Revolution

Revolution is a combat mode that can be toggled from the Combat Settings interface, or by right-clicking the gear icon in the action bar. Revolution automatically triggers the first cooled-down basic ability in your first nine action bar slots which you have the requirements to use. The damage and timing for these abilities is identical to what you would get if you used those basic abilities in Full Manual mode — in other words, there is no penalty beyond being forced to follow a specific order. Other basic, threshold and ultimate abilities can also be used manually without turning off Revolution. This offers a high damage output comparable to Full Manual mode, without requiring each ability to be activated manually. BUT I RECOMMEND TO PLAY LEGACY BECAUSE EOC MAKES YOUR LIFE EASY AND YOU MAKE TONS OF CASH

Optimal basic abilities
For any given combat situation, there is an optimal Revolution ability setup that will maximise damage. The abilities below will maximise a stream of damage over a long period for some of those situations. This is not a complete analysis — it assumes no threshold or ultimate abilities are used, and that there is virtually no input from the user. It does not take into account "overkill loss", lost damage due to hitting higher than a monster's remaining life points. It is not tailored to any specific combat situation, but each of these are reasonably good Revolution setups for just about any circumstance. The damage is listed in terms of ability damage per game tick, and the damage is a fixed average used to represent the average damage per second over time. For example '30.12% ability damage' refers to precisely 30.12% rather than say, a range of 0%-30.12%.

Calculating the average ability damage per tick demonstrates that Revolution without thresholds and ultimates is quantifiably superior to Momentum and Legacy in nearly all cases, since Momentum is about 23% damage per tick without using ultimate abilities, and Legacy around 26%. Jagex also fully intended for Revolution to beat Legacy when actively using thresholds or ultimates and when using the most optimal rotation.

It is recommended to use Sacrifice in place of some of the lower-hitting basic abilities, if you have access to it. Sacrifice hits between 20% and 100% and has a healing property, while, for example, Piercing Shot and Wrack hit 18.2% to 94% with no special properties. It should be noted that Concentrated Blast and Snipe take 6 ticks when using Revolution, compared to 4 or 5 ticks when manually triggering abilities.

The multi-combat Chain and Ricochet abilities can be either strongly desirable or useless, depending on the combat situation. Against low-risk multi-combat Slayer monsters like Rorarii, they can be extremely useful because they can hit up to 3 monsters for an average of 60% damage, making them the best basic abilities. Against single-combat monsters, Chain and Ricochet are below-average but still may be worth using. Against higher-risk multicombat monsters like Automatons or Kal'gerion demons, they should be avoided completely since they will make multiple combatants aggressive.


 * Notes on calculations
 * All optimal calculations use the algorithms described here; the values can be checked using the calculator
 * Accuracy is assumed 100%
 * The values for each bar given are average ability damage per tick, which is a percentage of the ability damage stat (as listed in the loadout tab of Gear) per each game tick. It is an average in two ways - it uses the average damage of each ability and averages over a long period of time
 * Multiplying the percentage by the ability damage stat (in loadout) changes from average ability damage to average damage for that equipment setup
 * Dividing the value by 0.6 changes from per tick to per second
 * Sacrifice is not considered, however it generally has little effect on improving the optimal bars
 * Cleave, Dragon Breath, Chain, and Ricochet are assumed to hit 1 target only
 * The revolution is allowed to continue entirely input-free (channeled abilities are not interrupted or ended early; only one target for a long time)
 * Abilities that gain extra damage in specific circumstances (e.g. Decimate against shield-wearing players, Punish against stunned targets, Fragmentation shot with a moved target) are given their base value - specific circumstances are not accounted for

Instanced areas
These are combinations to be used in areas where Barge cannot be used. The ability damage per tick is almost the same as the above action bar setups, so it is suggested to just use these setups for both non-instanced and instanced area to save an action bar space.

Free to play
There is no main-hand setup for magic in free to play that doesn't include the defensive abilities Anticipation and Freedom, and the shield ability Bash. As the damage Bash does is based both on ability damage and the armour of the shield used, the average damage it does is harder to express as ability damage per tick. As such, the average ability damage per tick is given as 3 example numbers: ignoring the armour value (so Bash just does 100% ability damage), an approximation of high-end in free to play (batwing - roughly equivalent to 125% damage) and an approximation of the best in members (seismic wand and merciless kiteshield - roughly equivalent to 150% damage).

Ranged
A shieldbow can use both two-handed and shield abilities, which allows a slightly improved two-handed bar. Three values are given, as Bash's damage depends on both ability damage and shield armour value: ignoring the armour value (so Bash just does 100% ability damage), an approximation of mid-level (tier 50 magic shieldbow - roughly equivalent to 125% damage) and an approximation of the best available (tier 85 strykebow - roughly equivalent to 150% damage).

Free to play
Much like magic, there is no main-hand setup for ranged in free to play that doesn't include the defensive abilities Anticipation and Freedom, and the shield ability Bash. However, there are also no one-handed ranged weapons above tier 1. Thus the main hand and shield setup is defunct; however, a shieldbow setup is now viable (shieldbows give access to both shield abilities and two-handed abilities). Using the 3 example numbers like free to play magic above - ignoring the armour value (so Bash just does 100% ability damage), an approximation of high-end in free to play (magic shieldbow - roughly equivalent to 125% damage) and an approximation of the best in members (strykebow - roughly equivalent to 150% damage).

For completeness, a main hand and shield setup is given using the same ideas as magic above: the average ability damage per tick is given as 3 example numbers - ignoring the armour value (so Bash just does 100% ability damage), an approximation of high-end in free to play (blue dragonhide - roughly equivalent to 125% damage) and an approximation of the best in members (ascension crossbow and vengeful kiteshield - roughly equivalent to 150% damage).

Default setups
The first time the Revolution setting is activated, the interface offers to suggest a basic initial setup for the abilities in the action bar; depending on the type of fighter a character is, default setups suggested differ for Melee, Ranged, and Magic warriors. An average ability damage per tick value is given for comparison with the above - this value only counts the usage of basic abilities in revolution.

Trivia

 * During the Combat Improvements Beta, Revolution was a basic ability that was toggled on and off.
 * Revolution was inspired by a player-made idea on the forums called Conservation.