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Nerfs this week

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ELITE STACK
Mar Member 2024

ELITE STACK

Posts: 8,100 Rune Posts by user Forum Profile RuneMetrics Profile
It looks like a bunch of damage buffs were nerfed like slayer helmet revenge and genocidal perk. I don't know but I thought having the slayer helm on a stand was op not the helm itsself but thats just me. Genocidal was fine too as I have never used it and never used revenge eithor.

18-Sep-2023 12:13:27

Rikornak
Oct Member 2013

Rikornak

Posts: 9,258 Rune Posts by user Forum Profile RuneMetrics Profile
It wasn't nerfed, it was brought into a more comprehensible (read: the old system was a mess barely more evolved than the actual pre eoc system, but that's just given the fact it outright was conceived from that) and consistent (read: there already were mechanics actually behaving like this - you just never were able to tell what was what, unless you knew it somehow) behaviour.

Just imagine it like that - when your damage range is 200 to 1000, your '10 % damage increase' would have changed the damage range to 200 to 1100 - which still allowed you to hit as low as without the damage modifier, while you normally would expect the bare minimum of 220, since your damage is supposed to be increased by 10 % - but nada, could still be a 200. And since your damage floor isn't increased your average damage increase also is lower than those expected 10 %. Not as bad as it actually was pre eoc, when all your successful hits started from rolling from 0 up to your max hit, but certainly neither a well solved system, nor one, that's easily comprehensible, as soon as you want to actually understand it.

In the changed system it still rolls a number between 200 and 1000 and increases your actual roll by 5 % afterwards (so effectively your actual hit can be anything between 210 and 1050). Leads to lower maximum hits (I mean - totally a bad thing with a 12k hit cap in place), but a higher damage floor and overall more consistent hits - and boy are melee, ranged and magic still extremely inconsistent when you compare them with necromancy. As a plus several distinct effects synergize better with one another than before, since they just can additively stack upon one another.

Leave the actual mathematics to the theorycrafters, but I trust them saying you'll deal slightly more damage on average with the old combat styles. A mod explained the reasoning (and effect) behind that in detail somewhen last year.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

18-Sep-2023 13:18:05 - Last edited on 18-Sep-2023 13:58:29 by Rikornak

Dilbert2001
Jun Member 2006

Dilbert2001

Posts: 30,311 Sapphire Posts by user Forum Profile RuneMetrics Profile
They definitely aren't "nerf". More like buffs to me in many of the changes.

For instance:

"Previously effects like the Slayer Helmet claimed to boost damage by 12.5%, but due to how this was applied, they actually boosted damage anywhere from 1% up to 12%, These effects have been reworked and rebalanced to consistently buff damage by a fixed amount:
Slayer helm (Rebalanced from 12.5% random damage to 7.5% total at the lowest tier, 9.5% at the highest tier)."


Before the update, Slayer Helmet buff was (1% + 12%) / 2 = 6.5%

After today's update, the buff is (7.5% + 9.5%) /2 = 8.5%

Seems like we Slayer Helmet boosts got buffed from 6.5% to 8.5% now.

18-Sep-2023 18:58:28

Rikornak
Oct Member 2013

Rikornak

Posts: 9,258 Rune Posts by user Forum Profile RuneMetrics Profile
You can see the maths in detail in that reddit post:

https://www.reddit.com/r/runescape/comments/16me6t7/this_is_more_like_a_slayer_nerf_not_a_fix/k17z9gg/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

But yeah - that voodoo magic they got rid off, is really not that easy to understand and thus it quickly feels like something got nerfed. As you can see in this post, it works better with abilities with lower damage ranges currently utilized by necromancy. While necromancy has no slayer helmet right now, you can expect them to reduce the wide damage ranges of the other combat styles eventually, further increasing the benefits of those changes.
Improvements: Tooltip / (F2P) QoL v2
Quick Fixes: Invention

19-Sep-2023 07:04:57 - Last edited on 19-Sep-2023 07:31:06 by Rikornak

Dilbert2001
Jun Member 2006

Dilbert2001

Posts: 30,311 Sapphire Posts by user Forum Profile RuneMetrics Profile
Essentially they lowered the max buff cap and raised the min buff cap. On the average we are now getting 8.5% buff compared to 6.5% buff before the update. Max possible hit will be lowered, but min hit is buffed far more than that.

Literally, the mechanics is similar to the Equilibrium perk, and of course, most of us who are interested in and play RS3 know it is a very, very good perk.

19-Sep-2023 17:15:13

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