Precise

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Precise is an perk for Invention that increases the minimum hit of abilities and auto attacks by a percentage of its maximum hit. It can be created in weapon gizmos. Damage-over-time abilities are not affected by Precise.

Calculations[edit | edit source]

Average hit formula
  • Without Precise:
  • With Precise:
  • Average hit increase formula:
Notes
  • = Minimum ability damage
  • = Maximum ability damage
  • = rank of the precise perk
  • = Average hit increase
Examples
  • Average hit increase for Slice (damage range 30–120%) with Precise 5:

Optimal ancient gizmo combinations[edit | edit source]

An ideal ancient weapon gizmo for off-hand and two-handed weapons contains one of the following perk combinations:

These combinations give approximately 1% more damage than a common Precise 6 and Genocidal (P6Geno) gizmo.

  • P6E1 is slightly better than P6R1.
  • P6AS1 is ideal for maintaining aftershock stacks.
  • P6R1 is ideal for large amounts of weak monsters.

The suggested combination for P6E2 is 5 Precise components and 4 Armadyl components. For P6AS1, use 7 Armadyl components and 2 Ilujankan components. For P6R1, use 7 Armadyl components and 2 Timeworn components. For P6Geno, use 9 Historic components. Since these gizmos are very rare (and thus expensive), it is recommended to attain level 120 Invention and to drink an extreme invention potion (or super invention for players with lower Herblore) before attempting them. As the damage increase is small, it may be more cost effective to improve gear in other areas before pursuing these combination gizmos.

Regular gizmo combinations[edit | edit source]

An ideal weapon gizmo for off-hand and two-handed weapons contains one of the following perk combinations:

  • Precise 4 and Equilibrium 2 (P4E2)
  • Precise 5 and Equilibrium 1 (P5E1)

These combinations give approximately 1% more damage than a common Precise 5 or Precise 3 and Equilibrium 2 gizmos.

  • P4E2 is slightly better than P5E1 for Magic due to four-tick auto attacks.
  • P5E1 is ideal for Ranged and melee.

The suggested combination for P4E2 is 5 Precise components. For P5E1, use 2 Precise components and 3 Armadyl component. Since these gizmos are very rare (and thus expensive), it is recommended to attain level 120 Invention and to drink an extreme invention potion (or super invention for players with lower Herblore) before attempting them. As the damage increase is small, it may be more cost effective to improve gear in other areas before pursuing these combination gizmos.

Analysis[edit | edit source]

Typically, abilities have ability damage ranges from 20% to 100%; this can be represented as a ratio 1:5. As an example, Havoc's ability damage range is 25–125%; this can be calculated as 20–100%, as the percentage range ratio is 1:5.

As such, Precise increases the ability damage of abilities with a 1:5 ratio as follows:

Rank Increase Avg hit Avg hit increase
N/A 0.0% 60% 0%
1 1.5% 60.75% 1.25%
2 3.0% 61.5% 2.5%
3 4.5% 62.25% 3.75%
4 6.0% 63% 5%
5 7.5% 63.75% 6.25%
6 9.0% 64.5% 7.5%
  • The table above applies to abilities with a damage range of 20%–100%, excluding Dismember. The average hit of abilities which cause bleeds are calculated with a different formula; furthermore they are unaffected by the damage increase of Invention perks.

The table below lists the average hit increase of abilities that have a different ratio of ability damage.

Skill Ability Min hit (Normal) Min hit (Precise 5) Max hit Average hit (Normal) Average hit (Precise 5) Average hit increase
Attack
Slice.png Slice 30% 39% 120% 75% 79.5% 6%
Slice.png Slice (Stun) 80% 90.95% 146% 113% 118.475% 4.845%
Overpower.png Overpower 200% 230% 400% 300% 315% 5%
Strength
Hurricane.png Hurricane 84% 96.08% 161% 122.5% 128.54% 4.93%
Hurricane.png Hurricane (Adjacent) 66% 82.43% 219% 142.5% 150.71% 5.76%
Meteor Strike.png Meteor Strike 250% 276.25% 350% 300% 313.125% 4.375%
Pulverise.png Pulverise 250% 276.25% 350% 300% 313.125% 4.375%
Frenzy.png Frenzy (Hit #1) 80% 93.5% 180% 130% 136.75% 5.19%
Frenzy.png Frenzy (Hit #2) 90% 105% 200% 145% 152.5% 5.17%
Frenzy.png Frenzy (Hit #3) 100% 116.5% 220% 160% 168.25% 5.16%
Frenzy.png Frenzy (Hit #4) 110% 128% 240% 175% 184% 5.14%
Ranged
Snap Shot.png Snap Shot (Hit #1) 100% 109% 120% 110% 114.5% 4.09%
Snap Shot.png Snap Shot (Hit #2) 100% 115.75% 210% 155% 162.88% 5.08%
Snipe.png Snipe 125% 141.43% 219% 172% 180.21% 4.77%
Magic
Omnipower.png Omnipower 200% 230% 400% 300% 315% 5%
Detonate.png Detonate 100% 126.25% 350% 225% 238.13% 5.84%
Tsunami.png Tsunami 200% 222.50% 300% 250% 261.25% 4.5%
Constitution
Tuska's Wrath.png Tuska's Wrath 30% 38.2% 110% 70% 74.1% 5.86%

Calculator[edit source]

Head over to the calculator page for more documentation.

This calculator is for determining the percent increase from the Biting, Precise, and Equilibrium perks; in addition, Erethdor's grimoire is included due to its similarity with the Biting perk. Only ability damage range percents are taken into consideration.

Most abilities' minimum hits are 20% of their maximum hit, but some abilities also mention minimum hits. The minimum and maximum hit numbers can be changed, but leaving them between 20% and 100% gives correct damage increase numbers for most abilities.

