Damage per second/Ranged

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Damage per second/Ranged

This article is about calculating ranged damage output. Range damage is affected by the Equipment used, prayer, skill boosts and the monster being attacked.

There are various methods by which players can increase their potential Ranged damage. The effects of most equipped items can be seen in the stats window (labelled as Range: +x and Ranged strength: +x).

Calculating your ranged damage output

Step one: Calculate the effective ranged strength

If you are using the accurate attack style Atk Style is 3 while all other styles are 0.

Void Modifier is 1 if not wearing void, 1.1 if wearing full ranged void, or 1.125 if wearing full elite ranged void.

Ranged Level boost:

Boost Level
increase
Visibility Other info
1 Visible When the ranging cape is equipped, it grants players the ammo-saving effects of Ava's accumulator.
2 Visible Sailing Sailing 1
Strength Strength 2
Magic Magic -2

When onboard in a keg, it increases the max hit of cannons by one.

4 Visible Hitpoints Hitpoints 11 per bite.
Slayer Slayer 5
4 Visible Strength Strength - floor(CurrentLevel * 0.04) - 2
Magic Magic - floor(CurrentLevel * 0.04) - 2
±0-5 Visible Hitpoints Hitpoints 11
Depending on type of stew, any skill except Hitpoints can be boosted or reduced by 0 to 5 levels randomly.
4-13 Visible Ranged Ranged 4 + floor(StaticLevel * 0.1)
4-13 Visible Ranged Ranged 4 + floor(StaticLevel * 0.1)
Hitpoints Hitpoints 2-11
Attack Attack - floor(StaticLevel * 0.10) + 2
Strength Strength - floor(StaticLevel * 0.10) + 2
Defence Defence - floor(StaticLevel * 0.10) + 2
Magic Magic - floor(StaticLevel * 0.10) + 2
4-13 Visible Hitpoints Hitpoints 6 per dose.
Ranged Ranged 4 + floor(StaticLevel * 0.1)

Requires Barbarian training.

4-13 Visible Ranged Ranged 4 + floor(StaticLevel * 0.1)
Stat draining for ranged is disabled for 5 minutes, meaning the player's Ranged level will stay fully boosted.
After the 5 minutes are over, Ranged level will be restored to its base level.
4-13 Visible Defence Defence 5 + floor(StaticLevel * 0.15)
Ranged Ranged 4 + floor(StaticLevel * 0.1)
Acts as a ranging and super defence potion in one dose.
4-13 Visible Defence Defence 5 + floor(StaticLevel * 0.15)
Ranged Ranged 4 + floor(StaticLevel * 0.1)
Stat draining for Ranged and Defence is disabled for 5 minutes, meaning the player's Ranged and Defence levels will stay fully boosted.
After the 5 minutes are over, Ranged and Defence levels will be restored to its base level.
4-13 Visible Hitpoints Hitpoints 20
Attack Attack 4 + floor(StaticLevel * 0.15)
Defence Defence 4 + floor(StaticLevel * 0.15)
Strength Strength 4 + floor(StaticLevel * 0.15)
Magic Magic 4
Ranged Ranged 4 + floor(StaticLevel * 0.1)
4-13 Visible Ranged Ranged 4 + floor(StaticLevel * 0.1)
Only usable within the Chambers of Xeric.
4-13 Visible Acts as an elder (-), twisted (-), and kodai (-) potion in one dose.
Hitpoints Hitpoints - 50
Attack Attack 4 + floor(StaticLevel * 0.1)
Defence Defence 4 + floor(StaticLevel * 0.1)
Strength Strength 4 + floor(StaticLevel * 0.1)
Ranged Ranged 4 + floor(StaticLevel * 0.1)
Magic Magic 4 + floor(StaticLevel * 0.1)
The boost is reapplied every 15 seconds for 5 minutes.
(This lost health is refunded after the overload ends).
Only usable within the Chambers of Xeric.
?-14 Visible Attack Attack ?-20
Strength Strength ?-20
Defence Defence ?-20
Magic Magic ?-11
The boost is reapplied continuously for 2 minutes, after which it starts decaying naturally. This stat boost scales at an unknown rate with level and the listed one is the boost received at level 99.
5-17 Visible Ranged Ranged 5 + floor(StaticLevel * 0.13)
Only usable within the Chambers of Xeric.
5-17 Visible Acts as an elder, twisted, and kodai potion in one dose.
Hitpoints Hitpoints - 50
Attack Attack 5 + floor(StaticLevel * 0.13)
Defence Defence 5 + floor(StaticLevel * 0.13)
Strength Strength 5 + floor(StaticLevel * 0.13)
Ranged Ranged 5 + floor(StaticLevel * 0.13)
Magic Magic 5 + floor(StaticLevel * 0.13)
The boost is reapplied every 15 seconds for 5 minutes.
(This lost health is refunded after the overload ends).
Only usable within the Chambers of Xeric.
5-19 Visible Ranged Ranged 5 + floor(StaticLevel * 0.15)
Only usable within the Soul Wars minigame.
5-19 Visible Ranged Ranged 5 + floor(StaticLevel * 0.15)
Only usable within the Nightmare Zone.
5-19 Visible Acts as a super combat, super ranging, and super magic potion in one dose.
Hitpoints Hitpoints - 50
Attack Attack 5 + floor(StaticLevel * 0.15)
Defence Defence 5 + floor(StaticLevel * 0.15)
Strength Strength 5 + floor(StaticLevel * 0.15)
Ranged Ranged 5 + floor(StaticLevel * 0.15)
Magic Magic 5 + floor(StaticLevel * 0.15)
The boost is reapplied every 15 seconds for 5 minutes.
(This lost health is refunded after the overload ends).
Only usable within the Nightmare Zone.
6-21 Visible Ranged Ranged 6 + floor(StaticLevel * 0.16)
Only usable within the Chambers of Xeric.
6-21 Visible Acts as an elder (+), twisted (+), and kodai (+) potion in one dose.
Hitpoints Hitpoints - 50
Attack Attack 6 + floor(StaticLevel * 0.16)
Defence Defence 6 + floor(StaticLevel * 0.16)
Strength Strength 6 + floor(StaticLevel * 0.16)
Ranged Ranged 6 + floor(StaticLevel * 0.16)
Magic Magic 6 + floor(StaticLevel * 0.16)
The boost is reapplied every 15 seconds for 5 minutes.
(This lost health is refunded after the overload ends).
Only usable within the Chambers of Xeric.
11-26 Visible Attack Attack 11 + floor(StaticLevel * 0.16)
Defence Defence 11 + floor(StaticLevel * 0.16)
Strength Strength 11 + floor(StaticLevel * 0.16)
Ranged Ranged 11 + floor(StaticLevel * 0.16)
Magic Magic 11 + floor(StaticLevel * 0.16)
Restores run energy by 25%.
The boost is reapplied every 15 seconds for 8 minutes.
Only usable within the Tombs of Amascut.

