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Description? | |
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Increases minimum hit by 3% per rank, and decreases maximum hit by 1% per rank. Does not stack with Equilibrium aura; aura takes precedence. | |
Release date | 25 January 2016 (Update) |
Gizmo type | Weapon |
Maximum rank | 3 |
Equilibrium is an Invention perk that increases minimum hit, but also lowers maximum hit. It can be created in weapon gizmos.
Suppose an ability has ability damage that ranges from a minimum of 20% to a maximum of 100% ability damage. Equilibrium will reduce the maximum hit and increase the minimum hit by 1% and 3% respectively of the damage range, here 80% (as 100 - 20 = 80). As a result, Equilibrium will increase minimum hit by 2.4% per rank and decrease maximum hit by 0.8% per rank. This ability will thus hit 22.4% - 99.2% of the stated damage with rank 1, between 24.8% - 98.4% of the stated damage at rank 2, and 27.2% - 97.6% of the stated damage at rank 3. Damage-over-time abilities are not affected by Equilibrium.
Min/max hit changes | Standard hit | ||||
---|---|---|---|---|---|
Rank | Min | Max | Min | Max | Avg hit increase |
None | ±0% | ±0% | 20.0% | 100.0% | 0.0% |
1 | +3% | −1% | 22.4% | 99.2% | 1.3% |
2 | +6% | −2% | 24.8% | 98.4% | 2.7% |
3 | +9% | −3% | 27.2% | 97.6% | 4.0% |
P4E2 and P5E1[]
An endgame weapon perk setup includes P4E2 or P5E1 perk on off-hand or 2h weapon. This is ~1% damage over Precise 5.
For example, Staff of Sliske with Aftershock 3+Invigorating1, and Precise4Equilibrium2 is best in slot for magic 2h weapons. P4E2 is more ideal than P5E1 for magic due to 4 tick autoattacks. P5E1 is the best of the best for Range and Melee.
Only attempt these endgame gizmos at 120 invention. They are incredibly rare and expensive. Many players sink 400mil-3bil into a few gizmos. Until then, Precise 5 is absolutely fine.
There are two ideal ways to P4E2:
5 Precise[]
- Largest single sample size is "Base Tank", getting 10/23040
- Odds are approximately 1/2304
- https://twitter.com/basetankrs/status/877637730951450624?lang=en-
1 Armadyl 4 Precise[]
- Largest single sample size is Litt's twitter, getting 3/240
- Odds are approximately 1/80
- https://twitter.com/yougotlittuprs/status/838453608748302338?lang=en
- Mod Shogun advocates this combo. Check twitter thread comments.
- https://twitter.com/jagexshogun/status/837353817918308352?lang=en
1 Armadyl 4 Precise is the best way to obtain P5E1. This is best of the best perk for Range and Melee. It is even more rare and expensive than P4E2. Very few exist in the game.
Analysis[]
Perk comparison[]
For abilities with a damage range 20–100%; a ratio 1:5:
Perk(s) | Rank(s) | Avg hit increase |
---|---|---|
Equilibrium, Precise | 3, 5 | 9.875% |
Biting, Precise | 3, 5 | 9.694% |
Precise | 5 | 6.25% |
Equilibrium | 3 | 4% |
Biting | 3 | 3.80% |
Calculator[]
Head over to the calculator page for more documentation. Most abilities' min hits are 20% of their max hit, but some abilities also mention min hits. In that case, you can change the min and max hit numbers, but leaving them between 20% and 100% gives correct damage increase numbers for most abilities.
