![]() | |
Description? | |
---|---|
Increases your minimum damage by 1.5% per rank of your maximum damage. | |
Release date | 25 January 2016 (Update) |
Gizmo type | Weapon |
Maximum rank | 5 |
Precise is an Invention perk that increases the minimum hit of abilities and autoattacks by a percentage of its max hit. It can be created in weapon gizmos. Damage-over-time abilities are not affected by Precise.
Calculations[]
- Average hit formula
- Without Precise:
- With Precise:
- Average hit increase formula:
- Notes
- = Minimum ability damage
- = Maximum ability damage
- = rank of the precise perk
- = Average hit increase
- Examples
- Average hit increase for Slice (damage range 30–120%) with Precise 5:
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[]
Typically, abilities have ability damage ranges from 20% to 100%; this can be represented as a ratio 1:5. As an example, Havoc's ability damage range is 25–125%; this can be calculated as 20–100%, as the percentage range ratio is 1:5.
As such, Precise increases the ability damage of abilities with a 1:5 ratio as follows:
Rank | Increase | Avg hit | Avg hit increase |
---|---|---|---|
N/A | 0.0% | 60% | 0% |
1 | 1.5% | 60.75% | 1.25% |
2 | 3.0% | 61.5% | 2.5% |
3 | 4.5% | 62.25% | 3.75% |
4 | 6.0% | 63% | 5% |
5 | 7.5% | 63.75% | 6.25% |
- The table above applies to abilities with a damage range of 20% - 100%, excluding Dismember. The average hit of abilities which cause bleeds are calculated with a different formula; furthermore they are unaffected by the damage increase of Invention perks.
The table below lists the Average hit increase of abilities that have a different ratio of ability damage.
Skill | Ability | Min hit (Normal) | Min hit (Precise 5) | Max hit | Average hit (Normal) | Average hit (Precise 5) | Average hit increase |
---|---|---|---|---|---|---|---|
Attack | |||||||
![]() |
30% | 39% | 120% | 75% | 79.5% | 6% | |
![]() |
80% | 90.95% | 146% | 113% | 118.475% | 4.845% | |
![]() |
200% | 230% | 400% | 300% | 315% | 5% | |
Strength | |||||||
![]() |
84% | 96.08% | 161% | 122.5% | 128.54% | 4.93% | |
![]() |
66% | 82.43% | 219% | 142.5% | 150.71% | 5.76% | |
![]() |
250% | 276.25% | 350% | 300% | 313.125% | 4.375% | |
![]() |
250% | 276.25% | 350% | 300% | 313.125% | 4.375% | |
![]() |
80% | 93.5% | 180% | 130% | 136.75% | 5.19% | |
![]() |
90% | 105% | 200% | 145% | 152.5% | 5.17% | |
![]() |
100% | 116.5% | 220% | 160% | 168.25% | 5.16% | |
![]() |
110% | 128% | 240% | 175% | 184% | 5.14% | |
Ranged | |||||||
![]() |
100% | 109% | 120% | 110% | 114.5% | 4.09% | |
![]() |
100% | 115.75% | 210% | 155% | 162.88% | 5.08% | |
![]() |
125% | 141.43% | 219% | 172% | 180.21% | 4.77% | |
![]() |
250% | 276.25% | 350% | 300% | 313.13% | 4.38% | |
![]() |
33% | 51.75% | 250% | 141.5% | 150.88% | 6.63% | |
![]() |
66% | 103.5% | 500% | 283% | 301.75% | 6.63% | |
Magic | |||||||
![]() |
200% | 230% | 400% | 300% | 315% | 5% | |
![]() |
100% | 126.25% | 350% | 225% | 238.13% | 5.84% | |
![]() |
200% | 222.50% | 300% | 250% | 261.25% | 4.5% | |
Constitution | |||||||
![]() ![]() |
75% | 82.125% | 95% | 85% | 88.5625% | 4.19% | |
![]() |
33% | 44.25% | 150% | 91.5% | 97.13% | 6.15% | |
![]() |
44% | 57.73% | 183% | 113.5% | 120.36% | 6.05% | |
![]() |
55% | 71.20% | 216% | 135.5% | 143.6% | 5.98% | |
![]() |
66% | 84.68% | 249% | 157.5% | 166.84% | 5.93% | |
![]() |
77% | 98.15% | 282% | 179.5% | 190.08% | 5.89% | |
![]() |
88% | 111.63% | 315% | 201.5% | 213.31% | 5.86% | |
![]() |
99% | 125.10% | 348% | 223.5% | 236.55% | 5.84% | |
![]() |
110% | 138.58% | 381% | 245.5% | 259.79% | 5.82% | |
![]() |
121% | 152.05% | 414% | 267.5% | 283.03% | 5.8% | |
![]() |
132% | 165.53% | 447% | 289.5% | 306.26% | 5.79% | |
![]() |
143% | 179% | 480% | 311.5% | 329.5% | 5.78% | |
![]() |
154% | 192.48% | 513% | 333.5% | 352.74% | 5.77% |
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 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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.") }
|
Sources[]
Material | Rarity | Perk ranks with X materials | |||||
---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | |||
![]() | Armadyl components | Rare | 1 | 2 | 3 | 4 | 5 |
![]() | Precise components | Uncommon | 0 | 1–2 | 1–2 | 1–3 | 1–4 |
![]() | Connector parts | Common | 0 | 0 | 1 | 1–2 | 1–2 |
Suggested gizmos[]
Gizmo layout | Possible perks | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
| ||||||||||
|
| |||||||||
|
|
Abilities | |
Damage/Accuracy modifying |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Damage reduction |
![]() ![]() ![]() ![]() ![]() ![]() |
Adrenaline |
![]() ![]() ![]() |
Prayer |
![]() ![]() ![]() |
Additional items |
![]() ![]() ![]() |
Experience |
![]() ![]() ![]() |
Skilling |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Miscellaneous |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |