Combat Stats

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: Defensive Stats, Offensive Stats, and Hit and Block Chance.

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. Equipment bonuses are highly important to certain aspects of RuneScape such as player killing in Wilderness and fighting in the Duel Arena.

Defensive stats
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.

Offensive 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. 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.

Formulae
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 tier variable is the level of the item. As an example, the rune dagger requires 50 Attack and is tier 50.

The bonuses for armour of many tiers can be found here.

Accuracy

 * Accuracy bonus from Attack/Ranged/Magic: level ^ 3 / 1250 + 4 * level + 40

Armour

 * Armour bonus from Defence level: Defence ^ 3 / 1250 + 4 * Defence + 40

Damage

 * 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

 * Accuracy: (tier ^ 3 / 1250 + 4 * tier + 40) * 2.5

The following table shows the accuracy of all weapons based on their tier. Note that all weapons of the same tier will have the same accuracy, regardless of their class or type.

Damage

 * 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
 * Damage (two-handed crossbow, Average speed): tier * 12.75

Armour
(Medium helms, chainbodies, and square shields are calculated using a tier two levels below; to demonstrate, the dragon chainbody is calculated at tier 58.)

Armour bonus
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

Life bonus
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

Damage bonus
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 Update
The was an update to allow a person to equip, and compare item stats without leaving the bank window. With this update also came the item's damage absorption rates (later reverted due to the Evolution of Combat).



Trivia

 * 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 $$S*L$$ 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).