Player Modifiers
This page is out of date (v0.19).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 [Agility#Mastery Pool Checkpoints|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.
Modifier | Example Text | Notes |
---|---|---|
Global Accuracy | +5% Global Accuracy -5% Global Accuracy |
Applies to the player's Accuracy Rating for all combat styles |
Melee Accuracy Bonus | +5% Melee Accuracy Bonus -5% Melee Accuracy Bonus |
Applies to the player's Melee Accuracy Rating |
Ranged Accuracy Bonus | +5% Ranged Accuracy Bonus -5% Ranged Accuracy Bonus |
Applies to the player's Ranged Accuracy Rating |
Magic Accuracy Bonus | +5% Magic Accuracy Bonus -5% Magic Accuracy Bonus |
Applies to the player's Magic Accuracy Rating |
Melee Evasion | +5% Melee Evasion -5% Melee Evasion |
Applies to the player's Melee Evasion Rating |
Ranged Evasion | +5% Ranged Evasion -5% Ranged Evasion |
Applies to the player's Ranged Evasion Rating |
Magic Evasion | +5% Magic Evasion -5% Magic Evasion |
Applies to the player's Magic Evasion Rating |
Damage Reduction | +5% Damage Reduction -5% Damage Reduction |
An additive bonus (or penalty) to the player's Damage Reduction. |
Melee Strength Bonus | +5% Melee Strength Bonus from Equipment -5% Melee Strength Bonus from Equipment |
Despite having the same name, this is different from the Melee Strength Bonus on equipment. Instead, this modifier directly applies to the player's Melee Max Hit. |
Ranged Strength Bonus | +5% Ranged Strength Bonus from Equipment -5% Ranged Strength Bonus from Equipment |
Despite having the same name, this is different from the Ranged Strength Bonus on equipment. Instead, this modifier directly applies to the player's Ranged Max Hit. |
Magic Damage Bonus | +5% Magic Damage Bonus from Equipment -5% Magic Damage Bonus from Equipment |
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 Magic Max Hit |
Max Hit Percent | +5% Max Hit -5% Max Hit |
This modifier applies to the player's Max Hit. It is applied before Max Hit Flat and stacks multiplicatively with Melee Strength Bonus, Ranged Strength Bonus, and Magic Damage Bonus.
Post-Roll Modifiers will still apply after damage is actually dealt, potentially amplifying the effect. |
Max Hit Flat | +50 Max Hit -50 Max Hit |
Directly increases or decreases the player's max hit by the listed amount and is applied after all other modifiers to max hit.
Post-Roll Modifiers will still apply after damage is actually dealt, potentially amplifying the effect. |
Damage to All Monsters | +5% Damage To All Monsters -5% Damage To All Monsters |
A Post-Roll Modifier that increases the player's damage when attacking any monster. It stacks additively with any other applicable "Damage To..." modifiers. |
Damage to Combat Area Monsters | +5% Damage To Combat Area Monsters -5% Damage To Combat Area Monsters |
A 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. |
Damage to Slayer Monsters | +5% Damage To Slayer Area Monsters -5% Damage To Slayer Area Monsters |
A 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. |
Damage to Dungeon Monsters | +5% Damage To Dungeon Monsters -5% Damage To Dungeon Monsters |
A 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. |
Damage to Slayer Tasks | +5% Damage To Slayer Tasks -5% Damage To Slayer Tasks |
A 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. |
Monster Respawn Timer | -0.5s Monster Respawn Timer +0.5s Monster Respawn Timer |
Adds or subtracts from the base 3 second timer to spawn a new monster. |
Slayer Coins | +5% Slayer Coins -5% Slayer Coins |
Affects how many |
GP From Monsters Flat | +5 GP From Monsters -5 GP From Monsters |
Adds or subtracts from how much |
GP From Thieving Flat | +5 GP From Thieving -5 GP From Thieving |
Adds or subtracts from how much |
GP Global | +5% GP from all sources (Except Item Selling) -5% GP from all sources (Except Item Selling) |
Affects how much |
GP From Monsters | +5% GP From Monsters -5% GP From Monsters |
Affects how much |
GP From Thieving | +5% GP From Thieving -5% GP From Thieving |
Affects how much |
GP From Agility | +5% GP From Agility -5% GP From Agility |
Affects how much |
Chance To Double Items Global | +5% Chance to Double Items Globally -5% Chance to Double Items Globally |
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. |
Chance To Double Loot Combat | +5% Chance To Double Loot in Combat -5% Chance To Double Loot in Combat |
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 |
Chance To Double Items Skill | +5% Chance to Double Items in Thieving -5% Chance to Double Items in Thieving |
Applies to the chance to receive twice as many items from the listed skill. Stacks additively with Chance To Double Items Global. |