# Damage per second/Ranged

Jump to navigation Jump to search

This article is about calculating ranged damage output. Range damage is affected by the Equipment used, prayer, skill boosts and the monster being attacked.

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

## Calculating your ranged damage output

### Step one: Calculate the effective ranged strength

${\displaystyle {\text{Effective Ranged Strength }}={\Bigg \lfloor }{\bigg (}{\Big \lfloor }{\big (}{\text{Ranged Level}}+{\text{Boost}}{\big )}*{\text{Prayer Bonus}}{\Big \rfloor }+{\text{Atk Style}}+8{\bigg )}*{\text{Void Modifier}}{\Bigg \rfloor }}$

If you are using the accurate attack style Atk Style is 3 while all other styles are 0.

Void Modifier is 1 if not wearing void, 1.1 if wearing full ranged void, or 1.125 if wearing full elite ranged void.

Ranged Level boost:

Boost Level
increase
Visibility Other info
Ranging cape 1 Visible Activating the cape's effect will increase the corresponding skill by 1.
Wild pie 4 Visible Consists of 2 bites, restoring 11 Hitpoints per bite.
Lizardkicker 4 Visible Drinking it boosts the player's Ranged level, but drains Strength and Magic.
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.
Ranging potion 4-13 Visible Boosts Ranged by ${\displaystyle \lfloor {\text{Level}}\times {\frac {1}{10}}+4\rfloor }$.
Increases Ranged accuracy and damage.
Divine ranging potion 4-13 Visible Acts as a ranging potion.
Stat draining for ranged is disabled for 5 minutes, meaning the player's Ranged level will stay fully boosted.
After the 5 minutes are over, Ranged level will be restored to its base level.
Bastion potion 4-13 Visible Acts as a ranging and super defence potion in one dose.
Boosts Ranged by ${\displaystyle \lfloor {\text{Level}}\times {\frac {10}{100}}+4\rfloor }$ and Defence by ${\displaystyle \lfloor {\text{Level}}\times {\frac {15}{100}}+5\rfloor }$.
Divine bastion potion 4-13 Visible Acts as a bastion potion.
Stat draining for ranged is disabled for 5 minutes, meaning the player's Ranged level will stay fully boosted.
After the 5 minutes are over, Ranged level will be restored to its base level.
Bandages (Theatre of Blood) 4-13 Visible Acts like a super combat (minus one point), ranging, magic, prayer, and stamina potion, and heals 20 Hitpoints.
Twisted (-) 4-13 Visible Boosts Ranged by ${\displaystyle \lfloor {\text{Level}}\times {\frac {1}{10}}+4\rfloor }$.
Increases Ranged accuracy and damage.
Only usable within the Chambers of Xeric, and is the weakest variant
Overload (-) 4-13 Visible Acts as an elder (-), twisted (-), and kodai (-) potion in one dose.
Boosts combat stats by ${\displaystyle \lfloor {\text{Level}}\times {\frac {1}{10}}+4\rfloor }$ (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 Chambers of Xeric, and is the weakest variant
Twisted potion 5-17 Visible Boosts Ranged by ${\displaystyle \lfloor {\text{Level}}\times {\frac {13}{100}}+5\rfloor }$.
Increases Ranged accuracy and damage.
Only usable within the Chambers of Xeric, and is the standard variant
Overload (Chambers of Xeric) 5-17 Visible Acts as an elder, twisted, and kodai potion in one dose.
Boosts combat stats by ${\displaystyle \lfloor {\text{Level}}\times {\frac {13}{100}}+5\rfloor }$ (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 Chambers of Xeric, and is the standard variant
Super ranging 5-19 Visible Boosts Ranged by ${\displaystyle \lfloor {\text{Level}}\times {\frac {15}{100}}+5\rfloor }$.
Increases Ranged accuracy and damage.
Only usable within the Nightmare Zone.
Overload (Nightmare Zone) 5-19 Visible Acts as a super combat, super ranging, and super magic potion in one dose.
Boosts combat stats by ${\displaystyle \lfloor {\text{Level}}\times {\frac {15}{100}}+5\rfloor }$ (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
Twisted (+) 6-21 Visible Boosts Ranged by ${\displaystyle \lfloor {\text{Level}}\times {\frac {16}{100}}+6\rfloor }$.
Increases Ranged accuracy and damage.
Only usable within the Chambers of Xeric, and is the strongest variant
Overload (+) 6-21 Visible Acts as an elder (+), twisted (+), and kodai (+) potion in one dose.
Boosts combat stats by ${\displaystyle \lfloor {\text{Level}}\times {\frac {16}{100}}+6\rfloor }$ (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 Chambers of Xeric, and is the strongest variant