Precise rank | name=precRank1|type=int|range=0,5|sublist=init |
Equilibrium rank | name=eqRank1|type=int|range=0,3|sublist=init |
Biting rank | name=bitRank1|type=int|range=0,3|sublist=init |
Is Biting on level 20 gear? | name=isLevel20_1|type=select|range=No,Yes|sublist=init |
Min hit of ability | name=abilityMinHitIn1|type=number|range=0,1000|value=20|sublist=init |
Max hit of ability | name=abilityMaxHitIn1|type=number|range=0,1000|value=100|sublist=init |
Average hit without perks | name=normalAverageHitOut1|type=output |
Min hit with perks | name=abilityMinHitOut1|type=output |
Max hit with perks | name=abilityMaxHitOut1|type=output |
Average hit with perks | name=perkAverageHitOut1|type=output |
% damage increase from perks | name=percentIncreaseOut1|type=output |
let(precRank, precRank1) let(eqRank, eqRank1) let(bitRank, bitRank1) let(minHit, abilityMinHitIn1) let(maxHit, abilityMaxHitIn1) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, isLevel20_1)
if(minHit < maxHit){
let(minHit, minHit + 0.015 * precRank * maxHit)
let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit)) let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn1 - minHit))
let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0)) let(bitAverageHit, minHit + 0.975 * (maxHit - minHit)) let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit)
let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100)
let(normalAverageHit, round(normalAverageHit * 1000)) let(normalAverageHit, normalAverageHit / 1000) let(minHit, round(minHit * 1000)) let(minHit, minHit / 1000) let(maxHit, round(maxHit * 1000)) let(maxHit, maxHit / 1000) let(perkAverageHit, round(perkAverageHit * 1000)) let(perkAverageHit, perkAverageHit / 1000) let(damageIcrease, round(damageIcrease * 1000)) let(damageIcrease, damageIcrease / 1000)
let(normalAverageHitOut1, normalAverageHit) let(abilityMinHitOut1, minHit) let(abilityMaxHitOut1, maxHit) let(perkAverageHitOut1, perkAverageHit) let(percentIncreaseOut1, damageIcrease) let(wrongInput1, "")
}{
let(normalAverageHitOut1, 60) let(abilityMinHitOut1, 20) let(abilityMaxHitOut1, 100) let(perkAverageHitOut1, 60) let(percentIncreaseOut1, 0) let(wrongInput1, "Please give a correct minimum and maximum ability damage.")
}
Full table of Biting Precise and Equilibrium Combinations | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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List of damage increases for various precise and equilibrium combinations, given a certain rank of biting. If you want to sort the tables by damage increase, note that you need to refresh the page for them to re-sort if you change the biting rank.
type=button|sublist=init|value=Calculate
name=wrongInput2|type=output
init|
let(precRank, 5) let(eqRank, 3) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, isLevel20_2) if(minHit < maxHit){ let(minHit, minHit + 0.015 * precRank * maxHit) let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit)) let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit)) let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0)) let(bitAverageHit, minHit + 0.975 * (maxHit - minHit)) let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit) let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100) let(normalAverageHit, round(normalAverageHit * 1000)) let(normalAverageHit, normalAverageHit / 1000) let(minHit, round(minHit * 1000)) let(minHit, minHit / 1000) let(maxHit, round(maxHit * 1000)) let(maxHit, maxHit / 1000) let(perkAverageHit, round(perkAverageHit * 1000)) let(perkAverageHit, perkAverageHit / 1000) let(damageIcrease, round(damageIcrease * 1000)) let(damageIcrease, damageIcrease / 1000) let(normalAverageHitOut2, normalAverageHit) let(minHitP5E3, minHit) let(maxHitP5E3, maxHit) let(averageHitP5E3, perkAverageHit) let(damageIncreaseP5E3, damageIcrease) let(wrongInput2, "") }{ let(normalAverageHitOut2, 60) let(minHitP5E3, 20) let(maxHitP5E3, 100) let(averageHitP5E3, 60) let(damageIncreaseP5E3, 0) let(wrongInput2, "Please give a correct minimum and maximum ability damage.") }
