<!-- DRAFT EXPORT. Destination-specific review required. Not uploaded to a wiki. -->
= Mechanics =

== Introduction ==

​

This guide will cover a number of game mechanics, uncommon ability interactions, and more nuanced game information that can be used for reference.

​

== Ability Queueing ==

=== How It Works ===

⬥ '''Ability queueing ('queueing') is a toggleable setting that allows you to 'queue' abilities to trigger them when possible.'''

⬥ The setting can be found by pressing '''Esc > Settings > Gameplay > Combat & Action Bar > Action Bar'''.

[https://img.pvme.io/images/jrJ2XoSlss.png Guide illustration]

⬥ When you enable ability queueing, pressing an ability that cannot immediately be activated queues it, with the following icon appearing on top of it queueing.

⬥ The ability will then get used as soon as it becomes possible to do so (after constraints like adrenaline, 2H/DW weapon requirements, global/ability cooldowns, etc.)

⬥ There are a number of interactions with ability queueing that are worth mentioning.

​

=== Movement Stalling ===

⬥ Queued abilities will interrupt movement when they are activated by the game.

⬥ This may cause issues if you are trying to 'kite' monsters (like at Nex or Barrows: Rise of the Six) while also trying to use ability queueing.

⬥ The solution is to disable queueing, or simply press the ability slightly later so that it triggers normally (without queueing).

​

=== On-tick Defensives ===

⬥ Some abilities will have their effects affected depending on whether or not they're queued.

⬥ '''Defensive abilities that are queued will have different 'on-tick' behaviour under different scenarios'''.

‎ ‎ ‎ ‎• 'On-tick' refers to a defensive ability that is cast on the same tick as getting hit by an attack.

⬥ They can be queued on 3 different ticks (since each global cooldown is 3t long), and they work as follows:

‎ ‎ ‎ ‎• '''3 ticks''' before cast: works with on-tick damage if player is between 1 to 5 tiles from the enemy.

‎ ‎ ‎ ‎• '''2 ticks''' before cast: works with on-tick damage if player is 1 or 2 tiles from the enemy.

‎ ‎ ‎ ‎• '''1 tick''' before cast: does not work with on-tick damage.

​

=== Last-Tick Interactions ===

⬥ Certain 'last tick' interactions (with ultimates and other timed abilities) are affected by queueing.

⬥ '''Greater Barge''' gbarge

‎ ‎ ‎ ‎• The buff from gbarge lasts 10t/6s, but trying to convert a channel into a DoT barge bleed on the last tick, will not work if the ability is queued.

⬥ '''Limitless / Ingenuity of the Humans''' limitless / ingen

‎ ‎ ‎ ‎• limitless lasts 10t/6s, but trying to use a '''queued''' threshold with <50% adrenaline on the last tick will not work.

‎ ‎ ‎ ‎• ingen lasts 10t/6s, but trying to use an ability on the last tick will not give it the guaranteed 100% hitchance.

​

''Note: For more information on damage boosts from the last ticks of damage-boosting buffs, see the section on '''Berserker Auras''' (linked in the pinned message).''

​

Ability Queueing and Last-Tick

To see how ability queueing prevents the last tick of Berserk from boosting an ability, [https://img.pvme.io/images/JlBezRH.mp4 click here]

[https://img.pvme.io/images/JlBezRH.mp4 Video]

=== Losing Target ===

⬥ When ability queueing is enabled, you can lose a target with the following options:

‎ ‎ ‎ ‎• '''Right-click a shield and use the 'Provoke' option''' - requires a T80 or higher shield (from Dungeoneering or Barrows: Rise of the Six).

‎ ‎ ‎ ‎• '''Use a special attack without having a target selected'''. This does ''not'' work with special attacks of the following weapons, as they do not require any target to activate.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ Dragon Battleaxe DBA

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ Zaros Godsword zgs

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ Staff of Light/Darkness staffoflight / staffofdarkness

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ Decimation decimation

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ Eldritch Crossbow ecb

​

== Ability Stalling ==

'''''Note''': See !stalling ‎for a summary instead on how to stall and release abilities.''

Ability Stalling Video Guide

If you prefer a video guide, [https://youtu.be/kd9QpM12ckg click here.]

=== How It Works ===

⬥ It is possible to 'stall' an ability by activating it but not actually using it, instead holding it 'in reserve' to release it at a later time.

⬥ This is primarily used to delay the activation of an ability to stack it together with another ability, to deal extra damage without losing any ticks.

​

=== How to Stall Abilities ===

⬥ Casting a non-channeled ability outside your maximum attack range will normally try to run your character back into range to use it on a target.

⬥ If you interrupt this action by clicking away (e.g. on the floor), it will 'hold' the ability in reserve to be released ('''this is the stalled ability''').

⬥ The ability can then be 'released' later to use the ability without consuming a global cooldown.

​

=== How to Release Stalled Abilities ===

⬥ '''Method 1: Run-in Release'''

‎ ‎ ‎ ‎• Casting an ability outside your attack range and not interrupting the action, your character will run in and release it automatically.

⬥ '''Method 2: Click Release'''

‎ ‎ ‎ ‎• After stalling an ability, click your target to release the stalled ability.

⬥ '''Method 3: Target Cycle Release'''

‎ ‎ ‎ ‎• After stalling an ability, target cycle to an enemy within attack range to release the stalled ability.

​

== Adrenaline Management ==

Adrenaline is generated when players use basic abilities, and by default, naturally drains after the player falls out of combat (10 seconds of no combat). Your adrenaline determines what abilities you can and cannot use at any given point.

​

There are a couple different mechanics to note with regard to adrenaline.

⬥ Stalling adrenaline to not lose it out of combat.

⬥ Gaining adrenaline even without a target under some circumstances.

⬥ Deliberately losing your target to use some abilities (like Reflect reflect ) without costing adrenaline.

⬥ Adrenaline gained from certain actions may feel 'delayed' (covered below).

