diff options
Diffstat (limited to 'data/help')
| -rw-r--r-- | data/help/attack.yaml | 13 | ||||
| -rw-r--r-- | data/help/combat.yaml | 34 | ||||
| -rw-r--r-- | data/help/hide.yaml | 3 | ||||
| -rw-r--r-- | data/help/safespot.yaml | 7 | ||||
| -rw-r--r-- | data/help/science.yaml | 19 | ||||
| -rw-r--r-- | data/help/stats.yaml | 21 | ||||
| -rw-r--r-- | data/help/style.yaml | 15 |
7 files changed, 94 insertions, 18 deletions
diff --git a/data/help/attack.yaml b/data/help/attack.yaml index fb65ef6..1c41771 100644 --- a/data/help/attack.yaml +++ b/data/help/attack.yaml @@ -13,3 +13,16 @@ description: | Attacks occur at weapon speed on the 600ms tick. Use "style" to change combat style. Move in any direction to attempt to flee combat. + + Damage formula (OSRS-standard): + Max hit = (EffectiveStrength * (StrBonus + 64) + 320) / 640 + Attack roll = EffectiveAttack * (AttackBonus + 64) + Defense roll = (mob.Defense + 9) * (mobDefBonus + 64) + Hit chance: if AtkRoll > DefRoll: 1 - (Def+2)/(2*Atk), else Atk/(2*Def) + Damage: roll [0, MaxHit], 0 becomes 1 + + Effective level = base_level + style_bonus + tech_boosts + 8 (player) + base_level + 9 (NPC/defense) + base_level + 9 (science, no style bonus) + + See 'combat', 'stats', 'style', and 'science' for details. diff --git a/data/help/combat.yaml b/data/help/combat.yaml index f588d81..7a190f7 100644 --- a/data/help/combat.yaml +++ b/data/help/combat.yaml @@ -3,18 +3,40 @@ category: "General" description: | Attack a mob with: attack <mob> - Your accuracy depends on your attack type (stab, slash, crush, ranged, - or science) and your total equipment bonus for that type. Your weapon - determines the attack type. + Combat follows standard OSRS formulas for accuracy, hit chance, + maximum hit, and damage output. The three attack styles (melee, + ranged, and science) each use the same core formula structure. - Mobs have per-type defense bonuses. A skeleton with high slash defense - but weak crush defense takes more hits from a mace than a sword. + Attack roll: EffectiveAttack * (EquipmentBonus + 64) + Max hit: (EffectiveStrength * (EquipmentStrength + 64) + 320) / 640 + Hit chance: If AttackRoll > DefenseRoll: + 1 - (DefRoll + 2) / (2 * (AtkRoll + 1)) + Else: + AtkRoll / (2 * (DefRoll + 1)) + Damage: Roll [0, MaxHit], 0 becomes 1 + + Effective Levels: + Player: level + style_bonus + tech_boosts + 8 + NPC: level + 9 + Science: level + 9 (no style bonus) + + Your accuracy depends on your weapon's attack type (stab, slash, + crush, ranged, or science) and your total equipment bonus for + that type. + + Mobs have per-type defense bonuses. A skeleton with high slash + defense but weak crush defense takes more hits from a mace than + a sword. Mobs also have a weakness element — matching it with + a science module's element boosts both accuracy and damage. Use the 'style' command to change your combat style: - accurate - +3 accuracy level, XP to accuracy + accurate - +3 accuracy/ranged level, XP to accuracy/ranged aggressive - +3 strength level, XP to strength defensive - +3 defense level, XP to defense balanced - +1 to all, XP split evenly + For melee weapons the style affects attack/strength/defense. + For ranged weapons accurate and aggressive both give +3 ranged. + Use 'stats' to see your total equipment bonuses and current attack roll. Use 'look <item>' to see an item's combat stats. diff --git a/data/help/hide.yaml b/data/help/hide.yaml index eb2d27a..45565e4 100644 --- a/data/help/hide.yaml +++ b/data/help/hide.yaml @@ -1,7 +1,8 @@ name: "hide" category: "Skills" description: | - Hide behind a safespot object to block melee attacks. + Hide behind a safespot object to block melee attacks. Mobs that also + have a ranged or science attack will switch to it and keep hitting you. Usage: hide <object> hide behind <object> diff --git a/data/help/safespot.yaml b/data/help/safespot.yaml index 02dbb20..d584cf1 100644 --- a/data/help/safespot.yaml +++ b/data/help/safespot.yaml @@ -10,9 +10,10 @@ description: | Find a safespot: look <object> Leave a safespot: unhide (or unsafespot) - While in a safespot, melee mobs cannot reach you. Ranged and science - mobs can still attack. Attacking