if(minHit < maxHit){ let(minHit, minHit + 0.015 * precRank * maxHit) let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit)) let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit)) let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0)) let(bitAverageHit, minHit + 0.975 * (maxHit - minHit)) let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit) let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100) let(normalAverageHit, round(normalAverageHit * 1000)) let(normalAverageHit, normalAverageHit / 1000) let(minHit, round(minHit * 1000)) let(minHit, minHit / 1000) let(maxHit, round(maxHit * 1000)) let(maxHit, maxHit / 1000) let(perkAverageHit, round(perkAverageHit * 1000)) let(perkAverageHit, perkAverageHit / 1000) let(damageIcrease, round(damageIcrease * 1000)) let(damageIcrease, damageIcrease / 1000) let(n, normalAverageHit) let(minHitP5E2, minHit) let(maxHitP5E2, maxHit) let(averageHitP5E2, perkAverageHit) let(damageIncreaseP5E2, damageIcrease) let(n, "") }{ let(n, 60) let(minHitP5E2, 20) let(maxHitP5E2, 100) let(averageHitP5E2, 60) let(damageIncreaseP5E2, 0) let(n, "Please give a correct minimum and maximum ability damage.") }
if(minHit < maxHit){ let(minHit, minHit + 0.015 * precRank * maxHit) let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit)) let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit)) let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0)) let(bitAverageHit, minHit + 0.975 * (maxHit - minHit)) let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit) let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100) let(normalAverageHit, round(normalAverageHit * 1000)) let(normalAverageHit, normalAverageHit / 1000) let(minHit, round(minHit * 1000)) let(minHit, minHit / 1000) let(maxHit, round(maxHit * 1000)) let(maxHit, maxHit / 1000) let(perkAverageHit, round(perkAverageHit * 1000)) let(perkAverageHit, perkAverageHit / 1000) let(damageIcrease, round(damageIcrease * 1000)) let(damageIcrease, damageIcrease / 1000) let(n, normalAverageHit) let(minHitP5E1, minHit) let(maxHitP5E1, maxHit) let(averageHitP5E1, perkAverageHit) let(damageIncreaseP5E1, damageIcrease) let(n, "") }{ let(n, 60) let(minHitP5E1, 20) let(maxHitP5E1, 100) let(averageHitP5E1, 60) let(damageIncreaseP5E1, 0) let(n, "Please give a correct minimum and maximum ability damage.") }
if(minHit < maxHit){ let(minHit, minHit + 0.015 * precRank * maxHit) let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit)) let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit)) let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0)) let(bitAverageHit, minHit + 0.975 * (maxHit - minHit)) let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit) let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100) let(normalAverageHit, round(normalAverageHit * 1000)) let(normalAverageHit, normalAverageHit / 1000) let(minHit, round(minHit * 1000)) let(minHit, minHit / 1000) let(maxHit, round(maxHit * 1000)) let(maxHit, maxHit / 1000) let(perkAverageHit, round(perkAverageHit * 1000)) let(perkAverageHit, perkAverageHit / 1000) let(damageIcrease, round(damageIcrease * 1000)) let(damageIcrease, damageIcrease / 1000) let(n, normalAverageHit) let(minHitP5E0, minHit) let(maxHitP5E0, maxHit) let(averageHitP5E0, perkAverageHit) let(damageIncreaseP5E0, damageIcrease) let(n, "") }{ let(n, 60) let(minHitP5E0, 20) let(maxHitP5E0, 100) let(averageHitP5E0, 60) let(damageIncreaseP5E0, 0) let(n, "Please give a correct minimum and maximum ability damage.") }
if(minHit < maxHit){ let(minHit, minHit + 0.015 * precRank * maxHit) let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit)) let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit)) let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0)) let(bitAverageHit, minHit + 0.975 * (maxHit - minHit)) let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit) let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100) let(normalAverageHit, round(normalAverageHit * 1000)) let(normalAverageHit, normalAverageHit / 1000) let(minHit, round(minHit * 1000)) let(minHit, minHit / 1000) let(maxHit, round(maxHit * 1000)) let(maxHit, maxHit / 1000) let(perkAverageHit, round(perkAverageHit * 1000)) let(perkAverageHit, perkAverageHit / 1000) let(damageIcrease, round(damageIcrease * 1000)) let(damageIcrease, damageIcrease / 1000) let(n, normalAverageHit) let(minHitP4E3, minHit) let(maxHitP4E3, maxHit) let(averageHitP4E3, perkAverageHit) let(damageIncreaseP4E3, damageIcrease) let(n, "") }{ let(n, 60) let(minHitP4E3, 20) let(maxHitP4E3, 100) let(averageHitP4E3, 60) let(damageIncreaseP4E3, 0) let(n, "Please give a correct minimum and maximum ability damage.") }
