}) * (1 + \text{Bonus 2}) \end{aligned}} - 1</math>
 
If the same +10% bonus and +20% bonus stack multiplicatively instead, the combined bonus will be +32%. If both bonuses are positive (or if both are negative) and they stack multiplicatively, the combined effect will be larger than if they stacked additively.
 
===Combining Similar Modifiers===
When multiple modifiers affect the same stat, they are usually applied additively. In particular, more specific versions of a bonus will stack additively with the global version of that bonus.  
 
An example of this would be the Global Mastery XP and Skill Mastery XP modifiers, so a player wearing an {{ItemIcon|Ancient Ring of Mastery}} (+7% Global Mastery XP) who also has reached the [[Agility#Mastery Pool Checkpoints|10% Mastery Pool Checkpoint]] for {{Skill|Agility}} (+5% Agility Mastery XP) will receive a total of +15% Agility Mastery XP.
 
This also applies to combat modifiers of the same type such as Ranged Accuracy Rating and Global Accuracy Rating.


==List of Modifiers==
==List of Modifiers==
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!style="min-width:150px"|Modifier!!style="min-width:220px"|Example Text!!Notes
!style="min-width:150px"|Modifier!!style="min-width:220px"|Example Text!!Notes
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|Global Accuracy||{{Mod|increasedGlobalAccuracy|5}}<br/>{{Mod|decreasedGlobalAccuracy|5}}||Applies to the [[Combat#Accuracy Rating|Accuracy Rating]] for all combat styles
|Global Accuracy||{{Mod|increasedGlobalAccuracy|5}}<br/>{{Mod|decreasedGlobalAccuracy|5}}||Applies to the player's [[Combat#Accuracy Rating|Accuracy Rating]] for all combat styles
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|Melee Accuracy Bonus||{{Mod|increasedMeleeAccuracyBonus|5}}<br/>{{Mod|decreasedMeleeAccuracyBonus|5}}||Applies to the player's [[Combat#Melee Accuracy Rating|Melee Accuracy Rating]]
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|Ranged Accuracy Bonus||{{Mod|increasedRangedAccuracyBonus|5}}<br/>{{Mod|decreasedRangedAccuracyBonus|5}}||Applies to the player's [[Combat#Ranged Accuracy Rating|Ranged Accuracy Rating]]
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|Magic Accuracy Bonus||{{Mod|increasedMagicAccuracyBonus|5}}<br/>{{Mod|decreasedMagicAccuracyBonus|5}}||Applies to the player's [[Combat#Magic Accuracy Rating|Magic Accuracy Rating]]
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|Melee Evasion||{{Mod|increasedMeleeEvasion|5}}<br/>{{Mod|decreasedMeleeEvasion|5}}||Applies to the player's [[Combat#Melee Evasion Rating|Melee Evasion Rating]]
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|Ranged Evasion||{{Mod|increasedRangedEvasion|5}}<br/>{{Mod|decreasedRangedEvasion|5}}||Applies to the player's [[Combat#Ranged Evasion Rating|Ranged Evasion Rating]]
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|Magic Evasion||{{Mod|increasedMagicEvasion|5}}<br/>{{Mod|decreasedMagicEvasion|5}}||Applies to the player's [[Combat#Magic Evasion Rating|Magic Evasion Rating]]
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|Damage Reduction||{{Mod|increasedDamageReduction|5}}<br/>{{Mod|decreasedDamageReduction|5}}||An additive bonus (or penalty) to the player's [[Combat#Damage Reduction|Damage Reduction]].
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|Melee Strength Bonus||{{Mod|increasedMeleeStrengthBonus|5}}<br/>{{Mod|decreasedMeleeStrengthBonus|5}}||Despite having the same name, this is different from the Melee Strength Bonus on equipment. Instead, this modifier directly applies to the player's [[Combat#Melee Max Hit|Melee Max Hit]].
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|Ranged Strength Bonus||{{Mod|increasedRangedStrengthBonus|5}}<br/>{{Mod|decreasedRangedStrengthBonus|5}}||Despite having the same name, this is different from the Ranged Strength Bonus on equipment. Instead, this modifier directly applies to the player's [[Combat#Ranged Max Hit|Ranged Max Hit]].
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|Magic Damage Bonus||{{Mod|increasedMagicDamageBonus|5}}<br/>{{Mod|decreasedMagicDamageBonus|5}}||Despite having the same name, this is different from the Magic Damage Bonus on equipment.
 
