2 Auto Fighter Runescape 3

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Tomorrow's RuneScape bot client for RS3 and Old School 07 OSRS with tons of bots including auto fighter, auto clicker, auto miner. RuneMate plays RuneScape. 2 Auto Fighter Runescape 2000. Protect Item only applies if the player is NOT on a high- risk world. However, if the player is skulled, which is done by attacking someone who did not attack you, or entering the Abyss, they will lose all items unless Protect Item is activated allowing only one (1) item to be kept upon death, again provided the.

RuneScape 3 is a large collection of new features added to the existing game, released on 22 July2013, including a reworked orchestrated soundtrack, a new customisable user interface, and new camera controls.[1][2]

Development history

Development on RuneScape 3 was first mentioned by Mark Gerhard on 9 September2012, during a 'Botting in RuneScape' Q&A live-stream on the RuneScape YouTube Channel.[3] Gerhard suggested that micro-payments, such as Squeal of Fortune, were helping to make a 'war chest' (or 'fighting fund'), allowing Jagex the ablity to fund large future projects.[4][5] Future live-streams included discussions about RuneScape's general future, including the possibilities of a RuneScape 3.[6]

On 16 November2012, it was announced that RuneScape 3 was given the name RuneScape: Next Gen via a special Behind the Scenes video. On 22 March, Jagex confirmed that RuneScape 3 would be released in the summer, via a bonus Behind the Scenes video.[7][8]

The RuneScape 3 release date was officially revealed via a news post on the RuneScape website on 3 July2013.[9]RuneScape 3 was released on 22 July 2013; the HTML5 client was not included within the update.

At RuneFest 2013, it was revealed that the HTML5 client had not worked out, partly due to poor web-browser performance. During RuneFest 2014, it was announced that a new client, operating via native code, was being developed incorporating much of the HTML5 client's software architecture and features. This new client, written in C++ under the code name NXT, was released on 18 April2016. NXT superseded the Java and HTML5 game clients which began to be phased out of service.

Changelog

The following is a list of features included in the RuneScape 3 update:

Runescape Classic Auto Fighter

  • An HTML5-based client, including increased draw distance, improved texture filters, a new lighting engine, skyboxes, and Game controller support. The HTML5 client never made it out of its beta phase, even after the release of RuneScape 3, due to various optimisation and stability issues.
  • Improved weather effects for environments where they already existed.
  • Customisable interfaces
  • Improved audio
  • New community website and hiscores
  • A new focus on player-driven storylines, featuring world events over a 3 month period.

Recommended system specifications

In an email sent out to registered beta testers, Jagex recommended an Intel Core i5 processor with an Nvidia 200 series GPU, or equivalent, to have the 'best experience'. Once the RuneScape 3 update was released, the recommended system requirements were revealed to however be:

CPU Intel i5 or AMD A6
GPU Nvidia GTX series or AMD Radeon 5000 series
RAM 4GB
Operating System Windows Vista, or higher
Browser Latest version of Google Chrome
Internet Connection High-Speed Internet to play the game. (Dial-Up Connections are not a good idea, you will get massive lag from the streaming audio server.)

Runescape Auto Fighter

2013 updates connected to RuneScape 3

HTML5

The HTML5 client was a revision of the JavaGame Client to be integrated in upcoming updates for RuneScape 3. The implementation of HTML5 was promised to make the game run faster and with better graphics,[2] and was planned to have allowed for RuneScape to be played natively on mobile devices and tablets.[10]

The HTML5 client never made it out of its beta phase due to numerous optimisation and stability issues. It has since been superseded by NXT, a C++-based client.[11]

Java vs. HTML5 comparison
Shows a comparsion of Canifis
Burthorpe in HTML5
Dominion Tower in HTML5
Polypore Dungeon in HTML5
Updated Water Shader and reflections
Richer Colour Palette near Taverley
Lighting effects in Polypore Dungeon

Customisable interface

In addition to new graphics, RuneScape 3 launched including a new interface engine, known as the New Interface System, or NIS, allowing for a complete customisation of every players' interface. The interface consists of Action windows, customised in the Management Interface, which can contain various interfaces. These Action windows can be merged into a single window with tabs to choose the current window.