Many sources of damage (such as bleeds, poison, Aftershock, Summoning familiars, and Crackling) are unaffected by Biting, Precise, Equilibrium, and Erethdor's grimoire. For that reason, the damage increases shown in this calculator will likely be higher than the overall damage increase seen during combat.

Precise rank name=precRank1|type=int|range=0,6|sublist=init
Equilibrium rank name=eqRank1|type=int|range=0,4|sublist=init
Biting rank name=bitRank1|type=int|range=0,4|sublist=init
Is Biting on level 20 gear? name=isLevel20_1|type=select|range=No,Yes|sublist=init
Is Erethdor's grimoire active? name=grimoire1|type=select|range=No,Yes|sublist=init
Is this PvP combat? name=isPvp1|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/grimoire name=normalAverageHitOut1|type=output
Min hit with perks name=abilityMinHitOut1|type=output
Max hit with perks name=abilityMaxHitOut1|type=output
Average hit with perks/grimoire name=perkAverageHitOut1|type=output
% damage increase from perks/grimoire 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) let(grim, grimoire1) let(pvp, isPvp1)

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(grimEffect, .12 * grim)
   let(pvpLowerCrits, .145 * pvp)
   let(forcedCritAverageHit, minHit + (0.975 - pvpLowerCrits) * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance - grimEffect) * (maxHit + minHit) / 2 + (bitChance + grimEffect) * forcedCritAverageHit)
   let(damageIncrease, (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(damageIncrease, round(damageIncrease * 1000))
   let(damageIncrease, damageIncrease / 1000)
   let(normalAverageHitOut1, normalAverageHit)
   let(abilityMinHitOut1, minHit)
   let(abilityMaxHitOut1, maxHit)
   let(perkAverageHitOut1, perkAverageHit)
   let(percentIncreaseOut1, damageIncrease)
   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 (and whether or not Erethdor's grimoire is active).
Yes check.svg = perks you can get on one gizmo .
X mark.svg = perks you can not get on one gizmo .

Biting Rank name=bitRank2|type=int|range=0,4|sublist=init
Is Biting on level 20 gear? name=isLevel20_2|type=select|range=No,Yes|sublist=init
Is Erethdor's grimoire active? name=grimoire2|type=select|range=No,Yes|sublist=init
Is this PvP combat? name=isPvp2|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/grimoire name=normalAverageHitOut2|type=output
type=button|sublist=init|value=Calculate
name=wrongInput2|type=output
init|

let(precRank, 6) let(eqRank, 4) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, isLevel20_2) let(grim, grimoire2) let(pvp, isPvp2)

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(grimEffect, .12 * grim)
   let(pvpLowerCrits, .145 * pvp)
   let(forcedCritAverageHit, minHit + (0.975 - pvpLowerCrits) * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance - grimEffect) * (maxHit + minHit) / 2 + (bitChance + grimEffect) * forcedCritAverageHit)
   let(damageIncrease, (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(damageIncrease, round(damageIncrease * 1000))
   let(damageIncrease, damageIncrease / 1000)
   let(normalAverageHitOut2, normalAverageHit)
   let(minHitP6E4, minHit)
   let(maxHitP6E4, maxHit)
   let(averageHitP6E4, perkAverageHit)
   let(damageIncreaseP6E4, damageIncrease)
   let(wrongInput2, "")

}{

   let(normalAverageHitOut2, 60)
   let(minHitP6E4, 20)
   let(maxHitP6E4, 100)
   let(averageHitP6E4, 60)
   let(damageIncreaseP6E4, 0)
   let(wrongInput2, "Please give a correct minimum and maximum ability damage.")

}


let(precRank, 6) let(eqRank, 3) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, isLevel20_2) let(grim, grimoire2) let(pvp, isPvp2)

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(grimEffect, .12 * grim)
   let(pvpLowerCrits, .145 * pvp)
   let(forcedCritAverageHit, minHit + (0.975 - pvpLowerCrits) * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance - grimEffect) * (maxHit + minHit) / 2 + (bitChance + grimEffect) * forcedCritAverageHit)
   let(damageIncrease, (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(damageIncrease, round(damageIncrease * 1000))
   let(damageIncrease, damageIncrease / 1000)
   let(n, normalAverageHit)
   let(minHitP6E3, minHit)
   let(maxHitP6E3, maxHit)
   let(averageHitP6E3, perkAverageHit)
   let(damageIncreaseP6E3, damageIncrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP6E3, 20)
   let(maxHitP6E3, 100)
   let(averageHitP6E3, 60)
   let(damageIncreaseP6E3, 0)
   let(n, "Please give a correct minimum and maximum ability damage.")

}


let(precRank, 6) let(eqRank, 2) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, isLevel20_2) let(grim, grimoire2) let(pvp, isPvp2)

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(grimEffect, .12 * grim)
   let(pvpLowerCrits, .145 * pvp)
   let(forcedCritAverageHit, minHit + (0.975 - pvpLowerCrits) * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance - grimEffect) * (maxHit + minHit) / 2 + (bitChance + grimEffect) * forcedCritAverageHit)
   let(damageIncrease, (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(damageIncrease, round(damageIncrease * 1000))
   let(damageIncrease, damageIncrease / 1000)
   let(n, normalAverageHit)
   let(minHitP6E2, minHit)
   let(maxHitP6E2, maxHit)
   let(averageHitP6E2, perkAverageHit)
   let(damageIncreaseP6E2, damageIncrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP6E2, 20)
   let(maxHitP6E2, 100)
   let(averageHitP6E2, 60)
   let(damageIncreaseP6E2, 0)
   let(n, "Please give a correct minimum and maximum ability damage.")

