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All right, glasses on nerds. It's about time!

New skilling perks, tools and components next Tuesday (archive)

Perks:
So let's break it all down by skill and perk. Level 20 tools. I'm going to assume the new perks are buffed by level 20.

Archaeology

Relevant competing perks:
Honed 6 - 13.2% increased material chance
Refined 4 - 22% chance to not deplete a cache
Fortune 3 - 1.65% chance for a duplicate material or artefact & 0.33% to duplicate restored artefacts (idk if this works)
Imp Souled 6 - 19.8% chance to bank gathered items at the cost of 30 prayer points
Furnace 4 - 22% chance to destroy a gathered material for +100% XP

Scraps (1) - Gain one additional resource when a material cache is depleted.

Seems like a good perk for caches early on until you can get materials for Honed 6 + Refined 4; however, caches aren't exactly recommended early on in the Arch grind, so it's whatever. Useful if it can form a combined perk with Honed 6 or Refined 4.

Preservationist (5) - 5.5% chance to gain restored artefacts instead of a damaged artefact on excavation completion.

Saves a fair bit of materials at endgame, at the expense of XP. Handy for tetracompass farming or general spear tip / staff part grind, or even invention components from disassembling artefacts.

Hasty (5) - During excavation gives a 5.5% chance to gain triple excavation progress, at the cost of not receiving a material.

Same pros as preservationist.

Woodcutting

Relevant competing perks:
Honed 6 - ~13.2% improvement to cut chance
Refined 4 - 22% chance to not deplete a tree
Furnace 4 - 22% chance to destroy a gathered material for +100% XP
Wise 4 - 4% extra XP. Caps at 50k daily

Scraps (1) - Gain one additional resource when a tree is felled.

Worse than Refined in almost all circumstances. Useful if it can form a combined perk with Honed 6 or Refined 4.
Good for bloodwood trees and big game hunter trees/vines if it works there.

Naturalist (5) - 2.75% chance to gain a random overgrown idols buff on gather. These buffs lasts 60 seconds.

Overgrown idol buffs:
  • Increased cut rate - cut chance increased from 4-ticks -> 2-ticks, effectively doubling XP rate
  • XP boost - +5% Woodcutting XP
  • Additional log - 10% chance
  • Log banking - auto-banks gathered resources
  • Success rate - 10% increase
These are nice buffs, but it's marred by the low activation chance and the randomness of the buff awarded. Did some quick maths and it seems it's unlikely to be sustainable unless cut rate's close to 100%. The only reasonable high-end tree that fits is bloodwood...
Golden bamboo at endgame is ~11-12 successful cuts/minute.

Mining

Relevant competing perks:
Honed 6 - 13.2% chance to mine an extra ore
Refined 4 - 8.8% chance to get a geode from certain rocks
Fortune 3 - 1.65% chance to mine an extra ore
Furnace 4 - 22% chance to deal no progress and give +100% XP
Wise 4 - 4% extra XP. Caps at 50k daily

Careless (5) - While mining, increase your damage by 11%, at the cost of reducing your stamina by an additional 55%.

Great for active mining for ores. Not sure it'd be any better than Furnace 4, however, unless the goal's to just get ores.

Explosive (1) - While mining core rocks, your mining damage is increased by 22%, but rockertunities will no longer spawn.

Combining it with Honed 6 or Furnace 4 makes it great for fully afk mining core rocks. Possibly Honed 6 | Explosive 1 + Furnace 4 | Fortune 3. Possible replacement for Furnace 4 to maximise ores while afk. Useless on alaea crablets which are decently afk.

Naturalist (5) - 2.75% chance to gain a random Mining buff on gather. These buffs lasts 60 seconds.

Mining buffs:
  • Mining geode enhancer - 10% increase
  • Mining critical chance enhancer - 10% increase
  • Star sprite buff - 25% chance at extra ore
Same as Woodcutting. Good buffs but low proc rate. Fewer buffs for mining may be good if it can be proc'd regularly. Notably decent for afk concentrated coal/gold, and the geode buff complements that (more metamorphic geodes/hr). I'm going to assume mining 5 ores simultaneously counts as one gather for the sake of proccing the perk.

Smithing

Relevant competing perks:
Tinker 4 - 8.8% chance to double progress
Rapid 4 - 22% chance to double progress, but lose heat twice as fast
Fortune 3 - 0.33% to duplicate product
Breakdown 6 - 5.28% chance to give Invention components of a finished disassemblable product without destroying it
Wise 4 - 4% extra XP. Caps at 50k daily

Careless (5) - While Smithing increases your base progress per strike by 55%, at the cost of reducing heat by an additional 55%.

