Increasing the minimum hit is possible with buffs such as: Special Attacks are typically found on weapons have a percentage chance of triggering when in combat and will replace your standard attack. When using Combination Runes, look to synergize your staff with any Aurora also being cast, as their rune cost reduction does not apply to Combination Runes. Arrows can also be acquired though Slayer Resupply. For example, the Ragnar Godsword has a +125 Slash Bonus but a -4 Stab Bonus, making it substantially more accurate when using the Slash attack style than it is when using Stab. Magic) is an alternative method to train Magic using non-combat spells. +10% Chance To Preserve Potion Charge and +5 Charges per Potion. Once each area is completed, the event pauses until the player selects the next area. Gear that is more difficult to obtain is usually better. The player will be given the choice of a negative modifier, then must complete a series of gauntlets through 4 difficult Slayer Areas, these gauntlets are up to 8 monsters randomly chosen from the pool of available monsters in each area. This step's length is variable, as it depends on how much has already been completed, and how optimal/lucky the player is finishing up. The tables in each section in this entire guide will generally provide bare minimum recommendations. Raising Magic to Level 120 will unlock the Superior Magic Skillcape for purchase, which quadruples the rune cost reduction of items and provides a +5% Magic Damage Bonus from equipment. Auto Eat Threshold is the HP value necessary to trigger Auto Eat, lowering the necessary HP/DR required. This armor needs to be upgraded, getting the raw D-hide necessary to fully upgrade this armor will likely take longer than getting each piece of armor. Global doubling is fantastic for monsters that die very quickly. On a hit, has a 10% chance to inflict Burn that deals 15% of the enemy's current hitpoints as damage over 2.5s. One item is consumed per Thieving action. you drop fragments for from griffins / pegasus. Ancient Wizard Robes come from the Hall of Wizards. One item is consumed per Active Prayer whenever Prayer Points are used. Is the best way to train defense by equipping your highest level shield and doing defense and battling things.
On a hit, gives the enemy +20% Attack Interval for 3 of the enemy's turns. +10% Accuracy Rating when using Archaic Spells that use Lightning Runes per piece. Great for Expansion dungeons, deal more damage, take damage slightly less often! Inherits all Skillcape perks. Curses and Special Attacks cannot be used with Ancient Magicks. This guide will break the game into multiple sections and try to give advice for each. Minden jog fenntartva. For training the skill, see, +10% Chance to Preserve Resources in Skills, +8 Additional Runes of the same type in Runecrafting, +2 to base drop quantity of Stardust and Golden Stardust from Astrology, +1 Bolts produced per action in Fletching, +2 Coal Ore per Ore Mined. - This dungeon has a guide at Into the Mist/Guide. You fire an enormous fireball at the enemy dealing damage equal to 100% of your max hit. That's 5,000 kills on average with 0% chance to double items. Question about the Steam overlay notifications while in-game. Protection Defense increases your melee rating, ranged and magic evasion, which reduces the likelihood of melee hitting you, ranged and magical attacks. It is recommended to choose a spell, staff, robes, and aurora that use as many of the same primary Elemental Runes as possible. Passive: (MELEE ONLY) -0.1s Attack Interval, -3% Damage Reduction, +7 Melee Defence Bonus. However, a higher player Defence level does not reduce the maximum damage dealt by a successful monster attack, instead see: Damage Reduction. Note that it may be beneficial to complete the Master tier Slayer tasks required to unlock Slayer Gear Upgrade Kit (Master) before completing Into the Mist for the first time. Attack Speed is determined primarily by the default Attack Interval on weapons and affects how long it takes between attacks. They shouldn't have any affect, The following are the variables and calculation I used to conclude the highest DPS weapons for each attach style (Technically DPM, but just divide by 60 to get the DPS if you REALLY care), All numbers below are based on the Stab attack style with a Rune Scimitar, Damage Per Hit = Raw Max Hit * Raw Accuracy236 * 75% = 177 Damage Per Hit, Hits Per Minute = 60 / Attack Speed60 / 2.4 = 25 Hits Per Minute, Damage Per Minute = Hits Per Minute * Damage Per Hit25 * 177 = 4425 Damage Per Minute, Damage Per Minute % Worse than BIS = (MAX(Damage Per Minute) / Damage Per Minute) - 1(4695 / 4425) - 1 = 6.09% (comparing this value to the Sword, which had the highest DPM), I have the weapons ranked best to worst for their respective attack styles.
