Everything posted by Quyneax
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Making money (solo PvM), plus QBD advice
Royal crossbow isn't far superior to dual chaotic crossbows... same tier, and dw crossbows have a better 5s basic. Rxb is just a bit cheaper to use. QBD times under 2:30 are no longer the norm since the update, afaik even drygores will miss a fair bit now. Anyway, glacors are good. But I'd still recommend cstaff at least.
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Combat Scrimshaws, Auras
Crit chances are equal to % base dps (that is dps without crits) for autoattacks, and about 50% increase for crits. E.g. 2.7% crit is 2.7% momentum dps and 1.35% ability dps. Elements and Cruelty are both better than the respective critical scrims, Vampirism obviously does not increase dps so Strength is better. For auras, equilibrium is always good, otherwise idk.
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Some Port Questions
I think telescopes are only moderately useful - you can only get one scroll per day anyway. 3:1 jade:telescope would be my recommendation.
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I fail at godwars :(
What ability rotation are you using? AoE attacks are not useful if you are not using Soul Split. You could upgrade your weapons to main-hand claw and EE offhand, which will also give you Destroy as dps boost. If you can't last very long, don't use bonecruncher. Just use a fury and two super restores or so. The bones are worth more than the restores.
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Chaotics (rough time estimate)
You know there is an 'edit' button to the bottom left of each post you make :P. No need to post again. Anyway fixed that for you. Anyway, you can count on 150-200k xp/h if you get a decent team, less solo, but not much less, 100-150k/h or so.
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Q
Been playing quite a bit of M&B lately, mostly because no updates on Scape and unreliable access to computer. Having lots of fun trying to not lose any soldiers. So far, the Vaegirs are doing well (+4 cities at some point, +3 now) but the Swadians have a whole covert diplomacy operation, so far at least 3 cities and 3 castles already switched to their side. Sadly, I am Vaegir right now. The Nords are almost done for, two castles, one city left, Sarranids are getting hit hard (we're at war with them for a few weeks and no war parties yet, lol), Rhodoks/Khergits fairly stable. Solo captures: Two castles with 150+ troops each, lost one troop capturing the first, none the second. Party size ~95 :P.
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Future Update Discussions
Well the wife of Bree would probably be another unicorn. Unicorns and GWD - summoning? Seems tenuous.
- The Rich get Richerer | 294m/2147m
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30-Apr-2013 - Instanced God Wars & EoC Updates
Chaotics were only insanely strong because health boosts or soak were never rolled out properly. But I definitely do agree entirely. Also, melee weapons only on that list. Woot :D. The old system with health boosts equallying about 5x the level required to wear the armour would have been fine. Sure you hit 500s with rapier (at 80 stats), but in Torva you had 1200 lp and a ton of def, so it's not worse than hitting 300s on 900 lp like you do in f2p (rune 2h hit 30s right? I forget).
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Max Calculator Thread
I do agree an hours/day average should be included, and maybe also a days/week option, as it probably matters quite a bit, with warbands, farming, daily challenges etc..
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Divination - one of the new skills reported by IGN
I always felt a 'science' skill was a thing we could use, after all, Runecrafting as techy magic has kinda failed, we never get to do any research.
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30-Apr-2013 - Instanced God Wars & EoC Updates
Well first of all, stamina and endurance and physical conditioning are called Strength, Constitution and Agility :P. That's one reason I feel that making another 'general physique' skill is unnecessary. Also, if you make strength affect ranged & magic damage (as it really ought to, it takes a lot of strength to draw bows for example) then you have your all-round skill that also gives abilities. If you wanted to, you could even add agility to certain special techniques (mostly thinking grappling and dual wield here). It really wouldn't make sense to introduce a new technique from a foreign land, not as a skill (as Livid Farm/training area is another matter). Martial arts around the world differ only in flavour - a western pankration expert can fight an eastern karate expert just as well, as they both do about the same thing (like, using their body and stuff). So unless you're going to introduce 'chi' fighting or w/e, it's not logical that a veteran fighter would have to start at zero with a new skill. We have the Western idea that samurai are really awesomely skilled guys and European knights really just cut things up with super heavy swords, but that's due to Renaissance propganda concerning the 'Dark Ages' (the names come from glorifying the Greeks and Romans and the time after the 'middle ages' :P). Incidentally, not bringing a shield to a 2h fight is realistic, if I recall a visit to a British castle correctly. I asked the reenactors, and they said a shield would basically be cut up before blocking anything useful. Some of the damage from 2h weapons is from crushing through the shield anyway (dislocate shoulder and whatnot). Quite agreed with the observation about equipment. (also 10k posts woo)
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Ranging Armour and Training Ranged
Well it's very simple: there is no other ranged equipment in the whole 70-99 range. You either use Karils, Armadyl, or Pernix, or Death Lotus. And offence >> defence, no doubt about it, at any ranged level. If defence is a problem to the point where you need food, you should go safespot something with low defence. Note that you can still use helmets/boots/gloves to increase your defence to certain styles.
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slayer equipment upgrades
I'm not sure since the update but generally any drygore main hand combined with ee is very good for anything you'd want to melee. Off-hands didn't affect accuracy before the update, not sure if that was fixed, but I think ee is still good - your off-hand probably doesn't count for the style you are using either (it doesn't for abilities, e.g. range offhand can't use ranged abilities if your mh is not ranged). Yes, QBD is easy enough, harder than she was pre-update though.