This modifier is combined multiplicatively with the Magic Damage Bonus on equipment as part of determining the player's [[Combat#Magic Max Hit|Magic Max Hit]]
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|Max Hit Percent||{{Mod|increasedMaxHitPercent|5}}<br/>{{Mod|decreasedMaxHitPercent|5}}||This modifier applies to the player's [[Combat#Max Hit|Max Hit]]. It is applied before Max Hit Flat and stacks multiplicatively with Melee Strength Bonus, Ranged Strength Bonus, and Magic Damage Bonus.
 
[[Combat#Post-Roll Modifiers|Post-Roll Modifiers]] will still apply after damage is actually dealt, potentially amplifying the effect.
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|Max Hit Flat||{{Mod|increasedMaxHitFlat|5}}<br/>{{Mod|decreasedMaxHitFlat|5}}||Directly increases or decreases the player's max hit by the listed amount and is applied after all other modifiers to max hit.
 
[[Combat#Post-Roll Modifiers|Post-Roll Modifiers]] will still apply after damage is actually dealt, potentially amplifying the effect.
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|Damage to All Monsters||{{Mod|increasedDamageToAllMonsters|5}}<br/>{{Mod|decreasedDamageToAllMonsters|5}}||A [[Combat#Post-Roll Modifiers|Post-Roll Modifier]] that increases the player's damage when attacking any monster. It stacks additively with any other applicable "Damage To..." modifiers.
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|Damage to Combat Area Monsters||{{Mod|increasedDamageToCombatAreaMonsters|5}}<br/>{{Mod|decreasedDamageToCombatAreaMonsters|5}}||A [[Combat#Post-Roll Modifiers|Post-Roll Modifier]] that increases the player's damage when attacking monsters found in [[Combat Areas]]. It stacks additively with any other applicable "Damage To..." modifiers.
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|Damage to Slayer Monsters||{{Mod|increasedDamageToSlayerAreaMonsters|5}}<br/>{{Mod|decreasedDamageToSlayerAreaMonsters|5}}||A [[Combat#Post-Roll Modifiers|Post-Roll Modifier]] that increases the player's damage when attacking monsters found in [[Slayer Areas]]. It stacks additively with any other applicable "Damage To..." modifiers.
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|Damage to Dungeon Monsters||{{Mod|increasedDamageToDungeonMonsters|5}}<br/>{{Mod|decreasedDamageToDungeonMonsters|5}}||A [[Combat#Post-Roll Modifiers|Post-Roll Modifier]] that increases the player's damage when attacking monsters found in [[Dungeons]]. It stacks additively with any other applicable "Damage To..." modifiers.
 
If fighting a monster also found in non-Dungeon areas, this modifier will not apply.
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|Damage to Slayer Tasks||{{Mod|increasedDamageToSlayerTasks|5}}<br/>{{Mod|decreasedDamageToSlayerTasks|5}}||A [[Combat#Post-Roll Modifiers|Post-Roll Modifier]] that increases the player's damage when attacking their current Slayer Task. It stacks additively with any other applicable "Damage To..." modifiers.
 
