Everything posted by Quyneax
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Leveling Farming
The xp/h for Warbanding farming is a good bit lower than the xp/h for tree runs, I think. You do save the money of course.
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Glacors
Penance is good as you don't need vampirism, and @Squab you should be able to do Enduring > Sap/Unstable before Unstable blows up, at least with wand+book you can.
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Jagex's chatwatch program automuting private messages/etc
I think you're being really unreasonable there, Omali. Erebea isn't pretending it's a roulette wheel, the OD may have 170k words but that says nothing, the word may have been picked because of its meaning originally but that means nothing, and blanket can be very offensive if used right. It's possible for words to lose negative (and positive, and other) connotations, it happens all the time, and it can be quite fast as well. Certainly, there is a reason why and that has to do with the old meaning of the word, but the current meaning isn't the old meaning. Just because a word used to mean something doesn't mean that there is any trace of that left in current usage. Basically you aren't even presenting any counter-argument, so I don't know why you bother to post.
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Q
Ok so about 1000-1500 goblins later, no scroll, but ok. Also hit 15m rc & 50k span points - 130k to go (about 6.5m xp). 480m overall xp. First podium spot in a FF game (score 46, third, tied with spots 1-2). And +20 laquer as well, doing well on the trade goods front I guess.
- JeRambo's Blog
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Glacors
You can generally kill the unstable before it blows up anyway, but if you can't avoid the explosion or the big ice spike attack thingy, that doesn't matter, you can afford to take that damage.
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Need Charms (94-96)
The double damage thing for fire spells got fixed, so yeah, blood/fire spells >>> anything. In general, assume that any beta things aren't accurate anymore.
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Glacors
If you see the previous topic on void http://forum.tip.it/topic/319749-void/ you see we can't really tell whether void > virtus or not. Virtus has 10% extra weapon damage, sure, but we don't know where the void multiplies goes exactly. Damage is weapon damage + level + boosted level bonus - Virtus is 10% of weapon damage, Void 5% of the total damage?
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Vorago Teaser - June 24th
Whether or not you need to use a shield follows from the boss design, you don't really design a boss around the idea that the hunter is using a certain weapon, just certain roles (like tank, dps, lure) which may or may not require a shield depending on the 'ambient pressure' of the autoattacks and environment. But yeah, that's the basic design and anything 'special' and of course the environment are in addition to that. I'm just outlining what standards a boss should live up to (keep in mind they can be traded out to a certain point) to be worthy of their combat level. Far too many monsters have armour, damage output, food/potion/prayer usage and passive abilities far below the norm, compensating by having loads of 'unique specials' and extra health. Imo the extra specials are just boring, like the KK's orbs. If I had to give the KK abilities, I'd imagine he's a solitary berserker suited to 1v1 combat versus similar creatures - he fights for the right to mate with the KQ once every season, and for that fight he has to be the badassest dude in town. So the KK gets a very dangerous front end (knockback, high damage, 2 square range, stat-draining poison and bleed, Dharok's set effect, poison spray AoE) and a reasonably safe but defensive back end (knockback from wings, trample, short-range multitarget poisonous magic attacks, damage reduction). The front is immune to regular melee, but not because of a special invulnerability, just because of the knockback and high damage - pikes dug into the ground will hold the KK. The front end is dangerous but also vulnerable to debilitating effects, while the back is more armoured and immune to stun and stat drain. I think a setup like that would encourage a few pikes (there should be pikes with 2 square range, honestly) to hold the KK back while rangers shoot the eyes and mouth to stun it, and people around the back target the legs to make sure the KK doesn't bulldozer over the pikes. If the legs aren't cut, the pikes won't hold, the rangers will get eaten and the team wipes. If the rangers don't hit the eyes and mouth, the KK isn't slowed, the pikes won't hold, the team wipes. If the pikes don't keep outside the range of the jaws, they'll get eaten, the team wipes. Just think of how glorious it is to have a line of crossbows guarded by a line of pikes, the crossbowmen targeting specific eyes, the pikes trying to knock back the jaws, while behind the KK you can see a bunch of mages trying to freeze the legs with ice barrage, and all the time the KK tries to rush ahead, doing more and more damage as the fight goes on. When you started, you could afford to take a hit or two, but not the hits that the near-dead KK will dish out. (anyway it's 3 am so this might not work as intended, but okay) In regular bossing, I don't think people want close kills every single time. They want a strategy that works 90% of the time and occasionally an 'accident' that gives some excitement and a good story. One-off quest bosses are different, they always have to be close, there doesn't have to be a reliable method (well, 60-70% is nice).
