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Runescape

Up to date as of February 07, 2010

From the RuneScape Wiki, the wiki for all things RuneScape

This article is about the defence skill. For information on training defence, see combat training.
Defence
The Defence logo in detail

Defence (written as "Defense" in RuneScape Classic; abbreviated as Def) is a skill that gives the player protection during combat. As a player raises their Defence level, opponents will deal damage less often, rather than deal less damage per hit. Defence levels also affect what kind of armour a player can equip ranging from level 1 for Bronze armour and Iron armour to level 78 for the all Ancient Warriors' Equipment. The current minimum requirement to be ranked (at rank 2,000,000) on the hiscores for Defence is level 55.

Using the defensive attack style in the attack style menu.

A small selection of players choose to focus exclusively on Defence and not train any other combat skills. These players are known as Defence Pures. It is suspected that the few players train as defence pures due to the limited appeal of long combat round between a defence pure and their opponent. However, many regular pures frown upon defence seeing that it does not lower damage received. Often, these pures will call someone who player-kills like this a "def noob". There are quite a few players who have achieved level 99 Defence without levelling Hitpoints at level 27 combat through the use of Soul Wars and various other levelling methods; for example, experience lamps and Penguin Hide and Seek.

Contents

Fighting defensively

To increase a player's Defence level, the player must choose the "defensive" attack style. To do this, a player has to select the Combat Styles tab (image with the two swords one left of Stats tab), then select the combat style that says Defensive in parentheses when the mouse cursor is hovered over it. It is also useful to note that clicking the controlled style will also grant experience to the Defence skill, though it is not as efficient as it equally splits experience with the Attack and Strength skills. One-third of the experience is gained when using controlled, 1.33 experience per damage dealt by the player. Using defensive gives 4 experience per damage point the player deals.

Strategy

Having a high Defence level is key to any fighter's success. If a player wants to land strikes, one has to also be able to take them. Contrary to popular belief, Defence does not lower the amount of damage per hit; rather it makes your opponent's attacks less accurate.

Numerous players, especially melee-pure player killers, neglect their Defence in favour of training Attack and Strength or Strength alone. Most of these players leave their Defence at level 1, and wear iron armour to provide basic Defence. Defence is also sometimes raised to level 10 or 20, so as to enable the wearing of black armour/white armour or initiate armour respectively. Though this strategy gives a person high power in their attacks, some do not recommend it. They argue that even if a person in the wilderness boasts very high Attack and Strength levels, if they do not have the ability to wear (or do not possess) decent armour, a person of a comparable level with high Defence may kill them with little or no trouble. Although it should be noted that since the levels used on defence are put into Strength and Attack (as well as hitpoints), a pure of a comparable combat level could have a high enough attack level to fair with the person easily regardless of their Defence level, or be able to hit high enough to make up for not hitting as often. A pure would also most likely have higher hitpoints than the person with a higher Defence level as well.  It is becoming increasingly popular to train defence to at least level 40, as to enable the player to wear rune armour. Most of the time people go 5 beyond this level, maybe increasing their combat level by one, so that they can wear a berserker helm. These people are known as 'Berserker pures'.

Experience

A formula is used to calculate how much experience a player obtains when fighting defensively. If a player hits an opponent, whatever damage they deal is multiplied by 4 and given to the player's Defence skill. For example, if a player hits a 1, then they will receive 4 Defence experience.

Some experience is also given to a player's hitpoints level when they deal damage. If a player hits an opponent, whatever damage they deal is multiplied by 1.33 and given to their hitpoints. For example, if a player hits a 1, then they will receive 1.33 hitpoints experience, in addition to the 4 experience in defence.

If a player fights with the "controlled" attack style, then whatever damage they deal will be multiplied by 1.33 and given to the player's Defence, Attack, Strength, and hitpoints level.

Defence can also be trained by ranging in the "long range" attack style. For every hit dealt to the opponent, players receive 2 range experience, 2 defence experience, and 1.33 hitpoints experience.

Defence can also be trained by attacking with magic spells while autocasting spells with a defensive cast style. Doing so gives players 2 experience points to Magic and 2 to Defence, as well as the 1.33 to hitpoints.

