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Storm of Armadyl damage


Powerfrog

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Hi. I understand that at 99 magic storm of armadyl has a minimum hit of 110 and a maximum hit of 270.

 

Now. How is this effected by the +7 from roflcopter/overloads, both in terms of the stat increase I'd expect +35 for both min and max? And the +21% extra damage, does this apply to max only, or the minumum also?

 

+ the staff or arma and arcane stream are +30% mage damage, again, does this effect minimum or just the max?

 

What would the damage range be at 106 magic with staff of arma and arcane stream?

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Both increase respctivly afaik, so use all the multipliers together for min& max hits. Not sure exactly what they will be though. :-k

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110-270 base min-max before potions/equipment

Potion takes mage level up by 7, becomes 145-305 base min-max.

Potion boosts magic damage by 21%, becomes 175-369.

Equipment boosts damage by 30%, becomes 227-479.

With full slayer helmet it becomes 264-558.

With ferocious ring, it becomes 304-598.

 

E.g. it's awesome :D.

Supporter of Zaros | Quest Cape owner since 22 may 2010 | No skills below 99 | Total level 2595 | Completionist Cape owner since 17th June 2013 | Suggestions

99 summoning (18th June 2011, previously untrimmed) | 99 farming (14th July 2011) | 99 prayer (8th September 2011) | 99 constitution (10th September 2011) | 99 dungeoneering (15th November 2011)

99 ranged (28th November 2011) | 99 attack, 99 defence, 99 strength (11th December 2011) | 99 slayer (18th December 2011) | 99 magic (22nd December 2011) | 99 construction (16th March 2012)

99 herblore (22nd March 2012) | 99 firemaking (26th March 2012) | 99 cooking (2nd July 2012) | 99 runecrafting (12th March 2012) | 99 crafting (26th August 2012) | 99 agility (19th November 2012)

99 woodcutting (22nd November 2012) | 99 fletching (31st December 2012) | 99 thieving (3rd January 2013) | 99 hunter (11th January 2013) | 99 mining (21st January 2013) | 99 fishing (21st January 2013)

99 smithing (21st January 2013) | 120 dungeoneering (17th June 2013) | 99 divination (24th November 2013)

Tormented demon drops: twenty effigies, nine pairs of claws, two dragon armour slices and one elite clue | Dagannoth king drops: two dragon hatchets, two elite clues, one archer ring and one warrior ring

Glacor drops: four pairs of ragefire boots, one pair of steadfast boots, six effigies, two hundred lots of Armadyl shards, three elite clues | Nex split: Torva boots | Kalphite King split: off-hand drygore mace

30/30 Shattered Heart statues completed | 16/16 Court Cases completed | 25/25 Choc Chimp Ices delivered | 500/500 Vyrewatch burned | 584/584 tasks completed | 4000/4000 chompies hunted

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Hmm. I have no idea how it all stacks together, but by doing:

 

110-270 + 7 levels * +5 for each level =

 

145-305

 

145-305 * 51% =

 

218-460

 

Again, i don't know how it stacks so that could be totally wrong. I believe I've seen higher hits than 460, too.

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110-270 base min-max before potions/equipment

Potion takes mage level up by 7, becomes 145-305 base min-max.

Potion boosts magic damage by 21%, becomes 175-369.

Equipment boosts damage by 30%, becomes 227-479.

With full slayer helmet it becomes 264-558.

With ferocious ring, it becomes 304-598.

 

E.g. it's awesome :D.

Ooops posted my post before reading yours.

 

So with 227-479 without any situational boosts, equilibrium makes it 346-359? ...That can't be right, lol... Can it? :o

 

304-598 would become 453-448... The minimum hit being higher than the max... Lolwut. I must be doing something wrong here? nevermind i forgot about the ring.

 

264-558 would be 403-418 though, making it 443-458, which still sounds ridiculous.

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110-270 base min-max before potions/equipment

Potion takes mage level up by 7, becomes 145-305 base min-max.

Potion boosts magic damage by 21%, becomes 175-369.

Equipment boosts damage by 30%, becomes 227-479.

With full slayer helmet it becomes 264-558.

With ferocious ring, it becomes 304-598.

 

E.g. it's awesome :D.

Ooops posted my post before reading yours.

 

So with 227-479 without any situational boosts, equilibrium makes it 346-359? ...That can't be right, lol... Can it? :o

 

304-598 would become 453-448... The minimum hit being higher than the max... Lolwut. I must be doing something wrong here?

I don't know how the two interact, you could be right. The average hit is still the same, so...