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emissary challenges
Stand in the flower patch after you've told your Emissary that you would like to start the job. If you don't accept the job first, you won't get the ability to challenge.
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Glacors
The best method is virtus wand + book, void or virtus (I don't know which is best, sorry), blood barrage, overload, torment, superior scrimshaw of the elements. You Asphyxiate the glacor first. If it hits low, use Impact at the fourth hit. The glacytes will come out now. For the glacytes, barrage the Enduring - damaging the other two - and finish with Chain. If the other glacytes are close to dying after barraging, use Wrack before Chain to make sure Enduring dies first - freeform this a bit, the Enduring may not die last. Chain has the lovely delay which makes sure the primary target dies first. After the glacytes, use Wild Magic and follow up with Concentrated Blast to kill the glacor. Wrack may be needed to finish the job. Rinse, repeat. The east area with 3 glacors in a triangle is a good place to start, but there's often noobs luring around the pillar there, which can cost you a spawn. If you're fast, you will finish the glacytes and get Wild Magic off before Asphyxiate comes off the cooldown, so there's no need for ultimates at any time, the rotation fits pretty closely.
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Vorago Teaser - June 24th
Use of environmental effects - e.g. since this is set in a cave, falling rocks that kind of thing that the player has to move out of the way of. Use of defensive abilities - have the boss have something like reflect, to make players think more carefully about when they use abilities. (Nex and KK do this a bit, but having the damage reflected would make it more important) Attacks that do more damage to people wearing gear of a certain class. Locational damage - think the QBD super hot breath attack. But you could have a bit of a twist so that whilst this attack is active, if the player stands closer to the source of the damage, the player damage is also increased, meaning the player has to balance damage taken vs damage dealt. A higher emphasis on DPS in aggro calculations (if one player can tank whilst the rest of the team just goes max DPS on the boss, it makes things unnecessarily easy.) Minions/Adds that aren't completely trivial to deal with or completely ignorable. Perhaps have killing the minions be optional, but relate the boss's damage somehow to the number of minions (with a cap to) so that killing the minions will make the kill easier, but slower. E.g. if all minions are dead the boss deals 75% damage for the rest of the fight. If the boss is magic based, have it be more susceptible to normal/ancient spells in different phases so your team requires players on both spellbooks. Just off the top of my head :P [/hide]It's important to think of the things that players can use: Abilities, prayers, style switching, movement, designated roles, food, familiars and cannons. Both monsters and players should be able to use all of these - boss mechanics will decide whether the cannon is worth it. Monster health, autoattacks and defence are just ways to keep a constant pressure on the players. For example in pre-EoC Nex you saw that players were using the most tanky gear possible (Pernix, divine, even SoL tanks on ice phase) because the pressure was very high. Post-EoC Nex you see that only the tank really bothers (and helps the team, with Provoke and luring for example), the pressure is lower - also because Nex herself is less tanky, so phases are shorter. [/hide]So what your are saying is that this boss should combine the abilities use of warband NPCs, the style switching and 1 hit ko of KK, the phases and prayer of Nex, and the healing abilities of current bosses, including in dungeoneering bosses? Basically the best traits of current bosses. Just to be clear. Because if that's what you are saying that sound very tough for players to fight. I'd be scared to try it. Not all of them. Basics of a boss designed at tier 11: Level 110 defence and constitution. 4400 base health, roughly 1500 base armour. Level 110 armour - just the main pieces, no capes or anything. That puts the total health up to 4400 + 6600, 11000 health - 12650 with shield. About 1500+3000 armour, 1500+3800 armour with a shield. By comparison, the highest armour a player can currently get (outside of DG etc.) is about 1213+2088. Level 110 food - 2200 per bite. Assuming 28 inventory spaces, the total health is 11000-72600 excluding healing from abilities. Probably about 20 spaces on food, good for 55k total health. Level 110 potions - Overloads are at 3+15% boost, rounded down, so that's 19 levels, but a better tier of potion should be 4+18%, a boost of 23 levels. Prayer restore - If it's a divine or semi-divine being close to a god, like Mahjarrat