F2P in Depth Analysis, Range/2h vs Range/Mage
Welcome to my analysis of F2P pures. This post will cover the comparison of range/2h to range/mage. Back in the day, when people pked at East Varrock wild, range/mage was very popular. For some reasons, nowadays they are rarely used. I was curious on why and did some research, here are my results.
Range/2h
pros:
-Reliable 2h hits
-Unstoppable when skilled
cons:
-More training
-Bigger losses for deaths
-Gets weaker as the fight progresses
Range/Mage
Pros:
-Fast training
-Cheap deaths
-No need for pots
-Ranged KO
Cons:
-Unreliable mage hits due to dhide lowering magic
-Runes
As you can see, both sides have their strengths and weaknesses. Now for the numbers. I made the combat levels the absolute closest that they could get.
Range/2h:, I used the most commonly used numbers for the stats.
LVL 3
Max: 21.71
Range: 16.41
Atk: 1
Str:10
Rng: 10
Hp: 13
Cmb: 8.375
Max: 35.94
Rng: 28.5
Atk: 10
Str: 20
Rng: 20
Hp: 20
Cmb: 15.0
Max: 58.13
Rng: 43.63
Atk: 20
Str: 30
Rng: 30
Hp: 28
Cmb: 23.5
Max: 79.65
Rng: 62.41
Atk: 30
Str: 40
Rng: 40
Hp: 38
Cmb: 32.5
Max: 110.09
Rng: 77.25
Atk: 40
Str: 50
Rng: 50
Hp: 47
Cmb: 41.25
Max: 159.13
Rng: 92.09
Atk: 40
Str: 60
Rng: 60
Hp: 56
Cmb: 46.75
Max: 185
Rng: 106.94
Atk: 40
Str: 70
Rng: 70
Hp: 66
Cmb: 52.5
Max: 210.88
Rng: 121.78
Range/Mage, non hp training methods will be used for magic of course.
LVL 3
Max: 20
Range: 16.41
Rng: 11
Mage: 11
Hp: 12
Cmb: 8.45
Max: 60
Rng: 29.75
Rng: 22
Mage: 22
Hp: 16
Cmb: 14.975
Max: 90
Rng: 46.31
Rng: 35
Mage: 35
Hp: 25
Cmb: 23.4
Max: 120
Rng: 69.83
Rng: 48
Mage: 48
Hp: 37
Cmb: 32.9
Max: 140
Rng: 89.13
Rng: 59
Mage: 59
Hp: 48
Cmb: 40.85
Max: 160
Rng: 105.45
Rng: 67
Mage: 67
Hp: 55
Cmb: 46.5
Max: 160
Rng: 117.33
Rng: 75
Mage: 75
Hp: 63
Cmb: 52.4
Max: 160
Rng: 129.2
To make the numbers easier to read, I put them into graphs. The numbers were averaged then rounded to make the graph easier to understand.
Here we have the graph for the KO (2h or magic blast). As you can see, magic will out damage melee greatly until level 41.
Next up we have the max hits for range. Of course the range/mage will have higher range hits.
Finally, the most important graph, the max combo (range + KO). As before, range/mage will out damage range/2h up until the 40s.
Conclusion, TL;DR:
Range/mage can dominate the early levels. If you are intending to level your pure into the 50s, go for range/2h. Surprisingly, due to the high range on the range/mage, it can still be "viable" up until level 50 or so, but it will start to fall off right after.