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llamster

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Posts posted by llamster

  1. I have a confession. Yesterday I dropped all the chicken nuggets I was taking out of the oven and didn't throw them away... They fell on the kitchen floor and were later served as breakfast. Uhh, 5 second rule?

     

     

     

    I've eaten stuff that's been through way more than that. The other day I found a piece of pizza that was on the grass, face down, and had been there for several minutes. Guess what I did with it?

  2.  

    And drops do count, no matter how many people can kill something. Spectres are 65 slayer, they are packed and most tasks will end 300k+ profit, gargoyles are 75 slayer and granite mauls are 100k+ after years, cave horrors and black masks are another example, the level to kill means so little about how useful a creature is, anything over level 60 could give massive profits per task.

     

     

     

     

    And the level 83 and 85 spiritual mage and abyssal demon give 400k+ profit per hour.

     

     

     

    Level requirement does matter.

  3. I feel stupid

     

    I had 40m, so I bought a bgs.

     

    But I never thought about buying the dragon claws :wall:

     

    Least I still have 23m+ bgs

     

    so... I need to make 5m or sell my bgs back

     

    WHY IS CHOOSING A GOOD WEAPON SO HAD.

     

     

     

    OT: not a guide, but it does explain the must basic function of a weapon in combat minigames. That being a deadly weapon lols

     

     

     

    I couldn't decide between bgs or saving up for a sgs, so i went for bgs.

     

    PS: I'll loan it, jsut pm me or pm ss4goku264 in game lols.

     

     

     

    What's the big deal about selling it? But godswords are highly overrated.

  4. Black mask/slayer helm

     

    Berserker necklace

     

    Obby sword

     

    Proselyte top

     

    Verac's skirt

     

    Rune defender

     

    Barrows gloves

     

    Dragon boots

     

    God cloak/trimmed skill/fire cape

     

    Warrior ring

     

     

     

    The prayer bonus is for 10% strength.

  5.  

    How hard can melee or range hit? Range hits up to 60 with d bolt special; but that's unreliable and the regular hits max around 40. Whip can only hit mid 40s; GS low 60s; DH can hit very high but that requires being at very low hp. Magic hits 60s, is far more accurate than melee or range, and can freeze, poison, drain stats, reduce attack speed, and heal the user.

     

     

     

    Combos versus regular hits are like switching weapons for melee. Regular casting hits half as much with twice the speed. Melee has the same type of thing; whip hits half as much as DH and is twice as fast. Would you call a massive hit from DH or a godsword a useless illusion?

     

     

     

    The combo effect is an illusion because it appears to hit more than non-combo, but in reality it hits the same damage per time as non-combo.

     

     

     

    delay-30-30-delay (Combo, 60 damage.)

     

    delay-30-delay-30 (Non-combo, 60 damage in the same amount of time used. The delays need to be counted too.)

     

     

     

    Yes, it's the exact same DPS. It halves attack speed and doubles the max. But like I said; that's (roughly) the same as when comparing a whip to DH. A huge hit from the greataxe is not an illusion, no?

  6. Wait, I thought you weren't going to try to defend yourself. Since that's what your line of small text says, which you told me to read.

     

     

     

    If they're at 30hp you can pull out a DDS and destroy them; using up 25% of the spec bar instead of 100%. The DDS gives you four opportunities to kill them as opposed to one for the maul.

  7. Dragon Claws are only good for their special attack. For normal damage they are more like Dragon Scimitar Use them at PvP, duels and Boss trips.

     

     

     

    Godswords have moderate specials (when compared to Dragon Claws) but they have high accuracy when hitting normally and you can use them on Slayer tasks.

     

     

     

    Thanks..

     

    Lord Shalaj

     

     

     

    godswords beat dclaws at mh, slayer + normal training, minigames and the "impressive factor". Dclaws *debateably!* beat gs at pking and cost.

