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The T92 M&S Armour Pre-fix

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Kakamile
Nov Gold Premier Club Member 2010

Kakamile

Posts: 10,839Opal Posts by user Forum Profile RuneMetrics Profile
Soon (TM), t92 content as drafted in the docs will be added to the M&S rework beta. Note, the t92 smithed gear is called "Upgraded Masterwork," (UMW) previously called "Energised Elder Rune" (EER).

The gear, it's very bad.

The t92 design as it stands is dead-on-release. It's
expensive
. It's
slow
. It has
no niche
.

It will cost about 102M for a set at current prices.

An augmented armour piece will cost up to 4 MILLION gp per hour to use.


It needs to change.

Things that need to change:
1)
Remove filligree and all other bar-folding time costs.

2)
Nerf power armour armour&soaking stats to -15 tier.

3)
Set t92 armour to degrade every 1.8s to 3s.

4)
Convert essence items to invention components.

5)
Reward perks for excess essence components.


I'll get into each of these.

UPDATED FOR MARCH M&S REWORK


SOURCES -
M&S Docs according to Mod Jack - HTTPS://docs.google.com/document/d/12wBYpgD6FpoHk7w9cKVvxYdAj6twoQwI22fCY9uXuDM/edit
Masterwork doc according to Mod Jack - HTTPS://docs.google.com/document/d/1hmIKPuGfI4VjdmblPod_Y4Gyjg8w6y7dRi5a8Q9JvYc/edit
Updated textified M&S rework source - HTTPS://www.reddit.com/r/runescape/comments/84wuux/masterwork_and_upgraded_masterwork_time_and_cost/?utm_content=title&utm_medium=user&utm_source=reddit
Costs source - HTTP://runescape.wikia.com/wiki/User:Sojurnstrs/Energised_Elder_Rune
Cost comparator - HTTPS://docs.google.com/spreadsheets/d/1xlMGye56-ylTJpPcTgEsJcqqSK8EGOMTRiAa0p88mCs

13-Feb-2018 23:08:07 - Last edited on 17-Mar-2018 00:31:12 by Kakamile

Kakamile
Nov Gold Premier Club Member 2010

Kakamile

Posts: 10,839Opal Posts by user Forum Profile RuneMetrics Profile
1)
Remove filligree and all other bar-folding time costs.


According to Design document estimates, it will cost about 48 mins to 9.8 hours just to buy the bars and fold them as necessary for the armour.

Plus 1.8 hours smithing to unlock the ability to make the base components.
Plus time to mine basic ores and smelt.
Plus time to collect t80, t90 PvM drop components.
Plus final equip crafting time.

And it'll last all of 16-50 hours before it degrades.


And it degrades to dust, that's a nonsensical amount of cost and time for marginal gain.

How marginal? About 0.5% dmg for the set over t90.
Augmented top/legs will be about 0.2% damage over t90 power armour.


The gain is insignificant.

An easy improvement is to reduce folding time (since players are doing nothing but waiting, this can also increase player enjoyment) to make it comparable to other t90s. For example, it'll take about 42 hours to make a Tectonic robe top from Vorago, which contains risk, but also requires less GP than UMW, less items needed than UMW, and in fact comes with pure profit.

Reduce required smithing time.

13-Feb-2018 23:08:25 - Last edited on 17-Mar-2018 00:30:56 by Kakamile

Kakamile
Nov Gold Premier Club Member 2010

Kakamile

Posts: 10,839Opal Posts by user Forum Profile RuneMetrics Profile
2)
Nerf power armour armour&soaking stats to -15 tier.


This needs to be done regardless of Mining & Smithing rework, but here's the benefit.

Making power armour less defensive may seem like it makes UMW worse, but it makes every tier upgrade that much more valuable over the last.

Current system:


Even t90 power armour currently isn't that appealing over say nex gear because power is similar in protectiveness to tank armour.
And with high-end combat, it's so easy to block monster damage even under power armour that tier upgrades aren't needed.

With armour (monster's hit chance) and soaking (monster's dmg reduction) weakened by an extra 5 tiers, PvM and PvP risk will necessitate more gear upgrades, making t92 that much more appealing over t90/t80.