if(minHit < maxHit){ let(minHit, minHit + 0.015 * precRank * maxHit) let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit)) let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit)) let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0)) let(bitAverageHit, minHit + 0.975 * (maxHit - minHit)) let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit) let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100) let(normalAverageHit, round(normalAverageHit * 1000)) let(normalAverageHit, normalAverageHit / 1000) let(minHit, round(minHit * 1000)) let(minHit, minHit / 1000) let(maxHit, round(maxHit * 1000)) let(maxHit, maxHit / 1000) let(perkAverageHit, round(perkAverageHit * 1000)) let(perkAverageHit, perkAverageHit / 1000) let(damageIcrease, round(damageIcrease * 1000)) let(damageIcrease, damageIcrease / 1000) let(n, normalAverageHit) let(minHitP4E2, minHit) let(maxHitP4E2, maxHit) let(averageHitP4E2, perkAverageHit) let(damageIncreaseP4E2, damageIcrease) let(n, "") }{ let(n, 60) let(minHitP4E2, 20) let(maxHitP4E2, 100) let(averageHitP4E2, 60) let(damageIncreaseP4E2, 0) let(n, "Please give a correct minimum and maximum ability damage.") }
if(minHit < maxHit){ let(minHit, minHit + 0.015 * precRank * maxHit) let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit)) let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit)) let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0)) let(bitAverageHit, minHit + 0.975 * (maxHit - minHit)) let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit) let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100) let(normalAverageHit, round(normalAverageHit * 1000)) let(normalAverageHit, normalAverageHit / 1000) let(minHit, round(minHit * 1000)) let(minHit, minHit / 1000) let(maxHit, round(maxHit * 1000)) let(maxHit, maxHit / 1000) let(perkAverageHit, round(perkAverageHit * 1000)) let(perkAverageHit, perkAverageHit / 1000) let(damageIcrease, round(damageIcrease * 1000)) let(damageIcrease, damageIcrease / 1000) let(n, normalAverageHit) let(minHitP4E1, minHit) let(maxHitP4E1, maxHit) let(averageHitP4E1, perkAverageHit) let(damageIncreaseP4E1, damageIcrease) let(n, "") }{ let(n, 60) let(minHitP4E1, 20) let(maxHitP4E1, 100) let(averageHitP4E1, 60) let(damageIncreaseP4E1, 0) let(n, "Please give a correct minimum and maximum ability damage.") }
if(minHit < maxHit){ let(minHit, minHit + 0.015 * precRank * maxHit) let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit)) let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit)) let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0)) let(bitAverageHit, minHit + 0.975 * (maxHit - minHit)) let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit) let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100) let(normalAverageHit, round(normalAverageHit * 1000)) let(normalAverageHit, normalAverageHit / 1000) let(minHit, round(minHit * 1000)) let(minHit, minHit / 1000) let(maxHit, round(maxHit * 1000)) let(maxHit, maxHit / 1000) let(perkAverageHit, round(perkAverageHit * 1000)) let(perkAverageHit, perkAverageHit / 1000) let(damageIcrease, round(damageIcrease * 1000)) let(damageIcrease, damageIcrease / 1000) let(n, normalAverageHit) let(minHitP4E0, minHit) let(maxHitP4E0, maxHit) let(averageHitP4E0, perkAverageHit) let(damageIncreaseP4E0, damageIcrease) let(n, "") }{ let(n, 60) let(minHitP4E0, 20) let(maxHitP4E0, 100) let(averageHitP4E0, 60) let(damageIncreaseP4E0, 0) let(n, "Please give a correct minimum and maximum ability damage.") }
if(minHit < maxHit){ let(minHit, minHit + 0.015 * precRank * maxHit) let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit)) let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit)) let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0)) let(bitAverageHit, minHit + 0.975 * (maxHit - minHit)) let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit) let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100) let(normalAverageHit, round(normalAverageHit * 1000)) let(normalAverageHit, normalAverageHit / 1000) let(minHit, round(minHit * 1000)) let(minHit, minHit / 1000) let(maxHit, round(maxHit * 1000)) let(maxHit, maxHit / 1000) let(perkAverageHit, round(perkAverageHit * 1000)) let(perkAverageHit, perkAverageHit / 1000) let(damageIcrease, round(damageIcrease * 1000)) let(damageIcrease, damageIcrease / 1000) let(n, normalAverageHit) let(minHitP3E3, minHit) let(maxHitP3E3, maxHit) let(averageHitP3E3, perkAverageHit) let(damageIncreaseP3E3, damageIcrease) let(n, "") }{ let(n, 60) let(minHitP3E3, 20) let(maxHitP3E3, 100) let(averageHitP3E3, 60) let(damageIncreaseP3E3, 0) let(n, "Please give a correct minimum and maximum ability damage.") }
