Everything posted by Quyneax
-
Best way to solo Bandos? (Plus other questions)
You can buy regular ports armour, the superior version is untradeable. The difference is that superior has level 85 stats and the regular level 82 (both require level 85 to equip). You also can't repair regular ports armour. You should get started on ports, there's an expansion coming as well, which may get us still better items. Food of choice is rocktails, yes. Rocktail soups are an option, but likely overkill (the buy limit is 10/4 hours, too).
-
20-Aug-2013 - Divination
I think you missed the irony, Ginger. Of course he's complaining at being made to do the test - should he be happy that he's going to do it? That doesn't mean he doesn't recognize the value of such a test, it's just a way to express annoyance at a (small, possible) heart problem right when he's racing to 99 Divination. Complaining about inevitable, clearly useful yet annoying things is just a thing you can do (this goes for a lot of medical things, but also things like cleaning/cooking/studying/whatever). You read his post far too negatively, to the point that I think you're quite prejudiced, perhaps because of his nolifing?
-
Current Fastest Melee XP?
It's not, normal training got buffed massively with EoC. Rates of 300k xp/h and over are pretty common now.
-
Best way to solo Bandos? (Plus other questions)
Solo is good, but you'll really want drygores ASAP. Until then, chaotic staff with full seasinger or cclaws with tetsu. I'm not sure if Bandos armour is sufficient. Abilities to use would be Slice, Dismember, Sever, Backhand, Havoc, Slaughter, Destroy, Assault (plus maybe Massacre) for melee and Wrack, Sonic Blast, Combust, Impact, Dragon Breath, Wild Magic, Asphyxiate, Metamorphosis for magic. Hex is about 1.25 units of dps, ssb 1.5, slb 1. For dungeoneering, I'd use the following bar: Slice, Dismember, Sever, Cleave, Slaughter, Assault, Hurricane, Anticipate, Freedom, Create Gatestone, Gatestone Teleport, Group Gatestone Teleport. Manage prayers from the prayer interface. The alternative is managing teleports from the interface. Either way, you'll want Backhand and Berserk (for bosses) ready as well, just not on bar.
-
Current Fastest Melee XP?
Waterfiends are pretty good, you also get lots of charms (a charming imp would help, if you can get one).
-
Best weapon setup for me?
At your stats, royal crossbow, Armadyl battlestaff, avoid melee until 80+ attack (range anything melee/range-weak, mage anything mage-weak). If you want melee specifically, stick with your current weapons and upgrade to chaotic claws at 80 attack.
-
Q
Of course archers are strong, that's not an unrealistic notion. Staying far from your enemy is usually preferable to close-quarters combat. I don't think that archers would be OP if appropriate balancing was done on the health/damage. Sure, you can protect archers against cavarly with your halberds, but that means you're getting a group of non-archers, standing by the archers, not actually fighting at all - your opponent would be free to slaughter all your other troops with heavy cavalry. If you keep a purely defensive archer + halberd formation, with the halberds on the outside, the halberds are also vulnerable to enemy archers, and they can be easily out-manoeuvred. Charging halberds on the flanks/rear will destroy them as they have no space to turn their weapons in face of the charge. One further note: Troops will have to face in a certain direction, that is, n/s/e/w and diagonals, otherwise the 'damage boost if attacking flank/read' won't work. Turning on the spot should probably take a little bit of action power, so you can't move N one moment and then retreat at full speed. 74 divination. Edit: 75 divination.
