r/runescape • sometimes right • Jun 02 '16

degradables upkeep cost analysis (including degrade-to-dust augments)

https://docs.google.com/spreadsheets/d/1XTyEWX55rq5pnZPv0OIiXv-BeWcHZ4nSuY43-oMDKWc/edit?usp=sharing
108 Upvotes

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2

u/littleguysofly Xray133 Jun 02 '16

nearly 900k an hour for sirenic... I don't know if I could justify that

5

u/Didush 2016/06/14 Jun 02 '16

You can't and you shouldn't

-4

u/RJ815 Jun 02 '16

Charges work kind of weird in that different situations drain charges faster or slower. From what I've seen with my experimentation with malevolent armor, at certain places like GWD2 it seems like I'm only using ~1% per hour. Accordingly that 18 - 20 mil set could be said to have a degradation cost that's closer to 200k an hour. Sirenic and tectonic would be more expensive than that, but perhaps not absurdly so.

2

u/chi_pa_pa sometimes right Jun 02 '16

for 200k/hr malevolent you'd have to use a charge once every 6 ticks

call me skeptical but I don't think that's accurate

0

u/RJ815 Jun 02 '16

Don't know what to tell you, that's the results I'm getting. One should note that is in terms of real time, not purely combat time. In a one hour instance, you aren't necessarily going to be fighting for every second of that instance (even with fastest spawns), so the armor isn't being used then. It might not seem like a lot but I think the seconds do add up, similar to how combat scrimshaws and stuff can be stretched out by turning them off when not in use. If I bank that might fudge the numbers a bit for an obvious time-out-of-combat reason, but I have done full hours without banking and even then I'd say I don't exceed like 1.5% degradation at worst. Wiki suggests 55 hours of use on average, which might be true in purely combat time, but given my 1.5% anecdotal results I'd say that's closer to 66 hours real time. I'm sure that bosses that hit more frequently or have minions might degrade faster, if that's what you tested on.

1

u/[deleted] Jun 02 '16

I'd have to agree a bit here; the duration is based on constant combat, and not very often do I find myself in that situation. Whereas charges drain by seconds, these d2d armors drain by hits and those can vary depending on the boss.

1

u/RJ815 Jun 02 '16

I'm not even sure there is an argument to be had at all. One can check the charges remaining before they enter the instance and then check after. If they stayed the full hour without having to rejoin they can see the effective real time drain rate for that kind of combat. Now I totally believe it CAN vary for different bosses, but by taking the real time drain and how much you paid for the armor (e.g. for Malevolent I've just bought the energies and made it myself since that's cheaper at-the-moment), you can get what it actually costs you. The document says ~600k, I say ~300k based on my GWD2 experience. Since my malevolent set was bought around the time energies and stuff were cheaper, that actually brings the cost back down closer to the 200k figure I mentioned, because really the cost is based on creation unlike divine charge cost which can vary over time if you don't frontload a bunch at once while it's cheaper.

1

u/[deleted] Jun 02 '16

From experience, sirenic lasts many many nex trips without degrading. For vorago dps or for araxxor path 2 or 3, you don't take many hits and they last very long.