Biting

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Biting is an Invention perk that has a 2% chance per rank to force each ability and autoattack to become a critical hit. It can be created in weapon and armour gizmos. As damage-over-time abilities cannot be critical hits, Biting has no effect on them.

Biting does not stack with the set effect of Warpriest of Tuska armour. Additionally, the set effect takes priority over the perk, regardless which effect is greater.

When Biting causes a critical hit, the message "You deal a critical strike against your opponent!" appears in the chatbox.

Activation chance
Rank Activation chance Avg hit increase
1 +2% (2.2%) 1.267% (1.393%)
2 +4% (4.4%) 2.533% (2.786%)
3 +6% (6.6%) 3.8% (4.18%)
  • All numbers in parentheses refer to level 20 gear.

Analysis[edit | edit source]

Perk comparison[edit source]

For abilities with a damage range 20–100%; a ratio 1:5:

Perk(s) Avg hit increase
Equilibrium.pngPerk rank 3.pngEquilibrium 3, Precise.pngPerk rank 5.pngPrecise 5 9.875%
Biting.pngPerk rank 3.pngBiting 3, Precise.pngPerk rank 5.pngPrecise 5 9.694%
Precise.pngPerk rank 5.pngPrecise 5 6.25%
Equilibrium.pngPerk rank 3.pngEquilibrium 3 4%
Biting.pngPerk rank 3.pngBiting 3 3.80%

Calculator[edit source]

Head over to the calculator page for more documentation. Most abilities' min hits are 20% of their max hit, but some abilities also mention min hits. In that case, you can change the min and max hit numbers, but leaving them between 20% and 100% gives correct damage increase numbers for most abilities.

Precise rank name=precRank1|type=int|range=0,5|sublist=init
Equilibrium rank name=eqRank1|type=int|range=0,3|sublist=init
Biting rank name=bitRank1|type=int|range=0,3|sublist=init
Is Biting on level 20 gear? name=isLevel20_1|type=select|range=No,Yes|sublist=init
Min hit of ability name=abilityMinHitIn1|type=number|range=0,1000|value=20|sublist=init
Max hit of ability name=abilityMaxHitIn1|type=number|range=0,1000|value=100|sublist=init
Average hit without perks name=normalAverageHitOut1|type=output
Min hit with perks name=abilityMinHitOut1|type=output
Max hit with perks name=abilityMaxHitOut1|type=output
Average hit with perks name=perkAverageHitOut1|type=output
% damage increase from perks name=percentIncreaseOut1|type=output
type=button|sublist=init|value=Calculate
name=wrongInput1|type=output
init|

let(precRank, precRank1) let(eqRank, eqRank1) let(bitRank, bitRank1) let(minHit, abilityMinHitIn1) let(maxHit, abilityMaxHitIn1) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, isLevel20_1)

if(minHit < maxHit){

   let(minHit, minHit + 0.015 * precRank * maxHit)
   let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit))
   let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn1 - minHit))
   let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0))
   let(bitAverageHit, minHit + 0.975 * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit)
   let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100)
   let(normalAverageHit, round(normalAverageHit * 1000))
   let(normalAverageHit, normalAverageHit / 1000)
   let(minHit, round(minHit * 1000))
   let(minHit, minHit / 1000)
   let(maxHit, round(maxHit * 1000))
   let(maxHit, maxHit / 1000)
   let(perkAverageHit, round(perkAverageHit * 1000))
   let(perkAverageHit, perkAverageHit / 1000)
   let(damageIcrease, round(damageIcrease * 1000))
   let(damageIcrease, damageIcrease / 1000)
   let(normalAverageHitOut1, normalAverageHit)
   let(abilityMinHitOut1, minHit)
   let(abilityMaxHitOut1, maxHit)
   let(perkAverageHitOut1, perkAverageHit)
   let(percentIncreaseOut1, damageIcrease)
   let(wrongInput1, "")

}{

   let(normalAverageHitOut1, 60)
   let(abilityMinHitOut1, 20)
   let(abilityMaxHitOut1, 100)
   let(perkAverageHitOut1, 60)
   let(percentIncreaseOut1, 0)
   let(wrongInput1, "Please give a correct minimum and maximum ability damage.")

}

Full table of Biting Precise and Equilibrium Combinations

List of damage increases for various precise and equilibrium combinations, given a certain rank of biting. Yes check.svg = perks you can get on one gizmo.

Biting Rank name=bitRank2|type=int|range=0,3|sublist=init
Is Biting on level 20 gear? name=isLevel20_2|type=select|range=No,Yes|sublist=init
Min hit of ability name=abilityMinHitIn2|type=number|range=0,1000|value=20|sublist=init
Max hit of ability name=abilityMaxHitIn2|type=number|range=0,1000|value=100|sublist=init
Average Hit without perks name=normalAverageHitOut2|type=output
type=button|sublist=init|value=Calculate
name=wrongInput2|type=output
init|

let(precRank, 5) let(eqRank, 3) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, isLevel20_2)

if(minHit < maxHit){

   let(minHit, minHit + 0.015 * precRank * maxHit)
   let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit))
   let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit))
   let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0))
   let(bitAverageHit, minHit + 0.975 * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit)
   let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100)
   let(normalAverageHit, round(normalAverageHit * 1000))
   let(normalAverageHit, normalAverageHit / 1000)
   let(minHit, round(minHit * 1000))
   let(minHit, minHit / 1000)
   let(maxHit, round(maxHit * 1000))
   let(maxHit, maxHit / 1000)
   let(perkAverageHit, round(perkAverageHit * 1000))
   let(perkAverageHit, perkAverageHit / 1000)
   let(damageIcrease, round(damageIcrease * 1000))
   let(damageIcrease, damageIcrease / 1000)
   let(normalAverageHitOut2, normalAverageHit)
   let(minHitP5E3, minHit)
   let(maxHitP5E3, maxHit)
   let(averageHitP5E3, perkAverageHit)
   let(damageIncreaseP5E3, damageIcrease)
   let(wrongInput2, "")

}{

   let(normalAverageHitOut2, 60)
   let(minHitP5E3, 20)
   let(maxHitP5E3, 100)
   let(averageHitP5E3, 60)
   let(damageIncreaseP5E3, 0)
   let(wrongInput2, "Please give a correct minimum and maximum ability damage.")