Defence bonuses

Some weapons and armour give players "defence bonuses" against certain attack types. These bonuses can be seen in the equipment menu, to the right of the inventory menu. Defence bonuses give players advantages as well as disadvantages in combat.

Stab: Wearing melee armour lowers the chance of players stabbing with a weapon from dealing high damage. The higher this bonus is, the less often an opponent will deal damage by using the stab attack style. The maximum possible bonus attainable by players is 467.

Slash: Wearing melee armour lowers the chance of players slashing with a weapon from dealing high damage. The higher this bonus is, the less often an opponent will deal damage by using the slash attack style. The maximum possible bonus attainable by players is 472.

Crush: Wearing melee armour lowers the chance of players crushing with a weapon from dealing high damage. The higher this bonus is, the less often an opponent will deal damage by using the crush attack style. The maximum possible bonus attainable by players is 456.

Magic: Wearing ranged armour lowers the chance of magic attacks dealing high damage. The higher this bonus is, the less often an opponent will deal damage by using Magic. The maximum possible bonus attainable by players is 207. In addition, your passive magic defence is 70% of your magic level, and 30% of your defence level.

Ranged: Wearing melee armour lowers the chance of players using ranged weapons from dealing high damage. The higher this bonus is, the less often an opponent will deal damage by using Ranged attacks. The maximum possible bonus attainable by players is 466.

Summoning: Wearing most melee armours lowers the chance of players using Summoning Familiars from hitting.

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Other defence bonuses

  • Leather gloves, leather boots, and capes give slight defence bonuses.
  • An Amulet of Defence gives a defence bonus of +7 against all attack types.
  • An Amulet of Power gives a defence bonus of +6 against all attack types.
  • An Amulet of Glory gives a defence bonus of +3 against all attack types.
  • A Holy symbol gives a defence bonus of +2 against all attack types.
  • An Amulet of Fury gives a defence bonus of +15 against all attack types.
  • A Gnome Amulet gives a defence bonus of +13 against all melee attack types.
  • A Berserker ring gives a defence bonus of +4 against the crush attack type.
  • a Berserker ring (i) gives a defence bonus of +8 against the crush attack type.
  • A Warrior Ring gives a defence bonus of +4 against the slash attack type.
  • A Warrior Ring (i) gives a defence bonus of +8 against the slash attack type.
  • A Seers' ring gives a defence bonus of +4 against the magic attack type.
  • A Seers' ring (i) gives a defence bonus of +8 against the magic attack type.
  • An Archers' ring gives a defence bonus of +4 against the ranged attack type.
  • An Archers' ring (i) gives a defence bonus of +8 against the ranged attack type.
  • An onyx ring (i) gives a defence bonus of +6 against all the attack type.
  • dragonstone ring (i) gives a defence bonus of +5 against all the attack type.
  • The Beacon Ring from the quest What Lies Below gives a defence bonus of +1 against the magic attack type.
  • A Lunar Ring from the quest Lunar Diplomacy gives a defence and attack bonus of +2 for magic.
  • The gloves from the quest Recipe for Disaster give varying melee and ranged defence bonuses, ranging from +1 from the "leather" gloves to +12 from the "barrows" gloves. All Recipe for Disaster gloves give half the defence against magic as they would for the other attack types; i.e. "Barrows" gloves give +12 against melee and ranged attack types, while only providing a +6 defence bonus against magic.

Defence requirements

Defence levels required to equip different types of armour are as follows:

