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N.B. the way in which some boosts are stacked has not yet been confirmed; your result may be slightly inaccurate. Please use the talk page if you have any evidence you'd like to contribute. |
N.B. the way in which some boosts are stacked has not yet been confirmed; your result may be slightly inaccurate. Please use the talk page if you have any evidence you'd like to contribute. |
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− | == |
+ | ==Maximum Magic Hit== |
Currently the highest magic hit in the game, known to be at least '''1146''', can be achieved by casting [[Fire surge]] on an [[Ice strykewyrm]] with the chaotic staff, Arcane stream necklace, Hexcrest, and Fire cape equipped, after drinking Extreme magic potion. The maximum total theoretical damage from one spell is 4,995, achieved by hitting nine targets with [[Miasmic Barrage]] for 555 life points each. A more probable instance in multi-way combat is to hit at least '''five''' (or more) players with Ice Barrage for 300 (or more with a castlewars brace and Arcane stream necklace) resulting in a staggering '''1,500''' damage. |
Currently the highest magic hit in the game, known to be at least '''1146''', can be achieved by casting [[Fire surge]] on an [[Ice strykewyrm]] with the chaotic staff, Arcane stream necklace, Hexcrest, and Fire cape equipped, after drinking Extreme magic potion. The maximum total theoretical damage from one spell is 4,995, achieved by hitting nine targets with [[Miasmic Barrage]] for 555 life points each. A more probable instance in multi-way combat is to hit at least '''five''' (or more) players with Ice Barrage for 300 (or more with a castlewars brace and Arcane stream necklace) resulting in a staggering '''1,500''' damage. |
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===Standard Spellbook=== |
===Standard Spellbook=== |
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|61% + 40 |
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[[Category:Mechanics]] |
[[Category:Mechanics]] |
Revision as of 00:52, 27 January 2012
There are various methods by which players can increase their potential maximum magic damage. The effects of most equipped items can be seen at the bottom of the stats window (labelled Magic Damage: +x%), however not all boosting items are shown there. Temporarily increasing your magic level also increases your max hit (by 3% per level boosted), this boost isn't shown in the stats window either.
Currently it is not fully understood how the bonus damage is calculated. While the conventional method is to simply increase a spell's maximum hit by the total damage modifier, this has been shown on numerous occasions to be inaccurate. Players who wish to contribute information or constructive ideas are encouraged to do so on this article's discussion page.
Damage-boosting Equipment
Icon | Equipment | Damage boost | Requirements to wear | Shows in Stats | Conditions/Notes |
---|---|---|---|---|---|
| Castlewar brace | 20% | None | No | Useful in Castle Wars against a bearer of a flag only Must be worn as game starts, but not during game |
| Hexcrest | 16.67% | Level 20 Magic Level 10 Defence Level 40 Combat |
No | Only while on a Slayer assignment. |
| Full slayer helm | 16.67% | Level 35 Slayer Completion of Smoking Kills. Must have unlocked the ability to make it. |
No | Only while on a Slayer assignment. |
| Arcane pulse necklace | 5% | Level 30 Magic Level 30 Dungeoneering |
Yes | Costs 6,500 Dungeoneering tokens and is otherwise untradeable |
| Arcane blast necklace | 10% | Level 50 Magic Level 50 Dungeoneering |
Yes | Costs 15,500 Dungeoneering tokens and is otherwise untradeable |
File:Arcane Stream Necklace.png | Arcane stream necklace | 15% | Level 70 Magic Level 70 Dungeoneering |
Yes | Costs 30,500 Dungeoneering tokens and is otherwise untradeable |
Polypore stick | 1% | Level 80 Attack Level 80 Magic |
Yes | Can be farmed (level 80)into a Polypore staff see below | |
File:GraviteStaff.PNG | Gravite staff | 5% | Level 45 Magic Level 45 Dungeoneering |
Yes | Degrades over time (lasts for 10 hours of combat) |
