Augmented fractured Staff of Armadyl (ice)
|Augmented fractured Staff of Armadyl (ice)|
|Release||26 July 2021 (Update)|
|Stacks in bank||No|
|Destroy||You must augment another one using an augmentor. In addition, you will lose all the item's XP and gizmos.|
|Backpack||Wield, Check, Disassemble|
|High alch||750,000 coins|
|Low alch||500,000 coins|
|Links||MRID • recipe|
|FAQ • doc|
The Augmented fractured Staff of Armadyl (ice) 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 (ice), or by using an ice 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 (ice) 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 (ice) 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]
|Accuracy||2765||-||PvM: 0%||PvP: 0%|
|FAQ • docs|
Special attack[edit | edit source]
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.
- Forced critical hit sources
- The Biting perk (+2% per rank with a ×1.1 if it is on a piece of level 20 gear). With Biting 4, this is either +8% or +8.8%
- Erethdor's grimoire provides a +12% increase to one's critical hit
- Rings such as the Reaver's ring (+5%) and the Channeller's ring (+4%) for each successive hit of a channelled magic ability
- Attacks following Concentrated Blast (+10%) or Greater Concentrated Blast (+15%)
- The Kal'gerion Demon scroll (Crit-i-Kal) provides a +5% critical hit chance increase for 15 seconds
- Natural critical hit chance of an ability or auto-attack
- These typically take on a range between 5% and 13.5%
- A calculator for finding the probability of an ability or an auto-attack to land a critical hit can be found here: Calculator:Combat/Critical hit chance
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|
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.
Disassembly[edit | edit source]
|Augmented fractured Staff of Armadyl (ice)|
|Item quantity required||1|
|Base junk chance||0.0%|
|? × Armadyl components||Always|
Update history[edit | edit source]
Ice dyed equipment