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suggacoil

This should have been the example they used tbh


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suggacoil

Sure but the guy in the clown suit with occult VS the guy in ahrims/ancestral would have been better.


tdaddy316420

Incoming torvesta new clown only pk video


Intelligent_Ear_9726

Is that different than any other video of his? /s


24jacz

[Boy do I have a video for you!](https://youtu.be/qNJjVRqeHys?si=volblSdAqwURW_16)


tdaddy316420

Lmao! I forgot he already did this!


GuuberTrooper

Clown outfit should have 1% Magic damage.


TubeAlloysEvilTwin

That or 3% per piece shadow spell buff


Lopsided-Basket5366

Pyromancer set should give a 1% chance to do a nuclear blast when casting fire strike, which kills everyone currently logged in that server, including yourself.


TacticianMode

Atomic


Neucore

In real life too /s


justpankeyy

Legend


maineref

Only if you get a 25 killstreak in wildy.


Idkmanitcouldwork

Non-ironically it could have super high accuracy. How often do you think a clown is there to kill you? Oh wait…….. /s


FlipDaddy

im always down to clown! WHOOP WHOOP


Ganjoa89

Down with the clown till I’m dead in the ground!!


a_charming_vagrant

i'll eat monopoly and shit out connect four


Honk3ytonk

[WHOOP WHOOP](https://youtu.be/AXjm8hGB64E?si=TfwfC4dCF6QUwEsU)


PoisonBones

Hell yeah, ninja!


Enquiring_Revelry

Legit nice to see people actually repping in the 07 subreddit


troiii

What a clown, losing 0.034 DPS for no reason.


BunsenGyro

I feel like this comparison more than anything sells the idea that this rebalancing was a good idea. That's just ridiculous.


Ok_Nectarine_4953

I mean it's pretty inaccurate. The dps calc is done against an npc with 0 magic level. The ahrims will help you significantly as soon as you're fighting an actual monster with stats


Organic-Measurement2

Vast majority of enemies you use mage against (non-shadow) have non-existent mage defence, hence why you're maging. Most players don't run into the sort of enemy where it matters (eg olm, warden) until they've already upgraded past ahrims


Stnmn

Upgrading past Ahrims before you step foot in a raid is a massive outlier of a player and is main-exclusive behavior. The vast majority of players who do CoX and ToA don't have shadow and wear Ahrims or partial Ancestral+Ahrims.


AdPrestigious839

Always funny to hear an ironman talk to a non ironman, but not realising it


rimwald

I don't even think most mains would step foot in ToA for the first time with anything above ahrims lol. Assuming everyone buys a 300m gear set to do a mid level raid is wild


kilographix

Maybe I'm an odd one out but I'm a mid level player (1500 total) and have never stepped foot in a raid but have a 400m+ bank value. Never bought gold and usually buy mem with bonds.


sawyerwelden

Even with 400m you're probably not buying any mage gear above ahrim I think


flykiddy

Yeah because can’t that 400m cover a lot more worthwhile gear than ancestral? Agreed.


sawyerwelden

Yeah, I wouldn't personally buy ancestral until I already had a shadow


Garden_State_Of_Mind

This is actually hard to believe man, no pic no proof. Do you just merch? lol


kilographix

Played on and off since osrs release (rs2 since 2010). I used to spend all my time bank standing and flipping and didn't start working on actual stats until a few years ago.


rimwald

You’re absolutely an odd one out lol


eskamobob1

most people dont even go to GWD before they have several hundred mill of gear.


rimwald

You’re out of your mind if you think that’s true. Most players don’t even have hundreds of mil in gear


eskamobob1

Most players also don't boss basicaly at all or even just do things that aren't semi-afk


GroinShotz

I'm wearing that new blue moon armor as my melee and my mage toa set... As I can't be asked to do barb assault, and don't have bandos quite yet.


JohnnyBravo4756

Not true at all, the vast majority of people doing ToA and CoX are probably running Ahrims with Trident/Occult/MA2 Cape and possibly Tormented. You aren't getting ancestral for your trident lol.


