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Magical Blastbox, not as useless as once thought.


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Is it 25% over 160 or over 184 if you have gravite staff + blast neck?

 

184 x 1.25 = 230 max damage

I can't wait to test this. :rolleyes:

Base damage: 160

+15% from staff + neck: 184

+9% from mind bomb: 200.56

+25% (bonus hit): 200.56 + 50.14

 

So, erm, ko power?

The catalytic staff gives inside dungeoneer floors 15%, the gravite staff gives 5% extra damage outside dungeoneer.

And the blast necklace gives +10%, right? So the total is 15%, outside Daemonheim?

 

Edit to Bladewing: As far as I know, necklace + staff add up (you can see that in the equipment menu) but other boosts are multiplied into that.

 

Fire surge: 280 damage. +30% from sol/arcstream, +21% from ovl/wolper, +15% from fsh (*2 cause we take ice strykewyrms).

If we multiply, max hit = 1013,012

If we add: 66% boost, max hit = 929,6

(confuses me, as the max is supposed to be 1100+, right?) I think the multiplying is closer, anyway.

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im deffo going to get this over tome of frost on my pure now, it might not be 100% chance but i dont really care about free waters or a extra 5 mage att

your such a mother [bleep]er. whats with all this bombchu [cabbage]? all everyone who likes this [cabbage] is stupid. ur a [bleep]ing cheater. u did that the wrong way, thats not how to get past the king zora u cheater. u suck and i wont continue watching all ur [cabbage]! videos

he mad?
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The current max on ice strykewyrms is 1106 without chaotic staff.

 

This is actually good news for me, as, believe it or not, i bought one. Yes, i know, an impulsive decision, but the information jagex gave about it's abilities at first was utter bs and said nothing about wielding it, so i thought, great- an item that stores deaths, airs and fire runes in one inventory space- extremely useful for alot of stuff. But in actuality, as you need to wield it, you lose 15 magic attack and 3 prayer bonus, while the runes in the box only count for bolt and blast spells(and it only stores air+ chaos/death). I assume the extra damage only applies for blast/bolts spells, am i right?

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The current max on ice strykewyrms is 1106 without chaotic staff.

 

This is actually good news for me, as, believe it or not, i bought one. Yes, i know, an impulsive decision, but the information jagex gave about it's abilities at first was utter bs and said nothing about wielding it, so i thought, great- an item that stores deaths, airs and fire runes in one inventory space- extremely useful for alot of stuff. But in actuality, as you need to wield it, you lose 15 magic attack and 3 prayer bonus, while the runes in the box only count for bolt and blast spells(and it only stores air+ chaos/death). I assume the extra damage only applies for blast/bolts spells, am i right?

 

What slot do you wield it in?

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The current max on ice strykewyrms is 1106 without chaotic staff.

 

This is actually good news for me, as, believe it or not, i bought one. Yes, i know, an impulsive decision, but the information jagex gave about it's abilities at first was utter bs and said nothing about wielding it, so i thought, great- an item that stores deaths, airs and fire runes in one inventory space- extremely useful for alot of stuff. But in actuality, as you need to wield it, you lose 15 magic attack and 3 prayer bonus, while the runes in the box only count for bolt and blast spells(and it only stores air+ chaos/death). I assume the extra damage only applies for blast/bolts spells, am i right?

 

What slot do you wield it in?

 

Shield.

 

http://www.tip.it/runescape/index.php?rs2item_id=10466

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Is it 25% over 160 or over 184 if you have gravite staff + blast neck?

 

184 x 1.25 = 230 max damage

I can't wait to test this. :rolleyes:

Base damage: 160

+15% from staff + neck: 184

+9% from mind bomb: 200.56

+25% (bonus hit): 200.56 + 50.14

 

So, erm, ko power?

 

Yea, if you wanna risk 20 hours of work (3 mills worth if you have hilariously bad ways of making money) for something thats still worse in KO potential than a rune 2h.

O.O

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Is it 25% over 160 or over 184 if you have gravite staff + blast neck?

 

184 x 1.25 = 230 max damage

I can't wait to test this. :rolleyes:

Base damage: 160

+15% from staff + neck: 184

+9% from mind bomb: 200.56

+25% (bonus hit): 200.56 + 50.14

 

So, erm, ko power?

 

Yea, if you wanna risk 20 hours of work (3 mills worth if you have hilariously bad ways of making money) for something thats still worse in KO potential than a rune 2h.