This modifier will apply if fighting the player's current slayer target in a dungeon, although it won't count towards completing the Slayer Task.
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|Melee Accuracy Bonus||{{Mod|increasedMeleeAccuracyBonus|5}}<br/>{{Mod|decreasedMeleeAccuracyBonus|5}}||Applies to the [[Combat#Melee Accuracy Rating|Melee Accuracy Rating]]
|Monster Respawn Timer||{{Mod|decreasedMonsterRespawnTimer|500}}<br/>{{Mod|increasedMonsterRespawnTimer|500}}||Adds or subtracts from the base 3 second timer to spawn a new monster.
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|Ranged Accuracy Bonus||{{Mod|increasedRangedAccuracyBonus|5}}<br/>{{Mod|decreasedRangedAccuracyBonus|5}}||Applies to the [[Combat#Ranged Accuracy Rating|Ranged Accuracy Rating]]
|Slayer Coins||{{Mod|increasedSlayerCoins|5}}<br/>{{Mod|decreasedSlayerCoins|5}}||Affects how many {{Icon|Slayer Coins}} are received when killing monsters for the player's {{Skill|Slayer}} task.
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|Magic Accuracy Bonus||{{Mod|increasedMagicAccuracyBonus|5}}<br/>{{Mod|decreasedMagicAccuracyBonus|5}}||Applies to the [[Combat#Magic Accuracy Rating|Magic Accuracy Rating]]
|GP From Monsters Flat||{{Mod|increasedGPFromMonstersFlat|5}}<br/>{{Mod|decreasedGPFromMonstersFlat|5}}||Adds or subtracts from how much {{Icon|Coins|GP}} is received from killing a monster. Applied before (and thus boosted by) the GP Global and GP From Monsters modifiers.
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|Melee Evasion||{{Mod|increasedMeleeEvasion|5}}<br/>{{Mod|decreasedMeleeEvasion|5}}||Applies to the [[Combat#Melee Evasion Rating|Melee Evasion Rating]]
|GP From Thieving Flat||{{Mod|increasedGPFromThievingFlat|5}}<br/>{{Mod|decreasedGPFromThievingFlat|5}}||Adds or subtracts from how much {{Icon|Coins|GP}} is received from {{Skill|Thieving}}. Applied before (and thus boosted by) the GP Global and GP From Thieving modifiers.
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|Ranged Evasion||{{Mod|increasedRangedEvasion|5}}<br/>{{Mod|decreasedRangedEvasion|5}}||Applies to the [[Combat#Ranged Evasion Rating|Ranged Evasion Rating]]
|GP Global||{{Mod|increasedGPGlobal|5}}<br/>{{Mod|decreasedGPGlobal|5}}||Affects how much {{Icon|Coins|GP}} is received from sources other than selling (including {{Icon|Item Alchemy}}). Stacks additively other non-flat GP modifiers.
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|Magic Evasion||{{Mod|increasedMagicEvasion|5}}<br/>{{Mod|decreasedMagicEvasion|5}}||Applies to the [[Combat#Magic Evasion Rating|Magic Evasion Rating]]
|GP From Monsters||{{Mod|increasedGPFromMonsters|5}}<br/>{{Mod|decreasedGPFromMonsters|5}}||Affects how much {{Icon|Coins|GP}} is received from killing a monster. Stacks additively with the GP Global modifier.
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|Melee Strength Bonus||{{Mod|increasedMeleeStrengthBonus|5}}<br/>{{Mod|decreasedMeleeStrengthBonus|5}}||Despite having the same name, this is different from the Melee Strength Bonus on equipment.<br/>Instead, this modifier directly applies to the player's [[Combat#Melee Max Hit|Melee Max Hit]].
|GP From Thieving||{{Mod|increasedGPFromThieving|5}}<br/>{{Mod|decreasedGPFromThieving|5}}||Affects how much {{Icon|Coins|GP}} is received from {{Skill|Thieving}}. Stacks additively with the GP Global modifier.
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|Ranged Strength Bonus||{{Mod|increasedRangedStrengthBonus|5}}<br/>{{Mod|decreasedRangedStrengthBonus|5}}||Despite having the same name, this is different from the Ranged Strength Bonus on equipment.<br/>Instead, this modifier directly applies to the player's [[Combat#Ranged Max Hit|Ranged Max Hit]].
|GP From Agility||{{Mod|increasedGPFromAgility|5}}<br/>{{Mod|decreasedGPFromAgility|5}}||Affects how much {{Icon|Coins|GP}} is received from {{Skill|Agility}}. Stacks additively with the GP Global modifier.
|-
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|Magic Damage Bonus||{{Mod|increasedMagicDamageBonus|5}}<br/>{{Mod|decreasedMagicDamageBonus|5}}||Despite having the same name, this is different from the Magic Damage Bonus on equipment.<br/>This modifier is applied multiplicatively with the Magic Damage Bonus on equipment as part of determining the player's [[Combat#Magic Max Hit|Magic Max Hit]]
|Chance To Double Items Global||{{Mod|increasedChanceToDoubleItemsGlobal|5}}<br/>{{Mod|decreasedChanceToDoubleItemsGlobal|5}}||Applies to the chance to receive twice as many items from any source, including all skills as well as monster drops. Stacks additively with Chance To Double Loot and Chance To Double Items Skill modifiers.
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|Max Hit Percent||{{Mod|increasedMaxHitPercent|5}}<br/>{{Mod|decreasedMaxHitPercent|5}}||This bonus applies to the player's [[Combat#Max Hit|Max Hit]].<br/>This bonus is applied before Max Hit Flat and stacks multiplicatively with Melee Strength Bonus, Ranged Strength Bonus, and Magic Damage Bonus.<br/>[[Combat#Post-Roll Modifiers|Post-Roll Modifiers]] will still apply after damage is actually dealt, potentially amplifying the effect.
|Chance To Double Loot Combat||{{Mod|increasedChanceToDoubleLootCombat|5}}<br/>{{Mod|decreasedChanceToDoubleLootCombat|5}}||Applies to the chance to receive twice as many items from monster drops, including bones and chests from [[Dungeons]]. Stacks additively with Chance To Double Items Global
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|Max Hit Flat||{{Mod|increasedMaxHitFlat|5}}<br/>{{Mod|decreasedMaxHitFlat|5}}||This bonus directly increases or decreases the player's max hit by the listed amount and is applied after all other modifiers to max hit.<br/>[[Combat#Post-Roll Modifiers|Post-Roll Modifiers]] will still apply after damage is actually dealt, potentially amplifying the effect.
|Chance To Double Items Skill||{{Mod|increasedChanceToDoubleItemsSkill|skill=Thieving|5}}<br/>{{Mod|decreasedChanceToDoubleItemsSkill|skill=Thieving|5}}||Applies to the chance to receive twice as many items from the listed skill. Stacks additively with Chance To Double Items Global.
|}
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Revision as of 20:35, 22 February 2022