​

=== Stalling Adrenaline ===

⬥ There are multiple ways to stall adrenaline.

⬥ '''Method 1: Simply remain in combat'''.

‎ ‎ ‎ ‎• This is done by '''using abilities that do not require a target within every 10 seconds''' to make the game think the player is still 'in combat'.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ Non-defensive abilities that do not require a target - surge / escape / bd / Reprisal / etc.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ Defensive abilities - prep / res / reflect / etc.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ Other abilities like Reprisal Reprisal

⬥ '''Method 2: Use something that grants permanent adrenaline stalling'''.

‎ ‎ ‎ ‎• Adrenaline Urn adrenurn (holds up to 1000% adrenaline).

‎ ‎ ‎ ‎• Persistent Rage persistentrage relic.

‎ ‎ ‎ ‎• Infernal Puzzle Box infernalpuzzlebox (unlocked up to the 3rd tier).

​

=== Gaining Adrenaline Without Target ===

⬥ For 10 seconds after your last damaging ability on a target, you can use any abilities to gain adrenaline.

⬥ After 10 seconds, you can continue to gain adrenaline using defensive basics, at most once per 10 seconds.

⬥ The following abilities do not affect or reset this 'cooldown':

‎ ‎ ‎ ‎• Non-defensive abilities that do not require a target surge / escape / bd.

‎ ‎ ‎ ‎• Defensive thresholds (these will consume 15 adren if you have a target, but their use does not affect the cooldown).

‎ ‎ ‎ ‎• Ultimates that do not require a target deathsswift / sunshine / zerk / etc.

Adrenaline Without Target

For a demonstration of gaining adrenaline after losing target, [https://img.pvme.io/images/kq3890N.mp4 click here].

[https://img.pvme.io/images/kq3890N.mp4 Video]

​

=== Late Adrenaline ===

⬥ '''Adrenaline Renewals''' adrenrenewal

‎ ‎ ‎ ‎• When used, gives 4% adrenaline per tick for 10 ticks (40% total).

‎ ‎ ‎ ‎• Except the first tick, when drinking a adrenrenewal the adrenaline gained cannot be used until the next game tick.

‎ ‎ ‎ ‎• This is because the input action (drinking) is registered on the same tick as other input actions, but for all other ticks, player input registers before the adren gain.

⬥ '''Barrages''' icebarrage bloodbarrage

‎ ‎ ‎ ‎• Barrage crits check for crit buffs that give adrenaline later in the tick than normal.

‎ ‎ ‎ ‎• Essentially, this means that if you crit a barrage auto attack and in the same tick gain a buff that generates adrenaline from crits, the barrage will give adrenaline.

‎ ‎ ‎ ‎• For example: bloodbarrage tsunami → will give adrenaline if bloodbarrage crits.

​

=== How To Lose Target ===

⬥ It is possible to lose your target to enable the using threshold abilities like Devotion devo to be used without consuming adrenaline, in a couple ways.

⬥ '''Method 1: Simply drop out of combat'''.

‎ ‎ ‎ ‎• This is accomplished by not attacking/being attacked for 10 seconds.

⬥ '''Method 2: Have your target no longer be present.'''

‎ ‎ ‎ ‎• Kill your current target, or switch to a target that then dies (e.g. Combat Dummy dummy that gets dismissed), then use an ability.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ If queueing is on: try to use a special attack or press 'Provoke' on a shield.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ If queueing is off: try to use a damaging ability.

​

''Note: For more information, see the section on '''Ability Queueing''' (linked in the pinned message).''

​

== Camera Shaking ==

=== How It Works ===

⬥ During some mechanics and cutscenes, the game has the ability to 'shake' the camera view.

⬥ The setting can be found by pressing '''Esc > Settings > Gameplay > Camera > System'''.

[https://img.pvme.io/images/omeOGKRqgJ.png Guide illustration]

⬥ '''This is sometimes used as an indicator for certain boss mechanics''', but you can disable this if you suffer from motion sickness.

⬥ Some examples of places this is found:

‎ ‎ ‎ ‎• Barrows: Rise of the Six (during the tunnels - recommended to have camera shaking turned ''off'').

‎ ‎ ‎ ‎• Solak (during the roots phase in P1).

‎ ‎ ‎ ‎• Raksha (during the rockfall attack).

‎ ‎ ‎ ‎• ED2 (during the 'spikes' special attack of Black Stone Dragon and any other Gemstone Dragon).

​

== Critical Strike ==

''Note: For a summary, see the !crit ‎and !critbuff ‎commands.''

=== How It Works ===

⬥ Players have a base 10% chance to critical strike. They are indicated by larger, stylized damage numbers.

⬥ A critical strike deals a fixed percentage of bonus damage based on combat stats (up to 50% at 90)

⬥ '''Your total critical hit chance is your base 10% plus any added effect you may be using as seen below.'''

⬥ (see '''Items That Affect Critical Hits''' below).

​

=== Ability Interactions ===

⬥ '''Fury''' fury

‎ ‎ ‎ ‎• Increases the next melee attack critical strike chance by +25%.

⬥ '''Greater Fury''' gfury

‎ ‎ ‎ ‎• Makes the next non-bleed melee attack within 15s have a 100% critical strike chance.

⬥ '''(Greater) Concentrated Blast gconc / conc'''

‎ ‎ ‎ ‎• Each hit increases the next magic abilities critical strike chance by 5%.

‎ ‎ ‎ ‎• This caps at 15% after the 3rd hit.

⬥ '''Smoke Tendrils''' smoketendrils

‎ ‎ ‎ ‎• All hits of smoketendrils will always crit.

⬥ The following abilities cannot do critical hits, '''regardless''' of what they actually hit.

