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Dragonwilds:Combat: Difference between revisions

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{{external|os|rs|rsc}}
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{{otheruses|def=no|the music played during combat|Combat (music)}}
{{otheruses|def=no|the music played during combat|Combat (music)}}
'''Combat''' is a defining aspect of the player experience while in [[Dragonwilds:Ashenfall]], and the ''RuneScape'' universe, in which two or more characters and/or monsters or NPCs fight. There are three major combat styles: [[Dragonwilds:Attack|Melee]], [[Dragonwilds:Magic]], and [[Dragonwilds:Ranged]].
'''Combat''' is an event in RuneScape: Dragonwilds in which two or more players and/or creatures fight. Combat is based around a randomly generated numbers in the form of "damage", which deplete a target's life points. The damage done by the parties involved is determined by several factors, including weapons and equipment. There are three major combat styles: [[Dragonwilds:Attack|Melee]], [[Dragonwilds:Magic]], and [[Dragonwilds:Ranged]].


==Combat Triangle==
Players can influence their effectiveness in combat in many ways, such as boosting their combat via [[Dragonwilds:Perks]].
The three combat classes form the combat triangle, which is a guideline of the strengths and weaknesses of each class against the other two. In general, when players are combating opponents with similar power levels, the combat triangle can offer a general rule of thumb as to which combat style is most effective. It should be noted that the combat triangle in no way defines a fight outcome; any combat style can be used effectively to kill opponents using any other combat style - the triangle simply defines what is generally favorable.[[File:Combat Triangle.png|thumb|In this visual, each character is attacking the enemy that is weakest to them, and being attacked by the enemy strongest against them.]]


===Warriors===
== Combat ==
Warriors are strong against rangers, but are weak against mages.
The three combat classes in ''RuneScape: Dragonwilds'' are '''Melee''', '''Ranged''', and '''Magic.'''
=== Melee ===
* [[Dragonwilds:Armour#Melee Armour|Melee armour]] offers a -% in block stamina cost, +% in crit chance after blocking, and a +% on damage to staggered opponents on all three sets.
* Melee armour also has a greater defence against melee attacks, while having the weakest defence against magic attack
* Melee weapons have 3 damage type: '''Slash''', '''Stab''', and '''Crush'''.


* Defensively, melee is the strongest class due to armour values, which provide strong resistance to melee attacks and arrows.
=== Ranged ===
* [[Dragonwilds:Melee armor|Melee armour]] offers the highest defence against melee damage.
* [[Dragonwilds:Armour#Ranged Armour|Ranged armour]] offer a +% stealth speed, -% in ranged attack stamina cost, and a +% to weak point damage on all three sets.
* A Warrior's weakness is to magical attacks.
* Ranged armour also has greater defence against range attacks, while having a equal defence stats in magic and melee.
* Ranged weapons has one damage type: '''Ranged'''.{{Sic|Need comfirmation}}


===Rangers===
=== Magic ===
Rangers are strong against mages, but are weak against warriors.
* [[Dragonwilds:Armour#Magic Armour|Magic armour]] offers a -% stamina regen delay, +% magic attack speed, and +% in magical crit change.
* Magic armour also has a greater defence against magic attack, while having the weakest defence against melee attack.
* There are four spell damage types: '''Air''', '''Fire''', '''Earth''', and '''Water'''.{{Sic|Using enchanted bolt counts as magic damage, and the file counts them as such}}


* Defensively, rangers are better than mages but worse than warriors.
=== Combat variables ===
* [[Dragonwilds:Ranged armour]] offers the highest defence against ranged damage.
There are several variables in combat that moderate an entity's performance. Life points are possessed by players and foes, whereas the other mechanisms are used in foes sparingly or restrictively.
* A Ranger's weakness is to melee attacks.


===Mages===
* [[File:Health Icon.png|frameless|width=29x29]] [[Dragonwilds:Health]] -  Health represent how much damage a player or creature can withstand. When an entity loses all its life points, it dies. A player's maximum life points is at 100. The primary method of recovering life points is either drinking a [[Dragonwilds:Healing Potion (Disambiguation)|Healing Potion]], staying outside of combat for regen, or eating a [[Dragonwilds:Fishing#Fish|fish]] that grants healing. Armour also provides reduction to how much damage you can recieve.
Mages are strong against warriors, but are weak against rangers.
* [[File:Stamina Icon.png|frameless|width=29x29]] [[Dragonwilds:Stamina]] - Stamina represents how much energy a player has to be able to attack, dodge or block. If a player runs out of Stamina, they will be unable to dodge, and blocking will cause them to stagger ([[Dragonwilds:Parry|Parrying]] can regain some stamina). The Primary method of recovering stamina is allowing it to regen on its own. There are perks that grants some reduction to stamina being removed.
* [[File:Lifeward Icon.png|frameless|width=29x29]] [[Dragonwilds:Lifeward]] - Lifeward represent additional and temporary Health on a player when wearing [[Dragonwilds:Power level]] 2 or higher armor, the higher the power level, the higher the Lifeward. To regenerate lost vital energy, players must either:
** Use a type of [[Dragonwilds:Wardstones|Wardstone]] that can replenish a certain amount.
** Eat a dish that contains the [[Dragonwilds:Warding Fish]] perk to increase the amount replenished by 50% in combination with Wardstones.
** Eat a dish or drink an Infusion that grants the [[Dragonwilds:Soul Food]] perk to slowly replenish over time.
** Use [[Dragonwilds:Enchanted Steel Bolts]] and attack an enemy to replenish a small amount of Lifeward.
** Use any weapon (ex: [[Dragonwilds:Imaru's Talon]]) that can replenish lifeward upon killing an enemy.


* Defensively, mages are the weakest class.
=== Combat stats ===
* [[Dragonwilds:Magic armour]] offers the highest defence against magic damage.
Combat stats are levels that determines a player's benefit when fighting in one of the three combat styles. In ''RuneScape: Dragonwilds''',''''' players have three of the following combat style and benefits:
* A Mage's weakness is to ranged attacks.


==Other factors==
* [[File:Attack.png|frameless|width=40x40]] [[Dragonwilds:Attack]] - Per level, it decreases the cost of stamina when using melee weapons, and grants benefits at certain levels:
** At level 5 you unlock the ability to parry.
** At level 8 you unlock the ability to use use weapon special action.
** At level 11 you unlock the spell [[Dragonwilds:Tempest Shield]].
** At level 16 you unlock the spell [[Dragonwilds:Weapon Expertise]].
** At level 20 you unlock the spell [[Dragonwilds:Enchant Weapon: Fire]].
** At level 23 you unlock the ability [[Dragonwilds:Adaptability]].
** At level 30 you unlock the spell [[Dragonwilds:Enchant Weapon: Air]].
** At level 30 you unlock the item [[Dragonwilds:Whetstone]]
** At level 99 you unlock the [[Dragonwilds:Attack Cape]].
* [[File:Ranged.png|frameless|width=36x36]][[Dragonwilds:Ranged]] - Per level, it increases the chances of retrieving your arrows or bolts from enemies' loot when they die and grants benefits at certain levels:
** At level 3 you unlock the ability [[Dragonwilds:Quick Action]].
** At level 8 you unlock the ability [[Dragonwilds:Trick Shot]].
** At level 12 you unlock the spell [[Dragonwilds:Snare]].
** At level 15 you unlock [[Dragonwilds:Weapon Poison]] (called Toxic behavior in-game).
** At level 18 you unlock [[Dragonwilds:Hunter's Sense]].
** At level 22 you unlock [[Dragonwilds:Weapon Barbs]] (called Make 'Em Bleed in-game).
** At level 25 you unlock the spell [[Dragonwilds:Spectral Arrows]].
** At level 30 you unlock the ability [[Dragonwilds:Crossbow Trick Shot]].
** At level 35 you unlock the ability to create [[Dragonwilds:Enchanted Crossbow Bolts]].
** At level 40 you unlock the [[Dragonwilds:Venomous Trapper]] effect of Snare.
** At level 45 you unlock [[Dragonwilds:Fire Oil]] to create [[Dragonwilds:Fire Arrow|Fire Arrows]]
** At level 99 you unlock the [[Dragonwilds:Ranged Cape]].
* [[File:Magic.png|frameless|width=37x37]][[Dragonwilds:Magic]] - Per level, it decreases the cost of stamina when attacking with magic and grants benefits at certain levels:
** At level 5 you unlock the ability [[Dragonwilds:Secondary Attacks]].
** At level 8 you unlock the ability to cast [[Dragonwilds:Fire Magic]].
** At level 11 you unlock the spell [[Dragonwilds:Surge]].
** At level 16 you unlock the ability [[Dragonwilds:Arcane Expertise]]
** At level 20 you unlock the perk [[Dragonwilds:Runic Refund]]
** At level 25 you unlock the perk [[Dragonwilds:Afterimage]] from the Surge spell.
** At level 30 you unlock the spell [[Dragonwilds:Confuse]]
** at level 39 you unlock the item [[Dragonwilds:Magical Focus]].
** At level 44 you unlock the perk [[Dragonwilds:Greater Confuse]] from the Confuse spell.
** At level 99 you unlock the [[Dragonwilds:Magic Cape]].
* [[File:Artisan.png|frameless|width=34x34]][[Dragonwilds:Artisan]] - Per level, it decreases the durability loss on [[Dragonwilds:Equipment]], that includes weapons and armor.
** At level 27 you unlock the spell [[Dragonwilds:Magical Mending]].
** At level 99 you unlock the [[Dragonwilds:Artisan Cape]].


