Combat: Difference between revisions

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== Experience and Training ==
== Experience and Training ==
In melee combat, each point of damage gives <code style="background: var(--bg-contrast) !important; border: 1px solid var(--border-color-base) !important;">floor(4/3 × damage)</code> [[Experience]] in [[Hitpoints]], as well as <code style="background: var(--bg-contrast) !important; border: 1px solid var(--border-color-base) !important;">4 × damage</code> Experience distributed between the skills selected to be trained, rounded down. For this reason, it is optimal to avoid training all three melee styles simultaneously (i.e., using "Controlled" mode), as 1-2 XP will be lost if the damage dealt is not divisible by 3. This experience lost is significantly more impactful on lower damage hits. Experience is distributed as follows:
In melee combat, each point of damage gives <code style="background: var(--bg-contrast) !important; border: 1px solid var(--border-color-base) !important;">floor(4/3 × damage)</code> [[experience]] in [[Hitpoints]], as well as <code style="background: var(--bg-contrast) !important; border: 1px solid var(--border-color-base) !important;">4 × damage</code> experience distributed between the skills selected to be trained, rounded down. For this reason, it is optimal to avoid training all three melee styles simultaneously (i.e., "Controlled" or "Balanced"), as 1-2 XP will be lost if the damage dealt is not divisible by 3. This experience lost is significantly more impactful on lower damage hits. Experience is distributed as follows:


* '''Single Style:''' <code style="background: var(--bg-contrast) !important; border: 1px solid var(--border-color-base) !important;">4 × damage)</code> XP in each skill
* '''Single Style:''' <code style="background: var(--bg-contrast) !important; border: 1px solid var(--border-color-base) !important;">4 × damage</code> XP in each skill
* '''Two Styles:''' <code style="background: var(--bg-contrast) !important; border: 1px solid var(--border-color-base) !important;">2 × damage)</code> XP in each skill
* '''Two Styles:''' <code style="background: var(--bg-contrast) !important; border: 1px solid var(--border-color-base) !important;">2 × damage</code> XP in each skill
* '''Three Styles:''' <code style="background: var(--bg-contrast) !important; border: 1px solid var(--border-color-base) !important;">floor(4/3 × damage)</code> XP in each skill
* '''Three Styles:''' <code style="background: var(--bg-contrast) !important; border: 1px solid var(--border-color-base) !important;">floor(4/3 × damage)</code> XP in each skill


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A player's [[Combat Level|combat level]] in ''[[HighSpell]]'' is calculated using a formula that takes into account several [[combat]]-related stats:
A player's [[Combat Level|combat level]] in ''[[HighSpell]]'' is calculated using a formula that takes into account several [[combat]]-related stats:


<code style="border: 1px solid var(--border-color-base) !important; padding-bottom: 4px !important;">((Hitpoints + Accuracy + Strength + Defense) + (Magic ÷ 4) + (Range ÷ 4)) ÷ 3.75</code>
<code style="background: var(--bg-contrast) !important; border: 1px solid var(--border-color-base) !important;">((Hitpoints + Accuracy + Strength + Defense) + (Magic ÷ 4) + (Range ÷ 4)) ÷ 3.75</code>


This means that your [[Hitpoints]], [[Accuracy]], [[Strength]], and [[Defense]] all contribute equally, while [[Magic]] and [[Range]] contribute at a reduced rate—only a quarter as much as the other stats. For example, gaining four levels in Magic is roughly equal to gaining one level in Strength or Defense in terms of combat level impact.
This means that your [[Hitpoints]], [[Accuracy]], [[Strength]], and [[Defense]] all contribute equally, while [[Magic]] and [[Range]] contribute at a reduced rate—only a quarter as much as the other stats. For example, gaining four levels in Magic is roughly equal to gaining one level in Strength or Defense in terms of combat level impact.