Everything posted by Quyneax
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Q
A million arrows means you can craft excellent scrimshaw. In other news, got a hex on my last hard mode frozen :). Unbound dw magic, it's so easy to hunt now, it's not even worth keeping anything not currently useful, except hex of course. Going for 3x3 + 3 (top/leg/2h of three styles, plus hood/bn/hex). Only need chaps to complete that anyway.
- Q
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Daemonheim Task Set- 10/9/13
Hex is about 1.25 units of dps, with one-handed weapons at 1 unit and two-handed/dual-wield weapons at 1.5. So you will definitely be giving up a lot of dps (about 1/6th down from a 2h weapon). In my experience with solo hard mode, the main thing is that you have a hood, body and two attack styles, because ranging everything is going to suck bad.
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Q
I'm not sure what magic is capped at, but it's nice because you have Asphyxiate + Impact to drop a target before it gets a chance to hit you (relevant for celestial mages, although you almost never have the luck to avoid dehooding).
- "Blog" is such an ugly word...
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Daemonheim Task Set- 10/9/13
One important thing in game design is to have the efficient path* coincide with the 'fun' path, so that the two aren't biting eachother. Jagex often gets this wrong, and this is one case, and the same with the prismatic lamps not being bankable and not being useful. The afk path is unrelated to this, it doesn't have to be fun or efficient. An easy way to fix it would be to allow players to gather bonus experience in a newly released skill, like the Duke's xp, but not being able to use it until after a month. XP rewards like the diary lamps, Duke's, September challenges, Troll Invasion and SoF rewards would be usable if they provided bonus xp under this system. *In RS, that's the path to max/comp probably. But the concept applies to most goals.
- Lolz - No More Fisho
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Q
Bound t11 dw magic, it's pretty nice, but whenever I use two styles I really really miss the third >.> (plus either lacking bn, hood or body). Also another four gazers dry. 6/60 floors or so now (1-2, 20, 21, 48, 60). If binds were point-based, amulets should just be 1 point, so that bn is really OP for a 1-point item, but not OP overall because 1-point items suck anyways :P. The current system with 2h weapons ruling everything because of bind limits is annoying. DW melee/ranged aren't even better than 2h... and longbows have built-in shields which is unfair. But I might've mentioned that earlier. Edit: also bound ccs, still getting cele top, then I'll have hood/bn, 3x tops, 3x weapons and bonus dw magic. Still want a hex, that leaves one slot randomly open (currently primal legs cause it doesn't hurt to have a tank piece).
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Magic/Range Training
Cannon/barraging dags, chin/barraging abyss. They all got nerfed but they are still the best for afk combat and effigies as far as I know (abyss especially, for effigies).
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11-Dec-2012 - Player-Owned Ports
Two convict. I don't know how you intend to place four icons, but you should probably report that bug :P.
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Daemonheim Task Set- 10/9/13
1:1 larges would be very easy (unless hard mode) because you get soooo much food from drops... the one time I did solo a 5:5 large, the hardest part was the lack of gates, so there was a lot of running. That floor was definitely under an hour (and that's still bad, mind you, and before p2h/5th bind). With a second gatestone as rewarded by the task set, soloing larges would be perfectly easy. That said, why would it have to be worthwhile to be possible? We can do 5:3 c4 dungeons, which has no use at all. Stupid things should not be limited. If you aren't able to do stupid things, it doesn't matter that you choose the smart thing to do.
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Pictures of those TIFers -- 2.0
Yet it was the first thing I did when I got on :(. Just a really busy day.
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Daemonheim Task Set- 10/9/13
Hard mode solo meds is in the range of 250k combat xp/h - I got about 250k xp in 150k dg xp, which is two floors only (one warp one furn). I'm sure that I'm quite slow, and if you suicide more you can definitely get some good combat xp there. Combined with the already-good fishing/woodcutting xp, you can get very decent overall xp in c6 floors, which may make hard mode sort of worth doing - except that if you aren't already maxed combat, the lack of t11 weapons will hurt your xp/h, perhaps a lot.
- Lolz - No More Fisho
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Daemonheim Task Set- 10/9/13
I just got two soulgazers on floor 1 (solo med) and the boss dropped two t11 items (wand/boots) so I'd say hard mode is the way forward if you want binds :P.