}


let(precRank, 6) let(eqRank, 1) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, isLevel20_2) let(grim, grimoire2) let(pvp, isPvp2)

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(grimEffect, .12 * grim)
   let(pvpLowerCrits, .145 * pvp)
   let(forcedCritAverageHit, minHit + (0.975 - pvpLowerCrits) * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance - grimEffect) * (maxHit + minHit) / 2 + (bitChance + grimEffect) * forcedCritAverageHit)
   let(damageIncrease, (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(damageIncrease, round(damageIncrease * 1000))
   let(damageIncrease, damageIncrease / 1000)
   let(n, normalAverageHit)
   let(minHitP6E1, minHit)
   let(maxHitP6E1, maxHit)
   let(averageHitP6E1, perkAverageHit)
   let(damageIncreaseP6E1, damageIncrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP6E1, 20)
   let(maxHitP6E1, 100)
   let(averageHitP6E1, 60)
   let(damageIncreaseP6E1, 0)
   let(n, "Please give a correct minimum and maximum ability damage.")

}


let(precRank, 6) let(eqRank, 0) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, isLevel20_2) let(grim, grimoire2) let(pvp, isPvp2)

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(grimEffect, .12 * grim)
   let(pvpLowerCrits, .145 * pvp)
   let(forcedCritAverageHit, minHit + (0.975 - pvpLowerCrits) * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance - grimEffect) * (maxHit + minHit) / 2 + (bitChance + grimEffect) * forcedCritAverageHit)
   let(damageIncrease, (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(damageIncrease, round(damageIncrease * 1000))
   let(damageIncrease, damageIncrease / 1000)
   let(n, normalAverageHit)
   let(minHitP6E0, minHit)
   let(maxHitP6E0, maxHit)
   let(averageHitP6E0, perkAverageHit)
   let(damageIncreaseP6E0, damageIncrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP6E0, 20)
   let(maxHitP6E0, 100)
   let(averageHitP6E0, 60)
   let(damageIncreaseP6E0, 0)
   let(n, "Please give a correct minimum and maximum ability damage.")

}


let(precRank, 5) let(eqRank, 4) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, isLevel20_2) let(grim, grimoire2) let(pvp, isPvp2)

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(grimEffect, .12 * grim)
   let(pvpLowerCrits, .145 * pvp)
   let(forcedCritAverageHit, minHit + (0.975 - pvpLowerCrits) * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance - grimEffect) * (maxHit + minHit) / 2 + (bitChance + grimEffect) * forcedCritAverageHit)
   let(damageIncrease, (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(damageIncrease, round(damageIncrease * 1000))
   let(damageIncrease, damageIncrease / 1000)
   let(n, normalAverageHit)
   let(minHitP5E4, minHit)
   let(maxHitP5E4, maxHit)
   let(averageHitP5E4, perkAverageHit)
   let(damageIncreaseP5E4, damageIncrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP5E4, 20)
   let(maxHitP5E4, 100)
   let(averageHitP5E4, 60)
   let(damageIncreaseP5E4, 0)
   let(n, "Please give a correct minimum and maximum ability damage.")

}


let(precRank, 5) let(eqRank, 3) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, isLevel20_2) let(grim, grimoire2) let(pvp, isPvp2)

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(grimEffect, .12 * grim)
   let(pvpLowerCrits, .145 * pvp)
   let(forcedCritAverageHit, minHit + (0.975 - pvpLowerCrits) * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance - grimEffect) * (maxHit + minHit) / 2 + (bitChance + grimEffect) * forcedCritAverageHit)
   let(damageIncrease, (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(damageIncrease, round(damageIncrease * 1000))
   let(damageIncrease, damageIncrease / 1000)
   let(n, normalAverageHit)
   let(minHitP5E3, minHit)
   let(maxHitP5E3, maxHit)
   let(averageHitP5E3, perkAverageHit)
   let(damageIncreaseP5E3, damageIncrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP5E3, 20)
   let(maxHitP5E3, 100)
   let(averageHitP5E3, 60)
   let(damageIncreaseP5E3, 0)
   let(n, "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) let(grim, grimoire2) let(pvp, isPvp2)

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(grimEffect, .12 * grim)
   let(pvpLowerCrits, .145 * pvp)
   let(forcedCritAverageHit, minHit + (0.975 - pvpLowerCrits) * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance - grimEffect) * (maxHit + minHit) / 2 + (bitChance + grimEffect) * forcedCritAverageHit)
   let(damageIncrease, (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(damageIncrease, round(damageIncrease * 1000))
   let(damageIncrease, damageIncrease / 1000)
   let(n, normalAverageHit)
   let(minHitP5E2, minHit)
   let(maxHitP5E2, maxHit)
   let(averageHitP5E2, perkAverageHit)
   let(damageIncreaseP5E2, damageIncrease)
   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) let(grim, grimoire2) let(pvp, isPvp2)

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(grimEffect, .12 * grim)
   let(pvpLowerCrits, .145 * pvp)
   let(forcedCritAverageHit, minHit + (0.975 - pvpLowerCrits) * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance - grimEffect) * (maxHit + minHit) / 2 + (bitChance + grimEffect) * forcedCritAverageHit)
   let(damageIncrease, (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(damageIncrease, round(damageIncrease * 1000))
   let(damageIncrease, damageIncrease / 1000)
   let(n, normalAverageHit)
   let(minHitP5E1, minHit)
   let(maxHitP5E1, maxHit)
   let(averageHitP5E1, perkAverageHit)
   let(damageIncreaseP5E1, damageIncrease)
   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) let(grim, grimoire2) let(pvp, isPvp2)

