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Jewelry rework

NBX Amulet\Necklace rework - Nbness

The goal with the Amulet Rework is the same as the Ring Rework. Add more obvious strengths while also making other neck slot items a possible situational pick. I want most amulets to have a situational pick rather than 1 or 2 amulets being the obvious only pick because it has the best stats uncontested (fury, amulet of ranging). I will of course not be buffing the magic items as much because even with the ring rework, magic is still much stronger in most scenarios. The neck slot rework will not change this too much but it will un-skew the combat triangle a bit and also introduce variety in to equipment.

Amulet of Accuracy

Amulet of accuracy is arguably the worst statted neck slot. This will buff it to a more reasonable viability level while not overkilling the stat buffs. There's also a small increase in damage, but almost negligibly so. Amulet of Accuracy is the damage half of the amulet of fury split. With some changes of course

Unique effect: Every time you deal damage, you have a (damage / 9)% chance to ignore 25% of the enemy's defences on your next attack.

Attack

Stat name Old stat value New stat value
Stab 4 15
Slash 4 12
Crush 4 13
Magic 4 7
Ranged 4 8

Defence

Stat name Old stat value New stat value
Stab 0 2
Slash 0 3
Crush 0 2
Magic 0 1
Ranged 0 4

Other

Stat name Old stat value New stat value
Strength 0 4
Ranged Strength 0 4
Prayer 0 0
Magic Damage % 0 3

Amulet of Defence

Amulet of Defence is now a more tanky focused item, while still not taking away attack bonuses, just not giving any. Amulet of defence is the defensive half of the amulet of fury split, with some minor changes of course.

Unique effect: Every 20 seconds, gain a hitpoints shield that shields 10% of your max health. Doesn't stack.

Attack

Stat name Old stat value New stat value
Stab 0 0
Slash 0 0
Crush 0 0
Magic 0 0
Ranged 0 0

Defence

Stat name Old stat value New stat value
Stab 7 19
Slash 7 21
Crush 7 15
Magic 7 17
Ranged 7 18

Other

Stat name Old stat value New stat value
Strength 0 0
Ranged Strength 0 0
Prayer 0 4
Magic Damage % 0 0

Amulet of Magic

Amulet of Magic is pretty useless, as an amulet of power or amulet of glory is better in 99.9% of scenarios. Now it's much less so. It gives a considerable magic bonus while also allowing for some defensive stats at the price of melee and ranged offensive stats getting impaired.

Unique effect: Every time you deal magic damage with a spell, you have a (damage / 15)% chance for your next attack to ignore 25% of the enemy's magic level during damage calculation.

Attack

Stat name Old stat value New stat value
Stab 0 -7
Slash 0 -9
Crush 0 -6
Magic 10 15
Ranged 0 -8

Defence

Stat name Old stat value New stat value
Stab 0 5
Slash 0 6
Crush 0 6
Magic 0 9
Ranged 0 4

Other

Stat name Old stat value New stat value
Strength 0 -6
Ranged Strength 0 -8
Prayer 0 2
Magic Damage % 0 10

Amulet of Strength

Amulet of Strength has the same problem as Amulet of Magic, theres almost never a situation in which you would take it over an amulet of power or glory. This is a melee damage focused item so it will come at the cost of magic and ranged offensive stats as well as defensive stats.

Unique effect: Every time you deal damage, your next hit has a (damage / 13)% chance to deal 10% increased damage.

Attack

Stat name Old stat value New stat value
Stab 0 12
Slash 0 8
Crush 0 12
Magic 0 -12
Ranged 0 -15

Defence

Stat name Old stat value New stat value
Stab 0 4
Slash 0 5
Crush 0 4
Magic 0 -4
Ranged 0 -8

Other

Stat name Old stat value New stat value
Strength 10 14
Ranged Strength 0 -13
Prayer 0 2
Magic Damage % 0 -10

Amulet of Power

Amulet of Power is going to be changed to be a range-mage centric item with focus on range, pulled away from the budget glory, which was a budget fury. These changes will come at the cost of offensive melee stats and defensive stats.

Unique Efect: Your ranged attacks have a 16% chance to deal 33% extra damage as magic damage

Attack

Stat name Old stat value New stat value
Stab 6 -9
Slash 6 -9
Crush 6 -10
Magic 6 5
Ranged 6 10

Defence

Stat name Old stat value New stat value
Stab 6 -8
Slash 6 -6
Crush 6 -9
Magic 6 10
Ranged 6 4

Other

Stat name Old stat value New stat value
Strength 6 -7
Ranged Strength 0 8
Prayer 1 1
Magic Damage % 0 4

Amulet of Glory

Glory used to be the budget fury, it is now the Melee-range centric amulet with a focus on melee. This will come at the cost of large magic deficits.

Unique effect: 10% of your ranged strength bonus is added to your melee strength bonus when calculating melee damage.

