let(eqRank, 0) let(grim, grimoire2), let(precRank, 4)

This is best of the best perk for Range and Melee. let(isLevel20, isLevel20_2) let(eqRank, 1) let(eqRank, 2) As the damage increase is small, it may be more cost effective to improve gear in other areas before pursuing these combination gizmos. let(maxHit, abilityMaxHitIn2) let(bitRank, bitRank2) Most abilities' min hits are 20% of their max hit, but some abilities also mention min hits. let(minHit, abilityMinHitIn2) let(minHit, abilityMinHitIn2) let(eqRank, 3) let(normalAverageHit, (maxHit + minHit)/2) let(bitRank, bitRank2) From ingame testing, Equilibrium changes the minimum natural critical hit such that the chance of landing a natural critical hit is the same as without Equilibrium. Abilities no longer suffer the 10k damage cap when using the 'Precise' perk. let(minHit, abilityMinHitIn2) As a result, Equilibrium will increase minimum hit by 2.4% per rank and decrease maximum hit by 0.8% per rank. let(eqRank, 0) let(isLevel20, isLevel20_2) The minimum hit increase remains unchanged. More information can be found here. let(isLevel20, isLevel20_2) let(isLevel20, isLevel20_2) let(minHit, abilityMinHitIn2) let(eqRank, 4) let(isLevel20, isLevel20_2) let(maxHit, abilityMaxHitIn2) If you want to sort the tables by damage increase, note that you need to refresh the page for them to re-sort if you change the biting rank. let(bitRank, bitRank2) let(eqRank, 1) 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. ) let(eqRank, 4) let(isLevel20, isLevel20_2) let(maxHit, abilityMaxHitIn2) Many players sink 400mil-3bil into a few gizmos. let(minHit, abilityMinHitIn2) let(maxHit, abilityMaxHitIn2)

let(eqRank, 1) let(eqRank, 3) let(minHit, abilityMinHitIn2) 2000 let(maxHit, abilityMaxHitIn2) let(minHit, abilityMinHitIn2) = perks you can get on one gizmo. let(bitRank, bitRank2) let(bitRank, bitRank2) let(maxHit, abilityMaxHitIn2)

let(isLevel20, isLevel20_2) let(normalAverageHit, (maxHit + minHit)/2) let(grim, grimoire2), let(precRank, 6) let(normalAverageHit, (maxHit + minHit)/2) let(maxHit, abilityMaxHitIn2) let(grim, grimoire2), let(precRank, 1) let(bitRank, bitRank2) let(grim, grimoire2), let(precRank, 2) let(grim, grimoire2), let(precRank, 3) let(maxHit, abilityMaxHitIn2) let(grim, grimoire2), let(precRank, 1) let(bitRank, bitRank2) As such, Precise increases the ability damage of abilities with a 1:5 ratio as follows: The table below lists the Average hit increase of abilities that have a different ratio of ability damage.

P5E1 is ideal for Range and Melee. let(normalAverageHit, (maxHit + minHit)/2) let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) For P6AS1, use 7 Armadyl components and 2 Ilujankan components. let(normalAverageHit, (maxHit + minHit)/2) let(grim, grimoire2), let(precRank, 5) Only ability damage range percents are taken into consideration. let(eqRank, 2) let(maxHit, abilityMaxHitIn2)

let(minHit, abilityMinHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(eqRank, 3)

= perks you can not get on one gizmo let(normalAverageHit, (maxHit + minHit)/2) let(grim, grimoire2), let(precRank, 6) let(bitRank, bitRank2) name=precRank1|type=int|range=0,5|sublist=init, name=eqRank1|type=int|range=0,3|sublist=init, name=bitRank1|type=int|range=0,3|sublist=init, name=isLevel20_1|type=select|range=No,Yes|sublist=init, name=abilityMinHitIn1|type=number|range=0,1000|value=20|sublist=init, name=abilityMaxHitIn1|type=number|range=0,1000|value=100|sublist=init, name=bitRank2|type=int|range=0,3|sublist=init, name=isLevel20_2|type=select|range=No,Yes|sublist=init, name=abilityMinHitIn2|type=number|range=0,1000|value=20|sublist=init, name=abilityMaxHitIn2|type=number|range=0,1000|value=100|sublist=init, Largest single sample size is "Base Tank", getting 10/23040, Largest single sample size is Litt's twitter, getting 3/240. = perks you can not get on one gizmo

let(minHit, abilityMinHitIn2) let(bitRank, bitRank2) let(grim, grimoire2), let(precRank, 5) let(bitRank, bitRank2) let(normalAverageHit, (maxHit + minHit)/2) {\displaystyle \left({\text{all possibile combinations have chance}}<{\frac {1}{2000}}\right)} let(isLevel20, isLevel20_2), let(precRank, 1) let(bitRank, bitRank2) let(eqRank, 4) let(eqRank, 0) let(normalAverageHit, (maxHit + minHit)/2) let(normalAverageHit, (maxHit + minHit)/2) let(precRank, 5) let(normalAverageHit, (maxHit + minHit)/2) let(eqRank, 3) let(grim, grimoire2), let(precRank, 1)

let(eqRank, 4) let(grim, grimoire2), let(precRank, 4)

let(bitRank, bitRank1) let(bitRank, bitRank2) let(isLevel20, isLevel20_2)