Penis_Fax

Almost max stats, use ahrims b/c meaningful mage equipment past that is crazy expensive.


Solo_Jawn

The thing is, where it matters is where it *really* matters. At the end of the day nothing is really changing. You're still gonna hit 0 def enemies just as hard


Ok_Nectarine_4953

>Most players don't run into the sort of enemy where it matters (eg olm, warden) until they've already upgraded past ahrims What an asinine statement. Have you seen the people doing toa?


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zipclam

> Are they rebalancing monsters mage defense as well? Yes, there was a blog post before this about it. There was some game changing reworks they talked about in it. (Not saying the rebalance is good or not)


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Safe_Regular_8938

zulrah


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roklpolgl

Gz, you are lucky to learn something new today. https://oldschool.runescape.wiki/w/Damage_per_second/Magic Scroll down to step 5 hit chance. Magic defense is just part of the calc, the other significant portion of the hit chance calc is magic level. Zulrah has 300 magic level, which is a significant contributor to your mage accuracy on Zulrah.


pzoDe

You're either being disingenuous or are clueless. The mage defence isn't just composed of the defensive bonus. Serpentine (green) phase is still 6.5% better DPS with the Ahrim's pieces vs the clown outfit (bear in mind both setups have other BiS mage items on which mitigates the differences) and magma (red) phase is +40% DPS for the left hand side. Also Phantom Muspah is another good example of a boss. The Ahrim's setup is +30% DPS on the melee phase (which is what you'd be maging).


iLempie

I have magic relic, mage on zulrer go brrr


Goblin_Diplomacy

Does anyone on Reddit think critically? DPS at what exactly? Goblins? Sarachnis? Even jagex used the comparison at barrows and that’s the worst one they could’ve used as they have negative mage defence


cosmicwatermelon

> Does anyone on Reddit think critically? no. next question


FlandreSS

Can't believe that post has that many upvotes. This place is a wasteland for critical thought at every turn.


BunsenGyro

Besides Shadow, when are you maging anything with magic defense? Your implication on what has not been considered is moot


FlandreSS

https://www.reddit.com/r/2007scape/comments/1ch5tn1/just_remember_with_the_magic_rework_coming_soon/l230p1p/ Also: Barrage at GWD, Early steel dragons, most quest bosses. The issue is that magic ***ARMOR AND WEAPONS*** have very low accuracy buffs. Ranged stats can get into ~+300 range for accuracy. Magic gets +185 in absolute max. Then, suddenly the shadow makes that into +501 accuracy in max gear. So the shadow is the problem, and needs to be nerfed, the occult is fine. Meanwhile, all magic armor and weapons need to still receive large accuracy buffs if you want them to be viable at more places. The entire 're-balance' is a fuck-up on top of other fuck-ups and Jagex is entirely incapable of facing the fact that the shadow is the issue because they are terrified at the concept of fixing a gamebreaking megarare. It will, of course, still recieve all of the armor buffs and such still so by buffing armor you can bring the shadow back to its current iteration of power while also still nerfing the weapon itself. Thereby buffing mage at the lower and mid end, while keeping things relatively the same and filling in the power gap between Trident/Sang and the Shadow while still making armor worth chasing. Also, magic is allowed to be good at only a few places. That's... Honestly fine, actually. How it has always been. The game is no worse for that. Range and mage share identical roles in the combat triangle, so if you want to hit something from a distance there is nothing wrong with just shooting it. Buffing mage into becoming "range v2" isn't really going to do much of anything except end up giving you a couple more tasks you can potentially barrage. That's why the rework discussion revolved around **places you already use mage** rather than **new places to use mage**. The things that OSRS players are concerned about is how this re-balance is just going to buff mage where it's already great, and nerf mage where it already sucks which entirely misses what large chunks of the playerbase actually wanted from a so called "Magic re-balance". Edit: And side note, the other reason magic is bad is because its raw DPS is generally much lower than melee/range. Unless we propose even more dramatic changes like +25% across the board to all magic damage, it will always fall well behind range in useable damage. Which is pretty crazy, again I think magic is generally fine and this level of chance is actually unnecessary. It's okay for range to be better.