Attack

Stat name Old stat value New stat value
Stab 10 8
Slash 10 9
Crush 10 9
Magic 10 -13
Ranged 10 7

Defence

Stat name Old stat value New stat value
Stab 3 5
Slash 3 6
Crush 3 4
Magic 3 -14
Ranged 3 5

Other

Stat name Old stat value New stat value
Strength 6 5
Ranged Strength 0 6
Prayer 3 2
Magic Damage % 0 -8

Amulet of Fury

Fury is the undisputed all-around amulet. I am here to change it to a magic-melee item with focus on magic, at the cost of great ranged deficits and defence deficits.

Unique effect: 12% of your magic damage is unblockable.

Attack

Stat name Old stat value New stat value
Stab 10 7
Slash 10 5
Crush 10 6
Magic 10 13
Ranged 10 -16

Defence

Stat name Old stat value New stat value
Stab 15 -8
Slash 15 -9
Crush 15 -8
Magic 15 15
Ranged 15 -14

Other

Stat name Old stat value New stat value
Strength 8 7
Ranged Strength 0 -14
Prayer 5 7
Magic Damage % 0 8

Amulet of Ranging

This is going to be THE go to range only amulet

Unique effect: Accurate style has the range of long range, Rapid style has the accuracy of Accurate, Long range has the speed of Rapid Style

NOTE on general changes: it's rarely ever good to use accurate or long range in combat, so the accuracy for accurate is going up, accuracy for rapid going down, damage for long range is lower when closer but higher when farther in order to balance this out.

Attack

Stat name Old stat value New stat value
Stab 0 -6
Slash 0 -5
Crush 0 -7
Magic 0 -11
Ranged 15 16

Defence

Stat name Old stat value New stat value
Stab 0 6
Slash 0 4
Crush 0 10
Magic 10 13
Ranged 0 5

Other

Stat name Old stat value New stat value
Strength 0 -11
Ranged Strength 0 16
Prayer 0 1
Magic Damage % 0 -11

NBX Ring Rebalance - Nbness

Currently in NBX, the ring stats aren't correct in the first place, and with my Item Stat rework, my goal is to slightly remove the skew of balance in the combat triangle. Magic is too good when you can hit 20\200s on someone in full morrigans and mage pray, and melee could be a little better versus both magic and ranged. Ranged is a bit strong but that's fine, as it's the middle ground, so I will be buffing melee and nerfing magic more than buff\nerfing range. I am starting the rebalancing with rings, specifically rings with stats AKA Fremmenik rings and the other (i) rings.

The first thing I will look at is the Fremmenik rings, as they are among the most prolific rings in PvP combat next to the Ring of Recoil. I am mostly adding stats and increasing current stats, but I am also reducing stats that aren't related to the ring as to not make a ring a 100% must pick for the ring slot. Such as reducing magic and ranged attack related bonuses on melee rings, melee attack bonuses on magic and ranged rings, etc. I want each ring to have its own place and be used for its own thing rather than say taking a zerk ring to a hybrid fight because it only has good upsides. I am also increasing the related stats so that its more of an attractive pick rather than having only +4 , an almost negligible difference in the damage calculation when you already have so much of the stat. It will be a meaningful choice which ring to pick. (i) versions of Fremmenik rings will have double the positive stats but keep the same negative bonuses.

With the gold jewelry (i) rings, there will be a formula they follow for their stats, these are intended to give different benefits that wont overpower the Fremmenik rings but also make them a viable pick for other reasons. Tiers: gold, sapphire, emerald, ruby, diamond, dragonstone, lunar, onyx. Each tier will also be given some extra stats, so that there aren't flat out worse rings, I want everything to be roughly equally as viable as each-other. They are divided in to tiers as to give the "lower tier" rings a generally higher power budget, but I still want them to be roughly equal.

Special rings like Ring of Recoil, Ring of Life, Ring of Dueling etc will also get special stats and passives

I ring base stats

Stat name Old stat value New stat value
Strength 0 Ceil(Tier * 0.33)
Prayer 0 Ceil(Tier * 0.5)
Ranged Strength 0 Ceil(Tier * 0.66)
Magic Damage % 0 Ceil(Tier * 0.75)

Gold

Stab Attack +8
Prayer +5

Sapphire

Range Attack +6
Range Defence +7

Emerald

Slash Attack +8
Magic Attack +5
Strength +3

Ruby

Magic Defence +5
Stab Defence +6
Magic Damage % +4

Diamond

Crush Attack +8
Slash Defence +6
Prayer +2

Dragonstone

Stab Attack +7
Strength +4
Ranged Strength +6

Onyx

All Attack +4
All Defence +5
Prayer +4

Lunar (not included in tiered rings)

Magic Attack +16
Magic Defence +8
Magic Damage % +6

Warrior ring

To make the Warrior Ring a more attractive pick for melee users (versus the nearly 100% domninant berserker ring in in terms of melee combat), I will be adding some more attractive stats like increasing the slash bonus, adding stab and crush bonuses and adding a small strength bonus. Warrior ring is a ring more based on melee accuracy, but also offers a little bit of what the berserker ring offers (strength), and also gives a bit of magic defence to slightly reduce the amount of dominance over melee magic has.

