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(The '90% chance to do the 3rd hit, 80% to do 4th and 70% to do 5th' is what Mod Pi said when I asked him. Forgot to take a screenshot though so you'll have to take my word for it.)
Tags: Visual edit apiedit
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Because Shadow Tendrils hurts the user, it should be used with caution, especially against strong boss monsters or other players. It is best used with [[Soul Split]] or the [[Vampyrism|vampyrism aura]] against weaker monsters with many life points. Under normal conditions and with the best ranged setup, it is possible to hit as high as 12,000 (the damage hard cap in PvM) with this ability '''without''' using [[Death's swiftness]]. Under Death swiftness it is common to hit the 12,000 damage hard cap in PvM with this ability. Because of Shadow Tendril's unparalleled KO potential and very low usage cost, it is extremely popular in PvP.
 
Because Shadow Tendrils hurts the user, it should be used with caution, especially against strong boss monsters or other players. It is best used with [[Soul Split]] or the [[Vampyrism|vampyrism aura]] against weaker monsters with many life points. Under normal conditions and with the best ranged setup, it is possible to hit as high as 12,000 (the damage hard cap in PvM) with this ability '''without''' using [[Death's swiftness]]. Under Death swiftness it is common to hit the 12,000 damage hard cap in PvM with this ability. Because of Shadow Tendril's unparalleled KO potential and very low usage cost, it is extremely popular in PvP.
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Shadow Tendril deals up to 5 hitsplats of damage '''to the player''' before dealing damage equal to the double the combined damage of those hit splats. Shadow Tendrils is guaranteed to do at least 2 hit splats to the player, has 90% chance to do the 3rd, 80% chance to do the 4th, and 70% chance to do the 5th (so around 50% chance to do 5 hits). Note this means Shadow Tendrils is in reality a scaled combined damage of up to 5 hitsplats rather than a single hit. This means Shadow Tendrils has much less probability of actually dealing close to 500% damage compared to a hypothetical ability that simply did up to 66%-500% damage in one hit (given all hitsplats are discretely uniform distributed). This is analogous to why if you roll a fair 6-sided dice 1000 times and summed the results, you're much less likely to get around 6000 and much more likely to get around 3000 compared to if you rolled a 6000-sided fair dice.
   
 
Shadow Tendrils is comparable to [[Snap Shot]], another ability with large damage upfront. Snap Shot has a considerably lower maximum hit (320%) and higher minimum hit (200%), offering more consistent damage, but Shadow Tendrils offers greater KO potential.
 
Shadow Tendrils is comparable to [[Snap Shot]], another ability with large damage upfront. Snap Shot has a considerably lower maximum hit (320%) and higher minimum hit (200%), offering more consistent damage, but Shadow Tendrils offers greater KO potential.

Revision as of 16:15, 26 April 2015

Shadow Tendrils
Shadow Tendrils
Release date 19 May 2014 (Update)
Members Yes
Skill Ranged
Level 75
Type Threshold
Adrenaline −15%
Equipment Any
Cooldown 45 seconds
Description
Shadow tendrils whip at your feet multiple times in quick succession for 33-250% weapon damage. They then strike your opponent once for 66-500% weapon damage.
Shadow Tendrils
Click animation for full size
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Shadow Tendrils is a threshold Ranged ability, requiring level 75 Ranged to use. When activated, it summons shadow tendrils to inflict several hits on you in quick succession, before dealing a single hit on your opponent for double the damage. Shadow Tendrils can kill players who use it at low health.

Because Shadow Tendrils hurts the user, it should be used with caution, especially against strong boss monsters or other players. It is best used with Soul Split or the vampyrism aura against weaker monsters with many life points. Under normal conditions and with the best ranged setup, it is possible to hit as high as 12,000 (the damage hard cap in PvM) with this ability without using Death's swiftness. Under Death swiftness it is common to hit the 12,000 damage hard cap in PvM with this ability. Because of Shadow Tendril's unparalleled KO potential and very low usage cost, it is extremely popular in PvP.

Shadow Tendril deals up to 5 hitsplats of damage to the player before dealing damage equal to the double the combined damage of those hit splats. Shadow Tendrils is guaranteed to do at least 2 hit splats to the player, has 90% chance to do the 3rd, 80% chance to do the 4th, and 70% chance to do the 5th (so around 50% chance to do 5 hits). Note this means Shadow Tendrils is in reality a scaled combined damage of up to 5 hitsplats rather than a single hit. This means Shadow Tendrils has much less probability of actually dealing close to 500% damage compared to a hypothetical ability that simply did up to 66%-500% damage in one hit (given all hitsplats are discretely uniform distributed). This is analogous to why if you roll a fair 6-sided dice 1000 times and summed the results, you're much less likely to get around 6000 and much more likely to get around 3000 compared to if you rolled a 6000-sided fair dice.

Shadow Tendrils is comparable to Snap Shot, another ability with large damage upfront. Snap Shot has a considerably lower maximum hit (320%) and higher minimum hit (200%), offering more consistent damage, but Shadow Tendrils offers greater KO potential.

Shadow Tendrils, along with Smoke Tendrils, Blood Tendrils, and Ice Asylum, is learned by reading the Codex Ultimatus, which is obtained by talking to the Archaeological expert after The Dig Site quest.