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Saradomin_Mage

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Everything posted by Saradomin_Mage

  1. Some guys on the HLF are also having a problem with this at the moment, though it doesn't seem to affect everyone. Probably the best you can do for now is to submit a bug report. Maybe try changing your graphical settings?
  2. Did some runs at Automatons earlier, and void with dual drygores allows Soul Split to keep up with the damage received.
  3. .

    Saradomin_Mage replied to Ember's topic in Off-Topic
    If you unleashed one guy with a gun onto a crowd, wouldn't he get more kph than a guy with a spear/knife? I'm simply assuming it's easier to start firing from a distance into an unwitting crowd as opposed to running up behind people and stabbing them, but then again I don't have experience in either field.
  4. Had that for the last half of today, resetting my connection solved it though.
  5. So it turns out the hit chance formula was really simple all along lol Hit chance = Accuracy/Defence * Weakness Defence = Armour rating * 1.4 Weakness = 20% if resistant, 50% if same, 75% if weak and 90% if weak and type matched. So using a Drygore mace on Automaton Tracers would give a 90% weakness mod, while a Chaotic staff would give a 20% mod. This means it's apparently possible to hit 100% of the time ... kinda dubious about that.
  6. Too bad it's back to the insanely strict combat triangle from before the accuracy rework in January lol
  7. From reading the page, I just realised that that's what they meant by a 15% boost lol, actually closer to 20%.
  8. @plug Primal chain is a subpar armour piece, so it won't provide the same armour rating as a robe top, leathertop or platebody.
  9. Couldn't afford to squeeze in any new items due to budget/time constraints (the initial brief of this update didn't actually include the hard mode), and adding t90 gear to the KK probably would have detracted from the ranged slayer dungeon and the new boss being worked on atm.
  10. Well, at least Drygore is no longer a combat class of its own :P
  11. Replace D Claws with Drygore Maces. Ah [bleep]
  12. Yeah I noticed this, seems the range is quite bit too :( Dual chaotic claws, 99 str, no turm/ovl Slice crits with void: 1706, 1750, 1764, 1767, 1786 Slice crits w/o void: 1667, 1686, 1693, 1695, 1703
  13. Interface from the beta did not look like that. Interface from the beta gave incorrect/misleading hit chances versus hard numbers for each stat, which is what's presented here :rolleyes: I'd rather have a percentage that tells me exactly what are my chances of hitting depending on the enemy rather than having a pretty high number that doesn't actually tell me anything. (Beta had a 1-5 star rating system, btw; much worse.) Beta had a hit-chance system first, and then after player feedback it was converted to the star system, which was a step in the right direction, before finally being converted into a numerical system which was just deleted today. The numerical system was easily head and shoulders better than a flawed hit-chance system that doesn't even give correct values (I've missed where it claimed 100% hit-chance before, and been hit despite a 100% block-chance).
  14. Interface from the beta did not look like that. Interface from the beta gave incorrect/misleading hit chances versus hard numbers for each stat, which is what's presented here :rolleyes:
  15. 10/10 for reverting to the horrible interface from the beta that was rightfully scrapped. Also equipping a completionist cape with melee armour actually brings down your defence against ranged, contrary to everything they've said lol.
  16. Zoomed in polygonal faces with triangular nostrils? :razz: No matter what system you're running or however good your connection is, even if you let your cache load to 100% first, you're going to still get a stuttery experience when watching that opening cutscene, with the audio/graphics not being synchronised, which does give a poor starting impression of a game.
  17. Contact! gives access to the bank? Great stuff then.

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