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z0diark

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Posts posted by z0diark

  1. New data just in (courtesy of balthalmel), we've determined the approximate defense of max level range zombies. (they seem to have ~lvl 99 defense and 0 slash armor).

    Anyways based on this data, a plain primal battle axe > a plain primal rapier on them, even with turmoil flashing.

     

    anyways assuming this + turmoil flashing on a max level range zombie.

    primal baxe has a dps rating of about 84.68 to a primal rapier's 84.35.

    this is based on ~400 hits worth of data, so there is still a reasonable margin of error.

    but it doesn't really look good for the primal rapier if it's inferior to the battleaxe even when turmoil flashing.

     

    This make the primal rapier only really useful for maybe shades (need more data on their defense) and for stabbing.

    there might still be some potential in the 2h-rapier combo, but I have my doubts about that combo.

    And I definitely don't think DGS should authorize that if the player does not have a primal 2h.

    Now that I've seen this data, I'm beginning to think I should let go of my rapier (+prom 2h) and switch to b axe + CCS. I don't think there are too many CCS's in DGS atm now that people have gotten like dozen Blood nekcs lately :P

     

    I reckon you should, I rarely get a team with a ccs in these days :(

  2. I can't mage. I don't have 70 RC and probably will never get it.

     

    You're asking for optimal binds - and that's what everybody is telling you.

    Level 70 isn't that hard of a level to get. It's about 737k and while this may not be the funnest skill - if you want to have faster times and use a csb, that's what it's going to take.

     

    If you're looking for specific reasons why items are binded it is:

    a.) they yield optimal dps in team dungeoneering

    ^obviously it's not always the best considering what else your team has binded

    however, 2h has slash and crush as well as high slash/crush attack values

    b.) csb is important because it takes care of warriors who generally have high defense as well as various high leveled monsters (greater demons, not ghost room ghosts?, and fire giants among other things)

    CSB is generally going to be better then law or cosmic because it takes care of two types of runes

     

    For additional information on rapier vs 2h, you can go back a few page where Grimy explicitly states reason (and accompanies it with % if you really want to know the difference)

     

    --

    For the altar question, I think that some people get frustrated when they're the only one in a GD so sometimes you might be called out for it.

    Obvious if it's idle down time and you build it - nobody would have a problem.

     

    I think a clear solution would be for Jagex to nerf deaths. 13% for one death?

    Sometimes, they're just not avoidable even if you played the game perfectly.

    Such a large percentage also makes people want to not gtgd as fast or hide behind walls while things are being cleared.

     

    As for ragers - should everybody have one?

    I generally make one during idle/after death but on abd/occs nobody really makes them. I've seen a max of one other player make ragers, and sometimes they make more then one pouch and drop scrolls at boss.

    I thought that they were useful during gd's (I try to cast their special move on high leveled hero tank monsters that refuse to die) but it seems that not many people make them. Is there a reason why?

    Sorry, that question on binds before SSH and under 100 DG didn't apply to me. I was asking on behalf of another person. Atm, since I got hacked big time (this time the hacker changed my PIN), I only have 25k, so that's another reason I can't get RC up atm.

     

    Runecraft is profitable.

  3. A lot of the time you'll be doing a boss with about 600-1000lp of food (3-5 salves, and in a fast team you'll have even less food) . If that boss isnt killed quickly, you'll run out of food and die, which makes the point of the altar ireelevant, as pray is recovered on death. Ragers would speed up the boss and when you die, your familiar spec bar recovers anyways

     

    I really don't know what you're on about, I rarely die on bosses apart from trio/forger and sometime guluga which are all fairly rare. Considering the boss is normally killed at the end of the floor you'll probably already have run out of prayer by then anyway.

  4. practise your combat techniques - safespotting, sidestepping, correct use of prayers to avoid deaths and prayflashing to safe prayer. (SS flash if you have for HP) . It's pointless to die when you could have easily avoided the death if you were a bit smarter.

     

     

    Building an altar is more then often useless, seeing as you'll almost always find one in a DG. If you desperatly need/want prayer, just remember where it is and run to it if you're idle.

     

     

    The only boss an altar would be useful on is Thunderous. Even for gulega, the familiars are more important.

     

     

    Also your logic about ragers needing to speed bosses by ~6mins up is false. A lost of deaths themselves are caused by the bosses, so getting through the boss quicker would also reduce the number of deaths. Bosses have a higher KO potential than most GDs. (Excluding perhaps t8+ Merc/Ramo)

     

    Having to waste a minute running across the map through rape rooms is stupid. My logic isn't false, you just don't understand what I meant. To clarify, I was assuming 0 prayer = death and there were loads of gds so everyone went through all of their prayer points 3 times. I did say that the scenario described was very unlikely to happen. Even if having an altar based saved one death per person (a fair assumption in my opinion), there's no way the same amount of cash spent on ragers would save the 2-3 minutes equivalent to the xp loss.