Type Level Notes
Bronze 1 Bronze armour is the weakest metal armour that players can make in all of RuneScape.
Iron 1 Iron armour is stronger than bronze armour.
Steel 5 Steel armour is stronger than iron armour.
Black 10 Black armour is stronger than steel armour.
Mithril 20 Mithril armour is stronger than black armour.
Adamant 30 Adamant armour is stronger than mithril armour.
Rune 40 Rune armour is stronger than adamant armour and is also the strongest armour free players can equip with the exception of Corrupt dragon equipment.
Granite 50 Due to Granite armours weight, an additional 50 strength is required to wear Granite armour, and is a members only armour.
Dragon 60 Dragon armour is stronger than rune armour. Dragon can only be equipped by members, and is expensive compared to Runite armour.
Corrupt dragon 60 Corrupt dragon armour provides the same bonuses as regular Dragon armour but is available to free players. It only lasts 30 minutes of combat, and is much less expensive than the non-corrupt version.
Third Age 65 3rd Age melee, range and mage armour obtained from Treasure trails used to be the rarest, currently obtainable, items in RuneScape until spirit shields. Currently a 3rd age melee set consisting of four separate pieces of the extremely rare armour is still 100m less than the most expensive spirit shield.
Crystal 70 Crystal equipment can only be equipped by members, and also requires 50 Agility, as well as the completion of the Roving Elves quest.
Barrows 70 Barrows is the strongest of all the melee and magic armours. Along with the required 70 Defence, 70 Ranged is needed for Karil's and 70 Magic is needed for Ahrim's Barrows armour, respectively.
Dragonfire Shield 75 The Dragonfire Shield is one of the best shields in the game when it is fully charged, surpassed only by some spirit shields.

*The requirements are determined by a player's base defence level, boosts will not allow a player to wield armour higher than his base.

Maximum defence bonus

Maximum P2P defence bonuses

Best stab defence bonus

Item Bonus Requirements
Table: View Edit
Statius's full helm[1] +65 78 Defence (20 Defence for Corrupt version)
Statius's platebody[1] +154 78 Defence (20 Defence for Corrupt version)
Statius's platelegs[1] +110 78 Defence (20 Defence for Corrupt version)
Lucky cutlass +6 Completed Cabin Fever
Dragonfire shield +70 75 Defence
Dragon gauntlets +14 60 Defence
Bandos boots +17 65 Defence
Fire cape +11 Completed the TzHaar Fight Cave
Amulet of Fury +15 None
File:Onyx.png Onyx ring (i) +6 Mobilising Armies Rank of 300
Total
+468 75/78 Defence, completed Cabin Fever and the TzHaar Fight Cave, and a Mobilising Armies Rank of 300
  1. ^ a b c All Ancient Warriors' Equipment comes in corrupt versions. Normal versions require level 78 in relevant skills and last for 1 hour. Corrupt versions require level 20 and last 15 minutes.

Best stab defence bonus without PvP armour

Item Bonus Requirements
Table: View Edit
Torag's helm[1] +55 70 Defence
Torag's platebody[2] +122 70 Defence
Torag's platelegs[3] +85 70 Defence
Lucky cutlass +6 Completed Cabin Fever
Dragonfire shield +70 75 defence
Dragon gauntlets +14 60 Defence
Bandos boots +17 65 defence
Fire cape +11 Completed the TzHaar Fight Cave
Amulet of Fury +15 None
File:Onyx.png Onyx ring (i) +6 Mobilising Armies Rank of 300
Total
+401 75 Defence, completed Cabin Fever and the TzHaar Fight Cave, and a Mobilising Armies Rank of 300
  1. ^ Guthan's and Verac's helms both give the same stab defence bonus and require 70 Defence.
  2. ^ Guthan's and Dharok's platebodies both give the same stab defence bonus and require 70 Defence.
  3. ^ Verac's plateskirt and Dharok's platelegs both give the same stab defence bonus and require 70 Defence.

Best slash defence bonus

Item Bonus Requirements
Table: View Edit
Statius's full helm[1] +70 78 Defence (20 Defence for Corrupt version)
Statius's platebody[1] +145 78 Defence (20 Defence for Corrupt version)
Statius's platelegs[1] +106 78 Defence (20 Defence for Corrupt version)
Lucky Cutlass +6 Completed Cabin Fever
Dragonfire shield +75 75 Defence
Dragon gauntlets +15 60 Defence
Bandos boots +18 65 Defence
Fire cape +11 Completed the TzHaar Fight Cave
Amulet of Fury +15 None
Warrior's Ring (i) +8 Mobilising Armies Rank of 300
Total
+469 75/78 Defence, completed Cabin Fever and the TzHaar Fight Cave, and a Mobilising Armies Rank of 300
  1. ^ a b c All Ancient Warriors' Equipment comes in corrupt versions. Normal versions require level 78 in relevant skills and last for 1 hour. Corrupt versions require level 20 and last 15 minutes.