}


let(precRank, 5) let(eqRank, 2) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, isLevel20_2)

if(minHit < maxHit){

   let(minHit, minHit + 0.015 * precRank * maxHit)
   let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit))
   let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit))
   let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0))
   let(bitAverageHit, minHit + 0.975 * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit)
   let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100)
   let(normalAverageHit, round(normalAverageHit * 1000))
   let(normalAverageHit, normalAverageHit / 1000)
   let(minHit, round(minHit * 1000))
   let(minHit, minHit / 1000)
   let(maxHit, round(maxHit * 1000))
   let(maxHit, maxHit / 1000)
   let(perkAverageHit, round(perkAverageHit * 1000))
   let(perkAverageHit, perkAverageHit / 1000)
   let(damageIcrease, round(damageIcrease * 1000))
   let(damageIcrease, damageIcrease / 1000)
   let(n, normalAverageHit)
   let(minHitP5E2, minHit)
   let(maxHitP5E2, maxHit)
   let(averageHitP5E2, perkAverageHit)
   let(damageIncreaseP5E2, damageIcrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP5E2, 20)
   let(maxHitP5E2, 100)
   let(averageHitP5E2, 60)
   let(damageIncreaseP5E2, 0)
   let(n, "Please give a correct minimum and maximum ability damage.")

}


let(precRank, 5) let(eqRank, 1) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, isLevel20_2)

if(minHit < maxHit){

   let(minHit, minHit + 0.015 * precRank * maxHit)
   let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit))
   let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit))
   let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0))
   let(bitAverageHit, minHit + 0.975 * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit)
   let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100)
   let(normalAverageHit, round(normalAverageHit * 1000))
   let(normalAverageHit, normalAverageHit / 1000)
   let(minHit, round(minHit * 1000))
   let(minHit, minHit / 1000)
   let(maxHit, round(maxHit * 1000))
   let(maxHit, maxHit / 1000)
   let(perkAverageHit, round(perkAverageHit * 1000))
   let(perkAverageHit, perkAverageHit / 1000)
   let(damageIcrease, round(damageIcrease * 1000))
   let(damageIcrease, damageIcrease / 1000)
   let(n, normalAverageHit)
   let(minHitP5E1, minHit)
   let(maxHitP5E1, maxHit)
   let(averageHitP5E1, perkAverageHit)
   let(damageIncreaseP5E1, damageIcrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP5E1, 20)
   let(maxHitP5E1, 100)
   let(averageHitP5E1, 60)
   let(damageIncreaseP5E1, 0)
   let(n, "Please give a correct minimum and maximum ability damage.")

}


let(precRank, 5) let(eqRank, 0) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, isLevel20_2)

if(minHit < maxHit){

   let(minHit, minHit + 0.015 * precRank * maxHit)
   let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit))
   let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit))
   let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0))
   let(bitAverageHit, minHit + 0.975 * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit)
   let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100)
   let(normalAverageHit, round(normalAverageHit * 1000))
   let(normalAverageHit, normalAverageHit / 1000)
   let(minHit, round(minHit * 1000))
   let(minHit, minHit / 1000)
   let(maxHit, round(maxHit * 1000))
   let(maxHit, maxHit / 1000)
   let(perkAverageHit, round(perkAverageHit * 1000))
   let(perkAverageHit, perkAverageHit / 1000)
   let(damageIcrease, round(damageIcrease * 1000))
   let(damageIcrease, damageIcrease / 1000)
   let(n, normalAverageHit)
   let(minHitP5E0, minHit)
   let(maxHitP5E0, maxHit)
   let(averageHitP5E0, perkAverageHit)
   let(damageIncreaseP5E0, damageIcrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP5E0, 20)
   let(maxHitP5E0, 100)
   let(averageHitP5E0, 60)
   let(damageIncreaseP5E0, 0)
   let(n, "Please give a correct minimum and maximum ability damage.")

}


let(precRank, 4) let(eqRank, 3) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, isLevel20_2)

if(minHit < maxHit){

   let(minHit, minHit + 0.015 * precRank * maxHit)
   let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit))
   let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit))
   let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0))
   let(bitAverageHit, minHit + 0.975 * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit)
   let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100)
   let(normalAverageHit, round(normalAverageHit * 1000))
   let(normalAverageHit, normalAverageHit / 1000)
   let(minHit, round(minHit * 1000))
   let(minHit, minHit / 1000)
   let(maxHit, round(maxHit * 1000))
   let(maxHit, maxHit / 1000)
   let(perkAverageHit, round(perkAverageHit * 1000))
   let(perkAverageHit, perkAverageHit / 1000)
   let(damageIcrease, round(damageIcrease * 1000))
   let(damageIcrease, damageIcrease / 1000)
   let(n, normalAverageHit)
   let(minHitP4E3, minHit)
   let(maxHitP4E3, maxHit)
   let(averageHitP4E3, perkAverageHit)
   let(damageIncreaseP4E3, damageIcrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP4E3, 20)
   let(maxHitP4E3, 100)
   let(averageHitP4E3, 60)
   let(damageIncreaseP4E3, 0)
   let(n, "Please give a correct minimum and maximum ability damage.")