‎ ‎ ‎ ‎• Dismember dismember

‎ ‎ ‎ ‎• Slaughter slaughter

‎ ‎ ‎ ‎• Massacre massacre

‎ ‎ ‎ ‎• Combust combust

‎ ‎ ‎ ‎• Corruption Blast corruptionblast

‎ ‎ ‎ ‎• Magma Tempest magmatempest

‎ ‎ ‎ ‎• Corruption Shot corruptshot

=== Items That Affect Critical Hits ===

''Note: These methods ''''can'''' stack together.''

⬥ '''Biting Perk''' biting4

‎ ‎ ‎ ‎• '''+2%''' critical hit chance per rank, up to 8% at Biting 4 biting4 (up to 8.8% with level 20 equipment)

⬥ '''Elite tectonic armour''' elitetectmask

‎ ‎ ‎ ‎• '''+2%''' critical hit chance '''per''' equipped piece.

⬥ '''Kal'gerion Demon familiar''' kalgpouch kalgscroll

‎ ‎ ‎ ‎• Its special move, ''Crit-i-kal'' kalgscroll gives '''+5%''' critical hitchance for 60 seconds.

‎ ‎ ‎ ‎• This applies to everyone near the familiar when it is cast, and you can move away from the familiar without losing the effect after it is cast.

⬥ '''Erethdor's Grimoire''' grim

‎ ‎ ‎ ‎• '''+12%''' critical hit chance while active.

‎ ‎ ‎ ‎• Outside of Solak, grim is expensive to use.

⬥ '''Reaver's Ring''' reaverring

‎ ‎ ‎ ‎• '''+5%''' critical hit chance at the expense of -5% accuracy.

⬥ '''Champion's Ring''' championring

‎ ‎ ‎ ‎• '''+3%''' critical hit chance if the target has any active bleed on it.

⬥ '''Channeller's Ring''' channellerring

‎ ‎ ‎ ‎• Channelled magic abilities gain '''+4%''' critical hit chance per channeled hit.

‎ ‎ ‎ ‎• e.g. Asphyx would gain +4%/+8%/+12%/+16% critical hit chance on each of its 4 hits respectively.

‎ ‎ ‎ ‎• This affects (Greater) Concentrated Blast gconc / conc , Asphyxiate asphyx , and Onslaught onsl

⬥ '''Smoke Cloud''' smokecloud

‎ ‎ ‎ ‎• Increase damage dealt by '''crits''' by '''15%''' for Magic, and by '''6%''' for range / melee / necromancy

​

Critical Hit Chance Calculator

To calculate your own critical hit chance using the RuneScape Wiki's calculator, [https://runescape.wiki/w/Calculator:Combat/Critical_hit_chance/ click here].

​

== Grimoire/Scrimshaw Switching ('Grimshaw') ==

''Note: This is very rarely done due to the extreme intensity of inputs required, and due to how some weapons like the FSOA fsoa can actually be hindered by doing it.''.

=== How It Works ===

⬥ '''It is possible to obtain the boosts of Erethdor's Grimoire grim and a Scrimshaw elementsscrim Cruelty at the same time'''.

‎ ‎ ‎ ‎• This can result in ~6% damage increase ''across the course of an entire rotation'', but will drastically increase the amount of inputs.

⬥ This is due to how critical hits work:

‎ ‎ ‎ ‎• Critical hits are rolled '''on cast'''.

‎ ‎ ‎ ‎• Modifiers like scrimshaws are calculated '''on hit'''.

=== Sample Rotation ===

⬥ The grimoire must be on when the ability is cast, and the scrimshaw must be on when it hits.

⬥ A single input sequence using Dragon Breath dbreath might look like:

‎ ‎ ‎ ‎• grim → dbreath + elementsscrim → repeat

''Note: grim and elementsscrim take ''''2 inputs'''' to use → one input to equip, second input to activate, both in the same tick as all other actions.''

== Hex Weapons terramaul hexhunterbow inquisitorstaff ==

=== How It Works ===

⬥ This refers to the following three weapons:

‎ ‎ ‎ ‎• '''Hexhunter bow''' hexhunterbow

‎ ‎ ‎ ‎• '''Terrasaur maul''' terramaul

‎ ‎ ‎ ‎• '''Inquisitor's staff''' inquisitorstaff.

⬥ They are referred to as 'Hex' weapons because the ''Hex''hunter bow was the first weapon with its passive effect, and all of them have very similar passive effects.

⬥ '''The passive effect provides +12.5% damage and +10% hitchance against susceptible targets.'''

‎ ‎ ‎ ‎• This is a passive +10% hitchance compared to a standard T80 weapon.

‎ ‎ ‎ ‎• Effect works on targets whose main attack style is weak to the weapon's style (based on the combat triangle).

‎ ‎ ‎ ‎• If the passive works, a debuff icon will appear underneath the target's health bar.

⬥ The damage increase works on the following:

‎ ‎ ‎ ‎• Abilities

‎ ‎ ‎ ‎• Auto-attacks

⬥ The damage increase does '''not''' work on the following:

‎ ‎ ‎ ‎• Poison poisonicon

‎ ‎ ‎ ‎• Aftershock as4

‎ ‎ ‎ ‎• Crackling crack4

⬥ '''The damage can be further boosted by an additional +5% if the relevant style-specific enchantment is consumed.'''

‎ ‎ ‎ ‎• Enchantment of Affliction enchantmentofaffliction boosts damage of inquisitorstaff by +5%.

‎ ‎ ‎ ‎• Enchantment of Dispelling enchantmentofdispelling boosts damage of hexhunterbow by +5%.

‎ ‎ ‎ ‎• Enchantment of Savagery enchantmentofsavagery boosts damage of terramaul by +5%.

​

=== Notes ===

⬥ It is common to see people refer to them as 'T97' or 'T105' weapons, etc. - this is a common misconception, and is only a theoretical effective tier possible with sufficient level boosts and equipment bonuses.

