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J35u5_M4

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Everything posted by J35u5_M4

  1. Went KK... We did a trio, I was lagging hard so I died quite often, also our voker kept getting minions to activate his res, so we died a lot. 5 minute kills or so, tribrid the whole way (voker was using shield all the time though), honestly I can say that I love way more the fight than it was before, it used to be drygorescape, all melee on all phases, no matter of weaknesses... Now you actually have to take advantage of the weaknesses, drygores won't hit as often when KK is using any other phase than ranged, yet on ranged it hits constantly and decent, problem is that magic doesn't hit that hard, but oh well, we're gonna need some tier 90 mage/ranged weapons to solved that I guess. Honestly, I LOVE the update, it really feels like this is how EoC was meant to be, regardless; there is a lot that needs to be fixed in my opinion. Prayer bonuses were nerfed really hard, gwd armor no longer gives prayer, penance doesn't restore as much as it used to, I do find quite annoying the real fast prayer drain rates, maybe they could buff them a bit?. I don't complain about drygore changes, it needed to be done, also I'd like to have a better explanation on how does the % dmg boots from power armor actually works, I read on rs official wiki that each part of the set gives a % of dmg of an average weapon of said tier, so bandos plate would give 3,5% of dmg of a tier 70 average speed weapon, this is what I understand, but I'm not sure if that's the actual case, because the dmg bonus on the plate, which is 23, doesn't match 3,5% of a tier 70 average speed weapon. The obvious fixes need to be done, such as chompies not being able to be killed right now. And hybrid set really feel like they suck horribly, I mean, -15 tiers of def rate? that's waay too much, and how come obsidian equipment is tier 60? It really gives a pathetic defense/lp bonus, not even worth to wear it. Overall, I really like this update, but I want to see what it'll end up doing after some tweaks, if they decide to do them
  2. So, people complain cause they can't kill anything with drygores? Geez I thought it was drygores not doing w/e damage they were supposed to and such... Although 63% accuracy on ranged enemies with dual drygores does seem a little too low, considering ranged is weak to melee
  3. Why are people saying drygores are broken? Besides the obvious decrease in accuracy which happened to every weapon? Don't think drygores were meant to rip through everything
  4. This update seems like some real balance is taking place now! Drygores aren't OP anymore yay
  5. Well, no scroll today, but it was decent; Special voyage was bones Rolled plate, chi and lacquer Used Adv Reroll and got more bones as spec and a plate voyage :D Don't really care much about scrolls, now that I have all sets, soup and vamp scrimshaw
  6. I think if you talk to him wearing the full armor you'll get it ticked off
  7. Will do after today's reset if I remember to :P
  8. realistically this wouldn't have been possible as it wasn't being tracked I think it was, there used to be a message telling you when you reached 100/1000/10000 catches I think
  9. I still can't get over the Yelmo de malandro
  10. I'm not good at Spanish in no way, but couldn't firemaking be encendiendo fuego? Could be, but it doesn't make sense to put it like that, since that means 'lighting fire' or so
  11. Wow, was quite funny seeing the translations, but there are some that are incorrect I'd change Alcance to Arqueria [Ranged] Fletching is currently Arqueria, not sure what to put there Dungeoneering is Mazmorras [Which means Dungeons], so I'd change it to Mazmorreria Firemaking is Dominio del Fuego (Fire's dominion), so... Yeah Arcane Spirit Shield is Escudo Espiritual Esoterico, I'd change to Escudo Espiritual Arcano Tricker got translate to malandro, which is pretty much a street robber, not sure if that one's correct but it just made me laugh. Armadyl page is Armadyl pagina, should be Pagina de Armadyl Wilstalker helm is Almete acechador salvaje, no words on that one L It was a nice job but it could really use some fixes L
  12. Yay, scroll succeeded!, 3 left for vamp scrimshaw
  13. Yes! My scroll succeeded, finally I have the rocktail soup recipe, used up those 250 spices with my cooking pendant. Now to get vamp scrimshaw so I can use those 250 bones
  14. Your calculations seem way more exact than mine do, but it's still odd that we're not getting the exact number, so I guess we're close to the formula, but not quite there yet. We'd need to get some critical hits on perhaps, chaotic weaponry? The numbers seem to have higher difference between them there, so it's a good ground to start I guess
  15. Hello, this is copied from my other topic at H&A. [spoiler=Click me]Here are the calculations I did with some chaotic weaponry Using Dual Longswords and Maul because I have no claws for the Fastest weapon example. Chaotic Maul: Speed: Average Weapon Damage: 1788 Weapon Damage on stats with 99 Strength: 1936 Strength Boost for Chaotic Maul: 148 Dual Longswords: Speed: Fast Weapon Damage: 980/490 Weapon Damage on stats with 99 Strength: 1079/539 Strength Boost for Dual Chaotic Longswords: 99/49 So, strength gives the exact same boost to chaotic maul (an average speed weapon) and dual longswords (fast speed weapons) Bandos Chestplate gives +26 Damage to main hand and +13 Damage to off-hand, tested it with Dual drygore maces and Dual Chaotic Longswords and the bonuses were working fine, but the curious thing is that when I tested it on Chaotic Maul, it should give a total of +39 Damage boost (Following the logic behind the Strength Boost), yet it only gives +26. So damage from armors yields more benefits when dual wielding weapons. So, to calculate the weapon damage to be used on abilities with the examples from above: With NO Bandos Platebody Chaotic Maul: Uses 2/3 of the listed damage. Listed Damage: 1936 Weapon Damage for Abilities = 1290,67 Dual Chaotic Longswords: Uses 4/5 of the listed damage. Listed Damage: 1079+539 = 1618 Weapon