
This article has a calculator here.


Release date

25 January 2016 (Update)

Gizmo type

Armour

Level required

74

Standard

3

Ancient

4

3% chance per rank on being hit that protection prayers will work at 100% (or 75% in PvP) for 3 seconds.

Infobox • Talk page

Devoted is an Invention perk that has a chance each hit of replicating the Devotion ability for 3 seconds. This effect does not put the ability itself on cooldown. Devoted has an effective level requirement of 74 as the materials required can only be unlocked at that level; however, enhanced devoted can be utilised at any Invention level for the cost of 2 perk slots. It can be created in armour gizmos.
Any type of damage, including typeless damage and selfinflicting damage, can activate the perk. The hit that activates Devoted will also be affected by the perk's effect. Devoted will play the same animation as Devotion whenever it activates, but uses its own icon in the buffs/debuffs interface. In playerversusplayer situations the icon does not appear.
Activation chance
Rank

Chance (Level 20)

1 
3% (3.3%)

2 
6% (6.6%)

3 
9% (9.9%)

4 
12% (13.2%)

Tables of damage reduction provided by Devoted in both PvM and PvP situations. The damage reduction varies with the rank of the perk, the attack rate of the enemy^{[note 1]}, and if the perk is on level 20 gear.
Calculations

 Notes
 A calculator for this is at the top of this page.
 Assumptions :
 The enemy is always attacking with the same style that matches the protect prayer (deflect curse) used.
 The enemy is always attacking at the same attack rate.
 $R$ is the rank of the Devoted perk.
 $p_{R}$ is the proc chance of Devoted to activate (if the perk is on level 20 gear, then this value is multiplied by 1.1).
 $\textstyle \sum _{n=0}^{\infty }\left(1p\right)^{n}p=1$ when $0\leq p<1$ or $\left1p\right<1$. This represents summing over all possibilities where integer $n\in [0,\infty )$ represents the amount of hits prior to the proc of Devoted. The probability of Devoted proccing on hit ${n+1}$ is therefore $\left(1p\right)^{n}p$.
 $t_{d}$ is the time that Devoted is active. This is taken to be 5 game ticks.
 $t_{AR}$ is the attack rate of the enemy in game ticks.
 $d_{n,i}^{(j)}$ is the $i^{th}$ random value uniformly sampled between the enemy's minimum hit and maximum hit. The $j$ describes different sets of hits. The sets are regenerated for every new value of $n$.
 $d_{n,i}^{(0)}$ has $n$ elements with integer $i\in [1,n]$. This is the damage taken before the perk procs.
 Clarification : This does mean that for $n=0$ that there are no elements in this set.
 $d_{n,i}^{(1)}$ has $\left\lceil {\frac {t_{d}}{t_{AR}}}\right\rceil$ elements with integer $i\in \left[1,\left\lceil {\frac {t_{d}}{t_{AR}}}\right\rceil \right]$. This is the damage taken during the time where Devoted procced.
 The set of values in $d_{n}^{(j)}$ for integer $j\in [0,1]$ is the same in both the numerator and denominator of the ratios for any given $n$.
 Damage reduction
For PvM :
 The average ratio of damage taken, $r_{avg}$, from Devoted to that of without Devoted is
 $r_{avg}={\frac {\sum \limits _{n=0}^{\infty }\left(1p_{R}\right)^{n}p_{R}\left[\left(\sum \limits _{i=1}^{n}d_{n,i}^{(0)}\right)+\left\lceil {\frac {t_{d}}{t_{AR}}}\right\rceil \right]}{\sum \limits _{n=0}^{\infty }\left(1p_{R}\right)^{n}p_{R}\left[\sum \limits _{i=1}^{n}d_{n,i}^{(0)}+\sum \limits _{i=1}^{\left\lceil {\frac {t_{d}}{t_{AR}}}\right\rceil }d_{n,i}^{(1)}\right]}}$
 The average damage reduction is then, after some rearranging,
 $1r_{avg}={\frac {\sum \limits _{n=0}^{\infty }\left(1p_{R}\right)^{n}p_{R}\sum \limits _{i=1}^{\left\lceil {\frac {t_{d}}{t_{AR}}}\right\rceil }\left(d_{n,i}^{(1)}1\right)}{\sum \limits _{n=0}^{\infty }\left(1p_{R}\right)^{n}p_{R}\left[\sum \limits _{i=1}^{n}d_{n,i}^{(0)}+\sum \limits _{i=1}^{\left\lceil {\frac {t_{d}}{t_{AR}}}\right\rceil }d_{n,i}^{(1)}\right]}}$
For PvP :
 The average ratio of damage taken, $r_{avg}$, from Devoted to that of without Devoted is
 $r_{avg}={\frac {\sum \limits _{n=0}^{\infty }\left(1p_{R}\right)^{n}p_{R}\left[\sum \limits _{i=1}^{n}d_{n,i}^{(0)}+\sum \limits _{i=1}^{\left\lceil {\frac {t_{d}}{t_{AR}}}\right\rceil }\left\lfloor {.5\times d_{n,i}^{(1)}}\right\rfloor \right]}{\sum \limits _{n=0}^{\infty }\left(1p_{R}\right)^{n}p_{R}\left[\sum \limits _{i=1}^{n}d_{n,i}^{(0)}+\sum \limits _{i=1}^{\left\lceil {\frac {t_{d}}{t_{AR}}}\right\rceil }d_{n,i}^{(1)}\right]}}$
 The average damage reduction is then, after some rearranging,
 $1r_{avg}={\frac {\sum \limits _{n=0}^{\infty }\left(1p_{R}\right)^{n}p_{R}\sum \limits _{i=1}^{\left\lceil {\frac {t_{d}}{t_{AR}}}\right\rceil }\left(d_{n,i}^{(1)}\left\lfloor {.5\times d_{n,i}^{(1)}}\right\rfloor \right)}{\sum \limits _{n=0}^{\infty }\left(1p_{R}\right)^{n}p_{R}\left[\sum \limits _{i=1}^{n}d_{n,i}^{(0)}+\sum \limits _{i=1}^{\left\lceil {\frac {t_{d}}{t_{AR}}}\right\rceil }d_{n,i}^{(1)}\right]}}$
 Simplifications
 This can be simplified if the assumption is that every value of $d_{n,i}^{(j)}$ $\forall$ integer $i\in [1,n]$, integer $n\in [0,\infty )$, integer $j\in [0,1]$, is taken to be the same $\left(d_{n,i}^{(j)}\rightarrow d\right)$. In this scenario, there is no random element and the above $r_{avg}$ is then only dependent on the proc chance and the attack rate of the enemy. This simplification is increasingly accurate in the limit of large $d$. All examples are using large enough values of $d$ such that the values should not change to the first two decimal places in percent. Two tables are provided at the top of the page. The first covers all values of $t_{AR}$ for PvM situations. The second table is for PvP for all values of $t_{AR}$ (normal attack rate of player is $t_{AR}=3$ in nonlegacy mode , but all values of $t_{AR}$ have been provided to account for proccing on damageovertime abilities, 4 tick auto attack, etc., as well as the varied attack rates of weapons if using legacy combat).
Using these simplifications, the damage reduction reduces to
For PvM :
 $1r_{avg}={\frac {\left\lceil {\frac {t_{d}}{t_{AR}}}\right\rceil p_{R}}{\left\lceil {\frac {t_{d}}{t_{AR}}}\right\rceil p_{R}+\left(1p_{R}\right)}}$
For PvP :
 $1r_{avg}={\frac {1}{2}}\cdot {\frac {\left\lceil {\frac {t_{d}}{t_{AR}}}\right\rceil p_{R}}{\left\lceil {\frac {t_{d}}{t_{RS}}}\right\rceil p_{R}+\left(1p_{R}\right)}}$