Hex Weapons

⬥ For a list of targets weak to hexhunterbow, [https://runescape.wiki/w/Category:Susceptible_to_hexhunter_bow click here].
⬥ For a list of targets weak to terramaul, [https://runescape.wiki/w/Category:Susceptible_to_terrasaur_maul click here].
⬥ For a list of targets weak to inquisitorstaff, [https://runescape.wiki/w/Category:Susceptible_to_inquisitor_staff click here].

​

== Instance Hopping ==

=== How It Works ===

⬥ This is a minor mechanic, but can be used to get more kills per hour at some places (most notably, at GWD2 bosses).

⬥ To do it: kill boss → pick up loot → '''quickly''' exit instance → '''quickly''' re-enter instance → repeat.

⬥ This works because it is faster to spawn a boss for the first time in an instance, compared to the duration between subsequent spawns.

⬥ At the expense of higher effort, this can potentially save time even compared to the 'Fastest' instance spawn speed, if you instance-hop sufficiently quickly.

Instance Hopping

For a comparison to see the time saved by instance hopping, [https://youtu.be/O-Lb93vFRAI click here].

== NPC Centre vs. Coordinate ==

This section covers the difference between an NPC's '''centre''' and '''coordinate''' and how it impacts certain abilities when it comes to targeting and hitboxes.

=== NPC Centre vs. Coordinate ===

⬥ An NPC's '''centre''' and '''coordinate''' are both attributes of its position. They are ''not'' the same, and are both used in different scenarios to decide where exactly the 'centre' of an NPC is.

⬥ '''The NPC centre depends on the size of the NPC''':

‎ ‎ ‎ ‎• For odd-sized NPCs (1x1, 3x3, 5x5, etc.): it is always the '''centre tile'''.

‎ ‎ ‎ ‎• For even-size NPCs (2x2, 4x4, 6x6, etc.): it is always the '''south-west tile in middle 2x2 tile region'''.

⬥ '''The NPC coordinate is always the south-west tile.'''

⬥ The follow image visualizes these changes.

[https://img.pvme.io/images/53FBsUZ.png Guide illustration]

=== Area of Effect Search Range ===

⬥ Targeted AoE effects search their respective range from the edge of the original target to determine additional targets, as seen in the following illustration.

‎ ‎ ‎ ‎• In this example, target C is within 3 tiles of target B, resulting in target C being hit by decimation spec as the special attack is a 3x3.

[https://img.pvme.io/images/WffxVA9FLq.png Guide illustration]

=== Non-Abilities and NPC Coordinate ===

⬥ Some non-ability AoEs use the '''NPC coordinate''' for targeting, to decide their 'point of origin', or 'centre'.

‎ ‎ ‎ ‎• Scripture of Wen scriptureofwen

‎ ‎ ‎ ‎• Scripture of Amascut scriptureofamascut

‎ ‎ ‎ ‎• Aftershock as4

⬥ To predict where these AoEs will begin from and what targets they will hit, we can use the following illustration.

[https://img.pvme.io/images/kr61SvG.png Guide illustration]

== NPC Facing and Flanking ==

''Note: For more information on boss sizes and how to calculate their NPC centre and coordinate tiles, see '''NPC Centre vs. Coordinate'''.''

This section covers how NPCs face, how it affects their movement and targeting, and its impact on Flanking Angles.

=== Facing Direction: Movement ===

⬥ '''NPC's in RuneScape can only face in one of 8 directions''': the four cardinal directions N/W/S/E and the four diagonal directions in-between, NW/SW/SE/NE.

⬥ NPCs can also only '''move''' in one of these 8 directions.

‎ ‎ ‎ ‎• The same behaviour applies to players as well.

⬥ Each direction therefore corresponds to a 45° angle.

​

=== Facing Direction: Targeting ===

⬥ '''Bosses in Runescape will always face the direction their target is in'''. Again, this can only be one of the 8 directions mentioned earlier.

‎ ‎ ‎ ‎• When without a target, NPCs will face in the direction they are moving.

⬥ '''Players can face any direction, but they will be re-oriented to face their target when''':

‎ ‎ ‎ ‎• They get a new target (by clicking or using target cycle).

‎ ‎ ‎ ‎• They attack a target (using any spell/ability/special attack/etc.)

‎ ‎ ‎ ‎• They try to cast a channel while in attack range of a target.

⬥ The following image attempts to show how bosses will face based on their target's location.

[https://img.pvme.io/images/BJtN9We.png Guide illustration]

⬥ In the above image:

‎ ‎ ‎ ‎• The centre 2x2 region represents the monster's hitbox.

‎ ‎ ‎ ‎• The monster's centre tile is marked by '''C''' (in this case, the SW tile of the middle 2x2 region since the monster is even-sized).

‎ ‎ ‎ ‎• The dark-coloured tiles represent cardinal directions, and the lighter tiles are diagonal directions.

⬥ Here is a small table of player positions vs. where the monster would face:

Player at F6 → Monster faces NORTH-WEST
Player at R10 → Monster faces EAST
Player at K14 → Monster faces SOUTH
Player at L14 → Monster faces SOUTH-EAST
etc.

⬥ This is important as it can affect flanking angles.

=== NPC Directions and Flanking ===

⬥ Flanking flankicon requires the following conditions to be met:

‎ ‎ ‎ ‎• Target is facing a particular direction.

‎ ‎ ‎ ‎• Your distance past the target's centre tile ''in that direction'' is zero - i.e. relative to the centre tile you are not further ahead than the target ''in that direction''.

⬥ If '''both''' the above conditions are met, then you can Flank flankicon the target.

⬥ See the following image for 2 examples of angles that you can Flank from on larger targets.

[https://img.pvme.io/images/fgggN05.png Guide illustration]

⬥ '''Case 1: Target Facing South (Cardinal Direction)'''

‎ ‎ ‎ ‎• Player can use flankicon anywhere in the green region because:

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ The target is facing south.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ The player is not further south than the target's centre.

‎ ‎ ‎ ‎• i.e. '''Flanking angle is the 180° region behind the target's centre'''.