-
Q
@Sinkhan: No. But a limit on turn length could be a good idea, which effectively also limits the number of orders you can give. A unit can move, so if you order a unit to move towards another unit, they will adjust their course based on the target units movements. Yes, it automatically follows the unit selected and stays in the same relative position, so if you move one unit, the whole formation moves. The formation is commandable as a single troop. Agression mechancics are unchanged if accompanying. Standing down means only defending yourself (when collision occurs), not using up your one attack per turn. It's useful for a unit that would have a limited number of attacks (cannons, if you want to introduce those, and other siege equipment). It's also good for coordinating volleys, if you're facing regenerating troops. A volley attacks an area (damages everything that moves through it that turn), the regular attacks attack a unit. Effectively that means you can do more damage in total, but you aren't sure you'll hit what you were aiming for (unless you can volley at a narrow pass or so). I didn't want to make the number of action points different per troop, but the maximum movement range and the number of action points required per square movement is different per unit of course, depending on equipment weight/mount. Ammo is an option, but army logistics are a whole other dimension that might not be a good idea to implement. Also seeing that the RS ammo slot holds 2.147b arrows. Yes. I think commands would become special abilities, like Charge, which also has different effects between cavalry and archers - archers don't really charge, they skirmish or hustle. So you just get a choice of different special commands you can give a troop when selecting it. I was thinking that the smallest unit should be much like the Mobilising Armies unit, a collection of soldiers, say 2x5 troops. @Squab: Entry-level positions that deal purely with design and not with coding/modelling/community management basically don't exist. You need to do at least a couple of years work before they let you anywhere near design. The only way around that is starting your own indie studio, but then you'll still have to find a coder/modeller, so yeah.
-
11-Dec-2012 - Player-Owned Ports
@Tieszen: I find you can get ~84% and ~75% sending two 10k missions. That's with 4 oxheads. I don't think two more oxheads would be worth it (just for this), but one more could be.
-
Q
I made a suggestion for Conquest here. Now, I've been thinking about it some more and modifying it well beyond Conquest. The idea is: There is a grid like Conquest, with high and low obstacles. Maybe with the D&D rule regarding diagonal movement (every second square diagonal costs two moves instead of one). There are units standing on the squares of the grid. These have health, speed, damage, range and special ability. Each turn, both players give their units orders. They do this at the same time. Once the orders are given, they are played out. Unit selection is like Conquest. Commands are different but all available. Special abilities replace them in part, for example, cavalry (riding non-horses) has the 'Charge' ability. The orders are pretty simply based on action points. You can move X squares, attack X, dig in, accompany a unit, use a special ability. Now, what is really crucial here is that editing orders means you are editing standing orders. Troops act according to those orders every turn, so if a troop is doing well, there's no need to change the orders. The kind of orders you can give is very important. You need to be able to tell your units to move to a place, to move to a unit, accompany a unit, attack a unit, guard a place, stand down, volley, charge etc.. You also need to be able to set priorities: attack far-away targets first, attack close targets first, high health, low health, fast, slow, heavy, light, first/last to come within range. In the setup screen, you can set what standing orders your army start with. When executing the orders, they are done all at once. If troops collide, they fight (some troops are better at colliding than others, and colliding sideways is different of course). Troops on alert fire/strike at one target within range as determined by their priorities (these attacks also mean that moving into the range of archers is dangerous even if you don't attack them). Troops ordered to volley at an area hit anything that passes through that area in a given turn. Combat should otherwise be pretty simply, just like Conquest. Bit higher health:damage ratio. Edit: 73 div, 1m xp. 12m to go :(. Aiel won by the way, he got 99 crafting when I was about 12k from 73.
-
Warpriest of Zamorak/Saradomin - worth getting?
Wait, isn't Resonance supposed to not heal on special attacks like that? Not that I object, but that seems wrong :P. @Meredith: Full war-priest is 20k points, which is exactly 8 huge lamps, about 8 hours of agility. In that sense, it's like getting a pair of chaotics (tops). I agree that it's not worth it, but it's not a huge requirement considering that the equipment is zero-risk with decent stats.
-
Kalphite King: Regicide
The damage reduction on armour feels artificial, because it's only for the KK boss fight. Maybe you could focus on the shield versus no shield distinction instead, and leave the power/tank armour balance as a problem to be fixed apart from the KK, because it's stupid in general.
-
Warpriest of Zamorak/Saradomin - worth getting?
I believe the Group Heal spell is 'free' if used during Barricade, because Barricade blocks the damage you take from casting Heal.
-
Warpriest of Zamorak/Saradomin - worth getting?