if(minHit < maxHit){ let(minHit, minHit + 0.015 * precRank * maxHit) let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit)) let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit)) let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0)) let(bitAverageHit, minHit + 0.975 * (maxHit - minHit)) let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit) let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100) let(normalAverageHit, round(normalAverageHit * 1000)) let(normalAverageHit, normalAverageHit / 1000) let(minHit, round(minHit * 1000)) let(minHit, minHit / 1000) let(maxHit, round(maxHit * 1000)) let(maxHit, maxHit / 1000) let(perkAverageHit, round(perkAverageHit * 1000)) let(perkAverageHit, perkAverageHit / 1000) let(damageIcrease, round(damageIcrease * 1000)) let(damageIcrease, damageIcrease / 1000) let(n, normalAverageHit) let(minHitP3E2, minHit) let(maxHitP3E2, maxHit) let(averageHitP3E2, perkAverageHit) let(damageIncreaseP3E2, damageIcrease) let(n, "") }{ let(n, 60) let(minHitP3E2, 20) let(maxHitP3E2, 100) let(averageHitP3E2, 60) let(damageIncreaseP3E2, 0) let(n, "Please give a correct minimum and maximum ability damage.") }
if(minHit < maxHit){ let(minHit, minHit + 0.015 * precRank * maxHit) let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit)) let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit)) let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0)) let(bitAverageHit, minHit + 0.975 * (maxHit - minHit)) let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit) let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100) let(normalAverageHit, round(normalAverageHit * 1000)) let(normalAverageHit, normalAverageHit / 1000) let(minHit, round(minHit * 1000)) let(minHit, minHit / 1000) let(maxHit, round(maxHit * 1000)) let(maxHit, maxHit / 1000) let(perkAverageHit, round(perkAverageHit * 1000)) let(perkAverageHit, perkAverageHit / 1000) let(damageIcrease, round(damageIcrease * 1000)) let(damageIcrease, damageIcrease / 1000) let(n, normalAverageHit) let(minHitP3E1, minHit) let(maxHitP3E1, maxHit) let(averageHitP3E1, perkAverageHit) let(damageIncreaseP3E1, damageIcrease) let(n, "") }{ let(n, 60) let(minHitP3E1, 20) let(maxHitP3E1, 100) let(averageHitP3E1, 60) let(damageIncreaseP3E1, 0) let(n, "Please give a correct minimum and maximum ability damage.") }
if(minHit < maxHit){ let(minHit, minHit + 0.015 * precRank * maxHit) let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit)) let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit)) let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0)) let(bitAverageHit, minHit + 0.975 * (maxHit - minHit)) let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit) let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100) let(normalAverageHit, round(normalAverageHit * 1000)) let(normalAverageHit, normalAverageHit / 1000) let(minHit, round(minHit * 1000)) let(minHit, minHit / 1000) let(maxHit, round(maxHit * 1000)) let(maxHit, maxHit / 1000) let(perkAverageHit, round(perkAverageHit * 1000)) let(perkAverageHit, perkAverageHit / 1000) let(damageIcrease, round(damageIcrease * 1000)) let(damageIcrease, damageIcrease / 1000) let(n, normalAverageHit) let(minHitP3E0, minHit) let(maxHitP3E0, maxHit) let(averageHitP3E0, perkAverageHit) let(damageIncreaseP3E0, damageIcrease) let(n, "") }{ let(n, 60) let(minHitP3E0, 20) let(maxHitP3E0, 100) let(averageHitP3E0, 60) let(damageIncreaseP3E0, 0) let(n, "Please give a correct minimum and maximum ability damage.") }
if(minHit < maxHit){ let(minHit, minHit + 0.015 * precRank * maxHit) let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit)) let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit)) let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0)) let(bitAverageHit, minHit + 0.975 * (maxHit - minHit)) let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit) let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100) let(normalAverageHit, round(normalAverageHit * 1000)) let(normalAverageHit, normalAverageHit / 1000) let(minHit, round(minHit * 1000)) let(minHit, minHit / 1000) let(maxHit, round(maxHit * 1000)) let(maxHit, maxHit / 1000) let(perkAverageHit, round(perkAverageHit * 1000)) let(perkAverageHit, perkAverageHit / 1000) let(damageIcrease, round(damageIcrease * 1000)) let(damageIcrease, damageIcrease / 1000) let(n, normalAverageHit) let(minHitP2E3, minHit) let(maxHitP2E3, maxHit) let(averageHitP2E3, perkAverageHit) let(damageIncreaseP2E3, damageIcrease) let(n, "") }{ let(n, 60) let(minHitP2E3, 20) let(maxHitP2E3, 100) let(averageHitP2E3, 60) let(damageIncreaseP2E3, 0) let(n, "Please give a correct minimum and maximum ability damage.") }
