# Divert

 This article has a calculator here.Calculators determine experience and costs based on real-time prices from the Grand Exchange Market Watch.

Divert is a basic Defence ability that is unlocked by reading the Divert ability codex and requires a shield and level 48 Defence. Similarly to Resonance, Divert will block the next incoming attack, but rather than restoring the player's health, the damage that would have been taken is instead converted to adrenaline. There are some attacks that are unaffected by Divert.

Like Resonance, Preparation affects Divert's cooldown, and Divert shares the same cooldown as Resonance.

## Mechanics

Like Resonance, the amount of adrenaline gained from an attack is dependent on the tier of the shield being used and the damage the attack would have dealt to the player. In order to generate any adrenaline, the player needs to take at least ${\displaystyle 200-T}$ damage, where ${\displaystyle T}$ is the tier of shield used. Defenders count as shields of half their tier.

The amount of adrenaline gained from the incurred damage is diminished at 3,000, 6,000 and 9,000 damage respectively. Every multiple of ${\displaystyle 200-T}$ in the first 0 to 3,000 damage gives 0.8% adrenaline, every multiple between 3,000 and 6,000 damage gives 0.6% adrenaline, and, every multiple between 6,000 and 9,000 damage gives 0.5% adrenaline. Any damage over 9,000 does not contribute to further adrenaline gain.

The maximum amount of adrenaline Divert can generate from an attack is 50%, however, because it is an adrenaline gaining skill, Natural Instinct can double its effects up to a maximum adrenaline gain of 100%.

As it is also a basic ability, normal adrenaline gain occurs when used. This is separate from the damage/adrenaline conversion rate.

The ability's effects mean that Divert is only particularly useful when the player needs a large amount of adrenaline, cannot/will not use an adrenaline potion and if Resonance does not need to be used. As it works identically to Resonance, its effects are strongest when facing monsters that deal high combat-type damage.

### Example calculation

If the player uses Divert on a 5,000 hit using a tier 90 shield, they will receive:

${\displaystyle {\text{floor}}\left({\frac {3000}{110}}\right)=27}$ multiples of 0.8% adrenaline and ${\displaystyle {\text{floor}}\left({\frac {2000}{110}}\right)=18}$ multiples of 0.6% adrenaline, for a total of ${\displaystyle 27\times 0.8\%+18\times 0.6\%=32.4\%}$ adrenaline.

## Calculator

 template = Calculator:Template/Combat/Divert
form     = divertForm
result   = divertResult

param    = setting|Return adrenaline gained or minimum damage?|Adrenaline|buttonselect|Adrenaline,Damage|Adrenaline=damageTaken;Damage=adrenalineDesired|Returns either adrenaline gained for a given amount of damage taken or the minimum amount of damage needed to be taken in order to gain at least a  specific amount of adrenalnine.
param    = damageTaken|Damage taken|9000|int|0-||Amount of damage taken. Diminishing returns occur at 3,000 damage, 6,000 damage, and 9,000 damage. Damage beyond 9,000 contributes nothing to adrenaline gained.
param    = adrenalineDesired|Adrenaline gained (%)|50|number|0-100,0.1,0.1||Amount of adrenaline desired. Values above 50% and up to 100% are only possible if Natural Instinct is active.
param    = shieldTier|Shield Tier|90|int|1-99||Shield tier used for calculation. The higher the tier, the less damage needed to gain adrenaline.
param    = nati|Natural Instinct|false|check|true,false||If checked, the amount of adrenaline returned is doubled.


## Interactions with damage

This section documents examples of how various types of damage interact with Divert.

Against the following typeless damage, will grant adrenaline as usual:

Divert will block damage but grants no adrenaline against the following typeless attacks, which are called soft typeless damage. Other Defence abilities can reduce this kind of typeless damage if Divert can block it.

• Nomad's autoattack and Soul Blast
• Vorago's Vitalis-spawning orb
• Helwyr's damage over time attack
• The Twin Furies' channelled bomb
• Telos' uppercut, prayer disabling jump, red shockwaves, So Much Power, weak anima bomb, tendrils, rockfall, and virus
• Nex: Angel of Death's instant kill pulse bomb, elements quadrant damage, and amalgamation spawn explosion
• Penance King's attacks and King spawns' explosion
• Lucien's "You dare attack a god?" attack
• Normal mode K'ril Tsutsaroth's prayer smash
• Solak's anima mines and spore bomb follow-up
• Damage taken from healing Solak's consciousness
• Astellarn's solar storm
• Verak Lith's ice, shock, and poison energy

Melee, Magic, or Ranged damage that Divert, other defensive abilities, and most forms of damage reduction cannot affect include:

Before an update in 2019, the following examples belonged in the previous group, ignoring Divert and most forms of damage reduction. Said update changed these attacks to behave as standard melee, Magic, and Ranged damage, allowing them to interact with forms of damage reduction like normal.[source needed]

## Update history

This information has been compiled as part of the update history project. Some updates may not be included - see here for how to help out!