or Nex, assume a going rate of 10 points per second or so. That's enough to keep turmoil and soul split going, but no more - sufficient Smite/Soul Split damage would eventually disable prayers. A couple of flasks of super (or extreme) prayer potion (565/dose for extreme) should serve as backup. Unintelligent creatures like kalphites shouldn't use prayers, just high armour and damage reduction. One positive passive ability - it can be something like an aura (Vampirism, Penance, Aegis), a spirit shield effect (30% damage reduction with prayer drain), the blood necklace effect (on steroids as appropriate), poison, reach with melee (halberd, combine with knockback and stun for extrasuperfuntimes), Ancient Magic effects (blood, ice), casting Disrupt Shield and Vengeance (technically not passive), using a dwarf cannon, rotting food (ghasts) or a passive weapon effect (godswords, EE, Barrows sets). This ability just functions all the time, so you'll just have to deal with it. One negative passive ability - reverse of above. Vulnerability to fire, spears, high hits, lots of hits, reflected damage, familiars, anything. Weapons should be at t110 as well, special moves can be basically anything. The choice of prayers used (protects or soul split? curses or prayers), spells used (barrage or surge?), abilities used (single-target dps or multi-target? shield or no shield? KO focus or dps focus?) and any special moves will help flesh out a boss too. Having the basic boss design, you can start trading out things. +10% armour for -10% damage? OK. +10% health and food healing in return for -10% accuracy? OK. An extra passive effect in return for not being able to run or Surge? OK. This kind of thing is to flesh out the boss to fit the story better, e.g. if the living rock patriarch was actually a boss, you'd give it a shield, lots of defence and health, regenerative abilities and summoning abilities, but you would make it vulnerable to large groups of people, powerful attacks (2h pickaxes, if they existed) and long-range magic attacks, slow and inaccurate, using only melee. You can also add special vulnerabilities, for example I've always thought that you should be able to use grapples versus Nex (since she's so agile and everything). In my opinion, you should let the natural state of combat do as much work in your boss design as possible. Coming up with special unique moves but leaving regular combat unused is just stupid.
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Need Charms (94-96)
Wild Magic hits twice now, yes. It still has a very low minimum hit, but the max hit is very high as well (as high as Omnipower or higher, certainly).
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Vorago Teaser - June 24th
[hide] Use of environmental effects - e.g. since this is set in a cave, falling rocks that kind of thing that the player has to move out of the way of. Use of defensive abilities - have the boss have something like reflect, to make players think more carefully about when they use abilities. (Nex and KK do this a bit, but having the damage reflected would make it more important) Attacks that do more damage to people wearing gear of a certain class. Locational damage - think the QBD super hot breath attack. But you could have a bit of a twist so that whilst this attack is active, if the player stands closer to the source of the damage, the player damage is also increased, meaning the player has to balance damage taken vs damage dealt. A higher emphasis on DPS in aggro calculations (if one player can tank whilst the rest of the team just goes max DPS on the boss, it makes things unnecessarily easy.) Minions/Adds that aren't completely trivial to deal with or completely ignorable. Perhaps have killing the minions be optional, but relate the boss's damage somehow to the number of minions (with a cap to) so that killing the minions will make the kill easier, but slower. E.g. if all minions are dead the boss deals 75% damage for the rest of the fight. If the boss is magic based, have it be more susceptible to normal/ancient spells in different phases so your team requires players on both spellbooks. Just off the top of my head :P [/hide]It's important to think of the things that players can use: Abilities, prayers, style switching, movement, designated roles, food, familiars and cannons. Both monsters and players should be able to use all of these - boss mechanics will decide whether the cannon is worth it. Monster health, autoattacks and defence are just ways to keep a constant pressure on the players. For example in pre-EoC Nex you saw that players were using the most tanky gear possible (Pernix, divine, even SoL tanks on ice phase) because the pressure was very high. Post-EoC Nex you see that only the tank really bothers (and helps the team, with Provoke and luring for example), the pressure is lower - also because Nex herself is less tanky, so phases are shorter.
