# Combat Stats

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Combat Stats (or simply stats or bonuses) are bonuses found in the Worn Equipment section of the interface which are determined by the equipment a player is wearing. Combat bonuses are split into three categories: Defensive Stats, Offensive Stats, and Hit and Block Chance.

All main- and off-hand weapon bonuses are found in the Offensive Stats section and all armour bonuses are found in the Defensive Stats section. All armour and weapons give a value for each bonus, with the strongest equipment giving the highest bonuses.

Equipment bonuses are highly important to certain aspects of RuneScape such as player killing in Wilderness and fighting in the Duel Arena.

## Defensive StatsEdit

A player's defensive stats determine their character's endurance. The three numbers for determining how defensive your character is in combat against an enemy are:

• Armour rating - How much defensive bonus a player has (the higher the number, the more defensive bonus). This is the sum of the armour values of each equipped item.
• Life Bonus - The amount of life points that is added to a player's base life points with the combined armour they are wearing.
• Prayer bonus - Determines the rate at which prayer drains. The higher a player's prayer bonus is, the lower the rate at which prayer points are drained.

## Offensive StatsEdit

Main article: Attack types

While in combat, a player's weapon stats affect how the player will perform while fighting. There are distinct values that determine how a player will perform attacks.

• Damage - Determines how high damage per hit is. The level in the particular attack type skill (Strength, Ranged or Magic) is considered the base damage. Offhand damage is calculated as half of the relevant skill level. For example, a player wielding a main-hand melee weapon and an off-hand ranged weapon, with 70 Strength and Ranged, will have a main-hand damage of 70 (Strength level) + the weapon's damage and offhand damage of 35 (half of Ranged level) + the ammunition damage.
• Accuracy - Determines the accuracy, or how often damage is dealt. On some weapons, this is also called "Hit bonus".
• Critical - The chance to land a critical attack.
• Type - Specifies the weapon's attack type.
• Speed - Determines the rate at which one will attack a foe. Available speeds are 'Slowest', 'Slow', 'Average', 'Fast', and 'Fastest'. See Attack speed.

## Hit and Block ChanceEdit

The chance of delivering and evading attacks. Your attacking stats are compared to your target's defending stats to calculate the chance of hitting, and vice-versa.

### AttackingEdit

This stat gives an estimate on how likely you are to land a hit depending on the attack class.

• Melee - The chance of landing a hit against an opponent weak to magic.
• Magic - The chance of landing a hit against an opponent weak to ranged.
• Ranged - The chance of landing a hit against an opponent weak to melee.

"Target Attacking" is your accuracy against the specified target.

The following table is made assuming you are wearing armour of the same type as your weapon (or spell, in the case of Magic).

- Magic Melee Ranged
Accuracy against Melee 100% 50% 20%
Accuracy against Magic 50% 20% 100%
Accuracy against Ranged 20% 100% 50%

Your "Target Attacking" value decreases for non-class compatible armour (not including Jewellery, Gloves, Helms, or Boots), following the following schematic:

Note: only shield, body and leg slots will cause accuracy decreases.

When using Magic:

• Melee Body armour, Leg armour, and shields each decreases your "Target Attacking" values versus Melee and Ranged by 15% and the value versus Magic by 16% for the first piece, 14% for the next one, and 16% for the last. (Example: Using an Apprentice wand with no other items, my Accuracy is 500; Target Attacking versus Melee/Magic/Ranged is 500/250/100. Equipping a Rune platebody, Rune platelegs, and Rune kiteshield decreases these values to 425/210/85, then 350/175/70, and finally 275/135/55.)
• Ranged Body armour, Leg armour, and shields each decreases each of your "Target Attacking" values by 8% versus Melee and Magic, and versus Ranged by 10% for the first two pieces and 5% for the last. (Example: Using an Apprentice wand with no other items, my Accuracy is 500; Target Attacking versus Melee/Magic/Ranged is 500/250/100. Equipping a Green d'hide body, Green d'hide legs, and Green d'hide shield decreases these values to 460/230/90, then 420/210/80, and finally 380/190/75.)

The same generalises to Ranged and Melee.

### DefendingEdit

This stat gives an estimate on how likely you are to evade a hit depending on the attack class.

• Melee - The chance of evading a Melee attack.
• Magic - The chance of evading a Magic attack.
• Ranged - The chance of evading a Ranged attack.

Each class receives a percentage of the armour rating (up to 100%). This percentage depends on how many pieces of each armour class the player has equipped. For the purposes of this discussion, let us use "Same" to denote the combat style of the armour you, the player character, are using. "Strong" is the combat style you are strong against/defend well against, "Weak" the combat style you are weak against/defend poorly against. Therefore, if you are using Ranged, Same = Ranged, Strong = Magic, Weak = Melee. We will disregard the "All" type for now.

There is a stat on the Equipment Interface called "Armour rating".

• When using only armour of the "Same" type, your "Target Defending" rating will be 100%/62.5%/31.25% of the "Armour rating" against the type against which you are Strong/Same/Weak, respectively.
• When you combine armour of the "Same" type with armour of another type, the distribution of the rating changes. The total, however, remains 193.75%. The new piece of armour will cause your Defending ratings to "lean" toward the type of the new piece of armour, linearly depending on the number of items of each type you have equipped.
• The final Defending rating value is a weighted average of the individual pieces of armour.
• Each Melee piece counts as 100%/62.5%/31.25% in Ranged/Melee/Magic
• Each Magic piece counts as 100%/62.5%/31.25% in Melee/Magic/Ranged
• Each Ranged piece counts as 100%/62.5%/31.25% in Magic/Ranged/Melee

This all changes when you use "All" type armour. This armour is rare - this is because it actually tries to balance your all-around defense. Some examples of "All" type armour are the Void Knight equipment (excluding the Head piece) and Culinaromancer's gloves, note that hybrid equipment works the same way.