⬥ '''Case 2: Target Facing North-West (Diagonal Direction)'''

‎ ‎ ‎ ‎• Player can use flankicon anywhere in the green region because:

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ The target is facing both north and west.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ Player is ''only'' further north, ''not'' also further west, than the target's centre.

‎ ‎ ‎ ‎• i.e. '''Flanking angle is the 270° region not including the quadrant the boss is facing'''.

⬥ See the following image for an example of this behaviour with a 2x2 monster:

[https://img.pvme.io/images/G3bGkKk.png Guide illustration]
​

=== Solo Flanking ===

⬥ It is possible to use flankicon on some bosses even in a solo scenario.

⬥ '''Method 1: Move Behind Target'''

‎ ‎ ‎ ‎• By moving behind the target, you can use cast an ability and get the flankicon effect.

‎ ‎ ‎ ‎• Some bosses like Black Stone Dragon (during the spiral flames) or Kerapac (when he spawns the Time Thread Tears) will avoid moving, and this gives time for the player to move behind them.

⬥ '''Method 2: Move Under Target'''

‎ ‎ ‎ ‎• You can move under a target when casting an ability and be able to benefit from flankicon effect.

‎ ‎ ‎ ‎• This can happen when the target is immobile (like Ambassador), or temporarily immobile (like the examples before).

‎ ‎ ‎ ‎• Mobile but stunnable/bindable targets (like Telos) can be stunned/bound then walked under.

​

Solo Flanking Examples

Some sample applications of using Flanking flankicon in solo encounters.

Ambassador

⬥ [https://img.pvme.io/images/FMhz1Cm.mp4 Walking under Ambassador to use Flanking.]

[https://img.pvme.io/images/FMhz1Cm.mp4 Video]

Raksha

⬥ [https://img.pvme.io/images/G1zlwXH.mp4 Moving to one side to use Flanking during the tail swipe.]

[https://img.pvme.io/images/G1zlwXH.mp4 Video]

​

== Player Character Movement ==

=== Bladed Dive ===

⬥ '''Bladed Dive bd is a melee movement ability''' that can be unlocked from Shattered Worlds for 63M anima.

⬥ It is unique, in that '''it allows you to specify a tile to move to''' after casting the ability.

⬥ '''The maximum range is 10 tiles.'''

⬥ After the ability is used, the player's final position and facing direction depend on where the click was made. The following image illustrates this:

[https://img.pvme.io/images/ODMwLfr.png Guide illustration]

⬥ Note the following in the above image:

‎ ‎ ‎ ‎• The maximum range of bd (10 tiles) is indicated by the black border.

‎ ‎ ‎ ‎• Clicking anywhere within this range will move the player to exactly that tile, and their facing direction will be the same orientation as the arrow within that tile.

‎ ‎ ‎ ‎• Clicking outside the range will move the player up to 10 tiles along one of the 8 main directions based on where they clicked, indicated by the '''green''' and '''red''' tiles along the border - this will be where the game tries to move the player to.

⬥ '''If Surge surge is used immediately after bd then it will move the player in the direction they are facing after the bd landed.'''

⬥ Additionally, Bladed Dive also does damage.

‎ ‎ ‎ ‎• Bladed Diving onto a target will attempt to do damage in a 3x3 AoE.

‎ ‎ ‎ ‎• If a halberd-range weapon is equipped, this is increased to a 5x5 AoE.

‎ ‎ ‎ ‎• ''This AoE is centred on around the player where they land''.

=== Walking Abilities ===

⬥ Players can move while casting abilities, with some exceptions:

‎ ‎ ‎ ‎• Generally cannot move while channeling an ability (with some exceptions, see below).

‎ ‎ ‎ ‎• Queued abilities interrupt movement (see '''Ability Queueing''' for a video example).

⬥ Moving during a channeled ability will cancel the ability - this may happen by accident.

‎ ‎ ‎ ‎• To prevent this, '''press an auto attack keybind before pressing your channel'''.

‎ ‎ ‎ ‎• e.g. pressing AirSurge → onsl will prevent it from accidentally being cancelled.

‎ ‎ ‎ ‎• This works because the auto attack attempts to stop your character, even if it's on cooldown.

⬥ The following channeled abilities are exceptions:

‎ ‎ ‎ ‎• Players can walk during melee Melee channels assault / flurry

‎ ‎ ‎ ‎• Players can walk during Rapid Fire rapid

‎ ‎ ‎ ‎• Players can walk during Snipe snipe if wearing nightmaregauntlets

​

== Seren Godbow (SGB) Mechanics sgb ==

''Note: For a summary of where/when/how to use SGB, and a list of boss sizes use the !sgb ‎command.''

=== How It Works ===

⬥ The Seren Godbow sgb is a T92 chargebow that has a strong special attack, ''Crystal Rain''.

⬥ The special attack fires 5 arrows that land in a certain area around the target. There are two aspects to this:

‎ ‎ ‎ ‎• Where Arrow 1 hits, and if it misses.

‎ ‎ ‎ ‎• How the game decides where Arrows 2-5 hit, and which enemy is damaged by them.

​

=== Arrow 1 ===

⬥ Arrow 1 will be aimed at the center of the target, and will only hit the target.

⬥ '''If Arrow 1 hits''': The special attack succeeds, and sgb spec goes on cooldown for 30s.

⬥ '''If Arrow 1 misses''' (only possible if damage potential is <1%): all other arrows miss, the arrow landing animation does not appear, and sgb spec can be re-used immediately (no cooldown).

​

=== Arrows 2-5+ ===

⬥ To decide where and what Arrows 2-5 hit, the game does the following:

‎ ‎ ‎ ‎• '''Step 1: Find NPC centre'''

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ This is the actual NPC centre (middle tile).

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ For even-sized NPCs (2x2, 4x4, etc.) this is the SW tile of their middle 2x2 region.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ This is also the location of Arrow 1.

