Difference between revisions of "User:HeckYea"

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{{Infobox Equipment
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This Combat Guide is written in order to help players travel through combat as optimally as possible. It will be broken into four sections: A guide on how combat works, then guides for each respective combat skill, Melee, Range and Magic.
|title = Elven King's Longbow
 
|image = Elven King's Longbow
 
|gold = 14,495,000
 
|market =
 
|level-req = 85 Range
 
|source = Elder Ruins
 
|slot = Main Hand
 
|atk-speed = 2.8
 
|atk-type = Nature
 
|aug-slots = 8
 
|enchantments = Elder's Elegance
 
|acc = +164 Range, +192 Piercing, +35 Blunt, +35 Slashing, +70 Nature
 
|melee-str =
 
|magic-str =
 
|range-str = 136
 
|def-stab =
 
|def-slash =
 
|def-crush =
 
|def-magic =
 
|def-range =
 
|miscname1 =Melee Acc
 
|miscstat1 =-18
 
|miscname2 =Magic Acc
 
|miscstat2 =-18
 
|miscname3 =Abilitys
 
|miscstat3 =[[Deadshot]], [[Elven Deadshot]]
 
|miscname4 =
 
|miscstat4 =
 
|aug-stab =
 
|aug-slash =
 
|aug-crush =
 
|aug-magic =
 
|aug-range =
 
|aug-acc =
 
|aug-melee-str =
 
|aug-magic-str =
 
|aug-range-str =
 
|aug-miscname1 = Range Accuracy
 
|aug-miscstat1 = 6.5
 
|aug-miscname2 = Nature Accuracy
 
|aug-miscstat2 = 3.5
 
|aug-miscname3 = Dexterity
 
|aug-miscstat3 = 6.5
 
|aug-miscname4 =
 
|aug-miscstat4 =
 
|aug-cost = 250 {{img|Elder Log|25|25|word=1}}, 200 {{img|Void Ammo|25|25|word=1}}, 9 {{img|Crystal Scale|25|25|word=1}}
 
|tooltip = A weapon fit for roaylty. Its craftsmanship is unmatched and the method to create weapons such as this is lost to time.
 
}}'''Elven King's Longbow''' is a legendary weapon that provides high combat bonuses when in combat. It requires range level 85 to be equipped. It is often abbreviated to EKL within community discussions.
 
  
It is the strongest ranged weapon currently in the game.
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<br />
  
==How to Acquire==
+
==How Does Combat Work?==
It is acquired as a rare drop from [[Elder Ruins]]. It is a possible drop from the [[Elven King]], the end of the dungeon drop pool and the [[Elder Cache]].
+
There are four styles of combat that you can choose to do: melee, ranged, magic, or hybrid. Melee makes use of melee weapons (such as scimitars and daggers). Ranged makes use of ranged weapons (such as longbows and crossbows). Magic makes use of magic weapons (such as staffs and wands). Hybrid utilizes 2 or more of the above skills with weapons that provide hybrid statistics (such as Shapeless Scythe)
  
==Ability==
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===Player, Equipment Stats, and Skills===
Elven King's Longbow has two abilities that can be used when equipping the weapon:
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Both your equipment and your skill levels decide how effective you are in combat. You must know how they work in order to make effective loadouts. Combat is broken into six skills, each with their own experience and how to earn it.
{| class="wikitable"
 
|+
 
!Ability Name/Icon
 
!Style
 
!Description
 
!Also Equipped From
 
|-
 
|{{img|Deadshot|25|25|word=1}}
 
|<center>Range
 
|One shot, one kill. Fire a well-placed arrow at an enemy's weak spot.
 
|[[Hunter's Band]], [[Ability Book]]
 
|-
 
|{{img|Elven Deadshot|25|25|word=1}}
 
|<center>Range
 
|What do your elven eyes see?
 
|Nothing
 
|}
 
  
==Enchanting==
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*Constitution: Earned when other Combat experience is earned.
List of useful [[Enchanting#List%20of%20Enchantments|Enchantments]].
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*Attack: Landing hits in Combat. Defense: Taking, mitigating and dodging damage in Combat.
{| class="wikitable sortable mw-collapsible"
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*Strength: Dealing damage with Melee related skills.
!Scroll
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*Magic: Dealing damage with Magic related skills.
!Slot
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*Ranged: Dealing damage with Ranged related skills.
!Level
 
!Silver Amount
 
!Rune Amount
 
!Runes
 
!Effect per scroll
 
|-
 
|[[Scroll of Weakening]]
 
|Helm, Body,
 
Legs, Weapon,
 
Shield
 
|4
 
|100
 
|20
 
|Air, Fire, Mind
 
|Decreases the level requirements of the item by '''5'''.
 