| Ahrim's staff | 10% | Level 70 Attack Level 70 Magic |
Yes | Degrades over time (lasts for 15 hours of combat) |
Akrisae's war mace | 10% |
Level 70 Magic |
Yes | Degrades over time (lasts for 15 hours of combat) | |
| Ancient staff | 10% | Level 50 Magic Level 50 Attack Completion of Desert Treasure |
Yes | None |
| Zuriel's staff | 10% | Level 78 Attack Level 78 Magic |
Yes | Degrades over time (lasts for 1 hour of combat); able to cast Miasmic spells after Desert Treasure |
| Master wand | 10% | Level 60 Magic | Yes | Must have purchased preciding Wands too |
File:Void Knight mace.png | Void knight mace | 10% | Level 42 Attack Level 42 Strength Level 42 Defence Level 42 Constitution Level 42 Ranged Level 42 Magic Level 22 Prayer |
Yes | Costs 250 pest control points and is otherwise untradeable; able to cast Claws of Guthix |
Polypore staff | 13% | Level 80 Magic | Yes | Can fire its own powerful, unnamed spell. | |
| Staff of light | 15% | Level 75 Attack Level 75 Magic |
Yes | Can also cast Slayer dart |
Armadyl Battlestaff | 15% | Level 77 Magic Level 40 Attack Completion of The Ritual of Mahjarrat |
Yes | Also acts like an Air staff; speeds up casting of Storm of Armadyl | |
File:Chaotic Staff.png | Chaotic staff | 20% | Level 80 Magic Level 80 Dungeoneering |
Yes | Degrades over time (lasts for 10 hours of combat) |
Magical Blastbox | 25% for every 5th hit against monsters |
Level 30 Magic Level 30 Dungeoneering Level 35 Runecrafting |
No | Only works for Bolt or Blast spells. Costs 40,000 Dungeoneering tokens and is otherwise untradeable. | |
Celestial surgebox | 25% for every 5th hit against monsters |
Level 70 Magic Level 70 Dungeoneering Level 70 Runecrafting |
No | Only works for Wave or Surge spells. Costs 65,000 Dungeoneering tokens and is otherwise untradeable. | |
| Ferocious ring | +40 | Level 110 Combat Level 75 Slayer (essentially required to obtain ring) |
No | Only within Kuradal's Dungeon Applied after Hexcrest/Full slayer helm |
| Chaos gauntlets | +30 | Completion of Family Crest. | No | Only affects Bolt spells |
- It is important to note that items with a magic attack bonus such as the Third age mage hat don't boost your max hit, just your accuracy. Similarly, items with a magic defence bonus, such as the black d'hide body don't affect the maximum damage you will take from spells, just your opponent's accuracy. The only exception to this is when the hit is greater than 200 and the Magic Absorption is added into calculations.
- A full set of void knight armour won't raise your max hit, only your accuracy.
Damage-boosting Level ups
Icon | Method | Level boost | Damage boost | Requirements to use | Notes |
---|---|---|---|---|---|
File:Magic-cape-inv.png | Magic cape's boost | 1 | 3% | 99 Magic | May be operated once per minute. |
| Wizard's mind bomb | 2 or 3 | 6% or 9% | None | Available to free players. |
| Mature wmb | 3 or 4 | 9% or 12% | None | |
File:Magic essence potion.PNG | Magic essence potion | 3 | 9% | 57 Herblore | This potion is untradeable. |
Dominion medallion | 4 | 12% | 110 combat, some of certain quests | Replenishes the boost once per minute. Can only be used in the Dominion Tower. | |
File:Magic potion.PNG | Magic potion | 5 | 15% | None | |
Vecna Skull | 6 | 18% | None | May be activated once every seven minutes. | |
Extreme magic potion | 7 | 21% | Level 91 Herblore | This potion is untradeable. | |
File:Overload 3.png | Overload | 7 | 21% | Level 96 Herblore | Replenishes the boost every 15 seconds for 5 minutes. This potion is untradeable. |
Wolpertinger's Magic Focus scroll | 7 | 21% | 92 Summoning | ||
Super dominion medallion | 8 | 24% | 110 combat, some of certain quests, reach floor 20 in Endurance mode | Replenishes the boost every minute. Can only be used in the Dominion Tower. | |
File:Dominion marker 1.png File:Dominion marker 2.png File:Dominion marker 3.png File:Dominion marker 4.png | Dominion marker | 4, 6, 8, 10 | 12%, 18%, 24%, 30% | 100, 200, 300 kills in Dominion tower, complete all achievements | Only works near certain bosses. |
- For every point that the player's magic level is boosted above their base level their max damage boost by 3%.