===Armour and weaponry===
==== Stamina reduction ====
Generally, [[Dragonwilds:armour]] boosts a player's defensive capabilities by reducing the damage of incoming attack styles, and [[Dragonwilds:Weapons|weaponry]] boosts a player's offensive capabilities. However, armour may also provide offensive bonuses through the set bonus [[Dragonwilds:perks]].
Within ''RuneScape: Dragonwilds'' there are method of reducing stamina when using combat from devouring [[Dragonwilds:Food|food or drinks]] that provide additional perks, such as [[Dragonwilds:Infusions]]. Infusions can be created by using the [[Dragonwilds:Cooking]] skill, and provides benefits such as stamina reduction when using one of the three combat style.


[[Dragonwilds:Shields]] have a unique parry mechanic, in which if the player nearly or perfectly times a block to an incoming melee attack, the attacking enemy will be [[Dragonwilds:Stagger|staggered]]. This can be particularly helpful when combined with the melee armour set bonus.  
=== Combat Equipment ===
In ''RuneScape: Dragonwilds'', combat equipment, such as [[Dragonwilds:Armour|Armours]] and [[Dragonwilds:Weapons]] provide additional stats boosts to help you either do more damage, or reduce the damage you will receive. Using good equipment is essential to combat, as well as dodging and parrying.


===Damage absorption===
==== Weapons ====
[[Dragonwilds:Lifeward]] absorbs many forms of damage prior to [[Dragonwilds:health]] being affected.  
{{Main|Weapons}}
Weapons are items held that uses the either one or both hands to use and contributes on the player's base damage, damage multiplier and/or attack speed. Each weapon have a different [[Dragonwilds:Power level]] that determines their stats. The higher the power level the greater the stats is. Some weapons, like bows and crossbows have their own base damage, which is increased when using ammunition, which adds a damage multiplier.  


===Perks===
Certain weapons, like [[Dragonwilds:Black Sword]] or the [[Dragonwilds:Zombie Axe]] have special effects that does better damage against certain [[Dragonwilds:Monsters|enemies]].
Many [[Dragonwilds:perks]] can increase critical hit chance, decrease time between attacks, or decrease the stamina costs of player actions.  Theses are acquired by the use of [[Dragonwilds:food]], [[Dragonwilds:infusions]], [[Dragonwilds:armour]], [[Dragonwilds:weapons]], or other items.


===Special attacks===
==== Armour ====
Special attacks are specific to some weapons that the player can wield. Special attacks consume a set amount of [[Dragonwilds:stamina]] in exchange for an effect specific to the weapon, which may include: extra damage, stagger, free ammo, and others.
{{Main|Armour}}
Armours are items worn by the players that increases their defence against certain attack style, reducing incoming damage while providing buffs as well.. They also have a set effect which requires all three of the same combat style to unlock all three effect. Each armour have different power level that determines their stats. The higher the power level the greater the defence is. Armor also provides Lifeward, an additional and temporary hit points that is provided by newly crafted armor, by using [[Dragonwilds:Wardstones]] or the [[Dragonwilds:Soul Food]] perk.


===Base Damage===
==== Trinkets ====
The player's base damage starts at 1.00, or 100%, and can be increased through damage improving [[Dragonwilds:perks]].
{{Main|Trinkets}}
Trinkets are items worn by the players that grants additional effects to the wearer, such as the [[Dragonwilds:Ring of Recoil]], which deflects certain percentage of damages back to the attacker(s), or the [[Dragonwilds:Salve Amulet]], which increases damage to undead enemies. The [[Dragonwilds:Ring of Life]] provides a teleport back to your [[Dragonwilds:Bed]] when your HP is reduces to 1.


===Attack speed===
=== Special Action ===
All weapons in [[Dragonwilds:Ashenfall]] have a specific speed, which determines the interval between successive hits. Fast weapons tend not to be as heavily damaging per swing as their slow counterparts.
Most, if not all weapons have the ability to use a '''Special Action''', this is an ability that allows the player to use the max damage of their attack, at the cost of their stamina. Some like the [[Dragonwilds:Abyssal Whip]] or the [[Dragonwilds:Crystal Bow]] allows a special attack that provides more damage with other effects, like staggering or extra damages. Weapons that have special attacks or actions are;


===Critical Hits===
* [[Dragonwilds:Abyssal Whip]]
The player’s [[Dragonwilds:Critical Strike|critical hit]] chance affects the rate at which each attack can critically hit, dealing 25% more critical hit damage (x1.25). The base critical hit chance is 10%, and this rate (not damage) can be improved through [[Dragonwilds:perks]].
* [[Dragonwilds:Crystal Bow]]
* [[Dragonwilds:Hunter Stagbow]]
* [[Dragonwilds:Imaru's Talon]]
* [[Dragonwilds:Necromancer's Staff]]
* [[Dragonwilds:Shadow Sword]]
* [[Dragonwilds:Subjugation Staff]]
* [[Dragonwilds:Undead Ranger's Bow]]
* [[Dragonwilds:Ulv's Longbow]]
* [[Dragonwilds:Zamorak Staff]]
* [[Dragonwilds:Zombie Axe]]


To calculate the damage multiplier of an attack or event, the following formula is used:
=== Damage ===
{{Main|Hitsplat}}
There are different type of weapon damages, including buffs, they are:
* Stab
* Slash
* Crush
* Ranged
* Fire
* Water {{Sic|When using enchanted bolts}}
* Earth {{Sic|When using enchanted bolts}}
* [[Dragonwilds:Burning]]
* [[Dragonwilds:Bleed]]
* [[Dragonwilds:Poison]]
There are also [[Dragonwilds:Critical Strike|critical damage]], resistance damage and weak to damage, which both indicates when a target is receiving critical damage, is resistance to a damage type, or is weak to the damage type.


<math>
====Weak spots====
BaseDamage\times\big(1 + CriticalStrikeChance\times(CriticalStrikeDamage-1)\big)
Some enemies have spots around them that usually allow you to hit a critical damage; these are called weak spots. Weak spots are locations on a monster that always deal critical damage. Below is a list of monsters and their weak spots:
</math>


* For example: ''[1.0 x (1 + 0.10 x (1.25 - 1))]'' Indicates a 10% critical strike chance, no base damage boosts, and all critical strikes deal 125% damage. In this example (the baseline for all players), the equation would equal 1.025, meaning on average (true statistical average over many events), each attack deals 1.025x more damage per swing than displayed in the chart below, due to critical strikes and base damage boosts.
=====Animals and flora=====
 
{| class="wikitable"
===Weakness/Resistance===
|+
Enemies also fall into the combat triangle above, and have a certain style, substyles, and weaknesses.  A sub-style weakness can be: Stab, Slash, Crush, Fire, and Air.
!Normal enemies
 
!Weak point
* This can help inform the player which style to use for certain encounters in [[Dragonwilds:Ashenfall]] regions.
*If an enemy is weak to the weapon's style or sub-style, the Weakness Constant is [?], or a [?]% increase in damage:
<math>
(DPSValue)\, x \,(WeaknessConstant)
</math>
*If an enemy is resistant to the weapon's style or sub-style, the Resistance Constant is [?], or a [?]% reduction in damage:
<math>
(DPSValue)\, x \,(ResistanceConstant)
</math>
 
* Some enemies are also immune to all or certain perk status effects, such as poison, bleed, or burn.
 
===Experience===
Players gain combat [[Dragonwilds:Skills|skill]] experience from dealing damage.
 
* The normal value is [?] experience per damage in the attack skill.
* Magic and Ranged skills have yet to be released.
 
==Weapon DPS==
Below is a comprehensive list of each weapon and its respective "Damage per Second" values.
 
* Unlike in other ''RuneScape'' games, armour only provides perks based on set bonuses; i.e, there are no melee strength bonuses per melee armour piece.
** This allows the player some freedom in choosing which set bonuses to activate.
* See [[Dragonwilds:Combat/Strategies]] for more in-depth strategies, inventory layouts, item usage, combos, etc.
 
* Also, unlike other ''RuneScape'' games, there is no accuracy stat as the player cannot hit "zero" (splash); they must instead physically miss the target.  This makes DPS calculations significantly easier and more accurate.
* Every weapon is separated by how much damage it deals per swing of its combo, and the time between each swing. This is used to calculate a rough DPS for each weapon.
** There is roughly a 70ms delay between the user pressing a keystroke and the action initiating client-side (even in solo-play).  This is only practically important during PvP for any user action (see [[Dragonwilds:Stamina]] and [[Dragonwilds:Game clock]]), and the first time an attack sequence is initiated.  For DPS calculations, this delay is omitted.
** There are minor variances in the delays between combo attacks.  These variances in the expanded info charts are fairly precise, averaged, and used across all weapons of the same type. <ref>Weapons of the same type have the same combo sequence and delays of events, simply with better or worse damage values.</ref> <ref>Total combo times are incredibly precise; however, the times between certain attacks are limited by 140fps video scrubbing (in-game max) to 7ms gaps. For example, it may be that attack #1 is 0.5 instead of 0.507, but attack #5 is 1.407 instead of 1.4. There are also variances by up to 20ms per attack sequence, subtracted from the following attack. It all sums correctly, and shouldn't make any meaningful difference in player experience.</ref>
** The DPS difference between 4/5 vs. 5/5 attacks, 3/5 vs. 5/5, etc., in a combo is nearly negligible, and as such, is not included in the charts.
*** If the player is required to avoid a mechanic that forgoes the completion of their combo, raw DPS should not be heavily affected by "losing the end of a combo".
*** This also means that it is not advantageous to intentionally cut combos short to increase DPS.
 