Prayer Multiplier:

Prayer
Sharp Eye 1.05
Hawk Eye 1.10
Eagle Eye 1.15
Deadeye 1.18
Rigour 1.23

Step two: Calculate the maximum hit

The maximum hit is the largest hit you can possibly do with the current setup. It can be tested by using the Combat dummy in a Player-owned house.

The Equipment Ranged Strength can be found in the Equipment Stats window under 'Other bonuses'.

If slaying monsters on task while wearing a Black mask (i) or Slayer helm (i), the gear bonus is 1.15.

If killing Undead monsters while wearing a Salve amulet (i) or Salve amulet (ei), the gear bonus is 7/6 (1.167) or 1.2 respectively.

Note that these two bonuses DO NOT stack.

In the wilderness, Craw's bow and Webweaver bow give a gear bonus of 1.5. This bonus stacks additively with a Black mask(i) or Slayer helm (i), for a total of 1.65, and multiplicatively with the Salve amulet (i) or (ei).

Twisted bow damage modifier is also included in the gear bonus and does stack with slayer/salve (multiply by both modifiers). However, the tbow modifier is less straightforward to calculate as it is not constant: see its page here to calculate it based on your opponent.

Step three: Calculate the bonus damage

The following special attack/effect bonuses apply, bolts only apply when the special effect activates:

Attack/Effect Multiplier
Special attacks
Dark bow (dragon arrows) 1.5
Dark bow (other arrows) 1.3
Zaryte crossbow (enchanted bolts) 1.1
Bolts' Special effects
Diamond bolts (e) 1.15
Dragonstone bolts (e) 1.45
Onyx bolts (e) 1.15
Opal bolts (e) 1.25


Step four: Calculate the effective ranged attack

If you are using the accurate attack style Atk Style is 3 while all other styles are 0.

Void Modifier is 1 if not wearing void, 1.1 if wearing either full ranged void or full elite ranged void.

Prayer Multiplier:

Prayer
Sharp Eye 1.05
Hawk Eye 1.10
Eagle Eye 1.15
Deadeye 1.18
Rigour 1.20

Note that the only difference between effective ranged strength and effective ranged attack is the value for Rigour and void.

Step five: Calculate the Attack roll

The Equipment Attack bonus can be found in the Equipment Stats window under the heading 'Attack Bonus'.

The gear bonus is the same as in Step 2.

Twisted bow accuracy modifier is also included in the gear bonus and does stack with slayer/salve (multiply by both modifiers). However, the tbow modifier is less straightforward to calculate as it is not constant: see it's page here to calculate it based on your opponent. Thus it does not multiply your accuracy output, it just multiplies your attack roll.

Step six: Calculate the Defence roll

Target's Defence is denoted by a shield icon on the target's wiki page.

Target's ranged defence can be found under the 'Defensive stats' heading.

Step seven: Calculate the hit chance

If Attack Roll > Defence roll:

Else

Step eight: Calculate the ranged damage output

To calculate the Damage Per Second, divide the Damage Per hit by the attack speed of the weapon in seconds. Note that the rapid attack style decreases the attack speed by 1 tick.

Source

Content from the Old School RuneScape Wiki (operated by Weird Gloop), licensed under CC BY-NC-SA 3.0.

Source siteOld School RuneScape Wiki
Canonical sourceDamage per second/Ranged
Content licenseCC BY-NC-SA 3.0
License statusdeclared
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