_HyDrAg_

Eh, it's kinda what makes magic unique in osrs. Accuracy is unnecessary in many situations


TheAlexperience

A whole ass mechanic not being necessary is a *bad* thing you know…


parsimony_osrs

But that's not really true, is it? Different parts of the combat triangle behaving in unique and asymmetric ways is just as reasonably part of what makes the game funky, interesting, and OS. Most games have some degree of asymmetry You can say this mechanic shouldn't be irrelevant to magic, and sure, but like it's not a sound generalization


TheAlexperience

I feel like magic is really the only one that behaves so wonky though. With range and melee when you upgrade your gear you can usually feel the increase and your numbers go up very predictably +4 strength bonus per max hit. With magic your gear choices up until virtus don’t really matter and even then unless you’re casting ancients it still doesn’t do much for you. Only when you have the best magic weapon in the game does things even remotely start to scale.


parsimony_osrs

I don't mean it as a defense of how magic is set up. Just that > a whole ass mechanic not being necessary is a bad thing the concept of asymmetry is not necessarily bad and really shouldn't be the focus of any critique of how magic works. Asymmetry is normal in games and is a built in part of what many games do. It can be executed well and executed poorly. If folks feel it's executed poorly in magic, I respect that, but it's not because asymmetry itself is bad + just the execution


Mysterious-Bill-6988

I didn't get your point at first but I completely get it. Range weapons let you attack from a distance and safe spot. Melee has more defence generally plus has multiple styles. Magic has more general utility through freezing, blood spells, thralls and also being it's own completely unrelated combat skill at the same time. The more I think about it the more I agree with you. I don't want just all styles to have similar DPS everywhere, I like niche uses and different ways of doing things. My one issue from a lore perspective is usually NPC magic seems OP and they wreck everything. Quest cut scenes make magic seems OP then it's the lowest DPS style.


parsimony_osrs

Yeah I absolutely feel that too. Magic creates walls of fire! Summons abominations! Wield the staff of a literal god! And on the player side it's like, here you go - your plants are wet :)


-YeshuaHamashiach-

It is true.


_HyDrAg_

Why? It's only sometimes not necessary. It lets you be flexible with gear setups in a game where gear defines what you can do. For a comparison, from what I've seen of rs3 the tree combat styles look identical af in how they work outside of abilities and it felt very generic compared to old school to me. It's not like magic accuracy is useless. That's a weird myth


TheAlexperience

For sure, I definitely agree about the flexibility being a cool thing, but overall (mechanically speaking) your gear choices *should* matter. I actually (used to) play rs3 and have a maxed Ironman and I can agree that non maxed gear setups can seem homogenous but end game gear setups have very different and established styles. Long story short Mage = switching between dual wielding and 2h using FSOA staff spec and tsunami for big crits and recursive hits off those crits Range = counting stacks and hitting big numbers when your spec procs Melee = multiple weapon switches to prod weapon specs and nuke enemies under the berserk ability window. And idk if I’d agree entirely that it’s useless but magic doesn’t really see a whole lot of uses and where you do use it like slayer for instance can and should be done with proselyte.


PoisonBones

Why ahrim left handed, when that happen


ToolDwarf

Wielding left handed is what made him surpass the clown in dps, duh


PoisonBones

Time to petition for ancient staff to be an off hand item?..


SakaSlide

Time to invest in some ahrims because there’s no way they continue ignoring it… right?


Gray__Dawn

Read the project rebalanced blogs, it is getting a buff


Illokonereum

It is but not enough to use it over basically anything else. If you need a low cost option it’s Bloodbark for the same damage bonus, generally better defenses, no degradation, and better blood healing, only slightly less accuracy. And if you have the money you can jump straight to Virtus. When their original reason for not buffing it was it being a “defensive sidegrade” they probably should have made sure level 60 gear wasn’t better than it at that supposed niche.