This page was last updated for (v0.19).

Player Modifiers are various bonuses and penalties that are received from a number of different sources such as Mastery, Equipment, Pets, and Agility obstacles.

Mechanics

Modifiers of the same kind stack additively. For example, if a player who has unlocked Ty (+3% Global Mastery XP) and is wearing an Ancient Ring of Mastery (+7% Global Mastery XP) will receive a total of +10% Global Mastery XP.

Any penalties are subtracted from bonuses of the same type to get the total modifier. For example, if the above player also constructs a Water Trap Obstacle (-6% Global Mastery XP), their Global Mastery XP modifier will instead be +4%.

Additive vs Multiplicative

When describing how different bonuses stack, the terms 'additive' and 'multiplicative' are often used to explain how to combine them.

When two bonuses stack additively, the combined bonus is the sum of the first bonus and and the second bonus. For example, if a +10% bonus and a +20% bonus stack additively, the combined bonus will be +30%.

[math]\displaystyle{ \small{\begin{aligned} \text{Combined Bonus} = \text{Bonus 1} + \text{Bonus 2}\end{aligned}} }[/math]

When two bonuses stack multiplicatively, the combined bonuses is instead

[math]\displaystyle{ \small{\begin{aligned} \text{Combined Bonus} = (1 + \text{Bonus 1}) * (1 + \text{Bonus 2}) \end{aligned}} - 1 }[/math]

If the same +10% bonus and +20% bonus stack multiplicatively instead, the combined bonus will be +32%. If both bonuses are positive (or if both are negative) and they stack multiplicatively, the combined effect will be larger than if they stacked additively.

Combining Similar Modifiers

When multiple modifiers affect the same stat, they are usually applied additively. In particular, more specific versions of a bonus will stack additively with the global version of that bonus.

An example of this would be the Global Mastery XP and Skill Mastery XP modifiers, so a player wearing an Ancient Ring of Mastery (+7% Global Mastery XP) who also has reached the 10% Mastery Pool Checkpoint for Agility (+5% Agility Mastery XP) will receive a total of +15% Agility Mastery XP.

This also applies to combat modifiers of the same type such as Ranged Accuracy Rating and Global Accuracy Rating.

List of Modifiers

The following list does not contain all possible bonuses, and although all of the below bonuses are defined in-game there may be some that are not currently in use.