Combat Stats

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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: Weapon Stats, Attributes, and Target.

All main- and off-hand weapon bonuses are found in the Weapon Stats section and all armour bonuses are found in the Attributes section. All armour and weaponsgivea 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.

Weapon Stats
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.
 * 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: Average, Fast, Fastest. See Attack speed.

Attributes
A player's attibutes 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 total number of Armour value of each equipped item divided by 10.
 * 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 rate at which prayer points are drained is decreased.

Target
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.

Attacking
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).

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 generalizes to Ranged and Melee.

Defending
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". It is 10% of the total of the "Armour" stat on all of your pieces of equipment combined.


 * 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 armor.
 * 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%.

Examples

 * 1) 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.
 * 2) 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.

Bank Op And Equip Screen Update
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.



Trivia

 * 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.Resting_equipment_stats.png
 * There is a rest glitch found by resting and then opening up the Equipment Stats interface. This will cause you to stand up but your character still rests in the Equipment Stats interface. It was first noticed on 23 November 2010 and has not been patched.