}


let(precRank, 4) let(eqRank, 2) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, isLevel20_2)

if(minHit < maxHit){

   let(minHit, minHit + 0.015 * precRank * maxHit)
   let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit))
   let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit))
   let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0))
   let(bitAverageHit, minHit + 0.975 * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit)
   let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100)
   let(normalAverageHit, round(normalAverageHit * 1000))
   let(normalAverageHit, normalAverageHit / 1000)
   let(minHit, round(minHit * 1000))
   let(minHit, minHit / 1000)
   let(maxHit, round(maxHit * 1000))
   let(maxHit, maxHit / 1000)
   let(perkAverageHit, round(perkAverageHit * 1000))
   let(perkAverageHit, perkAverageHit / 1000)
   let(damageIcrease, round(damageIcrease * 1000))
   let(damageIcrease, damageIcrease / 1000)
   let(n, normalAverageHit)
   let(minHitP4E2, minHit)
   let(maxHitP4E2, maxHit)
   let(averageHitP4E2, perkAverageHit)
   let(damageIncreaseP4E2, damageIcrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP4E2, 20)
   let(maxHitP4E2, 100)
   let(averageHitP4E2, 60)
   let(damageIncreaseP4E2, 0)
   let(n, "Please give a correct minimum and maximum ability damage.")

}


let(precRank, 4) let(eqRank, 1) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, isLevel20_2)

if(minHit < maxHit){

   let(minHit, minHit + 0.015 * precRank * maxHit)
   let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit))
   let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit))
   let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0))
   let(bitAverageHit, minHit + 0.975 * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit)
   let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100)
   let(normalAverageHit, round(normalAverageHit * 1000))
   let(normalAverageHit, normalAverageHit / 1000)
   let(minHit, round(minHit * 1000))
   let(minHit, minHit / 1000)
   let(maxHit, round(maxHit * 1000))
   let(maxHit, maxHit / 1000)
   let(perkAverageHit, round(perkAverageHit * 1000))
   let(perkAverageHit, perkAverageHit / 1000)
   let(damageIcrease, round(damageIcrease * 1000))
   let(damageIcrease, damageIcrease / 1000)
   let(n, normalAverageHit)
   let(minHitP4E1, minHit)
   let(maxHitP4E1, maxHit)
   let(averageHitP4E1, perkAverageHit)
   let(damageIncreaseP4E1, damageIcrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP4E1, 20)
   let(maxHitP4E1, 100)
   let(averageHitP4E1, 60)
   let(damageIncreaseP4E1, 0)
   let(n, "Please give a correct minimum and maximum ability damage.")

}


let(precRank, 4) let(eqRank, 0) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, isLevel20_2)

if(minHit < maxHit){

   let(minHit, minHit + 0.015 * precRank * maxHit)
   let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit))
   let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit))
   let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0))
   let(bitAverageHit, minHit + 0.975 * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit)
   let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100)
   let(normalAverageHit, round(normalAverageHit * 1000))
   let(normalAverageHit, normalAverageHit / 1000)
   let(minHit, round(minHit * 1000))
   let(minHit, minHit / 1000)
   let(maxHit, round(maxHit * 1000))
   let(maxHit, maxHit / 1000)
   let(perkAverageHit, round(perkAverageHit * 1000))
   let(perkAverageHit, perkAverageHit / 1000)
   let(damageIcrease, round(damageIcrease * 1000))
   let(damageIcrease, damageIcrease / 1000)
   let(n, normalAverageHit)
   let(minHitP4E0, minHit)
   let(maxHitP4E0, maxHit)
   let(averageHitP4E0, perkAverageHit)
   let(damageIncreaseP4E0, damageIcrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP4E0, 20)
   let(maxHitP4E0, 100)
   let(averageHitP4E0, 60)
   let(damageIncreaseP4E0, 0)
   let(n, "Please give a correct minimum and maximum ability damage.")

}


let(precRank, 3) let(eqRank, 3) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, isLevel20_2)

if(minHit < maxHit){

   let(minHit, minHit + 0.015 * precRank * maxHit)
   let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit))
   let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit))
   let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0))
   let(bitAverageHit, minHit + 0.975 * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit)
   let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100)
   let(normalAverageHit, round(normalAverageHit * 1000))
   let(normalAverageHit, normalAverageHit / 1000)
   let(minHit, round(minHit * 1000))
   let(minHit, minHit / 1000)
   let(maxHit, round(maxHit * 1000))
   let(maxHit, maxHit / 1000)
   let(perkAverageHit, round(perkAverageHit * 1000))
   let(perkAverageHit, perkAverageHit / 1000)
   let(damageIcrease, round(damageIcrease * 1000))
   let(damageIcrease, damageIcrease / 1000)
   let(n, normalAverageHit)
   let(minHitP3E3, minHit)
   let(maxHitP3E3, maxHit)
   let(averageHitP3E3, perkAverageHit)
   let(damageIncreaseP3E3, damageIcrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP3E3, 20)
   let(maxHitP3E3, 100)
   let(averageHitP3E3, 60)
   let(damageIncreaseP3E3, 0)
   let(n, "Please give a correct minimum and maximum ability damage.")

