Damage per second/Magic

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This article is about Magic Damage per second. For other uses, see Magic damage.

This article is about calculating magic damage output, not to be confused with the Equipment stat Magic Damage.

The staff of the dead gives a 15% boost to magic damage.

Magic damage is affected by the spell used, Equipment, prayer, skill boosts and the monster being attacked.

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

Calculating your magic damage output[edit | edit source]

Step one: Calculate the maximum hit[edit | edit source]

Maximum hit is affected only by damage boosting equipment and the base max hit of the spell used[1].

See maximum magic hit for the information on calculating the maximum hit for a specific setup.

Step two: Calculate the effective level[edit | edit source]

Effective level is affected by your current level multiplied by prayers used and skill level boosts.

To calculate your effective level:

  1. (Magic level + Magic level boost) * prayer bonus
  2. Round down to nearest integer
  3. +1 if using Long Range trident, +3 if using Accurate trident
  4. +8
  5. Multiply by 1.45 if using Void Magic
  6. Round down to nearest integer

Magic Level boost:

Main article: Temporary skill boost
Boost Level
increase
Visibility Other info
Magic cape.png Magic cape 1 Visible Activating the cape's effect will increase the corresponding skill by 1.
Spicy stew.png Spicy stew
(red spice)
±0-5 Visible Depending on type of stew, any skill can be boosted or reduced by 0 to 5 levels randomly.
Oldak chathead.png Oldak ±2 Visible Requires completion of Death to the Dorgeshuun.
Wizard's mind bomb.png Wizard's mind bomb 2 or 3 Visible Boosts magic by .
Restores 3 Hitpoints.
Reduces Attack, Strength and Defence.
Available to free players.
Magic essence.png Magic essence 3 Visible Used during the Fairytale II - Cure a Queen quest.
Mature wmb.png Mature Wizard's mind bomb 3 or 4 Visible Boosts magic by .
Reduces Attack, Strength and Defence.
Magic potion.png Magic potion 4 Visible Allows for the use of higher level magical spells.
Divine magic potion.png Divine magic potion 4 Visible Acts as a magic potion.
Passive stat draining for magic is disabled for 5 minutes, meaning the player's magic will stay fully boosted.
After the 5 minutes are over, magic level will be restored to its base level.
Battlemage potion.png Battlemage potion 4 Visible Boosts defence by .
Allows for the use of higher level magical spells.
Divine battlemage potion.png Divine battlemage potion 4 Visible Acts as a battlemage potion.
Passive stat draining for magic is disabled for 5 minutes, meaning the player's magic will stay fully boosted.
After the 5 minutes are over, magic level will be restored to its base level.
Imbued heart.png Imbued heart 1-10 Visible Boosts magic by .
Allows for the use of higher level magical spells.
Only usable once every 7 minutes.
Super magic potion.png Super magic potion 5-19 Visible Boosts magic by .
Allows for the use of higher level magical spells.
Only usable within the Nightmare Zone.
Overload.png Overload 5-19 Visible Boosts combat stats by (excluding hitpoints and prayer).
The boost is reapplied every 15 seconds for 5 minutes. Also damages the player for 50 Hitpoints.
(This lost health is refunded after the overload ends.)
Only usable within the Nightmare Zone or within the Chambers of Xeric
Does not allow for the use of higher level magical spells[2].
Only useable within the Chambers of Xeric
Kodai (-).png Kodai (-) 4-13 Visible Boosts Magic by .
Does not allow for the use of higher level magical spells[2].
Only useable within the Chambers of Xeric
Kodai potion.png Kodai potion 5-17 Visible Boosts Magic by .
Does not allow for the use of higher level magical spells[2].
Only useable within the Chambers of Xeric
Kodai (+).png Kodai (+) 6-21 Visible Boosts Magic by .
Does not allow for the use of higher level magical spells[2].
Only useable within the Chambers of Xeric

Note that temporarily increasing your Magic level only increases your accuracy, but not max hit, with the exception of Magic Dart, salamanders, trident of the seas/swamp and sanguinesti staff.

Prayer Multiplier:

Prayer
Mystic Will 1.05
Mystic Lore 1.10
Mystic Might 1.15
Augury 1.25

Step three: Calculate the equipment bonus[edit | edit source]

Equipment bonus is equal to the Magic Attack stat in the Equipment stats window. Wearing magic gear will increase your equipment bonus.

See here for a full list of all stat-boosting gear, or here for a list magic armour.

Add up the Magic Attack of each piece of equipment worn to find your equipment bonus.

Step four: Calculate the accuracy roll[edit | edit source]

To calculate your accuracy roll:

  1. Effective level * (Equipment bonus + 64)
  2. Multiply by 7/6 if wearing a slayer helm on task or killing undead monsters with an imbued salve amulet.
  3. Round down to nearest integer

Step five: Calculate the hit chance[edit | edit source]

If Accuracy Roll > Defence roll:

Else

Step six: Calculate the magic damage output[edit | edit source]

To calculate the Damage Per Second, divide the Damage Per hit by the attack speed of the spell in seconds.

Spells from the Standard and Ancient spellbook have attack speed of 3 seconds, while tridents and staffs that cast their own spells have an attack speed of 2.4

If bursting/barraging, multiply the DPS by the amount of targets getting hit (Note that maximum amount of targets for every AOE spell is 9).

References[edit | edit source]

  1. Bitterkoekje. "Combat Formulas." 10 March 2015. Old School RuneScape Forums.
  2. 2.0 2.1 2.2 2.3
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