===Melee Weapons===
Melee armour provides substantial DPS increases to melee weapons when properly utilised, with the following set bonuses:
 
'''1/3 Set Bonus:''' ''-33% Block stamina cost''
 
'''2/3 Set Bonus:''' ''+50% Crit chance after blocking -'' This critical strike chance buff lasts for 5s.
 
'''3/3 Set Bonus:''' ''+25% Damage to staggered targets -'' See stagger timings in comments below.
 
* The following "Base DPS" values <u>do not</u> assume any melee armour set bonuses.
* The remaining DPS values do assume the 3/3 melee armour set bonuses are utilised (when applicable).
* The following DPS values for ''melee'' do take critical strikes into account (1.025) because the player has a 10% base critical strike chance value, unless otherwise specified (e.g, Ranged weak point damage, etc).
**This is to keep the values consistent across all weapon styles.
*By "Movement Manipulating", pressing any movement keys continually during attack combos, the action delay after a completed combo is significantly decreased. This drastically increases DPS.
**In the event this is not intended, the "Base DPS" cell refers to no movement keys pressed during combos, and waiting the full action delay cycle.
 
====1-Handed Weapons====
{| class="wikitable sortable"
!Name
!Weapon power level
!Max boss DPS possible (at respective atk lvl) <ref name=":6">What this includes: Stamina per attack and regeneration to full delay based on each weapon's power level (PL 1 weapon = Level 10 attack, PL 2 weapon = level 20 attack, etc.), full melee armour set, 1 staggered full combo after every 250 damage dealt (roughly bosses auto-stagger), 50% uptime on successful block crit chance bonus (which takes 1.5s to activate via block, and lasts 5s), max weapon honed (whetstone), enchant weapon: air (see critical strike thresholds for fire in strategies), attack potion, and movement manipulation (massive dps boost for some weapons). This is a full expected setup for bossing.</ref>
!Combo base DPS
!Special attack base DPS <ref name=":7">This is nothing but special attack spamming, to show the difference in DPS between a special attack or finishing/starting a combo.</ref>
!DPS after successful block (for 5s)
!DPS vs full combo stagger (for 5s) <ref name=":3">At certain HP thresholds, many bosses will stagger themselves for [?]s, allowing enough time for at least a full combo.</ref>
!DPS vs forced stagger (for 1.8s) <ref name=":2">Staggering an enemy with a block parry staggers enemies by different amounts, ranging from 2-4 seconds. After the Abyssal Whip special attack, there is a minimum delay of 1.1s where the player must dodge towards the enemy due to knockback, then attack. After a parry, there is a minimum delay of 0.550s where the player finishes the parry animation. Weapon damage for the first <1.8s (and no later) is buffed by the 25% damage increase for this reason below, as this is not for a parry stagger.</ref>
!DPS vs stagger (for 2.4s) + block crit (parry) <ref name=":4">After a parry, there is a minimum delay of 0.550s where the player finishes the parry animation. Weapon damage for the first 2.4s (and no later) is buffed by the 25% damage increase for this reason below, as this is only for a parry stagger.</ref>
!DPS gain whetstone
!DPS air enchant <ref name=":5">Because the air enchant increases attack speed, this can bring a weapon attack combo under a threshold, such as enemy staggering. Attack speed tends to be king in DPS, as it increases all damage multipliers by increasing raw output. See [[Dragonwilds:Combat/Strategies]].</ref>
!DPS fire enchant
|-
|{{Plink|Abyssal Whip|pic=Abyssal Whip}}
|4
|
|70.84
|13.47
|94.53
|105.32
|112.47
|94.64
|3.19
|112.80
|
|-
|{{Plink|Abyssal Whip|pic=Abyssal Whip}} (With Bleed <ref name=":1">Every 5th attack, the Abyssal Whip will trigger a full bleed gauge on the enemy, causing 32 damage.  Because the entire attack cycle of the whip is 5 attacks, this equates to 1 proc every cycle.  Because the bleed gauge can dwindle, and some monsters die before 5 full hits, both base DPS and with bleed DPS are included in the table.</ref>)
|4
|
|78.13
|13.47
|100.93
|111.72
|112.47
|94.64
|3.19
|120.65
|
|-
|{{Plink|Bone Club|pic=Bone Club}}
|2
|
|31.63
|17.25
|43.24
|48.18
|37.01
|48.52
|2.73
|50.06
|
|-
|{{Plink|Bone Dagger|pic=Bone Dagger}}
|2
|
|30.02
|26.23
|43.01
|47.92
|34.88
|43.13
|2.68
|48.22
|
|-
|{{Plink|Bronze Dagger|pic=Bronze Dagger}}
|3
|
|43.98
|38.86
|62.79
|69.96
|50.54
|62.89
|2.68
|70.64
|
|-
|{{Plink|Bronze Mace|pic=Bronze Mace}}
|3
|
|46.27
|25.13
|63.25
|70.47
|54.10
|70.68
|2.73
|73.24
|
|-
|{{Plink|Bronze Sword|pic=Bronze Sword}}
|3
|
|48.50
|45.35
|58.88
|65.60
|70.47
|84.45
|3.50
|76.55
|
|-
|{{Plink|Chieftain's Blade|pic=Chieftain's Blade}}
|3
|
|45.75
|42.33
|55.43
|61.76
|65.49
|78.46
|3.50
|72.21
|
|-
|{{Plink|Dragonbone Dagger|pic=Dragonbone Dagger}} (With Crit Hit <ref name=":0">The Dragonbone Dagger and Skullsplitter increase the player's critical strike chance by 15% while being wielded. Overall, this 15% increased critical strike chance increases the damage multiplier of this weapon from 1.025 (base) to 1.0625.</ref>)
|4
|
|66.41
|58.41
|94.29
|105.45
|76.00
|94.63
|2.78
|106.65
|
|-
|{{Plink|Goblin "Swingslash"|pic=Goblin "Swingslash"}}
|2
|
|34.95
|18.73
|47.84
|53.30
|41.28
|53.91
|2.73
|55.31
|
|-
|{{Plink|Iron Dagger|pic=Iron Dagger}}
|4
|
|64.06
|56.35
|91.31
|101.73
|73.32
|91.64
|2.68
|102.89
|
|-
|{{Plink|Iron Mace|pic=Iron Mace}}
|4
|
|67.75
|36.47
|92.69
|103.27
|79.72
|104.22
|2.73
|107.23
|
|-
|{{Plink|Iron Sword|pic=Iron Sword}}
|4
|
|72.50
|66.52
|87.86
|97.89
|103.92
|124.58
|3.50
|114.43
|
|-
|{{Plink|Skullsplitter|pic=Skullsplitter}} (With Crit Hit <ref name=":0" />)
|3
|
|47.96
|26.05
|65.31
|73.05
|56.08
|72.98
|2.83
|75.92
|
|-
|{{Plink|Stone Club|pic=Stone Club}}
|1
|
|16.60
|8.87
|22.77
|25.37
|19.93
|25.76
|2.73
|26.27
|
|-
|{{Plink|Stone Dagger|pic=Stone Dagger}}
|1
|
|15.49
|13.60
|22.08
|24.60
|17.80
|22.16
|2.68
|24.88
|
|-
|{{Plink|Wooden Training Sword|pic=Wooden Training Sword}}
|2
|
|33.50
|31.24
|40.48
|45.10
|47.69
|57.50
|3.50
|52.87
|
|}
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+Expanded DPS Information Melee 1h
!Name
!atk1 dmg and (delay action > atk1)
!atk2 dmg and (delay atk1 > atk2)
!atk3 dmg and (delay atk2 > atk3)
!atk4 dmg and (delay atk3 > atk4)
!atk5 dmg and (delay atk4 > atk5)
!atk6 dmg and (delay atk5 > atk6)
!atk7 dmg and (delay atk6 > atk7)
!Total combo dmg (time)
!Delay before new combo (movement manip.)
!'''Special action dmg'''
!'''Special action cast delay'''
!'''Special action delay (movement manip.)'''
!Special action total time (movement manip.)
|-
|{{Plink|Abyssal Whip|pic=Abyssal Whip}}
|50  (0.37s)
|50 (0.37s)
|58 (0.9s)
|66 (0.8s)
|87 (1.26s)
| {{NA}}
| {{NA}}
|311  (3.7s)
|0.8s  (0.7s)
|25
|0.778s
|1.125s
|1.903s
|-
|{{Plink|Abyssal Whip|pic=Abyssal Whip}} (With Bleed <ref name=":1" />)
|50  (0.37s)
|50 (0.37s)
|58 (0.9s)
|66 (0.8s)
|87 (1.26s)
| {{NA}}
| {{NA}}
|311 (3.7s)
|0.8s (0.7s)
|25
|0.778s
|1.125s
|1.903s
|-
|{{Plink|Bone Club|pic=Bone Club}}
|26  (0.5s)
|26 (0.75s)
|29 (0.8s)
|35 (0.85s)
|46 (1.4s)
| {{NA}}
| {{NA}}
|162 (4.3s)
|0.95s (0.65s)
|35
|0.82s
|1.26s (0.76s)
|2.08s (1.58s)
|-
|{{Plink|Bone Dagger|pic=Bone Dagger}}
|14  (0.3s)
|16 (0.35s)
|19 (0.65s)
|23 (0.6s)
|23 (0.6s)
| 27 (0.9s)
| 35 (0.9s)
|157 (4.3s)
|1.06s (0.7s)
|27
|0.62s
|0.435s
|1.055s
|-
|{{Plink|Bronze Dagger|pic=Bronze Dagger}}
|20  (0.3s)
|23 (0.35s)
|28 (0.65s)
|34 (0.6s)
|34 (0.6s)
|40 (0.9s)
|51 (0.9s)
|230 (4.3s)
|1.06s (0.7s)
|40
|0.62s
|0.435s
|1.055s
|-
|{{Plink|Bronze Mace|pic=Bronze Mace}}
|38  (0.5s)
|38 (0.75s)
|42 (0.8s)
|51 (0.85s)
|68 (1.4s)
| {{NA}}
| {{NA}}
|237 (4.3s)
|0.95s (0.65s)
|51
|0.82s
|1.26s (0.76s)
|2.08s (1.58s)
|-
|{{Plink|Bronze Sword|pic=Bronze Sword}}
|31  (0.45s)
|31 (0.5s)
|37 (0.72s)
|42 (0.55s)
|53 (1.18s)
| {{NA}}
| {{NA}}
|194 (3.4s)
|0.7s (0.4s)
|45
|0.56s
|0.457s
|1.017s
|-
|{{Plink|Chieftain's Blade|pic=Chieftain's Blade}}
|29  (0.45s)
|29 (0.5s)
|34 (0.72s)
|39 (0.55s)
|52 (1.18s)
| {{NA}}
| {{NA}}
|183 (3.4s)
|0.7s (0.4s)
|42
|0.56s
|0.457s
|1.017s
|-
|{{Plink|Dragonbone Dagger|pic=Dragonbone Dagger}} (Crit Hit <ref name=":0" />)
|29  (0.3s)
|33 (0.35s)
|41 (0.65s)
|50 (0.6s)
|50 (0.6s)
|58 (0.9s)
|74 (0.9s)
|335 (4.3s)
|1.06s (0.7s)
|58
|0.62s
|0.435s
|1.055s
|-
|{{Plink|Goblin "Swingslash"|pic=Goblin "Swingslash"}}
|29  (0.5s)
|29 (0.75s)
|32 (0.8s)
|38 (0.85s)
|51 (1.4s)
| {{NA}}
| {{NA}}
|179 (4.3s)
|0.95s (0.65s)
|38
|0.82s
|1.26s (0.76s)
|2.08s (1.58s)
|-
|{{Plink|Iron Dagger|pic=Iron Dagger}}
|29  (0.3s)
|33 (0.35s)
|41 (0.65s)
|50 (0.6s)
|50 (0.6s)
| 58 (0.9s)
| 74 (0.9s)
|335 (4.3s)
|1.06s (0.7s)
|58
|0.62s
|0.435s
|1.055s
|-
|{{Plink|Iron Mace|pic=Iron Mace}}
|56  (0.5s)
|56 (0.75s)
|62 (0.8s)
|74 (0.85s)
|99 (1.4s)
| {{NA}}
| {{NA}}
|347 (4.3s)
|0.95s (0.728s)
|74
|0.82s
|1.26s (0.76s)
|2.08s (1.58s)
|-
|{{Plink|Iron Sword|pic=Iron Sword}}
|46  (0.45s)
|46 (0.5s)
|54 (0.72s)
|62 (0.55s)
|82 (1.18s)
| {{NA}}
| {{NA}}
|290 (3.4s)
|0.7s (0.4s)
|66
|0.56s
|0.457s
|1.017s
|-
|{{Plink|Skullsplitter|pic=Skullsplitter}} (With Crit Hit <ref name=":0" />)
|38  (0.5s)
|38 (0.75s)
|42 (0.8s)
|51 (0.85s)
|68 (1.4s)
| {{NA}}
| {{NA}}
|237 (4.3s)
|0.95s (0.65s)
|51
|0.82s
|1.26s (0.76s)
|2.08s (1.58s)
|-
|{{Plink|Stone Club|pic=Stone Club}}
|14  (0.5s)
|14 (0.75s)
|15 (0.8s)
|18 (0.85s)
|24 (1.4s)
| {{NA}}
| {{NA}}
|85 (4.3s)
|0.95s (0.65s)
|18
|0.82s
|1.26s (0.76s)
|2.08s (1.58s)
|-
|{{Plink|Stone Dagger|pic=Stone Dagger}}
|7  (0.3s)
|8 (0.35s)
|10 (0.65s)
|12 (0.6s)
|12 (0.6s)
| 14 (0.9s)
| 18 (0.9s)
|81 (4.3s)
|1.06s (0.7s)
|14
|0.62s
|0.435s
|1.055s
|-
|{{Plink|Wooden Training Sword|pic=Wooden Training Sword}}
|21  (0.45s)
|21 (0.5s)
|25 (0.72s)
|29 (0.55s)
|38 (1.18s)
| {{NA}}
| {{NA}}
|134 (3.4s)
|0.7s (0.4s)
|31
|0.56s
|0.457s
|1.017s
|}
 
