# Combat Stats

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## Redirected from Equipment Stats

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

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: 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 (rounded to the nearest number)
Tier Accuracy Tier Accuracy Tier Accuracy Tier Accuracy
1 110 26 395 51 875 76 1,738
2 120 27 409 52 901 77 1,783
3 130 28 424 53 928 78 1,829
4 140 29 439 54 955 79 1,876
5 150 30 454 55 983 80 1,924
6 160 31 470 56 1,011 81 1,973
7 171 32 486 57 1,040 82 2,023
8 181 33 502 58 1,070 83 2,074
9 191 34 519 59 1,101 84 2,125
10 202 35 536 60 1,132 85 2,178
11 213 36 553 61 1,164 86 2,232
12 223 37 571 62 1,197 87 2,287
13 234 38 590 63 1,230 88 2,343
14 245 39 609 64 1,264 89 2,400
15 257 40 628 65 1,299 90 2,458
16 268 41 648 66 1,335 91 2,517
17 280 42 668 67 1,372 92 2,577
18 292 43 689 68 1,409 93 2,639
19 304 44 710 69 1,447 94 2,701
20 316 45 732 70 1,486 95 2,765
21 329 46 755 71 1,526 96 2,829
22 341 47 778 72 1,566 97 2,895
23 354 48 801 73 1,608 98 2,962
24 368 49 825 74 1,650 99 3,031
25 381 50 850 75 1,694

#### DamageEdit

• Damage (ammunition): tier * 9.6 (rounded down)
Tier Damage Tier Damage Tier Damage Tier Damage
1 10 26 250 51 490 76 730
2 19 27 259 52 499 77 739
3 29 28 269 53 509 78 749
4 38 29 278 54 518 79 758
5 48 30 288 55 528 80 768
6 58 31 298 56 538 81 778
7 67 32 307 57 547 82 787
8 77 33 317 58 557 83 797
9 86 34 326 59 566 84 806
10 96 35 336 60 576 85 816
11 106 36 346 61 586 86 826
12 115 37 355 62 595 87 835
13 125 38 365 63 605 88 845
14 134 39 374 64 614 89 854
15 144 40 384 65 624 90 864
16 154 41 394 66 634 91 874
17 163 42 403 67 643 92 883
18 173 43 413 68 653 93 893
19 182 44 422 69 662 94 902
20 192 45 432 70 672 95 912
21 202 46 442 71 682 96 922
22 211 47 451 72 691 97 931
23 221 48 461 73 701 98 941
24 230 49 470 74 710 99 950
25 240 50 480 75 720

• Damage (main-hand, Fastest speed): tier * 9.6 (rounded down)
Tier Damage Tier Damage Tier Damage Tier Damage
1 10 26 250 51 490 76 730
2 19 27 259 52 499 77 739
3 29 28 269 53 509 78 749
4 38 29 278 54 518 79 758
5 48 30 288 55 528 80 768
6 58 31 298 56 538 81 778
7 67 32 307 57 547 82 787
8 77 33 317 58 557 83 797
9 86 34 326 59 566 84 806
10 96 35 336 60 576 85 816
11 106 36 346 61 586 86 826
12 115 37 355 62 595 87 835
13 125 38 365 63 605 88 845
14 134 39 374 64 614 89 854
15 144 40 384 65 624 90 864
16 154 41 394 66 634 91 874
17 163 42 403 67 643 92 883
18 173 43 413 68 653 93 893
19 182 44 422 69 662 94 902
20 192 45 432 70 672 95 912
21 202 46 442 71 682 96 922
22 211 47 451 72 691 97 931
23 221 48 461 73 701 98 941
24 230 49 470 74 710 99 950
25 240 50 480 75 720

• Damage (main-hand, Fast speed): tier * 12.25 (rounded down)
Tier Damage Tier Damage Tier Damage Tier Damage
1 12 26 319 51 625 76 931
2 25 27 331 52 637 77 943
3 37 28 343 53 649 78 956
4 49 29 355 54 662 79 968
5 61 30 368 55 674 80 980
6 74 31 380 56 686 81 992
7 86 32 392 57 698 82 1,005
8 98 33 404 58 711 83 1,017
9 110 34 417 59 723 84 1,029
10 123 35 429 60 735 85 1,041
11 135 36 441 61 747 86 1,054
12 147 37 453 62 760 87 1,066
13 159 38 466 63 772 88 1,078
14 172 39 478 64 784 89 1,090
15 184 40 490 65 796 90 1,103
16 196 41 502 66 809 91 1,115
17 208 42 515 67 821 92 1,127
18 221 43 527 68 833 93 1,139
19 233 44 539 69 845 94 1,152
20 245 45 551 70 858 95 1,164
21 257 46 564 71 870 96 1,176
22 270 47 576 72 882 97 1,188
23 282 48 588 73 894 98 1,201
24 294 49 600 74 907 99 1,213
25 306 50 613 75 919

• Damage (main-hand, Average speed): tier * 14.9 (rounded down)
Tier Damage Tier Damage Tier Damage Tier Damage
1 15 26 387 51 760 76 1,132
2 30 27 402 52 775 77 1,147
3 45 28 417 53 790 78 1,162
4 60 29 432 54 805 79 1,177
5 75 30 447 55 820 80 1,192
6 89 31 462 56 834 81 1,207
7 104 32 477 57 849 82 1,222
8 119 33 492 58 864 83 1,237
9 134 34 507 59 879 84 1,252
10 149 35 522 60 894 85 1,267
11 164 36 536 61 909 86 1,281
12 179 37 551 62 924 87 1,296
13 194 38 566 63 939 88 1,311
14 209 39 581 64 954 89 1,326
15 224 40 596 65 969 90 1,341
16 238 41 611 66 983 91 1,356
17 253 42 626 67 998 92 1,371
18 268 43 641 68 1,013 93 1,386
19 283 44 656 69 1,028 94 1,401
20 298 45 671 70 1,043 95 1,416
21 313 46 685 71 1,058 96 1,430
22 328 47 700 72 1,073 97 1,445
23 343 48 715 73 1,088 98 1,460
24 358 49 730 74 1,103 99 1,475
25 373 50 745 75 1,118

• 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
• Damage (two-handed crossbow, Average speed): tier * 12.75

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

## 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 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).