Best slash defence bonus without PvP armour

Item Bonus Requirements
Table: View Edit
Torag's helm[1] +58 70 Defence
Torag's platebody[2] +120 70 Defence
Torag's platelegs[3] +82 70 Defence
Lucky Cutlass +6 Completed Cabin Fever
Dragonfire shield +75 75 Defence
Dragon gauntlets +15 60 Defence
Bandos boots +18 65 Defence
Fire cape +11 Completed the TzHaar Fight Cave
Amulet of Fury +15 None
Warrior's ring (i) +8 Mobilising Armies Rank of 300
Total
+408 75 Defence, completed Cabin Fever and the TzHaar Fight Cave, and a Mobilising Armies Rank of 300
  1. ^ Guthan's and Verac's helms both give the same slash defence bonus and require 70 Defence, however Verac's helm gives a small prayer bonus.
  2. ^ Guthan's and Dharok's platebodies both give the same slash defence bonus and require 70 Defence.
  3. ^ Verac's plateskirt and Dharok's platelegs both give the same slash defence bonus and require 70 Defence, however Verac's plateskirt gives a small prayer bonus.

Best crush defence bonus

Item Bonus Requirements
Table: View Edit
Statius's full helm[1] +63 78 Defence (20 Defence for Corrupt version)
Vesta's chainbody[1] +145 78 Defence (20 Defence for Corrupt version)
Vesta's plateskirt[1] +112 78 Defence (20 Defence for Corrupt version)
Maple blackjack (d) +24 Completed Rogue Trader
Elysian spirit shield[2] +75 75 defence, 75 prayer, completed Summer's End
Dragon gauntlets +15 60 Defence
Bandos boots +19 65 Defence
Fire cape +11 Completed the TzHaar Fight Cave
Amulet of Fury +15 None
File:Berserker.png Berserker ring (i) +8 Mobilising Armies Rank of 300
Total
+487 75/78 Defence, 75 Prayer, completed Rogue Trader, Summer's End and the TzHaar Fight Cave, and a Mobilising Armies Rank of 300
  1. ^ a b c All Ancient Warriors' Equipment comes in corrupt versions. Normal versions require level 78 in relevant skills and last for 1 hour. Corrupt versions require level 20 and last 15 minutes.
  2. ^ The Divine spirit shield gives the same crush defence bonus. The Dragonfire shield gives +72 crush defence and also requires 75 Defence, but is much less expensive.

Best crush defence bonus without PvP armour

Item Bonus Requirements
Table: View Edit
Torag's helm[1] +54 70 Defence
Third age platebody[2] +113 65 Defence
Torag's platelegs[3] +83 70 Defence
Maple blackjack (d) +24 Completed Rogue Trader
Elysian spirit shield[4] +75 75 defence, 75 prayer, completed Summer's End
Dragon gauntlets +15 60 Defence
Bandos boots +19 65 Defence
Fire cape +11 Completed the TzHaar Fight Cave
Amulet of Fury +15 None
File:Berserker.png Berseker ring (i) +8 Mobilising Armies Rank of 300
Total
+417 75 Defence, 75 Prayer, completed Rogue Trader, Summer's End and the TzHaar Fight Cave, and a Mobilising Armies Rank of 300
  1. ^ Guthan's and Verac's helms both give the same crush defence bonus and require 70 Defence.
  2. ^ Torag's, Guthan's, and Dharok's platebodies all give +107 crush defence and require 70 Defence, but are much less expensive.
  3. ^ Dharok's platelegs, Verac's plateskirt, and Third age platelegs all give the same crush defence bonus. Dharok's platelegs and Verac's plateskirt require 70 Defence and Third age platelegs require 65 Defence.
  4. ^ The Divine spirit shield gives the same crush defence bonus. The Dragonfire shield gives +72 crush defence and also requires 75 Defence, but is much less expensive.

