-Leaf- Posted June 12, 2014 Share Posted June 12, 2014 (edited) All damage, accuracy, and defence stats remain unchanged. Only Critical chance and Lifepoint boost are changing. Current Crit / Damage: Format: Helm - Body - Legs - Gloves - Boots : Total Lv70 power armour: 13 - 23 - 16 - 6 - 6 : 64 Lv80 power armour: 15 - 26 - 19 - 7 - 7 : 74 Lv90 power armour: 17 - 30 - 21 - 8 - X : 76 without boots Glory 3.9%C Fury 4.2%C Sara 4.4%C DG necklace 4.9%C Blood necklace 5.0%C Explorers ring (4) 0.0%C Tokkul zo 1.5%C 6th age circuit 2.7%C Super leviathan 2.4%C Fire cape 2.2%C Kiln cape 2.4%C God cape 2.5%C Ava's alerter 2.2%C Skillcape 2.0%C Super reefwalker 1.5%C Cape of legends 1.6%C Obsidian cape 1.8%C Team cape 1.1%C Max cape 2.2%C Ardy cloak (4) 1.9%C Spirit cape 1.8%C Comp cape 3.0%C Beta Damage: Format: Helm - Body - Legs - Gloves - Boots : Total Lv70 power armour: 17 - 26 - 22 - 11 - 11 : 87 Lv80 power armour: 20 - 30 - 25 - 12 - 12 : 99 Lv90 power armour: 23 - 34 - 29 - 14 - XX : 100 without boots Glory 30 Fury 32 Sara 36 DG necklace 44 Blood necklace 44 Explorers ring (4) 10 Tokkul zo 2 6th age circuit 21 Super leviathan 15 Fire cape 26 Kiln cape 31 God cape 31 Ava's alerter 21 Skillcape 21 Super reefwalker 11 Cape of legends 13 Obsidian cape 17 Team cape 1 Max cape 26 Ardy cloak (4) 19 Spirit cape 17 Comp cape 43 Current hp bonus: Base 40*HP level Format: Helm - Body - Legs - Gloves - Boots: Total Lv80 power armour 840 - 1680 - 1260 - 210 - 210 Lv90 power armour 960 - 1920 - 1440 - 240 - XXX Lv85 tank armour 1020 - 2040 - 1530 - 255 - 255 Lv80 DG armour 960 - 1920 - 1440 - 240 - 240 : 4800 Lv90 DG armour 1080 - 2160 - 1620 - 270 - 270 : 5400 Lv99 DG armour 1188 - 2376 - 1782 - 297 - 297 : 5940 Lv70 shield 1050 Lv75 shield 1125 Lv80 shield 1200 Lv90 shield 1350 Lv98 DG shield 1470 Lv99 DG shield 1485 Cape of legends 100 Super reefwalker 400 Comp cape 400 Max hp (full Lv85 tank armour + Super reefwalker) 10810 Beta hp bonus: Base 100*HP level Format: Helm - Body - Legs: Total (Gloves and Boots do not give any hp bonus) Lv80 power armour 110 - 220 - 165 : 495 Lv90 power armour 0 - 0 - 0 : 0 (idk why) Lv85 tank armour 320 - 640 - 480 : 1440 Lv80 DG armour 220 - 440 - 330 : 990 Lv90 DG armour 420 - 840 - 630 : 1890 Lv99 DG armour 600 - 1200 - 900 : 2700 Lv70 shield 35 (crystal shield) Lv75 shield 0 (div/ely/spec) Lv80 shield 385 Lv90 shield 735 Lv70 DG shield 35 Lv80 DG shield 385 Lv90 DG shield 735 Lv98 DG shield 1015 Lv99 DG shield ??? Cape of legends 0 Super reefwalker 100 Comp cape 100 Max hp (full Lv85 tank armour + Super reefwalker) 12175 Edited June 19, 2014 by -Leaf- Quote Link to comment Share on other sites More sharing options...
Sobend Posted June 12, 2014 Share Posted June 12, 2014 Isn't crit going to be replaced with some strength related thing? Quote Link to comment Share on other sites More sharing options...
Leo Posted June 15, 2014 Share Posted June 15, 2014 Isn't crit going to be replaced with some strength related thing? I believe so. Quote Link to comment Share on other sites More sharing options...
-Leaf- Posted June 16, 2014 Author Share Posted June 16, 2014 (edited) Read the post more closely. If you only glanced at it you probably didn't notice that the first heading is for CURRENT crit/damage. Edited June 16, 2014 by -Leaf- Quote Link to comment Share on other sites More sharing options...
Sobend Posted June 16, 2014 Share Posted June 16, 2014 I never read posts more than 3 lines. So critical chance is eventually going to be replaced by strength in the beta but has not yet? Quote Link to comment Share on other sites More sharing options...
