Everything posted by Quyneax
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7-Jan-2014 - Player-Owned Ports - The Next Journey
Oxheads were worth using on any duo mission because of the JoD boost, that's no longer the case. Even if it was only a +100 difference, it's really stupid to nerf Oxheads now. At least all the other special crew members were worth using in the region beyond the one you unlocked them in, Oxheads probably don't even get that done.
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7-Jan-2014 - Player-Owned Ports - The Next Journey
Oh, derp, yeap that's balanced enough. I'm very sorry, I'll shut up now :oops:.
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7-Jan-2014 - Player-Owned Ports - The Next Journey
Nevermind :oops:.
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What monster do you prefer to kill during triple charm time?
Hellhounds, and gold charms in general, and Guthan's in general, are horribly slow for everything and anything. It's technically an answer to the question asked, but it's not good advice.
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7-Jan-2014 - Player-Owned Ports - The Next Journey
The ring has 104 armour and 2.4% crit in each style. It doesn't appear as an option when asking Marshal Brogan about imbuing.
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7-Jan-2014 - Player-Owned Ports - The Next Journey
You need to meet the adventurers first, and since today's reset already occurred, the first meetings with the new adventurers must be through rerolls. 100 pearls or scales for the ring and cape respectively. 90 crafting required, 10000 xp each. There don't appear to be any building upgrades, but it could be they only appear when you unlock the new regions?
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7-Jan-2014 - Player-Owned Ports - The Next Journey
For some reason, Oxheads now have 500 in each stat, which makes them weaker than regular crew in everything except triple voyages. Comp cape has 207 armour, 400 lp bonus. It appears you just need the scrolls for the Reefwalker Cape, apologies. There are three new deck items, two new rams, two new hulls and two new rudders.
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7-Jan-2014 - Player-Owned Ports - The Next Journey
For some reason, the font used in PoP has changed. My ship names are all broken as well. Apparently you need all the scrolls [just reefwalker, because of the higher stats, my bad] for comp cape now, was that there before?
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200M in all Skills
I think that the interface shouldn't be in the way of skilling, ideally. If you want to make skilling harder, make it require timing or whatever. Hunter is good (especially since traps go on the action bar, though the message you get when you get a seed is horrible), herblore is bad.
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Future Update Discussions
There's a huge difference: special attacks are now no longer tied to weapons, and weapons are balanced with abilities in mind (so you're not dragon clawing with drygore rapiers or anything). In addition, there's a good bit more of them than in RS2, as in an ability every ten seconds or something. The fatigue system isn't just for combat (neither is energy, you can use energy to move extra quickly, like Surge but better, see my Agility suggestion), and not quite the same as RSC fatigue. I think it would be a bit harsh to make you sleep/log off when fatigue maxes, but it's a way to limit long stretches of continuous activity. The idea is that if you want staying power, you'll have to wear comfortable (low-weight, basically, with lower defence stats) armour. Currently, with yaks and Penance and bonecruncher + demon horn and blood barrage, you can last for ages at some spots. Fatigue is meant to be the mechanic that limits that, partially replacing the supply issue that was a big deal back in early/mid RS2 (having only 27 lobsters per inventory, o dear).
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Future Update Discussions
Removing basic abilities and making basic attacks give 8% adrenaline instead? Basics can still give 0% adrenaline I suppose, no problems there. https://docs.google.com/document/d/1364ur0y9FBkzGCMt1146Xhe8wNWnL3zEgN6I3YD6aZE/edit?usp=sharing
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Soulsplit at bandos..
You aren't using Turmoil, that might be a problem, and that scrimshaw is probably a good idea. Bandos armour isn't terribly good defensively either - it's worth upgrading to Torva or perhaps using some Tetsu pieces. Protect prayers are still pretty powerful, especially with Devotion, so you could always just use Protect Melee and Piety until you get Turmoil.
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Q
So I'm looking to get a new computer*, and as usual I can compare numbers pretty well but I don't know which numbers to go for. Does anyone have any tips :D? *Desktop, mostly for gaming, and monitor/keyboard/mouse as well.
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Crystal Shield and Bow
The crystal bow is only supposed to degrade to seeds when you fire them, right? Either way, it's probably better gp/h not to deplete them at all :P.
