Revolution is a combat mode that automatically uses abilities for the player. It was released on 24 February 2014. It can be toggled from the Combat Settings interface, or by right-clicking the gear icon in the action bar. Revolution automatically triggers the first available ability on the action bar, and can access any number of slots in the bar.
Optimal basic abilities[edit | edit source]
For any given combat situation, there is an optimal Revolution ability setup that will maximise damage. The abilities below will maximise a stream of damage over a long period for some of those situations. This is not a complete analysis — it assumes no threshold or ultimate abilities are used, and that there is virtually no input from the user. It does not take into account "overkill loss", lost damage due to hitting higher than a monster's remaining life points. It is not tailored to any specific combat situation, but each of these are reasonably good Revolution setups for just about any circumstance. The damage is listed in terms of ability damage per game tick, and the damage is a fixed average used to represent the average damage per second over time. For example '30.12% ability damage' refers to precisely 30.12% rather than say, a range of 0%-30.12%.
Calculating the average ability damage per tick ("AADPT") demonstrates that Revolution without thresholds and ultimates is quantifiably inferior to Legacy in all cases, since Legacy is about 38.24% damage per tick (28.75% in PvP). Revolution would need to incorporate thresholds and ultimates in order to surpass Legacy damage per second.
It is recommended to use Sacrifice in place of some of the lower-hitting basic abilities, if you have access to it. Sacrifice hits between 20% and 100% and has a healing property, while, for example, Piercing Shot and Wrack hit 18.2% to 94% with no special properties. It should be noted that Concentrated Blast and Snipe take 6 ticks when using Revolution, compared to 4 or 5 ticks when manually triggering abilities.
The multi-combat Chain and Ricochet abilities can be either strongly desirable or useless, depending on the combat situation. Against low-risk multi-combat Slayer monsters like Rorarii, they can be extremely useful because they can hit up to 3 monsters for an average of 60% damage, making them the best basic abilities. Against single-combat monsters, Chain and Ricochet are below-average but still may be worth using. Against higher-risk multicombat monsters like Automatons or Kal'gerion demons, they should be avoided completely since they will make multiple combatants aggressive.
Several abilities are identical in damage and cooldown, so can be swapped to favour one or the other for their secondary effect, or to swap handedness, without changing the bar's AADPT:
- Chain and Impact for Magic, and Ricochet and Binding Shot for Ranged - if you want to use stuns more, Impact/Binding Shot should go first; if you want to hit more monsters more often, Chain/Ricochet should go first
- Cleave and Decimate for Strength, and Smash and Havoc for Attack - swapping these pairs (Cleave and Smash for Decimate and Havoc) is a simple way to swap between two-handed and dual-wielding melee (in addition to thresholds/ultimates)
- Dazing Shot and Needle Strike can be swapped to change from two-handed to dual-wielded ranged with minimal change to AADPT
- Notes on calculations
- All optimal calculations use the algorithms described here; the values can be checked using the calculator
- Accuracy is assumed 100%
- The values for each bar given are average ability damage per tick, which is a percentage of the ability damage stat (as listed in the loadout tab of Gear) per each game tick. It is an average in two ways - it uses the average damage of each ability and averages over a long period of time
- Multiplying the percentage by the ability damage stat (in loadout) changes from average ability damage to average damage for that equipment setup
- Dividing the value by 0.6 changes from per tick to per second
- Sacrifice is not considered, however it generally has little effect on improving the optimal bars
- Tuska's Wrath is also not considered, but it does improve magic and ranged bars, while off-task; on-task it should generally be treated as an ultimate and triggered manually to prevent wasted damage
- Bash is considered as its best effective percentage - with level 99 skills and tier 90 gear, it is approximately 144.2%
- Cleave, Dragon Breath, Chain, and Ricochet are assumed to hit 1 target only
- The revolution is allowed to continue entirely input-free (channeled abilities are not interrupted or ended early; only one target for a long time)
- Abilities that gain extra damage in specific circumstances (e.g. Decimate against shield-wearing players, Punish against stunned targets, Fragmentation shot with a moved target) are given their base value - specific circumstances are not accounted for
- The bars listed only accounts for the default abilities not unlocked via other means; for bars that unlock from world event/codex/drops, see: Revolution/Bars.
