Magic Damage

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The factual accuracy of this article/section is disputed.
Please see the relevant discussion on the talk page.
The Staff of light gives a 15% boost to magic damage.

There are various methods by which players can increase their potential maximum magic damage. The effects of most equipped items can be seen at the bottom of the stats window (labelled Magic Damage: +x%), however not all boosting items are shown there. Temporarily increasing your magic level also increases your max hit (by 3% per level boosted), this boost isn't shown in the stats window either.

Currently it is not fully understood how the bonus damage is calculated. While the conventional method is to simply increase a spell's maximum hit by the total damage modifier, this has been shown on numerous occasions to be inaccurate. Players who wish to contribute information or constructive ideas are encouraged to do so on this article's discussion page.

Damage-boosting Equipment

Icon Equipment Damage boost Requirements to wear Shows in Stats Conditions/Notes
Castlewar brace 20% None No Useful in Castle Wars against a bearer of a flag only
Must be worn as game starts, but not during game
Hexcrest 16.67% Level 20 Magic
Level 10 Defence
No Only while on a Slayer assignment.
Full slayer helm 16.67% Level 35 Slayer
Completion of Smoking Kills.
Must have unlocked the ability to make it.
No Only while on a Slayer assignment.
Arcane pulse necklace 5% Level 30 Magic
Level 30 Dungeoneering
Yes Costs 6,500 Dungeoneering tokens and is otherwise untradeable
Arcane blast necklace 10% Level 50 Magic
Level 50 Dungeoneering
Yes Costs 15,500 Dungeoneering tokens and is otherwise untradeable
Arcane stream necklace 15% Level 70 Magic
Level 70 Dungeoneering
Yes Costs 30,500 Dungeoneering tokens and is otherwise untradeable
Polypore stick 1% Level 80 Attack
Level 80 Magic
Yes Can be farmed (level 80)into a Polypore staff see below
Gravite staff 5% Level 45 Magic
Level 45 Dungeoneering
Yes Degrades over time (lasts for 10 hours of combat)
Ahrim's staff 10% Level 70 Attack
Level 70 Magic
Yes Degrades over time
(lasts for 15 hours of combat)
Akrisae's war mace 10% Level 70 Magic
Level 70 Attack
Level 70 Prayer
Completion of Ritual of the Mahjarrat
Yes Degrades over time (lasts for 15 hours of combat)
Ancient staff 10% Level 50 Magic
Level 50 Attack
Completion of Desert Treasure
Yes None
Zuriel's staff 10% Level 78 Attack
Level 78 Magic
Yes Degrades over time
(lasts for 1 hour of combat); able to cast Miasmic spells after Desert Treasure
Master wand 10% Level 60 Magic Yes Must have purchased preceding wands as well
Void knight mace 10% Level 42 Attack
Level 42 Strength
Level 42 Defence
Level 42 Constitution
Level 42 Ranged
Level 42 Magic
Level 22 Prayer
Yes Costs 250 pest control points and is otherwise untradeable; able to cast Claws of Guthix
Saradomin's Hiss  12% 75 Magic Yes Dropped by Commander Zilyana and her minions
Polypore staff 13% Level 80 Magic Yes Can fire its own powerful, unnamed spell.
Staff of light 15% Level 75 Attack
Level 75 Magic
Yes Can also cast Slayer dart
Armadyl Battlestaff 15% Level 77 Magic
Level 40 Attack
Completion of The Ritual of Mahjarrat
Yes Also acts like an Air staff; speeds up casting of Storm of Armadyl
Chaotic staff 20% Level 80 Magic
Level 80 Dungeoneering
Yes Degrades over time
(lasts for 10 hours of combat)
Magical Blastbox 25%
for every 5th hit against monsters
Level 30 Magic
Level 30 Dungeoneering
Level 35 Runecrafting
No Only works for Bolt or Blast spells. Costs 40,000 Dungeoneering tokens and is otherwise untradeable.
Celestial surgebox 25%
for every 5th hit against monsters
Level 70 Magic
Level 70 Dungeoneering
Level 70 Runecrafting
No Only works for Wave or Surge spells. Costs 65,000 Dungeoneering tokens and is otherwise untradeable.
Ferocious ring +40 Level 110 Combat
Level 75 Slayer (essentially required to obtain ring)
No Only within Kuradal's Dungeon
Applied after Hexcrest/Full slayer helm
Chaos gauntlets +30 Completion of Family Crest. No Only affects Bolt spells
Robes of Subjugation 9%

75 Defence

75 Magic

No Can be obtained in the God Wars Dungeon.
  • It is important to note that items with a magic attack bonus such as the Third age mage hat don't boost your max hit, just your accuracy. Similarly, items with a magic defence bonus, such as the black d'hide body don't affect the maximum damage you will take from spells, just your opponent's accuracy. The only exception to this is when the hit is greater than 200 and the Magic Absorption is added into calculations.
  • A full set of void knight armour won't raise your max hit, only your accuracy.