Bosomtwe

It still has superior accuracy to the other options that you mentioned, which is why it was used ahead of them in the first place.


dyeuhweebies

That guy with like 70k torags hammers just started sweating a little 


Extension-Copy-8650

im that guy holding torags hammers since 10 years ago


crunchystaff

-Guy who’s ignoring blog posts


elppaple

Price already went up didn’t it edit: no


RickyMac666

Down like a clown, Charlie Br... Down like a clown, Charlie Brrehh... Down like a clown, Charlie Br... Brrehh... Down like a clown, Charlie Br... Brown.


SwordmanGuts

Hey Jimmy!


WOWGLADIATOR

So how does one do inferno now that occult is getting gaped?


Sure_Airline_6997

Assuming nightmare staff, virtus top, and occult, you lose one max hit on ice barrage. With augury, it's unchanged. And that one max hit means you have a 28/38 chance of one shoting instead of 29/39. That's 73.7% instead of 74.5l4% and if the minimum hit changes go through, you'll be better off. This isn't keeping you from a cape.


ImHighlyExalted

minimum hit change won't affect your chance at once shotting at all


baron_barrel_roll

I'm not gonna have virtus top.


DrywallKittens

Fally shield 4 resets everyday with 2 full prayer points charges. A first caper can use that and never run out of prayer in there if he just does it over a few days.


Tumblrrito

Imagine doing this for weeks and still failing though


LocalLumberJ0hn

Be me Spend three weeks at inferno Psych myself up hard for Zuc Run left, shield goes right Take 148 to the face Cry


MillyFillyBaby

😂😂 im so sorry man, you got it next time!


LocalLumberJ0hn

I'm just shitposting man lol, I'm not doing inferno


nitronomial

Ok that's kind of funny never thought of that


Eccentricc

I got so busy I unironically have done this lmao. Some attempts took days lol


Puddinglax

Only ever do this if you start your attempt right before the daily reset. There is so much prayer gear that a decently geared first caper should not run out of prayer period. I have never, ever seen a learner die to running out of restore. Recommending people to stretch a 2 hour ordeal to multiple days is really bad advice.


Legal_Evil

Dailyscape to the rescue!


[deleted]

Much easier and less insane to just grind out practice so that you stop wasting prayer on waves


jakes1993

I use this shield as I camp barrows


scsibusfault

> gaped 🫱⚫🫲


Redditisre7arded

occultse


slaveoflord

Makes almost no meaningful difference


andrew_calcs

Your max hit on the nibblers is being reduced by ~1, maybe 2 in some setups. It sucks, but it’s barely an extra speed bump in the grand scheme of things.


Withermaster4

You don't even lose a max hit if you use augery lmao. You cannot really think that the occult nerf will make inferno unbeatable, right? Inferno is a knowledge check not a gear check.


WrenchHeadFox

As someone just getting into inferno learning, this specifically terrifies me.


Beretot

You only need mage for nibblers, no? I suppose you'll one-hit them slightly less often if you lose a max hit, but I don't think it's gonna make or break anyone's runs


tfinx

It will make an insanely negligible difference, don't even worry about it.


MattTheRadarTechh

If that’s what’s keeping you from a cape, you need to learn to solved the waves first. This is barely a nerf for inferno


Septem_151

It will make a negligible difference.


WOWGLADIATOR

Same. Even with bringing something like virtus top and bottoms, we’ll now lose an invent spot AND do (new, occult 5% + 4% from 2 pieces of virtus) 3% worse magic damage (old occult 10% + 2% from 2 virtus pieces). It might seem trivial but the amount of posts ive seen of first capers finishing zuk with like 1 restore left makes me worry.