}


let(precRank, 3) let(eqRank, 2) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, isLevel20_2)

if(minHit < maxHit){

   let(minHit, minHit + 0.015 * precRank * maxHit)
   let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit))
   let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit))
   let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0))
   let(bitAverageHit, minHit + 0.975 * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit)
   let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100)
   let(normalAverageHit, round(normalAverageHit * 1000))
   let(normalAverageHit, normalAverageHit / 1000)
   let(minHit, round(minHit * 1000))
   let(minHit, minHit / 1000)
   let(maxHit, round(maxHit * 1000))
   let(maxHit, maxHit / 1000)
   let(perkAverageHit, round(perkAverageHit * 1000))
   let(perkAverageHit, perkAverageHit / 1000)
   let(damageIcrease, round(damageIcrease * 1000))
   let(damageIcrease, damageIcrease / 1000)
   let(n, normalAverageHit)
   let(minHitP3E2, minHit)
   let(maxHitP3E2, maxHit)
   let(averageHitP3E2, perkAverageHit)
   let(damageIncreaseP3E2, damageIcrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP3E2, 20)
   let(maxHitP3E2, 100)
   let(averageHitP3E2, 60)
   let(damageIncreaseP3E2, 0)
   let(n, "Please give a correct minimum and maximum ability damage.")

}


let(precRank, 3) let(eqRank, 1) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, isLevel20_2)

if(minHit < maxHit){

   let(minHit, minHit + 0.015 * precRank * maxHit)
   let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit))
   let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit))
   let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0))
   let(bitAverageHit, minHit + 0.975 * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit)
   let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100)
   let(normalAverageHit, round(normalAverageHit * 1000))
   let(normalAverageHit, normalAverageHit / 1000)
   let(minHit, round(minHit * 1000))
   let(minHit, minHit / 1000)
   let(maxHit, round(maxHit * 1000))
   let(maxHit, maxHit / 1000)
   let(perkAverageHit, round(perkAverageHit * 1000))
   let(perkAverageHit, perkAverageHit / 1000)
   let(damageIcrease, round(damageIcrease * 1000))
   let(damageIcrease, damageIcrease / 1000)
   let(n, normalAverageHit)
   let(minHitP3E1, minHit)
   let(maxHitP3E1, maxHit)
   let(averageHitP3E1, perkAverageHit)
   let(damageIncreaseP3E1, damageIcrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP3E1, 20)
   let(maxHitP3E1, 100)
   let(averageHitP3E1, 60)
   let(damageIncreaseP3E1, 0)
   let(n, "Please give a correct minimum and maximum ability damage.")

}


let(precRank, 3) let(eqRank, 0) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, isLevel20_2)

if(minHit < maxHit){

   let(minHit, minHit + 0.015 * precRank * maxHit)
   let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit))
   let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit))
   let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0))
   let(bitAverageHit, minHit + 0.975 * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit)
   let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100)
   let(normalAverageHit, round(normalAverageHit * 1000))
   let(normalAverageHit, normalAverageHit / 1000)
   let(minHit, round(minHit * 1000))
   let(minHit, minHit / 1000)
   let(maxHit, round(maxHit * 1000))
   let(maxHit, maxHit / 1000)
   let(perkAverageHit, round(perkAverageHit * 1000))
   let(perkAverageHit, perkAverageHit / 1000)
   let(damageIcrease, round(damageIcrease * 1000))
   let(damageIcrease, damageIcrease / 1000)
   let(n, normalAverageHit)
   let(minHitP3E0, minHit)
   let(maxHitP3E0, maxHit)
   let(averageHitP3E0, perkAverageHit)
   let(damageIncreaseP3E0, damageIcrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP3E0, 20)
   let(maxHitP3E0, 100)
   let(averageHitP3E0, 60)
   let(damageIncreaseP3E0, 0)
   let(n, "Please give a correct minimum and maximum ability damage.")

}


let(precRank, 2) let(eqRank, 3) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, isLevel20_2)

if(minHit < maxHit){

   let(minHit, minHit + 0.015 * precRank * maxHit)
   let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit))
   let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit))
   let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0))
   let(bitAverageHit, minHit + 0.975 * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit)
   let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100)
   let(normalAverageHit, round(normalAverageHit * 1000))
   let(normalAverageHit, normalAverageHit / 1000)
   let(minHit, round(minHit * 1000))
   let(minHit, minHit / 1000)
   let(maxHit, round(maxHit * 1000))
   let(maxHit, maxHit / 1000)
   let(perkAverageHit, round(perkAverageHit * 1000))
   let(perkAverageHit, perkAverageHit / 1000)
   let(damageIcrease, round(damageIcrease * 1000))
   let(damageIcrease, damageIcrease / 1000)
   let(n, normalAverageHit)
   let(minHitP2E3, minHit)
   let(maxHitP2E3, maxHit)
   let(averageHitP2E3, perkAverageHit)
   let(damageIncreaseP2E3, damageIcrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP2E3, 20)
   let(maxHitP2E3, 100)
   let(averageHitP2E3, 60)
   let(damageIncreaseP2E3, 0)
   let(n, "Please give a correct minimum and maximum ability damage.")

