I was looking for some important data/formulas regarding combat when I found this runescape thread. It's not written by any official developer or anything, but it's pretty accurate and helpful.
this comprehensive thread discusses the mechanics of the Old School Runescape combat system.
The posts below contain an elaborate explanation of how combat skills work in Runescape and how the game uses skill stats with equipment and various bonuses to calculate damage output. I recommend the use of a spreadsheet or some sort of advanced calculator to complete the steps. I've made a google spreadsheet myself, the link is publicly available and can be found on my twitter (see signature below).
The maximum hit formula below is largely based on the original maximum hit formula thread by Obliv from back in 2007. I've taken the liberty of updating it for Old School Runescape.
Also thanks to the following players for their contributions, corrections and suggestions to this thread:
Feel free to leave a comment or question, as I'm always looking for feedback and improvements| 2. | Table of contents
Post 01. 1. Introduction
Post 02. 2. Table of contents
Post 03. 3. Max hit formula
Post 06. 4. Magic max hit formula
Post 07. 5. Accuracy formula
Post 10. 6. Extra information
~ indicates an approximation.
? indicates an unknown or uncertain bonus.
indicates a choice in a list where you can only pick one option.
Visible level means the level with any (potion) boost included.
You can check the defence stats of a monster by using the monster examine spell on it.
For NPC rolls, always use the default stance bonus of +9.| 3.4 | Special attacks
There are two types of special attacks. I've divided them in two subsections.
| 3.4a | Make sure you have rounded down your max hit from 3.1.
a. Multiply by the bonus of one of the following items:
Black mask: 7/6
Salve amulet: 7/6
Salve amulet (e): 1.20
Black mask (i): 1.15
Salve amulet (i): 1.15
Salve amulet (ei): 1.20
(Note: the black mask bonus is ignored when using a salve amulet)
b. Round down to the nearest integer.
c. Multiply by the bonus of one of the following items:
Abyssal dagger: 0.85
Abyssal bludgeon: between 1 and 1.495 (0.5% for every lost prayer point)
Arclight: 1.70 (vs. demons)
* Armadyl godsword: 1.10
Bandos godsword: 1.10
Barrelchest anchor: 1.10
Dragon claws: subtract 1
Dragon dagger: 1.15
Dragon/crystal halberd: 1.10
Dragon longsword: 1.25
Dragon mace: 1.50
Dragon sword: 1.25
Dragon warhammer: 1.50
Obsidian armour: 1.10
Rune claws: 1.15
Saradomin godsword: 1.10
Saradomin sword: 1.10
Saradomin's blessed sword: 1.25
Zamorak godsword: 1.10
Ballista, heavy or light: 1.25
Dark bow, with dragon arrows: 1.50
Dark bow, without dragon arrows: 1.30
Diamond bolts: 1.15
Dragon hunter crossbow: 1.10 (vs. dragons, wyverns, Great Olm)
Magic longbow, shortbow, composite or seercull: on page 2, see: 6.3.
Onyx bolts: 1.20
Opal bolts: 1.25
Rune thrownaxe: on page 2, see: 6.3.
Toxic blowpipe: 1.50
Twisted bow: (250 + truncate[(3*magic-14) /100] - truncate[(0.3magic-140)² / 100]) /100
d. Round down to the nearest integer.
e. If a PvP protection prayer is used, it reduces the max hit by 40% at this point. Multiply by 0.6 and round down to the nearest integer. Go to 3.4b.
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However, I think closeness to Runescape's formula is more detrimental to an RSPS than beneficial, especially if you've got a large player base who are used to typical, shitty, unrealistic, unbalanced combat.
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