     

     

     

    gs > dclaws

     

     

     

    D claws are better than GS for training anyway; as sadukar said it's like a d scim without the rune defender. Whip beats GS (and claws) for training, boss hunting, and minigames and is very cheap; so that's not a valid argument. D claw special owns in PvP. Everyone and their grandma owns a godsword these days, but d claws are a rare novelty.

  8. The lack of mention of the Granite Maul disturbs me. It is one of the most lethal weapons in all of Runescape for finishing off whoever you are killing. It's max is in the mid-40s (I think), but keeping in mind that a user will most likely be in Pking gear, the max can be in the low 40s... for one of its 2-3 hits. (2 if you decided to hit with something like an Anchor then switch and spec) And it is a Crush Weapon. 120+ damage is you get lucky. 75+ Damage on average.

     

     

     

    The reason people don't use it much is because it is a hit or miss weapon. But who cares? G Maul for life.

     

     

     

    inb4someonewhothinkstheycanchangemyopinionbypresenting"facts"thathavenouseatallwhenpresentedtome.Crazyillogicalftw.

     

     

     

    You only get two specs.

     

     

     

    You should have just said, "Did Not Read."

     

     

     

    So you can correct your error, read the line after the small brick of text.

     

     

     

    And, if you did read it, and you posted anyway, your assumption that I didn't know that astounds logic. =D>

     

     

     

    Then you are a liar.

  9. [hide=previous quotes]
    Max hits:

     

    melee - 110 (or something like that)

     

    ranged - 48+48

     

    magic - 32

     

     

     

    Mages have to use lots of inventory spaces for runes, which the other classes can use for food.

     

     

     

    32 max damage is not enough to KO, so the mage has to make the meleer to use all his food (one shark can negate the barrage in most cases). However, before the mage has managed to do this, he has most likely been KOed by the meleer.

     

     

     

    For all players who think magic isn't even supposed to work in 1vs1 combat: Magic is supposed to be a part of the combat triangle, which means it should work in 1vs1. Currently it is just a support skill similar to prayer and summoning, so Jagex is lying about the combat triangle.

     

     

     

     

     

     

     

     

     

    Magic's maximum is 62, and that also freezes and halves your enemies attack speed. Melee CAN hit 110, but not in PvP.

     

     

     

    As shown in my Combo Charts, most Spell Combos deal around 24-30 damage ON AVERAGE. A whip does around a 20-25 average damage, plus, if frozen, can't hit, or KO the magician at all.

     

    The triangle is fine. Using melee or range I have been able to equal my clan wars KC like when I do with Magic. The damage and effects are devastating. You can't just auto-cast ice burst and expect great things.

    Spell combos are useless illusions, as you use the time for 2 spells to deal 2 hits. With DDS special you use the time for 1 attack to deal 2 hits (there is no initial delay in DDS special).

     

     

     

    Let's say you hit two 24s with a combo. During the casting of the spells (including all delays) your opponent eats 2 sharks which reduces the damage done to 8.

     

     

     

    If you hit two 24s with a DDS special, your opponent can eat once and you still have damaged the opponent for 28 HP.

     

     

     

    The comboes would be useful only if you could hit the opponent two times without the initial delay.

    [/hide]

     

     

     

    You do realize that, in PvP, it is better to have more damaging attacks at once, then two separate attacks? That is because your objective is to get your opponents hp to 0 despite and healing they might do. The two attacks together might kill your opponent, so they cannot eat again, as opposed to using just one type of spell, when they can eat between both.

     

     

     

    Without comboes: hit-eat-hit-eat or eat-hit-eat-hit

     

    With comboes: eat-hit-hit-eat

     

     

     

    If the Combo works, they won't get the eat that second time after. They will each 0 HP before they can eat. That's the point.

     

    You're going to kill people with ~60 damage? Only going to work with pure mage. Normal characters that a level 94+ mage can kill have over 80 (remember the combat level limitations).

     

     

     

    PJing doesn't count as wounded characters are easier to kill anyways.