}


let(precRank, 2) let(eqRank, 2) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, isLevel20_2)

if(minHit < maxHit){

   let(minHit, minHit + 0.015 * precRank * maxHit)
   let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit))
   let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit))
   let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0))
   let(bitAverageHit, minHit + 0.975 * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit)
   let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100)
   let(normalAverageHit, round(normalAverageHit * 1000))
   let(normalAverageHit, normalAverageHit / 1000)
   let(minHit, round(minHit * 1000))
   let(minHit, minHit / 1000)
   let(maxHit, round(maxHit * 1000))
   let(maxHit, maxHit / 1000)
   let(perkAverageHit, round(perkAverageHit * 1000))
   let(perkAverageHit, perkAverageHit / 1000)
   let(damageIcrease, round(damageIcrease * 1000))
   let(damageIcrease, damageIcrease / 1000)
   let(n, normalAverageHit)
   let(minHitP2E2, minHit)
   let(maxHitP2E2, maxHit)
   let(averageHitP2E2, perkAverageHit)
   let(damageIncreaseP2E2, damageIcrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP2E2, 20)
   let(maxHitP2E2, 100)
   let(averageHitP2E2, 60)
   let(damageIncreaseP2E2, 0)
   let(n, "Please give a correct minimum and maximum ability damage.")

}


let(precRank, 2) let(eqRank, 1) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, isLevel20_2)

if(minHit < maxHit){

   let(minHit, minHit + 0.015 * precRank * maxHit)
   let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit))
   let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit))
   let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0))
   let(bitAverageHit, minHit + 0.975 * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit)
   let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100)
   let(normalAverageHit, round(normalAverageHit * 1000))
   let(normalAverageHit, normalAverageHit / 1000)
   let(minHit, round(minHit * 1000))
   let(minHit, minHit / 1000)
   let(maxHit, round(maxHit * 1000))
   let(maxHit, maxHit / 1000)
   let(perkAverageHit, round(perkAverageHit * 1000))
   let(perkAverageHit, perkAverageHit / 1000)
   let(damageIcrease, round(damageIcrease * 1000))
   let(damageIcrease, damageIcrease / 1000)
   let(n, normalAverageHit)
   let(minHitP2E1, minHit)
   let(maxHitP2E1, maxHit)
   let(averageHitP2E1, perkAverageHit)
   let(damageIncreaseP2E1, damageIcrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP2E1, 20)
   let(maxHitP2E1, 100)
   let(averageHitP2E1, 60)
   let(damageIncreaseP2E1, 0)
   let(n, "Please give a correct minimum and maximum ability damage.")

}


let(precRank, 2) let(eqRank, 0) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, isLevel20_2)

if(minHit < maxHit){

   let(minHit, minHit + 0.015 * precRank * maxHit)
   let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit))
   let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit))
   let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0))
   let(bitAverageHit, minHit + 0.975 * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit)
   let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100)
   let(normalAverageHit, round(normalAverageHit * 1000))
   let(normalAverageHit, normalAverageHit / 1000)
   let(minHit, round(minHit * 1000))
   let(minHit, minHit / 1000)
   let(maxHit, round(maxHit * 1000))
   let(maxHit, maxHit / 1000)
   let(perkAverageHit, round(perkAverageHit * 1000))
   let(perkAverageHit, perkAverageHit / 1000)
   let(damageIcrease, round(damageIcrease * 1000))
   let(damageIcrease, damageIcrease / 1000)
   let(n, normalAverageHit)
   let(minHitP2E0, minHit)
   let(maxHitP2E0, maxHit)
   let(averageHitP2E0, perkAverageHit)
   let(damageIncreaseP2E0, damageIcrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP2E0, 20)
   let(maxHitP2E0, 100)
   let(averageHitP2E0, 60)
   let(damageIncreaseP2E0, 0)
   let(n, "Please give a correct minimum and maximum ability damage.")

}


let(precRank, 1) let(eqRank, 3) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, isLevel20_2)

if(minHit < maxHit){

   let(minHit, minHit + 0.015 * precRank * maxHit)
   let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit))
   let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit))
   let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0))
   let(bitAverageHit, minHit + 0.975 * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit)
   let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100)
   let(normalAverageHit, round(normalAverageHit * 1000))
   let(normalAverageHit, normalAverageHit / 1000)
   let(minHit, round(minHit * 1000))
   let(minHit, minHit / 1000)
   let(maxHit, round(maxHit * 1000))
   let(maxHit, maxHit / 1000)
   let(perkAverageHit, round(perkAverageHit * 1000))
   let(perkAverageHit, perkAverageHit / 1000)
   let(damageIcrease, round(damageIcrease * 1000))
   let(damageIcrease, damageIcrease / 1000)
   let(n, normalAverageHit)
   let(minHitP1E3, minHit)
   let(maxHitP1E3, maxHit)
   let(averageHitP1E3, perkAverageHit)
   let(damageIncreaseP1E3, damageIcrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP1E3, 20)
   let(maxHitP1E3, 100)
   let(averageHitP1E3, 60)
   let(damageIncreaseP1E3, 0)
   let(n, "Please give a correct minimum and maximum ability damage.")

}


let(precRank, 1) let(eqRank, 2) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, isLevel20_2)

if(minHit < maxHit){

   let(minHit, minHit + 0.015 * precRank * maxHit)
   let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit))
   let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit))
   let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0))
   let(bitAverageHit, minHit + 0.975 * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit)
   let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100)
   let(normalAverageHit, round(normalAverageHit * 1000))
   let(normalAverageHit, normalAverageHit / 1000)
   let(minHit, round(minHit * 1000))
   let(minHit, minHit / 1000)
   let(maxHit, round(maxHit * 1000))
   let(maxHit, maxHit / 1000)
   let(perkAverageHit, round(perkAverageHit * 1000))
   let(perkAverageHit, perkAverageHit / 1000)
   let(damageIcrease, round(damageIcrease * 1000))
   let(damageIcrease, damageIcrease / 1000)
   let(n, normalAverageHit)
   let(minHitP1E2, minHit)
   let(maxHitP1E2, maxHit)
   let(averageHitP1E2, perkAverageHit)
   let(damageIncreaseP1E2, damageIcrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP1E2, 20)
   let(maxHitP1E2, 100)
   let(averageHitP1E2, 60)
   let(damageIncreaseP1E2, 0)
   let(n, "Please give a correct minimum and maximum ability damage.")