Attack

Stat name Old stat value New stat value
Stab 0 5
Slash 4 6
Crush 0 4
Magic 0 -7
Ranged 0 -6

Defence

Stat name Old stat value New stat value
Stab 0 5
Slash 4 6
Crush 0 4
Magic 0 -4
Ranged 0 4

Other

Stat name Old stat value New stat value
Strength 0 2
Prayer 0 2
Ranged Strength 0 -8
Magic Damage % 0 -6

Berserker Ring

The Berserker Ring is currently the best melee ring, but my aim with the Warrior Ring buffs is to reduce the dominance of the Berserker Ring. But, the stats are still going to be changed,

Attack

Stat name Old stat value New stat value
Stab 0 -4
Slash 0 -6
Crush 4 7
Magic 0 -9
Ranged 0 -10

Defence

Stat name Old stat value New stat value
Stab 0 -4
Slash 0 -5
Crush 4 -3
Magic 0 4
Ranged 0 -5

Other

Stat name Old stat value New stat value
Strength 4 5
Prayer 0 -1
Ranged Strength 0 -9
Magic Damage % 0 -6

Seers Ring

Nothing particularly special about seers ring as its basically the only magic ring. Not increasing range defence because magic actually seems to go even with range even if the ranger is wearing plenty of anti-magic armor.

Attack

Stat name Old stat value New stat value
Stab 0 -7
Slash 0 -9
Crush 0 -4
Magic 4 6
Ranged 0 -10

Defence

Stat name Old stat value New stat value
Stab 0 3
Slash 0 2
Crush 0 3
Magic 4 6
Ranged 0 -5

Other

Stat name Old stat value New stat value
Strength 0 -5
Prayer 0 1
Ranged Strength 0 -10
Magic Damage % 0 4

Archers Ring

Small buff to the offensive stat of archers ring, large buffs to the defensive stats

Attack

Stat name Old stat value New stat value
Stab 0 -6
Slash 0 -8
Crush 0 -5
Magic 0 -9
Ranged 4 6

Defence

Stat name Old stat value New stat value
Stab 0 4
Slash 0 4
Crush 0 5
Magic 0 6
Ranged 4 6

Other

Stat name Old stat value New stat value
Strength 0 -6
Prayer 0 2
Ranged Strength 0 5
Magic Damage % 0 -6

Ring of Recoil

The RoR buffs improve RoR wielder's effective dps in multiple ways (lol). It makes their attacks more accurate as well as lowers their defence rolls (which in turn lets recoil proc more which increases effective dps lol).

Unique effect: Ring of recoil now reflects 12% damage and never shatters.

Attack

Stat name Old stat value New stat value
Stab 0 6
Slash 0 5
Crush 0 7
Magic 0 4
Ranged 0 4

Defence

Stat name Old stat value New stat value
Stab 0 -4
Slash 0 -5
Crush 0 -4
Magic 0 -6
Ranged 0 -5

Other

Stat name Old stat value New stat value
Strength 0 1
Ranged Strength 0 2
Prayer 0 1
Magic Damage % 0 0

Ring of Life

The aim here is to buff Ring of Life, as annoying as it may be. Since I am going to remove in-combat teleporting as well as change the Ring of Life's effect, I think it's necessary to buff items used for survival as to not completely kill deep wildy pking. This is an item focused on preserving lives not taking them.

Unique effect: When you fall below 12% hp, the next tick will purge poison and make you immune, as well as heal 40% of your max hp over the next 8 game ticks. The cooldown for this effect is 10 minutes and can only happen in dangerous pvp. Every time a playr hits you, regardless of if it deals damage, the cooldown of this effect is reduced by 2 ticks.

Attack

Stat name Old stat value New stat value
Stab 0 -9
Slash 0 -11
Crush 0 -10
Magic 0 -13
Ranged 0 -13

Defence

Stat name Old stat value New stat value
Stab 0 10
Slash 0 12
Crush 0 11
Magic 0 14
Ranged 0 13

Other

Stat name Old stat value New stat value
Strength 0 -6
Ranged Strength 0 -11
Prayer 0 3
Magic Damage % 0 -14

Ring of Dueling

Ring of Dueling is an item focused on... dueling! Dueling in the melee sense, not the 1v1 sense.

Unique effect: You gain a 5% melee damage boost and 5% melee accuracy boost while in single target combat.

Attack

Stat name Old stat value New stat value
Stab 0 8
Slash 0 9
Crush 0 8
Magic 0 -7
Ranged 0 -5

Defence

Stat name Old stat value New stat value
Stab 0 9
Slash 0 10
Crush 0 8
Magic 0 -5
Ranged 0 -4

Other

Stat name Old stat value New stat value
Strength 0 5
Ranged Strength 0 -7
Prayer 0 1
Magic Damage % 0 -6
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