https://wiki.melvoridle.com/index.php?title=Melee&oldid=60170. On a hit has a 25% chance to apply one of the following: applies freeze for 1 turn; inflicts Burn that deals 15% of the enemy's current hitpoints as damage over 2.5s; gives the enemy Frostburn for 2 of the enemy's turns; or applies sleep for 1 turn. In the early game, there's not much that can be done about Slayer Area Effects, so they can be ignored. Dealing more damage and taking less damage from the most common enemies in the game is fantastic. Magic has two different Attack styles, Magic and Defensive: In general, Defensive is always the most efficient Attack Style to use, as training Defence with Magic uses the least amount of time and damage while remaining efficient. Reflect dmg cannot kill an enemy nor provide XP). These are included on all pieces of armor, and are heavily connected to the Combat Triangle. Ancient D-hide Armor comes from the Dragons Den. Longrange should likely be used before this cutoff to also get an amount of Defence XP! +20% chance to receive Stardust when burning Magic Logs in Firemaking, Passive: +6 Hidden Ranged Level and +5% Ammo Preservation, Passive: +10% of Maximum Hit added to Minimum Hit when using a 2H Melee weapon, Passive: +10% GP From Monsters and +50 GP From Monsters, Passive: +1% Damage Reduction when fighting Ranged enemies with Melee, Passive: -2s Hitpoint Regeneration interval and +20% Hitpoint Regeneration, Passive: +1% Damage Reduction when fighting Magic enemies with Ranged, Passive: +1% Damage Reduction when fighting Melee enemies with Magic, Passive: 25% chance for Ranged attacks to deal 150% dmg, Passive: +5% Damage Reduction and +10% Attack Interval. +5 minimum damage when using Air Spells per piece, +5 minimum damage when using Water Spells per piece, +5 minimum damage when using Earth Spells per piece, +5 minimum damage when using Fire Spells per piece. Tier 4 Auroras may only be cast while the Book of the Ancients is equipped. If you're training Defense, use a 2H Sword, unless you value the defensive bonus of your shield more, then use a Sword. If your Accuracy Rating is higher than 20k then this attack can't miss. Prepare to spend multiple days hunting for an item you'll never actually use! Reduces the Calamity Rune cost of Magic Spells by 5 when equipped as a Weapon. you drop fragments for from griffins / pegasus. Passive: +20% Reflect Damage and +10% chance to ignore Stuns and Freezes. //]]> Grants access to the Meteor Shower Archaic Spell. In general, all Melee weapons have Stat distributions that encourage the use of the following Attack Styles: Same as Melee, you should be doing the highest XP/hr monster with the highest possible gear. The most well rounded for all Skills including, and can be used as the default. All non-combat skills are able to be trained while the Event is paused, which can be helpful if the player wants to complete the Event over multiple sessions without losing time doing nothing. Below is a table detailing which Defence level is required for which armour material. But for some reason it gives you Damage Reduction. Only works on Ores. Perhaps some are weaker to crush or something? Reduces the Fire Rune cost of Magic Spells by 4 when equipped as an Offhand. Here's an example of the gear required for melee: For the other combat styles, you'll be wearing the equivalent Master Slayer armor. Passive: +10% Melee Maximum Hit and +10% chance to stun when hitting with a Melee attack (once per turn). Following completion of Into the Mist, you now have access to Dark Waters, the penultimate slayer area and will soon be able to unlock Unhallowed Wasteland. Therefore, even though they cannot be done on Auto-slayer, completing your Master tasks while working on your t90 weapons will most likely consume less food, and generally take less overall time on on task by killing two birds with one stone. Reflect dmg cannot kill an enemy nor provide XP). Edit: 2 years later I get a wholesome award for this, thanks. When equipped, Magic imbued wands reduces the amount of Air, Water, Earth, or Fire runes needed to cast a spell by 3, depending on the wand type. Particularly useful for the earlier stages of Expansion Combat where the player can be hampered by the dps requirement of dungeon bosses. When equipped with Poison Virulence Ring: +20% Global Accuracy Rating and +20% Global Maximum Hit when you are poisoned; Enemies have -20% Maximum Hit, -20% Global Evasion, -20% Global Accuracy and +20% Attack Interval when they are poisoned.
