User:HeckYea
This Combat Guide is written in order to help players travel through combat as optimally as possible. It will be broken into four sections: A guide on how combat works, then guides for each respective combat skill, Melee, Range and Magic.
Contents
How Does Combat Work?
There are four styles of combat that you can choose to do: melee, ranged, magic, or hybrid. Melee makes use of melee weapons (such as scimitars and daggers). Ranged makes use of ranged weapons (such as longbows and crossbows). Magic makes use of magic weapons (such as staffs and wands). Hybrid utilizes 2 or more of the above skills with weapons that provide hybrid statistics (such as Shapeless Scythe)
Player, Equipment Stats, and Skills
Both your equipment and your skill levels decide how effective you are in combat. You must know how they work in order to make effective loadouts. Combat is broken into six skills, each with their own experience and how to earn it.
- Constitution: Earned when other Combat experience is earned.
- Attack: Landing hits in Combat. Defense: Taking, mitigating and dodging damage in Combat.
- Strength: Dealing damage with Melee related skills.
- Magic: Dealing damage with Magic related skills.
- Ranged: Dealing damage with Ranged related skills.
Experience for each combat skill is rewarded on monster kill, so dying before defeating a mob will reward no experience.
The Offensive Stats
- Strength (Melee), Dexterity (Ranged), and Intelligence (Magic) are the main offensive stats and modify your overall damage for their respective fields. They are also affected by Combat Skill Levels (Strength, Ranged, and Magic).
- Crit Chance is your chance to hit an enemy for Critical damage, when you do hit a crit, it'll add damage based off your Crit Multiplier. Having a Crit Chance of 30% and a Crit Mult of 50% means that you have a 30% chance on hit to do 50% more damage.
- Accuracy is what decides your hit chance against the enemy. There are several different types of accuracy, where the types of abilities you use will be affected by those. For example the ability 'Fireball' will make use of Magic Accuracy and Fire Accuracy.
The Defensive Stats
- Protection is your physical damage reduction. Any melee or ranged damage that an enemy hits you with will be reduced using this value.
- Resistance is your magic damage reduction. Any magic damage that an enemy hits you with will be reduced using this value.
- Agility is used to calculate your dodge chance. The higher this value is, the less likely it is that an enemy will be able to hit you.
- Stamina determines the value of your total health, in addition to your Constitution level
Affinities
Affinities are used in calculating your effectiveness for each subclass of combat, both for offense and defense. A good example of this are Breatplates, which give a high amount of negative offensive affinities, but lots of positive defensive affinities in return. This makes them very effective at tanking, but not good at outputting damage. Affinities are added together from item to item (ex. a fire amulet provides +15% fire affinity, which would be added with the +35% fire affinity given by the Mantle of Flame to give a total fire affinity of +50%). Affinities can increase or decrease your total effectiveness in combat, but not as drastically as it first seems. Each ability used takes an average of all styles used in an ability.
Player Stats: +50% magic affinity,, +115% fire affinity
Ability Being Used: Fireball (1x Magic, 1.33x Fire) {abilityIcon(abilitiesIds.fire_ball)}
(Magicaffinity x Magicmultiplier1 + Fireaffinity x Firemultiplier2) / 2
↓↓
(1.00 x 1.50 + 1.33 x 2.15) / 2
↓↓
Effectiveness = 2.179
This guide is featured in-game under the combat information symbol.
Melee
Melee is the easiest form of combat to get into. The materials needed to begin fighting are gathered primarily from mining, making it usually the first combat skill used.
Beginning Melee
Getting a set of bronze daggers is the first step when leveling melee. These give you the highest xp/hr because of the fast attack speed. Early game, your attack speed is what determines your xp/hr more than anything else.
On top of this, bronze chainmail, leggings and medium helm are the best supportive item. Chestplates are meant to be tank items: they reduce your offensive affinities heavily while buffing your defensive affinities. While these are useful, they aren't good in the early game.
Once you have daggers and supporting gear, go fight in Farm until you reach level 15-20 combat stats. This should take no more than an hour or two. You can swap over to Caves once you get a pair of iron daggers. Upgrading your defensive gear isn't necessary for this small step.
Reaching City
City is the place that provides a ton of materials and items for you. Consistently being able to farm here is extremely good for you. It provides solid xp/hr, really good junk drops and obsidian gear.
By this point, your mining, smithing and foraging should have allowed you to make adamantite or runite daggers.
Ranged
Ranged is a skill that...
Magic
Magic is a skill that...