Great for active training. Seems very powerful. Tinker will have to go until Smithing gets an augmentable off-hand.

Thieving

Oblivious (1) - When pickpocketing, avoid being stunned, at the cost of 3x damage.

Not super useful at endgame since fail chance is effectively zero where it matters. Useful for a little while if you're missing Thieving gear. May be good at dwarf traders at endgame if success rate is sufficiently high such that it doesn't become worse XP than alternative options.

Runecrafting

Wild Runes (5) - 5.5% chance when crafting runes to channel the Ourania Altar, providing a random assortment of elemental and catalytic runes in place of those you would have gained at the altar you are using. (Does not work when crafting necrotic runes) XP gained is what would have been expected on craft, number of runes crafted will be the same too, but the distribution of runes will be random.

Sure, I guess.

Polishing (4) - 13.2% chance to upgrade crafted runes to the next tier up. This works on both Regular runes (Air, mind, water, earth, fire, body, cosmic, chaos, astral, nature, law, death, blood, soul, time. in that order) and Necrotic runes (spirit, bone, flesh, miasma in that order)

An existing perk's being made to work with RC. A nice buff for ironman if the tier up benefits from the lesser tier's multiplier.

---

Edit: I missed Fishing.
Naturalist (5) - 2.75% chance per rank to gain a random deep sea fishing buff on gather. These buffs lasts 60 seconds.
Deep Sea Fishing Buffs:
  • 10% bonus catch rate
  • 10% chance to gain an extra catch
  • 5% XP boost
Same deal as Woodcutting. Buffs are nice but seems difficult to upkeep. May be good for ironmen that aren't after XP (replace Furnace 4).

---

Wow that took long, but at least I got to read up on a whole lot of stuff I'd forgotten about while writing this.
Any use cases I've overlooked? What are your guys' thoughts on the new perks.
 
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It's great to see new Invention perks, as i still hold the belief Invention is one of the best, if not the best new skill they've ever released into RS3. But, out of these new ones, the only ones that seem useful to me are Wild Runes for Runecrafting, as that seems fun and Explosive for mining, since i never go for the glowing rocks anyway.
 
It's great to see new Invention perks, as i still hold the belief Invention is one of the best, if not the best new skill they've ever released into RS3. But, out of these new ones, the only ones that seem useful to me are Wild Runes for Runecrafting, as that seems fun and Explosive for mining, since i never go for the glowing rocks anyway.
If you play ironman, that fishing perk might be pretty nice if it's triggered consistently. Upkeeping that 10% bonus catch rate and 10% chance at a double catch could speed up fishing for food quite a bit. One of the reasons I haven't played Rs3 in a long while is boredom over constantly sidetracking to upkeep pvm supplies. Anything at all that might help alleviate that is a good thing.

Also, I didn't know time runes were a thing now. A couple of spells that utilize those seem pretty nice...
 
When is Invention intended to be unlocked anyways?
Like a lot of these perks look like they'd be helpful starting a skill from scratch but are you really willing to get 80 smithing, crafting and fuck that piece of shit skill first?
 
When is Invention intended to be unlocked anyways?
Like a lot of these perks look like they'd be helpful starting a skill from scratch but are you really willing to get 80 smithing, crafting and fuck that piece of shit skill first?
Depends. Are you an ironman? When you unlock Managing Miscellania is usually a good time. The passive maple logs from that place is fantastic for simple components to upkeep divine charges. Otherwise, whenever you can afford it. The earlier you get to 120 Invention, the better.
 
If you play ironman, that fishing perk might be pretty nice if it's triggered consistently.
The proc rate and the buff duration's far too low to upkeep. Ironman fishing at Swarm, Blue Jellyfish and Sailfish can't reach 100% success rate. According to the wiki calculator, the latter two are a little over 20% with max buffs. That's roughly 5-6 catches a minute. Proc rate's roughly 1/36 at rank 5 and level 20.

Heck, it might even be worse than Fortune 3 for fish/hr. Fortune 3 is 1/60 for an extra catch. Naturalist 5 would be ~1/36 for a 2/3 chance to get more catches (2 of the 3 possible buffs help). (~1/720?)