An early alpha build of the NIS update.
An early alpha build of the NIS update.
An early alpha build of the NIS update.
The new 'My Hero' interface, including the Adventurer's Log.
The new 'Settings' interface.
The 'Old School' preset, mimicking the previous interface layout.
A pre-alpha build of the NIS's ribbon, chat, and action bar interfaces.

Redesigned website

The RuneScape website was redesigned alongside the release of RuneScape 3, including the addition of Seasonal Highscores.

The redesigned website.
The redesigned RuneScape Forums.
The background for theRunescape 3 Log-in area.

Trivia

  • After the release of RuneScape 3, multiple music tracks were accidentaly altered during the conversion process due to the use of special controllers in MIDI-like files. Examples of affected music tracks are the Dungeoneering music tracks. This has not been fixed yet.

References

  1. ^Jagex. RuneScape 3 Now Live. 22 July 2013.*
  2. ^Jagex. 'Fourth Official Live Q&A - The Future of RuneScape.' 30 September 2012. RuneScape News.
  3. ^Jagex. 'Live Q&A with CEO Mark Gerhard & VP Daniel Clough (Original).' 9 September 2012. RuneScape News.
  4. ^Jagex. 'Live Q&A with CEO Mark Gerhard & VP Daniel Clough (Improved Audio).' 10 September 2012. RuneScape News.
  5. ^Mod Sushi Pi. Transcription of The First RuneScape Live Q&A. Jagex. 14 September 2012. (Archived from the original on 10 October 2012.)*
  6. ^Mod Mike. Future of RS Q&A Transcript. Jagex. 2 October 2012. (Archived from the original on 10 October 2012.)*
  7. ^Mod William, The Runescape Team. 'Behind the Scenes Video: Bonus Edition! Newspost.' 22 March 2013. RuneScape News.
  8. ^Jagex. 'Behind the Scenes - The Bonus Edition!.' 22 March 2013. RuneScape News.
  9. ^The Runescape Team. 'RuneScape 3 Arrives July 22nd 2013.' 3 July 2013. RuneScape News.
  10. ^Rik Henderson. Runescape 3 MMORPG coming to iPad in time, will work on some Android devices from 22 July launch. 5 July 2013.*
  11. ^Mod Lordgit. 'New Runescape Client.' 26 March 2015. Developer Blogs Forums. 'We decided to take everything we’d learned from our first attempt, and start afresh.'
Mechanics
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Runescape Auto Fighter Bot

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Miscellaneous
Spinoffs
For the improved perk, see Enhanced devoted.
This article has a calculator here.
Calculators determine experience and costs based on real-time prices from the Grand Exchange Market Watch.
Devoted
Description?
3% chance per rank on being hit that protection prayers will work at 100% (or 75% in PvP) for 3 seconds.
Release date (Update)
Gizmo type Armour
Maximum rank 3
Invention level required 74

Devoted is an Inventionperk that has a chance each hit of replicating the Devotion ability for 3 seconds. This effect does not put the ability itself on cooldown. Devoted has an effective level requirement of 74 as the materials required can only be unlocked at that level; however, enhanced devoted can be utilised at any Invention level for the cost of 2 perk slots. It can be created in armour gizmos.

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Any type of damage, including typeless damage and self-inflicting damage, can activate the perk. The hit that activates Devoted will also be affected by the perk's effect. Devoted will play the same animation as Devotion whenever it activates, but uses its own icon in the buffs/debuffs interface. In player-versus-player situations the icon does not appear.

Devoted will be superseded by enhanced devoted if both are active.