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Q
Got taskmaster back, spent lamps on summoning (cause cba waiting for div... stupid lamps. I hate lamps). Hit 15m summoning. Did f1 solo med hard mode: two dry gazers, two t11 drops from the boss (Astea) so I have cele wand bound now. I really hope we get some sort of off-hand bind soon because 2hs are still dominating -.-.
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Brand new RS members?
Maxed combat was 126 until summoning, 138 after, 200 since EoC. I really don't know how many entirely new people buy membership each day, but I doubt the current tutorial contributes, as it's really crowded and ugly.
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warbands question
FC members do not attack FC members and some FCs have a pact that they pile all non-FC members. So basically, there are no downsides to being in a chat.
- Q
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Runescape Dying? [Discussion/Observation]
EoC was a bad move simply because there was and is so much work left to do. For example, potions, combat styles, interfaces, combat familiars, equipment and abilities have been either unbalanced or broken since the beta[1], and no fixes have really taken place yet. Sure, the pre-EoC system was unbalanced, most obviously heavily in favour of melee for pvm, but at least people understood the system, and it was easy to understand. The numbers in the interface were the numbers used in the calculations, and that's something you could depend on at least. Basically, Jagex does not have the ability to fix things quickly. There is something in the organization of the company that prevents it, otherwise these things would have been picked up on straight away. Before you release an update like EoC, you need to be sure that you have a huge team doing nothing but scouring the forums for issues and fixing them immediately. You need to tell people what your reasoning is when you pick a system like the current one, with no differentiation in attack speed. Why do you think that will make the game more fun? Why do you think it would be best to give monsters no abilities? Why do you choose to change the equipment system, and why this system and not one that has damage reduction? If you want people to help you find bugs, you need to tell them what you want to achieve, because otherwise people will think: "Oh, in this system, ability damage isn't boosted by prayers, well I guess that's for autoattacks only then" or similar (less exaggerated) thoughts. 1. As seen by the following: - Potions provide less of a damage boost if you are using stronger weapons because of the additive system. They used to be broken entirely, boosting damage by only 17 (about 1%). Boosted levels have still not been made clearly useful. If you looked at the interface before and after levelling strength, you would never know that a strength potion could be useful. - Melee still has a wider selection of abilities than other styles, with effects such as Smash, Kick and Sever. Ranged has the worst abilities overall. - Autocast spells aren't saved in all situations, most obviously in Dungeoneering. Ability timers are often wrong. The action bar often doesn't respond. - Steel titans are no longer worth using. They are level 99 weapons, and they are weak, because they die very quickly when attacked. Familiars other than the steel titan weren't really made useful with EoC either. - Level 90 magic weapons cost over twenty times as much as level 90 melee weapons. Level 80 2h ranged is much cheaper than other level 80 weapons. Tank equipment is worse than power equipment 15 levels lower, whereas hybrid armour is universally not worth using. - Nine out of ten ability descriptions are incorrect or incomplete. There are not enough special effects, and stuns are overused, perhaps as a result.
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Daemonheim Task Set- 10/9/13
I think one of the main skill boosting potions, to use in puzzle rooms. Ideally your team has one of each (art, gath, surv, nat) though I'm sure some are more common than others. Combat boost potions aren't great because of overloads, antifire/poison isn't useful because you rarely take any damage from them, and prayer potions are less useful too because they don't restore enough, I think.
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Q
^Not the real Q tbh. The real Q has a flock of umbrella hippos (related to the alot). 3 tasks to go, 3/5 sagas, frost dragon and portent. The last two are horrible, I've done 10 meds now and no luck, making a portent every floor as well.
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Q
q.t. (plural q.t.s) Alternative form of qt. QT (software) Initialism of Quick Time. Qt (computing) Initialism of Qt framework. qt (plural qts) Quart. (slang) Abbreviation for quiet. Also Q.T. or q.t. Used in the expression on the Q.T., meaning "secretly" or "in confidence." (slang) cutie - a homophone derived from the pronunciation of "QT". Quality time. or Quantum Theory I suppose.
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20-Aug-2013 - Divination
It's only happened to me since level 85, not getting level 85 challenges.
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Soul Wars
You can try clans like Ancientsouls to see if anyone there is up for a game. They used to be pretty strong in w79 (for an open-access fc, nothing like a maxed crasher fc of course but still a good win rate).