}


let(precRank, 1) let(eqRank, 1) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, isLevel20_2)

if(minHit < maxHit){

   let(minHit, minHit + 0.015 * precRank * maxHit)
   let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit))
   let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit))
   let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0))
   let(bitAverageHit, minHit + 0.975 * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit)
   let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100)
   let(normalAverageHit, round(normalAverageHit * 1000))
   let(normalAverageHit, normalAverageHit / 1000)
   let(minHit, round(minHit * 1000))
   let(minHit, minHit / 1000)
   let(maxHit, round(maxHit * 1000))
   let(maxHit, maxHit / 1000)
   let(perkAverageHit, round(perkAverageHit * 1000))
   let(perkAverageHit, perkAverageHit / 1000)
   let(damageIcrease, round(damageIcrease * 1000))
   let(damageIcrease, damageIcrease / 1000)
   let(n, normalAverageHit)
   let(minHitP1E1, minHit)
   let(maxHitP1E1, maxHit)
   let(averageHitP1E1, perkAverageHit)
   let(damageIncreaseP1E1, damageIcrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP1E1, 20)
   let(maxHitP1E1, 100)
   let(averageHitP1E1, 60)
   let(damageIncreaseP1E1, 0)
   let(n, "Please give a correct minimum and maximum ability damage.")

}


let(precRank, 1) let(eqRank, 0) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, isLevel20_2)

if(minHit < maxHit){

   let(minHit, minHit + 0.015 * precRank * maxHit)
   let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit))
   let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit))
   let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0))
   let(bitAverageHit, minHit + 0.975 * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit)
   let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100)
   let(normalAverageHit, round(normalAverageHit * 1000))
   let(normalAverageHit, normalAverageHit / 1000)
   let(minHit, round(minHit * 1000))
   let(minHit, minHit / 1000)
   let(maxHit, round(maxHit * 1000))
   let(maxHit, maxHit / 1000)
   let(perkAverageHit, round(perkAverageHit * 1000))
   let(perkAverageHit, perkAverageHit / 1000)
   let(damageIcrease, round(damageIcrease * 1000))
   let(damageIcrease, damageIcrease / 1000)
   let(n, normalAverageHit)
   let(minHitP1E0, minHit)
   let(maxHitP1E0, maxHit)
   let(averageHitP1E0, perkAverageHit)
   let(damageIncreaseP1E0, damageIcrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP1E0, 20)
   let(maxHitP1E0, 100)
   let(averageHitP1E0, 60)
   let(damageIncreaseP1E0, 0)
   let(n, "Please give a correct minimum and maximum ability damage.")

}


let(precRank, 0) let(eqRank, 3) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, isLevel20_2)

if(minHit < maxHit){

   let(minHit, minHit + 0.015 * precRank * maxHit)
   let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit))
   let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit))
   let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0))
   let(bitAverageHit, minHit + 0.975 * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit)
   let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100)
   let(normalAverageHit, round(normalAverageHit * 1000))
   let(normalAverageHit, normalAverageHit / 1000)
   let(minHit, round(minHit * 1000))
   let(minHit, minHit / 1000)
   let(maxHit, round(maxHit * 1000))
   let(maxHit, maxHit / 1000)
   let(perkAverageHit, round(perkAverageHit * 1000))
   let(perkAverageHit, perkAverageHit / 1000)
   let(damageIcrease, round(damageIcrease * 1000))
   let(damageIcrease, damageIcrease / 1000)
   let(n, normalAverageHit)
   let(minHitP0E3, minHit)
   let(maxHitP0E3, maxHit)
   let(averageHitP0E3, perkAverageHit)
   let(damageIncreaseP0E3, damageIcrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP0E3, 20)
   let(maxHitP0E3, 100)
   let(averageHitP0E3, 60)
   let(damageIncreaseP0E3, 0)
   let(n, "Please give a correct minimum and maximum ability damage.")

}


let(precRank, 0) let(eqRank, 2) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, isLevel20_2)

if(minHit < maxHit){

   let(minHit, minHit + 0.015 * precRank * maxHit)
   let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit))
   let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit))
   let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0))
   let(bitAverageHit, minHit + 0.975 * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit)
   let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100)
   let(normalAverageHit, round(normalAverageHit * 1000))
   let(normalAverageHit, normalAverageHit / 1000)
   let(minHit, round(minHit * 1000))
   let(minHit, minHit / 1000)
   let(maxHit, round(maxHit * 1000))
   let(maxHit, maxHit / 1000)
   let(perkAverageHit, round(perkAverageHit * 1000))
   let(perkAverageHit, perkAverageHit / 1000)
   let(damageIcrease, round(damageIcrease * 1000))
   let(damageIcrease, damageIcrease / 1000)
   let(n, normalAverageHit)
   let(minHitP0E2, minHit)
   let(maxHitP0E2, maxHit)
   let(averageHitP0E2, perkAverageHit)
   let(damageIncreaseP0E2, damageIcrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP0E2, 20)
   let(maxHitP0E2, 100)
   let(averageHitP0E2, 60)
   let(damageIncreaseP0E2, 0)
   let(n, "Please give a correct minimum and maximum ability damage.")