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(grimEffect, .12 * grim)
   let(pvpLowerCrits, .145 * pvp)
   let(forcedCritAverageHit, minHit + (0.975 - pvpLowerCrits) * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance - grimEffect) * (maxHit + minHit) / 2 + (bitChance + grimEffect) * forcedCritAverageHit)
   let(damageIncrease, (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(damageIncrease, round(damageIncrease * 1000))
   let(damageIncrease, damageIncrease / 1000)
   let(n, normalAverageHit)
   let(minHitP5E0, minHit)
   let(maxHitP5E0, maxHit)
   let(averageHitP5E0, perkAverageHit)
   let(damageIncreaseP5E0, damageIncrease)
   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, 4) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, isLevel20_2) let(grim, grimoire2) let(pvp, isPvp2)

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(grimEffect, .12 * grim)
   let(pvpLowerCrits, .145 * pvp)
   let(forcedCritAverageHit, minHit + (0.975 - pvpLowerCrits) * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance - grimEffect) * (maxHit + minHit) / 2 + (bitChance + grimEffect) * forcedCritAverageHit)
   let(damageIncrease, (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(damageIncrease, round(damageIncrease * 1000))
   let(damageIncrease, damageIncrease / 1000)
   let(n, normalAverageHit)
   let(minHitP4E4, minHit)
   let(maxHitP4E4, maxHit)
   let(averageHitP4E4, perkAverageHit)
   let(damageIncreaseP4E4, damageIncrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP4E4, 20)
   let(maxHitP4E4, 100)
   let(averageHitP4E4, 60)
   let(damageIncreaseP4E4, 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) let(grim, grimoire2) let(pvp, isPvp2)

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(grimEffect, .12 * grim)
   let(pvpLowerCrits, .145 * pvp)
   let(forcedCritAverageHit, minHit + (0.975 - pvpLowerCrits) * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance - grimEffect) * (maxHit + minHit) / 2 + (bitChance + grimEffect) * forcedCritAverageHit)
   let(damageIncrease, (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(damageIncrease, round(damageIncrease * 1000))
   let(damageIncrease, damageIncrease / 1000)
   let(n, normalAverageHit)
   let(minHitP4E3, minHit)
   let(maxHitP4E3, maxHit)
   let(averageHitP4E3, perkAverageHit)
   let(damageIncreaseP4E3, damageIncrease)
   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) let(grim, grimoire2) let(pvp, isPvp2)

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(grimEffect, .12 * grim)
   let(pvpLowerCrits, .145 * pvp)
   let(forcedCritAverageHit, minHit + (0.975 - pvpLowerCrits) * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance - grimEffect) * (maxHit + minHit) / 2 + (bitChance + grimEffect) * forcedCritAverageHit)
   let(damageIncrease, (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(damageIncrease, round(damageIncrease * 1000))
   let(damageIncrease, damageIncrease / 1000)
   let(n, normalAverageHit)
   let(minHitP4E2, minHit)
   let(maxHitP4E2, maxHit)
   let(averageHitP4E2, perkAverageHit)
   let(damageIncreaseP4E2, damageIncrease)
   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) let(grim, grimoire2) let(pvp, isPvp2)

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(grimEffect, .12 * grim)
   let(pvpLowerCrits, .145 * pvp)
   let(forcedCritAverageHit, minHit + (0.975 - pvpLowerCrits) * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance - grimEffect) * (maxHit + minHit) / 2 + (bitChance + grimEffect) * forcedCritAverageHit)
   let(damageIncrease, (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(damageIncrease, round(damageIncrease * 1000))
   let(damageIncrease, damageIncrease / 1000)
   let(n, normalAverageHit)
   let(minHitP4E1, minHit)
   let(maxHitP4E1, maxHit)
   let(averageHitP4E1, perkAverageHit)
   let(damageIncreaseP4E1, damageIncrease)
   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) let(grim, grimoire2) let(pvp, isPvp2)

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(grimEffect, .12 * grim)
   let(pvpLowerCrits, .145 * pvp)
   let(forcedCritAverageHit, minHit + (0.975 - pvpLowerCrits) * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance - grimEffect) * (maxHit + minHit) / 2 + (bitChance + grimEffect) * forcedCritAverageHit)
   let(damageIncrease, (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(damageIncrease, round(damageIncrease * 1000))
   let(damageIncrease, damageIncrease / 1000)
   let(n, normalAverageHit)
   let(minHitP4E0, minHit)
   let(maxHitP4E0, maxHit)
   let(averageHitP4E0, perkAverageHit)
   let(damageIncreaseP4E0, damageIncrease)
   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, 4) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, isLevel20_2) let(grim, grimoire2) let(pvp, isPvp2)

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(grimEffect, .12 * grim)
   let(pvpLowerCrits, .145 * pvp)
   let(forcedCritAverageHit, minHit + (0.975 - pvpLowerCrits) * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance - grimEffect) * (maxHit + minHit) / 2 + (bitChance + grimEffect) * forcedCritAverageHit)
   let(damageIncrease, (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(damageIncrease, round(damageIncrease * 1000))
   let(damageIncrease, damageIncrease / 1000)
   let(n, normalAverageHit)
   let(minHitP3E4, minHit)
   let(maxHitP3E4, maxHit)
   let(averageHitP3E4, perkAverageHit)
   let(damageIncreaseP3E4, damageIncrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP3E4, 20)
   let(maxHitP3E4, 100)
   let(averageHitP3E4, 60)
   let(damageIncreaseP3E4, 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) let(grim, grimoire2) let(pvp, isPvp2)

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(grimEffect, .12 * grim)
   let(pvpLowerCrits, .145 * pvp)
   let(forcedCritAverageHit, minHit + (0.975 - pvpLowerCrits) * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance - grimEffect) * (maxHit + minHit) / 2 + (bitChance + grimEffect) * forcedCritAverageHit)
   let(damageIncrease, (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(damageIncrease, round(damageIncrease * 1000))
   let(damageIncrease, damageIncrease / 1000)
   let(n, normalAverageHit)
   let(minHitP3E3, minHit)
   let(maxHitP3E3, maxHit)
   let(averageHitP3E3, perkAverageHit)
   let(damageIncreaseP3E3, damageIncrease)
   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) let(grim, grimoire2) let(pvp, isPvp2)