  5. I die loads, it's not too much of an issue for me but it's pointless to die when you have more than enough cash for an altar and you'd be idle anyway. As for ragers being more useful than an altar, I disgaree. An altar can potentially save each person from dying 3 times (obviously this is unlikely to happen but still possible) which, when you equate time and xp, means that ragers would have to make the dungeon about 6 minutes faster which is ridiculous and never gonna happen.

     

    In response to litter, I disagree, if deaths were nerfed everyone would suicide and dg would be [cabbage].

  6. Zod earlier you built an altar during a gd when there was an altar near ht...

    SO maybe you should do it more losslessly and people won't get annoyed.

     

    If non suiciding I sometimes assign someone to gate an altar. Tho I often have them overgate it.

    ALSO most people ignore featherfoil & buckthorn herbs, which restore like 20 pray points and I make for the keyer usually when I find herbs. Ofc don't farm them or make them during gds.. but yea

     

    You really don't need to build an altar if you conserve pray, and do things I mentioned.

     

    This morning was one of many occasions. What actually happened was that the keyer said there was an altar 2w1s of ht, i went through rape room to get there and the room didnt even exist, I then went to the next room and it wasn't there either. Up until this point there was no gd ongoing (or at least it hadn't been called). I then went back to ht and bought supps for altar at which point gd was called and I spent a further 20 secs building altar because I had no hp and unhooded cos of rape room and would probs have died as soon as i gt'd. That's kinda irrelevant but I felt I needed to say it so people realise I'm not some random [developmentally delayed] that has full hp and pray and randomly decides to build alt during gd.

     

    TLDR: If I'd built the altar in the first place rather than searching, it would have been lossless.

     

    Good point about the featherfoil/buckthorn herbs though, I'd never bothered collecting them before but I guess they do have a use.

  7. Why is it that so many ranked dgsers hate people building altars? Fair enough if there's one adjacent to base but in the past week I've been told off by several people for building one. From starting to teleport home to the end of construction it takes 45 seconds to build and if there are no easily accessible altars can quite easily save each person at least one death each. Considering 1 death is -13%, unless you take over 2 minutes to build an altar then it is more efficient to construct one. Thoughts?

  8. This is interesting. It made me think about whether I'd prefer for a loafer to stack in CW or not. On the one hand I'd be annoyed some random idiot is getting rewards for doing nothing but on the other, one more afker on the stacked team means a greater chance of someone decent getting on the other team and an antistack comeback (which is always the preferred outcome IMO). In general I think if you're afk then why even bother being logged in? If you don't enjoy playing the minigame then dont play it. Who cares if it means you won't have the requirements for a cape you'll probably never get anyway?

  9. Has anyone done any research into the new ring of wealth? If so, what were the results, how much better is it than other rings? I'm mainly talking about vs bosses which actually drop decent rare(ish) items rather than on a slayer task for example (although if anyone has data on how useful it is on task I'd be interested to see it).

  10. Hmm, usually there are 4 TDs that attack me during a trip, one from the west, one from the east and 2 in the middle. Am I right in assuming the one you call 'the west' is probably one of these middle 2? Also, should I be luring him to roughly the top right corner of your screen in the first pic or elsewhere? Also, should I be killing 'the east TD' on the east side or in the middle (I currently only kill in the middle)? I didn't know the ST could spec melee, what's the best way to make him range, just call him so he's not right next to the TD? How many squares away should he be? As for showing me, I have exams atm so I'm not on much but feel free to pm me if you're going on s trip and I'll come watch c:

  11. @Hak - I'm using the north spot. I do multikill, in fact it's almost a pain because I always have to lure the next TD during the kill to stop taking damage. Also, why does everyone say to use the xp counter rather than just counting the damage they actually hit?

     

    @Jeremy - 30 is my very max though, I was down to around 18 when another guy was using the east spot cos he kept getting his demon aggro on me. And yes, I never turn off turmoil. And yes, titan is pretty much always attacking the TD, I tend to spec whenever TD prays melee, any tips as to when is the best time to click spec?

     

    Also, I keep seeing guides with ppl in karil top/vskirt, how much better is that? And how many kills per hours should I be expecting/is the max with this exact setup?

  12. Setup:

    Neit, SW cape, fury, rapier, blkack dhide top n bottom, ddef, dboots, barrows gloves, diamond (e) bolts and wealth. Invent: EEE, ccb, 2 ovls, lantern, teletab, 10 brews, rest ppots. This is with Steel titan (will lower brew count as I get better at switching).

     

    I've heard loads of claims of kills per hour (like 50+) but my max seems to be 30 despite having the best stats/offensive gear and a steel titan. Basically I'm wondering how many kills per hour I should be getting and what is likely to be causing me to kill so few. Also, if anyone has any tips about when to use titan spec etc thatd be very useful as many of his specs seems to hit 0s =[

     

    I also have full void melee/rng, would it be better to swap to that + uni or should i stick to mage def gear?

