Problem:
As it is now, the Twinflame Staff is merely a cool looking weapon that is only useful for midgame ironmen.
The content is "targeting players around the Level 90 to 110 Combat range". However, it loses its relevance for elemental spells because its Wave spells and below restriction means it is always worse than a smoke battlestaff with fire Surge.
The blog's dps chart only shows smoke battlestaff with fire Wave when it uses fire Surge for the harmonized staff. Jagex wants this staff to "bridge the gap between the Harmonized orb and the Smoke battlestaff" (https://www.youtube.com/watch?v=F1ILJw7BLTY&t=1135s) but the Twinflame staff is always worse than a Smoke battlestaff with Surge.
Maths:
Surge spell: base 24 (vs wave spell base 20) -> effectively 24/20 = 1.2 multiplier.
Twinflame staff: 6-tick cast (up from 5) with a 40% spell echo damage -> effectively 5/6*1.4 = 1.167 multiplier.
Harmonized staff: 4-tick cast (down from 5) -> effectively 5/4 = 1.25 multiplier.
With the wave spell restriction:
Twinflame staff (1.167-1.2 = -3.3%) < Surge spell < Harmonized staff (+25%).
Without the wave spell restriction:
Surge spell < Twinflame Staff (+16.7%) < Harmonized staff (+25%).
Solution:
Let Twinflame Staff augment all elemental spells, including surge spells.
Alternatively, also lower the echo to 33% and allow casting of Surge spells.
This would make it a x1.11 multiplier to elemental spells while increasing the gap to Harm staff from 7% (1.25/1.167) to 12.5% (1.25/1.11).
This would let the Twinflame staff be a niche that fills the gap in elemental spell-casting weapons between the Harmonized staff and a Smoke battlestaff. This would also let the staff be a more relevant reward to the target "Level 90 to 110 Combat range" where the player would be transitioning away from wave spells (maxed at 75 magic) and towards surge spells (81+) and powered staves.
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