Augmented fractured Staff of Armadyl (blood)

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For this item's standard variant, see Fractured Staff of Armadyl (blood).
For this item's (un)dyed variants, see undyed, ice, shadow, barrows, Third Age.
For the Elder Artefact lore, see Staff of Armadyl.

The Augmented fractured Staff of Armadyl (blood) is a Fractured Staff of Armadyl that has been augmented and dyed - it is otherwise the same as the undyed variant. It can be made by using an augmentor on a Fractured Staff of Armadyl (blood), or by using a blood dye on a Fractured Staff of Armadyl.

Augmented dyed equipment do not feature the cogs associated with most augmented items (they look identical to non-augmented versions). Disassembling augmented dyed items does not return the dye. Dying in unsafe player-versus-player (PvP) combat with this item drops a broken fractured Staff of Armadyl - the dye, augmentor, and gizmos are lost.

Weapon gizmos charged with perks can be used to enhance the item's abilities. As a two-handed slot item, the Augmented fractured Staff of Armadyl (blood) can hold 2 gizmo's, allowing up to 4 perks (2 perks each).

Using this item in combat can gain experience to increase its level. Levelling the weapon will have no effect on its ability in combat, but it will improve the experience and materials gained for disassembling it.

The Augmented fractured Staff of Armadyl (blood) uses charges stored in the universal charge pack. When the charge pack runs out of charges, the item loses stats and gizmo effects, and can also no longer gain any equipment experience. Function will resume when the pack is recharged with divine charges.

Combat stats[edit | edit source]

Special attack[edit | edit source]

The Fractured Staff of Armadyl's special attack, Instability. The player is using Exsanguinate as their primary spell. The initial attack lands a critical hit, causing an auto-attack to fire. This auto-attack also lands a critical hit, causing a second auto-attack to fire. This second auto-attack lands a critical hit as well, causing a third auto-attack to fire. This third auto-attack does not land a critical hit and therefore the recursive auto-attacks caused by the initial attack have come to an end.

The staff has a special attack called Instability, which costs 50% adrenaline and has a 60 second cooldown between uses.

For 30 seconds, whenever the player inflicts a critical hit on their primary target, they will also fire an auto-attack one tick after the critical hit; this auto-attack does not interrupt channeled abilities, and can also trigger additional critical hits if it lands as one. This will happen recursively until a fired auto-attack is not a critical hit. Auto-attacks fired consume runes as normal. Unequipping the staff does not remove the self-buff. When dual wielding, the auto-attack takes the player's main-hand weapon into account.

Additionally, activating the special attack inflicts a hit of 50%-200% ability damage.

The effect only works when using magic weapons; while switching to ranged or melee weapons does not remove the buff timer (compared to the eldritch crossbow, where switching the main hand weapon causes the player to lose the effect), the special attack will not create additional attacks from critical melee or ranged hits.

Calculator[edit source]

Many sources contribute to the critical hit chance of an attack for Magic. These include (non-exhaustive list):

  • Forced critical hit sources
  • Natural critical hit chance of an ability or auto-attack
  • These typically take on a range between 5% and 13.5%

If tick 1 is considered to be the tick when the player casts the Instability special attack (50 ticks remain on the bar), then tick 2 is when the initial hit fired from the staff lands on the target (49 ticks remain on the bar). Though it is possible to have a hitsplat land on tick 1, it does not cause an auto-attack to be fired if it crits. Therefore, the first tick possible for a given hit to cause an auto-attack to be fired is tick 2, when there are 49 ticks remaining on the bar.

Furthermore, the time between when the player casts the spell and when the auto-attack lands affects the pace at which auto-attacks are fired from the staff. This in turn sets a maximum number of auto-attacks that can be fired from the staff, given the amount of time left on the buff when the player lands their initial hit. The (collapsed) table below shows the time in ticks between the cast and the hit landing on the target.

Combat spell speed
Spell speed - The amount of ticks a Magic auto-attack takes to land after cast
1 tick = Fast, 2 ticks = Slow, 3 ticks = Slowest
Type of auto-attack Lands[note 1] (X ticks after cast)
Cast 1-4 squares away from target[note 2] Cast 5-7 squares away from target[note 2] Cast 8 squares away from target[note 2]
Burst Smoke Burst icon.pngShadow Burst icon.pngBlood Burst icon.pngIce Burst icon.png 1 1 2
Barrage Smoke Barrage icon.pngShadow Barrage icon.pngBlood Barrage icon.pngIce Barrage icon.png
Rush Smoke Rush icon.pngShadow Rush icon.pngBlood Rush icon.pngIce Rush icon.png 2 3 3
Blitz Smoke Blitz icon.pngShadow Blitz icon.pngBlood Blitz icon.pngIce Blitz icon.png
Exsanguinate Exsanguinate icon.png
Incite Fear Incite Fear icon.png
Aurora Opal Aurora icon.pngSapphire Aurora icon.pngEmerald Aurora icon.pngRuby Aurora icon.png 2 2 2
Strike Air Strike icon.pngWater Strike icon.pngEarth Strike icon.pngFire Strike icon.png
Bolt Air Bolt icon.pngWater Bolt icon.pngEarth Bolt icon.pngFire Bolt icon.png
Wave Air Wave icon.pngWater Wave icon.pngEarth Wave icon.pngFire Wave icon.png
Surge Air Surge icon.pngWater Surge icon.pngEarth Surge icon.pngFire Surge icon.png
Divine Storm Divine Storm icon.png
Storm of Armadyl Storm of Armadyl icon.png
Polypore Strike Polypore Strike icon.png
Slayer Dart Slayer Dart icon.png
  1. ^ Includes area-of-effect properties of spell.
  2. ^ a b c 1 square away is melee distance (often called MD or md).
template = Calculator:Template/Combat/Instability
form      = instabilityCalcForm
result    = instabilityCalcResult

param     = critInit|Initial hit critical hit chance (%)|30|number|0-100,0.01,0.01||The critical hit chance from the initial attack.
param     = critAuto|Auto-attack critical hit chance (%)|30|number|0-100,0.01,0.01||The critical hit chance from the auto-attacks fired from the Instability special attack.
param     = ticks|Time remaining on buff bar (game ticks)|49|int|0-49||The time remaining on the buff bar for the special attack in game ticks when the initial hit lands on the target. The buff lasts for 30 seconds (50 game ticks).
However, if a hit lands on the cast tick and is a critical hit, it will not cause an auto-attack to be fired. Therefore, the earliest tick that a hit can land is the next tick, when the buff has 49 ticks remaining.
This allows for a maximum of 50 recursive auto-attacks for fast magic spells, 25 for slow magic spells, and 17 for slowest magic spells. param = speed|Select speed of spell|Slow|buttonselect|Fast,Slow,Slowest||The speed of the spell affects how quickly a recursive auto-attack follows the previous auto-attack. For fast spells, a recursive auto-attack follows 1 game tick after the previous auto-attack. For slow spells, it is 2 game ticks. For slowest spells, it is 3 game ticks.
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Disassembly[edit | edit source]

Update history[edit | edit source]

This information has been compiled as part of the update history project. Some updates may not be included - see here for how to help out!