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Max Calculator Thread
Depends, most people would probably want at least the full storyline quests complete (TWW including all optional rewards, that is most quests). Adding a toggle for 'quests', 'tasks' etc. is most convenient, not sure how that is coding-wise, I think comp is just as interesting as max to make a calc for as well, worth doing anyway. @Hedge: You have to calculate the most efficient way to max from account creation (sadly, historical account creation can't be taken into account, so old accounts will always be less efficient) and from the current state, and then just figure out the percentage you've done. Because if your most efficient path involves slaying for 80-99 slayer and summoning, and someone has 99 slayer/90 summoning, you don't have 100% of slayer done, and you don't have 30% done either (or w/e % 90/99 is), you have more done. And if you have, say, 75 hunter, charm sprites might suddenly become efficient for a couple of levels, rather than slayer + jadinkos.
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Ranging Armour and Training Ranged
There's no need to bump this topic yet, besides, you have your answer.
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new veteran completion cape
Moved to Suggestions :).
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Max Calculator Thread
People are likely to be 70+ all stats too, for that matter. But that's not very interesting. Once people get to higher stats, with items already unlocked because of personal preference, it's going to be fairly easy to figure out what they should do. The hard part is taking into account quests and early levels. If you don't bother with that, it's really not very interesting to make a max calc. And yes, the accuracy thing is only an estimate, but considering that not accounting for quests is a difference of 10ish hours of agility from WGS alone, I don't think it's far off. In the end the calc has two purposes: 1) For people to use - reasonable methods (no 300+ apm etc.), most quests and early stats done, approximate solution. 2) For figuring out the real most efficient way to max ever - takes everything into account. The first is less fun.
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Q
That would still use several action bars though. Why not just use one action bar for all styles without switching? Plus it removes a lot of clutter and all that tabbing from the ability book.
- Q
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30-Apr-2013 - Instanced God Wars & EoC Updates
@Mousepad: A skill for abilities only seems rather pointless to me, that's like saying I train my strength, my range/mage/melee attacking skills, but I need another skill to tell me how to move... isn't that pretty much by definition part of the skill of attacking/ranging/maging? @strilmus: The problem was that no monsters bar waterfiends were sufficiently weak to a style. The problem post-EoC was that you couldn't get xp in the skills you want. A 3x3 weakness system means you have your clear weakness (e.g. stab), your minor weakness (slash, crush, arrow, ray) and your clear strengths (bolt, thrown, burst, missile). If you make clear strengths much stronger than weaknesses and actually use the system as well (giving different high-level monsters different weaknesses, none of the 'bosses have no weakness' crap), you can promote using 5/9 styles per monster. The idea being you can always use mage, ranged and melee (for xp gain) but only specific subgroup of these, or in the case of the style the monster is weak to, you can use any weapon of that style. The reason for having a system like this at all is that just melee/range/mage is so boring... post-EoC RS has very, very little in the way of meta-able stats.
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30-Apr-2013 - Instanced God Wars & EoC Updates
While I agree with Binary Mage that EoC is not wholly bad and does not need to be removed, I think it definitely needs major fixes before it is great (minor will not do), and that there were a lot of big changes that could've been made that weren't made, for example the prayer point cap boost, strength for range/mage as well and suchlike. The goal is not to make a workable system, the goal is to make it a positive example for similar games all around. That means accounting for the unique tick-based system that RS has, which means RS is like a super-fast-paced turn-based RPG, with the limit being how much you can do in a tick. Anyway, I'll go post the list on HLF now :P. Feel free to plaster it anywhere else as well :). Edit: HLF: [qfc]260-261-963-64957031[/qfc]
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Max Calculator Thread
Not accounting for them is about as inaccurate as not accounting for hit/miss data (just using 5-10h test for xp/h), so it's probably best to ignore that too for now :P.
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Q
@Mish: If strength affects ranged and magic damage, it's not a melee skill anymore. Obviously you'd be able to train it with all styles, much like constitution. The reason this is a good idea is basically 'meleescape' but reverse - it's no fair that melee should have two skills required before you can do decent dps. About bosses, adding prayers/food/abilities doesn't have to make them much harder. If you stat Zyl as level 75 with full t75 armour and shield, you have solid power and health, but easy to kill as normal monster. Now of course the AI being silly, it's probably a good idea to make her slightly OP, so instead of the usual 4 tick 1h/shield abilities you give her 3 tick (a third extra dps, also more adrenaline if combat option a). She of course uses prayer - Piety and Smite? - the minions can use their respective 15% prayers and protects (Zil would be 75 pray but minis are <70 probs), naturally they will run out of prayer quite quickly but there is an altar. Depending on the combat system, she can either use Resonance, Reflect and Revenge (if these drain adren) or in the case of basics boosting adren, you can add Immortality as ultimate (only used when nearly dead of course). If basics don't boost adren she probably won't reach 100% adren after using a few abilities, but that's ok. About 4: It's on principle annoying to have abilities which are the same, but have to be present 3x because Jagex can't be bothered to collapse them. Examples are Wrack and Piercing Shot, Wild Magic and Snap Shot, Destroy and Asphyxiate etc., all just the same. An action bar which works for all styles is also a good way to promote hybriding.
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Divination - one of the new skills reported by IGN
"While combat and the like has been tightened," Wait what, what does this mean? Clearly not so much a review as it is an advertisement >.>. Of course, that's usually the case for game reviews. Anyway, Divination sounds fair enough, but it'd better be some overarching term for magical sciences (including all kinds of knowledge/lore), not just tarot :P.