Damage-boosting Level ups

A Wolpertinger's special scroll will increase your max hit by 21%
Icon Method Level boost Damage boost Requirements to use Notes
Magic cape's boost 1 3% 99 Magic May be operated once per minute.
Wizard's mind bomb 2 or 3 6% or 9% None Available to free players.
File:Mature wmb.png Mature wmb 3 or 4 9% or 12% None
File:Magic essence potion.png Magic essence potion 3 9% 57 Herblore This potion is untradeable.
Dominion medallion 4 12% 110 combat, some of certain quests Replenishes the boost once per minute. Can only be used in the Dominion Tower.
File:Magic potion.png Magic potion 5 15% None
Vecna Skull 6 18% None May be activated once every seven minutes.
Extreme magic potion 7 21% Level 91 Herblore This potion is untradeable.
Overload 7 21% Level 96 Herblore Replenishes the boost every 15 seconds for 5 minutes. This potion is untradeable.
File:Magic focus scroll.png Wolpertinger's Magic Focus scroll 7 21% 92 Summoning
Super dominion medallion 8 21% 110 combat, some of certain quests, reach floor 20 in Endurance mode Replenishes the boost every minute. Can only be used in the Dominion Tower.
Dominion marker 4, 6, 8, 10 12%, 18%, 21%, 21% 100, 200, 300 kills in Dominion tower, complete all achievements Only works near certain bosses.
Dominion Tower Roof 34 21% Complete all achievements

Only applicable on the roof of the Dominion Tower

Crystal (magic) +50% Up to 21% None May only be found on certain waves of the Fight Kiln
  • For every point that the player's magic level is boosted above their base level their max damage boost by 3%.
  • Wizard's mind bomb will boost your magic level by 2 if your base level is under 50 or by 3 for levels 50 and over.
  • Mature Wizard's mind bomb will boost your magic level by 3 if your base level is under 50 or by 4 for levels 50 and over.
  • Prayers such as Mystic Will and Augury only increase accuracy, not max hit.
  • None of the level boosting methods stack with each other, but the percentage bonus of the boosted magic level will stack with items' magic damage bonuses (e.g. that from the staff of light).
  • Damage boost is capped at 21%, but the level dependant base damage of Polypore staff and Storm of Armadyl are uncapped.

How to Achieve the Free-to-Play Maximum Magic Hit

The max hit on Free-to-Play is 250.
Requirements:

Items Needed:

*Does not increase Magic damage, however, is used for highest Magic attack

Special Circumstances

  • Charge is a spell which temporarily increases the maximum damage of the three God spells by 100 (providing the player is wearing the corresponding god cape). The spell requires a magic level of 80.
  • Salarin the Twisted (who is susceptible only to strike spells), can be hit 90 lifepoints by wind strike, 100 by water strike, 110 by earth strike, and 120 by fire strike. These max hits cannot be boosted with items or potions.
  • Ice strykewyrms can be hit 1.5 times higher by players using fire spells, and 2 times higher plus an extra 40 damage (added after all multipliers, similar to a ferocious ring) by players wearing a Fire cape and casting fire spells (other spell types get an extra 40 damage with a fire cape, except ice spells which heal the strykewyrm).

Max hit Calculator

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Please input your conditions and submit the calculator.

N.B. the way in which some boosts are stacked has not yet been confirmed; your result may be slightly inaccurate. Please use the talk page if you have any evidence you'd like to contribute.

If you're using a Magic Blastbox or Celestial surgebox, increase your max hit by 25% and that'll be your actual max hit. But these only give additional damage every fifth hit

Maximum Magic Hit

Currently the highest magic hit in the game, known to be at least 1146, can be achieved by casting Fire surge on an Ice strykewyrm with the chaotic staff, Arcane stream necklace, Hexcrest, and Fire cape equipped, after drinking Extreme magic potion. The maximum total theoretical damage from one spell is 4,995, achieved by hitting nine targets with Miasmic Barrage for 555 life points each. A more probable instance in multi-way combat is to hit at least five (or more) players with Ice Barrage for 300 (or more with a castlewars brace and Arcane stream necklace) resulting in a staggering 1,500damage.

Dungeoneering

It is worth noting that within Daemonheim, the magic potions increase in the same increments that melee potions do in both Gielinor in Daemonheim. That is, they increase magic far more in the former than the latter. Unlike in Gielinor, however, each boosted magic level in Daemonheim only gives an additional 1% damage bonus. Therefore, the calculator above only pertains to activities outside of Daemonheim, as this is a non-Daemonheim related article.

On f2p, with the Catalyic staff and Fire Blast requiring 59 Magic, the max hit is 184 because Fire Blast's max hit without any boosts is 160, plus the staff increases the damage by 15%. Some f2p players don't use the Catalyic staff because Fire Staff gives infinite Fire runes and they don't want to use up too much time runecrafting. Some people don't use the Catalyic staff because they don't even have 14 Runecrafting to craft Fire runes.