====2-Handed Weapons====
{| class="wikitable sortable"
!Name
!Weapon power level
!Max boss DPS possible (at respective atk lvl) <ref name=":6" />
!Combo base DPS
!Special attack base DPS <ref name=":7" />
!DPS after successful block (for 5s)
!DPS vs full combo stagger (for 5s) <ref name=":3" />
!DPS vs forced stagger (for 1.8s) <ref name=":2" />
!DPS vs stagger (for 2.4s) + block crit (parry) <ref name=":4" />
!DPS gain whetstone
!DPS air enchant <ref name=":5" />
!DPS fire enchant
|-
|{{Plink|Bronze Greatsword|pic=Bronze Greatsword}}
|3
|
|44.73
|49.65
|69.00
|66.11
|59.79
|50.31
|1.66
|71.21
|
|-
|{{Plink|Bronze Warhammer|pic=Bronze Warhammer}}
|3
|
|38.86
|23.98
|38.87
|43.31
|37.01
|62.29
|1.24
|62.07
|
|-
|{{Plink|Granite Maul|pic=Granite Maul}}
|3
|
|34.39
|35.97
|48.53
|54.07
|46.98
|79.06
|0.90
|54.77
|
|-
|{{Plink|Iron Greataxe|pic=Iron Greataxe}}
|4
|
|58.06
|62.21
|75.67
|84.31
|58.37
|49.11
|0.98
|92.63
|
|-
|{{Plink|Iron Greatsword|pic=Iron Greatsword}}
|4
|
|65.85
|73.05
|101.66
|97.38
|88.26
|74.27
|1.66
|104.84
|
|-
|{{Plink|Iron Warhammer|pic=Iron Warhammer}}
|4
|
|56.67
|35.37
|56.81
|63.29
|54.10
|91.04
|1.24
|90.51
|
|-
|{{Plink|Thane's Authority|pic=Thane's Authority}}
|4
|
|
|
|
|
|
|
|
|
|
|}
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+Expanded DPS Information Melee 2h
!Name
!atk1 dmg and (delay action > atk1)
!atk2 dmg and (delay atk1 > atk2)
!atk3 dmg and (delay atk2 > atk3)
!atk4 dmg and (delay atk3 > atk4)
!Total combo dmg (time)
!Delay before new combo (movement manip.)
!'''Special action dmg'''
!'''Special action cast delay''' <ref>The [[Dragonwilds:Iron Warhammer]] has a massively decreased special action post delay when using movement manipulation (0.442s vs 1.32s) - this is likely unintended, so it is not included here.</ref>
!'''Special action delay (movement manip.)'''
!Special action total time (movement manip.)
|-
|{{Plink|Bronze Greatsword|pic=Bronze Greatsword}}
|42  (0.74s)
|42 (0.72s)
|59 (1s)
|73 (1.34s)
|216  (3.8s)
|1.15s  (0.53s)
|70
|0.6s
|0.81s
|1.41s
|-
|{{Plink|Bronze Warhammer|pic=Bronze Warhammer}}
|52  (0.94s)
|52 (1.44s)
|65 (1.43s)
|82 (1.64s)
|251 (5.45s)
|1.17s (0.7s)
|59
|1.14s
|1.32s (0.45s)
|2.46s (1.59s)
|-
|{{Plink|Granite Maul|pic=Granite Maul}}
|66  (0.83s)
|66 (1.28s)
|79 (2.09s)
|96 (1.45s)
|307 (5.65s)
|3.5s (1.014s)
|84
|1.52s
|0.815s
|2.335s
|-
|{{Plink|Iron Greataxe|pic=Iron Greataxe}}
|82 (0.88s)
|103 (1.58s)
|144 (1.73s)
|144 (1.81s)
|473 (6s)
|2.35s (0.77s)
|93
|1.12s
|0.375s
|1.495s
|-
|{{Plink|Iron Greatsword|pic=Iron Greatsword}}
|62  (0.74s)
|62 (0.72s)
|87 (1s)
|107 (1.34s)
|318 (3.8s)
|1.15s (0.53s)
|103
|0.6s
|0.81s
|1.41s
|-
|{{Plink|Iron Warhammer|pic=Iron Warhammer}}
|76  (0.94s)
|76 (1.44s)
|95 (1.43s)
|119 (1.64s)
|366 (5.45s)
|1.17s (0.7s)
|87
|1.14s
|1.32s (0.45s)
|2.46s (1.59s)
|-
|{{Plink|Thane's Authority|pic=Thane's Authority}}
|
|
|
|
|
|
|
|
|
|
|}
 