‎ ‎ ‎ ‎• '''Step 2: Choose 4 tiles in a 5x5 square centred at the chosen tile'''

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ Arrows 2-5 will land on these tiles.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ If a tile is already used by a previous arrow (including Arrow 1), reroll the choice up to 10 times.

‎ ‎ ‎ ‎• '''Step 3: Each of arrows 2-5 will damage one enemy with a hitbox that overlaps the tile it lands on.'''

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ If there are multiple enemies that overlap the arrow's tile, one will be selected.

​

⬥ '''This means that the chances that Arrows 2-5 hit the target increase with the size of the target.'''

‎ ‎ ‎ ‎• '''i.e.''' on bigger targets, the minimum expected damage of sgb spec increases.

​

The following diagram visualizes this process for two example targets, 3x3 and 4x4 in size.

[https://img.pvme.io/images/2VsDDTr00Q.png Guide illustration]
''Note: The image is just an example, actual results may vary due to randomness.''

​

⬥ The average number of targets that will hit a given NPC, based on its size is given in the following table:

[https://img.pvme.io/images/ZdUWuRE9Xs.png Guide illustration]

⬥ '''A general rule of thumb for sgb spec''':

‎ ‎ ‎ ‎• When Ranging → use on 3⨯3 or bigger targets.

‎ ‎ ‎ ‎• When off-style → use 5⨯5 or larger targets.

Boss Sizes for SGB

For a list of boss sizes to decide when to use SGB on/off-style, [https://docs.google.com/spreadsheets/d/1fyH5qJjb08SzefZTQ23jANcKq7V8xSw7YHCu8QasQco click here.]

== Target Cycling (TC) ==

=== How It Works ===

⬥ '''Target cycling is the ability to select a new combat target using a keybind, instead of clicking it.'''

‎ ‎ ‎ ‎• This is similar to 'tab-targeting', found in other MOBAs and MMOs.

⬥ Target cycle settings can be found by pressing '''Esc > Settings > Gameplay > Combat > Targeting'''.

[https://img.pvme.io/images/ixoeAlQiHl.png Guide illustration]

⬥ These settings determine how a target is found when the corresponding keybind (''forward'' or ''backward'') is pressed.

⬥ '''Radial targeting:'''

‎ ‎ ‎ ‎• Cycles from the nearest to the farthest target from the player when pressed.

‎ ‎ ‎ ‎• In the case of multiple equidistant targets, it will cycle clockwise starting from the north.

‎ ‎ ‎ ‎• This is useful for simply snapping to the closest target available.

⬥ '''Conal Targeting:'''

‎ ‎ ‎ ‎• Cycles from the closest to the farthest target in the direction the camera is facing.

‎ ‎ ‎ ‎• The angle for an NPC to be considered eligible for selection is around 75-90°.

‎ ‎ ‎ ‎• This is most useful for more precise targeting in scenarios with multiple NPCs around.

⬥ The '''maximum target distance''' limits the range of available targets to the set value.

​

=== Why it is Useful ===

⬥ Allows for '''easy target selection''' with just the press of a keybind.

⬥ Can '''target some encounters earlier than normal''' by using target cycling instead of clicking.

‎ ‎ ‎ ‎• This happens at places like Helwyr or Vindicta, where the boss has spawned but cannot be clicked for a few ticks. Target cycling bypasses this delay.

⬥ It is useful for improving consistency and speed in nearly all boss encounters.

‎ ‎ ‎ ‎• Being able to target them on the same tick every encounter makes opening rotations at first easier.

⬥ A notable advantage is that '''you can target cycle to a new target while still charging Detonate''' deto without cancelling it.

‎ ‎ ‎ ‎• This is not possible without target cycle (you would have to release Detonate then select a new target).

​

Target Cycling (TC)

Some sample applications of target cycling.

Vorago

⬥ [https://www.youtube.com/watch?v=KmYgKcfLeRc Targeting a Scopulus on P3 earlier than usual to lure it properly]
⬥ [https://www.youtube.com/watch?v=9YejOAvquQk Tagging Vorago early on phase dropdowns to aggro or get in an extra hit]

Ambassador

⬥ [https://i.gyazo.com/a3b13b217022a8523de01b4e50b3cc9f.mp4 Targeting fragments earlier in the spinner phase to get more time]

[https://i.gyazo.com/a3b13b217022a8523de01b4e50b3cc9f.mp4 Video]

Solak

⬥ Tagging the core/arms/legs on P1 faster to save ticks
⬥ Tagging eruptions on P2 before they're visible to save ticks

Angel of Death

⬥ [https://img.pvme.io/images/ZFIZdKl.mp4 Changing target to Nex while charging Detonate]
⬥ Using TC to target pillars, since it's easier than trying to click a target while moving

[https://img.pvme.io/images/ZFIZdKl.mp4 Video]

GWD2

⬥ Attacking bosses before their spawn animations are complete using TC

​

== Tick System ==

⬥ RuneScape runs on an internal clock, otherwise known as the 'tick system'.

⬥ This is how often the game updates information. All actions and updates are registered on a tick.

⬥ Each game tick (often just written as 't') is 0.6 seconds long - i.e. 1t = 0.6s.

‎ ‎ ‎ ‎• For reference, the global cooldown (the time between pressing abilities one after another) is 3t/1.8s long.

⬥ This has enormous impact on virtually all aspects of the game, from movement to abilities used in combat to skilling and everything in between.

⬥ One big advantage of the tick system is that '''even if you have relatively high latency, its impact on the gameplay is not as noticeable as in other games like FPS shooters''', due to the lengthy in-built tick duration.

​

Tick System and Movement

For a short video explanation of the tick system and how it affects movement, [https://youtu.be/hElkOvHJmaA click here].

​

== Typeless Damage ==

=== How It Works ===

⬥ '''Typeless damage is a generic damage that appears as a red hitsplat with no symbol next to it.''' There are two kinds of typeless damage: '''hard typeless''' and '''soft typeless'''.