- Wizard's mind bomb will boost your magic level by 2 if your base level is under 50 or by 3 for levels 50 and over.
- Mature Wizard's mind bomb will boost your magic level by 3 if your base level is under 50 or by 4 for levels 50 and over.
- Prayers such as Mystic Will and Augury only increase accuracy, not max hit.
- None of the level boosting methods stack with each other, but the percentage bonus of the boosted magic level will stack with items' magic damage bonuses (e.g. that from the staff of light).
How to Achieve the Free-to-Play Maximum Magic Hit
Skill Requirements
- 59 Magic
- 50 Dungeoneering
- 30 Runecrafting
Items Needed
- Gravite Staff
- Arcane blast necklace
- Magical Blastbox
- Wizard's Mind Bomb
- Runes for Fire Blast (5 Fire runes, 4 Air runes and 1 Death rune)
Special Circumstances
- Charge is a spell which temporarily increases the maximum damage of the three God spells by 100 (providing the player is wearing the corresponding god cape). The spell requires a magic level of 80.
- Salarin the Twisted (who is susceptible only to strike spells), can be hit 90 lifepoints by wind strike, 100 by water strike, 110 by earth strike, and 120 by fire strike. These max hits cannot be boosted with items or potions.
- Ice strykewyrms can be hit 1.5 times higher by players using fire spells, and 2 times higher plus an extra 40 damage (added after all multipliers, similar to a ferocious ring) by players wearing a Fire cape and casting fire spells (other spell types get an extra 40 damage with a fire cape, except ice spells which heal the strykewyrm).
Max hit Calculator
N.B. the way in which some boosts are stacked has not yet been confirmed; your result may be slightly inaccurate. Please use the talk page if you have any evidence you'd like to contribute.
Maximum Magic Hit
Currently the highest magic hit in the game, known to be at least 1146, can be achieved by casting Fire surge on an Ice strykewyrm with the chaotic staff, Arcane stream necklace, Hexcrest, and Fire cape equipped, after drinking Extreme magic potion. The maximum total theoretical damage from one spell is 4,995, achieved by hitting nine targets with Miasmic Barrage for 555 life points each. A more probable instance in multi-way combat is to hit at least five (or more) players with Ice Barrage for 300 (or more with a castlewars brace and Arcane stream necklace) resulting in a staggering 1,500 damage.
Boosts are listed in the order they are believed to be applied. For instance, the +100 damage boost gained by the Charge spell used in conjunction with a staff of light would give a +115 bonus. However the order in which some boosts are stacked has yet to be confirmed.
Special circumstances, listed above, have been excluded from here.
The items listed below as Highest Applicable Boosts list the items that are not surpassed in terms of magic damage boost given, however some are tied. The Hexcrest is interchangeable with the Full slayer helmet, and Extreme magic potions are interchangeable with Overload potions.
It is additionally worth noting that within Daemonheim, the magic potions increase in the same increments that melee potions do in both Gielinor in Daemonheim. That is, they increase magic far more in the former than the latter. Unlike in Gielinor, however, each boosted magic level in Daemonheim only gives an additional 1% damage bonus. Therefore, the tables below pertain only to activities outside of Daemonheim, as this is a non-Daemonheim related article.