13-Feb-2018 23:08:38 - Last edited on 16-Mar-2018 20:55:25 by Kakamile

Kakamile
Nov Gold Premier Club Member 2010

Kakamile

Posts: 10,839Opal Posts by user Forum Profile RuneMetrics Profile
3)
Set t92 armour to degrade every 1.8s to 3s.


This will give UMW a niche use.

Currently, Augmented t80 is a flat 176k GPh.

Currently, Augmented t90 varies depending on combat speed (loses a charge every tick that you attack or receive an attack), from
433k GPh
to
1323k GPh
just for one piece!
Because of this, t90 is never ever recommended for slayer or mob bosses.

Currently, an Augmented t92 piece will cost from
1138k GPh
to
3692k GPh
for the same item duration!


Granted, there's maybe one exclusive location for Augmented d2d (Angel of Death) where the lack of combat xp means augmented d2d can last about 1000 hours, but future bosses will be unlikely to be so low combat xp.

UMW should fill the niche of high-mob power armour, which can be done by re-balancing degrades from every 0.6s of active combat to every 1.8s-3s of active combat. It would have to be changed from 100,000 charges to 33,333 or 20,000 charges sure, but this will allow UMW to never degrade faster under mob conditions.

It'll be just as expensive in 1v1 as in a mob, which gives t92 a niche which is currently filled not by t90, not by t85, but t80.
Fix would massively increase viable armour tier in mob combat.

13-Feb-2018 23:08:51 - Last edited on 16-Mar-2018 20:55:48 by Kakamile

Kakamile
Nov Gold Premier Club Member 2010

Kakamile

Posts: 10,839Opal Posts by user Forum Profile RuneMetrics Profile
4)
Convert essence items to invention components.


(This works with solution 5)

Giving invention components rather than items will not only
save bankspace
, but allow rewards for those who take the time and make t92 rather than buying it on ge.

Giving perks to Essence (Praesulic, Malevolent) components will encourage perk-makers to produce t92 with excess components.

Even better, giving components as a reward for the act of crafting t92s will encourage players to make rather than buy t92s, increasing production.

13-Feb-2018 23:09:06 - Last edited on 16-Mar-2018 19:53:38 by Kakamile

Kakamile
Nov Gold Premier Club Member 2010

Kakamile

Posts: 10,839Opal Posts by user Forum Profile RuneMetrics Profile
5)
Reward perks for excess essence components.


Invention Perks already desperately need a fix, with some popular perks
lacking rare component alternatives.


Examples:
* Scavenging
* Mobile
* Shield Bashing (Tank)
* Clear Headed (PvP)
* Trophy-taker's (Slayer)

There are also some not-too-OP new perks that could be tried
* Blood-let - Chance per rank to increase bleed timer by rank (won't raise corrupt damage)
* Chum - Chance to increase familiar special attack bar or scrolls
* Imaginary friend - Diverts some damage and healing received to familiar

But the goal will be to reward players who make masterwork/t92 rather than buying, while increasing t92 production on the side.

13-Feb-2018 23:09:16 - Last edited on 14-Feb-2018 21:03:28 by Kakamile

Hguoh
Mar Gold Premier Club Member 2014

Hguoh

Posts: 7,413Rune Posts by user Forum Profile RuneMetrics Profile
You are assuming that it will cost as much to repair the armor as it would to buy/make a new set, when it is stated in the documents you cite that both Masterwork and Energized degrade to a broken form and are repaired with consumable Smithing items (unspecified for Masterwork and Repair Kits for Energized).

Considering we don't know what is used to make these items, we have no way to estimate the cost of using either Masterwork or Energized in combat.

Edit: I believe the choice to use new items made by melting down Torva, Malevolent, and Drygores as opposed to Invention components was to ensure that a certain number of these items would leave the game for every piece of energized gear made. Otherwise, people could breakdown leveled up augmented items for more Invention components, reducing the efficacy of the item sink.

14-Feb-2018 14:38:56 - Last edited on 14-Feb-2018 17:11:44 by Hguoh

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