===Ranged Weapons===
Ranged armour provides substantial DPS increases to ranged weapons when properly utilised, with the following set bonuses:
 
'''1/3 Set Bonus:''' ''+40 Stealth Speed''
 
'''2/3 Set Bonus:''' ''-33% Ranged Attack Stamina Cost''
 
'''3/3 Set Bonus:''' ''+25% Weak point damage''
 
* The following "Base DPS" values <u>do not</u> assume any ranged armour set bonuses.
* The remaining DPS values do assume the 3/3 ranged armour set bonuses are utilised (when applicable).
 
 
Multiply all DPS (or damage) values by the value of the used arrow. For instance, the DPS of the Blightwood Shortbow fully drawn, with all weak point damage using a stone arrow would be: 5.79 x 8 = 46.32.
 
* The dps in parentheses (dps) is the dps in that cell if the player used the <u>same tier level of [[Dragonwilds:arrow]] as the bow</u> (damage arrow multiplier) to compare to dps in different classes at the same power level of weapons.
** E.g.: The dps shown for the Crystal Bow in parentheses (dps) is the dps of the Crystal Bow using a Bronze Arrow; the dps of the Ash Shortbow in parentheses is the dps of the Ash Shortbow using a Stone Arrow.
 
====Shortbows====
{| class="wikitable sortable"
!Name
!Weapon power level
!Special attack
DPS <ref name=":7" />
!Draw spam DPS
33% weak point <ref name=":8">Because there is a massive arrow spread on draw spamming, it's impossible to get all weak point damage. 33% of shots hitting weakpoints assume nearly or in melee range.</ref>
!Draw spam DPS
no weak point
!Quickfire DPS
all weak points
!Quickfire DPS
no weak point
!Fully drawn DPS
all weak points
!Fully drawn DPS
no weak point
|-
|{{Plink|Ash Shortbow|pic=Ash Shortbow}}
||1
|
|3.26 (26.09)
|2.73 (21.87)
|3.27 (26.13)
|2.07 (16.55)
|1.73 (13.84)| 2.69 (21.53)
|1.73 (13.84)
|-
|{{Plink|Blightwood Shortbow|pic=Blightwood Shortbow}}
||4
|
|7.03 (119.44)
|5.90 (100.29)
|7.02 (119.38)
|4.46 (75.90)
|3.73 (63.36)| 5.79 (98.40)
|3.73 (63.36)
|-
|{{Plink|Crystal Bow|pic=Crystal Bow}}
|3
|43.65 × AoE #
|5.92 (82.92)
|4.96 (69.50)
|5.93 (83.07)
|3.76 (52.60)
|3.72 (52.10)
|2.29 (32.10)
|-
|{{Plink|Oak Shortbow|pic=Oak Shortbow}}
||2
|
|4.90 (53.91)
|4.17 (45.90)
|4.81 (52.91)
|3.16 (34.74)
|2.55 (28.03)| 3.97 (43.64)
|2.55 (28.03)
|-
|{{Plink|Wild Scout's Shortbow|pic=Wild Scout's Shortbow}}
||3
|
|4.46 (62.45)
|3.74 (52.37)
|4.47 (62.52)
|2.83 (39.64)
|2.37 (33.17)| 3.69 (51.64)
|2.37 (33.17)
|}
{| class="wikitable sortable"
!Name
!Weapon power level
!Base draw spam DPS
33% weak point <ref name=":8" />
!Base quickfire DPS
all weak points
!Base fully drawn DPS
all weak points
|-
|{{Plink|Ash Shortbow|pic=Ash Shortbow}}
|1
|2.98 (23.86)
|2.63 (21.06)
|2.17 (17.32)
|-
|{{Plink|Blightwood Shortbow|pic=Blightwood Shortbow}}
|4
|6.41 (108.90)
|5.62 (95.46)
|4.64 (78.87)
|-
|{{Plink|Crystal Bow|pic=Crystal Bow}}
|3
|5.40 (75.62)
|4.75 (66.50)
|3.00 (42.06)
|-
|{{Plink|Oak Shortbow|pic=Oak Shortbow}}
|2
|4.47 (49.16)
|3.83 (42.15)
|3.17 (34.85)
|-
|{{Plink|Wild Scout's Shortbow|pic=Wild Scout's Shortbow}}
|3
|4.07 (56.91)
|3.57 (49.94)
|2.94 (41.19)
|}
{| class="wikitable sortable"
!Multiplier <ref name=":9">These are medians of an array of data scrubbed in-game for all bows and arrows, and are not ''exact'' multiplier values; however, they are extremely close. The DPS above is calculated on a per-bow basis, averaged across all arrow types.</ref>
!All but oak
shortbows
!Ash, blightwood
& wild scout's shortbows
!Crystal & oak
shortbows <ref>The [[Dragonwilds:Crystal Bow]] using either [[Dragonwilds:Fang Arrow|fang arrows]] or [[Dragonwilds:Bronze Arrow|bronze arrows]] has a damage multiplier of 1.4, not 1.46.  This must be a coding error, and is excluded in the calculations above - only 1.46 is used.  Otherwise, multiply the crystal bow by 1.4x when the player is using either a fang or bronze arrow.</ref>
!Oak shortbow
|-
|Fully Drawn
| {{NA}}
|1.51×
|1.46×| 1.46×
| {{NA}}
|-
|Draw Weakpoint No-Set
|1.884×
| {{NA}}
| {{NA}}
|1.819×
|-
|Draw Weakpoint With-Set (+25%)
|2.355×
| {{NA}}
| {{NA}}
|2.278×
|-
|Quickfire Weakpoint No-Set
|1.262×| 1.262×
| {{NA}}
| {{NA}}
|1.213×
|-
|Quickfire Weakpoint With-Set (+25%)
|1.575×| 1.575×
| {{NA}}
| {{NA}}
|1.523×
|}
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+Expanded DPS Information Ranged Shortbows
!Name
!Arrow Damage Multiplier
!Fully drawn dmg (draw time)
!Fully drawn atk delay to new draw
!Drawn back spam dmg (delay)
!atk1 dmg and (delay action > atk1)
!atk2 dmg and (delay atk1 > atk2)
!atk3 dmg and (delay atk2 > atk3)
!Total combo dmg
!Total combo time
!Delay before new combo
!Delay with movement manipulation
!'''Special action dmg'''
!'''Special action cast delay'''
!'''Special action dot delay'''
!'''Special action delay'''
!Special action total time
|-
|{{Plink|Ash Shortbow|pic=Ash Shortbow}}
|1.9
|2.87  (1s)
|0.665s
|1.9  (0.695s)
|1.9 (0.42s)
|1.9 (0.95s)
|1.9 (0.85s)
|5.82
|2.22s
|0.535s
|
| {{NA}}
| {{NA}}
| {{NA}}
| {{NA}}
| {{NA}}
|-
|{{Plink|Blightwood Shortbow|pic=Blightwood Shortbow}}
|4.1
|6.19 (1s)
|0.665s
|4.1 (0.695s)
|4.1 (0.42s)
|4.1 (0.95s)
|4.1 (0.85s)
|12.35
|2.22s
|0.535s
|
| {{NA}}
| {{NA}}
| {{NA}}
| {{NA}}
| {{NA}}
|-
|{{Plink|Crystal Bow|pic=Crystal Bow}}
|3.45
|5.04 (1.485s)
|0.665s
|3.45 (0.695s)
|3.45 (0.42s)
|3.45 (0.95s)
|3.45 (0.85s)
|10.41
|2.22s
|0.535s
|
|85
|0.86s
|3.15s
|0.3s
|4.31s
|-
|{{Plink|Oak Shortbow|pic=Oak Shortbow}}
|2.9
|4.23 (1s)
|0.665s
|2.9 (0.695s)
|2.9 (0.42s)
|2.9 (0.95s)
|2.9 (0.85s)
|8.47
|2.22s
|0.535s
|
| {{NA}}
| {{NA}}
| {{NA}}
| {{NA}}
| {{NA}}
|-
|{{Plink|Wild Scout's Shortbow|pic=Wild Scout's Shortbow}}
|2.6
|3.93 (1s)
|0.665s
|2.6 (0.695s)
|2.6 (0.42s)
|2.6 (0.95s)
|2.6 (0.85s)
|7.94
|2.22s
|0.535s
|
| {{NA}}
| {{NA}}
| {{NA}}
| {{NA}}
| {{NA}}
|}
====Longbows====
{| class="wikitable sortable"
!Name
!Weapon power level
!Draw spam DPS
33% weak point <ref name=":8" />
!Draw spam DPS
no weak points
!Fully drawn DPS
all weak points
!Fully drawn DPS
no weak point
|-
|{{Plink|Adventurer's Longbow|pic=Adventurer's Longbow}}
|1
|3.26 (26.09)
|2.73 (21.87)
|2.52 (20.19)
|1.62 (13.00)
|-
|{{Plink|Blightwood Longbow|pic=Blightwood Longbow}}
|4
|7.03 (119.44)
|5.90 (100.29)
|5.43 (92.26)
|3.48 (59.08)
|-
|{{Plink|Hunter's Stagbow|pic=Hunter's Stagbow}}
|4
|7.37 (125.21)
|6.19 (105.18)
|5.68 (96.59)
|3.65 (62.03)
|-
|{{Plink|Oak Longbow|pic=Oak Longbow}}
|3
|4.80 (67.26)
|4.03 (56.40)
|3.71 (51.91)
|2.39 (33.42)
|}
{| class="wikitable sortable"
!Name
!Weapon power level
!Base draw spam DPS
33% weak point <ref name=":8" />
!Base fully drawn DPS
all weak points
|-
|{{Plink|Adventurer's Longbow|pic=Adventurer's Longbow}}
|1
|2.98 (23.86)
|2.01 (16.10)
|-
|{{Plink|Blightwood Longbow|pic=Blightwood Longbow}}
|4
|6.41 (108.90)
|4.35 (73.88)
|-
|{{Plink|Hunter's Stagbow|pic=Hunter's Stagbow}}
|4
|6.72 (114.29)
|4.56 (77.45)
|-
|{{Plink|Oak Longbow|pic=Oak Longbow}}
|3
|4.37 (61.23)
|2.96 (41.49)
|}
{| class="wikitable sortable"
!Multiplier <ref name=":9" />
!All longbows
|-
|Fully Drawn
|2.267×
|-
|Draw Weakpoint No-Set
|2.823×
|-
|Draw Weakpoint With-Set (+25%)
|3.528×
|-
|Quickfire Weakpoint No-Set
|1.259×
|-
|Quickfire Weakpoint With-Set (+25%)
|1.575×
|}
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+Expanded DPS Information Ranged Longbows
!Name
!Arrow Damage Multiplier
!Fully drawn dmg (draw time)
!Fully drawn atk delay to new draw
!Drawn back spam dmg (delay)
!Kick dmg
|-
|{{Plink|Adventurer's Longbow|pic=Adventurer's Longbow}}
|1.9
|4.33 (2s)
|0.665s
|1.9 (0.695s)
|19
|-
|{{Plink|Blightwood Longbow|pic=Blightwood Longbow}}
|4.1
|9.26 (2s)
|0.665s
|4.1 (0.695s)
|41
|-
|{{Plink|Hunter's Stagbow|pic=Hunter's Stagbow}}
|4.3
|9.72 (2s)
|0.665s
|4.3 (0.695s)
|43
|-
|{{Plink|Oak Longbow|pic=Oak Longbow}}
|2.8
|6.36 (2s)
|0.665s
|2.8 (0.695s)
|28
|}
 
