Ruby bakriminel bolts (e)
|Ruby bakriminel bolts (e)|
|Release||22 January 2018 (Update)|
|High alch||117 coins|
|Low alch||78 coins|
|Enchanted ruby tipped bakriminel bolts. Item bonus: Blood Forfeit - 5% chance to hit your opponent for 20% of their lifepoints and hit yourself for 10% of your lifepoints.|
|Exchange||3,816 coins (info)|
|Links||MRID • recipe|
|FAQ • doc|
Enchanted ruby bakriminel bolts have a 5% chance of triggering the Blood Forfeit effect, which hits the target for up to 20% of their remaining life points, while dealing the player 10% of their own life points as recoil. In player killing situations, the damage is capped at 3,000; against monsters, it is capped at at 10,000 for regular hits. Critical hits are capped at 12,000 (15,000 with Erethdor's grimoire). For monsters with over 1,000,000 life points remaining, the chance of triggering is lowered by 1% for every 1,000,000.
This effect can be triggered with auto attacks and abilities, with abilities consuming one bolt per activation. Multi-target abilities such as ricochet can trigger the effect separately on secondary targets. Abilities that hit multiple times such as rapid fire have a chance to trigger it on each hit separately.
Sacrifice can trigger the effect and will heal according to the damage dealt by the effect.
Combat stats[edit | edit source]
|Accuracy||-||-||PvM: 0%||PvP: 0%|
|FAQ • docs|
Blood Forfeit[edit | edit source]
The actual effect of these bolts is somewhat complex. Because of its power level, blood forfeit has several restrictions placed on it:
Chance of occurring[edit source]
The chance the effect occurs is at most:
|Ranged cape perk active||6%|
|Elite Seers' Village achievements||7%|
|Ranged cape & Elite Seers' Village achievements||8.4%|
For every 1 million health the chance of the effect occurring decreases by 1%. For this reason, the chance of the effect occurring at Seiryu the Azure Serpent is always 1% except during story mode.
When a monster is hit by the effect, they get a 6 seconds invisible cooldown during which the effect cannot occur on them again. However, if a player hits another target with an area of effect ability like Ricochet, additional targets do not share this cooldown and have their own chance to activate, unaffected by the primary target.
To calculate the damage, let be the current life points of the target and let be the maximum life points of the target.
The damage of blood forfeit starts at 20% of the enemy's health but the percentage goes down as their life points decrease (to a minimum of 1%). The percentage of current health the bolts will do is
Therefore, the damage done from this would be
Furthermore, the bolts have a maximum soft damage cap which can be equal to 10,000 damage, or 15,000 with Erethdor's grimoire. Hits over 10,000[exception 1] are caused by damage modifiers (such as a boosted Ranged level or a prayer/curse such as Anguish). The soft damage cap scales down linearly as life points fall below half.
Define the maximum soft damage cap, , to be:
The soft damage cap, , is then:
The actual damage before boosts, , will then be the minimum of these:
This formula is similar in PvP situations. The damage is always capped at 3,000 damage but scales down when the opponent's life points fall below half:
For example, when fighting against Nex in her blood phase and she has 100,000 health left, the player will deal 10% of her current health as damage, with a damage cap of 10,000, resulting in 10,000 damage when the effect occurs without any modifiers. When she falls to 80,000 health and is in her ice phase, the effect will only deal 8% of her current health resulting in 6,400 damage without any modifiers. If the effect occurs against Nex: Angel of Death with 750,000 health remaining, the player will deal 5% of her maximum health (well over 30,000 damage) but with a damage cap of 5,000, resulting in 5,000 damage before modifiers.
Any effect which modifies the damage blood forfeit replaces, such as Needle strike, Prayer, boosted levels or Scrimshaw of cruelty will modify the damage after the above has been calculated, although still subject to the regular damage caps of 10,000 for non-critical hits and 12,000 for critical hits (or 15,000 for critical hits with the grimoire). Anything that modifies Ability damage directly, such as weapon and equipment bonus or level, will not boost the damage as blood forfeit replaces the ability damage. A list of possible boosts can be found on the ability damage page.
For example, in the previous situation where Nex is at 80,000 health points and the effect triggers but the player is using the Desolation curse, boosted by 19 levels using a Supreme overload and under the effects of the remnants of the Stone of Jas from the Glacor Cave, blood forfeit would deal roughly 7,564-7,640 damage. The precise perk guarantees around 7,640 damage.
Damage done to the player[edit source]
The damage done to the player is not affected by any modifiers and will always deal 10% of their current health. Onslaught can trigger the effect (but damage bonuses that do not affect onslaught can also not affect blood forfeit during an onslaught). Onslaught's own self-damage would be taken as normal for that hit. Ruby bolts (e)'s self-damage appears to be 10% of the life points before the previous self-damage hit is taken into account, e.g. if the player had 6,000 life points, Onslaught deals 1,000 self-damage and then the next hit triggers ruby bolts (e), they would take 600 additional damage instead of 500.
Creation[edit | edit source]
|126.4 XP||-||4 (2.4s) / 1 (0.6s) [recipe 1]||38,160|
|Ruby bakriminel bolts||10||3,272||32,720|
- ^ When enchanting the first set of bolts
Disassembly[edit | edit source]
|Disassembly category||Bolts and bolt tips|
|Item quantity required||50|
|Base junk chance||46.1%|
Update history[edit | edit source]