Best ranged defence bonus

Item Bonus Requirements
Table: View Edit
Statius's full helm[1] +71 78 Defence (20 Defence for Corrupt version)
Statius's platebody[1] +157 78 Defence (20 Defence for Corrupt version)
Statius's platelegs[1] +121 78 Defence (20 Defence for Corrupt version)
File:Void Knight mace.png Void knight mace +2 42 Attack, 42 Strength, 42 Defence, 42 Ranged, 42 Magic, 42 Hitpoints, 22 Prayer
File:Crystal shield.png New Crystal Shield[2] +80 70 Defence, 50 Agility, Completed Roving Elves
Dragon gauntlets +14 60 Defence
File:Rogue boots.png Rogue boots +2 Completed the Rogue's Den
Fire cape +11 Completed the TzHaar Fight Cave
Amulet of Fury +15 None
File:Archerimbued.png Archers' ring (i) +8 Mobilising Armies Rank of 300
Total
+476 42 Attack, 42 Strength, 50 Agility, 70/78 Defence, 42 Ranged, 42 Magic, 42 Hitpoints, 22 Prayer, completed Rogue's Den , Roving Elves and the TzHaar Fight Cave, and a Mobilising Armies Rank of 300
  1. ^ a b c All Ancient Warriors' Equipment comes in corrupt versions. Normal versions require level 78 in relevant skills and last for 1 hour. Corrupt versions require level 20 and last 15 minutes.
  2. ^ A Dragonfire shield gives +72 ranged defence, but doesn't degrade and lose its stats.

Best ranged defence bonus without PvP armour

Best ranged defence bonus without PvP armour
Item Bonus Requirements
Table: View Edit
File:Torag's helmet.png Torag's helm[1] +62 70 Defence
File:Bandoschestplate.gif Bandos chestplate +133 65 Defence
File:Armourtassets.gif Bandos tassets +93 65 Defence
File:Void Knight mace.png Void knight mace +2 42 Attack, 42 Strength, 42 Defence, 42 Ranged, 42 Magic, 42 Hitpoints, 22 Prayer
File:Crystal shield.png New Crystal Shield[2] +80 70 Defence, 50 Agility, Completed Roving Elves
Dragon gauntlets +14 60 Defence
File:Rogue boots.png Rogue boots +2 Completed the Rogue's Den
Fire cape +11 Completed the TzHaar Fight Cave
Amulet of Fury +15 None
File:Archerimbued.png Archers' ring (i) +8 Mobilising Armies Rank of 300
Total
+420 42 Attack, 42 Strength, 70 Defence, 42 Ranged, 42 Magic, 42 Hitpoints, 22 Prayer, 50 Agility, completed Rogue's Den, the TzHaar Fight Cave and Roving Elves, and a Mobilising Armies Rank of 300
  1. ^ Guthan's helm gives the same ranged defence and also requires 70 Defence.
  2. ^ A Dragonfire shield gives +72 ranged defence, but doesn't degrade and lose its stats.

Best magic defence bonus

Item Bonus Requirements
Table: View Edit
Armadyl helmet +10 70 Ranged, 70 Defence
Morrigan's leather body[1] +75 78 Ranged, 78 Defence (20 Ranged, 20 Defence for Corrupt version)
Morrigan's chaps[1] +46 78 Ranged, 78 Defence (20 Ranged, 20 Defence for Corrupt version)
Master wand +20 60 Magic
Spectral spirit shield[2] +30 65 Magic, 75 Defence, 70 Prayer, completed Summer's End
Third age vambraces[3] +9 65 Ranged, 40 Defence
File:Jester boots.png Silly jester boots[4] +5 Started The Fremennik Isles
Fire cape[5] +11 Completed the TzHaar Fight Cave
Amulet of fury +15 None
Seer's ring (i) +8 Mobilising Armies Rank of 300
Total
+229 75/78 Defence, 70/78 Ranged, 65 Magic, 70 Prayer, Completed Summer's End and the TzHaar Fight Cave, Started The Fremennik Isles, and a Mobilising Armies Rank of 300
  1. ^ a b All Ancient Warriors' Equipment comes in corrupt versions. Normal versions require level 78 in relevant skills and last for 1 hour. Corrupt versions require level 20 and last 15 minutes.
  2. ^ A Mage's book only gives +15 magic defence and requires 60 Magic, but is much less expensive
  3. ^ Black d'hide vambraces only give +8 magic defence and require 70 Ranged, but are much less expensive
  4. ^ Infinity boots give the same magic defence and require 50 Magic and 35 Defence
  5. ^ God capes only give +10 magic defence, but are easier to get

