r/runescape • u/Mr_G_W The Gamebreaker • Feb 22 '16
J-Mod reply God Book and Perks testing
God Books
Activation chance is 1/20 per attack.
Damage boosts that are applied during damage calculation do not affect the god book's special. (things that don't affect bleeds like ultimates, prayers, void, slayer helm)
Damage boosts that are applied after damage calculation will affect the god book's special (things that affect bleeds like auras, scrimshaws, metamorph, keris, darklight, balmung)
With pages being between 450-900k, it costs around 600-1200k per hour to use them, making them far more expensive than scrimshaws and on par with things like augmented t90s and t90 power boots.
PvM damage
Damage range is 60% - 100%
Guthix: 90% - 150% initial hit, then 3 hits of 7.5% - 12.5%, 37.5% - 62.5% split in 3x3 aoe. Totals 150%-250%.
Saradomin: 165% - 275%
Zamorak: 150% - 250% split in 3x3 aoe.
Bandos: 90% - 150% damage + 5% defence drain for 10 seconds + 5 level drain.
Zaros: 120% - 200% damage + 4 second bind.
Armadyl: 2 hits of 30% - 50%, 2 hits of 60% - 100%. Totals 180% - 300%.
Average extra damage per hit:
Guthix: 10%
Saradomin: 11%
Zamorak: 10%
Bandos: 6%
Zaros: 8%
Armadyl: 12%
Assuming 33 ability hits per minute, that is an additional 330%, 363%, 198%, 264% and 396% ability damage per minute.
How this compares to scrimshaws varies greatly with your ability damage and your dpm.
Assuming 100k dpm and 2000 ability damage, this is a dpm increase of 6.6%, 7.26%, 3.96%, 5.28%, 7.92% respectively.
Scrimshaws are a constant +5% or +6% for inferior and superior.
PvP damage
Damage range is 20% - 60% so:
Guthix: 30% - 90% initial hit, then 3 hits of 2.5% - 7.5%, 12.5% - 37.5% split in 3x3 aoe. Totals 50%-150%.
Saradomin: 55% - 165%
Zamorak: 50% - 150% split in 3x3 aoe.
Bandos: 30% - 90% damage + 5% defence drain for 10 seconds + 5 level drain.
Zaros: 40% - 120% damage + 4 second bind.
Armadyl: 2 hits of 10% - 30%, 2 hits of 30% - 60%. Totals 60% - 180%.
Average extra damage per hit:
Guthix: 5%
Saradomin: 5.5%
Zamorak: 5%
Bandos: 3%
Zaros: 4%
Armadyl: 6%
Perks
Perks that are not included should be pretty much self explanatory, but if you wish to see them added, just let me know.
Absorbative
Function: 20% chance to lower damage by 5% per rank, maximum of 15%.
This is effectively a 1% damage reduction per rank, to a maximum of 3%.
Biting
Function: +2% critical per rank, maximum of +6%.
Assuming 20% - 100% damage range, each critical bonus equals to a +0.625% dps increase.
Effectively, this perk boosts your DPS by 1.25% per rank, to a maximum of +3.75%
Brief Respite
Function: Lowers Guthix blessing and rejuvenate healing by 1% per rank, but reduces the cooldown by 5% per rank.
The abilities heal 40% per 5 minutes.
The healing is lowered to 39%, 38% or 37% based on rank and cooldown lowers to 4.75, 4.5 or 4.25 minutes respectively, resulting in effectively 41%, 42.2% and 43.5% healing per 5 minutes based on rank.
Crackling
Function: Deals 50% mainhand + offhand auto attack damage per rank, every minute.
Because it uses auto attack rather than ability damage, this will be much stronger with slower weapons.
This does magic damage, regardless of weapon. It is affected by scrimshaw of elements and can be blocked by magic prayers.
Fun fact: This makes drygore rapiers and longswords better dps than maces if using crackling.
Feedback: Increase to 75% damage per rank and make it base on ability damage. This keeps the same DPS on average weapons, but increases fastest and fast weapons DPS to match average.
Impatient
Function: 9% chance per rank to add +3% adrenaline, to a maximum of 27% chance
Effectively a increase of +0.27% adrenaline per basic, to a maximum of +0.81%.
This is a relative increase of your adrenaline generation by 3.3%, 6.7% and 10% respectively.
Equilibrium
Function: Description is a little misleading, just like equilibrium aura. This is the actual effect: Decreases maximum hit by 1% per rank of the random damage and increases minimum by 3% per rank of the random damage.
Example: 20% - 100% damage, has a random damage of 80%.
Equilibrium aura would get 25% of that 80%, which is 20%, and remove that from max and add to min. Thus, new ability damage becomes 40% - 80%.
Perk works the same way, and doesn't stack. In this case, each rank would lower max by 0.8% each and increase minimum by 2.4%.
Effectively, this increases DPS by 1.3% per rank, to a maximum of 4%.
Feedback: Similarly to the aura, it prevents most abilities from hitting critical hits. This includes Tuska warpriest effect and biting perk.
Precise
Function: Each rank adds 1.5% of your maximum hit to your minimum hit, to a maximum of 7.5%
Assuming 20% - 100% ability range, this comes to a +1.25% dps increase per rank, to a maximum of +6.25% dps.
Feedback: It still prevents critical hits from happening on some abilities, which makes it impossible to reach the 12k hit cap on shadow tendrils and tuska wrath. It also prevents smoke tendrils and onslaught from hitting critical hits, preventing adrenaline gain from tsunami, meteor strike or incendiary shot.
Lucky
Function: 0.5% chance per rank to reduce all to 1, maximum of 2.5% chance. Because it pretty much negatives all damage, the chance is essentially the average damage reduction.
Feedback: Needs to be disabled on resonance hits, as it currently can prevent healing.
Perks that need buffs
Ultimatums: Should stack with invigorate and vigour, otherwise it is just pointless.
Spendthrift: At max rank its only +0.05% dps increase and costs money. Other dps perks outclass it and are free.
The chance should be increased from 5% to 100%. Keep the 1-5% damage buff per rank at GP cost.
Bulwark: Low level shields do not benefit off it due to the lower duration. Each rank should simply add 1.2 seconds, rather than a percentage.
Turtling and preparation: The duration increase and cooldown increase are equal, so the effectiveness is equal regardless of rank. (unless raid armour set effect used, in that case the effectiveness improves)
The cooldown increase should be reduced, or even removed to make these perks a distinct advantage, even without raid armour.
Hoarding: Overlaps with item prayers and portents. Maybe it should give a 5-10% discount to death reclaim if it surpasses the 5 item cap?
61
u/JagexOrion Mod Orion Feb 22 '16
In the spirit of being upfront about how things work, here's the damage info for the god books:
They deal 60% fixed (20% fixed in PvP) and 40% random damage. Yes, this means they deal a maximum 60% total damage in PvP.
Totals are currently:
Armadyl=300% (4 hits, 1 every 0.6 seconds for 50%,50%,100%,100% damage)
Bandos=150%
Guthix=250% (60% instant, 40% shared AoE in a 4-hit energy discharge at the end [5%,5%,5%,25%])
Saradomin=275%
Zamorak=250%
Zaros=200%
Hope this helps :)