+1% chance to find a Lost Chest while Fishing (This is separate to the Special Fishing Chance), +1 Bolts produced per action in Fletching, +8 Additional Runes of the same type in Runecrafting, +15% Chance to preserve Summoning Charges, +20% chance to avoid the stun interval and stun damage in Thieving when pickpocket attempt fails. Always useful for combat, not as useful for non-combat and should generally only be used if you really need extra Damage or. This guide will break the game into multiple sections and try to give advice for each. You summon a bolt of lightning from the skies that strike the enemy, dealing damage equal to 100% of your max hit. Reflect does NOT reduce the amount of damage taken. Lifesteal can be specific to damage types, such as Melee Lifesteal, Magic Lifesteal, Bleed Lifesteal, Burn Lifesteal, Poison Lifesteal, and Lifesteal if target is Cursed. - This dungeon has a guide at Air God Dungeon/Guide. I havent trained magic yet because seeds are taking all my bank slots. The cutoff is approximately level 40. When using the Block Attack Style, 0.4 Defence XP will be received per point of damage done. Passive: +10% Melee Maximum Hit and +10% chance to stun when hitting with a Melee attack (once per turn). Requires Level 99 in all Skills except Township to equip. Be aware that this can take some time as the enemies the player is able to kill at this stage will not drop very many SC. Bane's combat style will also be re-rolled, if you want to choose a different combat style. Melee receives Combat Triangle bonuses when used against Ranged and penalties when used against Magic. The Slash and Block styles do not have any such bonus. Reduces the Light, Body and Fire Rune costs of spells by 2 when equipped as an Offhand, and grants access to Tier IV Auroras when equipped. I started magic way late, but it's really strong. Archaic Magicks are powerful offensive spells that can be cast in place of Standard Magic or Ancient Magicks. Curses and damage modifying Auroras can also be used, though Special Attacks still will not work. Just did the math. Volcanic Cave (and Dragons Den to a lesser extent) is the first real challenge the game presents to you, and preparing for it will likely take a couple of weeks of grinding for standard accounts. Here are the variables I was testing, I believe all Skillcapes have the same bonuses, The Ice Arrows are just so I am not wasting a bank slot. +60% Smithing XP when worn, until depleted. This page was last edited on 23 January 2023, at 03:02. Passive: +25 Minimum Damage when using Air, Water, Earth or Fire Spells. One item is consumed per player attack. 01628 533 550 . Competes with a bunch of heavy hitters, there should be no reason to use this instead of the other options. All assumed skill levels are equal to the ones required by the set of gear. This does however require a bit more knowledge of how the game works, and is not necessarily recommended. Hi guys, which weapon is best for training these 3 stats? Magic Skillcape for purchase from the Shop, which doubles the rune cost reduction of items when equipped. +5% bonus Slayer XP and +5% Slayer Area Effect Negation per piece. Remember that the majority of things mentioned here are recommendations and are not always required or the most optimal; if you don't want to do something, you probably don't have to. Ranged strength bonus: Determines your max hit.
Objects that reduce your attack interval: Objects that increase your attack interval: Damage Reduction, or DR, is the most important stat in the game. Note that you cannot ever wear two of the same item, so whichever item you choose to put in the passive slot must be one of the armor pieces not currently equipped in your chest/head slots. Reduces the Despair Rune cost of Magic Spells by 5 when equipped as a Weapon. Reduces the Infernal Rune cost of Magic Spells by 8 when equipped as a Weapon. Wands are one-handed, meaning they can be used with off hand equipment. 2h has higher max hit (obv) but MUCH . A great all-rounder with the primary bonus of additional Damage Reduction. Web. - This dungeon has a guide at Earth God Dungeon/Guide. The major downside here is that you will want to check back in every 2-3 hours to swap your equipment and manually change to the next task. These can increase damage dealt, GP earned or simply provide more item drops. Use this typically any time when doing slayer, but be aware of the negative modifier and pick and choose when to run this. Attack once dealing 680 damage (Can miss).
Best Weapon For Melee Combat XP : r/MelvorIdle - reddit Many of the important items for this stage of the game are found from monsters in Slayer Areas, so it is helpful to have decently high level Slayer before going too far. Can be used as the default combat obstacle, the, Damage reduction is great, so is doing more damage and preserving. Magic. Create an account to follow your favorite communities and start taking part in conversations. To start, the player must first fight 20 Afflicted versions of randomly chosen monsters between combat level 165 and 677. On a hit has a 15% chance to apply one of the following: applies stun for 1 turn; or gives the enemy +15% Attack Interval for 2 of the enemy's turns. //Which weapon is best for defence training? : r/MelvorIdle - reddit Reduces the Water Rune cost of Magic Spells by 4 when equipped as a Weapon. Magic is a time consuming but rewarding Combat Style due to the sheer prevalence of Melee enemies. Rune providing items provide 2x as many runes. It can make the difference in literal days of grinding. This guide will get u from level 1 all the way to the point where u can idle volcanic cave dungeon. Reduces the Fire Rune cost of Magic Spells by 3 when equipped as a Weapon. slayer level 60 - highlands . The only obstacle on this tier with any benefit to combat. You wrap yourself in protective leaves that lash out at the enemy dealing damage equal to 100% of your max hit 8 times over 3.5s. xp is related to the amount of damage you do, not the level of the monster.
melvor idle weapon tier list +30% Item Alchemy Item sale price conversion, +10% Chance to preserve Summoning Charges, +10% Chance to Preserve Resources in Summoning. Running from Combat will not make you leave the event, but will reset any progress made on. One item is consumed per Allotment planted. As with most Magic equipment, these robes do not need to be upgraded to get the full benefit. Reduces the Earth Rune cost of Magic Spells by 3 when equipped as a Weapon. A list of equipment and spells with special attacks can be viewed on the Special Attacks page. .eReN. When equipped, they reduce the need to use Poison, Infernal, or Lightning runes, depending on the staff type. Progression in Melvor Idle primarily revolves around combat; while there is of course progression in all of the non-combat skills, that progression all serves to make you better at combat. Passive: When hit, lose 5% evasion ratings and gain +1% damage reduction, stacking up to 3 times (lasts until end of fight), Passive: +3% Combat XP. - This Slayer area has a guide at Unhallowed Wasteland/Guide, After completing the T90 weapon grinds, you are ready to face the another difficult challenge, the Unhallowed Wasteland (UW) - the final Slayer area in the base game. With 0% chance to double items, these monsters all require an average of 4000 kills to obtain all items required. Defence is one of the seven Combat skills in Melvor Idle. This value is tripled if fighting a Melee Enemy, Killing a Magic Slayer Task Enemy grants Slayer Coins equal to Enemy Combat Level, +4% Damage Reduction when fighting a Dungeon Boss.
Combination Runes are a good way to level Runecrafting as they are worth significantly more XP than their individual counterparts; crafting combination runes for spells you plan to use is a great way to make more efficient use of your Runecrafting leveling. Privacy Policy. Reduces the Archaic Rune cost of Magic Spells by 5 when equipped as a Weapon. Slayer Area Effect Negation reduces the effect of Slayer Area debuffs when fighting in one of these areas.