Damage for Abilities = 1294,4 So according to this, dual weapons have higher weapon damage when it comes to damage done by abilities, but not by far. With the Bandos Chestplate on, the difference grows bigger, giving the following results: Weapon Damage for Abilites using Chaotic Maul + Bandos Chestplate = 1308 Weapon Damage for Abilities using Dual Chaotic Longswords + Bandos Chestplate = 1325,6 So, apparently Dual Wielding weapons is more DPS than using two-handed weapons. At least following these calculations, I'd need someone to get some actual field data to prove it. The odd thing is that, the weapon damage I got for Chaotic Maul doesn't match with the one Quyneax calculated by doing the critical hit with Slice (Which was 1312). So, if someone is bored enough, maybe they could check what I did and find the error? EDIT: I used the stat data from RSWiki to do the calculations with Chaotic Claws. Assuming the Strength Bonus and the Bandos Chestplate bonus apply as they did on the Chaotic Longswords we have... Chaotic Claws: Speed: Fastest Weapon Damage: 768/384 Weapon Damage on stats with 99 Strength: 867/433 Strength Boost for Dual Chaotic Longswords: 99/49 Uses 100% of the Listed Damage Weapon Damage for Abilities = 1300 And with Bandos Chestplate: Weapon Damage for Abilities using Dual Chaotic Claws + Bandos Chestplate = 1339 So... According to this, the faster the weapon, the higher its weapon damage for abilities will be when compared to weapons of the same tier. If this is the actual way the system works (Which i doubt because there are some irregularities with my numbers and the ones Quyneax provided) then fastest weapons are the best DPS choice for bosses (Dual Wielding abilities are more focused on one enemy, not to mention the use of Destroy), and that Chaotic Claws are better than Chaotic Longswords, they're both slash weapons, according to the calculations, chaotic claws do more damage, and they have that 1,8% melee crit So, obviously those numbers are wrong because you've proven that the slower the weapon, the higher the damage. But we can still use the data I got from equipment interfaces and such, to try to figure out how is weapon damage is exactly taken in count for abilities?
  16. Well, let's close this topic. I'll move this discussion to the Data and Research sub-forum. Seems more appropriate!
  17. Here are the calculations I did with some chaotic weaponry Using Dual Longswords and Maul because I have no claws for the Fastest weapon example. Chaotic Maul: Speed: Average Weapon Damage: 1788 Weapon Damage on stats with 99 Strength: 1936 Strength Boost for Chaotic Maul: 148 Dual Longswords: Speed: Fast Weapon Damage: 980/490 Weapon Damage on stats with 99 Strength: 1079/539 Strength Boost for Dual Chaotic Longswords: 99/49 So, strength gives the exact same boost to chaotic maul (an average speed weapon) and dual longswords (fast speed weapons) Bandos Chestplate gives +26 Damage to main hand and +13 Damage to off-hand, tested it with Dual drygore maces and Dual Chaotic Longswords and the bonuses were working fine, but the curious thing is that when I tested it on Chaotic Maul, it should give a total of +39 Damage boost (Following the logic behind the Strength Boost), yet it only gives +26. So damage from armors yields more benefits when dual wielding weapons. So, to calculate the weapon damage to be used on abilities with the examples from above: With NO Bandos Platebody Chaotic Maul: Uses 2/3 of the listed damage. Listed Damage: 1936 Weapon Damage for Abilities = 1290,67 Dual Chaotic Longswords: Uses 4/5 of the listed damage. Listed Damage: 1079+539 = 1618 Weapon Damage for Abilities = 1294,4 So according to this, dual weapons have higher weapon damage when it comes to damage done by abilities, but not by far. With the Bandos Chestplate on, the difference grows bigger, giving the following results: Weapon Damage for Abilites using Chaotic Maul + Bandos Chestplate = 1308 Weapon Damage for Abilities using Dual Chaotic Longswords + Bandos Chestplate = 1325,6 So, apparently Dual Wielding weapons is more DPS than using two-handed weapons. At least following these calculations, I'd need someone to get some actual field data to prove it. The odd thing is that, the weapon damage I got for Chaotic Maul doesn't match with the one Quyneax calculated by doing the critical hit with Slice (Which was 1312). So, if someone is bored enough, maybe they could check what I did and find the error? EDIT: I used the stat data from RSWiki to do the calculations with Chaotic Claws. Assuming the Strength Bonus and the Bandos Chestplate bonus apply as they did on the Chaotic Longswords we have... Chaotic Claws: Speed: Fastest Weapon Damage: 768/384 Weapon Damage on stats with 99 Strength: 867/433 Strength Boost for Dual Chaotic Longswords: 99/49 Uses 100% of the Listed Damage Weapon Damage for Abilities = 1300 And with Bandos Chestplate: Weapon Damage for Abilities using Dual Chaotic Claws + Bandos Chestplate = 1339 So... According to this, the faster the weapon, the higher its weapon damage for abilities will be when compared to weapons of the same tier. If this is the actual way the system works (Which i doubt because there are some irregularities with my numbers and the ones Quyneax provided) then fastest weapons are the best DPS choice for bosses (Dual Wielding abilities are more focused on one enemy, not to mention the use of Destroy), and that Chaotic Claws are better than Chaotic Longswords, they're both slash weapons, according to the calculations, chaotic claws do more damage, and they have that 1,8% melee crit
  18. Oh geez I had that whole set up before and it made my day. So sad that something like that makes your day, but it did. Well, when I'm off university because of my country's political crisis, and all I do for the whole day was play RS, kinda understandable :P
  19. Finally had a good day at ports, got scroll voyage as one special and the other was 5 bones (too bad I have 250 of those, so I took the 25k prayer voyage). Then I rolled 5 chi, 5 plate and 5 lacquer :D. Now if that scroll succeeds I can finally use those 250 spices and start collecting scrolls for vamp scrimshaw!