}


let(precRank, 0) let(eqRank, 1) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, isLevel20_2)

if(minHit < maxHit){

   let(minHit, minHit + 0.015 * precRank * maxHit)
   let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit))
   let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit))
   let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0))
   let(bitAverageHit, minHit + 0.975 * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit)
   let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100)
   let(normalAverageHit, round(normalAverageHit * 1000))
   let(normalAverageHit, normalAverageHit / 1000)
   let(minHit, round(minHit * 1000))
   let(minHit, minHit / 1000)
   let(maxHit, round(maxHit * 1000))
   let(maxHit, maxHit / 1000)
   let(perkAverageHit, round(perkAverageHit * 1000))
   let(perkAverageHit, perkAverageHit / 1000)
   let(damageIcrease, round(damageIcrease * 1000))
   let(damageIcrease, damageIcrease / 1000)
   let(n, normalAverageHit)
   let(minHitP0E1, minHit)
   let(maxHitP0E1, maxHit)
   let(averageHitP0E1, perkAverageHit)
   let(damageIncreaseP0E1, damageIcrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP0E1, 20)
   let(maxHitP0E1, 100)
   let(averageHitP0E1, 60)
   let(damageIncreaseP0E1, 0)
   let(n, "Please give a correct minimum and maximum ability damage.")

}


let(precRank, 0) let(eqRank, 0) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, isLevel20_2)

if(minHit < maxHit){

   let(minHit, minHit + 0.015 * precRank * maxHit)
   let(maxHit, maxHit - 0.01 * eqRank * (maxHit - minHit))
   let(minHit, minHit + 0.03 * eqRank * (abilityMaxHitIn2 - minHit))
   let(bitChance, 0.02 * bitRank * (1 + isLevel20 / 10.0))
   let(bitAverageHit, minHit + 0.975 * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance) * (maxHit + minHit) / 2 + bitChance * bitAverageHit)
   let(damageIcrease, (perkAverageHit - normalAverageHit) / normalAverageHit * 100)
   let(normalAverageHit, round(normalAverageHit * 1000))
   let(normalAverageHit, normalAverageHit / 1000)
   let(minHit, round(minHit * 1000))
   let(minHit, minHit / 1000)
   let(maxHit, round(maxHit * 1000))
   let(maxHit, maxHit / 1000)
   let(perkAverageHit, round(perkAverageHit * 1000))
   let(perkAverageHit, perkAverageHit / 1000)
   let(damageIcrease, round(damageIcrease * 1000))
   let(damageIcrease, damageIcrease / 1000)
   let(n, normalAverageHit)
   let(minHitP0E0, minHit)
   let(maxHitP0E0, maxHit)
   let(averageHitP0E0, perkAverageHit)
   let(damageIncreaseP0E0, damageIcrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP0E0, 20)
   let(maxHitP0E0, 100)
   let(averageHitP0E0, 60)
   let(damageIncreaseP0E0, 0)
   let(n, "Please give a correct minimum and maximum ability damage.")