if(minHit < maxHit){ let(minHit, minHit + 0.015 * precRank * maxHit) let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit)) let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit)) let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0)) let(bitAverageHit, minHit + 0.975 * (maxHit - minHit)) let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit) let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100) let(normalAverageHit, round(normalAverageHit * 1000)) let(normalAverageHit, normalAverageHit / 1000) let(minHit, round(minHit * 1000)) let(minHit, minHit / 1000) let(maxHit, round(maxHit * 1000)) let(maxHit, maxHit / 1000) let(perkAverageHit, round(perkAverageHit * 1000)) let(perkAverageHit, perkAverageHit / 1000) let(damageIcrease, round(damageIcrease * 1000)) let(damageIcrease, damageIcrease / 1000) let(n, normalAverageHit) let(minHitP2E2, minHit) let(maxHitP2E2, maxHit) let(averageHitP2E2, perkAverageHit) let(damageIncreaseP2E2, damageIcrease) let(n, "") }{ let(n, 60) let(minHitP2E2, 20) let(maxHitP2E2, 100) let(averageHitP2E2, 60) let(damageIncreaseP2E2, 0) let(n, "Please give a correct minimum and maximum ability damage.") }
if(minHit < maxHit){ let(minHit, minHit + 0.015 * precRank * maxHit) let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit)) let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit)) let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0)) let(bitAverageHit, minHit + 0.975 * (maxHit - minHit)) let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit) let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100) let(normalAverageHit, round(normalAverageHit * 1000)) let(normalAverageHit, normalAverageHit / 1000) let(minHit, round(minHit * 1000)) let(minHit, minHit / 1000) let(maxHit, round(maxHit * 1000)) let(maxHit, maxHit / 1000) let(perkAverageHit, round(perkAverageHit * 1000)) let(perkAverageHit, perkAverageHit / 1000) let(damageIcrease, round(damageIcrease * 1000)) let(damageIcrease, damageIcrease / 1000) let(n, normalAverageHit) let(minHitP2E1, minHit) let(maxHitP2E1, maxHit) let(averageHitP2E1, perkAverageHit) let(damageIncreaseP2E1, damageIcrease) let(n, "") }{ let(n, 60) let(minHitP2E1, 20) let(maxHitP2E1, 100) let(averageHitP2E1, 60) let(damageIncreaseP2E1, 0) let(n, "Please give a correct minimum and maximum ability damage.") }
if(minHit < maxHit){ let(minHit, minHit + 0.015 * precRank * maxHit) let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit)) let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit)) let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0)) let(bitAverageHit, minHit + 0.975 * (maxHit - minHit)) let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit) let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100) let(normalAverageHit, round(normalAverageHit * 1000)) let(normalAverageHit, normalAverageHit / 1000) let(minHit, round(minHit * 1000)) let(minHit, minHit / 1000) let(maxHit, round(maxHit * 1000)) let(maxHit, maxHit / 1000) let(perkAverageHit, round(perkAverageHit * 1000)) let(perkAverageHit, perkAverageHit / 1000) let(damageIcrease, round(damageIcrease * 1000)) let(damageIcrease, damageIcrease / 1000) let(n, normalAverageHit) let(minHitP2E0, minHit) let(maxHitP2E0, maxHit) let(averageHitP2E0, perkAverageHit) let(damageIncreaseP2E0, damageIcrease) let(n, "") }{ let(n, 60) let(minHitP2E0, 20) let(maxHitP2E0, 100) let(averageHitP2E0, 60) let(damageIncreaseP2E0, 0) let(n, "Please give a correct minimum and maximum ability damage.") }
if(minHit < maxHit){ let(minHit, minHit + 0.015 * precRank * maxHit) let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit)) let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit)) let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0)) let(bitAverageHit, minHit + 0.975 * (maxHit - minHit)) let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit) let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100) let(normalAverageHit, round(normalAverageHit * 1000)) let(normalAverageHit, normalAverageHit / 1000) let(minHit, round(minHit * 1000)) let(minHit, minHit / 1000) let(maxHit, round(maxHit * 1000)) let(maxHit, maxHit / 1000) let(perkAverageHit, round(perkAverageHit * 1000)) let(perkAverageHit, perkAverageHit / 1000) let(damageIcrease, round(damageIcrease * 1000)) let(damageIcrease, damageIcrease / 1000) let(n, normalAverageHit) let(minHitP1E3, minHit) let(maxHitP1E3, maxHit) let(averageHitP1E3, perkAverageHit) let(damageIncreaseP1E3, damageIcrease) let(n, "") }{ let(n, 60) let(minHitP1E3, 20) let(maxHitP1E3, 100) let(averageHitP1E3, 60) let(damageIncreaseP1E3, 0) let(n, "Please give a correct minimum and maximum ability damage.") }