 

How many dungeoneering tokens is that? 95k? You should probably compare apples to apples then... Even if you are hitting 250 max, you're either going to have no defense and a high mage bonus, or high defense and no mage bonus.

Not that your defense matters. Some punk with a Gravite 2H risking a measly 40k dungeoneering tokens will hit up to 366 at the same rate, and will hit far more accurately than you will.

 

In fact, these items make F2P mage relatively weaker. Before, people knew they maxed at 160 and would eat accordingly. They also knew that if they were taking heavy damage they could lessen the blows by taking their armour off. Couple these things with a finishing weapon and you have an easy KO (one that worked ~25% of the time). Even if you didn't get the KO, they'd find themselves in a precarious position. Either they have armour on and they burn through their food, or armour off and they burn through their food.

 

It's a step in the right direction, but its too little too late. Practically the only thing that can save F2P pvp magic now is a whole new set of spells, and weapons and armour.

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How many dungeoneering tokens is that? 95k? You should probably compare apples to apples then... Even if you are hitting 250 max, you're either going to have no defense and a high mage bonus, or high defense and no mage bonus.

Not that your defense matters. Some punk with a Gravite 2H risking a measly 40k dungeoneering tokens will hit up to 366 at the same rate, and will hit far more accurately than you will.

 

In fact, these items make F2P mage relatively weaker. Before, people knew they maxed at 160 and would eat accordingly. They also knew that if they were taking heavy damage they could lessen the blows by taking their armour off. Couple these things with a finishing weapon and you have an easy KO (one that worked ~25% of the time). Even if you didn't get the KO, they'd find themselves in a precarious position. Either they have armour on and they burn through their food, or armour off and they burn through their food.

 

It's a step in the right direction, but its too little too late. Practically the only thing that can save F2P pvp magic now is a whole new set of spells, and weapons and armour.

 

Exactly, mage is crap.

 

It needs at least blast spells in my opinion, i don't think a new spellbook is entirely called for.

O.O

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How many dungeoneering tokens is that? 95k? You should probably compare apples to apples then... Even if you are hitting 250 max, you're either going to have no defense and a high mage bonus, or high defense and no mage bonus.

Not that your defense matters. Some punk with a Gravite 2H risking a measly 40k dungeoneering tokens will hit up to 366 at the same rate, and will hit far more accurately than you will.

 

In fact, these items make F2P mage relatively weaker. Before, people knew they maxed at 160 and would eat accordingly. They also knew that if they were taking heavy damage they could lessen the blows by taking their armour off. Couple these things with a finishing weapon and you have an easy KO (one that worked ~25% of the time). Even if you didn't get the KO, they'd find themselves in a precarious position. Either they have armour on and they burn through their food, or armour off and they burn through their food.

 

It's a step in the right direction, but its too little too late. Practically the only thing that can save F2P pvp magic now is a whole new set of spells, and weapons and armour.

 

Exactly, mage is crap.

 

It needs at least blast spells in my opinion, i don't think a new spellbook is entirely called for.

 

They have blast, I think you meant wave?

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I really want mages to get ko power because if they do that means there will be more mages in the wild and thus much more easy pickings for rangers.

 

Its so much easier to hit through mage armor than Rune

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I really want mages to get ko power because if they do that means there will be more mages in the wild and thus much more easy pickings for rangers.

 

Its so much easier to hit through mage armor than Rune

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Any1 up for a lvl 34 pker with 70 dun hitting 200+ in f2p? Low-level mages already own in f2p pvp, imagine how much more a dungeoneering pure will :blink:

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Any1 up for a lvl 34 pker with 70 dun hitting 200+ in f2p? Low-level mages already own in f2p pvp, imagine how much more a dungeoneering pure will :blink:

 

Its so hilariously overpowered that everyone his level would run.

 

And sooner or later he would die from lag or a lucky KO and lose 20+ hours of work.

O.O

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Any1 up for a lvl 34 pker with 70 dun hitting 200+ in f2p? Low-level mages already own in f2p pvp, imagine how much more a dungeoneering pure will :blink:

Good luck pure maging in dunge outside of teams.

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Any1 up for a lvl 34 pker with 70 dun hitting 200+ in f2p? Low-level mages already own in f2p pvp, imagine how much more a dungeoneering pure will :blink:

Good luck pure maging in dunge outside of teams.

it's the easiest thing in the world getting ALOT of dungeoneering xp under level ~30 in f2p while doing nothing.

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