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 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.
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).
|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:
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.
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 increases your all-around defense. Some examples of "All" type armour are the Void Knight equipment (excluding the Head piece) and Culinaromancer's gloves.
- "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 100% of your Armour rating (so 100%/100%/100% to each Melee/Magic/Ranged). In this way, All-type armour is a lot better than other armour of the same power level because its total defences are 300%, versus non-All-type armour's 193.75%.
- 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.
- You are wearing 5 pieces of Melee armour. Your current Target Defending Ratings are 100%/62.5%/31.25% of your Armour rating for Ranged/Melee/Magic. If you equip 1 piece of All armour to replace one piece of your Melee armour, you are now wearing 4 pieces of Melee armour and 1 piece of All armour. 5 pieces of All armour would give you 100%/100%/100% versus Ranged/Melee/Magic, and so after taking the average of the 5 pieces of armour, your Defending ratings become 100%/70%/45% of your Armour rating for Ranged/Melee/Magic.
An interesting implication of the manner in which Target: Defending ratings are calculated is in the choice of optimal equipment. Take, for example, a level 80 melee armour set-up.
- A set consisting of Torva full helm, Torva platebody, Torva platelegs, Torva gloves, and Torva boots results in Target: Defending ratings of 600/375/187 versus Ranged/Melee/Magic.
- A set consisting of Torva full helm, Torva platebody, Torva platelegs, Culinaromancer's gloves 10, and Torva boots results in Target: Defending ratings of 595/416/267 versus Ranged/Melee/Magic.
- A set consisting of Torva full helm, Torva platebody, Torva platelegs, Culinaromancer's gloves 10, and Dragon rider boots results in Target: Defending ratings of 580/449/340 versus Ranged/Melee/Magic.
Because Culinaromancer's gloves 10 and Dragon rider boots are of the "All" class, they raise overall defences a great deal despite having a slightly lower Armour and Life Points rating than their higher-level counterparts.
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). Since an update on 14 January 2013, the armour rating is varies exponentially with level requirement instead, with the the generic formula given by . As a result, the difference between sequential armour pieces is far greater at higher levels and, therefore, make a far more noticeable difference in combat.
- Weapon accuracy uses the formula , where L is the level requirement. Exceptions on this are bronze equipment, which are given a custom amount of accuracy.