I think it's a fine perk for niche mining (geode farming), but otherwise can't see it being too useful. Concentrated coal/gold can be successful on every hit with high levels, and fully afk. It's 25 successful swings/minute.

I hope they take another look at that perk.
 
Couple of notes about the recent update:
  • Currently, the binding rods for runecrafting have major charge drain on them, much faster than any other skilling tools. Supposedly this is intended since runecrafting is more active than other skills with tools, but it's also making them not very profitable to use. Until they get readjusted, it might be best to hold off on using them for now, unless you're fine with sinking a lot of gold into divine charges.
  • Dwarf traders currently do very little damage even if you have the Oblivious perk on, so as long as you've got the guards trapped, you can pretty easily AFK without issue and get a lot of XP that way. However, Jagex is going to fix this with Monday's update, so if you want to take advantage of easy XP, do so now before the nerf (conveniently just as double XP starts today).
I haven't poked about with the new perks yet, but Explosive and Careless seem like a good combo for AFK mining as long as you have stone spirits and a perfect juju potion to regen your stamina. Probably have to test to be sure, but I think that should work on any rock, even the highest-tier ones. If not, might have to use a lower tier of Careless to ensure your stamina doesn't drop to zero before you mine another ore.
 
The newspost claims they've applied ~10k mutes for spam, while the actual statistics page is a hell of a lot more:
s107cQl2Z.webp
https://secure.runescape.com/m=news/may-patch-week--dxp-continues---this-week-in-runescape (archive)

s110cZQUZ.webp
https://support.runescape.com/hc/en...59441-Player-Support-Anti-Cheating-Statistics (archive)

I'd love to see the number of bans and mutes handed out in June alone for the past couple of years.
Meanwhile it took them at least 2 fucking weeks to deal with a report that didn't even ban this paedophile, but just forcibly changed his name:
s29cevUZ.webps75c5IIZ.webp
Fagex changed his name to jibberish but let the nonce be without a ban. When it isn't a matter of public interest like Ian Taylor, they're more than happy to keep disgusting people around.

It's reassuring to know my enemies are evil.

Anyway...

Dwarf traders are apparently doing ~10% max HP per fail pickpocket now. Seems like too much effort to manage, honestly. Rather crystal mask every 5 minutes at Cruq Eqal knights. 12 clicks/hr afk for ~1m XP.
 
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Anyway...

Dwarf traders are apparently doing ~10% max HP per fail pickpocket now. Seems like too much effort to manage, honestly. Rather crystal mask every 5 minutes at Cruq Eqal knights. 12 clicks/hr afk for ~1m XP.
It seems not to be too bad, if comments on the sub are to be believed. Group training is still viable with people dropping Ice Asylums on a regular basis to outheal the damage and Oldak coils to deal with the guards. People also mentioned using Regenerate with Persistent Rage or bunyip familiars for healing. It requires a bit of extra setup, but it's far from being completely nerfed to the point of irrelevancy. I imagine that groups will continue to form on busy worlds during DXP events.

Speaking of, knocked out two more 120s this time around, with thieving earlier in the week and hunter the other night (both were already close). Now it's just doing a bunch of cooking in the hopes of getting the pet at some point; I'm 116 and nothing yet. Would rather just AFK with proteans, but not until I get the pet first.
 
Speaking of, knocked out two more 120s this time around, with thieving earlier in the week and hunter the other night (both were already close).
If I ever play RS3 again, I need to knock those two out myself. I have the inverted 120 capes unlocked on my ironman. I just lack the levels to actually claim them.
 
It seems not to be too bad
Watched a video on it and it looks like it's ~10% of your current HP, which changes everything. A bunyip and/or some regen should be enough. Might need a bit more without thieving buffs.
I've been ironman mode-ing lately. Forgot about ice asylum.

There was a newspost with wip crafting spoilers. The masterwork magic set might be getting tmw melee armour treatment - fits between tank and true power armour, in prep for the upcoming t95 magic power armour.
MW mage set looks cool. It's a mix of classic blue wizard robes and mystic.

New jewellery suggestions are ok. Kind of wish they'd have more on release.
All the effects have charges. They said they'd rework common gems (pearl, red topaz etc) such that they never get crushed, leading me to think those gems (known for charged-based silver jewellery) might be used with platinum.

New urn tier for >100 from a new type of clay.

I forget the name. Starbloom? Flower that works like DG flowers to spin and weave into cloth.
I'd like that for lower tiered stuff (like mystic. Where does mystic cloth come from), but that might be asking for too much.
 