  20. Oh, so you just traduced the type of weapon for the ticks? Like, the speed of the weapon is the amount of ticks of the auto attack damage? Slow weapons being 6 ticks, that would also say that all weapons of the same tier pretty much have the same weapon damage when it comes to abilities. I think I get it now, still think they should change those descriptions which could confuse anyone though EDIT: Allow me to rephrase that; Since Slow weapons are 6 ticks with 1936 damage (Using the maul example) @ 99 Strength. According to your test you hit 1640 Critical without boosts using Slice, which means that number was 125% of the weapon damage, which would say the weapon damage is 1312, which is around 66% for 1936, so if I say 1936 is 6 ticks, then 1312 will come around to 4 ticks. I guess the same logic applies to the other weapons, all ending up on the same weapon damage for the same tier of weapon. That said, the 'best' weapon can only be determined by the situation it is use, like, the monster being weak to stab (Like the Kalphite King on his ranged phase) EDIT: Although, I did some calcs for the other chaotic weapons, and they're off by a little difference (As in, 80% of the weapon damage of having both longswords is not the same of having both claws). So I guess it's not exact what we're saying here
  21. Gnome one is the one that really has most of my attention from all the quests series, voted for that
  22. Appropriate ship name. I KNOW THE PAIN, IT HAPPENED TO ME LIKE 2 DAYS AGO
  23. Where did you get the that each Assault hit is 4 ticks of damage? Experimental data I'm assuming? Anyways, why not just use weapon damage and get over with it... Would be much easier than going with ticks worth of damage lol
  24. Ok, so that answers what weapon damage is taken in count for the abilities, but I still got a question though On what Quyneax said; Assault should do 219% of weapon damage (with the speed modifiers) per hit done right? If '% weapon damage' and '% autoattack damage over a fixed amount of time' are the same thing, which they shouldn't (Although it's Jagex, so it's possible). And on Rapid Fire, still don't get it why the description says every 2 seconds yet the attacks go way faster than that. Also, I read on the wiki that 1 game tick is around 0,6 seconds right? So how is that Quyneax said that Assault does the damage over 8 ticks, 6 seconds shouldn't be 8 ticks, but 10 (Assuming 1 tick = 0,6 seconds). Just wondering because I kind of want to know how the new system works, the old one all you needed to care about was keeping strength bonus as high as possible, on this one, well, the ability descriptions don't make it easy to know what do they exactly do (On Assault/Rapid Fire/Destroy at least), they should really change those descriptions.
  25. So, auto attack damage is the same as weapon damage?. Also, to Sy; I'm assuming you multiply the damage by the % of accuracy because it tells you how often it'll actually hit, like 800 dmg every 4 seconds, with 50% accuracy, it'll end up being 100 dmg per second on the long run, because around half of those hits should be missed. So, that answers the question using auto attack, but what if we use abilities? Reading what Ambler said, it seems that there is indeed a multiplier that the speed of weapon gives, so all weapons of the same tier give the same damage, so off hand maces would end up being exactly the same as longswords and rapiers (not taking in count the monster's weakness). Also Excalibur doesn't have the attack of a fast weapon, Excalibur has fastest speed but its damage is a little less than off-hand mace (428 vs 432). And Quyneax; just asking this to see if I got it. So with assault, it'll hit 4 times as we know, and each one of those hits damage is equal to 219% of what it would've hit in 6 seconds of pure auto attack? And with rapid fire, how does it work exactly? Because it says it's every 2 seconds but the hits are way faster than that, in fact, it should be 3 hits, each one being 94%, right? So what's up with that lol Also, how did you get to the conclusion that 4-tick weapons deal 100% dmg, 5-tick 80% and 6-tick 66%?

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