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DPS in RS3 (NEW: Calculator!)


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I'm posting this because it appears that most people do not understand the extent to which various things affect damage. I might make this into a guide later but honestly it's a nightmare to properly explain in detail.

 

I will be talking about damage from abilities only, not auto attacks.

 

Base ability damage formula (This is the number shown on your stats screen; you generally don't need to know the formula):

 

 

Single wep: WeaponDamage*SpeedMod + DamageBoost

2h weapon: WeaponDamage*SpeedMod + 1.5*DamageBoost

Dual wield: MainhandWeaponDamage*SpeedMod + OffhandWeaponDamage*SpeedMod + 1.5*DamageBoost

 

WeaponDamage is the displayed damage stat on your weapon when you hover over it.

For ammunition-using weapons with a displayed damage stat, use only the damage stat on the ammo and ignore the damage stat on the weapon.

All ammunition has an effective speed of "Fastest" for calculating damage.

For spells, the damage is 9.6*EffectiveSpellLevel (*1.5 if using staff). See below for an explanation of EffectiveSpellLevel.

 

SpeedMod is equal to:

-> 1 for weapon speed "Fastest"

-> 0.7875 for weapon speed "Fast"

-> 0.65 for weapon speed "Average"

 

DamageBoost is your current Strength/Range/Magic level (includes boosts or debuffs to your skill level) plus the sum of damage boosts from equipped armour of the same combat style as your weapon.

 

EffectiveSpellLevel is the minimum between your magic weapon level and the level cap of your spell. Level caps of spells are:

Air: 16 Strike - 40 Bolt - 62 Blast - 80 Wave - 90 Surge

Water: 22 Strike - 45 Bolt - 64 Blast - 80 Wave - 90 Surge

Earth: 28 Strike - 52 Bolt - 69 Blast - 80 Wave - 90 Surge

Fire: 34 Strike - 58 Bolt - 74 Blast - 80 Wave - 90 Surge

Smoke: 60 Rush - 73 Burst - 80 Blitz - 90 Barrage

Shadow: 63 Rush - 75 Burst - 80 Blitz - 90 Barrage

Blood: 67 Rush - 79 Burst - 90 Blitz - 90 Barrage

Ice: 69 Rush - 80 Burst - 90 Blitz - 90 Barrage

Magic dart: 65

Divine storm: 70

 

Note that due to this, magic damage is capped at level 90 in dungeoneering even with a lv99 weapon, while melee and range are not capped.

 

 

 

Final ability damage = Base ability damage * Prayers + Potions

 

Prayers: 1.06 for normal prayers, 1.08 for piety, 1.1 for turmoil, 1.16 for zealot-boosted prayers

 

Potions: +8 damage for every level in Str/Range/Mage ABOVE your base level

 

 

Practical examples:

 

Relative base damage of weapons:

 

 

Assuming lv99 stats, 100% accuracy, no potions, no prayers:

 

Lv80 weapons are 12.5% more damage than lv70 weapons.

Lv90 weapons are 24.9% more damage than lv70 weapons.

Lv90 weapons are 11.1% more damage than lv80 weapons.

 

Dual drygores are 6.4% more damage than Dry mainhand Enhanced Excalibur offhand

Dual drygores are 3.4% more damage than Dry mainhand Chaotic offhand

Dual drygores are 7.1% more damage than Chaotic mainhand Dry offhand

Virtus wand + Seismic singularity is 3.7% more damage than Dual Virtus

 

Even without considering accuracy, weapon tier makes a significant difference.

 

Effectiveness of stats and potions:

 

 

Assuming 100% accuracy, no potions, no prayers:

 

Barrows weapons are 3.9% more damage with 99 Str than 70 Str

Chaotics are 2.2% more damage with 99 Str than 80 Str

Drygores are 0.9% more damage with 99 Str than 90 Str

 

Assuming level 99 stats, 100% accuracy, no prayers:

 

Lv80 weapons are 13.5% more damage with Super potions than with no potion

Lv80 weapons are 17.6% more damage with Extreme potions than with no potion

Lv80 weapons are 3.7% more damage with Extreme potions than with Super potions

 

Lv90 weapons are 12.1% more damage with Super potions than with no potion

Lv90 weapons are 15.9% more damage with Extreme potions than with no potion

Lv90 weapons are 3.3% more damage with Extreme potions than with Super potions

 

Super potions give more of a boost to damage than Turmoil.

The difference between Extremes and Supers is noticable, but relatively low.

 

Effectiveness of power armour:

 

 

Assuming level 99 stats, no potions, no prayers:

 

Lv80 weapons are 7.4% more damage with Lv70 power armour than with no power armour

Lv80 weapons are 8.5% more damage with Lv80 power armour than with no power armour

Lv80 weapons are 1.01% more damage with Lv80 power armour than with Lv70 power armour

Assuming 10 hour degrade, you need to make 19m gp per hour to justify using Lv80 power armour instead of Lv70 power armour for dps.

 

Assuming level 99 stats, Extreme potions, and Turmoil:

 

Lv90 weapons are 6.7% more damage with Lv80 power armour than with no power armour

Lv90 weapons are 7.6% more damage with Lv90 power armour than with no power armour

Lv90 weapons are 0.85% more damage with Lv90 power armour than with Lv80 power armour

I have no clue how fast lv90 power armour degrades.

 

Lv70 power armour is a significant improvement over not using power armour, but generally it is not worth it to upgrade to lv80 or lv90 power armour unless you need the defence.

 

Drygore Mace vs Drygore Longsword/Rapier:

 

 

At lv99 Str with no potions/prayers/power armour:

Drygore Longsword/Rapier is 0.394% more damage than Drygore Mace

 

At lv99 Str with extremes/turmoil/Lv70 power armour"

Drygore Longsword/Rapier is 0.327% more damage than Drygore Mace

 

Drygore Long/Rap is very slightly stronger than Mace, but the difference is fairly negligible.

Edited by -Leaf-
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Your numbers work in RS this week but who knows what will happen when the finally implement more changes to the game. Supposed that there will be even less of a difference between dual dry and mhdry/ohchaotic once updated. I'm anxious to see the new numbers.

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I have just written a calculator for this. Check it out, should be easier to understand:

 

 

Master copy

 

This is the one that I will be continuing to develop and improve. To use it, you must first go to File -> Make a copy.

 

Editable version

 

This one can be edited by anyone without logging in. This is for people to quickly try out the calculator. I take no responsibility for the accuracy or stability of this one, and it is subject to deletion at any time (at which point I will probably update the link here to a newer version)

 

 

 

Took about 3 hours so far writing it.

 

 

 

Note: Magic and Range are not currently working properly. I will update this soon.

Edited by -Leaf-
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Updated the calculator. Should now work properly for range.

 

Magic might be inaccurate when using a staff. I can't seem to figure out how staff damage works.

 

oh and the input page now dynamically changes when you select a combat style.

Edited by -Leaf-
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