Not worth it for PvM, but it's guaranteed-kept-on-death (outside the Wilderness) and fairly cheap, so you might as well.
-
20-Aug-2013 - Divination
You can interact at pines, but if you want the high xp/h, you will have to put in effort. Why do you think it should be only AFK, instead of offering a choice? Note that my design still allows afking (say, with a bunyip, prayer renewals and avoiding enriched), it just also offers an option to go full high-attention mode, just like combat. No skill needs AFK. AFK is an optional extention that should offer a lot lower xp/h for those people who do not want to train the skill for real (ivy). It should not be the primary training method (Divination, Runecrafting). Essentially, what you are doing when making a boring, AFK-style game, is that you rely on something else to provide the enjoyment (or at least bearability) of your content. That something can be social media, books, TV, but it's still outside the game - basically leeching other things' fun.
- Q
-
20-Aug-2013 - Divination
A broken shield can have sharp edges. The shield isn't what Guthix designed anymore, and the rerouted flows of energy can certainly damage mortals (compare: hydraulic system with the hoses cut). There is no lore-based reason you could not design the skill to include taking damage, in fact, it makes sense that the broken shield is a danger, after all, we are disarming and recycling it, and that is a whole skill in itself, so it's not exactly easy. Memories do make thematic sense, but since their only use is being deposited at the pits, you might as well remove them. The Anima Mundi is all around us, so if we are returning memories to it, there is no need to do so in a specific place if you wish to design the skill that way - you can make a Divination setting comparable to the xp button for combat, or add special energy-rich or energy-draining nodes - both more interesting than this boring depositing thing, which just feels like an unnecessary step in the whole process. By contrast, the things you drop in other skills are useful in themselves, and there is a point where they become worth banking - dropping them is a matter of bank time versus item value, which arises naturally from the skill, the economy and the player's preferred moneymaker. In other words, it's a choice. Divination absolutely, 100% forces you to dump memories every single time. As an aside, "repairing the damage" does suggest that there will be a point when Divination becomes unneeded in the world, until the next God Wars start again. Are we going to purposefully keep breaking up parts of the Anima Mundi so we can keep training Divination?
-
20-Aug-2013 - Divination
I considered that, but I don't think all the people in the base camp, Max and such are in the same place we are. You don't have to do TWW to train Divination either. I do agree that we will need to wait to see how the second skill integrates with Divination, particularly with training it at the same time. But I'm not hopeful. I think that memories should have been removed for example, just like the whole pit thing. @Urza: Dude, still complaining about people writing on-topic posts? Try getting on-topic constructive and move on.
-
20-Aug-2013 - Divination
You should take damage because Guthix' power/the Anima Mundi is too powerful for you to control, especially considering that we are new to this type of energy. Apparently we can just perfectly capture these memories, but to me it seems that this kind of unknown but god-defying power should be dangerous. Given that it is a type of semi-divine energy, it seems to me Magic and Prayer should be involved. Constitution is involved because it has to do with the ability to withstand great power directed at the body. Tell me, why is Hunter of all things involved with catching memories? Isn't that a matter of Magic, Summoning, Prayer? If you don't want to train prayer and magic, you will be stuck at lower nodes, or you'll have to suicide for health. Prayer and magic only speed up the skill. Right now, there is absolutely no way of speeding up the skill. That's just really boring. Slayer, dungoneering - those are the good skills. Lots of things to speed them up, those things can also be trained through them (e.g. train strength through slayer, train all skills through dg). Divination should be the same - of course disrupting a node gives magic xp, for all I care you add small hp/prayer gains too. === It seems that people are a bit unclear still about what the design is. First of all, you siphon nodes normally. You get energy and xp at the end. You also take damage at the end. If a node lasts long, you take more damage and get more energy. If a node lasts so long that you believe you will die from the damage, you can choose to cut it short with magic. If you don't want to take lp damage, you can use prayer instead. If you don't want the effort of dealing with negative levels, ignore the enriched nodes. If you don't want the effort of healing/restoring prayer, just suicide, teleport back and loot your grave. All sorts of options here. Suiciding is annoying and slow, but you don't need anything for it. Eating food requires quite a bit of inventory space. You can carry more prayer, but it costs more. You can use familiars to heal more per inventory space and cheaper. But all of these are just expansions for the basic idea, that you attempt to control energy, and in doing so, take risks.