Activation chance
Rank Chance (level 20)
1 3% (3.3%)
2 6% (6.6%)
3 9% (9.9%)
PvM average damage reduction
Rank$ t_{AS} = 1 $$ t_{AS} = 2 $$ t_{AS} = 3 $ or $ 4 $$ t_{AS} = 5+ $
1 13.39% (14.58%) 8.49% (9.29%)5.83% (6.39%) 3.00% (3.30%)
2 24.19% (26.11%) 16.07% (17.49%)11.32% (12.38%) 6.00% (6.60%)
3 33.09% (35.46%) 22.88% (24.79%)16.51% (18.02%) 9.00% (9.90%)
PvP average damage reduction
Rank$ t_{AS} = 1 $$ t_{AS} = 2 $$ t_{AS} = 3 $ or $ 4 $$ t_{AS} = 5+ $
1 6.70% (7.29%) 4.25% (4.64%)2.91% (3.19%) 1.50% (1.65%)
2 12.10% (13.05%) 8.04% (8.75%)5.66% (6.19%) 3.00% (3.30%)
3 16.54% (17.73%) 11.44% (12.40%)8.26% (9.01%) 4.50% (4.95%)
  • $ t_{AS} $ is the attack speed of the enemy in game ticks.
  • All numbers in parentheses refer to level 20 gear.

Calculations

For PvM :

  • The average ratio of damage taken, $ r_{avg} $, from Devoted to that of without Devoted is
$ r_{avg} = frac{sumlimits_{n=0}^{infty}left(1-p_{R}right)^{n}p_{R}left[left(sumlimits_{i=1}^{n}d^{(0)}_{n,i}right) + leftlceil{frac{t_{d}}{t_{AS}}}rightrceil right]}{sumlimits_{n=0}^{infty}left(1-p_{R}right)^{n}p_{R}left[sumlimits_{i=1}^{n}d^{(0)}_{n,i} + sumlimits_{i=1}^{leftlceil{frac{t_{d}}{t_{AS}}}rightrceil}d^{(1)}_{n,i} right]} $
  • The average damage reduction is then, after some rearranging,
$ 1-r_{avg} = frac{sumlimits_{n=0}^{infty}left(1-p_{R}right)^{n}p_{R}sumlimits_{i=1}^{leftlceil{frac{t_{d}}{t_{AS}}}rightrceil}left(d^{(1)}_{n,i} - 1right)}{sumlimits_{n=0}^{infty}left(1-p_{R}right)^{n}p_{R}left[sumlimits_{i=1}^{n}d^{(0)}_{n,i} + sumlimits_{i=1}^{leftlceil{frac{t_{d}}{t_{AS}}}rightrceil}d^{(1)}_{n,i} right]} $

For PvP :