Optimal bars[edit | edit source]
The following standard optimal bars apply to both members and free players. This does not include abilities which have additional requirements other than level to unlock, such as Corruption Shot and Corruption Blast.
For a full list of optimal ability bars, see Revolution/Bars.
|Two-handed melee||32%||Open in calculator|
|Dual-wielded melee||32%||Open in calculator|
|One-handed melee||27.94%||Open in calculator|
|One-handed melee with shield||28.57%||Open in calculator|
|Open in calculator|
|Dual-wielded magic||27.86%||Open in calculator|
|Open in calculator|
|One-handed magic with shield||25.94%|
|Open in calculator|
|Two-handed ranged||28.45%||Open in calculator|
|Dual-wielded ranged||29.06%||Open in calculator|
|Open in calculator|
|One-handed ranged with shield||26.1%|
|Open in calculator|
|Shieldbow||29.25%||Open in calculator|
Default setups[edit | edit source]
The first time the Revolution setting is activated, the interface offers to suggest a basic initial setup for the abilities in the action bar; depending on the type of fighter a character is, default setups suggested differ for Melee, Ranged, and Magic warriors. An average ability damage per tick value is given for comparison with the above - this value only counts the usage of basic abilities in revolution.
Melee[edit | edit source]
|Basics: 22.02% ability damage per tick|
Ranged[edit | edit source]
|Basics: 23.88% ability damage per tick|
Magic[edit | edit source]
|This bar cannot use revolution continuously without using autoattacks|
Update history[edit | edit source]
- patch 21 January 2019 (Update):
- Performing abilities whilst moving with revolution enabled will now correctly play attack animations.
- patch 23 April 2018 (Update):
- The default action bars attached to Setup Action Bar have been updated to suit Revolution++.
- patch 8 January 2018 (Update):
- It is now easier to consistently cast debuff and bind spells while revolution is active in combat. These spells still obey the global cooldown and may now be cast via ability queuing on the action bar.
- patch 20 November 2017 (Update):
- Regenerate is no longer triggered by Revolution.
- Revolution now fires combat abilities when stats are boosted.
- patch 13 November 2017 (Update):
- Players can now choose whether or not Revolution activates basic, threshold or ultimate abilities in the Combat Settings interface.
- The Cleave ability can now be used by Revolution while action bar slot 6 has a queued ability.
- hotfix 13 November 2017 (Update):
- Revolution will no longer trigger special attacks.
- Revolution will now continue to trigger abilities after using a stun-based threshold or the Salt in the Wound ability.
- update 6 November 2017 (Update):
- Revolution is now more laid-back than ever: with enough adrenaline, you can now automatically trigger thresholds and ultimates; and, with a resizeable window, you can now tailor exactly how many of your abilities should be automatic.
- patch 3 July 2017 (Update):
- A check has been added to ensure that Revolution functions correctly with a shield equipped.
- hotfix 12 June 2017 (Update):
- Queuing threshold & ultimate abilities in certain situations no longer halts revolution until the queued ability is triggered.
- patch 22 August 2016 (Update):
- Players are now able to switch between revolution and full manual mode whilst engaged in combat.
- patch 18 July 2016 (Update):
- Revolution no longer stops working when Storm Shards is in the first slot of an action bar and the target already has 10 stacks.
- patch 2 March 2015 (Update):
- Revolution will now start up faster after all basic abilities have been on cooldown.
- patch 28 July 2014 (Update):
- Made revolution begin firing abilities faster, to prevent revolution from not starting for a couple rounds of combat.
- patch 17 March 2014 (Update):
- An initial tutorial and popup has been added to tell players about Revolution.
- patch 10 March 2014 (Update):
- Revolution will now activate basic shield abilities with shieldbows.
- An issue with Revolution not behaving correctly when using auto-retaliate against multiple enemies has been fixed.
- Revolution will no longer use the Create Gatestone spell from the action bar.
Trivia[edit | edit source]
- During the Combat Improvements Beta, Revolution was a basic ability that was toggled on and off with an animation identical to Rejuvenate.
- Revolution was inspired by a player-made idea on the forums called Conservation.
- Originally, Revolution would automatically trigger only basic abilities, forcing the player to activate threshold and ultimate abilities manually. This was changed on 6 November 2017.