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(grimEffect, .12 * grim)
   let(pvpLowerCrits, .145 * pvp)
   let(forcedCritAverageHit, minHit + (0.975 - pvpLowerCrits) * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance - grimEffect) * (maxHit + minHit) / 2 + (bitChance + grimEffect) * forcedCritAverageHit)
   let(damageIncrease, (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(damageIncrease, round(damageIncrease * 1000))
   let(damageIncrease, damageIncrease / 1000)
   let(n, normalAverageHit)
   let(minHitP3E2, minHit)
   let(maxHitP3E2, maxHit)
   let(averageHitP3E2, perkAverageHit)
   let(damageIncreaseP3E2, damageIncrease)
   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) let(grim, grimoire2) let(pvp, isPvp2)

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(grimEffect, .12 * grim)
   let(pvpLowerCrits, .145 * pvp)
   let(forcedCritAverageHit, minHit + (0.975 - pvpLowerCrits) * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance - grimEffect) * (maxHit + minHit) / 2 + (bitChance + grimEffect) * forcedCritAverageHit)
   let(damageIncrease, (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(damageIncrease, round(damageIncrease * 1000))
   let(damageIncrease, damageIncrease / 1000)
   let(n, normalAverageHit)
   let(minHitP3E1, minHit)
   let(maxHitP3E1, maxHit)
   let(averageHitP3E1, perkAverageHit)
   let(damageIncreaseP3E1, damageIncrease)
   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) let(grim, grimoire2) let(pvp, isPvp2)

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(grimEffect, .12 * grim)
   let(pvpLowerCrits, .145 * pvp)
   let(forcedCritAverageHit, minHit + (0.975 - pvpLowerCrits) * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance - grimEffect) * (maxHit + minHit) / 2 + (bitChance + grimEffect) * forcedCritAverageHit)
   let(damageIncrease, (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(damageIncrease, round(damageIncrease * 1000))
   let(damageIncrease, damageIncrease / 1000)
   let(n, normalAverageHit)
   let(minHitP3E0, minHit)
   let(maxHitP3E0, maxHit)
   let(averageHitP3E0, perkAverageHit)
   let(damageIncreaseP3E0, damageIncrease)
   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, 4) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, isLevel20_2) let(grim, grimoire2) let(pvp, isPvp2)

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(grimEffect, .12 * grim)
   let(pvpLowerCrits, .145 * pvp)
   let(forcedCritAverageHit, minHit + (0.975 - pvpLowerCrits) * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance - grimEffect) * (maxHit + minHit) / 2 + (bitChance + grimEffect) * forcedCritAverageHit)
   let(damageIncrease, (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(damageIncrease, round(damageIncrease * 1000))
   let(damageIncrease, damageIncrease / 1000)
   let(n, normalAverageHit)
   let(minHitP2E4, minHit)
   let(maxHitP2E4, maxHit)
   let(averageHitP2E4, perkAverageHit)
   let(damageIncreaseP2E4, damageIncrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP2E4, 20)
   let(maxHitP2E4, 100)
   let(averageHitP2E4, 60)
   let(damageIncreaseP2E4, 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) let(grim, grimoire2) let(pvp, isPvp2)

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(grimEffect, .12 * grim)
   let(pvpLowerCrits, .145 * pvp)
   let(forcedCritAverageHit, minHit + (0.975 - pvpLowerCrits) * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance - grimEffect) * (maxHit + minHit) / 2 + (bitChance + grimEffect) * forcedCritAverageHit)
   let(damageIncrease, (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(damageIncrease, round(damageIncrease * 1000))
   let(damageIncrease, damageIncrease / 1000)
   let(n, normalAverageHit)
   let(minHitP2E3, minHit)
   let(maxHitP2E3, maxHit)
   let(averageHitP2E3, perkAverageHit)
   let(damageIncreaseP2E3, damageIncrease)
   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) let(grim, grimoire2) let(pvp, isPvp2)

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(grimEffect, .12 * grim)
   let(pvpLowerCrits, .145 * pvp)
   let(forcedCritAverageHit, minHit + (0.975 - pvpLowerCrits) * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance - grimEffect) * (maxHit + minHit) / 2 + (bitChance + grimEffect) * forcedCritAverageHit)
   let(damageIncrease, (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(damageIncrease, round(damageIncrease * 1000))
   let(damageIncrease, damageIncrease / 1000)
   let(n, normalAverageHit)
   let(minHitP2E2, minHit)
   let(maxHitP2E2, maxHit)
   let(averageHitP2E2, perkAverageHit)
   let(damageIncreaseP2E2, damageIncrease)
   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) let(grim, grimoire2) let(pvp, isPvp2)

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(grimEffect, .12 * grim)
   let(pvpLowerCrits, .145 * pvp)
   let(forcedCritAverageHit, minHit + (0.975 - pvpLowerCrits) * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance - grimEffect) * (maxHit + minHit) / 2 + (bitChance + grimEffect) * forcedCritAverageHit)
   let(damageIncrease, (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(damageIncrease, round(damageIncrease * 1000))
   let(damageIncrease, damageIncrease / 1000)
   let(n, normalAverageHit)
   let(minHitP2E1, minHit)
   let(maxHitP2E1, maxHit)
   let(averageHitP2E1, perkAverageHit)
   let(damageIncreaseP2E1, damageIncrease)
   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) let(grim, grimoire2) let(pvp, isPvp2)

