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Autumntempest

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Everything posted by Autumntempest

  1. Sonic wave actually only increases the accuracy on the following hit, and not ability. And I did note that this was from a pure dps perspective, that the advantage seismics have over nox staff would be lower on damage if one had to move around often. I'm pretty sure that initial auto attack damage does do something, but from what I remember main hand and off hand damage are spread 2/3 and 1/3. You'd gain 1/2 extra damage on the initial hit but over time the advantage diminishes. Now about conc blast, you have used wands before right? If you haven't or would like to test if what I said was correct, be my guest and buy a batwing wand and book and fight a lumbridge dummy. After using concentrated blast, on the third hit it deals 89% damage correct? It's true one would be at a disadvantage if one left conc blast to run one would be at a disadvantage, but if one did and used an ability at the time that the third hit of conc blast was to hit, one would deal the third hit of conc blast combined with the ability at the cost of an additional 0.6 seconds or so. Let's let this ability be wrack. So first 2 hits take 1.8 seconds and then when the third hit is about to come, you press wrack. This causes the third hit plus wrack to take 0.6 seconds than just allowing the third hit to occur, but grants you extra damage from wrack So the damage is dealt as follows: First 1.8 seconds: 75+82 Next 2.4 seconds:89+94 It's the same way that one used asphyxiation and at the last hit, also lands another ability so the 2 hits would stack. And I would appreciate it if you do have mathematical calculations to support your arguments.
  2. I would like to propose that new level 90+ weapons be made from current level 90s that either degrade to dust or progressively get more expensive to fix each time. For example a ranged weapon made of a nox bow and an asc main and offhand, that degrades to dust and might have a passive effect that drains the opponent's stats in pvm and pvp alike, making it useful for bosses that are pretty much immune to everything a bit easier. I'm sure some people will be unhappy with their lv 90+ weapons composed with such expensive materials degrade to dust, but the way the economy is now, and the fact that bosses are being overfarmed raises a concern for oversupply. if the lv 90+ weapon is made such that it takes a long time to degrade to dust, it may actually be worth using, eg. drygores are about 48m a set right now and a nox scythe is about 123m right now. They each take about 2.7m to repair from 0% (99 smithing). It might be reasonable to set the time for the weapon to degrade to dust accordingly to the difficulty of obtaining it. for example the weapon made with drygores and a scythe may take 570 hours to degrade to dust ((48+123)/3) while the weapon made of ascension crossbows and a noxious longbow might take 1190 hours to degrade ((179+90)/3). The dyes might also fit in the equation somewhere and allow repair of these weapons cheaper than making a new one. For the armour part, it might be reasonable to combine a set of gwd armour with current lv 90 armour (+future lv 90 power boots) to create pvp type armour (click here if you dont know what pvp armour is) that can be repaired a set number of times with the coresponding gwd armour pieces before degrading to dust.(so dyes can retain their value) Please suggest improvements if you have any ideas
  3. Please elaborate about what you think is inaccurate?
  4. Here's some more extensive data on my research. The dps of wand vs staff in ability cycles where sonic wave/concentrated blast is the first ability used in the cycle is calculated as follows: ((75+82+89+A+B)/(157+A+B))*5.4/6 where A and B are abilities that can be used often enough to be representative enough of the average ability damage of basic abilities that can be cycled without all abilities being on cooldown, excluding sonic wave/concentrated blast. Since wrack is very often used as the core to build adrenaline in most ability bars, I let A be 94 and I let B be 130(because 130 seemed fairly reasonable to me, dragonbreath being inconsistent (deals "up to" 188% of current spell's damage) and to balance out the inconsistency in wrack ( deals "up to" 94% of active spell's damage)) Then through testing, I observed that when a second ability is stacked on top of the third hit in concentrated blast, the total times taken by concentrated blast and the second ability seemed to take about 0.6 seconds longer than 2 abilities would for a staff. Therefore conc blast and 2 abilities would take 6 seconds and sonic wave and 2 abilities would take 5.4 seconds. When A is 94 and b is 130, ((75+82+89+A+B)/(157+A+B))*5.4/6=1.11 dps with wand is about 11% higher on targets where one has 100% accuracy on. On targets where one does not have 100% accuracy on: dps here is taken as damage*accuracy Assuming Vorago is classified as neutral and has 90 defence, by using rswiki's hit chance formula ((0.0008a^3+4a+40)+2.5(0.0008b^3+4b+40))/(0.0008c^3+4c+40)*5.5(neutral weakness) Assuming the player wears superior elite void (+3% accuracy), uses supreme overloads and prays torment(+10% accuracy), the player's magic level is at 99+19+99*0.1, which is 127.9, or 127 rounded down substituting it into the formula as a, 90 as b(weapon level) and 90 as c(vorago's defence level) the player's accuracy is 85.9%, with sup elite void: 88.5% with this, nox staff's sonic wave will land 88.5% of the time, and give a 10% accuracy buff to the next hit, however this complicates matters since sonic wave can be used with 2 abilities between, and that the buff applied only applies to the next hit and not the next ability, for the sake of easier calculations it is assumed that it is applied to the next ability. The average accuracy increase is therefore 0.885*0.1*0.885/3, or 2.6% where dps is damage* accuracy, seismic staff will hit 88.5% of the time, with a damage of 1.11 of that of the nox staff=0.98 Nox staff will hit (88.5%+2.6%) of the time, with a damage of 1 of that of the nox staff=0.911 Overall, the seismic set is at least a theoretical 7% more dps than nox staff, but nox staff gains 1/9 more adrenaline than the seis wand Of course, this also depends on situations. it would be less than 7% if the player was in a scenario where they had to run around If vorago's type was classified as 'strong against', The multiplier would be 7.5 instead of 5.5 and the formula becomes 64.9% accuracy. In this scenario, nox staff's accuracy buff becomes 0.649*0.1*0.649/3 or an average accuracy buff of 1.4%. Seis dps: 0.649*1.11=0.72 Nox staff dps:0.663 Seis has a higher dps of 8% Is accuracy increased damage even after 100%, to match a dw, the staff has to provide an average increase of 11% accuracy. X^2*0.1/3=0.11x Then base accuracy on the creature has to be over 300%
  5. About staff vs wand, in terms of dps on 100% accuracy targets, wand is likely to be better than staff if you use it manually. the only difference between the 2 is concentrated blast vs sonic wave. Concentrated blast does 75, 82 and then 89 percent in 3.6 seconds, whilst sonic wave does 157 in 1.8 seconds. whilst it would seem that staff is better, it should not be forgotten that by using the ability bar manually, one can actually stack another ability on top of the 89 percent. Impact for example would stack to deal 189 percent damage and added together it would be 346 percent ability damage compared to the 257 percent ability damage when using Impact after sonic blast. This would possibly mean that the seismic wand+orb is superior compared to the nox staff in terms of dps on targets that the player does not have 100% accuracy on. This would then leave staff possibly superior vs wand in terms of dps in vorago, rots, nex and pvp. But it depends on if the trade-off is worth it. concentrated blast allows one to deal about 89 percent of one's active spell's damage more every other hit when using basics whilst sonic wave allows one to raise one's accuracy of one's next hit by 10% should sonic wave deal damage. In terms of flexibility, wand has the upper hand, allowing the user to wield a shield at times should they require one. When dying however, using a staff does allow the user to keep one more item when compared to using a wand+offhand combo. Using a staff is also much easier for switches when one is tribridding
  6. And a bombardment doesnt stack if you fire a ranged attack after it now :/
  7. a blood fury would immensely help with low level slayer I guess, if it is affordable to you.
  8. Guess I'm doing really badly at about 80 kills per hour with 2h Mage+ranged nox huh xD I usually take too much damage for the blood fury' s effect to heal. I use a iron Titan familiar too
  9. I wrote a simulator for TDs. Its logic only supports melee/range switching for the calculations at the moment. I am updating it with hit-chance (currently it assumes 100% hit chance, which isn't far from the truth with tier 90s, but alas, I want accurate simulations!) at the moment, and then moving on to support any variable amount of gear (mage/range, melee/mage, mage/range/melee) and will get back to you then. However, I do think noxious is less effective than dual wielding. Needle Strike is a flat 5% DPS boost for things like Bombardment, Shadow Tendrils, and Snap Shot's first hit. Wild Magic also will always hit twice with dual-wielding, resulting in massive damage on average compared to staves. Dual-wield switching should be just as efficienct as two-hand switching if you can count ticks and only equip the stuff at the beginning of a tick, so two-handed weapons are actually worse at peak efficiency. Watch this space! Pretty intensive clicking though hahaSorry autocorrect
  10. Would using nox tribrid be practical? If you constantly rotate, you wouldn't have to worry about your next hit landing on a style that is blocked by the tds' prayers. You also have a constant stream of thresholds available to you Of course, this is only when spawn rate is the only factor that's limiting your kills.
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