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Custom Fit Trimmed Masterwork

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Ethereal199

Ethereal199

Posts: 2,237Mithril Posts by user Forum Profile RuneMetrics Profile
https://runescape.wiki/w/Degradation
https://runescape.wiki/w/Charge_pack

Items that degrade in combat lose one charge for every hitsplat done by the user or to the user - that is, one charge for:

- every hit taken,
- every ability used,
- combo abilities use multiple charges (e.g. Fury drains 3 charges per use, as it hits 3 times); bleeds (e.g. Dismember) do not every auto-attack used.

- During combat with augmented items (or skilling with a relevant augmented tool), charge is drained similarly to how non-augmented degradable items degrade. Each hit dealt or taken (ability or otherwise), or each skilling action, 10 ticks (6 seconds) of charges are drained at once, with a 10-tick cooldown before more can be drained.

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You're deemed in combat when hit by a monster, so your armour will degrade if it's a monster that's not your slayer target.
Hard -> 3a Range Top (#357), 3a Full Helm (#439), Barrows Dye (#1755, #2546)
Elite -> Shadow Dye (#510, #1970, #1985), Barrows Dye (#680, #1567, #2038), 3a Druidic Staff (#969), Ice Dye (#1539)
Master -> Barrows Dye (#480)

13-Feb-2019 12:03:59

Ethereal199

Ethereal199

Posts: 2,237Mithril Posts by user Forum Profile RuneMetrics Profile
On Path 2/3 rotation 7 Araxxi Reaper task test.

Starting charges used: 98,955/200,000 (50.6% charge left)
Ending charges used: 99,033/200,000 (all on path 3, except 1 kill)

Total charges lost during reaper task: 78 (0.039% charge)
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On Path 1/3 rotation 8 Araxxi Reaper task test.

Starting charges used: 104,074/200,000 (48.0% charge left)
Ending charges used: 104,079/200,000 (all on path 1)

Total charges lost during reaper task: 5 (0.0025% charge)
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Very interesting results, as minions are a lot more prominent during path 1/3 rotation. Perhaps, your armour doesn't degrade if you're getting hit by the minions, provided you're also getting hit by Araxxor/Araxxi (my Reaper target) at the same time.

I think my armour degraded because when Araxxi dies in phase 4, sometimes there are still minions alive before they are "autokilled", so they managed to get some hits in. It would also explain the higher loss of charges during the path 2/3 rotation, as there are times when Araxxor is not hitting you in phase 3 of path 3, but the minions could be hitting you.

In the grand scheme of things, the armour degrading is so slow, that no one should really be complaining about it. You won't have to recharge it for months unless you use it outside of slayer/reaper tasks. Although, such slow degrading will mean that demand for Masterwork armour is not that high, while the supply continues to increase due to some skillers being satisfied with minimal profits.
Hard -> 3a Range Top (#357), 3a Full Helm (#439), Barrows Dye (#1755, #2546)
Elite -> Shadow Dye (#510, #1970, #1985), Barrows Dye (#680, #1567, #2038), 3a Druidic Staff (#969), Ice Dye (#1539)
Master -> Barrows Dye (#480)

14-Feb-2019 05:01:25 - Last edited on 14-Feb-2019 05:11:40 by Ethereal199

Ethereal199

Ethereal199

Posts: 2,237Mithril Posts by user Forum Profile RuneMetrics Profile
Trenergy said:
I can confirm it is still degrading on task. I'm using full custom fitted TMW armor with Corrupted Slayer helm at Lost Grove Creatures (Bulbous Crawlers) and it's degrading with 100 charges per mob. I just put out a bug report, I hope they will fix this.


CF-TMW degrades because of how combat works. Your armour does not know that it has a target until you are damaged or you deal damage to a target. There is a check carried out to determine whether your target is your assigned slayer/reaper task target. From then on, until that monster is killed, your armour does not degrade as intended.

In the grand scheme of things, 100 charges of a 200,000 charge armour is 0.05%... so it's definitely not worth the development time to fix, considering the MW armour used to repair CF-TMW to 100% charges is super cheap already (like 35-40m?)

There are MUCH more important things to fix from the M&S rework, such as the inability to smith salvage for invention components, the inadequate amount of bane-related ammunition that can be smithed per action, the uselessness of stone spirits, etc.
Hard -> 3a Range Top (#357), 3a Full Helm (#439), Barrows Dye (#1755, #2546)
Elite -> Shadow Dye (#510, #1970, #1985), Barrows Dye (#680, #1567, #2038), 3a Druidic Staff (#969), Ice Dye (#1539)
Master -> Barrows Dye (#480)

28-Apr-2019 12:00:40

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