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Q
Combat technique skills Skill with weapons of a certain style - affects accuracy, allows use of better equipment and abilities. Attack - Melee accuracy and equipment, boosted mostly by Strength. Magic - Magic accuracy and equipment. Lots of non-combat uses as well, part processing skill. Boosted by Agility and Strength equally. Ranged - Ranged accuracy and equipment, boosted mostly by Agility. General combat skills Combat ability - boosts technique skills, allows use of better armour and abilities. Defence - Allows use of better armour and active abilities. Prayer - Holy magic, lots of passive abilities. Summoning - Spirit magic, lots of passive and active abilities. General skills Physical and mental ability - boosts all skills, trained by all skils. Agility - Also intelligence, boosts lots of crafting skills and techniques. Constitution - Also mental fortitude, reduces fatigue gain, keeps you going longer. Strength - Also mental strength, boosts damage in combat and lots of skills. Gathering skills Gathering resources - provides valuable stuff from nothing. Divination - Gathers information and energy, boosted mostly by Agility. Information boosts all crafting skills through Inventing. Farming - Gathers herbs and plants, boosted mostly by Constitution. Fishing - Gathers fish, boosted by Strength or Agility depending on catch. Hunter - Gathers animal parts, boosted mostly by Agility. Mining - Gathers minerals, boosted mostly by Strength. Thieving - Gathers various small things, boosted mostly by Agility. Woodcutting - Gathers lumber, boosted mostly by Strength. Processing skills Turning resources into finished products - provides valuable stuff from gathered stuff. Construction - Creates furniture and buildings from lumber, minerals and energy. Cooking - Creates food from fish, animal parts, herbs and plants. Crafting - Creates weapons and armour. Firemaking - Creates fire from wood and certain minerals. Fletching - Creates items from wood. Herblore - Creates potions from plants, animal parts and various small things. Runecrafting - Creates magical weapons and armour from energy. Smithing - Creates weapons and armour from metal. Meta skills Application of multiple other skills in a specific situation - provides valuable stuff in different ways. Dungeoneering - Unlocks new areas for all kinds of things. Inventing - Unlocks new uses for non-combat skills, affected heavily by information. Slayer - Unlocks new uses for combat skills. At level 99 in a crafting skill, say Smithing, you can craft a full set of tradable, undegradable t90 armour, which would be melee armour with Smithing. If you have 99 Crafting or Runecrafting as well, you could make level 92 armour or level 90 armour with level 91 stats, both untradable. If you have both additional 99s, you could make level 94 armour or level 90 armour with level 92 stats, both untradable. If you use untradable resources, gathered with 99 in Mining, Divination and Farming, or obtained from combat, you can add the same levels each time. Basically: apart from creating the basic equipment, you can add improvements, each of which adds either +1 level to stats, or +2 levels to stats and +2 to requirements. The number of possible improvements is one per stat (so that's five), plus, say, five from unique items such as monster drops, ports rewards and minigame items. Level 99 counts as level 100. That means the highest level craftable armour would require 99 Crafting, Divination,, Farming, Mining, Runecrafting and Smithing, as well as five unique ingredients from various non-skilling sources, to make a level 100 armour (99 to equip) with level 105 stats - that's five +1 stats/+0 level boosts, and five +2/+2 boosts. If you had 90s instead of 99s, you could still make level 100 equipment, with level 100 stats, having ten +2/+2 improvements. If you had no stats, you could still buy level 90 armour with level 90 stats, or perhaps a special boss drop at level 92 or 95 or something. I'd say that improvements should be built-in from the start, so you can perhaps break down existing equipment and recover unique ingredients, but not add improvements after you finish forging. Forging should be like the Artisan's Workshop at every step, with a final quenching to seal everything in and finish the improvement process. Perhaps Firemaking could be used to deal with the smelting part.
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Strange Bonus XP (Glitch?)
The bonus xp system is for members only, that might be your problem.
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Solo nex / Team Vorgo
It gives you a brief period of very very high dps (multiple thresholds), combined with Death's Swiftness/Sunshine/Metamorphosis/Berserk. I'm not sure why that's worth it though.
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The F2P General Discussion Thread
A six-second stun is a pretty bad thing, as you lose 10/3 attacks. Of course, you can heal up to 3000 damage with it (lose 2k, gain 5k). It's equivalent to 50,4 seconds banking for 28 swordies, assuming the adrenaline loss is not an issue. You probably won't heal 3000 damage per use though, would you? If you only take 1000 damage in 6 seconds, you'll heal 1500, which is equivalent to 100,8 seconds banking for 28 swordfish. I think that's definitely possible, so Transfigure would at best save you some cash.
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Future Update Discussions
I hope the stats in the video are placeholders, like the numbers we got on EoC teasers. Lunar rings have 12 armour, that's 65 magic and 40 defence. The cape has 18, the gloves and boots have 31, 125 helm, 138 legs, 144 top. If you divide those numbers by 6 and round, that's 2 for the ring, 3 for the cape, 5 for the boots and gloves, 21 for the helmet, 23 for the legs and 24 for the top. By that ratio, I think it'd be fair to give t85 rings about 500 / 12 = 41.6 armour rating, or 27.8 if hybrid. Incidentally this puts onyx rings at about level 77 (hybrid) or level 63 (single-style). For criticals, I'm not sure, but given that a level 70 arcane stream necklace has 4.9%, I'd say some 3.5% (single-style) or 3.3 or something for all styles.
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QBD Still Viable?
Dwogres are useless, dks are very good, Kree I'm not sure but I think is mediocre. I'm not sure what got changed about the QBD, but it's still quite viable with tetsu/drygores. Try improving on your gloves/amulet (not sure what a Bandos amulet is).
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Selling 3m OSRS Gold for 30m EoC
Note that trust trades (which is what 07-EoC trades are) require the person offering the trade to accept the risk. That is, you can't ask for people to trade first.
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The F2P General Discussion Thread
The last ability is out, and it's horrible. Sacrifice should be good as final blow to help training, more so in F2P than P2P.
- JeRambo's Blog
- JeRambo's Blog
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Website for RuneScape guides sorted by quality rating. Feedback needed.
I think you need to add some link to the AOW here, that contains some useful guides :P.