-
20-Aug-2013 - Divination
I don't really care about making a skill that ticks all the boxes of 'gathering skill' that we had before. In my opinion, a gathering skill produces items that aren't useful except to be turned into other items by other skills. In that sense, Divination already isn't a gathering skill. In that sense, my suggestion is still a gathering skill, even though you take damage. I can say that I always associated gathering skills with useless high-level content, high-xp mid-level content and the lower levels are just rushed through. Divination already overturns that, why not make it actually interesting and involved in the game as well? You don't need Divination to afk runespan, go get rank 1 esteem if that's what you want. New skills are about new mechanics. Also, don't forget that provided you avoid the enriched nodes, you can afk my skill perfectly well, you just need to drink prayer potions and break off any nodes that take too long to end naturally.
-
20-Aug-2013 - Divination
Well, Divination is click crud, get crud, dump crud (???), get xp. You're essentially moving crud from A to B and you get crud as payment for that. It's a porter skill >.>. My skill idea actually scraps the dump crud step, which makes it more sensible as well as easier. You just need to heal (or suicide). Obviously, yes, the internal mechanics are more complex than 1+1. But that goes for things like the mining success rate/effect of pickaxes too, and hatchets are even different - this is simple by comparison. Plus that complexity is actually fun, but I guess not everybody appreciates that. At least it's optional. Mining/woodcutting/fishing are first of all not the same (more complex, anyway, and therefore better), and if they were, it would be a bad thing. A fresh skill idea is much better.
-
20-Aug-2013 - Divination
Complex? Click node > wait until you're afraid you might get one-hit > disrupt > move on (heal). It's simple, every complexity comes from already-present ways to heal, like you have with LRC - urns/jujus/superheats/defence against creatures - complex, yet simple. You can add some randomness by making it charge or energy.
-
20-Aug-2013 - Divination
Divination idea: Take the wisps/nodes. You can attempt to harvest every 3 ticks. If you succeed, you get energy. You can also get virtual energy. Every time you attempt a harvest, you gain a virtual charge. You can't see these virtual numbers. Say: Chance of getting energy + virtual charge: 10%. Chance of getting virtual energy + virtual charge: 20%. Chance of getting virtual charge only: 70%. When you manage to harvest, you take damage equal to ((1‰ of your max hp) + 1) per charge per tier of the node. If you have the boon for a given tier, reduce the tier number by one (e.g. at level 60, when you make the boon for level 50 energy, level 50 energy counts as tier 5 instead of tier 6). That means you take no damage from the lowest tier nodes if you make the boon at level 10. So, if you have a tier 10 node and 80 Divination, and let's say your attempted harvests are like this: +1 charge +1 charge +1 virtual energy & charge +1 charge +1 charge +1 virtual energy & charge +1 charge +1 charge +1 charge +1 virtual energy & charge +1 charge +1 charge +1 energy & charge - harvest successful. Obtain energy equal to 1 + virtual energy (in this case, 4), the appropriate xp (say, 4*100) and take damage equal to 10*13 ‰ of max lp + 10*13, which is 13% + 130. Now there is a series of prayers/curses which reduces damage taken from Divination by 20, 40, (...), 100%, but you lose one prayer point per ‰ damage prevented (because prayer/lp are not really symmetrical right now). The prayer costs (almost) nothing to maintain if you take no damage. If your prayer runs out, you take the remaining damage normally. This damage can kill. Enriched nodes drain Constitution levels (or Prayer, if you use that). You lose one level per 1% damage you would have taken, but you take only the (tier*charge) damage. Sadly, super restores are good for restoring prayer also, so maybe these levels should be 'negative levels', a separate debuff which is otherwise equal to stat drain, but negative levels are not restored by (super) restores. You would lose a couple of these negative levels per minute. Prayers do not prevent negative levels. If you feel a node is taking too long, gathering too many charges, you can disrupt the node using magic, gaining an extra 10 charges but succeeding on the harvest on your next try. You need to have a certain magic level to disrupt nodes - 10 levels below the level required to access the node. Boosting works. The idea is also that you should balance node length. The ones that give you lots of charges and lots of energy also damage you a lot, more than you have health if you wait too long. On the other hand, disrupting nodes when they are still young means you take lots of extra damage (1% per tier per disrupt, from the 10 extra charges). The prayers allow skillers to train Divination and provide a tie-in, along with more efficient restore and more options. It can be more efficient, for example, to use the 100% reduction and restore only prayer, or the 80% and use a unicorn, depending on how much damage you take. P.S. XP/damage rates are naturally not final, this is just the concept.