}

Yes check.svg P E Min hit Max hit Average Hit % damage
increase
X mark.svg Precise.pngPerk rank 5.png5 Equilibrium.pngPerk rank 3.png3 name=minHitP5E3|type=output name=maxHitP5E3|type=output name=averageHitP5E3|type=output name=damageIncreaseP5E3|type=output
X mark.svg Precise.pngPerk rank 5.png5 Equilibrium.pngPerk rank 2.png2 name=minHitP5E2|type=output name=maxHitP5E2|type=output name=averageHitP5E2|type=output name=damageIncreaseP5E2|type=output
Yes check.svg Precise.pngPerk rank 5.png5 Equilibrium.pngPerk rank 1.png1 name=minHitP5E1|type=output name=maxHitP5E1|type=output name=averageHitP5E1|type=output name=damageIncreaseP5E1|type=output
Yes check.svg Precise.pngPerk rank 5.png5 Equilibrium.png0 name=minHitP5E0|type=output name=maxHitP5E0|type=output name=averageHitP5E0|type=output name=damageIncreaseP5E0|type=output
X mark.svg Precise.pngPerk rank 4.png4 Equilibrium.pngPerk rank 3.png3 name=minHitP4E3|type=output name=maxHitP4E3|type=output name=averageHitP4E3|type=output name=damageIncreaseP4E3|type=output
Yes check.svg Precise.pngPerk rank 4.png4 Equilibrium.pngPerk rank 2.png2 name=minHitP4E2|type=output name=maxHitP4E2|type=output name=averageHitP4E2|type=output name=damageIncreaseP4E2|type=output
Yes check.svg Precise.pngPerk rank 4.png4 Equilibrium.pngPerk rank 1.png1 name=minHitP4E1|type=output name=maxHitP4E1|type=output name=averageHitP4E1|type=output name=damageIncreaseP4E1|type=output
Yes check.svg Precise.pngPerk rank 4.png4 Equilibrium.png0 name=minHitP4E0|type=output name=maxHitP4E0|type=output name=averageHitP4E0|type=output name=damageIncreaseP4E0|type=output
X mark.svg Precise.pngPerk rank 3.png3 Equilibrium.pngPerk rank 3.png3 name=minHitP3E3|type=output name=maxHitP3E3|type=output name=averageHitP3E3|type=output name=damageIncreaseP3E3|type=output
Yes check.svg Precise.pngPerk rank 3.png3 Equilibrium.pngPerk rank 2.png2 name=minHitP3E2|type=output name=maxHitP3E2|type=output name=averageHitP3E2|type=output name=damageIncreaseP3E2|type=output
Yes check.svg Precise.pngPerk rank 3.png3 Equilibrium.pngPerk rank 1.png1 name=minHitP3E1|type=output name=maxHitP3E1|type=output name=averageHitP3E1|type=output name=damageIncreaseP3E1|type=output
Yes check.svg Precise.pngPerk rank 3.png3 Equilibrium.png0 name=minHitP3E0|type=output name=maxHitP3E0|type=output name=averageHitP3E0|type=output name=damageIncreaseP3E0|type=output
X mark.svg Precise.pngPerk rank 2.png2 Equilibrium.pngPerk rank 3.png3 name=minHitP2E3|type=output name=maxHitP2E3|type=output name=averageHitP2E3|type=output name=damageIncreaseP2E3|type=output
Yes check.svg Precise.pngPerk rank 2.png2 Equilibrium.pngPerk rank 2.png2 name=minHitP2E2|type=output name=maxHitP2E2|type=output name=averageHitP2E2|type=output name=damageIncreaseP2E2|type=output
Yes check.svg Precise.pngPerk rank 2.png2 Equilibrium.pngPerk rank 1.png1 name=minHitP2E1|type=output name=maxHitP2E1|type=output name=averageHitP2E1|type=output name=damageIncreaseP2E1|type=output
Yes check.svg Precise.pngPerk rank 2.png2 Equilibrium.png0 name=minHitP2E0|type=output name=maxHitP2E0|type=output name=averageHitP2E0|type=output name=damageIncreaseP2E0|type=output
X mark.svg Precise.pngPerk rank 1.png1 Equilibrium.pngPerk rank 3.png3 name=minHitP1E3|type=output name=maxHitP1E3|type=output name=averageHitP1E3|type=output name=damageIncreaseP1E3|type=output
Yes check.svg Precise.pngPerk rank 1.png1 Equilibrium.pngPerk rank 2.png2 name=minHitP1E2|type=output name=maxHitP1E2|type=output name=averageHitP1E2|type=output name=damageIncreaseP1E2|type=output
Yes check.svg Precise.pngPerk rank 1.png1 Equilibrium.pngPerk rank 1.png1 name=minHitP1E1|type=output name=maxHitP1E1|type=output name=averageHitP1E1|type=output name=damageIncreaseP1E1|type=output
Yes check.svg Precise.pngPerk rank 1.png1 Equilibrium.png0 name=minHitP1E0|type=output name=maxHitP1E0|type=output name=averageHitP1E0|type=output name=damageIncreaseP1E0|type=output
Yes check.svg Precise.png0 Equilibrium.pngPerk rank 3.png3 name=minHitP0E3|type=output name=maxHitP0E3|type=output name=averageHitP0E3|type=output name=damageIncreaseP0E3|type=output
Yes check.svg Precise.png0 Equilibrium.pngPerk rank 2.png2 name=minHitP0E2|type=output name=maxHitP0E2|type=output name=averageHitP0E2|type=output name=damageIncreaseP0E2|type=output
Yes check.svg Precise.png0 Equilibrium.pngPerk rank 1.png1 name=minHitP0E1|type=output name=maxHitP0E1|type=output name=averageHitP0E1|type=output name=damageIncreaseP0E1|type=output
Yes check.svg Precise.png0 Equilibrium.png0 name=minHitP0E0|type=output name=maxHitP0E0|type=output name=averageHitP0E0|type=output name=damageIncreaseP0E0|type=output


Sources[edit | edit source]

MaterialRarityPerk ranks with X materials
12345
Direct components.png
Direct componentsUncommon011–21–21–3
Noxious components.png
Noxious componentsRare01223
Blade parts.png
Blade partsCommon00111–2

Suggested gizmos[edit | edit source]

Gizmo layout Possible perks
Noxious components.png
Noxious components.pngNoxious components.pngNoxious components.png
Noxious components.png
Direct components.png
Direct components.pngDirect components.pngDirect components.png
Subtle components.png
  • Other possible perks:
Direct components.png
Direct components.pngDirect components.pngDirect components.png
Dextrous components.png
  • Other possible perks:
Undead components.png
Direct components.pngBandos components.pngDirect components.png
Direct components.png
  • Other possible perks:
Direct components.png
Direct components.pngDirect components.pngPowerful components.png
Bandos components.png
  • Other possible perks:
Evasive components.png
Direct components.pngHealthy components.pngDirect components.png
Direct components.png
  • Other possible perks:
Direct components.png
Direct components.pngDirect components.pngDirect components.png
Harnessed components.png
  • Other possible perks:

Update history[edit | edit source]

The update history project is a work-in-progress – not all updates to this topic may be covered below. See here for how to help out!
  • hotfix 18 September 2017 (Update):
    • The activation rate of the Biting perk was corrected, and the perk reactivated.
  • hotfix 18 September 2017) (Update):
    • The Biting perk was deactivated, as it was triggering too often.
  • patch 6 March 2017 (Update):
    • Sources of crit chance now function whilst you have the equilibrium perk or aura active. This means that both the Tuska warpriest set effect and Biting perk now stack with the Equilibrium aura and perk.
  • patch 22 February 2016 (Update):
    • The Biting perk critical hit chance has been increased from +1% per rank to +2% per rank.