Prayer Multiplier:

Prayer
Sharp Eye 1.05
Hawk Eye 1.10
Eagle Eye 1.15
Rigour 1.23

### Step two: Calculate the maximum hit

${\displaystyle {\text{Maximum Hit}}=\left\lfloor 0.5+{\frac {{\text{Effective Ranged Strength}}*({\text{Equipment Ranged Strength}}+64)}{640}}*{\text{Gear Bonus}}\right\rfloor }$

The maximum hit is the largest hit you can possibly do with the current setup. It can be tested by using the Combat Dummy in a Player Owned House.

The Equipment Ranged Strength can be found in the Equipment Stats window under 'Other bonuses'.

If slaying monsters on task while wearing a black mask(i) or slayer helm(i), gear bonus is 1.15.

If killing undead monsters while wearing a salve amulet, gear bonus is 7/6 if using salve amulet(i) or (ei).

Note that these two bonuses DO NOT stack.

### Step three: Calculate the effective ranged attack

${\displaystyle {\text{Effective Ranged Attack}}=\left\lfloor (\left\lfloor ({\text{Ranged Level}}+{\text{Boost}})*{\text{Prayer Bonus}}\right\rfloor +{\text{Atk Style}}+8)*{\text{Void Modifier}}\right\rfloor }$

If you are using the accurate attack style Atk Style is 3 while all other styles are 0.

Void Modifier is 1 if not wearing void, 1.1 if wearing either full ranged void or full elite ranged void.

Prayer Multiplier:

Prayer
Sharp Eye 1.05
Hawk Eye 1.10
Eagle Eye 1.15
Rigour 1.20

Note that the only difference between effective ranged strength and effective ranged attack is the value for Rigour and void.

### Step four: Calculate the Attack roll

${\displaystyle {\text{Atk roll}}=\left\lfloor {\text{Effective Ranged Attack}}*({\text{Equipment Ranged Attack}}+64)*{\text{Gear Bonus}}\right\rfloor }$

The Equipment Attack bonus can be found in the Equipment Stats window under the heading 'Attack Bonus'.

The gear bonus is the same as in Step 2.

### Step five: Calculate the Defence roll

${\displaystyle {\text{Def roll}}=({\text{Target Defence Level}}+9)*({\text{Target Ranged Defence Bonus}}+64)}$

Target's Defence is denoted by a shield icon on the target's wiki page.

Target's ranged defence can be found under the 'Defensive stats' heading.

### Step six: Calculate the hit chance

If Attack Roll > Defence roll:

${\displaystyle {\text{Hit Chance}}=1-{\frac {({\text{Def roll}}+2)}{2*({\text{Atk roll}})+1}}}$

Else

${\displaystyle {\text{Hit Chance}}={\frac {\text{Atk roll}}{2*({\text{Def roll}})+1}}}$

### Step seven: Calculate the ranged damage output

${\displaystyle {\text{Damage per hit}}={\frac {{\text{Maximum hit}}*{\text{Hit Chance}}}{2}}}$

To calculate the Damage Per Second, divide the Damage Per hit by the attack speed of the weapon in seconds. Note that the rapid attack style decreases the attack speed by 1 tick.