⬥ '''Hard Typeless'''

‎ ‎ ‎ ‎• This damage is immune to being affected by almost all damage modifiers.

‎ ‎ ‎ ‎• Common exceptions include Barricade cade and Intercept Cept.

‎ ‎ ‎ ‎• Examples include Araxxor's Egg Bomb special attack, Vorago's damage on drop-down or his Red Bomb attacks.

⬥ '''Soft Typeless'''

‎ ‎ ‎ ‎• This damage is affected by most damage modifiers.

‎ ‎ ‎ ‎• It is also increased by effects like Berserk zerk .

‎ ‎ ‎ ‎• Examples include Telos' rockfall damage, and Nex, AoD's 'Elements' special attack.

​

== Lossless Heal Other ==

=== How It Works ===

⬥ Heal Other HealOther transfers up to '''75%''' of the caster's current life points to the targeted player as long as the caster has at least '''11%''' of their health.

⬥ To losslessly cast Heal Other HealOther (as to not take damage), you need to be in an immune state. Examples of being in an immune state are:

Examples

⬥ Under the effects of Barricade cade ([https://youtu.be/Bnkle3v8MRQ Demo])
⬥ '''OR''' during 'crack tick' during vorago phase transition ([https://youtu.be/I2rr00IhUl8 Demo])
⬥ '''OR''' during revival animation of Immortality immort ([https://youtu.be/LH-h1vBIhZI Demo])

⬥ During any of these states, you can cast Heal Other HealOther on another player without taking damage.

⬥ This should be utilized when possible to maintain HP without using food/losing adrenaline.

​

== Vengeance ==

=== How It Works ===

⬥ Vengeance Veng is a Lunar Spell that gives a player the 'Vengeance' buff - '''the next incoming hit will be rebounded for 75% of its damage'''.

‎ ‎ ‎ ‎• '''It does not prevent damage taken.'''

‎ ‎ ‎ ‎• It can be cast every 30 seconds.

⬥ It can reflect up to 8000 damage.

⬥ Group Vengeance venggroup is a variant that applies the effect to the caster '''and''' up to 50 players in a 7x7 region centred on the caster.

⬥ Similarly, Vengeance Other vengother applies the effects of Veng to '''one''' other player with accept aid turned on.

=== Vengeance Interactions ===

⬥ It cannot damage reflect-immune targets.

⬥ It does '''not''' get consumed by typeless damage.

⬥ The following spells/abilities will take priority - Vengeance Veng will not be consumed if they are active:

‎ ‎ ‎ ‎• Disruption Shield disrupt

‎ ‎ ‎ ‎• Divert divert

‎ ‎ ‎ ‎• Resonance res

‎ ‎ ‎ ‎• Devotion devo (assuming correct overhead prayer)

‎ ‎ ‎ ‎• Barricade cade

⬥ Vengeance '''is''' affected by damage modifiers, and applied at the end.

‎ ‎ ‎ ‎• Vulnerability Vuln and other damage-increasing curses on the target will increase rebounded damage.

‎ ‎ ‎ ‎• Modifiers that reduce incoming damage will reduce Veng damage since you will take a smaller hit.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ e.g. Reflect reflect / Debilitate debil / Intercept Cept

‎ ‎ ‎ ‎• Modifiers that increase incoming damage will also increase Veng damage as you take a bigger hit

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ e.g. Berserk zerk

​

== Walking Monsters ==

''Note: Not all targets can be walked (e.g. Ambassador) - this section specifically refers to targets that ''''can'''' be walked.''

=== How It Works ===

⬥ 'Walking' refers to moving a target from its original position.

⬥ There are '''two ways to walk targets''':

‎ ‎ ‎ ‎• Move outside its attack range, and it will move to try and attack you.

‎ ‎ ‎ ‎• Move underneath it, and it will move aside to try and attack you.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ For targets not in MD, movement abilities like Surge surge and Bladed Dive bd can be used to get under them losslessly during GCD.

⬥ '''NPCs can only move in 3 directions when walked under: east, west and south'''. Never north.

⬥ Bosses will move at 2 squares per tick, just like players running.

=== Determining Walk Direction ===

⬥ When walking a target by moving under them, they will first move in a random direction.

⬥ After hitting a wall, monsters will walk in the next cardinal direction counter-clockwise to the direction they are current walking, '''skipping north'''. For example:

‎ ‎ ‎ ‎• Targets moving '''east''' will move '''west''' after hitting a wall.

‎ ‎ ‎ ‎• Targets moving '''west''' will move '''south''' after hitting a wall.

‎ ‎ ‎ ‎• Targets moving '''south''' will move '''east''' after hitting a wall.

⬥ If a monster is unable to move in the new direction, it will move in the next counter-clockwise cardinal direction.

‎ ‎ ‎ ‎• A target walked into the '''south''' wall will move '''west''' if unable to move '''east''', skipping '''north'''.

Walking Bosses

⬥ To see an how walking a boss like Araxxor works, [https://youtu.be/A_6ah7GF_1k click here]

​

== Weapon Poison weppoison ==

=== How It Works ===

⬥ '''Weapon Poison provides a buff that allows players to have a 12.5% chance of poisoning a non-immune target every attack.'''

‎ ‎ ‎ ‎• Duration of this buff depends on the grade of poison (normal, +, ++, +++) being used.

‎ ‎ ‎ ‎• After being poisoned poisonicon targets will take damage every 16t/9.6s, for 3 minutes.

‎ ‎ ‎ ‎• Poison damage hits 2t after the damage that applied it.

​

=== Calculating Poison Damage ===

⬥ '''Base poison damage poisonicon is 20% of ability damage'''.

‎ ‎ ‎ ‎• Each tier of weapon poison (+, ++, +++) increases this value by 25% of its '''base''' value. Cinderbane gloves cinderbanes also give an additional 25%.

‎ ‎ ‎ ‎• The final damage is 65-130% of the total value.