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New jewellery suggestions are ok. Kind of wish they'd have more on release.
All the effects have charges. They said they'd rework common gems (pearl, red topaz etc) such that they never get crushed, leading me to think those gems (known for charged-based silver jewellery) might be used with platinum.
The newspost mentioned that platinum jewelry will use dragonstones, though I suppose there's a possibility of including higher-tier gems later. I doubt we'd see a full gamut of every gem, but maybe a later update will allow for platinum moonstone, onyx, or hydrix jewelry. I was a little surprised they didn't add a new gem tier, but given the listed effects are charge-based, it makes sense to use dragonstones as any higher tier is considerably rarer (hence why jewelry that uses those gems has permanent effects).

I'm not entirely sold on the effects, though:
  • The ring is okay as an upgraded ring of recoil, although recoil effects don't work at some monsters, so that might limit its use. At least it will still boost the listed reflect items' damage and the Reflect ability in those cases.
  • The necklace might be okay for those that either want to speed along longer plants like trees or fit in additional farming runs in a day, but farming training has been dominated by the player-owned farm/ranch for so long that I struggle to see a point; on top of that, it's fairly easy to grind beans for instant growth potions whenever you absolutely need to have something grow fast (simple method: buy six salamander eggs for 600 beans, sell them the next day as adolescents for 2160 beans).
  • The bracelet seems pointless if you have the elite mining/WC/RC sets, as you'd have to give up some of their benefits for a small XP boost and consume more resources in the process. If you don't, then I can potentially see a use for it as long as you have the spirits to spare.
  • The amulet also seems pointless if I understand its mechanics correctly, as you're gaining a little extra progress in skilling activities that will consume the amulet within seconds, requiring you to have a stockpile of these ready to go that you can swap to as needed for a single item. Seems rather cumbersome for skilling activities that are already pretty fast.
  • The anklet is fine, I suppose, although run energy is barely an issue these days and all the teleports are pretty redundant and/or somewhat useless to someone of a high enough level to craft them (Karamja lodestone or dungeoneering cape to Brimhaven, dungeoneering cape to Polypore, ring of slaying to Fremennik).
Maybe I'm just looking at these from the wrong perspective as someone who's played a long time and is very high level (hell, I'm 120 crafting already so I don't even need to grind to experience this stuff), but the niches for these items seem a little bizarre to me. I have plenty of good combat rings, I don't really bother farming crops anymore (I got to 200m eventually just through doing daily livestock runs), I have the aforementioned elite skilling sets, I'm 120 or close in all the skills related to the amulet, and I have those teleports covered (and I can just rest to recover run energy if I'm desperate). I'm sure it'll be fine for lower-leveled players, though, and it's important to remember that not every update is going to be relevant to every player.

Oh also the Crafting Guild is getting a graphical update with 110 crafting too.
1747989020849.webp
 
You're right about the jewellery, to be fair. Bit odd that all the effects are worse than gold dragonstone when the ore's marketed as something above gold.

There's news about wep and armour changes next Tuesday. I'll try to summarise from memory as I'm phone posting:

EZK is being reworked:
Bleed removed. New effect is a big single hit for 65% adren and 1 min cd. It does a whopping ~50% more dmg if the target is afflicted by a 'duel' status.

'Duel' status is only applied to the primary target through using the spec. It enables you to deal more damage and take less damage to and from that target. I think you're able to juggle weapons without losing the status.

EZK worn passives include buffing quake so it applies 4 affiny stacks instead of 2, reducing adren cost of an unused melee ult to 60% (no effect change) and buffing smash by around 75%.

EoF'd EZKs are being returned. Hope you guys have Ilujankans to perk it up.

FSoA's getting a small buff:
Old effect remains. The staff will give 15-30% crit damage, incentivising staff camp during spec uptime.

Armour:
Tectonic will give +1% crit chance per piece worn
Elite tect will give +2% per piece
Tuska/Sliske set will remain as it is, but won't be bis anymore.

Masterwork weps:
Passive bonus makes them heal you for 2% of the damage you deal. Great for afk things.
 
