#Dark Demonbane Spell (rebalance)

32 messages · Page 1 of 1 (latest)

tranquil juniper
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Elemental spells got adjusted to not need tomes to make them more appealing & feel good, while Arceuus is being built to need more things: the 1) Book of the Dead, 2) Ignited Staff and 3) non-stop casting of Mark of Darkness. The least we can have is a better Dark Demonbane rune cost. I never see anyone using it. Please don't let the Ignited Staff be a band aid.

Question: Thoughts on reducing the cost of demonbane spells to make them more enticing for normal slayer tasks?"
Answer: "it costs 190 gp.. idk.. train Runecrafting." - Mod Rice

**Dark Demonbane: **
12 Fire+ 2 Soul = 391-672gp
Mark of Darkness
1 Cosmic + 1 Soul = 245-439gp

The problem is his answer assumes:

  1. That the Dark Demonbane spell consumes 1 soul, when it's actually 2 soul runes
  2. Wielding a fire tome to avoid the 12 fire/cast
  3. Never casting the Mark of Darkness.

It also implies having to carry the tome of fire along with all the compulsory Arceuus items further limiting the gear freedom when the opposite is being done with the elemental spells + the Firelight will have no upkeep after crafting it

fresh crag
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Omg I never even considered that it's more expensive to use than a Shadow(for iron). I always thought it was too expensive but I didn't realize it was this bad

fickle plover
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They just did all this rework to magic and incorporating more viable usages of spells based on NPCs weakness and decided that the useless demonbane spells should remain and bring WGS rewards instead. This was the only time they had a shot to fix the worthless Arceuus combat spells and thats shitty its been left out

solar gorge
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Unless the ignited staff provides free fire runes like an elemental staff then yeah this is gonna be rough

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Even if the costs were mitigated you are never using mage to kill any demon with even decent drops, demonic gorillas have too high of a base magic level along with any other demon tagged boss

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Abyssal demons are the only one you could even say are marginally worth using it on

tranquil juniper
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I love the Arceuus spellbook and I hope it gets the love it deserves so that we can see it be used more

solar gorge
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If MoD gave magic pen or something or reduced magic levels on demons I could see it being used

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I threw it into a calc and with 85 mage and a pretty decked out gear set up +forgotten brew +Augury

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Against Demonic Gorillas you barely have a 66% chance of hitting with MoD on

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Maybe if the searing staff gave a fatty bonus or some sort of spec to reduce the mage level of the target but you're honestly better off sticking to the main spell book, casting vulnerability and maxing with high level water spells over using demon bane spells

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I'm on mobile so I can't check everything super accurately or quickly rn but of the demon tagged enemies in the game if I recall Demonic Gorillas have one of the lower magic levels of any demon that's worth farming for drops. Since demon bane spells aren't AoE you aren't taking these spells to most slayer tasks, ancients are still better for nechs

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Maybe at 99 magic with full ancestral and imbued heart and with Shadow manually casting and a whole lot of other things 90 of players won't have the math works out

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But for the upper mid range of levels? It does zilch

gleaming widget
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Shadow doesn’t have its acc/dmg multiplier on spellbook spells

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The only time demonbane will ever be viable is the new staff from wgs

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And only then viable, not insanely useful or anything afaik

tranquil juniper
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The problem is the spellbook being built around requiring more and more items before fixing the base spells, while the elemental spells are getting an opposite and better treatment by buffing them making the tomes not compulsory.

Dark demonbane & grasp spells are never used, throwing a compulsory new staff as a band-aid limits gear freedom. The main question was if it will become more viable to use a normal slayer tasks by making it more affordable which would mean that it would be used on demonic gorillas, black demons, and greater demons. The DPS calc is used was max mage gear on Black Demons.

Me and a lot of people will definitely be using the free-to-use firelight if this isn't changed. Arceuss should be made to be more appealing

fiery kayak
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Love the math and subsequent discussion

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Question for you @tranquil juniper - what do you think the rune cost should be? Halve it to 1 soul rune, 6 fire runes?

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I was also quite disappointed demonbane spells didn't get a buff with project rebalance. Could have added a magic attack vs defense split or change to magic defense formula so enemies which use magic could be weaker to it sometimes. Demons have crazy high magic defense / levels & it'd be nice to have one magic weak demon boss

tranquil juniper
# fiery kayak Question for you <@807575906243444806> - what do you think the rune cost should ...

For mains:
Dark Demonbane is currenlty 484k-806k(1200 casts/hr) & Mark of Darkness is currenlty 15k-25k (60 casts/hr).
A good alternative price would fluctuate 380k-450k (316-375 per cast). Why? To make it more appealing for slayer, melee doesn't have to be the only option. Inferior Demonbane: Keep as is + Superior Demonbane: switch from 1 soul + 8 fire to -> 1 death + 8 fire

These rune combos is the closest I can get it to that estimate for main accounts:
Dark Demonbane per hour:

  1. 1 Soul + 1 Death = 343k-580k for mains (637k/hr for im )
  2. 1 Cosmic + 1 Blood + 10 fire = 364k-570k for mains (677k/hr for im) (same rune combo as thralls).
    Mark of Darkness per hour:
    1 Cosmic + 1 Death = 10k-20k for mains (15k/hr for im instead of 23k)

This is just my personal opinion, it could be a higher or lower price range than what I proposed as long as it is viable option against slayer monsters. Thoughts?

fresh crag
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With the juxtaposition between how much it costs to use mage over melee or range, you'd hope that mage at least becomes the same or even slightly better for at least these types of specialized things. (Ava's saving your ammo automatically, melee costing nothing, etc)

clear wyvern
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handcrafted runes now have 80% preserve chance bam easy (jkjk) but yeah its wack how mage ard pure costs no recompence

solar gorge
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+1 for making demon bane spells needing death runes instead

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there are realistically no offensive spells in the Arceus spellbook besides demonbane spells

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if down the road whenever we finish off the Xeric/Kourend plot line we somehow get a way to change the demonbane spells into a generic bane spell and can swap the specific enemy they affect then their current version would be more than fine

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but it seems like they will remain the "premier" anti demon spell despite the fact that the only demons you want to mage you'd be better off using ancient AoE spells on

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demons either have base 200 magic level and high defense or 1 mage and like 25 or 50 magic defense

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if they made it so MoD gave superior demonbane with the staff a Flames of Zamorack effect that reduced magic defenses then it would be fine