Combat Guide - Melvor Idle Wizard Robes can be acquired through a few different sources: A full list of the stats for each set of Wizard Robes can be found on the Equipment page. The only obstacle on this tier with a net-positive benefit to combat. Ranged has several different Weapon types to choose from, each with their own benefits and drawbacks. Elite and Master difficulty Tasks can be quite difficult, especially if using Auto Slayer, it may be more efficient to only do tasks when possible, and fight each enemy normally when the player can't be around. While you are here, you will be working to acquire all of the set bonus gear, dropped from each of the UW monsters: - This dungeon has a guide at Impending Darkness Event/Guide. +5% Accuracy Rating when using Archaic Spells that use Lightning Runes per piece. Avoidable. The area requires maximizing a different stat than DR. All of the monsters here will heal a% of their current HP every 2 attacks, which will massively hinder your DPS regardless of the setup. Save the Diamonds for Diamond Luck IV Potions. Early on, the game is primarily about leveling up your core combat stats, getting a feel for the combat systems, and acquiring basic combat equipment. If you do not feel comfortable learning how to do manual slayer, feel free to Auto-slay Perilous Peaks. The Meteorite Staff can also be crafted at Runecrafting level 115, which allows the casting of Meteor Shower when equipped. Into the Mist is one of the most difficult challenges in the game. This can be found on multiple items and buffs, including: Ranged armor and weapons focus on 2 stats: Additionally, Ranged gear also benefits from Ammo Preservation. https://wiki.melvoridle.com/index.php?title=Magic&oldid=60341. Damage Reduction, Hitpoints, and Auto Eat tier are all taken into account when considering how much damage the player can take before being able to die. Reduces the Poison Rune cost of Magic Spells by 8 when equipped as a Weapon. Hi guys, which weapon is best for training these 3 stats? There is a very high chance this includes you. The Water God Dungeon drops Magic armor and equipment, and is usually completed with Ranged equipment from the Air God Dungeon. While the main article has more information, it is recommended to complete the slayer areas in the following order: Because Bane uses the modifiers from the Slayer Area you fight him in, you should always fight him in the Perilous Peaks. When using the Magic attack style, the player receives 0.4 Magic XP per point of damage dealt, and a hidden bonus of +6 to the player's Magic level. These monsters drop useful items and are good targets for gaining experience with. Enemy Damage Reduction is decreased by flat -10%, Grants access to Slicing Maelstrom Archaic Spell. Rarely 2h is a good option, when you're training against things you tend to 1 hit frequently, the 2h will give you a higher chance to 1 hit them with it's larger accuracy and strength bonus, and the longer delay between attacks is mitigated by the game finding a new target. you drop fragments for from griffins / pegasus. Santa Hat: 2 2 2 2 2 2 2 2% 2 2 2 2% +2 Bragging Rights Christmas Event 2020. This is where the Combat Triangle becomes extra important, and ignoring it entirely can be deadly or progress hampering. Equipment can be added from the bank screen. Reduces the Despair Rune cost of Magic Spells by 5 when equipped as a Weapon. You conjure immense waves that crash into the enemy, dealing damage equal to 100% of your max hit 3 times over 0.6s. When equipped, the Slicing Maelstrom Wand allows the casting of Slicing Maelstrom. Advanced staves can be crafted beginning at Runecrafting level 100. Magic is used to cast damage dealing spells with a wand or staff equipped, provided the player has the required Runes in their Bank and the desired spell unlocked. There are several non-combat skills that improve various parts of the combat experience: Other skills helpful for smooth progression include: Melvor Idle is not competitive, so it is recommended to set goals that you personally want and work towards them. Defence experience can be earned while using any Combat Style by selecting the appropriate Attack Style: XP gained is based on damage dealt. The author of this thread has indicated that this post answers the original topic.