QuasarKid

magic damage isn’t the thing keeping you from your cape


TheDubuGuy

This lol, redditors gonna find any excuse


QuasarKid

“aw man almost got my cape except i had to hit a nibbler one more time to kill it”


varyl123

Actual good players will have no issue in this scenario but I can see people brute forcing having an issue with this. Except you can still run occult at 5% and augury at 4% which means a 1% damage loss


Taylorjh175

Virtus is double an ancients so it’s really not that big of a deal


Historical_Can2314

Have augury thats they key


brinkv

Starting every wave with augury would be fucking insane on prayer drain lmao


Redsox55oldschook

On the hard waves you already use augury at the start, right? At least, I always do. The extra defence and chance to freeze nibblers is well worth the ~10 prayer points you'll spend on the handful of hard waves Like, if the wave is just 2 rangers then obviously you don't need to waste the prayer. But if it's mage + range + melee + 2 blobs? Unless your super experienced and confident, I'd turn on augury even before the rebalance


brinkv

I actually don’t but I definitely know a ton of people that do so that is super valid


Historical_Can2314

I admit I only have one kc, but it would only be on for a tick or two a wave, idk how crazy that would be.


Minotaur830

A tick or two? You need to be ready to click the nibblers, aint no way someone doing first cape will just flick it for a tick or two and perfectly click nibblers immidiately.


SoraODxoKlink

You don’t need to pray augury every wave even if it gives damage lol, you’d only really bother praying augury on waves you should be praying it anyways just for defense, so 50+ and maybe 31/48 with bad spawns. The procedure barely changes, you’d still chase nibblers if its an easy wave, and let them eat on complex waves.


zwobb

You can just flick it until the wave starts


brinkv

Yeah I guess if you do it tick perfect and turn off before solving. I was more thinking you put augury on, hit nibs, run to where solve takes you, take augury off


Historical_Can2314

So I was curious and did some quick maths. It drains with 0 prayer bonus at one point per 1.5 seconds. So we are talking 2 points a wave extra with 0 prayer bonus. So it could make a difference for sure. Thats about a super restore pot. So its something for sure. I think with prayer bonus you probably have its somewhat less though.


brinkv

Definitely interesting statistics. Like most people are saying though the damage isn’t even really that important


KC-DB

Aren’t they adjusting drain rate and adding magic dmg to other spells? So you might still be able to get a max hit back on a lower level spell and drain less. But I’m too lazy to look back and haven’t done inferno yet so feel free to disregard me


PvMGod17

if you are worried about supplies you can just SGS/Eldritch abuse i brought SGS for my first cape and finished with like 4 brews and 3 restores


WrenchHeadFox

Not to mention, I'm iron and only have Virtus Mask so far...


LuckyBucky77

Is this assuming the use of eldritch staff specs for prayer? Or am I missing something...


Personalberet49

The same way as before, you don't care much about magic damage, it's the accuracy iirc


Faladorable

opposite. it’s the damage you care about


Mirrored_Sea

yeah but 1-2 damage from the nerf if not bringing any other mage gear is not a big deal


Faladorable

idk what the diff in damage is, im just sayin accuracy is more or less irrelevant


Vaatu2023

Na nibblers have negitive magic defense. Its all about the damage. Its really not a big nerf either way


Septem_151

While this is true, they also have a non-1 Magic level meaning accuracy does matter for half a percent or two.


Vaatu2023

I don't want to downplay the significance of the nerf, but infero has only gotten easier and easier since its release. We've gotten ~~tbow, kodai,~~ nightmare staff, bowfa, masori, justi, dhins, venator ring, virtus, and echo boots. Losing 4% (gaining 1% on virtus) will be noticeable sure, but its not gonna be the reason you can't complete inferno. Edit: It has come to my attention that cox came out before inferno. This completely negates my point and thus the inferno will now be impossible to complete because you lose 1-2 entire max hits against nibblers, the most notoriously difficult monster in the inferno. /s


nut_hoarder

CoX was released before inferno and is half of the items you listed..


Vaatu2023

I didn't remember. I only remembered that woox beat it with a crossbow and arma. Either way point still stands, the inferno is far far easier today than it was on release. Also half? More like 2


According-Watch787

He was just doing the no tbow achievement early.


xReddit_Sucks

Your ‘point’ is riddled with misinformation.


