Solution for degrade costs on Augmented T90 gear

Solution for degrade costs on Augmented T90 gear.

PLEASE NOTE THAT THIS MAY NOT BE EASY TO UNDERSTAND! – Mainly solution 1 and 2.
This is a very complex topic and have spent several hours trying to get our (Myself, Kieran & Grumpy Git) heads around it. I will try my best to explain this in the best way possible.


Solution 1 & 2 are not viable solutions, so with this I’ll attempt to provide you with new solutions. Solution 3, being my idea, and 4 being Grumpy Git’s. Pretty confident 5 is the best solution so far and can be worked with to make T90 armour augmentable.
Discuss this here: https://www.reddit.com/r/runescape/comments/45658w/invention_augmentable_t90_degrade_to_dust_solution/

Solution 5 – Jamo

Okay so I can’t currently think of any problem that can’t be somewhat easily worked around with this solution. It has to be by far the easiest and most likely. With help from Grumpy Git questioning me on possible issue with this solution, I think this might be the one that can be worked on to make it possible to Augment T90 degradeable armour.

 

So I’ll use Malevolent as an example here. So the current process to make a Malevolent armour piece is to go to an Anvil with the appropriate amount of energies & reinforcement plates, you then simply smith the item and it’s done. So my idea is to change this method of creating the armour, and change it so T90 armour is an Invention made item. So rather than going to an Anvil with your components you will go to the Invention workbench. Myself and Kieran had already calculated the amount of divine energies required to last a T90 armour set in terms of the length of a divine charge and its drain rate. I will repost those equations after I further explain my idea.

This method you won’t even have to tie in the armour with the charge pack and a drain rate, as it will be calculated on creation of the armour, once the Invention team decide on an appropriate drain rate, the amount of divine energies used can be calculated by that drain rate, so you then just make x amount of divine energies a required item.
This solution solves the issue with T90 energy sink, Divine energies & a drain rate on the armour and the reinforcement plates can still be used, just an added item on the required item list to create it. I will do a brief, Q&A of possible problems that myself and Grumpy Git thought may be an issue, but with and an answer hopefully solving it. 

Q: What happens to all the current sets or armour in game?
A: Players have the option to die in the wilderness or red portal to a trusted friend to receive some energies back. Players will still also be able to use non-augmented armour, so they can continue to use the armour until it degrades to dust.

Q: Would you make the armour augmented?
A: No, the most likely way would be to continue as all other armours are. You make the augmentor and then attach it to the armour.


Q: What if you don’t want to augment the armour; Will I still have to spend divine energies to create it?
A: No, there could be an option to create armour with just the required items as is needed currently. This armour would be un-augmentable.

Q: Would it still be tradeable?
A: Of course, the non-augmentable armour would work how it currently does. Tradeable until worn.

Q: What happens to the augmentor that you used on it when the augmentable T90 armour degrades to dust?
A: Either you would have to make a new augmentor and lose the current one or solution 4 (scroll down to find this) could come into place. Losing an augmentor to T90 wouldn’t be much of an issue, at the end of the day you’re using the best armour in game with the benefits of perks. So possibly an additional cost.

Q: What happens to your perks?
A: You will be able to use the Equipment dissolver to remove the perks, or on degrade to dust the perks will fall into your inventory as they do when disassembling any gear/weapons currently over level 8.

Q: Would you still need level 80 smith/craft/div to create this?
A: For the augmentable version yes, non-augmentable version I’m sure The Invention Team will be able to make it so that this is not required, even whilst creating on the invention workbench.

Of course all other requirements such as the Runecrafting/smithing/crafting level to make the appropriate sets to those levels will apply. Also with this the buy limit on Divine energies will have to be looked at.

Now the possible problems.

Q: How would levelling this item work? If I got the item to level 10 for example and it degrades to dust.
A: If you wanted to disassemble the armour, I can’t see it possible taking that long to get it to level 10,12,15 or 20 before it degrades to dust. The other possibility is that Jagex create a new item which I guess siphons the exp out, leave you a new item you can use on a new set, carrying over the exp.
The other solution to this is that you just receive the exp of whatever level you were on.

Equation = Charges / Drain Rate * Ticks / Seconds (in a minute)

3,000 / 0.55 * 0.60 / 60 = 54.54 minutes one divine charge will last per armour piece

Equation = Ticks (per hour) * drain rate = charges (per hour)

6,000 * 0.55 = 3,300

3,300 = 1.1 Divine charges used per hour per augmented piece

1.1 Divine charges = 247.5 Divine energies

x2 = 495 energies used per/hr (top & bottom augmented)

495 x 30 = 14,850 Incandescent energies.. (30 being the amount of hours a T90 set approximately lasts)

14,850 Incandescent energies would equate to 66 full divine charges you’d have to make for a full set of T90 gear for a full 30 hours.

Solution 3 – Jamo

Now this is a bit of a bizarre idea, am I’m not too sure how I came up with it but if it works, it works right? So this new idea is basically to copy the way Silverhawk boots work with charges, but to T90 gear. So the idea is that you’d be able to charge your gear with energies, if viable just by clicking the energies and using them on the armour, and it would then activate once every 26 minutes, using the T90 energy. As worked out below.

– 70(amount of energies used for a full top + bottom) / 30(amount of hours it lasts) =2.3 t90 armour energies used/hr

– 60(amount of minutes/hr) / 2.3 (amount used/hr) =26.08(minutes per degrade)

– 26(minutes) x 70(full charges t90 top + bottom) = 30.33 hours

With the idea if it works, perhaps it can be looked at to add two sets of charges to the armour. This I can see being very difficult but I’m not exactly experienced with how it all works. This second set of charges would be the Reinforcement plates, etc. I doubt this is possible but if it is then I’m sure the activation rate can be worked out. The other solution to this is to cap how many T90 energies you can add to the armour at once. So by adding 14 energies this should also cost 1 Reinforcement plate. That doesn’t mean the item will be charged with Reinforcement plates just a required item and can be taken straight out of the game at the same point. Not sure if viable, just an idea again.