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(grimEffect, .12 * grim)
   let(pvpLowerCrits, .145 * pvp)
   let(forcedCritAverageHit, minHit + (0.975 - pvpLowerCrits) * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance - grimEffect) * (maxHit + minHit) / 2 + (bitChance + grimEffect) * forcedCritAverageHit)
   let(damageIncrease, (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(damageIncrease, round(damageIncrease * 1000))
   let(damageIncrease, damageIncrease / 1000)
   let(n, normalAverageHit)
   let(minHitP2E0, minHit)
   let(maxHitP2E0, maxHit)
   let(averageHitP2E0, perkAverageHit)
   let(damageIncreaseP2E0, damageIncrease)
   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, 4) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, isLevel20_2) let(grim, grimoire2) let(pvp, isPvp2)

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(grimEffect, .12 * grim)
   let(pvpLowerCrits, .145 * pvp)
   let(forcedCritAverageHit, minHit + (0.975 - pvpLowerCrits) * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance - grimEffect) * (maxHit + minHit) / 2 + (bitChance + grimEffect) * forcedCritAverageHit)
   let(damageIncrease, (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(damageIncrease, round(damageIncrease * 1000))
   let(damageIncrease, damageIncrease / 1000)
   let(n, normalAverageHit)
   let(minHitP1E4, minHit)
   let(maxHitP1E4, maxHit)
   let(averageHitP1E4, perkAverageHit)
   let(damageIncreaseP1E4, damageIncrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP1E4, 20)
   let(maxHitP1E4, 100)
   let(averageHitP1E4, 60)
   let(damageIncreaseP1E4, 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) let(grim, grimoire2) let(pvp, isPvp2)

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(grimEffect, .12 * grim)
   let(pvpLowerCrits, .145 * pvp)
   let(forcedCritAverageHit, minHit + (0.975 - pvpLowerCrits) * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance - grimEffect) * (maxHit + minHit) / 2 + (bitChance + grimEffect) * forcedCritAverageHit)
   let(damageIncrease, (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(damageIncrease, round(damageIncrease * 1000))
   let(damageIncrease, damageIncrease / 1000)
   let(n, normalAverageHit)
   let(minHitP1E3, minHit)
   let(maxHitP1E3, maxHit)
   let(averageHitP1E3, perkAverageHit)
   let(damageIncreaseP1E3, damageIncrease)
   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) let(grim, grimoire2) let(pvp, isPvp2)

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(grimEffect, .12 * grim)
   let(pvpLowerCrits, .145 * pvp)
   let(forcedCritAverageHit, minHit + (0.975 - pvpLowerCrits) * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance - grimEffect) * (maxHit + minHit) / 2 + (bitChance + grimEffect) * forcedCritAverageHit)
   let(damageIncrease, (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(damageIncrease, round(damageIncrease * 1000))
   let(damageIncrease, damageIncrease / 1000)
   let(n, normalAverageHit)
   let(minHitP1E2, minHit)
   let(maxHitP1E2, maxHit)
   let(averageHitP1E2, perkAverageHit)
   let(damageIncreaseP1E2, damageIncrease)
   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) let(grim, grimoire2) let(pvp, isPvp2)

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(grimEffect, .12 * grim)
   let(pvpLowerCrits, .145 * pvp)
   let(forcedCritAverageHit, minHit + (0.975 - pvpLowerCrits) * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance - grimEffect) * (maxHit + minHit) / 2 + (bitChance + grimEffect) * forcedCritAverageHit)
   let(damageIncrease, (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(damageIncrease, round(damageIncrease * 1000))
   let(damageIncrease, damageIncrease / 1000)
   let(n, normalAverageHit)
   let(minHitP1E1, minHit)
   let(maxHitP1E1, maxHit)
   let(averageHitP1E1, perkAverageHit)
   let(damageIncreaseP1E1, damageIncrease)
   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) let(grim, grimoire2) let(pvp, isPvp2)

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(grimEffect, .12 * grim)
   let(pvpLowerCrits, .145 * pvp)
   let(forcedCritAverageHit, minHit + (0.975 - pvpLowerCrits) * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance - grimEffect) * (maxHit + minHit) / 2 + (bitChance + grimEffect) * forcedCritAverageHit)
   let(damageIncrease, (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(damageIncrease, round(damageIncrease * 1000))
   let(damageIncrease, damageIncrease / 1000)
   let(n, normalAverageHit)
   let(minHitP1E0, minHit)
   let(maxHitP1E0, maxHit)
   let(averageHitP1E0, perkAverageHit)
   let(damageIncreaseP1E0, damageIncrease)
   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, 4) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(isLevel20, isLevel20_2) let(grim, grimoire2) let(pvp, isPvp2)

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(grimEffect, .12 * grim)
   let(pvpLowerCrits, .145 * pvp)
   let(forcedCritAverageHit, minHit + (0.975 - pvpLowerCrits) * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance - grimEffect) * (maxHit + minHit) / 2 + (bitChance + grimEffect) * forcedCritAverageHit)
   let(damageIncrease, (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(damageIncrease, round(damageIncrease * 1000))
   let(damageIncrease, damageIncrease / 1000)
   let(n, normalAverageHit)
   let(minHitP0E4, minHit)
   let(maxHitP0E4, maxHit)
   let(averageHitP0E4, perkAverageHit)
   let(damageIncreaseP0E4, damageIncrease)
   let(n, "")

}{

   let(n, 60)
   let(minHitP0E4, 20)
   let(maxHitP0E4, 100)
   let(averageHitP0E4, 60)
   let(damageIncreaseP0E4, 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) let(grim, grimoire2) let(pvp, isPvp2)