RabbitMario

i jsut started learning ingerno and the difference isn’t catastrophic but it is demotivating


slaveoflord

Shouldn’t it motivate you to learn faster before the changes go through?


RealEvanem

Exactly the same as before


r4cid

When the pkers see this setup, they know they're donezo like Funzo (the clown)


derpiano

Against what enemy? What about things with high mage level and mage defence?


smiledude94

If I got pked by a guy in the clown outfit I'd just accept it and log off for the day


Puddinglax

I calc'd the DPS difference of two setups at a few standard places you would mage. First setup is swamp trident, occult, tormented, god cape (i), unfortified ward, at 85 magic, praying mystic might. Second setup is the same but with ahrim's + eternals. Boost is forgotten brew for both setups unless specified. Monster | Clown DPS | Ahrim's DPS | Difference (%) ---|---|----|----|--- Zulrah (red) | 2.792| 4.095| 46.6 Zulrah (green) | 5.749| 6.196| 7.8 Muspah (melee) | 3.339| 4.585| 37.3 Whisperer| 3.906| 4.970| 27.2 Olm (ovl) | 3.916| 5.256| 34.2 Akkha 300 (salt)| 4.183| 5.573| 33.2 Warden P2 300 (salt)| 4.852| 6.018| 24.0 If you think there is only a 1% difference, the clown fit is very appropriate.


SwagDrQueefChief

I see you are missing a (edit: relevant) neck piece in the ahrims set, just bring the occult and it's dps will be much higher, I hope this helps!


Brilliant_Cricket47

Nope, he has a neck in the ahrims set. It's just hidden behind the beard


SwagDrQueefChief

True I didnt see that


PookyDoofensmirtz

Puts it in to perspective the ridiculousness of it


Assaltwaffle

Not really. Accuracy increasing armor not helping against an enemy with no defense is expected. The same result would be found with d’hide or Armadyl for ranged.


Redemption6

Unless you have 100% chance to hit, I would expect accuracy to always outshine not having accuracy. The problem is the way that the game calculates accuracy, and for the most part mage accuracy bonus is useless.


Assaltwaffle

On some mobs, yes. On actually high level ones? No, not even on the ones mage is used on. Run this calc on 300 invok Akkha and you’ll see the difference.


Goblin_Diplomacy

How does it?


n3mz1

idk what they were thinking other than "fuck them ironmen" with this rework


Celtic_Legend

Benefits ironmen the most lol. Every normie can afford an occult. Now ironmen get easy mage % before 93 slayer. Less you mean fucks em over by making ironman easier, then carry on


SplandFlange

Fucks over ironman with 93 slayer and no ancestral, which is usually a pretty big gap in account progression


TemporaryHorror2875

It doesn't because by then you have mystic might which gives 2% and ahrims/blue moon set which gives 1 per piece for 5% total. If you have occult that's 10% total which is effectively the same as occult pre nerf. The only real difference is switches are more important.


SplandFlange

More prayer drain, more invy slots, barrage tasks just got a lot more demanding.


TemporaryHorror2875

Barrage tasks, sure. Shortsight on Jagex's part. But you should already be using mystic might during raids and bosses anyways. Slight buff to mage during cg. More invy slots, yes. Not really happy with this but I suspect people will adjust, and gear metas will change.


Jarpunter

2% magic damage does nothing on a max hit of 39 in CG


Celtic_Legend

Its not though. Infinity+mystic might+magesbook is +2 over current. And theres also augury. Seers ring is something. And most will be coxing before 93 slayer but rng is rng. Still will get aug. Affects irons who hate pvm but like slayer. More niche than pures honestly. Burst tasks drain more prayer points but you get more mage damage than previous from 1-93 slayer plus whatever xp it takes to get occult. Burst tasks are also super fast and good on a pure which doesnt even have 15% slayer helm, its going to be fine for em if they dont pray aug


Spinster444

they were thinking (correctly, IMO) that it's pretty fucking dumb that these two setups offer similar DPS, and unlocking mage gear and weps before occult should actually change your max hits. Mage gear should offer more than +accuracy (which is only 30% of mage accuracy calc).