Best magic defence bonus without PvP armour

Item Bonus Requirements
Table: View Edit
Armadyl helmet +10 70 Ranged, 70 Defence
Armadyl chestplate +70 70 Ranged, 70 Defence
Armadyl plateskirt +40 70 Ranged, 70 Defence
Master wand +20 60 Magic
Spectral spirit shield

[1]

+30 65 Magic, 75 Defence, 70 Prayer, completed Summer's End
Third age vambraces

[2]

+9 65 Ranged, 40 Defence
File:Jester boots.png Silly jester boots

[3]

+5 Started The Fremennik Isles
Fire cape

[4]

+11 Completed the TzHaar Fight Cave
Amulet of fury +15 None
Seer's ring (i) +8 Mobilising Armies Rank of 300
Total
+218 75 Defence, 70 Ranged, 65 Magic, 70 Prayer, Completed Summer's End and the TzHaar Fight Cave, Started The Fremennik Isles, and a Mobilising Armies Rank of 300
  1. ^ A Mage's book only gives +15 magic defence and requires 60 Magic, but is much less expensive
  2. ^ Black d'hide vambraces only give +8 magic defence and require 70 Ranged, but are much less expensive
  3. ^ Infinity boots give the same magic defence and require 50 Magic and 35 Defence
  4. ^ God capes only give +10 magic defence, but are easier to get

Maximum F2P defence bonuses

Best F2P melee and range defence bonus

Image Name Stab Slash Crush Magic Ranged Strength Prayer
File:CorruptMhelm.png
Corrupt dragon med helm(1) 33 35 32 -1 34 0 0
File:CorruptChain.png
Corrupt dragon chainbody(2) 81 93 98 -3 82 0 0
File:Corrupt-legs.png‎
Corrupt dragon platelegs(3) 68 66 63 -4 65 0 0
File:Talismanstaff.png
Talisman staff(4) 2 3 1 15 4 33 0
File:Fightingboots.png‎File:Fancy boots.png
Fighting boots/Fancy Boots 1 2 3 0 0 0 0
File:RedWildyCape.PNG
Team cape(any) 0 1 1 0 2 0 0
File:Emerald amulet.png
Amulet of defence 7 7 7 7 7 0 0
File:Rune Gauntlets.png
Rune gauntlets(charged) 10 11 11 -1 10 2 0
File:CorruptShield.png‎
Corrupt dragon sq shield (5) 50 52 48 0 50 0 0
File:Explorer's ring (1).pngFile:Explorer ring.png
File:ExplorerRing3.png‎
Explorer's ring(6) 0 0 0 0 0 0 1
File:Defence detail.png
Total 252 270 264 13 254 35 1

Best F2P melee and range defence bonus using non degradable armour

Image Name Stab Slash Crush Magic Ranged Strength Prayer
File:Rune full helm.png
Rune full helm 30 32 27 -1 30 0 0
File:Rune-platebody-inv.png
Rune platebody

(1)

82 80 72 -6 80 0 0
File:Rune-platelegs-inv.png‎
Rune platelegs 51 49 47 -4 49 0 0
File:Talismanstaff.png‎
Talisman staff 2 3 1 15 4 33 0
File:Fightingboots.pngFile:Fancy boots.png
Fancy Boots/Fighting boots 1 2 3 0 0 0 0
File:RedWildyCape.PNG
Team cape (any)(2) 0 1 1 0 2 0 0
File:Emerald amulet.png
Amulet of defence 7 7 7 7 7 0 0
File:Rune Gauntlets.png‎
Rune gauntlets (charged) 10 11 11 -1 10 2 0
File:Rune-kiteshield-inv.png
Rune kiteshield 44 48 46 -1 46 0 0
File:Explorer's ring (1).png‎File:Explorer ring.png
File:ExplorerRing3.png
Explorer's ring 0 0 0 0 0 0 1
File:Defence detail.png
Total 227 231 215 9 228 35 1