  13. I think that the Castle Wars criteria should be changed, possibly to having an as full as possible costume room - it singles out one mini game and asks you to grind it for a massive length of time when there any criteria for playing all the minigames or having all of the Barbarian Assault items for example.

     

    The whole point of minigames, castle wars especially, is that it's not about grinding. You dont stand there doing the exact same pattern of clicks over and over again, instead it actually introduces an element of skill. People seem surprised that a cape rewarded to players who have completed the game is hard to obtain :S As for your comment about BA, one of the requirements for the tripped cape is to have max rank in each BA role.

  14. Ok let's be serious, it's called the completionist cape for a reason! So 5k castle wars games is ALOT but reasonable!!!!!!

     

    Agreed, why is it that everything should be so easy to get? I personally love that there's an item that has such high requirements that only one person in the entire game has it. In fact, I'd probably have given the trimmed cape a BH/FOG requirement too.

     

    Drumgun, if you're reading this, how close are you to obtaining the trimmed completionist cape/will you bother trying to get it?

  15. Agreed, getting all the requirements for the trim is too much xp waste for me to see someone like Suomi (or anyone who solely focuses on skills) getting it for example. I can see many top page people getting just the normal completionist cape though as completing livid farm pales in comparison to defeating all champions or playing 5000 castle wars games. However the trimmed is still badass nonetheless...

     

    What a hero, I believe he's the only player to have obtained the trimmed completionist cape (although I can think of a few who might be close).

  16. I'm not sure what you are saying but at lrc you get 100k mining and 73k smithing per hour.

     

    Has anyone actually tested that? I can see how you could potentially get 100k mining per hour, but if you're superheating and dropping too, rather than just low alching, I find that having your invent full of urns leads to you often ending up with a full invent and spending time not mining. Also, does your rate include the time taken to bank and collect more urns/titans?

     

    Every single one of Thai-Longs xp estimates are Unrealistic - They are perfect tick xp rates for an hour(thoereticly) I take no rate that he says seriously. Always take 10-15% off.

     

    Yea I'd come to the same conclusion. I'd actaully be quite interested to see his explanation of how he arrives at the 100k xp figure, would you mind explaining Thai?

    Someone told me that 85k was the max, that was before urns. Urns normally give about a 20% bonus but since extra ores from the varrock armour don't fill up the urns it is only a 17.6% bonus which is 15k. My rate does include banking time for more urns because you pay someone 50k to bring you urns, titan pouch and a summoning pot.

    I suggest you ask the same friend for the new rate with urns, having urns in your invent (rather than extra space for ore during the periods you mine faster than usual) significantly slows down xp when superheating. For example, at 85 mining with titan, dpick and urns but without varrock armour i average 70-75k mining xp/hr low alching the ores. However, when I start superheating, I start to average about 55k xp/hr because of the time wasted when I have a full invent and therefore cannot mine.

  17. If you enjoy dg then I think it's quite possible to spend your entire time in daemonheim. However, if you don't enjoy dungeoneering then I'd suggest you quit rs for a bit. There's not much point if you're not enjoying yourself and you'll probably enjoy it more if/when you come back to it.

  18. I'm not sure what you are saying but at lrc you get 100k mining and 73k smithing per hour.

     

    Has anyone actually tested that? I can see how you could potentially get 100k mining per hour, but if you're superheating and dropping too, rather than just low alching, I find that having your invent full of urns leads to you often ending up with a full invent and spending time not mining. Also, does your rate include the time taken to bank and collect more urns/titans?

     

    Every single one of Thai-Longs xp estimates are Unrealistic - They are perfect tick xp rates for an hour(thoereticly) I take no rate that he says seriously. Always take 10-15% off.

     

    Yea I'd come to the same conclusion. I'd actaully be quite interested to see his explanation of how he arrives at the 100k xp figure, would you mind explaining Thai?

  19. I'm not sure what you are saying but at lrc you get 100k mining and 73k smithing per hour.

     

    Has anyone actually tested that? I can see how you could potentially get 100k mining per hour, but if you're superheating and dropping too, rather than just low alching, I find that having your invent full of urns leads to you often ending up with a full invent and spending time not mining. Also, does your rate include the time taken to bank and collect more urns/titans?

  20. I figured there were some clans "controlling" the official worlds?

    I have stacked low pop worlds and it's not fun nor is it where the majority of my tickets came from. I'd much rather have a full world with people who try where I'll win most of the time without having to resort to using ancients.

     

    How about just a clan? Are there no Castlewars clans? That's closer to what I want, but no one has suggested any of those so far either... Honestly I don't know if there's a difference between a clan playing together on the same team and fixing games.

     

    Off-topic (on my own thread) but hopefully Group Vengeance will make some sort of grand difference.

     

    Clans don't tend to get involved with official worlds, the people who win the games are probably clan members but they'll be from different clans and it'll just be for fun. I didn't suggest joining a cw clan because (no offence) but the chance of you being accepted with just 100 tickets is minimal. They don't tend to take beginners, you need to be good at the game already before they'll accept you and you wouldn't get faster tickets with them anyway.

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