Enhanced Devoted and Devoted[edit  edit source]
Enhanced Devoted and Devoted activating together to increase damage reduction.
Having Devoted and Enhanced Devoted on one's gear has a benefit.^{[1]} Enhanced Devoted takes priority over Devoted. However, as Enhanced Devoted is unable to proc while it is currently active, this allows for a small window of time for Devoted to proc. Both Devoted and Enhanced Devoted, on their own, last 5 game ticks (3 seconds). This also means that it is possible (though unlikely) to have continuous procs of Enhanced Devoted and Devoted. The chance of continuous procs occurring is highly dependent on the attack rate of the enemy.^{[note 1]} Further information about the combination can be found in the calculator linked at the top of this page.
Gizmo layout 
Possible perks 
 Chance increases with and level 120.

 Chance increases with and level 120.



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!
 hotfix 18 September 2017 (Update):
 An issue with the Devoted perk was fixed.^{[source needed]}
 ^ ^{a} ^{b} To be more precise, it is really the frequency of ticks that the player is taking damage and not really the attack rate that determines the increased chance of continuous procs. However, in the simplest case, this is the attack rate of the enemy. As an example, take 4 enemies, each with an attack rate of 4, attacking the player with their hits offset by one tick from each other (enemy A attacks tick 1, enemy B attacks tick 2, ...). In this example, this is effectively the same as an attack rate of 1 to the player. This means that as long as the player is taking at least one hit every tick, regardless of the number of enemies attacking, the effective attack rate is 1. Conversely, if these same enemies, each with an attack rate of 4, are attacking the player on the same tick (enemy A attacks tick 1, enemy B attacks tick 1, ...), then the effective attack rate is 4. In general, more enemies attacking the player leads to a higher frequency of ticks that the player is taking hits, increasing the chance of continuous procs and therefore increasing the damage reduction.


Abilities 

Damage/Accuracy modifying 

Damage reduction 

Adrenaline 

Prayer 

Additional items 

Experience 

Skilling 

Miscellaneous 

Ancient 