     

     

     

    How hard can melee or range hit? Range hits up to 60 with d bolt special; but that's unreliable and the regular hits max around 40. Whip can only hit mid 40s; GS low 60s; DH can hit very high but that requires being at very low hp. Magic hits 60s, is far more accurate than melee or range, and can freeze, poison, drain stats, reduce attack speed, and heal the user.

     

     

     

    Combos versus regular hits are like switching weapons for melee. Regular casting hits half as much with twice the speed. Melee has the same type of thing; whip hits half as much as DH and is twice as fast. Would you call a massive hit from DH or a godsword a useless illusion?

  10. The lack of mention of the Granite Maul disturbs me. It is one of the most lethal weapons in all of Runescape for finishing off whoever you are killing. It's max is in the mid-40s (I think), but keeping in mind that a user will most likely be in Pking gear, the max can be in the low 40s... for one of its 2-3 hits. (2 if you decided to hit with something like an Anchor then switch and spec) And it is a Crush Weapon. 120+ damage is you get lucky. 75+ Damage on average.

     

     

     

    The reason people don't use it much is because it is a hit or miss weapon. But who cares? G Maul for life.

     

     

     

    inb4someonewhothinkstheycanchangemyopinionbypresenting"facts"thathavenouseatallwhenpresentedtome.Crazyillogicalftw.

     

     

     

    You only get two specs.

  11. My definition:

     

     

     

    Must be unique (1 spawn)

     

    Be in multicombat (besides quest bosses)

     

    Be the highest level monster, or be one of several similar leveled monsters, that are the highest level in the dungeon or area.

     

     

     

    IMO drops shouldn't be part of it; if say graardor didn't drop anything special would you say that he wasn't a boss?

  12. That plan would make mage quite overpowered at 40-50 combat.

     

     

     

    I think the best solution actually would be do ditch the set max hits and give conventional mage spells a strength bonus, like melee or range. It should be around the same as the level requirement.

     

     

     

    Barrages, on the other hand, should have a bonus of like 80. Don't want 99 magers hitting upper 30s lol.

     

     

     

    What would the point be?

     

     

     

    Think about it. If air strike gives +10 mage strength, let's say it can hit a 2 max. Then water strike gives +14 mage strength, let's say it can hit a 4 max. Nothing would be solved, you'd only make equipment play a slightly bigger role, and the small bonus the equipment gives probably won't get higher than 4 or 5.

     

     

     

    So that magic gets more powerful as you get higher level. I mean to say that magic strength should be equivalent to melee/range strength. Equipment shouldn't give any bonus, like range.

     

     

     

    At 99 you could probably hit 10+ with 10 strength bonus.

     

     

     

    You can still be at a very low combat level even with an extremely high mage level. I think that mage should be given wave spells, but it should require a staff that has an attack and strength requirement, maybe 40 or 50. They should also be given splitbark armor but that should require 40 defense and maybe 60 mage.

     

     

     

    This is dumb. You're basically making mages have to train melee, and who will be dumb enough to do that? Seriously, what's the point? How will this stupid 40-50 attack/strength requirement cause mages not to be as powerful? It won't add to their combat level, instead hassle and annoy mages, etc etc. Rangers don't need mage to use the "magic" shortbow, melee doesn't need range to use chainmail, so why should mages be treated unfairly?

     

     

     

    Unfairly? Giving them wave spells with no other conditions would make low level magic ridiculously overpowered, while giving no reason to train magic/combat any higher. The latter is why I prefer my mage strength suggestion, which would keep mage competitive at higher levels.

  13. Take advantage of what you have.

     

     

     

    As in, until jagex decides to fix pjing, why shouldnt they?

     

     

     

    So, with that theory, it's like saying you should ruin 2 people's fight just to try and kill 1 of them with no skill what so ever?

     

     

     

    And ross, they will not take that big of a hit. 10M max.

     

     

     

    How many people have done WGS? My guess is very, very few. Or else how can a soloable, not particularly dangerous (less than solo GWD) monster which drops large amounts of the most valuable charm type yield up to 2m profit an hour?

     

     

     

    Certainly the majority of claw owners haven't done the quest.

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