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This article is about the meaning of the bonuses. For a tabulation of values, see Equipment tables.
Combat Stats interface

The Equipment Stats interface (Click for greater detail)

Gear icon

Combat Stats (or simply stats or bonuses) are bonuses found in the Worn Equipment section of the interface which are determined by a player's equipment and skills. Combat bonuses are split into two categories: Offensive Stats and Defensive Stats.

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.

Unequipped item right click options

Equipping armour

Equipped item right click options

Unequipping armour

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

Offensive statsEdit

Main article: Attack types

A player's offensive stats determine how the player will attack in combat.

  • Damage - Determines the maximum damage dealt with each hit. A player's Strength, Ranged and Magic contribute to damage, as does some armour and jewellery.

  • Accuracy - Determines the chance to land a successful hit. A player's Attack, Ranged, and Magic contribute to accuracy.
  • Type - Specifies the weapon's attack type. Available types are stabbing, slashing, and crushing for melee; arrows, bolts, and thrown for ranged; and air, water, earth, and fire for magic.
  • Speed - Determines the rate at which one will attack a foe. Available speeds are 'Slowest', 'Slow', 'Average', 'Fast', and 'Fastest'. See Attack speed.

Defensive statsEdit

A player's defensive stats determine their character's endurance.

  • Armour rating - Determines the chance to block an enemy attack. A player's Defence level contributes to their armour rating.
  • Life Bonus - The amount of life points that is added to a player's base life points. Life bonus is only found on certain high-level armour.
  • Style Bonus - A modifier that affects how your armour rating is used against magic attacks, melee attacks, and ranged attacks. It is influenced by the combat class of worn armour.
  • Prayer Bonus - Determines the rate at which prayer points are drained. The higher a player's prayer bonus is, the slower the drain. See Prayer#Prayer bonus.
  • Damage reduction - Reduces damage received by the shown percentage. The reduction is determined by a player's Defence level and their worn armour. There are two different percentages, one against monsters and the other against players.

Hit and block chanceEdit

Main article: Hit chance

FormulaeEdit

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: \frac{L^3}{1250} + 4L + 40 where L is your level in the respective skill

ArmourEdit

  • Armour bonus from Defence level: \frac{D^3}{1250} + 4D + 40

DamageEdit

Where L is your level in the respective skill (Strength, Ranged, or Magic):

  • Damage bonus from skill (main-hand weapon, Fastest speed): 2.5L
  • Damage bonus from skill (main-hand weapon, Fast speed): 3.125L
  • Damage bonus from skill (main-hand weapon, Average speed): 3.75L
  • Damage bonus from skill (off-hand weapon, Fastest speed): 1.25L
  • Damage bonus from skill (off-hand weapon, Fast speed): 1.5625L
  • Damage bonus from skill (off-hand weapon, Average speed): 1.875L
  • Damage bonus from skill (two-hand weapon, Fastest speed): 3.75L
  • Damage bonus from skill (two-hand weapon, Fast speed): 4.6875L
  • Damage bonus from skill (two-hand weapon, Average speed): 5.625L

WeaponsEdit

AccuracyEdit

  • Accuracy: \Bigl\lfloor 2.5 \times (\frac{t^3}{1250} + 4t + 40) \Bigr\rfloor

t is the weapon's tier; in most cases, this is the level required to wield it.

TierAccuracyTierAccuracyTierAccuracyTierAccuracy
11102639551875761738
21202740952901771783
31302842453928781829
41402943954955791876
51503045455983801924
616031470561011811973
717132486571040822023
818133502581070832074
919134519591101842125
1020235536601132852178
1121336553611164862232
1222337571621197872287
1323438590631230882343
1424539609641264892400
1525740628651299902458
1626841648661335912517
1728042668671372922577
1829243689681409932639
1930444710691447942701
2031645732701486952765
2132946755711526962829
2234147778721566972895
2335448801731608982962
2436849825741650993031
2538150850

DamageEdit

Where t is the weapon's tier:

