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.
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.
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 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 bonuses for armour of many tiers can be found here.
- Accuracy bonus from Attack/Ranged/Magic: level ^ 3 / 1250 + 4 * level + 40
- Armour bonus from Defence level: Defence ^ 3 / 1250 + 4 * Defence + 40
- 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
- Accuracy: (tier ^ 3 / 1250 + 4 * tier + 40) * 2.5
- 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
(Medium helms, chainbodies, and square shields are calculated using a tier two levels below; to demonstrate, the dragon chainbody is calculated at tier 58.)
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
- Head: Base * 0.5
- Body: Base * 0.575
- Legs: Base * 0.55
- Shield: Base * 0.5
- Gloves: Base * 0.125
- Boots: Base * 0.125
- Cape: Base * 0.075
These formulas are for Tank armour. If calculating Power armour, subtract 10 tiers; if calculating Hybrid armour, subtract 15 tiers.
- Head: tier * 12
- Body: tier * 24
- Legs: tier * 18
- Shield: tier * 15
- Gloves: tier * 3
- Boots: tier * 3
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.
- 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 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).
Assist System • Chat (Quick Chat)(Spam filter)(News) • Choose Option • Developer console • Game controls • Main Menu • Make-X • Trading interface • XP Counter • Money pouch (Price Checker) • Activity Stream