if(minHit < maxHit){ let(minHit, minHit + 0.015 * precRank * maxHit) let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit)) let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit)) let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0)) let(bitAverageHit, minHit + 0.975 * (maxHit - minHit)) let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit) let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100) let(normalAverageHit, round(normalAverageHit * 1000)) let(normalAverageHit, normalAverageHit / 1000) let(minHit, round(minHit * 1000)) let(minHit, minHit / 1000) let(maxHit, round(maxHit * 1000)) let(maxHit, maxHit / 1000) let(perkAverageHit, round(perkAverageHit * 1000)) let(perkAverageHit, perkAverageHit / 1000) let(damageIcrease, round(damageIcrease * 1000)) let(damageIcrease, damageIcrease / 1000) let(n, normalAverageHit) let(minHitP1E2, minHit) let(maxHitP1E2, maxHit) let(averageHitP1E2, perkAverageHit) let(damageIncreaseP1E2, damageIcrease) let(n, "") }{ let(n, 60) let(minHitP1E2, 20) let(maxHitP1E2, 100) let(averageHitP1E2, 60) let(damageIncreaseP1E2, 0) let(n, "Please give a correct minimum and maximum ability damage.") }
if(minHit < maxHit){ let(minHit, minHit + 0.015 * precRank * maxHit) let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit)) let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit)) let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0)) let(bitAverageHit, minHit + 0.975 * (maxHit - minHit)) let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit) let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100) let(normalAverageHit, round(normalAverageHit * 1000)) let(normalAverageHit, normalAverageHit / 1000) let(minHit, round(minHit * 1000)) let(minHit, minHit / 1000) let(maxHit, round(maxHit * 1000)) let(maxHit, maxHit / 1000) let(perkAverageHit, round(perkAverageHit * 1000)) let(perkAverageHit, perkAverageHit / 1000) let(damageIcrease, round(damageIcrease * 1000)) let(damageIcrease, damageIcrease / 1000) let(n, normalAverageHit) let(minHitP1E1, minHit) let(maxHitP1E1, maxHit) let(averageHitP1E1, perkAverageHit) let(damageIncreaseP1E1, damageIcrease) let(n, "") }{ let(n, 60) let(minHitP1E1, 20) let(maxHitP1E1, 100) let(averageHitP1E1, 60) let(damageIncreaseP1E1, 0) let(n, "Please give a correct minimum and maximum ability damage.") }
if(minHit < maxHit){ let(minHit, minHit + 0.015 * precRank * maxHit) let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit)) let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit)) let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0)) let(bitAverageHit, minHit + 0.975 * (maxHit - minHit)) let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit) let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100) let(normalAverageHit, round(normalAverageHit * 1000)) let(normalAverageHit, normalAverageHit / 1000) let(minHit, round(minHit * 1000)) let(minHit, minHit / 1000) let(maxHit, round(maxHit * 1000)) let(maxHit, maxHit / 1000) let(perkAverageHit, round(perkAverageHit * 1000)) let(perkAverageHit, perkAverageHit / 1000) let(damageIcrease, round(damageIcrease * 1000)) let(damageIcrease, damageIcrease / 1000) let(n, normalAverageHit) let(minHitP1E0, minHit) let(maxHitP1E0, maxHit) let(averageHitP1E0, perkAverageHit) let(damageIncreaseP1E0, damageIcrease) let(n, "") }{ let(n, 60) let(minHitP1E0, 20) let(maxHitP1E0, 100) let(averageHitP1E0, 60) let(damageIncreaseP1E0, 0) let(n, "Please give a correct minimum and maximum ability damage.") }
if(minHit < maxHit){ let(minHit, minHit + 0.015 * precRank * maxHit) let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit)) let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit)) let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0)) let(bitAverageHit, minHit + 0.975 * (maxHit - minHit)) let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit) let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100) let(normalAverageHit, round(normalAverageHit * 1000)) let(normalAverageHit, normalAverageHit / 1000) let(minHit, round(minHit * 1000)) let(minHit, minHit / 1000) let(maxHit, round(maxHit * 1000)) let(maxHit, maxHit / 1000) let(perkAverageHit, round(perkAverageHit * 1000)) let(perkAverageHit, perkAverageHit / 1000) let(damageIcrease, round(damageIcrease * 1000)) let(damageIcrease, damageIcrease / 1000) let(n, normalAverageHit) let(minHitP0E3, minHit) let(maxHitP0E3, maxHit) let(averageHitP0E3, perkAverageHit) let(damageIncreaseP0E3, damageIcrease) let(n, "") }{ let(n, 60) let(minHitP0E3, 20) let(maxHitP0E3, 100) let(averageHitP0E3, 60) let(damageIncreaseP0E3, 0) let(n, "Please give a correct minimum and maximum ability damage.") }