I wanna dig deeper into the EZK change as it's sort of interesting.
The ability:
ezk abil.webp
Activating Igneous Showdown will initially deal moderate damage to your target and mark them as your Flamebound Rival until either they are defeated or you fall in combat. This mark can be transferred to another enemy by using the special attack on a new target; however, you can only have one rival active at a time. While a target is marked, you gain the following benefits:
  • +5% melee damage against your Flamebound Rival
  • 5% reduced damage taken from them
  • Using Igneous Showdown on the same rival deals additional damage.
The spec's aimed at prolonged encounters, preferably ones that are well over a minute long and aren't resetting Flamebound Rival. A lot of old content (pre EGWD) won't be ideal for this. I really think the adren cost and cooldown should be halved or more. 58.5% adren that's incentivised to be used towards the start of a rotation is just stupid.

The passive:
ezk passive.webp
This passive empowers three of your melee abilities:
  • Pulverise: Adrenaline cost reduced from 100% → 60%
  • Quake: Increases the Base Hit Chance debuff on all affected enemies from 2 → 4
  • Lesser Smash: Increases damage from 95–115% → 150–170%
  • Smash: Increases damage from 100–120% → 160–180%
Pulverise is interesting. Let's have a proper look at it.
2H ultimate ability - 1 min CD
  • 270%-330% melee damage.
  • Reduces the target's damage by 25% for 30s.
  • On killing blow: Generates 50% adrenaline.
With EZK we'd get to use the ult for 50% adren. 40% with CoE. 35-30% with Vestments. 25-20% with both.

If it weren't for the low damage, it'd be decent. Spec weps around that adren cost perform about as good or better and have way shorter cooldowns.

The debuff is nice, I guess. So is it an option for learning bosses. I believe it applies to the target which makes it benefit the whole team.

The adren refund has potential to be nice, but it highly depends on the content, rotation and setup. A lot of bosses don't have small targets that need killing to make use of it. 1 min CD and the fact that the blow might not end up killing the target :X Tossing it on something other than the boss will waste the debuff.

I guess it works with revolution for afk slayer. But let's be real, that's what Scythe's for (and there's an upcoming t95 halberd wep around the corner).

I dunno. Am I missing something?

-

Quake's debuff improvement and Smash's damage increase are both nice.

--

It sounds like a downgrade overall. This doesn't beat the combo of Chaos roar -> SoA EZK. Not even close. The new EZK is designed for longer combat than the current EZK, and even then it doesn't look all that stronger than the current EZK.

The new EZK will work with damage buffs from Berserk, etc. So there's that...
 
The funniest part is that the Flamebound Rival debuff falls off in pretty much any fight that has a hard phase transition (I saw it was apparently happening at Araxxor, Zamorak, and Raksha, presumably others), which is a lot of the high-end boss fights. So it's currently useless in lower difficulty encounters where you can't get the full benefit of the debuff, and it's severely limited at tougher bosses if the debuff clears and you have to reapply. And even if it doesn't clear, you still have to do a lot of attacks with 5% extra damage to make up the difference between the old and new special attacks.

On the bright side, they're already aware of how lackluster the new version is, and they're planning on a speedy update to address the issue, potentially next week depending on how involved of a fix it is.
 
The funniest part is that the Flamebound Rival debuff falls off in pretty much any fight that has a hard phase transition (I saw it was apparently happening at Araxxor, Zamorak, and Raksha, presumably others), which is a lot of the high-end boss fights. So it's currently useless in lower difficulty encounters where you can't get the full benefit of the debuff, and it's severely limited at tougher bosses if the debuff clears and you have to reapply. And even if it doesn't clear, you still have to do a lot of attacks with 5% extra damage to make up the difference between the old and new special attacks.

On the bright side, they're already aware of how lackluster the new version is, and they're planning on a speedy update to address the issue, potentially next week depending on how involved of a fix it is.
Next week. A few cost tweaks and Flamebound up to 12%. They can't fix transitions. Any NPC that uses a different model each phase will always clear all debuffs.
 
Next week. A few cost tweaks and Flamebound up to 12%. They can't fix transitions. Any NPC that uses a different model each phase will always clear all debuffs.
Cost tweaks meaning adren? I hope they aren't calling it a day with 12%.
 
Cost tweaks meaning adren? I hope they aren't calling it a day with 12%.
  • Flamebound boosted to 12/12 (up from 5/5)
  • First cast of Igneous Showdown reduced to 50% (down from 65%)
  • Subsequent casts (60s cooldown) on Flamebound target:
    • 45% adrenaline cost ("refund" of 15%, this wasn't clarified)
    • "Something like" 900% damage over four hits (unspecified if bleed/burn or DOT)
  • Pulverize was already hotfixed.
 
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