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Need Charms (94-96)
Don't lure glacytes, never kill Enduring last, Impact is rather good dps, Wild Magic and Asphyxiate are very good - use them often. Don't bother with ultimates. Void, subjugation and virtus all work. Since you don't have vwand, you'll have to use cstaff or treachery - not sure which is best, treachery might splash a lot.
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Question about eoc's influence on combat
Yes, magic and ranged can train 100% defence, you can split the xp into half defence and half magic/ranged, or you can get pure magic/ranged xp. I'd use ss w/o torment at glacors, certainly, but for slayer it's probably better to use Augury. Yes, it would. Unicorns aren't really worth it though, they don't heal much and they drain adrenaline when you use the scroll (just like food basically - better to bring a tort full). And yes, barraging still profits.
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Q
I use Ancientsouls mostly, idk what chat was crashing, I missed that part of chat (I lag a lot at SW, ok). When not crashed, it's pretty easy to win. Meh, I hate sw regardless.
- what she order, mish filet ~ 99/99 Agility, what next
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Vorago Teaser - June 24th
Yes, let's. I think it makes no sense at all, and it certainly doesn't work for the combat triangle - giving up virtually all magic ability to be able to farm properly? Giving up all enchantments just to be able to mage properly? Farming, enchanting (smithing!) and combat are not things that should be mutually exclusive in any way. In the end, we only pray at an altar to switch spellbooks. There is absolutely no 'different means of living' (I think you mean ways of living?) - people on lunars can still massacre non-magic bosses plenty well, and they do, and it doesn't affect their ability to cast lunars at all. It's more likely that the Moonclan firmly believe that pacifism is required for Lunars because of historical/ideological reasons, and you, as outsider, come in and have no such compunctions about using combat magic with lunars. Sure, the Moonclan may not like it, but who cares, you got the spells, no need to enforce that pacifism on players. Now Ancient Magic, that's different, because Zaros actually affects you directly, but there's no reason he couldn't give you access to Ancients while keeping your normal spells intact, it's just a matter of convincing him you're worth it (there are probably some magical secrets you can figure out combining Ancients with modern magical insights).
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Question about eoc's influence on combat
Soul Split is very useful, more so than it was. Yes, it is in part because protect prayers & pray flashing got nerfed, but don't go saying SS isn't the best overhead curse (most of the time the only one you'll be using), and extremely important for staying power. Turmoil's a pretty good thing to get to back up ss, get that first. For bossing, get chaotic claws or drygores (~100m for the set, maybe less) if you want to melee. Claws are better than maul, cost the same, and come with 100% charge rather than 20%. You can also use a shield switch with them to use Resonance, but that may not be necessary. Another easy way to kill GWD bosses & lots of other things is barraging them with Momentum. Barrage is really strong right now. I'd train defence and magic to 99 at glacors, that should get you some starting money and charms.
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Making money in f2p.
The Great Orb Project is still decent profit, I think?
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Need Charms (94-96)
Void with barrows gloves? I second the RoW, but not using the whole void set is a pretty bad idea.
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Need Charms (94-96)
I'll be citation. I easily get 400k magic xp on a 8 overdose (40 min) trip, and I'm not the fastest glacorer out there as I loot rather time-consumingly.
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11-Dec-2012 - Player-Owned Ports
Superior scrimshaws don't stack - I made 4 extra elements, 4 bank spaces taken up.
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Vorago Teaser - June 24th
Enhanced Ancient staff: 1912 damage Chaotic staff: 1951 damage (this is with blood blitz, level 80 magic) With shadow rush (level 50) it's 1453 versus 1492 With ice barrage (94) it's the same as blood blitz. The difference is 39 damage either way, no scaling with weapon tier at all :(. There was/is a rumour that something got fixed here, that magic was good in dg again (admit I thought so too). Godsword: 1824 damage Chaotic maul: 1936 damage Royal crossbow: 1936 damage (with royal bolts) So it appears lower tier magic weapons are better because they can use stronger spells? Level 40 mystic lava staff gets 1639 damage w/ barrage, level 60 dragon spear gets 1489 damage. This makes no sense. Either the interface is really buggy, or the system needs (another) rework. Spells should just be changed to equippable ammo made with runecrafting or something. Remove combat spells from the spellbook altogether and integrate spellbooks.