if(minHit < maxHit){ let(minHit, minHit + 0.015 * precRank * maxHit) let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit)) let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit)) let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0)) let(bitAverageHit, minHit + 0.975 * (maxHit - minHit)) let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit) let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100) let(normalAverageHit, round(normalAverageHit * 1000)) let(normalAverageHit, normalAverageHit / 1000) let(minHit, round(minHit * 1000)) let(minHit, minHit / 1000) let(maxHit, round(maxHit * 1000)) let(maxHit, maxHit / 1000) let(perkAverageHit, round(perkAverageHit * 1000)) let(perkAverageHit, perkAverageHit / 1000) let(damageIcrease, round(damageIcrease * 1000)) let(damageIcrease, damageIcrease / 1000) let(n, normalAverageHit) let(minHitP0E2, minHit) let(maxHitP0E2, maxHit) let(averageHitP0E2, perkAverageHit) let(damageIncreaseP0E2, damageIcrease) let(n, "") }{ let(n, 60) let(minHitP0E2, 20) let(maxHitP0E2, 100) let(averageHitP0E2, 60) let(damageIncreaseP0E2, 0) let(n, "Please give a correct minimum and maximum ability damage.") }
if(minHit < maxHit){ let(minHit, minHit + 0.015 * precRank * maxHit) let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit)) let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit)) let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0)) let(bitAverageHit, minHit + 0.975 * (maxHit - minHit)) let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit) let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100) let(normalAverageHit, round(normalAverageHit * 1000)) let(normalAverageHit, normalAverageHit / 1000) let(minHit, round(minHit * 1000)) let(minHit, minHit / 1000) let(maxHit, round(maxHit * 1000)) let(maxHit, maxHit / 1000) let(perkAverageHit, round(perkAverageHit * 1000)) let(perkAverageHit, perkAverageHit / 1000) let(damageIcrease, round(damageIcrease * 1000)) let(damageIcrease, damageIcrease / 1000) let(n, normalAverageHit) let(minHitP0E1, minHit) let(maxHitP0E1, maxHit) let(averageHitP0E1, perkAverageHit) let(damageIncreaseP0E1, damageIcrease) let(n, "") }{ let(n, 60) let(minHitP0E1, 20) let(maxHitP0E1, 100) let(averageHitP0E1, 60) let(damageIncreaseP0E1, 0) let(n, "Please give a correct minimum and maximum ability damage.") }
if(minHit < maxHit){ let(minHit, minHit + 0.015 * precRank * maxHit) let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit)) let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit)) let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0)) let(bitAverageHit, minHit + 0.975 * (maxHit - minHit)) let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit) let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100) let(normalAverageHit, round(normalAverageHit * 1000)) let(normalAverageHit, normalAverageHit / 1000) let(minHit, round(minHit * 1000)) let(minHit, minHit / 1000) let(maxHit, round(maxHit * 1000)) let(maxHit, maxHit / 1000) let(perkAverageHit, round(perkAverageHit * 1000)) let(perkAverageHit, perkAverageHit / 1000) let(damageIcrease, round(damageIcrease * 1000)) let(damageIcrease, damageIcrease / 1000) let(n, normalAverageHit) let(minHitP0E0, minHit) let(maxHitP0E0, maxHit) let(averageHitP0E0, perkAverageHit) let(damageIncreaseP0E0, damageIcrease) let(n, "") }{ let(n, 60) let(minHitP0E0, 20) let(maxHitP0E0, 100) let(averageHitP0E0, 60) let(damageIncreaseP0E0, 0) let(n, "Please give a correct minimum and maximum ability damage.") }
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Sources[]
Material | Rarity | Perk ranks with X materials | |||||
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1 | 2 | 3 | 4 | 5 | |||
![]() | Rumbling components | Rare | 0 | 1 | 2 | 2 | 2–3 |
![]() | Delicate parts | Common | 0 | 0 | 0 | 1 | 1 |
![]() | Precise components | Uncommon | 0 | 1 | 1–2 | 1–2 | 1–2 |
![]() | Smooth parts | Common | 0 | 0 | 0 | 1 | 1 |
Suggested gizmos[]
Gizmo layout | Possible perks | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
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Abilities | |
Damage/Accuracy modifying |
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Damage reduction |
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Adrenaline |
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Prayer |
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Additional items |
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Experience |
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Skilling |
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Miscellaneous |
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