with melee while in a safespot forces - you out of cover. + While in a safespot, mobs cannot reach you with melee. A mob that also + has a ranged or science attack will switch to it and keep attacking you; + a mob with only melee is fully blocked. Attacking with melee while in a + safespot forces you out of cover. Safespots degrade over time while in use. Each degrade level shows a different message. When fully degraded, the safespot is destroyed. diff --git a/data/help/science.yaml b/data/help/science.yaml index 901b2f3..a8a79c9 100644 --- a/data/help/science.yaml +++ b/data/help/science.yaml @@ -37,6 +37,23 @@ description: | - 'trigger <mod>' queues a one-shot mod for your next attack - Only one mod can be queued at a time + Science damage formula: + Max hit = floor(mod_max_hit * (1 + equipment_science_damage% / 100)) + If the target is weak to your mod's element: + Max hit += floor(mod_max_hit * target_weakness% / 100) + + Elemental weakness: + Some mobs have an elemental weakness (solar, hydro, eco, bio, + chaos) with a weakness percent. If your module's element matches + the mob's weakness, you gain +weakness% accuracy and + +floor(base * weakness%) damage on top of your equipment bonus. + + Accuracy roll: EffectiveScience * (ScienceAttack + 64) + EffectiveScience = Science level + tech_boosts + 9 + + The mob's Science level determines its magic defense roll: + Defense roll = (mob.Science + 9) * (mob.ScienceDefense + 64) + Type 'mods' to see all modules you can currently use. - See also: trigger, autotrigger, mods, scavenging + See also: trigger, autotrigger, mods, scavenging, combat diff --git a/data/help/stats.yaml b/data/help/stats.yaml index 395f230..342306a 100644 --- a/data/help/stats.yaml +++ b/data/help/stats.yaml @@ -13,5 +13,22 @@ description: | Strength bonus increases your max melee hit. Ranged strength increases your max ranged hit. - Science damage increases your max science hit. - Technology bonus will affect technology abilities (future). + Science damage increases your max science hit as a percentage + multiplier on the module's base max hit. + Technology bonus reduces technology (prayer) drain. + + Formulas used for the displayed attack roll and max hit: + + Melee: + Attack roll = PlayerEffective(Accuracy, style_bonus) * (equip_attack + 64) + Max hit = (PlayerEffective(Strength, style_bonus) * (str_bonus + 64) + 320) / 640 + PlayerEffective(level, style) = level + style + tech_boosts + 8 + + Ranged: + Attack roll = PlayerEffective(Ranged, style_bonus) * (ranged_attack + 64) + Max hit = (PlayerEffective(Ranged, style_bonus) * (ranged_str + 64) + 320) / 640 + + Science: + Attack roll = ScienceEffective(Science) * (science_attack + 64) + Max hit = mod_max_hit * (1 + science_damage% / 100) + elemental_weakness_bonus + ScienceEffective(level) = level + tech_boosts + 9 diff --git a/data/help/style.yaml b/data/help/style.yaml index 663dc07..fbdf2bb 100644 --- a/data/help/style.yaml +++ b/data/help/style.yaml @@ -6,18 +6,23 @@ description: | Changes your combat style. Prefix matching is supported. Styles: - accurate - +3 to accuracy level, XP goes to Accuracy + accurate - +3 to accuracy/ranged level, XP goes to Accuracy/Ranged aggressive - +3 to strength level, XP goes to Strength defensive - +3 to defense level, XP goes to Defense balanced - +1 to all three, XP split evenly For ranged weapons: - accurate - +3 to ranged level - aggressive - +3 to ranged level (same as accurate for ranged) - defensive - +3 to defense level - balanced - +1 to ranged and defense + accurate - +3 to ranged level, XP to Ranged + aggressive - +3 to ranged level, XP to Ranged + defensive - +3 to defense level, XP to Defense + balanced - +1 to ranged and defense, XP split + + Your style bonus affects your effective level in the OSRS formulas: + PlayerEffective = level + style_bonus + tech_boosts + 8 + This is then used in both the attack roll and max hit calculation. Your style does NOT change your attack type. The attack type is determined by your weapon (e.g., swords use slash, daggers use stab). Use 'stats' to see how your current style affects your attack roll. + See 'combat' for full formula details. |