-Leaf- Posted June 16, 2014 Author Share Posted June 16, 2014 (edited) I never read posts more than 3 lines. So critical chance is eventually going to be replaced by strength in the beta but has not yet? Currently, power armour already uses strength, while capes/rings/necklaces use crit. If I put a %C next to the number, that means it's critical chance. Otherwise, it's strength bonus. I find it interesting that the existing strength values on power armour are going to be further increased. oh and ty for the new sig Edited June 16, 2014 by -Leaf- Quote Link to comment Share on other sites More sharing options...
Angel Hayley Posted June 19, 2014 Share Posted June 19, 2014 Cabbage ring getting boosted and tokkulzo getting nerfed uwot jagex Quote Link to comment Share on other sites More sharing options...
-Leaf- Posted June 19, 2014 Author Share Posted June 19, 2014 The balance of food and healing: Rocktail 1860 -> 2300 change: +23.7% Rocktail soup 2100 -> 2400 change: +14.3% Summer Pie 950 -> 1172 change: +23.3% Sara brew 500 -> 1000 change: +100% Super sara brew 800 -> 1300 change: +62.5% Hp healed per tick: old: 500 sara brew < 620 rocktail < 700 rocktail soup < 800 super sara brew < 950 summer pie new: 766.7 rocktail < 800 rocktail soup < 1000 sara brew < 1172 summer pie < 1300 super sara brew Hp healed per inv space: old: 1860 rocktail < 1900 summer pie < 2000 sara brew < 2100 rocktail soup < 3000 sara brew flask < 3200 super sara brew < 4800 super sara brew flask new: 2300 rocktail < 2344 summer pie < 2400 rocktail soup < 4000 sara brew < 5200 super sara brew < 6000 sara brew flask < 7800 super sara brew flask Overall, with the combat update, you deal more damage than before, you have more max hp than before, and you can heal more than before. Sara brews got a massive buff. Rocktail soup has been relatively nerfed. Quote Link to comment Share on other sites More sharing options...
-Leaf- Posted July 8, 2014 Author Share Posted July 8, 2014 (edited) Looks like beta is at or near its final form Effects of stats on combat 1 Attack, unarmed: 44 accuracy 99 Attack, unarmed: 1212 accuracy 1 Attack, 90 weapon: 2502 accuracy 90 Attack, 90 weapon: 3395 accuracy 99 Attack, 90 weapon: 3670 accuracy 1 Strength, unarmed: 2 damage 1 Strength, 90 weapon: 975 damage 1 Strength, 90 weapon, Fire cape, Brawler necklace, Warrior ring: 1111 damage 99 Strength, 90 weapon, Fire cape, Brawler necklace, Warrior ring: 1803 damage 1 Defence, ungeared: 45 defence 0.1% damage reduc 99 Defence, ungeared: 1213 defence 9.9% damage reduc Damage as a function of level: D = floor(2.5L) Edite: Damage bonuses from armour/weapon does not appear to be additive anymore - str level gives more of a bonus when wielding a better weapon. Further testing needed. Accuracy formula is a little bit harder. the data is here https://docs.google....dit?usp=sharing if anyone can figure out the formula that would be nice. The fact that the numbers are rounded (probably floored) makes it difficult to generate the formula. Halp pls. Edited July 8, 2014 by -Leaf- Quote Link to comment Share on other sites More sharing options...
Not Dead Yet Posted July 10, 2014 Share Posted July 10, 2014 I spent some time messing with the spreadsheet. I don't know if you can see what I've done, but 0.0008*Att^3 + 4*Att + 40 is close enough to the formula to make no real difference. Quote Link to comment Share on other sites More sharing options...