  • The average ratio of damage taken, $ r_{avg} $, from Devoted to that of without Devoted is
$ r_{avg} = frac{sumlimits_{n=0}^{infty}left(1-p_{R}right)^{n}p_{R}left[sumlimits_{i=1}^{n}d^{(0)}_{n,i} + sumlimits_{i=1}^{leftlceil{frac{t_{d}}{t_{AS}}}rightrceil} leftlfloor{.5 times d^{(1)}_{n,i}}rightrfloor right]}{sumlimits_{n=0}^{infty}left(1-p_{R}right)^{n}p_{R}left[sumlimits_{i=1}^{n}d^{(0)}_{n,i} + sumlimits_{i=1}^{leftlceil{frac{t_{d}}{t_{AS}}}rightrceil}d^{(1)}_{n,i} right]} $
  • The average damage reduction is then, after some rearranging,
$ 1-r_{avg} = frac{sumlimits_{n=0}^{infty}left(1-p_{R}right)^{n}p_{R}sumlimits_{i=1}^{leftlceil{frac{t_{d}}{t_{AS}}}rightrceil}left(d^{(1)}_{n,i} - leftlfloor{.5 times d^{(1)}_{n,i}}rightrfloor right)}{sumlimits_{n=0}^{infty}left(1-p_{R}right)^{n}p_{R}left[sumlimits_{i=1}^{n}d^{(0)}_{n,i} + sumlimits_{i=1}^{leftlceil{frac{t_{d}}{t_{AS}}}rightrceil}d^{(1)}_{n,i} right]} $
Notes
  • A calculator for this is at the top of this page.
  • Assumptions :
    • The enemy is always attacking with the same style that matches the protect prayer (deflect curse) used.
    • The enemy is always attacking at the same attack speed.
  • $ R $ is the rank of the Devoted perk.
  • $ p_{R} $ is the proc chance of Devoted to activate (if the perk is on level 20 gear, then this value is multiplied by 1.1).
  • $ textstylesum_{n=0}^{infty}left(1-pright)^{n}p = 1 $ when $ 0 leq p < 1 $ or $ left 1 - pright < 1 $. This represents summing over all possibilities where integer $ n in [0,infty) $ represents the amount of hits prior to the proc of Devoted. The probability of Devoted proccing on hit $ {n+1} $ is therefore $ left(1-pright)^{n}p $.
  • $ t_{d} $ is the time that Devoted is active. This is taken to be 5 game ticks.
  • $ t_{AS} $ is the attack speed of the enemy in game ticks.
  • $ d^{(j)}_{n,i} $ is the $ i^{th} $random value uniformly sampled between the enemy's minimum hit and maximum hit. The $ j $ describes different sets of hits. The sets are regenerated for every new value of $ n $.
    • $ d^{(0)}_{n,i} $ has $ n $ elements with integer $ i in [1,n] $. This is the damage taken before the perk procs.
      • Clarification : This does mean that for $ n=0 $ that there are no elements in this set.
    • $ d^{(1)}_{n,i} $ has $ leftlceil{frac{t_{d}}{t_{AS}}}rightrceil $ elements with integer $ i in left[1,leftlceil{frac{t_{d}}{t_{AS}}}rightrceilright] $. This is the damage taken during the time where Devoted procced.
    • The set of values in $ d^{(j)}_{n} $ for integer $ j in [0,1] $ is the same in both the numerator and denominator of the ratios for any given $ n $.


Simplifications
  • This can be simplified if the assumption is that every value of $ d_{n,i}^{(j)} $$ forall $ integer $ i in [1,n] $, integer $ n in [0,infty) $, integer $ j in [0,1] $, is taken to be the same $ left(d_{n,i}^{(j)} rightarrow dright) $. In this scenario, there is no random element and the above $ r_{avg} $ is then only dependent on the proc chance and the attack speed of the enemy. This simplification is increasingly accurate in the limit of large $ d $. All examples are using large enough values of $ d $ such that the values should not change to the first two decimal places in percent. Two tables are provided at the top of the page. The first covers all values of $ t_{AS} $ for PvM situations. The second table is for PvP for all values of $ t_{AS} $ (normal attack speed of player is $ t_{AS} = 3 $ in non-legacy mode , but all values of $ t_{AS} $ have been provided to account for proccing on damage-over-time abilities, 4 tick auto attack, etc., as well as the varied attack speeds of weapons if using legacy combat).

Using these simplifications, the damage reduction reduces to

For PvM :

$ 1 - r_{avg} = frac{leftlceil{frac{t_{d}}{t_{AS}}}rightrceil p_{R}}{leftlceil{frac{t_{d}}{t_{AS}}}rightrceil p_{R} + left(1-p_{R}right)} $

For PvP :

$ 1 - r_{avg} = frac{.5 leftlceil{frac{t_{d}}{t_{AS}}}rightrceil p_{R}}{leftlceil{frac{t_{d}}{t_{AS}}}rightrceil p_{R} + left(1-p_{R}right)} $

Sources

MaterialRarityPerk ranks with X materials
12345
Armadyl componentsRare01222–3
Zamorak componentsRare01222–3
Bandos componentsRare01222–3
Saradomin componentsRare01222–3

Suggested gizmos

Gizmo layoutPossible perks
  • Devoted 2
  • Impatient 3
  • Other possible perks:
Invention perks
Abilities
  • Brief Respite
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