let(bitRank, bitRank2) let(minHit, abilityMinHitIn2) let(grim, grimoire2), let(precRank, 3) let(eqRank, 1)

let(bitRank, bitRank2) The perk increases the affected abilities' damage when the player's target does not face the player, although depending on the monster and the number of game squaresit occupies, it may be ambiguous when they actually face the player or not. For the invention material, see, This page takes user input via JavaScript and may use changing prices from the, https://runescape.wiki/w/Precise?oldid=34189841, Pages using DynamicPageList parser function. let(eqRank, 1) The suggested combination for P6E2 is 5 Precise components and 4 Armadyl components. let(eqRank, 3) let(maxHit, abilityMaxHitIn2) let(bitRank, bitRank2) let(grim, grimoire2), let(precRank, 1) let(isLevel20, isLevel20_2)

let(minHit, abilityMinHitIn2) let(bitRank, bitRank2) Suppose an ability has ability damage that ranges from a minimum of 20% to a maximum of 100% ability damage. let(maxHit, abilityMaxHitIn2) let(isLevel20, isLevel20_2), let(precRank, 2) let(maxHit, abilityMaxHitIn2) let(isLevel20, isLevel20_2) The Equilibrium perk now decreases max hit by 1% (down from 3%) per rank. let(isLevel20, isLevel20_2), let(precRank, 4)

let(minHit, abilityMinHitIn2) let(isLevel20, isLevel20_2) let(bitRank, bitRank2) let(bitRank, bitRank2)

let(maxHit, abilityMaxHitIn2) let(isLevel20, isLevel20_2) let(normalAverageHit, (maxHit + minHit)/2) RuneScape Wiki is a FANDOM Games Community. let(maxHit, abilityMaxHitIn2) The ideal weapon perk setup includes a gizmo on off-hand or 2h weapon containing Precise 4 with Equilibrium 2 (obtained from five precise components) or Precise 5 with Equilibrium 1 (obtained from one Armadyl component and four precise components). let(isLevel20, isLevel20_2) let(maxHit, abilityMaxHitIn2) let(bitRank, bitRank2) Most abilities' min hits are 20% of their max hit, but some abilities also mention min hits. let(isLevel20, isLevel20_2) let(isLevel20, isLevel20_2) let(eqRank, 4) let(grim, grimoire2), let(precRank, 2) let(eqRank, 3) let(bitRank, bitRank2) let(eqRank, 2) let(normalAverageHit, (maxHit + minHit)/2) let(bitRank, bitRank2) let(maxHit, abilityMaxHitIn2) Does not stack with Equilibrium aura; aura takes precedence. let(eqRank, 0) let(bitRank, bitRank2) let(eqRank, 3) let(minHit, abilityMinHitIn2) let(grim, grimoire2), let(precRank, 5) let(eqRank, 2)

let(minHit, abilityMinHitIn2) let(minHit, abilityMinHitIn2) let(bitRank, bitRank2) let(normalAverageHit, (maxHit + minHit)/2) {\displaystyle \left({\text{there exists a combination with chance}}\geq {\frac {1}{2000}}\right)} let(isLevel20, isLevel20_2) let(normalAverageHit, (maxHit + minHit)/2) let(normalAverageHit, (maxHit + minHit)/2)

let(normalAverageHit, (maxHit + minHit)/2) let(maxHit, abilityMaxHitIn2) let(isLevel20, isLevel20_2) ( As the damage increase is small, it may be more cost effective to improve gear in other areas before pursuing these combination gizmos. let(minHit, abilityMinHitIn2) let(minHit, abilityMinHitIn2) let(minHit, abilityMinHitIn2) let(eqRank, 2) let(normalAverageHit, (maxHit + minHit)/2) let(bitRank, bitRank2) let(isLevel20, isLevel20_2)

let(minHit, abilityMinHitIn1) let(bitRank, bitRank2) let(eqRank, 1)

let(minHit, abilityMinHitIn2) let(minHit, abilityMinHitIn2)

let(grim, grimoire2), let(precRank, 0) let(eqRank, 2) let(maxHit, abilityMaxHitIn2) let(normalAverageHit, (maxHit + minHit)/2) let(normalAverageHit, (maxHit + minHit)/2)

let(grim, grimoire2), let(precRank, 3) let(isLevel20, isLevel20_2) let(minHit, abilityMinHitIn2) let(bitRank, bitRank2) let(bitRank, bitRank2) let(isLevel20, isLevel20_2) let(eqRank, eqRank1) let(eqRank, 0) let(isLevel20, isLevel20_2) let(maxHit, abilityMaxHitIn2)

let(bitRank, bitRank2) let(normalAverageHit, (maxHit + minHit)/2)

let(bitRank, bitRank2)

let(eqRank, 2)

The table above applies to abilities with a damage range of 20% - 100%, excluding. https://twitter.com/basetankrs/status/877637730951450624?lang=en, https://twitter.com/yougotlittuprs/status/838453608748302338?lang=en, https://twitter.com/jagexshogun/status/837353817918308352?lang=en. let(minHit, abilityMinHitIn2) let(eqRank, 0)

let(isLevel20, isLevel20_2) 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). Increases your minimum damage by 1.5% per rank of your maximum damage. These combinations give ~1% more damage than common Precise 5 or P3E2 gizmos.



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