# Planted Feet

Planted Feet is an Invention perk that causes the duration of the Sunshine and Death's Swiftness abilities to be increased by 25% at the loss of the abilities' area damage effect. It can be created in weapon gizmos.

Sunshine and Death's Swiftness (and abilities in general) can only be cast if the main-hand (or two-handed) weapon is of the same style as the ability. For example, Sunshine cannot be used whilst wielding any ranged main-hand weapon, even if wielding a magic off-hand. The changed effect of the ability is unaffected by switching weapons after activating the ability.

The duration increase of 25% increases the duration of the abilities from 30 seconds to 37.8 seconds. While the tooltips for Sunshine/Death's Swiftness say the duration of the abilities are 30 seconds (50 game ticks) without Planted Feet and 37.8 seconds (63 ticks) with Planted Feet, in reality the damage boost effect lasts 30.6 seconds (51 ticks) and 38.4 seconds (64 ticks), respectively.

Abilities Duration (seconds and ticks)[n 1]
Normal With Planted Feet
Death's Swiftness
Sunshine
30s (50 ticks) 37.8s (63 ticks)

## Damage Analysis

The Sunshine and Death's Swiftness abilities give a 50% increase to damage when in effect. An increase of 25% duration translates to approximately 7% additional damage per ability activation over the normal use of the ability without Planted Feet, assuming a constant base rate of damage otherwise.

Additionally, the cooldown of both abilities is 60 seconds. The overall increase to damage dealt over the duration of the cooldown when using the abilities may be approximated as follows:

${\displaystyle {\text{Overall percentage increase to damage}}={\frac {({\text{Time ability is active}}\times {\text{Ability's percentage increase to damage}})}{\text{Total cooldown time}}}}$

Hence, assuming a constant base rate of damage, the increase to overall damage done over the cooldown duration without Planted Feet is ${\displaystyle {\frac {({\text{30}}\times {\text{50}}\%)}{\text{60}}}=25\%}$ and with Planted Feet is ${\displaystyle {\frac {({\text{37.8}}\times {\text{50}}\%)}{\text{60}}}=31.5\%}$

Therefore, the approximate increase in overall damage done over the duration of the cooldown when using Planted Feet versus without is ${\displaystyle {\frac {100\%+31.5\%}{100\%+25\%}}=5.2\%}$

Alternatively, if considering it as an additional modifier to base damage, the approximate damage modifier provided by Planted Feet is ${\displaystyle 31.5\%-25\%=6.5\%}$

The above estimations assume a constant rate of base damage over time, and ignore any damage that might have been done with the area-of-effect damage that is no longer possible when using the Planted Feet perk. In reality, the additional damage provided by using the perk will vary depending on a variety of factors such as the abilities used, equipment, monster being fought, etc. as well as the practicalities of using the Sunshine/Death's Swiftness abilities in any specific situtaion. Nonetheless, the potential increase to damage as a result of the Planted Feet perk makes it one of the best perks in the game for increasing overall damage per second.

## Cost

The cost of creating the various useful Planted Feet gizmos as per the minimum cost of their components:

Icons Perk Chance to obtain Components Total cost per attempt
Planted Feet 100% at any level  2 Cywir components 8,103,394
Planted Feet + Aftershock 1 100% at level 101 and above  2 Ilujankan components  3 Cywir components 31,484,496
Aftershock 4 + Planted Feet 52% at level 120 with  6 Ilujankan components  3 Cywir components 70,567,451
Caroming 4 + Planted Feet 52% at level 120 with  6 Shadow components  3 Cywir components 40,766,666

## Recommended usage

### Weapon Switching

Planted Feet is commonly placed on a lower level mainhand weapon, which players switch to just before casting Sunshine or Death's Swiftness. This weapon is commonly known as a "Planted Feet switch" or "PF switch". Once the ability has been activated, players will then switch back to their original weapon to make use of the ability duration with maximum damage output.

For maximum damage-per-second, it is preferable to use a main weapon with other perks such as Aftershock, Precise or Equilibrium and switching to Planted Feet when activating Sunshine / Death's Swiftness. This way, players may get the benefit of these perks on the mainhand weapon in addition to the benefits of Planted Feet.

Use of a Planted Feet switch is one of the more commonly performed forms of weapon switching, since an increase of 6-10% to damage-per-second is possible for just two clicks/switches per minute.

If the player's main weapon uses the Aftershock perk, it is recommended to put Aftershock with Planted Feet on the Planted Feet switch weapon to retain the damage counter for Aftershock through the switch.

