Maximum magic hit

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Maximum magic hit is the maximum damage a player can deal in a single magic attack. It is affected by player's Magic level, equipment and other special bonuses.

In most cases, the Tumeken's shadow provides the highest maximum magic hit possible. The exceptions to this are the Volatile nightmare staff's special attack, the Accursed sceptre's special attack while in the wilderness, the Accursed sceptre's against Revenants in the wilderness while wearing an Amulet of avarice and having Forinthry Surge, and barrage spells when hitting up to nine targets.

Calculating maximum magic hit

All Magic damage starts with a magic attack in the form of a spellbook combat spell, a charged powered staff, or one of the three magic special attacks. Once the magic attack's max hit is looked up (referred to as the "base max damage"), it undergoes several mathematical operations before arriving at the applied damage seen in-game. Many factors affect magic damage including wearing magic damage equipment, monster type, status conditions, player location, and more.

The entire set of equations are listed below; a floor operation is applied after every step of the calculation. The following sections will go over each line in more detail.

Note that this page does not cover accuracy rolls, only how max hits are calculated.

Base Max Damage

The player's magic level does not affect the max damage for spells except for Magic dart and standard spellbook's elemental spells (wind, water, and earth). The max damage for all powered staves and special attacks, however, does depend on the player's magic level. In all cases, a higher magic level will increase accuracy, making it more likely to successfully hit.

  1. ^ The maximum hit for elemental spells increases to match the highest unlocked spell of that tier once your Magic level is high enough to use it.

The maximum hit formula for weapons and spells whose max hit depends on the player's magic level can be found on their respective pages.

Base Damage Modifier

Chaos Gauntlets: If these are equipped while casting a bolt spell, add +3.

Charge: If Charge has been cast by the player and remains active when casting a god spells while also wearing their respective god cape, add +10.

Primary Magic Damage

This is the additive phase. The different bonuses are added together before being multiplied against the base damage modifier.

Visible Bonuses: The visible bonuses are the sum of all magic damage bonuses which are displayed in the player's Equipment Stats , excluding the Elite Void Knight equipment set's 5% magic damage bonus.

Shadow Bonus: This is the passive effect of the Tumeken's shadow. Multiply by 4 when equipped inside Tombs of Amascut, 3 when equipped outside of TOA, and 1 when not equipped.

min: The "minimum" function uses the lesser value of Shadow Bonus or 1. This caps the passive effect of the Shadow Bonus at 100%.

Void: If wearing the Elite void set and Void mage helm, add +5%.

Salve: If wearing a Salve amulet(i) or Salve amulet(ei) and attacking an undead monster, add +15% or +20% respectively.

Avarice: If wearing a Amulet of avarice and attacking a revenant, add +20%. If Forinthry surge is active, add an additional +15% for a total of +35%.

Smoke Battlestaff/Twinflame staff: If equipped with a Smoke battlestaff, Mystic smoke staff, or a Twinflame staff while casting a spell from the standard spellbook, add +10%.

Virtus Robes Ancient Bonus: If wearing any piece of the Virtus robes while casting a spell from the Ancient Magicks, add +3% per piece worn.

Prayer: If the prayer Mystic Lore, Mystic Might, Mystic Vigour, or Augury is active, add +1%, +2%, +3%, or +4% respectively.

Pre Hit Roll

This is the pre-roll multiplicative phase. Each bonus is sequentially multiplied then rounded down.

Slayer: If wearing a Black mask (i) or a Slayer helmet (i) while attacking a monster that's part of the player's current slayer task, and also while not wearing an Amulet of avarice or any variant of the Salve amulet (or at least not attacking a revenant/undead monster while wearing it), add +15%.

Sceptre Wilderness: If wielding a charged Thammaron's sceptre or Accursed sceptre or their autocast modes, and attacking a monster in the Wilderness, add +50%.

Accursed Sceptre Special Attack: If using the special attack of a charged Accursed sceptre, add +50%. Note that even when using the autocast sceptre, the special attack will still use the sceptre's built-in spell; this means the special attack in either mode will be calculated the same.

Tome of Fire: If wielding a charged Tome of fire and casting a fire spell from the standard spellbook, add +10%. (In PvP, add +50% instead.)

Tome of Water: If wielding a charged Tome of water and casting a water spell from the standard spellbook, add +10%. (In PvP, add +20% instead.)

Tome of Earth: If wielding a charged Tome of earth and casting an earth spell from the standard spellbook, add +10%.

Elemental weakness

Elemental weakness is calculated by multiplying the base max damage by the monster's weakness, and rounding down. This additional damage is then added to the maximum hit determined above.

Note that due to the floor operation being applied twice (once to magic damage from gear and again to elemental weakness), the maximum hit may often be lower than what players expect.

Hit Roll

At this point, the game rolls to determine what the hit damage will be. This will be a random integer ranging from zero to the max hit calculated so far. If a zero is rolled, it will be changed to a 1.

Post Hit Roll

Before the damage from the hit roll is applied and seen in-game, it undergoes some additional post hit roll damage modifiers. Simular to the pre-hit roll, each of these are multiplicative meaning they're multiplied and then rounded down, one at a time.

Mark of Darkness: If Mark of Darkness has been cast by the player and remains active when casting a Demonbane spell from the Arceuus spellbook, add +25%. Demonbane spells cast with a Purging staff instead add +50%.

  • Demonbane effectiveness If a demonic enemy's demonbane effectiveness is different from the baseline of 100%, multiply the added damage from Mark of Darkness by this. Rounded down.

Ahrim's Damned: If equipped with the Ahrim the Blighted's equipment set and an Amulet of the damned, there's a 25% chance for any magic attack to deal 30% extra damage. Note that a player will see two different max hitsplats in-game depending if this effect is rolled or not. Additionally, this effect will never be triggered at a combat dummy. Add +30%.

Castle Wars Bracelet: If a Castle Wars bracelet was equipped at the start of the Castle Wars minigame and the player is attacking the flag bearer, add +20%.

Twinflame staff: When casting a bolt, blast or wave spell with the Twinflame staff a second hit with 40% (rounded down) of the initial damage is added. Add +40%.

Applied Hit

Finally, the calculated Magic damage is applied in-game and displayed in the hitsplat icon.

Trivia

Source

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