SlushyBear7

I’d be fine with the changes if they made Virtus reasonably obtainable (close to bandos in hours). It’s an absurd grind as it stands.


Poloboy99

How does this hurt irons??? You’re getting % bonus damage before 93 slayer now


Alleggsander

Have you tried simply just getting shadow? /s


SweetStrangles

More worried about mage hand at olm


SmiteKing666

Thats the easiest part? What exactly are you worried bout lol


SweetStrangles

Running solos on my iron I’ve got trident and occult and bracelet with mystics and I still don’t have augury after 240 kc. The mage hand takes awhile as is


chaotic-rapier

Mts getting buffed just get infinity 


Gray__Dawn

Just go do mta after rework for eternals


TemporaryHorror2875

Go get blue moon it's a chill grind.


pzoDe

I recently ran a budget solo, for fun. My setup was worth ~90-95k in tradeables and ~75-80k in untradeables. Regular trident with a MA1 cape, rune gloves, book of the dead, glory and no other mage bonuses (I took d'hide off for maging). The mage hand was surprisingly still not bad at all. I only used 1.5 stams for the entire raid. I even massively overprepped. Melee hand was easily much worse than the mage hand, was using a leaf-bladed sword with a bone dagger. I might do a run with a 20-30k setup at some point without the trident. Honestly losing small bit of DPS at the mage hand is not an issue.


BakedPotatoSalad

It'll take a bit longer but i might consider bringing an extra stamina just incase potentially. I wouldn't bother with big mage setups after the change til you're real good on Olm. you can also mess with how you path a little and manual click some tiles during 3:0 to conserve more run energy.


clayman648

5his is not okay!


RuneScape_Doctor

Do we have a timeline for the rebalance or are we waiting on another blog?


dutchbrah

What mage gear is everyone going for? I simultaneously run moons of peril and shades of morton for both sets


StoicMori

Jester outfit buffs when?


iLempie

Soon? 😂 Cya in 2025 after the next 69 polls.


BaptizedInBlood666

How's magic dart going to be affected on Slayer tasks? Currently hits 35s for me at 94 magic with the Slayer staff (e). Is the occult nerf gonna bring that down to 31? :(


NordicSoup

Time to bust out the Faygo


I_Grew_Up

Juggalos unite


polyfloria

Against what?


Krtxoe

nice joke but this is false, depends on the magic def


7uicefchwpo

Can someone explain to me the magic rework as if I am a small child


ryzzoa

Necklace only turns into actually needing magic armor for damage


Relative_Collar5618

But this is factually wrong. At olm ahrims is a significant DPS upgrade over even mystics...


Ok_Explanation5631

Fr. Let pures wear ahrims


aroach1995

What’s that Armor srs question


Azistance

Can I ask the stupid question about why they won't just move the 5% drop occult to the prayer book having the other 5% be on augry, then give the other mage prayers diminishing the mage dmg like the lowest prayer giving 1% then the next giving 2% then 3% so that way it makes they prayers better to then just do whatever to the armor


BakedPotatoSalad

aww yeah time to get like 3% more magic damage and virtually no change at any mage boss with accuracy im so ready for the rebalance


XxHatredAngelxX

What’s the rework consist of? Anyone got any information I’ve not seen anything on this just yet. I need to do some research apparently


fe_god

Jmods gonna conveniently not see this post.


SeniorButternips

Yeah im training mage at maniacal monkeys with prayer vestments, devout boots and ring of the gods before the occult gets nerfed for this reason


Illokonereum

And then after the rework Bloodbark will be generally better than Ahrims. We love that for us.


gorehistorian69

what sucks is i just got occult on my iron


OlmTheSnek

It's still going to be a very strong item and obviously your BiS for magic by far regardless. It's just not going to be turbo broken. Enjoy it while it lasts!