Best F2P mage defence bonus

Item Bonus Requirements
Table: View Edit
Green d'hide coif +4 40 Ranged, 40 Defence, 150 FoG Tokens
Green d'hide body +20 40 Ranged, 40 Defence, Completed Dragon Slayer
Green d'hide chaps +8 40 Ranged, 40 Defence
Green d'hide vambraces +2 40 Ranged, 40 Defence
Amulet of defence +7 None
Talisman staves +15 50 Runecrafting, 10,000 Runecrafting guild tokens
Total
+56 40 Ranged, 40 Defence, 150 FoG Tokens, Completed Dragon Slayer , 50 Runecrafting, 10,000 Runecrafting guild tokens

Temporary boosts

A player wearing a Defence cape (t) and performing the Skillcape emote.

The maximum boost can be achieved using the best armour, Saradomin brew (+25%) and the Turmoil prayer (+29% at maximum) or Mystic Might (For defending against magic, gives +15% mage defence/attack).

Trivia

The American English language as well as all English languages except British English have kept the Anglo-French spelling for defence as it is.

Defence is not often used by Pures except for Defence Pures.

See also

Wikipedia
Wikipedia has an article about:

This article uses material from the "Defence" article on the Runescape wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

YCM

Up to date as of February 06, 2010

From Yu-Gi-Oh Card Maker Wiki

Defense
Image:Back-EN.png
English: Defense
Attribute: Trap Cards Image:Trap.png
Property: Counter Image:Counter.png
Card Lore: Negate the normal summon, special summon or flip summon of 1 monster and destroy it.
Sets with this Card: Ancient's Law of Life - ALOL - EN050
Card Limit: Unlimited.
Other Card Information: Gallery - Rulings
Appearances
Tips - Errata - Trivia
Lores - Artworks - Names

This article uses material from the "Defence" article on the YCM wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

City of Heroes

Up to date as of January 31, 2010
(Redirected to Defense article)

From City of Heroes Wiki

Contents

Definition

Defense

Defense to an attack makes it less likely to hit its target(s) but does not reduce its potency. If the power does not hit, then none of its effects apply. In most games, this is referred to as evasion.

Mechanics

"Every attack power is classified based on how the attack is delivered, and based on the type of damage it delivers, and every defense power has an associated type or types that represents what types of attacks that defense power is effective against." –Arcanaville

Attack Tags

There are ten possible tags an attack can have. These tags fall into two conceptual categories: positional and delivery.

Positional Tags

Three tags reflect the range and targeting nature of the attack, and are known as positional or vector tags:

  • Melee Attack (includes both single-target and area attacks)
  • Ranged Attack (single-target only)
  • AoE Attack (also includes placed patches, non-melee cones, and non-melee PBAoEs)

Delivery Tags

The other seven tags reflect the primary method used to deliver the attack's effects:

  • Smashing Attack (for powers that work through blunt physical impact)
  • Lethal Attack (for powers that involve sharp objects or high-speed force)
  • Energy Attack (for powers that involve radiation, electricity, or some other untamed energy)
  • Negative Energy Attack (for necromantic powers and powers that weaken life)
  • Fire Attack (for powers whose effects are caused by flames or high heat)
  • Cold Attack (for powers whose effects are derived from extreme cold)
  • Psionic Attack (for powers involving mental manipulation)

Although the names are similar, delivery tags and damage types are different things with different meanings. Damage types come directly from a power's effects, and each instance of damage has exactly one type and is applied separately against its appropriate Resistance. Delivery tags are conceptual and were added by hand. Attacks can have multiple tags, and all the tags apply to the attack as a whole, which either entirely hits or entirely misses.

Toxic Attacks

Although there are attacks that primarily cause toxic damage, there is no Toxic Attack delivery tag. There is no current way to specify that an attack works by using poisons or caustic chemicals. Attacks that would have this tag simply lack it.

Tagging Schemes

Generally, an attack will have exactly one positional tag and either one or two delivery tags.

One fact to highlight about positional tags is that attacks are not classified as melee vs. ranged separately from single-target vs. area. A short-range attack that can hit multiple targets will be tagged as either a Melee Attack or an AoE Attack, but not both. Which tag it gets depends less on its range and damage and more on game balance and whether it looks like a melee attack.