  • Damage (ammunition): \lfloor 9.6t \rfloor
  • Damage (main-hand, Fastest speed): \lfloor 9.6t \rfloor
TierDamageTierDamageTierDamageTierDamage
110262505149076730
219272595249977739
329282695350978749
438292785451879758
548302885552880768
658312985653881778
767323075754782787
877333175855783797
986343265956684806
1096353366057685816
11106363466158686826
12115373556259587835
13125383656360588845
14134393746461489854
15144403846562490864
16154413946663491874
17163424036764392883
18173434136865393893
19182444226966294902
20192454327067295912
21202464427168296922
22211474517269197931
23221484617370198941
24230494707471099950
2524050480
  • Damage (main-hand, Fast speed): \lfloor 12.25t \rfloor
TierDamageTierDamageTierDamageTierDamage
112263195162576931
225273315263777943
337283435364978956
449293555466279968
561303685567480980
674313805668681992
7863239257698821005
8983340458711831017
91103441759723841029
101233542960735851041
111353644161747861054
121473745362760871066
131593846663772881078
141723947864784891090
151844049065796901103
161964150266809911115
172084251567821921127
182214352768833931139
192334453969845941152
202454555170858951164
212574656471870961176
222704757672882971188
232824858873894981201
242944960074907991213
2530650613
  • Damage (main-hand, Average speed): \lfloor 14.9t \rfloor
TierDamageTierDamageTierDamageTierDamage
1152638751760761132
2302740252775771147
3452841753790781162
4602943254805791177
5753044755820801192
6893146256834811207
71043247757849821222
81193349258864831237
91343450759879841252
101493552260894851267
111643653661909861281
121793755162924871296
131943856663939881311
142093958164954891326
152244059665969901341
162384161166983911356
172534262667998921371
1826843641681013931386
1928344656691028941401
2029845671701043951416
2131346685711058961430
2232847700721073971445
2334348715731088981460
2435849730741103991475
2537350745

Where t is the weapon's tier:

  • Damage (off-hand, Fastest speed): 4.8t
  • Damage (off-hand, Fast speed): 6.125t
  • Damage (off-hand, Average speed): 7.45t
  • Damage (two-handed, Fastest speed): 14.4t
  • Damage (two-handed, Fast speed): 18.375t
  • Damage (two-handed, Average speed): 22.35t
  • Damage (shieldbow, Average speed): 5.3t
  • Damage (shortbow, Fast speed): 8.775t
  • Damage (two-handed crossbow, Average speed): 12.75t

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 and PvP armour. If calculating Power armour, subtract 5 tiers; if calculating Hybrid armour, subtract 15 tiers.

  • Base: f(t) = 2.5 \times (\frac{t^3}{1250} + 4t + 40)

t is the armour's tier; in most cases, this is the level required to equip it.

  • Head: f(t) \times 0.2
  • Body: f(t) \times 0.23
  • Legs: f(t) \times 0.22
  • Shield: f(t) \times 0.2
  • Gloves: f(t) \times 0.05
  • Boots: f(t) \times 0.05
  • Cape: f(t) \times 0.03
  • Ring: f(t) \times 0.02

Life bonusEdit

Note that Life bonus is only found on shields at tiers 70 and above, or Tank armour at tiers 80 and above in the head, body, and leg slots.

Where t is the armour's tier:

  • Head: (t - 69) \times 20
  • Body: (t - 69) \times 40
  • Legs: (t - 69) \times 30
  • Shield: (t - 69) \times 35

Damage bonusEdit

Only Power armour and PvP armour have a Strength, Ranged, or Magic bonus.

Where t is the armour's tier:

  • Head: t \times 0.25
  • Body: t \times 0.375
  • Legs: t \times 0.3125
  • Gloves: t \times 0.015625
  • Boots: t \times 0.015625

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 the item's damage absorption rates (later reverted due to the Evolution of Combat).

Item stats

Precise information of wieldable items can be viewed.

TriviaEdit

  • 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 varied 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).

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