===Magic Weapons===
Magic armour provides substantial DPS increases to magic weapons when properly utilised, with the following set bonuses:
 
'''1/3 Set Bonus''': ''-50% Stamina Regen Delay''
 
'''2/3 Set Bonus:''' ''-33% Magic Conjuring Time''
 
'''3/3 Set Bonus''': ''+15% Magical Crit Chance''
 
* The following "Base DPS" values <u>do not</u> assume any magic armour set bonuses
* The remaining DPS values do assume the 3/3 magic armour set bonuses are utilised (when applicable).
 
====Battlestaves====
{| class="wikitable sortable"
!Name
!Weapon power level
!Air DPS
!Fire DPS
!Air secondary DPS
!Fire secondary DPS
|-
|{{Plink|Ash Battlestaff|pic=Ash Battlestaff}}
|
|
|
|
|
|-
|{{Plink|Blightwood Battlestaff|pic=Blightwood Battlestaff}}
|4
|
|
|
|
|-
|{{Plink|Draconic Staff|pic=Draconic Staff}}
|
|
|
|
|
|-
|{{Plink|Grieving Moon Staff|pic=Grieving Moon Staff}}
|
|
|
|
|
|-
|{{Plink|Oak Battlestaff|pic=Oak Battlestaff}}
|
|
|
|
|
|-
|{{Plink|Staff of Light|pic=Staff of Light}}
|
|
|
|
|
|}
{| class="wikitable sortable"
!Name
!Weapon power level
!Base air DPS
!Base fire DPS
!Base air secondary DPS
!Base fire secondary DPS
|-
|{{Plink|Ash Battlestaff|pic=Ash Battlestaff}}
|2
|
|
|
|
|-
|{{Plink|Blightwood Battlestaff|pic=Blightwood Battlestaff}}
|4
|
|
|
|
|-
|{{Plink|Draconic Staff|pic=Draconic Staff}}
|4
|
|
|
|
|-
|{{Plink|Grieving Moon Staff|pic=Grieving Moon Staff}}
|
|
|
|
|
|-
|{{Plink|Oak Battlestaff|pic=Oak Battlestaff}}
|
|
|
|
|
|-
|{{Plink|Staff of Light|pic=Staff of Light}}
|4
|
|
|
|
|}
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+Expanded DPS Information Magic Battlestaves - FULL SET BONUS
!Name
!Rune Damage Multiplier
!atk1 dmg and (delay action > atk1)
!atk2 dmg and (delay atk1 > atk2)
!atk3 dmg and (delay atk2 > atk3)
!atk4 dmg and (delay atk3 > atk4)
!Total combo dmg
!Delay before new combo
!Total combo time
!Air DPS
!Fire DPS
!Air secondary DPS
!Fire secondary DPS
|-
|{{Plink|Ash Battlestaff|pic=Ash Battlestaff}}
|1.9
|
|
|
|
|
|
|
|
|
|
|
|-
|{{Plink|Blightwood Battlestaff|pic=Blightwood Battlestaff}}
|4.1
|
|
|
|
|
|
|
|
|
|
|
|-
|{{Plink|Draconic Staff|pic=Draconic Staff}}
|4.1
|
|
|
|
|
|
|
|
|
|
|
|-
|{{Plink|Grieving Moon Staff|pic=Grieving Moon Staff}}
|2.6
|
|
|
|
|
|
|
|
|
|
|
|-
|{{Plink|Oak Battlestaff|pic=Oak Battlestaff}}
|2.8
|
|
|
|
|
|
|
|
|
|
|
|-
|{{Plink|Staff of Light|pic=Staff of Light}}
|4.5
|
|
|
|
|
|
|
|
|
|
|
|}
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+Expanded DPS Information Magic Battlestaves - NO SET BONUS
!Name
!Rune Damage Multiplier
!atk1 dmg and (delay action > atk1)
!atk2 dmg and (delay atk1 > atk2)
!atk3 dmg and (delay atk2 > atk3)
!atk4 dmg and (delay atk3 > atk4)
!Total combo dmg
!Delay before new combo
!Total combo time
!Air DPS
!Fire DPS
!Air secondary DPS
!Fire secondary DPS
|-
|{{Plink|Ash Battlestaff|pic=Ash Battlestaff}}
|1.9
|
|
|
|
|
|
|
|
|
|
|
|-
|{{Plink|Blightwood Battlestaff|pic=Blightwood Battlestaff}}
|4.1
|
|
|
|
|
|
|
|
|
|
|
|-
|{{Plink|Draconic Staff|pic=Draconic Staff}}
|4.1
|
|
|
|
|
|
|
|
|
|
|
|-
|{{Plink|Grieving Moon Staff|pic=Grieving Moon Staff}}
|2.6
|
|
|
|
|
|
|
|
|
|
|
|-
|{{Plink|Oak Battlestaff|pic=Oak Battlestaff}}
|2.8
|
|
|
|
|
|
|
|
|
|
|
|-
|{{Plink|Staff of Light|pic=Staff of Light}}
|4.5
|
|
|
|
|
|
|
|
|
|
|
|}
 
==Enemy Weaknesses/Resistances==
Enemies also fall into the combat triangle above, and have certain styles, substyles, and weaknesses.  A substyle weakness can be: Stab, Slash, Crush, Fire, and Air.
 
* This can help inform the player which style to use for certain encounters in [[Dragonwilds:Ashenfall]] regions.
 
