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[[Fatigue training]] ("fatiguing") is a technique for gaining [[melee]] experience without [[Hits]] experience.
 
[[Fatigue training]] ("fatiguing") is a technique for gaining [[melee]] experience without [[Hits]] experience.
   
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==Reasons for fatigue training==
Players [[staking|stake]] by [[Hits]] level in order to work around [[Magic]] always raising the player's combat level in [[RuneScape Classic]], regardless of their level in other skills. Because of this, fatigue training can be done by players who want to use their accounts for staking, but do not want to get 99 in all melee stats and then stake others with identical stats.
 
   
 
In [[RuneScape Classic]], [[Melee]]-using players [[staking|stake]] by [[Hits]] level instead of [[combat level]], in order to work around [[Magic]] always raising the player's combat level regardless of their level in other skills. Fatigue training can be done by players who want to use their accounts for staking, but do not want to achieve a level of 99 in all melee stats and then stake others with identical stats.
[[Attack]]/[[defence]]/[[strength]] XP is added before hits XP when training with melee combat, and if the player's [[fatigue]] is suitably high, only attack/defence/strength XP will be added. Players will usually [[mining|mine]], cut [[trees]] and make [[fire|fires]], [[arrow shafts]], make [[arrows]], or use a [[magic]] spell such as [[High level alchemy]] in order to raise their fatigue to the necessary percentage for fatigue training. This makes the process of getting experience very slow, but some players consider the [[PvP]] advantage to be worth it.
 
   
Players will generally hide that they have fatigued in order to have a low hits level. This is frowned upon, but has become less of a problem due to the majority of staking in recent times taking place on "flats" accounts (with 99 in all melee skills).
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Players will generally hide that they have fatigued in order to obtain a low hits level for the rest of their stats. This is frowned upon, but has become less of a problem due to the majority of staking in recent times taking place on "flats" accounts (with 99 in all melee skills).
   
==Math==
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==Explanation==
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[[Attack]]/[[defence]]/[[strength]] XP is added before hits XP when training with melee combat, and if the player's [[fatigue]] is suitably high, only attack/defence/strength XP will be added. Players will usually [[mining|mine]], cut [[trees]] and make [[fire|fires]], [[arrow shafts]], make [[arrows]], or use a [[magic]] spell such as [[High level alchemy]] in order to raise their fatigue to the necessary percentage for fatigue training. This makes the process of getting experience very slow, but some players consider the [[PvP]] advantage to be worth it.
   
 
The total amount of XP obtained for killing a player or [[NPC]] using melee in a non-[[Controlled]] mode can be calculated using the following formula, with ''level'' being the target's combat level:
 
The total amount of XP obtained for killing a player or [[NPC]] using melee in a non-[[Controlled]] mode can be calculated using the following formula, with ''level'' being the target's combat level:

Revision as of 19:37, 11 April 2014

Fatigue training ("fatiguing") is a technique for gaining melee experience without Hits experience.

Reasons for fatigue training

In RuneScape Classic, Melee-using players stake by Hits level instead of combat level, in order to work around Magic always raising the player's combat level regardless of their level in other skills. Fatigue training can be done by players who want to use their accounts for staking, but do not want to achieve a level of 99 in all melee stats and then stake others with identical stats.

Players will generally hide that they have fatigued in order to obtain a low hits level for the rest of their stats. This is frowned upon, but has become less of a problem due to the majority of staking in recent times taking place on "flats" accounts (with 99 in all melee skills).

Explanation

Attack/defence/strength XP is added before hits XP when training with melee combat, and if the player's fatigue is suitably high, only attack/defence/strength XP will be added. Players will usually mine, cut trees and make fires, arrow shafts, make arrows, or use a magic spell such as High level alchemy in order to raise their fatigue to the necessary percentage for fatigue training. This makes the process of getting experience very slow, but some players consider the PvP advantage to be worth it.

The total amount of XP obtained for killing a player or NPC using melee in a non-Controlled mode can be calculated using the following formula, with level being the target's combat level:



To get the amount of XP added to the player's Hits skill from this value, divide by four. Thus, to get the amount of Hits XP obtained from killing a Level 46 Black knight:



The amount of Attack, Defence or Strength XP added is equal to the amount of XP added to Hits, multiplied by three. Thus, a Level 46 Black Knight will add 84 XP to either of those three skills. To calculate the minimum fatigue percentage required for fatigue training, divide this amount by 100 and then subtract the divided amount from 100:



As you can see, it may not reach an exact number lower than 99%. This can make fatigue training in an accurate and optimal way very difficult for legitimate players.

See also