‎ ‎ ‎ ‎• Unless refreshed, the damage range is reduced by 3% every poison hit.

⬥ '''Final poison damage averages in terms of ability damage''':

‎ ‎ ‎ ‎• Weapon Poison: 19.5% (1)

‎ ‎ ‎ ‎• Weapon Poison+: 16.25-32.50% (average 24.36%)

‎ ‎ ‎ ‎• Weapon Poison++: 19.50-39.00% (average 29.25%)

‎ ‎ ‎ ‎• Weapon Poison+++: 22.75-45.50% (average 34.13%)

‎ ‎ ‎ ‎• Cinderbanes+++ 26.00-52.00% (average 39.00%)

⬥ Poison damage '''is '''affected by a number of items, covered in the following section.

​

=== Poison Interactions ===

⬥ '''Cinderbane gloves''' cinderbanes

‎ ‎ ‎ ‎• Ignores the 16t poison damage cooldown.

‎ ‎ ‎ ‎• Gives ''1/8 (12.5%) chance per hit to apply poison'', doing an extra hit of damage and resetting the 16t damage timer.

‎ ‎ ‎ ‎• Also gives ''1/8 (12.5%) chance for a poison hit to re-apply poison'', also resetting the 16t timer.

‎ ‎ ‎ ‎• Works out to an '''effective 1/7 (~14.3%) chance of apply poison on any given hit'''.

‎ ‎ ‎ ‎• If no poison variant is used, the gloves act as if Weapon Poison+ is used.

⬥ '''Kwuarm Incense Sticks''' KwuarmSticks

‎ ‎ ‎ ‎• Per level of potency, KwuarmSticks will add a multiplicative +2% increase to the final poison damage (up to 10% at potency level 4).

‎ ‎ ‎ ‎• This therefore stacks with other buffs.

⬥ '''Bik Arrows''' bikarrow

‎ ‎ ‎ ‎• Per stack, bikarrow will add a multiplicative +3% increase to the final poison damage (up to +450% at 150 stacks).

‎ ‎ ‎ ‎• One arrow is consumed per hit (except bleed hits).

‎ ‎ ‎ ‎• Stacks last 30 seconds, and vanish entirely if not refreshed within the duration.

‎ ‎ ‎ ‎• They are recommended to be used at fights that take 3-4 minutes or longer where poison-stacking methods can be utilised.

⬥ '''Laniakea's Spear''' lanispear

‎ ‎ ‎ ‎• Increases the rate of application of poison is by an additive 5%, increasing it from 12.5% → 17.5%.

‎ ‎ ‎ ‎• After accounting for poison re-applying itself, this gives an effective application rate per hitsplat of ~21.2% (up from ~14.3% with Cinderbanes).

‎ ‎ ‎ ‎• Also increases poison damage by a multiplicative 5%, similar to Kwuarm Incense Sticks KwuarmSticks.

⬥ '''Upgraded Bone Blowpipe''' boneblowpipe

‎ ‎ ‎ ‎• Halves poison damage but doubles the number of procs from every 16 ticks → every 8 ticks.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ This effect does halve the damage of poison procs caused by Cinderbane gloves, but does not double its proc chance

‎ ‎ ‎ ‎• This effectively halves your poison damage if used in combination with Cinderbane gloves.

⬥ '''Wyvern Crossbow''' wyverncrossbow

‎ ‎ ‎ ‎• Applies its own "poison" damage separate from normal weapon poison.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ 50% chance per hit to apply a DoT that can stack.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ DoT deals damage 5 times, every 2 ticks, unless refreshed.

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎⬩ Damage range increases with stacks, from 10-24 per hit → 125-249 per hit.

‎ ‎ ‎ ‎• ''The extra hitsplats from the DoT on the target increase the chances for normal poison damage to apply''.

⬥ '''Poison can be applied/refreshed by any player-sourced damage, including''':

‎ ‎ ‎ ‎• All auto-attacks and abilities - including bleeds and DoTs from abilities like combust / corruptshot / sunshine / etc.

‎ ‎ ‎ ‎• Abyssal Parasites primalabyssalarmourspikes

‎ ‎ ‎ ‎• Bakriminel Bolts (extra hits from Emerald emeraldbakri and Dragonstone DragonstoneBakri bolts)

‎ ‎ ‎ ‎• Blood Necklaces bloodfury

‎ ‎ ‎ ‎• Dwarf Multicannon (+upgrades) cannon

‎ ‎ ‎ ‎• Dominion Mines dommine

‎ ‎ ‎ ‎• Eldritch Crossbow ecb spec

‎ ‎ ‎ ‎• God books and Scriptures armabook scriptureofjas scriptureofful scriptureofwen

‎ ‎ ‎ ‎• Poison Damage poisonicon (can re-apply itself)

‎ ‎ ‎ ‎• Puncture bleeds punctureddebuff

‎ ‎ ‎ ‎• Reflect damage

‎ ‎ ‎ ‎• Wyvern Crossbow wyverncrossbow (passive effect)

⬥ '''Self-Healing''' soulsplit VampScrim

‎ ‎ ‎ ‎• Poison damage dealt by the player will not heal them through any means.

​

=== Poison in Group Encounters ===

⬥ '''Global''' modifiers like Bik arrows bikarrow or Vuln Vuln that are target-based will affect all poison damage (i.e. sourced from any player).

⬥ '''Local''' modifiers (that are player-specific) like Cinderbanes cinderbanes / Wyvern Crossbow wyverncrossbow / etc. will only affect the hitsplats as a result of that player.

⬥ The single recurring poison hit that occurs on a poisoned target every 9.6s will take its damage based on the last player who applied poison on the target.

​

== Source and attribution ==
Source: [https://pvme.io/pvme-guides/miscellaneous-information/mechanics/ Mechanics], by PvME contributors.

Licence: [https://creativecommons.org/licenses/by-nc-sa/4.0/ CC BY-NC-SA 4.0]. Do not silently relicense.

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