===Brynmoor===
* [[Dragonwilds:Temple Woods]]
 
{| class="wikitable sortable"
!Name
!Power Level
!Weakness
!Resistance
!Immunity
|-
|-
|[[Dragonwilds:Chicken]]
|[[Dragonwilds:Chicken]]
|1
|N/A
|Fire
|Air
| -
|-
|-
|[[Dragonwilds:Giant Rat]]
|[[Dragonwilds:Chinchompa]]
|1-4
|N/A
| Stab
| Crush
| -
|-
|[[Dragonwilds:Goblin Runt]]
|1
|Fire
| -
| -
|-
|-
|[[Dragonwilds:Kebbit]]
|[[Dragonwilds:Kebbit]]
|1
|N/A
| -
| -
| -
|-
|-
|[[Dragonwilds:Magpie]]
|[[Dragonwilds:Magpie]] and [[Dragonwilds:Raven]]
|1
|N/A
| -
| -
| -
|}
* [[Dragonwilds:Bramblemead Valley]]
 
{| class="wikitable sortable"
!Name
!Power Level
!Weakness
!Resistance
!Immunity
|-
|[[Dragonwilds:Chicken]]
|1
|Fire
|Air
| -
|-
|-
|[[Dragonwilds:Cow]]
|[[Dragonwilds:Cow]]
|2
|Head
| -
| -
| -
|-
|-
|[[Dragonwilds:Deer]]
|[[Dragonwilds:Deer]]
|1
|Head
|Ranged
| -
| -
|-
|-
|[[Dragonwilds:Giant Rat]]
|[[Dragonwilds:Rat|Rats]]
|1-4
|Head
|Stab
|Crush
| -
|-
|-
|[[Dragonwilds:Goblin Archer]]
|[[Dragonwilds:Sheep]]
|2
|Head
|Stab
| -
| -
|-
|-
|[[Dragonwilds:Goblin Bruiser]]
|[[Dragonwilds:Terrorbird]]
|2
|Head (neck included)
|
|
|
|-
|-
|[[Dragonwilds:Goblin Runt]]
|[[Dragonwilds:Wolf|Wolves]] (including [[Dragonwilds:Dire Wolf]])
|1
|Head
|Fire
| -
| -
|-
|-
|[[Dragonwilds:Goblin Warrior]]
|Vines ([[Dragonwilds:Wild Jade Vine|Wild]] and [[Dragonwilds:Wild Lapulis Vine|Shock]])
|2
|Flower area
|Fire
| -
| -
|-
|-
|[[Dragonwilds:Kebbit]]
|[[Dragonwilds:Ram]]
|1
|Head
| -
| -
| -
|-
|-
|[[Dragonwilds:Magpie]]
|[[Dragonwilds:Goblin (disambiguation)|Goblins]]
|1
|Head
| -
| -
| -
|}
 
* [[Dragonwilds:Whispering Swamp]]
{| class="wikitable sortable"
!Name
!Power Level
!Weakness
!Resistance
!Immunity
|-
|-
|[[Dragonwilds:Abyssal Demon]]
|[[Dragonwilds:Garou (disambiguation)|Garou]]
|4
|Head
|Slash
|Air
| -
|-
|-
|[[Dragonwilds:Goblin Archer]]
|[[Dragonwilds:Undead]] enemies
|2
|Head
| Stab
| -
| -
|-
|-
|[[Dragonwilds:Goblin Warrior]]
|[[Dragonwilds:Skeletal Archer]]
|2
|Head
|Fire
| -
| -
|-
|-
|[[Dragonwilds:Putrid Rat]]
|[[Dragonwilds:Skeletal Hoplite]]
|2-3
|Head
|Crush
|Stab
|Poison
|}
 
===Ghornfell===
* [[Dragonwilds:Fractured Plains]]
 
{| class="wikitable sortable"
!Name
!Power Level
!Weakness
!Resistance
!Immunity
|-
|-
|[[Dragonwilds:Abyssal Demon]]
|[[Dragonwilds:Skeletal Warrior]]
|4
|Head
|Slash
|Air
| -
|-
|-
|[[Dragonwilds:Chinchompa]]
|[[Dragonwilds:Skeletal Marauder]]
|3
|Head
| Ranged
| Fire
| -
|-
|-
|[[Dragonwilds:Deer]]
|[[Dragonwilds:Skeletal Necromancer]]
|1
|Head
|Ranged
| -
| -
|-
|-
|[[Dragonwilds:Dire Wolf]]
|[[Dragonwilds:Withered Enemies]]
|3
|Head
| Fire
| -
| -
|-
|-
|[[Dragonwilds:Garou Berserker]]
|[[Dragonwilds:Black Knights]]
|3-4
|Head
| Ranged
| Air
| -
|-
|-
|[[Dragonwilds:Garou Druid]]
|[[Dragonwilds:Zamorakian Acolyte]] & [[Dragonwilds:Mage of Zamorak]]
|3-4
|Head
|Fire
| Crush
| Poison
|-
|-
|[[Dragonwilds:Garou Hunter]]
|[[Dragonwilds:Vault Guardians]]
|3-4
|Head
|Air
| Crush
| -
|-
|-
|[[Dragonwilds:Garou Thane]]
|[[Dragonwilds:Nature Spirit|Nature Spirits]]
|3-4
|Head
| Crush
| Stab
| -
|-
|-
|[[Dragonwilds:Velgar|General Velgar]]
|[[Dragonwilds:Soulstone Sentinel]]
|4
|Head
| -
| -
|Poison, Burning
|-
|[[Dragonwilds:Sheep]]
|2-3
| Slash
| -
| -
|-
|[[Dragonwilds:Terrorbird]]
|3
|Stab
|Air
| -
|-
|[[Dragonwilds:Wolf]]
|3-4
|Fire
| -
| -
|}
|}
* [[Dragonwilds:Bloodblight Swamp]]


{| class="wikitable sortable"
=====Bosses=====
!Name
{| class="wikitable"
!Power Level
|+
!Weakness
!Bosses
!Resistance
!Weak point
!Immunity
|-
|-
|[[Dragonwilds:Abyssal Demon]]
|[[Dragonwilds:Rat King]]
|4
|Head
|Slash
|Air
| -
|-
|-
|[[Dragonwilds:Garou Berserker]]
|[[Dragonwilds:Plague King]]
|3-4
|Head
| Ranged
| Air
| -
|-
|-
|[[Dragonwilds:Garou Druid]]
|[[Dragonwilds:Vault Archon]]
|3-4
|Head
|Fire
| Crush
| Poison
|-
|-
|[[Dragonwilds:Garou Hunter]]
|[[Dragonwilds:Vault Overlord]]
|3-4
|Head
| Air
| Crush
| -
|-
|-
|[[Dragonwilds:Garou Thane]]
|[[Dragonwilds:Vault Incinerator]]
|3-4
|Head
| Crush
| Stab
| -
|-
|-
|[[Dragonwilds:Plague King]]
|[[Dragonwilds:Vault Pyroclast]]
|3
|Head
|Crush
| Stab
| Poison
|-
|-
|[[Dragonwilds:Putrid Rat]]
|[[Dragonwilds:Vault Corruptor]]
|2-3
|Head
|Crush
| Stab
| Poison
|-
|-
|[[Dragonwilds:Wild Jade Vine]]
|[[Dragonwilds:Abyssal Demon]]
|3
|Head and Exposed core
|Fire
|
|Poison
|}
 
* [[Dragonwilds:Stormtouched Highlands]]
{| class="wikitable sortable"
!Name
!Power Level
!Weakness
!Resistance
!Immunity
|-
|[[Dragonwilds:Garou Berserker]]
|3-4
|Ranged
|Air
| -
|-
|[[Dragonwilds:Garou Druid]]
|3-4
| Fire
| Crush
| Poison
|-
|[[Dragonwilds:Garou Hunter]]
|3-4
|Air
| Crush
| -
|-
|-
|[[Dragonwilds:Garou King]]
|[[Dragonwilds:Garou King]]
|5
|Head
| -
| -
| -
|-
|[[Dragonwilds:Garou Thane]]
|3-4
| Crush
| Stab
| -
|-
|[[Dragonwilds:Ram]]
|3-4
|Slash
| Fire
| -
|-
|[[Dragonwilds:Sheep]]
|2-3
|Slash
| -
| -
|-
|[[Dragonwilds:Wild Lapulis Vine]]
|4
| -
| -
| -
|-
|-
|[[Dragonwilds:Wolf]]
|[[Dragonwilds:Velgar]]
|3-4
|Head
| Fire
| -
| -
|}
 
===Vaults===
{| class="wikitable sortable"
|-
|-
!Name
|[[Dragonwilds:Zogre]]
!Power Level
|Head
!Weakness
! Resistance
! Immunity
|-
|-
|[[Dragonwilds:Giant Rat]]
|[[Dragonwilds:Green Dragon]]
|1-4
|Head
|Stab
|Crush
| -
|-
|-
|[[Dragonwilds:Putrid Rat]]
|[[Dragonwilds:Imaru]]
|2-3
|Head & Exposed core
|Crush
|Stab
| Poison
|-
|-
|[[Dragonwilds:Rat King]]
|[[Dragonwilds:Blue Dragon]]
|2-3
|Head
|Stab
|Crush
| -
|-
|-
|[[Dragonwilds:Vault Archon]]
|[[Dragonwilds:Black Knight Titan]]
|2-4
|Head
|Crush
| -
|Poison, Bleed, Burning
|-
|[[Dragonwilds:Vault Guardian Hulk]]
|2-4
|Crush
| -
|Poison, Bleed, Burning
|-
|[[Dragonwilds:Vault Guardian Sentinel]]
|3-4
|Crush
| -
| Poison, Bleed, Burning
|-
|[[Dragonwilds:Vault Overlord]]
|4
|Crush
| -
|Poison, Bleed, Burning
|}
|}


