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Combat is a major part of the game
for most players, so just as a big portion of TWIRP is devoted to skill
indexes, the same is also true of those related to combat. The high-level
Combat Composite Yield Index (TWIRP-C) measures the impact of price
changes on the relative profitability of combat as a whole. TWIRP-C
is in turn calculated from two basic sets of combat-related indexes,
one of which measures the changes in the costs of input to combat, while
the other tracks the impact of price moves on the value of combat output.
These are discussed in the sections below.
Note that the Prayer and Slayer skills
are also part of TWIRP-C, but they are discussed in the topic on skills.
Combat Affordability Indexes
The inputs to combat are all of the
equipment and items required to fight. Examples include armor, weapons,
combat jewelry, runes, ammunition, food and potions. Since these all
represent costs, combat becomes more profitable when they go down, so
they are expressed as combat affordability indexes.
I begin with a set of subindexes
that represent items used by all three combat styles, to one degree
or another:
Food Affordability (TWIRP-C-FOODa): This
index measures the affordability of food, naturally focusing on food
items most often used in combat.
Potion Affordability (TWIRP-C-POTa): This
figure represents the affordability of combat-related potions, such
as prayer potions, super sets, ranging potions and so forth.
Miscellaneous Item Affordability (TWIRP-C-MISCa):
This index covers miscellaneous items that are used in all three combat
styles to one degree or another.
These three subindexes are then used
as components of the three combat affordability indexes that are specific
to each style (melee, ranged and magic). Of course, they are weighted
differently for each; as an example, food is far more important for
melee combat than for ranging or magic combat. They are combined with
other indexes and item weights appropriate to each style, such as runes
for magic or arrows for ranging.
Here are the three combat style affordability
indexes:
Melee Affordability (TWIRP-C-MELa): This
index tracks the overall affordability of melee-based combat. It includes
the three common affordability indexes above (food, potions and miscellaneous
items), along with melee-specific items like weapons and armor.
Ranged Affordability (TWIRP-C-RNGa): This
index shows the overall affordability of ranged combat. It too includes
the three common affordability indexes (food, potions and miscellaneous
items), along with weights for ranging weapons, ranged armor and ammunition.
Magic Affordability (TWIRP-C-MAGa): Finally,
this index represents the affordability of magic combat. It also includes
the three common affordability indexes above (food, potions and miscellaneous
items), along with weights for magic robes, staves and (combat-related)
runes.
Monster Drop Value Indexes
The outputs from combat are mainly
monster drops, and so the indexes that track them are called drop
value indexes. These are divided into two sets of categories: drop
value indexes that indicate the changes in approximate drop values for
different types of monsters, and subindexes for common drop categories.
The drop value indexes by monster
level are as follows:
Monster Drop Value (Low-Level) [TWIRP-C-DROP(l)]:
This index tracks the changes in approximate drop values for low-level
monsters (below approximately level 60 or so.)
Monster Drop Value (Mid-Level) [TWIRP-C-DROP(m)]:
The index tracking drop values for mid-level monsters (roughly levels
60 to 120).
Monster Drop Value (High-Level) [TWIRP-C-DROP(h)]:
The index of output tracking for high-level monsters (over level
120, except boss monsters.)
Monster Drop Value (Bosses) [TWIRP-C-DROP(b)]:
This special, separate index is used only for tracking drops from
very high level "boss monsters", such as the Kalphite Queen, Dagannoth
Kings, King Black Dragon and God Wars bosses.
Monster Drop Value Index (TWIRP-C-DROP):
The four indexes above are weighted and combined into an overall monster
drop value index.
Assigning weights for monster drops
was particularly difficult because of the huge variety of drops provided
by different beasts. It was also complicated by the fact that many monsters
drop ranges of common items, like "gems", "herbs" and so forth. To make
the indexes more easy to calculate, as well as to show trends in drop
values more clearly, I defined a set of subindexes by drop type. These
are used as components in the monster drop value indexes above.
The drop value type subindexes are:
Gem Drop Value (TWIRP-C-DROP-GEM): Measures
drop value changes for standard gems (uncut sapphires, emeralds, rubies
and diamonds), as well as a small weighting for half keys (since they
are more rare).
Herb Drop Value (TWIRP-C-DROP-HERB): Assesses
the average value of herb drops by monsters, based on approximate drop
rates.
High-Level Herb Drop Value (TWIRP-C-DROP-HHERB):
This is a modified version of the Herb Drop Value Index which focuses
mainly on higher-level herbs (generally ranarr and over). It reflects
the fact that many players leave the vast majority of low-value herbs
on the ground.
Herb Seed Drop Value (TWIRP-C-DROP-HSEED):
Measures the relative value of herb seed drops (all types).
High-Level Herb Seed Drop Value (TWIRP-C-DROP-HHSEED):
Measures the value of high-level herb seed drops, meaning ranarr
and above. This is a distinct measurement because several monsters only
drop these higher-level seeds.
Allotment Seed Drop Value (TWIRP-C-DROP-ASEED):
This indexes the value of the allotment seeds measured by TWIRP,
which are tomato, sweetcorn, strawberry and watermelonthe others
are common items and not often transacted.