Example: Blazing Aura is an 8' radius PBAoE. Fire Sword Circle is a 10' radius PBAoE. Blazing Aura is tagged as an AoE Attack, while Fire Sword Circle is tagged as a Melee Attack.

Attacks that cause damage of all or mostly one type tend to get the matching delivery tag. An attack that causes two types of damage may get tagged for both or only one. A power that cause no damage may get no delivery tag, or it may get one appropriate to the power's concept or secondary effects.

Examples:
  • Every Energy Blast attack deals a mix of smashing and energy damage, and has both the Smashing Attack and Energy Attack delivery tags.
  • Every Fire Blast attack carries only the Fire Attack delivery tag, even though some deal only fire damage and some cause a mix of fire and smashing.
  • The Dark Blast set has the Smashing Attack tag only on attacks that do smashing damage, but it has the Negative Energy Attack tag on all its attacks, including one that causes purely smashing damage and one that causes no damage at all.
Remember, tags are arbitrary. The developers can give an attack any tags they want, regardless of its effects and other properties. They have added – and removed – tags from powers for conceptual and balance reasons. It's not possible to intuit correctly every attack's tags merely by looking at what it does.

Defense Tags and Stacking

Defense bonuses carry tags as well, to specify what styles of attack they work against. Each Defense bonus applies only versus attacks whose tags match one or more of its own. There is one additional type of Defense bonus called Base Defense, or DEF(Defense), which applies against all attacks regardless of tagging.

Every time an attack is made against a target, the game checks the target's total Defense bonus against each of the attack's tags separately. Once the game has those separate totals, it uses only the best one in its calculations that determine whether the attack hits. The important result of this rule is that, for any given attack, Defense buffs only stack when they all have one of that attack's tags in common.

Example: Deflection Shield gives a Defense bonus against Melee Attacks, Smashing Attacks, and Lethal Attacks. Glacial Armor gives a Defense bonus against Energy Attacks and Negative Energy Attacks. A Tanker with both these buffs is ambushed by a nasty Council Vampyri who tries to hit her with Siphon Life. That power is tagged as a Negative Energy Attack and a Melee Attack. Our Tanker will only be protected by one of her two Defense buffs. Lucky for her, it will be whichever is larger.

+DEF(All) and Other Little White Lies

Some powers are described as providing Defense against all attacks. It's usually summarized as +DEF(All), or just +DEF. There are many subtly different ways that powers like this might be created. All of them behave differently in various rare circumstances, and almost none of them actually protect against every single attack in the game.

  1. The power provides Defense against all tags. This is the most common implementation. A defensive power built this way applies against all attacks except completely untagged ones, such as those made by the Hamidon.
  2. The power provides Defense against all positional tags. These powers give no protection against attacks with no tags or with only delivery tags, like Mind Control attacks.
  3. The power provides Defense against all delivery tags. A power built this way offers no mitigation against untagged attacks or against attacks with only a positional tag. This includes most primarily Toxic damage attacks, like Hydra spit and Zombie vomit, and many non-damaging control powers like Web Grenade and Seeds of Confusion.
  4. The power provides a Base Defense bonus. This kind of Defense applies to all attacks, period. Very few powers have the pure "defense" defense type, but Personal Force Field is an example.

+DEF(all but X)

Some powers are labeled +DEF(all but Psionic). These powers are like +DEF(All) powers in category #3 (and occasionally #1), only without the Psionic Attack tag. Those few powers that fit category #1 actually will provide protection against psionic attacks that have a positional tag.

Some powers are described by players as +DEF(all but Toxic). This is a misnomer, caused by confusion over the fact that the Toxic Attack tag doesn't exist, or sometimes used for clarity and simplicity while discussing effects with other players. These powers are actually +DEF(All) powers from categories #1 or #3. In particular, a +DEF(all but Toxic) power that fits category #1 will protect against attacks that do mostly Toxic damage if those attacks have positional tags (and most of them do).

Sources

  • Arcana's Guide to Defense v1.4 - Updated for I7

See Also


This article uses material from the "Defense" article on the City of Heroes wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

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