Recommended weapons for a "Planted Feet switch" are given as follows:

Weapon Style Pros & Cons
Sunspear Ranged & Magic
(switchable)
• Can be freely switched between both Ranged and Magic styles
This prevents the cost of having to make a switch weapon for both combat styles
• Two-handed
In a dual wielding situation it removes both weapons upon equip
• This is useful as it is a Ranged weapon doesn't require any ammo
• One handed; Main-hand
In a dual wield situation it removes only one weapon upon equip
Won't remove a potentially useful shield
Chaotic crossbow Ranged
• Bought with dungeoneering tokens rather than coins
• One handed; Main-hand
In a dual wield situation it removes only one weapon upon equip
Won't remove a potentially useful shield
Wand of the Cywir elders
(cheaper: Virtus wand)
Magic
• One handed; Main-hand
In a dual wield situation it removes only one weapon upon equip
Won't remove a potentially useful shield
Ancient repriser
(or: Kalphite repriser)
Ranged
• One handed; Off-hand
In a dual wield situation it removes only one weapon upon equip
May be less useful because it will remove a shield, although reprisers take the place of shields for abilities so in most cases it's fine.
Ancient lantern
(or: Kalphite rebounder)
Magic
• One handed; Off-hand
In a dual wield situation it removes only one weapon upon equip
May be less useful because it will remove a shield, although rebounders take the place of shields for abilities so in most cases it's fine.
Strykebow
(cheaper: Dark bow)
Ranged
• Two-handed
In a dual wielding situation it removes both weapons upon equip
Requires an ammo swap if using bolts instead of arrows
Allows shield abilities to be used while also attacking normally
1. ^ While the tooltips for Sunshine/Death's Swiftness say the duration is of 30s (50t) without Planted Feet and 37.8s (63t) with Planted Feet, in reality the damage boost effect lasts 30.6s (51t) and 38.4s (64t)

### On a main weapon

Planted Feet on a main weapon rather than a switch weapon may be preferable to some players for situations where regular switching may be too laborious. See the suggested gizmos below for suggested Perk combinations.

## Sources

MaterialRarityPerk ranks with X materials
Standard gizmoAncient gizmo
12345123456789
Cywir componentsRare01111011111111

### Suggested gizmos

Gizmo layout Possible perks Approx costs
The highest chance for this perk is 52.89% or 1/1.89 with and level 120.
111,674,061.75
• 3x Cywir 8,684,648.13 each
See RS:Material prices for details on how prices are approximated.
The highest chance for this perk is 52.89% or 1/1.89 with and level 120.
79,828,539.39
See RS:Material prices for details on how prices are approximated.
The highest chance for this perk is 40.55% or 1/2.46 with and level 120.
(Equilibrium 4, Planted Feet is possible from the same setup with a 1/50.2 or 1.991% chance.)
30,326,115.36
See RS:Material prices for details on how prices are approximated.
The highest chance for this perk is 6.490% or 1/15.4 at level 120.
• Other possible perks:
26,271,976.23
See RS:Material prices for details on how prices are approximated.
The highest chance for this perk is 49.34% or 1/2.02 with and level 120.
(Precise 6, Planted Feet is possible with 7x 2x with a 1/73.6 or 1.358% chance.)
48,011,606.73
See RS:Material prices for details on how prices are approximated.
The highest chance for this perk is 91.10% or 1/1.09 at level 96 and higher.
(Planted Feet, Mobile)
• Other possible perks:
26,262,897.17
See RS:Material prices for details on how prices are approximated.
This perk has a 100% chance at level 101 and higher.
(Planted Feet, Aftershock 2 is possible with 3x 2x with a 41.65% or 1/2.4 chance, with and level 120.)
43,978,809.39
See RS:Material prices for details on how prices are approximated.
This perk has a 100% chance at any level.
17,369,296.26
• 2x Cywir 8,684,648.13 each
See RS:Material prices for details on how prices are approximated.
Guaranteed perk combination from level 96 onwards.
54,564,934.53
See RS:Material prices for details on how prices are approximated.
Guaranteed perk combination from level 96 onwards.
26,741,418.05
See RS:Material prices for details on how prices are approximated.

## Update history

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!
• patch 27 March 2017 (Update):
• Sunshine's animation when used with the Planted Feet perk has been extended to match the active duration the perk.
• patch 16 January 2017 (Update):
• The Planted Feet perk now has the effect that the duration of Sunshine and Death's Swiftness is increased by 25%, but they no longer deal periodic damage to your target. This effect is not cancelled by switching weapon while Death's Swiftness or Sunshine are in effect, and Planted Feet no longer affects Berserk.

## Trivia

• The perk's name refers to Sunshine's and Death's Swiftness's areas of effect the player must remain within in order to benefit from the abilities.
• Previously, Planted Feet had two negative effects. In exchange for extending Sunshine, Death's Swiftness, and Berserk's durations by 25%, it reduced their damage increases to 40% and decreased Sunshine and Death's Swiftness' damage-over-time effect to deal 8%-16% ability damage per hit. These negative tradeoffs could be avoided by activating the ultimate ability with a weapon with the Planted Feet perk and then switching to a different weapon. It was updated on 16 January 2017 to no longer affect Berserk, and to remove the damage-over-time effect of Death's Swiftness and Sunshine when used, regardless of weapon switches.