Supporter of Zaros | Quest Cape owner since 22 may 2010 | No skills below 99 | Total level 2595 | Completionist Cape owner since 17th June 2013 | Suggestions

99 summoning (18th June 2011, previously untrimmed) | 99 farming (14th July 2011) | 99 prayer (8th September 2011) | 99 constitution (10th September 2011) | 99 dungeoneering (15th November 2011)

99 ranged (28th November 2011) | 99 attack, 99 defence, 99 strength (11th December 2011) | 99 slayer (18th December 2011) | 99 magic (22nd December 2011) | 99 construction (16th March 2012)

99 herblore (22nd March 2012) | 99 firemaking (26th March 2012) | 99 cooking (2nd July 2012) | 99 runecrafting (12th March 2012) | 99 crafting (26th August 2012) | 99 agility (19th November 2012)

99 woodcutting (22nd November 2012) | 99 fletching (31st December 2012) | 99 thieving (3rd January 2013) | 99 hunter (11th January 2013) | 99 mining (21st January 2013) | 99 fishing (21st January 2013)

99 smithing (21st January 2013) | 120 dungeoneering (17th June 2013) | 99 divination (24th November 2013)

Tormented demon drops: twenty effigies, nine pairs of claws, two dragon armour slices and one elite clue | Dagannoth king drops: two dragon hatchets, two elite clues, one archer ring and one warrior ring

Glacor drops: four pairs of ragefire boots, one pair of steadfast boots, six effigies, two hundred lots of Armadyl shards, three elite clues | Nex split: Torva boots | Kalphite King split: off-hand drygore mace

30/30 Shattered Heart statues completed | 16/16 Court Cases completed | 25/25 Choc Chimp Ices delivered | 500/500 Vyrewatch burned | 584/584 tasks completed | 4000/4000 chompies hunted

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110-270 base min-max before potions/equipment

Potion takes mage level up by 7, becomes 145-305 base min-max.

Potion boosts magic damage by 21%, becomes 175-369.

Equipment boosts damage by 30%, becomes 227-479.

With full slayer helmet it becomes 264-558.

With ferocious ring, it becomes 304-598.

 

E.g. it's awesome :D.

Ooops posted my post before reading yours.

 

So with 227-479 without any situational boosts, equilibrium makes it 346-359? ...That can't be right, lol... Can it? :o

 

304-598 would become 453-448... The minimum hit being higher than the max... Lolwut. I must be doing something wrong here?

I don't know how the two interact, you could be right. The average hit is still the same, so...

I'm mainly thinking about for pvp. You could literally deal damage faster than they could eat, guaranteed, assuming you don't splash...

 

It all seems a bit unreal. Tempted to buy Equilibrium to give it a test.

CNqWHdA.jpg

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110-270 base min-max before potions/equipment

Potion takes mage level up by 7, becomes 145-305 base min-max.

Potion boosts magic damage by 21%, becomes 175-369.

Equipment boosts damage by 30%, becomes 227-479.

With full slayer helmet it becomes 264-558.

With ferocious ring, it becomes 304-598.

 

E.g. it's awesome :D.

Ooops posted my post before reading yours.

 

So with 227-479 without any situational boosts, equilibrium makes it 346-359? ...That can't be right, lol... Can it? :o

 

304-598 would become 453-448... The minimum hit being higher than the max... Lolwut. I must be doing something wrong here?

I don't know how the two interact, you could be right. The average hit is still the same, so...

I'm mainly thinking about for pvp. You could literally deal damage faster than they could eat, guaranteed, assuming you don't splash...

 

It all seems a bit unreal. Tempted to buy Equilibrium to give it a test.

 

Do it


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Armadyl Drops : 4 Hilts; 3 Chestplates; 2 Chainskirts; 1 Helmet; 1 Buckler; 2 Shard 1; 2 Shard 2; 1 Shard 3

Nex : 1 Zaryte Bow

Kalphite King : 1 Drygore Rapier ; 1 Drygore Longsword : 1 Drygore Offhand Rapier : 1 Drygore Offhand Longsword

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It's better to have a chance to get a few high hits in a row than constant medium.

That's true only when that constant medium is lower than their healing. In this case it isn't.

 

I'm not talking about fighting where people tele after seconds, I'm talking about getting someone to the point where they're teleblocked entangled and rapidly draining their food, it's at times like that I'd prefer consistency. Same with a duel arena DM. If they're constantly healing, they can't attack, so they can't get breathing space to stop healing. Unlike most rushing, the idea is to guarantee the kill, not ride on the 10% chance you get a high enough hit.

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