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(grimEffect, .12 * grim)
   let(pvpLowerCrits, .145 * pvp)
   let(forcedCritAverageHit, minHit + (0.975 - pvpLowerCrits) * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance - grimEffect) * (maxHit + minHit) / 2 + (bitChance + grimEffect) * forcedCritAverageHit)
   let(damageIncrease, (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(damageIncrease, round(damageIncrease * 1000))
   let(damageIncrease, damageIncrease / 1000)
   let(n, normalAverageHit)
   let(minHitP0E3, minHit)
   let(maxHitP0E3, maxHit)
   let(averageHitP0E3, perkAverageHit)
   let(damageIncreaseP0E3, damageIncrease)
   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) let(grim, grimoire2) let(pvp, isPvp2)

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(grimEffect, .12 * grim)
   let(pvpLowerCrits, .145 * pvp)
   let(forcedCritAverageHit, minHit + (0.975 - pvpLowerCrits) * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance - grimEffect) * (maxHit + minHit) / 2 + (bitChance + grimEffect) * forcedCritAverageHit)
   let(damageIncrease, (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(damageIncrease, round(damageIncrease * 1000))
   let(damageIncrease, damageIncrease / 1000)
   let(n, normalAverageHit)
   let(minHitP0E2, minHit)
   let(maxHitP0E2, maxHit)
   let(averageHitP0E2, perkAverageHit)
   let(damageIncreaseP0E2, damageIncrease)
   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) let(grim, grimoire2) let(pvp, isPvp2)

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(grimEffect, .12 * grim)
   let(pvpLowerCrits, .145 * pvp)
   let(forcedCritAverageHit, minHit + (0.975 - pvpLowerCrits) * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance - grimEffect) * (maxHit + minHit) / 2 + (bitChance + grimEffect) * forcedCritAverageHit)
   let(damageIncrease, (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(damageIncrease, round(damageIncrease * 1000))
   let(damageIncrease, damageIncrease / 1000)
   let(n, normalAverageHit)
   let(minHitP0E1, minHit)
   let(maxHitP0E1, maxHit)
   let(averageHitP0E1, perkAverageHit)
   let(damageIncreaseP0E1, damageIncrease)
   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) let(grim, grimoire2) let(pvp, isPvp2)

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(grimEffect, .12 * grim)
   let(pvpLowerCrits, .145 * pvp)
   let(forcedCritAverageHit, minHit + (0.975 - pvpLowerCrits) * (maxHit - minHit))
   let(perkAverageHit, (1.0 - bitChance - grimEffect) * (maxHit + minHit) / 2 + (bitChance + grimEffect) * forcedCritAverageHit)
   let(damageIncrease, (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(damageIncrease, round(damageIncrease * 1000))
   let(damageIncrease, damageIncrease / 1000)
   let(n, normalAverageHit)
   let(minHitP0E0, minHit)
   let(maxHitP0E0, maxHit)
   let(averageHitP0E0, perkAverageHit)
   let(damageIncreaseP0E0, damageIncrease)
   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 6.png6 Equilibrium.pngPerk rank 4.png4 name=minHitP6E4|type=output name=maxHitP6E4|type=output name=averageHitP6E4|type=output name=damageIncreaseP6E4|type=output
X mark.svg Precise.pngPerk rank 6.png6 Equilibrium.pngPerk rank 3.png3 name=minHitP6E3|type=output name=maxHitP6E3|type=output name=averageHitP6E3|type=output name=damageIncreaseP6E3|type=output
Yes check.svg Precise.pngPerk rank 6.png6 Equilibrium.pngPerk rank 2.png2 name=minHitP6E2|type=output name=maxHitP6E2|type=output name=averageHitP6E2|type=output name=damageIncreaseP6E2|type=output
Yes check.svg Precise.pngPerk rank 6.png6 Equilibrium.pngPerk rank 1.png1 name=minHitP6E1|type=output name=maxHitP6E1|type=output name=averageHitP6E1|type=output name=damageIncreaseP6E1|type=output
Yes check.svg Precise.pngPerk rank 6.png6 Equilibrium.png0 name=minHitP6E0|type=output name=maxHitP6E0|type=output name=averageHitP6E0|type=output name=damageIncreaseP6E0|type=output
X mark.svg Precise.pngPerk rank 5.png5 Equilibrium.pngPerk rank 4.png4 name=minHitP5E4|type=output name=maxHitP5E4|type=output name=averageHitP5E4|type=output name=damageIncreaseP5E4|type=output
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
Yes check.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 4.png4 name=minHitP4E4|type=output name=maxHitP4E4|type=output name=averageHitP4E4|type=output name=damageIncreaseP4E4|type=output
Yes check.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
Yes check.svg Precise.pngPerk rank 3.png3 Equilibrium.pngPerk rank 4.png4 name=minHitP3E4|type=output name=maxHitP3E4|type=output name=averageHitP3E4|type=output name=damageIncreaseP3E4|type=output
Yes check.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
Yes check.svg Precise.pngPerk rank 2.png2 Equilibrium.pngPerk rank 4.png4 name=minHitP2E4|type=output name=maxHitP2E4|type=output name=averageHitP2E4|type=output name=damageIncreaseP2E4|type=output
Yes check.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
Yes check.svg Precise.pngPerk rank 1.png1 Equilibrium.pngPerk rank 4.png4 name=minHitP1E4|type=output name=maxHitP1E4|type=output name=averageHitP1E4|type=output name=damageIncreaseP1E4|type=output
Yes check.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 4.png4 name=minHitP0E4|type=output name=maxHitP0E4|type=output name=averageHitP0E4|type=output name=damageIncreaseP0E4|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
Standard gizmoAncient gizmo
12345123456789
Armadyl components.png
Armadyl componentsRare1234501–223455–666
Historic components.png
Historic componentsAncient0000001–21–31–41–51–61–62–62–6
Precise components.png
Precise componentsUncommon01–21–21–31–4011–21–21–31–41–51–51–6
Connector parts.png
Connector partsCommon0011–21–2000111–21–21–21–3

Suggested gizmos[edit | edit source]