-Leaf- Posted July 11, 2014 Author Share Posted July 11, 2014 (edited) Spent 3 hours in the beta, and I've got a huge batch of updates. Max Hits Yellow max hits in legacy are not true max hits. Pre eoc this was also the case, but only when using certain boosts like prayers(I think?) and slay helms to hit higher than your normal maximum. However, I have found that even with no boosts and nothing but a weapon equipped, yellow hits can still be lower than your true max hit. Storm of Armadyl Storm of Armadyl caps at lv85 now, I think it was 90 before. Arma staff gives neither a speed or damage boost to SoA. Chaotic staff would do more dps than arma staff with SoA. It's really hard to test exact max hits, but the damage range seems to be 500-530. Air Surge is better than SoA when used with a lv86 or higher weapon and equal to SoA otherwise. So don't panic buy dem arma runes. Stats shown by ingame damage calculator 99 Str: skill bonus 247 weapon/skill damage values - ability damage values 90 fastest (864+247) 1111 - (432+123) 555 - 1666 90 fast (1102+308) 1410 - (551+154) 705 - 1733 80 fastest (768+247) 1015 - (384+123) 507 - 1522 80 fast (980+308) 1288 - (490+154)644 - 1589 80 avg 2h (1788+555) 2343 - 1534 80 staff (1776+555) 2331 - 1554 Ability damage as a function of weapon damage for each weapon speed category: Fastest dual wield: Abil = MH + OH + SkillBonus + floor(SkillBonus*0.5) Fast dual wield: Abil = (MH + OH + floor(SkillBonus*1.25) +floor(SkillBonus*0.625)) * ~0.82 (WTF??) Average 2h: Abil = (MH + floor(SkillBonus*2.25)) * ~0.6547 (wat?) Staff: Abil = (MH + floor(SkillBonus*2.25)) * ~0.6666 (wow it actually made sense) So apparently Jagex finally fixed the speed mod for staffs but in the process completely screwed over the calculations for Fast and Average melee/range weapons. Fast weapons are disproportionately strong - that is, Drygore rapiers are even stronger relative to maces than they already are in the live game. In the live game, rapiers are 0.394% stronger than maces without boosts. In the beta, rapiers are 4.40% stronger than maces without boosts. This is huge and is most likely a bug. Knowing Jagex, they won't fix this before the beta goes live though. Legacy and Momentum testing with barrages Setup: Virt dw, ice burst, displayed MH strength = 1224, displayed OH strength = 612 Legacy: Sample size: 500 casts Yellow hits: {277 281 272 280 277 271 268 277 275 279 267 281 274 280} Max hit: 281 Momentum: Sample size: 500 casts MH Max hit with critical: 1462 MH Min hit with critical: not sure MH Max hit without critical: 1387 OH Min hit: 148 Setup: Chaotic staff, ice burst, displayed MH strength = 2540 Legacy: Sample size: 500 casts Yellow hits: {574 562 574 573 572 583 566 574 582 557 572 575 579 577} Max hit: 583 Momentum: Sample size: 500 casts Max hit with critical: 3042 Min hit with critical: 2899 Max hit without critical: 2898 Min hit: 613 Conclusions: Momentum damage is exactly 24%-120% or 1.2*(20%-100%) times the displayed weapon damage. This gives an average hit of 72% weapon damage, not counting random ability activations. A critical hit is shown when damage dealt is greater than 95% of the modified max hit. Legacy minimum hit is 1 damage. Legacy maximum hit is 230% weapon damage. This gives an average hit of 115% weapon damage. For both Legacy and momentum, hits are calculated separately for MH and OH weapon. Attacks from the OH weapon use the full amount of ammunition/runes, but only does half as much damage as MH. With dw Fastest weapons, the MH and OH weapon will hit each hit once every 4 ticks. Legacy average damage is 115% (MH+OH) weapon damage every 4 ticks. Legacy average damage per tick is 28.75% (MH+OH) weapon damage. Momentum average damage is 72% (MH+OH) weapon damage every 4 ticks + damage from random ability activations. Momentum average damage per tick is 18% (MH+OH) weapon damage + random abilities. Ability base damage comparison against Legacy/momentum Base ability damage is 4/3*(MH+OH) weapon damage. (not taking into account the messed up speed mods for fast/average weapons) Ability min hit is 1/3 of the base ability damage. Average base ability damage per attack is 88.8888% (8/9) (MH+OH) weapon damage every 3 ticks. Average base ability damage per tick is therefore 29.6296% (8/27) (MH+OH) weapon damage. Legacy dps is about 97% as high as abilities if all the abilities you use do a max of 100% base ability damage. In practice, abilities will have an average damage much higher than that if you often use strong basics and thresholds. Void vs Power armour From a sample size of 500 casts each: Virt dw, displayed MH strength = 1224, no void, max hit = 281 Virt dw, displayed MH strength = 1135, full void, max hit = 269 Seis dw, displayed MH strength before boosts = 1320, overload, anguish, no void, max hit = 355 Seis dw, displayed MH strength before boosts = 1231, overload, anguish, full void, max hit = 372 due to the way void is calculated, it gets stronger the more boosts you stack on top of it. Power armour is better for weaker weapons, Void is better for stronger weapons and boosts like pots/prays. I spent some time messing with the spreadsheet. I don't know if you can see what I've done, but 0.0008*Att^3 + 4*Att + 40 is close enough to the formula to make no real difference. Edit: actually that looks fairly accurate. For comparison, weapon accuracy looks to be 0.002L^3+10L+100, with lv1 weapons statted as lv5 weapons. Edited July 18, 2014 by -Leaf- Quote Link to comment Share on other sites More sharing options...
Nitua Posted July 12, 2014 Share Posted July 12, 2014 Crushed nests could go up a bunch with the buff to brews. Possibly also toadflax but not as much. Quote Link to comment Share on other sites More sharing options...
O hai im KAMIL Posted July 12, 2014 Share Posted July 12, 2014 So....what should I invest in to make money??? Quote Link to comment Share on other sites More sharing options...
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