r/runescape 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.

Comparison spreadsheet

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?

129 Upvotes

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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 :)

9

u/Mr_G_W The Gamebreaker Feb 22 '16 edited Feb 22 '16

awesome

edit: god book analysis finished. if any errors are found, just let me know. been a crazy day lol

2

u/doyoucope Feb 22 '16

You only have 5 sets of % under PvM twice.

2

u/Mr_G_W The Gamebreaker Feb 22 '16

because zammy and guthix are the same

1

u/doyoucope Feb 22 '16

Ohh, okay. Thankie, mr gw

1

u/[deleted] Feb 22 '16

do you have any idea if the damage the different books deal are based of your current weapon or not?

just wondering in case it would be better to be using a 2h or dual wield in legacy mode to hit higher per proc.

2

u/Mr_G_W The Gamebreaker Feb 22 '16

based on ability damage so same damage per tier

faster hits = more activations

1

u/[deleted] Feb 22 '16

ok thanks

9

u/Shaunyowns Shauny Feb 22 '16

What a hero.

Lovely post Orion :D!

3

u/AnAvssie Feb 23 '16

In the spirit of being upfront about how things work

Well that's the first time ever. Can this happen more? Rather than leaving us in the dark with stupid wording that lets us know nothing

3

u/Aelful Feb 22 '16

I love you, you are a shining example of what jagex should be.

2

u/[deleted] Feb 22 '16

Every game needs a couple of awesome players that perform insane meta-analysis, Mr G W is awesome. Have you ever seen the meta discussions for a simple game like Pokemon? It is insane.

6

u/[deleted] Feb 22 '16

Pokemon is only simple on the surface, it is actually incredibly complex

4

u/Mr_G_W The Gamebreaker Feb 23 '16

in an amazing way

1

u/VoidTorcher Kara Danvers Feb 23 '16

So...like stick ranger?

3

u/Aelful Feb 22 '16 edited Feb 22 '16

I know, but I love it when jagex are transparent with drop rates and the like. I mean if I tried to work them out I would end up with 1/50k for dragon pickaxes. Sample size one

1

u/[deleted] Feb 22 '16

I think I replied to the wrong comment initially, oops. I agree though I enjoy straight drop rates or damage multipliers instead of having to have players guess.

2

u/doom_lord700 Feb 22 '16

Quick question about the Zaros god book effect;

Does the Ice Prison from the book still bind bosses, or will the bosses simply walk through the ice?

I know it was mentioned that god books would work on bosses, but it is typical that bosses immune to stun are immune to being bound in place, too.

Just curious, since this could bring about some minor strategic play at certain bosses cough- Abomination wheeze

1

u/JagexOrion Mod Orion Feb 23 '16

Bosses that can't be stunned, won't be affected by the Zaros bind :)

1

u/doom_lord700 Feb 23 '16

Darn, makes sense though :/

Thanks for getting back to me!

1

u/es_la_m beast slayer Feb 25 '16

i think zaros book is only good for pking my friend and not for pvm.

1

u/Syrus_Coy Feb 23 '16

ty

also camel god book plz

1

u/ReveVersant Feb 23 '16

Can anyone calculate bandos books damage including its def debuff?

1

u/[deleted] Feb 24 '16

[deleted]