Everything posted by Quyneax
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First Chaotic
Pre-EoC rapier would've been best but atm maul seems to be the better choice for melee. 2h abilities are a bit stronger than dual wield. Maul covers all melee styles. Cstaff only increases accuracy, and for ranged you can use a royal crossbow.
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Q
Not to interrupt the combat formula talk, but putting my scroll voyage log here: 3 opportunities 2 sent 2 failed (44% 68%) :( Not very lucky scroll-wise in PoP so far but I have most gunpowder ship upgrades, 51% to area three.
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Been roughly 2 years since I played
This is a list of all game updates ordered from most recent to oldest. The main updates are: Player Owned Ports (last Tuesday) - High level management game Evolution of Combat - Revamped most of combat Quests in the TzHaar story and Fight Kiln Squeel of Fortune, Loyalty Programme and Solomon's General Store (RWT, p2p bonus system, microtransactions respectively) Several old novice quest reworks Daily Challenges - Daily skilling tasks for extra xp. Clan Citadels Livid Farm, Troll Invasion, Sagas and other smallish updates Nex Effigy nerf
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Dungeoneering/Money Making
There's not really a best melee weapon right now except that it should be two-handed, so maul, 2h, spear all works.
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Money making - Best option?
Whatever you do, do not do any of the things on that list save farming herbs or killing blue dragons. Woodcutting, fishing etc. are not meant to be profitable skills.
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11-Dec-2012 - Player-Owned Ports
I'm glad there is a mission limit simply because I don't want to compete with people who play very much. The limit levels the playing field. Anyway, info: I used an Adventurer Reroll and got five new (extra) special missions. Two were new adventurers, 1200 Seafaring to get them (easy) @ 21 minutes each. One is a 4000 Seafaring mission for gunpowder, about 1h 10 minutes. One is a 2400 Combat & Morale mission for resources. One is a 3000 Combat & Morale mission for a scroll. 2h 20 minutes approx. I only got 44% on the last one, so here's hoping it works.
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11-Dec-2012 - Player-Owned Ports
I meant at the moment while they still spam us with the all 400 voyages crew selection is irrelevant, when they stop giving you the 400s and all the voyages available are at least 1600+ then real strategy and crew selection will be truly relevant. Let's hope they go that high, fast. I'm a bit disappointed that there aren't more fun examines/dialogue/areas (some stairs don't go anywhere for example). But it looks great, and it seems like a solid game.
- Q
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Nex Trio
I think with EoC equipment and abilities are more important than stats, so max is not as important as it once was. I'd still recommend at least overloads and turmoil and preferably also t80+ armour (but 70 minimum). Magic is the go-to style atm, so get your levels up to blood/ice barrage. Master wand or Ahrim's want, farseer kite, Virtus armour or lower-tier replacements.
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Chompie bird hunting
I'd think no more than a few hundred arrows for the lot considering that abilities don't use any and alerter works as normal. Void should be good for a greater chance to 1-shot them. Inventory-wise all I remember is that multiple (5+) bellows helps, you can get more by dropping and getting another from the ogre's house.
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attack, combat stat boosting potions potions in eoc
Potions seem to have a % damage effect greater than just +1 strength for +1 boosted level. Whether that also works for attack, I don't know, but I hope it does.
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glacors
95 prayer for Torment would help a bit, potting for fire surge is definitely worth it (overload if you can), Ganodermic is probably not worth it because of the degrade cost so upgrade to Subjugation once you can. Fire Wave doesn't seem to be much weaker than fire surge judging by ability critical hits, so you could surivive with that too (wand for sure, staff I don't know), autoattacks are weaker though I think.
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Post-EoC Tasklist
I'm not 100% but I think you should be doing all metal dragons and black dragons, abyssals, hellhounds, and avoid previously good tasks like bloodveld. Do dark beasts and ice strykes once you can.
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Frost dragons and Slayer?
Rapier recharges are worth it, if you are training dungeoneering, tokens are a good way to pay for them. But you should bank the bones and either sell them or trade them for cheaper bones and use them on an altar. Slayer is only worth training for the sake of getting higher levels. It's fairly good all-round combat xp, but not better than powertraining afaik.
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Q
Yes it's 672 :P. I don't know about god spells atm, it's possible they scale differently I suppose but I think they are just a slightly cheaper alternative to fire blast now (and worse than wind wave/surge).
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Q
Just to be clear: you did not test abilities at all, right? "There is a contradiction here though. With each spell having different d values their max hits would be different." Magic damage is capped at level 80 spells so all spells beyond that (and SoA) all have the same max. The rest scales, so fire strike hitting much higher is not a glitch. D values for some spells are: 786 all barrage/blitz 768 all surge 739 SoA 720 fire wave 672 earth wave 624 water wave 595 air wave 576 divine storm 566 fire blast 336 fire bolt 124 fire strike 48 air strike E.g. tiers are screwed up. Gwyn's ability crits suggest a 12% boost for fsh, autoattacks are different once again it seems.
- 04-12-12 - The Brink of Extinction - Grandmaster Quest
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Q
So I did some calculations and while doing so my computer killed itself twice. Take it on trust that it seems most likely that the formula is simply spell damage * ability multiplier * fsh multiplier with fsh giving about 12% boost. If you add multipliers (e.g. spell damage * (ability + fsh)) then you get different fsh modifiers for each ability which would be kinda weird, and putting magic level in there puts fsh modifiers below 1.
- Q
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Q
Yeah, shame multipliers are so messed up. You can get the following generic multipliers: x1 for top tier spells (surge, SoA) x1.07 for waves x1.25 for blasts x1.65 for bolts x2.62 for strikes And the multiplier for wild magic seems to be 2.19x not 2.5x. It's possible blitz spells benefit from this compared to barrage. Not sure (if you feel like testing :P). 765 740 768 709 556 325 765 739 768 709 555 325 766 739 767 709 555 326 670 648 672 621 486 285 766 740 768 710 556 326 867 838 819 665 435 223 768 739 720 566 336 124 This is the used base damage for each spell (e.g. recorded crit divided by multiplier, the displayed damage, and the displayed damage minus 99. Displayed damage minus 99 matches more closely for the highest tier spells, for lower tier spells there's another multiplier. Wild Magic is still way off but that's normal.
- Q
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Nex - minimum reqs
70 ranged, strength, agility, hitpoints.
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Best non-chaotic options (and/or on budget)
Dharok's is very powerful for all melee weaknesses. Possibly straight-up the best.
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Insta-Kill Darts for Nex
When Nex spawns she does a little ritual, you watch that (you can't attack) and when she looks at you you spamclick with the dart equipped. Stay a few steps away to avoid her wrath.
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Q
The problem with that is that the multipliers would be way off. If you don't include magic level, you get the exact 1, 1.25, 1.88 and 4 multipliers for Impact, Wrack, Dragon Breath and Omnipower for Surge spells (and SoA).