|-
 
|[[Scroll of Overhealing]]
 
|Weapon
 
|11
 
|200
 
|30
 
|Air, Water, Death
 
|Heal for '''1'''% of overkill damage on a target.
 
|-
 
|[[Scroll of Accuracy]]
 
|Weapon
 
|28
 
|400
 
|40
 
|Blood, Death, Mind
 
|Increase the players accuracy bonus '''5'''%.
 
|-
 
|[[Scroll of Critical Strike]]
 
|Weapon
 
|52
 
|600
 
|60
 
|Blood, Death, Chaos, Cosmic
 
|Gain a '''5'''% chance on hit to critically strike, dealing 130% damage.
 
|}
 
  
==See also==
+
Experience for each combat skill is rewarded on monster kill, so dying before defeating a mob will reward no experience.
  
*[[Equipment]]
+
===The Offensive Stats===
 +
 
 +
*'''Strength''' (Melee), '''Dexterity''' (Ranged), and '''Intelligence''' (Magic) are the main offensive stats and modify your overall damage for their respective fields. They are also affected by Combat Skill Levels ('''Strength''', '''Ranged''', and '''Magic''').
 +
*'''Crit Chance''' is your chance to hit an enemy for Critical damage, when you do hit a crit, it'll add damage based off your '''Crit Multiplier'''. Having a Crit Chance of 30% and a Crit Mult of 50% means that you have a 30% chance on hit to do 50% more damage.
 +
 
 +
*'''Accuracy''' is what decides your hit chance against the enemy. There are several different types of accuracy, where the types of abilities you use will be affected by those. For example the ability 'Fireball' will make use of Magic Accuracy and Fire Accuracy.
 +
 
 +
===The Defensive Stats===
 +
 
 +
*'''Protection''' is your physical damage reduction. Any melee or ranged damage that an enemy hits you with will be reduced using this value.
 +
*'''Resistance''' is your magic damage reduction. Any magic damage that an enemy hits you with will be reduced using this value.
 +
*'''Agility''' is used to calculate your dodge chance. The higher this value is, the less likely it is that an enemy will be able to hit you.
 +
*'''Stamina''' determines the value of your total health, in addition to your '''Constitution''' level
 +
 
 +
===Affinities===
 +
Affinities are used in calculating your effectiveness for each subclass of combat, both for offense and defense. A good example of this are Breatplates, which give a high amount of negative offensive affinities, but lots of positive defensive affinities in return. This makes them very effective at tanking, but not good at outputting damage. Affinities are added together from item to item (ex. a fire amulet provides +15% fire affinity, which would be added with the +35% fire affinity given by the Mantle of Flame to give a total fire affinity of +50%). Affinities can increase or decrease your total effectiveness in combat, but not as drastically as it first seems. Each ability used takes an average of all styles used in an ability.
 +
 
 +
Player Stats: +50% magic affinity,, +115% fire affinity
 +
 
 +
Ability Being Used: Fireball (1x Magic, 1.33x Fire) {abilityIcon(abilitiesIds.fire_ball)}
 +
 
 +
(Magicaffinity x Magicmultiplier1 + Fireaffinity x Firemultiplier2) / 2
 +
 
 +
↓↓
 +
 
 +
(1.00 x 1.50 + 1.33 x 2.15) / 2
 +
 
 +
↓↓
 +
 
 +
Effectiveness = 2.179
 +
 
 +
''This guide is featured in-game under the combat information symbol.''
 +
 
 +
<br />
 +
 
 +
==Melee==
 +
Melee is the easiest form of combat to get into. The materials needed to begin fighting are gathered primarily from [[mining]], making it usually the first combat skill used.
 +
 
 +
=== Beginning Melee ===
 +
Getting a set of bronze daggers is the first step when leveling melee. These give you the highest xp/hr because of the fast attack speed. Early game, your attack speed is what determines your xp/hr more than anything else.
 +
 
 +
On top of this, bronze chainmail, leggings and medium helm are the best supportive item. Chestplates are meant to be tank items: they reduce your offensive affinities heavily while buffing your defensive affinities. While these are useful, they aren't good in the early game.
 +
 
 +
Once you have daggers and supporting gear, go fight in [[Farm]] until you reach level 15-20 combat stats. This should take no more than an hour or two. You can swap over to [[Caves]] once you get a pair of iron daggers. Upgrading your defensive gear isn't necessary for this small step.
 +
 
 +
=== Reaching City ===
 +
[[City]] is the place that provides a ton of materials and items for you. Consistently being able to farm here is extremely good for you. It provides solid xp/hr, really good junk drops and obsidian gear.
 +
 
 +
By this point, your mining, smithing and foraging should have allowed you to make adamantite or runite daggers.
 +
 
 +
==Ranged==
 +
Ranged is a skill that...
 +
 
 +
==Magic==
 +
Magic is a skill that...