-
Q
Divination idea: Take the wisps/nodes. You can attempt to harvest every 3 ticks. If you succeed, you get energy. You can also get virtual energy. Every time you attempt a harvest, you gain a virtual charge. You can't see these virtual numbers. Say: Chance of getting energy + virtual charge: 10%. Chance of getting virtual energy + virtual charge: 20%. Chance of getting virtual charge only: 70%. When you manage to harvest, you take damage equal to ((1‰ of your max hp) + 1) per charge per tier of the node. If you have the boon for a given tier, reduce the tier number by one (e.g. at level 60, when you make the boon for level 50 energy, level 50 energy counts as tier 5 instead of tier 6). That means you take no damage from the lowest tier nodes if you make the boon at level 10. So, if you have a tier 10 node and 80 Divination, and let's say your attempted harvests are like this: +1 charge +1 charge +1 virtual energy & charge +1 charge +1 charge +1 virtual energy & charge +1 charge +1 charge +1 charge +1 virtual energy & charge +1 charge +1 charge +1 energy & charge - harvest successful. Obtain energy equal to 1 + virtual energy (in this case, 4), the appropriate xp (say, 4*100) and take damage equal to 10*13 ‰ of max lp + 10*13, which is 13% + 130. Now there is a series of prayers/curses which reduces damage taken from Divination by 20, 40, (...), 100%, but you lose one prayer point per ‰ damage prevented (because prayer/lp are not really symmetrical right now). The prayer costs (almost) nothing to maintain if you take no damage. If your prayer runs out, you take the remaining damage normally. This damage can kill. Enriched nodes drain Constitution levels (or Prayer, if you use that). You lose one level per 1% damage you would have taken, but you take only the (tier*charge) damage. Sadly, super restores are good for restoring prayer also, so maybe these levels should be 'negative levels', a separate debuff which is otherwise equal to stat drain, but negative levels are not restored by (super) restores. You would lose a couple of these negative levels per minute. Prayers do not prevent negative levels. If you feel a node is taking too long, gathering too many charges, you can disrupt the node using magic, gaining an extra 10 charges but succeeding on the harvest on your next try. You need to have a certain magic level to disrupt nodes - 10 levels below the level required to access the node. Boosting works. The idea is also that you should balance node length. The ones that give you lots of charges and lots of energy also damage you a lot, more than you have health if you wait too long. On the other hand, disrupting nodes when they are still young means you take lots of extra damage (1% per tier per disrupt, from the 10 extra charges). The prayers allow skillers to train Divination and provide a tie-in, along with more efficient restore and more options. It can be more efficient, for example, to use the 100% reduction and restore only prayer, or the 80% and use a unicorn, depending on how much damage you take. Edit: Obviously you can also suicide and just loot your grave for energy. Lol. This kind of setup encourages people to keep skills closish together. I don't like skills that can be trained to 99 with absolutely no other skills required.
-
20-Aug-2013 - Divination
Yes, it seems level 50 counts as level 60 for the purpose of gathering level 50 memories, then level 51 gives you no enriched and you start getting more and more at higher levels.