==Update history==
== Update history ==
{{UH|
{{UH|{{UL
{{UL
|type = patch
|type = patch
|date = [[Dragonwilds:2 May]] [[Dragonwilds:2025]]
|date = [[Dragonwilds:2 May]] [[Dragonwilds:2025]]
Line 1,963: Line 281:
* Improved desync issues for clients when performing combat or gathering actions.
* Improved desync issues for clients when performing combat or gathering actions.
* Combat fixes where actions could happen without their representative animation playing.
* Combat fixes where actions could happen without their representative animation playing.
}}
}}}}
}}
 
==References==
{{Reflist}}


==Trivia==
* In ''{{RSL|RuneScape}}'', as well as ''{{OSL|Old School RuneScape}}'' and ''{{RSCL|RuneScape Classic}},'' combat has a system known as the "Combat Triangle". A means to explain how a Melee user beats a Ranged user, a Ranged user beats a Magic user, and a Magic user beats a Melee user. In ''RuneScape: Dragonwilds,'' there is no system. Instead, the armour of each combat style provide defences against their counterpart, with the highest defence towards the same combat style they are from.
{{Game mechanics}}
[[Category:Combat]]
[[Category:Combat]]

Latest revision as of 11:00, 14 May 2026

Template:External Template:Otheruses Combat is an event in RuneScape: Dragonwilds in which two or more players and/or creatures fight. Combat is based around a randomly generated numbers in the form of "damage", which deplete a target's life points. The damage done by the parties involved is determined by several factors, including weapons and equipment. There are three major combat styles: Melee, Dragonwilds:Magic, and Dragonwilds:Ranged.

Players can influence their effectiveness in combat in many ways, such as boosting their combat via Dragonwilds:Perks.

Combat

The three combat classes in RuneScape: Dragonwilds are Melee, Ranged, and Magic.

Melee

  • Melee armour offers a -% in block stamina cost, +% in crit chance after blocking, and a +% on damage to staggered opponents on all three sets.
  • Melee armour also has a greater defence against melee attacks, while having the weakest defence against magic attack
  • Melee weapons have 3 damage type: Slash, Stab, and Crush.

Ranged

  • Ranged armour offer a +% stealth speed, -% in ranged attack stamina cost, and a +% to weak point damage on all three sets.
  • Ranged armour also has greater defence against range attacks, while having a equal defence stats in magic and melee.
  • Ranged weapons has one damage type: Ranged.Template:Sic

Magic

  • Magic armour offers a -% stamina regen delay, +% magic attack speed, and +% in magical crit change.
  • Magic armour also has a greater defence against magic attack, while having the weakest defence against melee attack.
  • There are four spell damage types: Air, Fire, Earth, and Water.Template:Sic

Combat variables

There are several variables in combat that moderate an entity's performance. Life points are possessed by players and foes, whereas the other mechanisms are used in foes sparingly or restrictively.

  • width=29x29 Dragonwilds:Health - Health represent how much damage a player or creature can withstand. When an entity loses all its life points, it dies. A player's maximum life points is at 100. The primary method of recovering life points is either drinking a Healing Potion, staying outside of combat for regen, or eating a fish that grants healing. Armour also provides reduction to how much damage you can recieve.
  • width=29x29 Dragonwilds:Stamina - Stamina represents how much energy a player has to be able to attack, dodge or block. If a player runs out of Stamina, they will be unable to dodge, and blocking will cause them to stagger (Parrying can regain some stamina). The Primary method of recovering stamina is allowing it to regen on its own. There are perks that grants some reduction to stamina being removed.
  • width=29x29 Dragonwilds:Lifeward - Lifeward represent additional and temporary Health on a player when wearing Dragonwilds:Power level 2 or higher armor, the higher the power level, the higher the Lifeward. To regenerate lost vital energy, players must either:

Combat stats

Combat stats are levels that determines a player's benefit when fighting in one of the three combat styles. In RuneScape: Dragonwilds, players have three of the following combat style and benefits:

Stamina reduction

Within RuneScape: Dragonwilds there are method of reducing stamina when using combat from devouring food or drinks that provide additional perks, such as Dragonwilds:Infusions. Infusions can be created by using the Dragonwilds:Cooking skill, and provides benefits such as stamina reduction when using one of the three combat style.

Combat Equipment

In RuneScape: Dragonwilds, combat equipment, such as Armours and Dragonwilds:Weapons provide additional stats boosts to help you either do more damage, or reduce the damage you will receive. Using good equipment is essential to combat, as well as dodging and parrying.

Weapons

Template:Main Weapons are items held that uses the either one or both hands to use and contributes on the player's base damage, damage multiplier and/or attack speed. Each weapon have a different Dragonwilds:Power level that determines their stats. The higher the power level the greater the stats is. Some weapons, like bows and crossbows have their own base damage, which is increased when using ammunition, which adds a damage multiplier.

Certain weapons, like Dragonwilds:Black Sword or the Dragonwilds:Zombie Axe have special effects that does better damage against certain enemies.

Armour

Template:Main Armours are items worn by the players that increases their defence against certain attack style, reducing incoming damage while providing buffs as well.. They also have a set effect which requires all three of the same combat style to unlock all three effect. Each armour have different power level that determines their stats. The higher the power level the greater the defence is. Armor also provides Lifeward, an additional and temporary hit points that is provided by newly crafted armor, by using Dragonwilds:Wardstones or the Dragonwilds:Soul Food perk.

Trinkets

Template:Main Trinkets are items worn by the players that grants additional effects to the wearer, such as the Dragonwilds:Ring of Recoil, which deflects certain percentage of damages back to the attacker(s), or the Dragonwilds:Salve Amulet, which increases damage to undead enemies. The Dragonwilds:Ring of Life provides a teleport back to your Dragonwilds:Bed when your HP is reduces to 1.

Special Action

Most, if not all weapons have the ability to use a Special Action, this is an ability that allows the player to use the max damage of their attack, at the cost of their stamina. Some like the Dragonwilds:Abyssal Whip or the Dragonwilds:Crystal Bow allows a special attack that provides more damage with other effects, like staggering or extra damages. Weapons that have special attacks or actions are;

Damage

Template:Main There are different type of weapon damages, including buffs, they are:

There are also critical damage, resistance damage and weak to damage, which both indicates when a target is receiving critical damage, is resistance to a damage type, or is weak to the damage type.

Weak spots

Some enemies have spots around them that usually allow you to hit a critical damage; these are called weak spots. Weak spots are locations on a monster that always deal critical damage. Below is a list of monsters and their weak spots:

Animals and flora
Normal enemies Weak point
Dragonwilds:Chicken N/A
Dragonwilds:Chinchompa N/A
Dragonwilds:Kebbit N/A
Dragonwilds:Magpie and Dragonwilds:Raven N/A
Dragonwilds:Cow Head
Dragonwilds:Deer Head
Rats Head
Dragonwilds:Sheep Head
Dragonwilds:Terrorbird Head (neck included)
Wolves (including Dragonwilds:Dire Wolf) Head
Vines (Wild and Shock) Flower area
Dragonwilds:Ram Head
Goblins Head
Garou Head
Dragonwilds:Undead enemies Head
Dragonwilds:Skeletal Archer Head
Dragonwilds:Skeletal Hoplite Head
Dragonwilds:Skeletal Warrior Head
Dragonwilds:Skeletal Marauder Head
Dragonwilds:Skeletal Necromancer Head
Dragonwilds:Withered Enemies Head
Dragonwilds:Black Knights Head
Dragonwilds:Zamorakian Acolyte & Dragonwilds:Mage of Zamorak Head
Dragonwilds:Vault Guardians Head
Nature Spirits Head
Dragonwilds:Soulstone Sentinel Head
Bosses
Bosses Weak point
Dragonwilds:Rat King Head
Dragonwilds:Plague King Head
Dragonwilds:Vault Archon Head
Dragonwilds:Vault Overlord Head
Dragonwilds:Vault Incinerator Head
Dragonwilds:Vault Pyroclast Head
Dragonwilds:Vault Corruptor Head
Dragonwilds:Abyssal Demon Head and Exposed core
Dragonwilds:Garou King Head
Dragonwilds:Velgar Head
Dragonwilds:Zogre Head
Dragonwilds:Green Dragon Head
Dragonwilds:Imaru Head & Exposed core
Dragonwilds:Blue Dragon Head
Dragonwilds:Black Knight Titan Head

Update history

Template:UH

Trivia

  • In Template:RSL, as well as Template:OSL and Template:RSCL, combat has a system known as the "Combat Triangle". A means to explain how a Melee user beats a Ranged user, a Ranged user beats a Magic user, and a Magic user beats a Melee user. In RuneScape: Dragonwilds, there is no system. Instead, the armour of each combat style provide defences against their counterpart, with the highest defence towards the same combat style they are from.

Template:Game mechanics