Latest revision as of 18:54, 26 May 2024

This Combat Guide is written in order to help players travel through combat as optimally as possible. It will be broken into four sections: A guide on how combat works, then guides for each respective combat skill, Melee, Range and Magic.


How Does Combat Work?[edit | edit source]

There are four styles of combat that you can choose to do: melee, ranged, magic, or hybrid. Melee makes use of melee weapons (such as scimitars and daggers). Ranged makes use of ranged weapons (such as longbows and crossbows). Magic makes use of magic weapons (such as staffs and wands). Hybrid utilizes 2 or more of the above skills with weapons that provide hybrid statistics (such as Shapeless Scythe)

Player, Equipment Stats, and Skills[edit | edit source]

Both your equipment and your skill levels decide how effective you are in combat. You must know how they work in order to make effective loadouts. Combat is broken into six skills, each with their own experience and how to earn it.

  • Constitution: Earned when other Combat experience is earned.
  • Attack: Landing hits in Combat. Defense: Taking, mitigating and dodging damage in Combat.
  • Strength: Dealing damage with Melee related skills.
  • Magic: Dealing damage with Magic related skills.
  • Ranged: Dealing damage with Ranged related skills.

Experience for each combat skill is rewarded on monster kill, so dying before defeating a mob will reward no experience.

The Offensive Stats[edit | edit source]

  • Strength (Melee), Dexterity (Ranged), and Intelligence (Magic) are the main offensive stats and modify your overall damage for their respective fields. They are also affected by Combat Skill Levels (Strength, Ranged, and Magic).
  • Crit Chance is your chance to hit an enemy for Critical damage, when you do hit a crit, it'll add damage based off your Crit Multiplier. Having a Crit Chance of 30% and a Crit Mult of 50% means that you have a 30% chance on hit to do 50% more damage.
  • Accuracy is what decides your hit chance against the enemy. There are several different types of accuracy, where the types of abilities you use will be affected by those. For example the ability 'Fireball' will make use of Magic Accuracy and Fire Accuracy.

The Defensive Stats[edit | edit source]

  • Protection is your physical damage reduction. Any melee or ranged damage that an enemy hits you with will be reduced using this value.
  • Resistance is your magic damage reduction. Any magic damage that an enemy hits you with will be reduced using this value.
  • Agility is used to calculate your dodge chance. The higher this value is, the less likely it is that an enemy will be able to hit you.
  • Stamina determines the value of your total health, in addition to your Constitution level

Affinities[edit | edit source]

Affinities are used in calculating your effectiveness for each subclass of combat, both for offense and defense. A good example of this are Breatplates, which give a high amount of negative offensive affinities, but lots of positive defensive affinities in return. This makes them very effective at tanking, but not good at outputting damage. Affinities are added together from item to item (ex. a fire amulet provides +15% fire affinity, which would be added with the +35% fire affinity given by the Mantle of Flame to give a total fire affinity of +50%). Affinities can increase or decrease your total effectiveness in combat, but not as drastically as it first seems. Each ability used takes an average of all styles used in an ability.

Player Stats: +50% magic affinity,, +115% fire affinity

Ability Being Used: Fireball (1x Magic, 1.33x Fire) {abilityIcon(abilitiesIds.fire_ball)}

(Magicaffinity x Magicmultiplier1 + Fireaffinity x Firemultiplier2) / 2

↓↓

(1.00 x 1.50 + 1.33 x 2.15) / 2

↓↓

Effectiveness = 2.179

This guide is featured in-game under the combat information symbol.


Melee[edit | edit source]

Melee is the easiest form of combat to get into. The materials needed to begin fighting are gathered primarily from mining, making it usually the first combat skill used.

Beginning Melee[edit | edit source]

Getting a set of bronze daggers is the first step when leveling melee. These give you the highest xp/hr because of the fast attack speed. Early game, your attack speed is what determines your xp/hr more than anything else.

On top of this, bronze chainmail, leggings and medium helm are the best supportive item. Chestplates are meant to be tank items: they reduce your offensive affinities heavily while buffing your defensive affinities. While these are useful, they aren't good in the early game.

Once you have daggers and supporting gear, go fight in Farm until you reach level 15-20 combat stats. This should take no more than an hour or two. You can swap over to Caves once you get a pair of iron daggers. Upgrading your defensive gear isn't necessary for this small step.

Reaching City[edit | edit source]

City is the place that provides a ton of materials and items for you. Consistently being able to farm here is extremely good for you. It provides solid xp/hr, really good junk drops and obsidian gear.

By this point, your mining, smithing and foraging should have allowed you to make adamantite or runite daggers.

Ranged[edit | edit source]

Ranged is a skill that...

Magic[edit | edit source]

Magic is a skill that...