Solution 4 – Grumpy Git

So this is probably the easiest solution and most likely. With this solution T90 degrade-to-dust armour will continue to function as it does right now, whilst using all its charges it completely degrades to dust. You would be able to augment this item, and then use the Equipment dissolver to retrieve your augmentor & perks from this. Currently the Equipment dissolver has very little, if no use at all. Disassembling items of level 8+ you will receive the perks back without even using the item intended for this. So the equipment dissolver is used to retrieve perks back from any armour level 1-7, but who actually disassembles their gear below level 10 (Unlocked at level 40 Invention). Also most people will decide the perks they want and keep with them. 
So this could be used as a one-time-use, dissolving the augmentor & perks from the T90 armour as they degrade to dust, or add it directly to the augmentor as an add-on before augmenting your armour. 
The other option would be to add the Equipment dissolver to the toolbelt, as a permanent tool. This could potentially have high resource costs to make as it would only ever have to be made. Such items as Reinforcement plates, etc. in high quantities (Just an idea for cost).

Solution 1 – Jamo

This will require several new items to be added into the game, however they can be tradable or untradeable. So my idea is to create new items in which you can either;

1: Create at the Invention bench a new type of Divine charges. These Divine charges can be tradeable/untradeable and they each have a unique form, each appropriate to the relevant T90 set. For example; “Divine Charge (T)” (T) standing for Tectonic, “Divine Charge(S)” for Sirenic etc etc.

As far as the cost per Divine charge it could be looked at in two ways. The first option would be forcing a player to use the whole amount of the appropriate energies in bulk, including the divine energies and simple parts. Reason this would be viable is due to players already buying the energies/armour in bulk to make the armour so it would work the same way.

Now assuming a T90 set lasts 30 hours of combat. You would use enough of the resources required for 30 hours, taking into consideration both T90 energies and the normal charge pack drain rates.

So for 30 hours of divine charges at a 0.55 drain rate it would add up to 14,850 Incandescent energies, 70 T90 energies, and would require 1,320 simple parts. I will start to show our workings out below.

So myself and ‘Kieran’ spent some time working out what would be a fair drain rate and we came to the conclusion that 0.55 was the most well balanced drain rate. (Half of the current T70 drain rate).

Equation = Charges / Drain Rate * Ticks / Seconds (in a minute)

3,000 / 0.55 * 0.60 / 60 = 54.54 minutes one divine charge will last per armour piece

Equation = Ticks (per hour) * drain rate = charges (per hour)

6,000 * 0.55 = 3,300

3,300 = 1.1 Divine charges used per hour per augmented piece

1.1 Divine charges = 247.5 Divine energies

x2 = 495 energies used per/hr (top & bottom augmented)

495 x 30 = 14,850 Incandescent energies.. (30 being the amount of hours a T90 set approximately lasts)

14,850 Incandescent energies would equate to 66 full divine charges you’d have to make for a full set of T90 gear for a full 30 hours.

66 x 20 (simple parts per divine charge) = 1,320 simple parts.

Going by this you will use 2.25 Divine Charges per hour (body and legs combined) and going by these equations, it will cost approximately 220k GP P/H. This is NOT including the standard price of the T90 armour sets. This extra 220k GP P/H is the cost of have the ability to Augment that armour and add perks to it.

Please note that this is going by the HIGHEST drain rate reducer unlocked. So it would still have to be balanced for using more charges p/h due to draining your charge packs at a faster rate.


Please also remember that these figures, e.g. drain rates (0.55p/s) are suggestions, not guarantees and they may be balanced further, this is just what we have decided to be reasonably fair and balanced.

A new charge pack

For both the solutions (second to follow) a new charge pack will be needed. The reason for this is so that the charge pack drains the T90 energies separately, and works along-side the original/main charge pack, draining the normal Divine charges, at the 0.55p/tick drain rate. This new charge pack could just focus on draining the T90 energies and draining from the main/original pack, or solely draining the T90 energies and the original charge pack continuing to work how it already does.

This will be the degrade costs of the new charge pack.

– 70(amount of energies used for a full top + bottom) / 30(amount of hours it lasts) =2.3 t90 armour energies used/hr

– 60(amount of minutes/hr) / 2.3 (amount used/hr) =26.08(minutes per degrade)

– 26(minutes) x 70(full charges t90 top + bottom) = 30.33 hours

Solution 2 – Kieran

This solution will go by the same drain rates and costs as the solution before. That will NOT change.

So rather than making a new form of Divine Charges, with this solution you will be able to add the energies directly to the new Charge Pack. As does the original charge pack, it will show you the amount of charges and time left. With this charge pack there will have to be 3 different types of charges inside this, one for each of the T90. If this is not possible to have the 3 separate drainage coming from one charge pack then it might be necessary to create 3 new charge packs, one for each T90 set. Same idea, just more charge packs if it’s easier.

More blueprints can be added along with this. Also please remember that your armour will no longer degrade to dust, and if you run out of charges, your armour will change to a Level 1 state, as does it with the current augmentable equipment.

Apologies if this was too confusing, it was quite something to get our heads around and we can now understand the issue the Invention Team have had with working this out. This is just a suggestion hopping they can work with these ideas and come up with a solution.

Jamo & Kieran & Grumpy Git

@RSJamo @RSKieran

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