Gizmo layout Possible perks Approx costs
Historic components.pngHistoric components.pngHistoric components.png
Historic components.pngHistoric components.pngHistoric components.png
Historic components.pngHistoric components.pngHistoric components.png
  • Other possible perks:
Ancient weapon gizmo shell 392,170
See RS:Material prices for details on how prices are approximated.
Armadyl components.pngIlujankan components.pngArmadyl components.png
Armadyl components.pngIlujankan components.pngArmadyl components.png
Armadyl components.pngArmadyl components.pngArmadyl components.png
This combination is for Precise 6, Aftershock 1.
Ancient weapon gizmo shell 52,086,559
See RS:Material prices for details on how prices are approximated.
Armadyl components.pngShadow components.pngArmadyl components.png
Armadyl components.pngShadow components.pngArmadyl components.png
Armadyl components.pngArmadyl components.pngArmadyl components.png
This combination is for Precise 6, Caroming 1.
Ancient weapon gizmo shell 58,656,007
See RS:Material prices for details on how prices are approximated.
Armadyl components.pngArmadyl components.pngArmadyl components.png
Armadyl components.pngArmadyl components.pngArmadyl components.png
Timeworn components.pngArmadyl components.pngTimeworn components.png
This combination is for Precise 6, Ruthless 1.
Ancient weapon gizmo shell 33,002,793
See RS:Material prices for details on how prices are approximated.
Armadyl components.pngArmadyl components.pngArmadyl components.png
Armadyl components.pngArmadyl components.pngArmadyl components.png
Dragonfire components.pngArmadyl components.pngDragonfire components.png
This combination is for Precise 6, Dragon Slayer.
Ancient weapon gizmo shell 33,604,477
See RS:Material prices for details on how prices are approximated.
Armadyl components.pngArmadyl components.pngArmadyl components.png
Armadyl components.pngArmadyl components.pngArmadyl components.png
Third-age components.pngArmadyl components.pngThird-age components.png
This combination is for Precise 6, Demon Slayer.
Ancient weapon gizmo shell 64,006,031
See RS:Material prices for details on how prices are approximated.
Armadyl components.pngArmadyl components.pngArmadyl components.png
Armadyl components.pngArmadyl components.pngArmadyl components.png
Undead components.pngArmadyl components.pngLiving components.png
This combination is for Precise 6, Undead Slayer.
  • Other possible perks:
Ancient weapon gizmo shell 36,716,431
See RS:Material prices for details on how prices are approximated.
Ilujankan components.pngIlujankan components.pngHistoric components.png
Ilujankan components.pngIlujankan components.pngIlujankan components.png
Armadyl components.pngIlujankan components.pngArmadyl components.png
This combination is for Precise 2, Aftershock 4.
Ancient weapon gizmo shell 67,095,678
See RS:Material prices for details on how prices are approximated.
Armadyl components.pngPrecise components.pngArmadyl components.png
Precise components.pngArmadyl components.pngPrecise components.png
Armadyl components.pngPrecise components.pngArmadyl components.png
This combination is highly recommended for Precise 6 Equilibrium 1 at 120 Invention.
  • Other possible perks:
Ancient weapon gizmo shell 23,638,199
See RS:Material prices for details on how prices are approximated.
Precise components.pngHistoric components.pngPrecise components.png
Historic components.pngHistoric components.pngPrecise components.png
Precise components.pngPrecise components.pngPrecise components.png
This is the cheapest combination for Precise 6 Equilibrium 2.
  • Other possible perks:
Ancient weapon gizmo shell 374,506
See RS:Material prices for details on how prices are approximated.
Precise components.pngPrecise components.pngArmadyl components.png
Precise components.pngPrecise components.pngPrecise components.png
Armadyl components.pngPrecise components.pngArmadyl components.png
This is the cheapest combination for Precise 6 Equilibrium 2 that uses armadyl components.
  • Other possible perks:
Ancient weapon gizmo shell 14,329,189
See RS:Material prices for details on how prices are approximated.
Armadyl components.pngPrecise components.pngArmadyl components.png
Precise components.pngPrecise components.pngPrecise components.png
Armadyl components.pngPrecise components.pngArmadyl components.png
  • Other possible perks:
Ancient weapon gizmo shell 18,983,694
See RS:Material prices for details on how prices are approximated.
Armadyl components.pngArmadyl components.pngArmadyl components.png
Armadyl components.pngTimeworn components.pngArmadyl components.png
Precise components.pngArmadyl components.pngPrecise components.png
This combination is for Precise 6, Equilibrium 1.
  • Other possible perks:
Ancient weapon gizmo shell 28,320,496
See RS:Material prices for details on how prices are approximated.
Armadyl components.png
Armadyl components.pngArmadyl components.pngArmadyl components.png
Armadyl components.png
Weapon gizmo shell 23,356,904
See RS:Material prices for details on how prices are approximated.
Armadyl components.png
Precise components.pngPrecise components.pngPrecise components.png
Precise components.png
  • Other possible perks:
Weapon gizmo shell 4,738,884
See RS:Material prices for details on how prices are approximated.
Precise components.png
Precise components.pngPrecise components.pngPrecise components.png
Precise components.png
  • Other possible perks:
Weapon gizmo shell 84,379
See RS:Material prices for details on how prices are approximated.
Armadyl components.png
Precise components.pngArmadyl components.pngPrecise components.png
Armadyl components.png
This combination is for Precise 5 Equilibrium 1, and should only be used in attempts for that gizmo.
  • Other possible perks:
Weapon gizmo shell 14,047,894
See RS:Material prices for details on how prices are approximated.

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!
  • patch 29 February 2016 (Update):
    • Abilities no longer suffer the 10k damage cap when using the 'Precise' perk.
  • patch 22 February 2016 (Update):
    • The Precise perk now has an increased minimum damage of 1.5% per rank of your maximum damage, up from 1%.