• "All" type armour actually works the same way as other armour - it causes your ratings to "lean" toward what they would be if you were wearing "All" type armour exclusively. If you wear only "All" type armour, your Target Defending ratings are all 62.5% of your Armour rating (so 62.5%/62.5%/62.5% to each Melee/Magic/Ranged).
• Between this equipment there are some special ones, like the Berserker ring (not enchanted) and the Tokkul-zo, because they give you 100% armor rating to each part of the combat triangle, making them better for defensive purposes, is it unknown if this is a bug or intentional

#### ExamplesEdit

• You are wearing 5 pieces of Magic armour. Your current Target Defending Ratings are 100%/62.5%/31.25% of your Armour rating for Melee/Magic/Ranged. If you equip 1 piece of Ranged armour to replace one piece of your Magic armour, you are now wearing 4 pieces of Magic armour and 1 piece of Ranged armour. 5 pieces of Ranged armour would give you 31.25%/100%/62.5% versus Melee/Magic/Ranged, and so after taking the average of the 5 pieces of armour, your Defending ratings become 86.25%/70%/37.5% of your Armour rating for Melee/Magic/Ranged.

## FormulasEdit

The bonuses on nearly all equipment in the game are derived via formula, and thus one can determine the bonuses of any item, whether it exists or not.

The tier variable is the level of the item. As an example, the rune dagger requires 50 Attack and is tier 50.

The bonuses for armour of many tiers can be found here.

### StatsEdit

#### AccuracyEdit

• Accuracy bonus from Attack/Ranged/Magic: level ^ 3 / 1250 + 4 * level + 40

#### ArmourEdit

• Armour bonus from Defence level: Defence ^ 3 / 1250 + 4 * Defence + 40

#### DamageEdit

• Damage bonus from Strength/Ranged/Magic (main-hand weapon): level
• Damage bonus from Strength/Ranged/Magic (boosted levels, main-hand weapon): level * 8
• Damage bonus from Strength/Ranged/Magic (dual-wielding or two-handed weapon): level * 1.5
• Damage bonus from Strength/Ranged/Magic (boosted levels, dual-wielding or two-handed weapon): level * 12

### WeaponsEdit

#### AccuracyEdit

• Accuracy: (tier ^ 3 / 1250 + 4 * tier + 40) * 2.5

#### DamageEdit

• Damage (ammunition): tier * 9.6
• Damage (main-hand, Fastest speed): tier * 9.6
• Damage (main-hand, Fast speed): tier * 12.25
• Damage (main-hand, Average speed): tier * 14.9
• Damage (off-hand, Fastest speed): tier * 4.8
• Damage (off-hand, Fast speed): tier * 6.125
• Damage (off-hand, Average speed): tier * 7.45
• Damage (two-handed, Fastest speed): tier * 14.4
• Damage (two-handed, Fast speed): tier * 18.375
• Damage (two-handed, Average speed): tier * 22.35
• Damage (shieldbow, Average speed): tier * 5.3
• Damage (shortbow, Fast speed): tier * 8.775

### ArmourEdit

(Medium helms, chainbodies, and square shields are calculated using a tier two levels below; to demonstrate, the dragon chainbody is calculated at tier 58.)

#### Armour bonusEdit

These formulas are for Tank armour. If calculating Power armour, subtract 5 tiers; if calculating Hybrid armour, subtract 15 tiers.

• Base: tier ^ 3 / 1250 + 4 * tier + 40
• Body: Base * 0.575
• Legs: Base * 0.55
• Shield: Base * 0.5
• Gloves: Base * 0.125
• Boots: Base * 0.125
• Cape: Base * 0.075

#### Life bonusEdit

These formulas are for Tank armour. If calculating Power armour, subtract 10 tiers; if calculating Hybrid armour, subtract 15 tiers.

• Body: tier * 24
• Legs: tier * 18
• Shield: tier * 15
• Gloves: tier * 3
• Boots: tier * 3

#### Damage bonusEdit

Only Power armour has a Damage bonus.

• Head: tier * 9.6 * 0.02
• Body: tier * 9.6 * 0.035
• Legs: tier * 9.6 * 0.025
• Gloves: tier * 9.6 * 0.01
• Boots: tier * 9.6 * 0.01

## Bank Op And Equip Screen UpdateEdit

The Bank Op And Equip Screen Update (BOAESU) was an update to allow a person to equip, and compare item stats without leaving the bank window. With this update also came along the item's damage absorption rates.

## TriviaEdit

• Depending on a player's hairstyle and headgear, a player's hair can appear to be coming out from the back of their headgear when viewing themselves within the Equipment Stats interface.
• There is a glitch when you remove worn items and bank them, the weight shown would be the same, despite the actual weight changing.
• There is a glitch when you click the Equipment Stats interface while performing an emote, you won't be able to remove or equip any gear.
• There was a rest glitch found by resting and then opening up the Equipment Stats interface. This could cause you to stand up but your character still rested in the Equipment Stats interface. It was first noticed on 23 November 2010 and it was patched after the release of the Evolution of Combat.
• When Evolution of Combat was first released, the armour rating of most equipment varies linearly with level requirement, equal to $S*L$ where L is the level requirement and S is the slot factor (S=20 for helm/shields, 23 for bodies, 22 for legs, 5 for gloves/boots and 3 for capes).