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Quyneax

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Everything posted by Quyneax

  1. That's mildly stupid. For 80 voyages straight, adventurers believe they have uncovered 'secret hidden ancient scrolls of POWER' and after 80 voyages they suddenly all start being wrong: nope, sorry, just regular paper. Shopping list. Remember the cabbage guys.
  2. Long badly formatted post about combat suggestions. [hide] [/hide] Woo fresh discussion material :P. Anyone have anything to add? Just writing this up now.
  3. Which will also be wrong. OK :D. Really the whole armour differentiation is lame. Equipment doesn't really do much provided it's tough, and in the case of armour, covers you up. Having 'power armour' makes about as much sense as having different pants for fullbacks (with heavy machineguns) and idk another term. But anyway. No sense at all. Things to do: 1) Remove armour differentiation. Introduce options for all classes (including 'all') at at least every tier that is a multiple of 5. Make sure the armour alternates between skilling and combat-based and has both tradeable and untradeable variations, to benefit skilling. 2) RC update: http://forum.tip.it/...00#entry5390180 to help crafting armour - move the usefulness of rcing towards crafting equipment, but keep the training method runecrafting. 3) Left-click targets. 4) Collapse abilities into classless things - DPS, DoT, Disabling, AoE/multi-target at various adrenaline drains. Add a 'flavour' ability or two at each tier, examples are Kick and err... really classes aren't that different right now are they? Snipe I guess works. 5) Make strength affect ranged and magic damage. 6) Make level and equipment multipliers, like the old formula a + (b + level) * (c + equipment bonus) * d. Prayers are of course level multipliers, potions just increase level. Bring back the old point-based equipment system. 7) DW weapons (and autoattacks) 3 tick abilities, 1h 4 tick, 2h 5 tick. Normalize damage accordingly. Remove weapon speed as variable (since it depends on type only), but keep the possibility to be slower or faster than the norm through 'traits'. Remove separate off-hand attacks for dual wield (srs not like off-hand is going to do less damage if you are strong enough to properly use the weapon - fencing manuals even state that mastery of the weapon in both hands is required to learn dw properly). Naturally, ability rotations in this system (in case of cb option b, see below) are easier for 2h due to fewer abilities needed, so add some more low-cd dw and more slower 2h. 8) Remove switching global cooldown. 9) Make runes combineable into one inventory slot - equippable spells. Remove combat spells from ability book. Treat as level-locked ammo. 10) Collapse all spellbooks into one - giving up one combat style to farm properly is no fair. 11) Introduce a 3x3 weakness system with 4 elements (which can be stances like in BA, or other things). Stab/Arrow/Ray and Slash/Thrown/Missile and Crush/Bolt/Burst, with the elements being air/water/earth/fire. 12) Add a 'trait' system for weapons, e.g. spirit shields get 'damage reduction' and 'prayer drain', void gets 'damage boost', Dharok's items get 'Set - Dharok's') - all special abilities collapsed into the same (salve, void, fsh, tokkul-zo, dragon slayer gloves and whatnot). 13) Replace prayer bonus with prayer point cap-boosting equipment - 10k lp and 2k prayer, or 5k lp and 5k prayer w/ spirit shield - paladin-style tank? 14) Introduce soak - not as it was pre-EoC, but the reverse - soak a % damage below (for example) 50 + defence level, depending on equipment, add more soak to shields. Effect: strong slow 2h weapons deal more damage to shields (easier to overcome soak), dual wield weapons deal more dps to low-soak enemies like 2h users, shields can tank dual wield more easily. Important: roll out shield, 2h and dw classifications to all monsters - let all monsters use abilities. Zilyana has a shield dammit! 15) Reduce all current damage and lifepoints by a factor 10. 16) Add unarmed grappling combat - low damage, many stuns/binds and stat drains. Hi Graardor. 17) Remove tagging system and xp on kill - far too easy to unbalance - balance based on dps is much fairer and also much easier. Also aids cannon. 18) Buff familiar damage to be at least equal to a third of the primary weapon dps at the same level - it certainly increases combat level enough. 19) Remove the distinction basic/treshold/ultimate, differentiate based on adrenaline drain - Pulverize is not worth 100% adren, but how about 80%? 20) Default to more than 0% adrenaline, either 50% or 100% seems fair. In case of 100%, rename Adrenaline to Fatigue. 21) Redo combat level formula to take into account combat styles. Basic level of defence, hp, prayer and strength, with classes of magic, ranged, melee, summoning, and each class adds to combat level depending on dps. Example: 80 ranged, 70 other classes is 8 + 2 + 1 + 2 from summoning (because summoning can always be used along with primary). Secondary style adds less than primary, tertiary still less. All 80s is maybe 8 + 4 + 2 + 4? 22) Remove much health from bosses, give them healing abilities or even just food instead. Also prayer. Two options for combat: a) Increase some ability cooldowns (mostly basics), make all abilities drain adrenaline, add basic adrenaline regeneration and regeneration from autoattacks (about 50/50, with 100% gained per full minute in combat? so for dw, 33 hits for 50%, for 1h 25, for 2h 20, and 2 mins out of combat to restore full adrenaline). b) Remove autoattacks; Momentum equals spamming low-cd basics (redo this basic to have no cd, only global cd as dictated by weapon style). Add tiered abilities, improving your entire suite of abilities every 20 or 25 levels.
  4. http://en.wikipedia.org/wiki/Tetractys I don't follow.
  5. There's that mission where you have to free the Minisoft (or w/e) CEO and both you and Yuri have superweapons (Yuri having nuke) and you need to grab power plants etc.. First mission with virus iirc.
  6. Isn't cannoning imps useless now that cannon doesn't tag (you get no drops)?
  7. Down to almost zero chimes, still 30k steel left. Recruited about 20-30 pincers crew since max crew (plus several captains) but so far only one tiger came with a good trait (Slayer) and one Harem with multi-talented. Übercrew is hard to get :(.
  8. I think it's the system where each skill's mouseover shows you how much bonus xp you have left in that skill, like the bonus hunter/prayer xp we had a while back. Not sure though.
  9. Dungeoneering will get you 20m xp easily. Especially challenges. Good luck and early grats on max cape (can't avoid it now).
  10. I think Sara vs. Zammy is not like WW2, more like the Cold War, including such lovely wars such as the Korean, in Vietnam, Afghanistan etc..
  11. The old defence system was about as follows: Each piece of melee gear is counted - all-class equipment counts here too. Same for ranged and magic. Depending on what percentage of your equipped items is of one class, your defence is decided. That means all-class equipment is counted three times. For example, wearing 2 pieces of each style and 2 all-class gives you 4/8 pieces for all styles. I suspect the change in the system is that all-class now counts for less than a full piece per style, maybe half a piece, which means you will lose defence in your highest style, e.g.: 2 pieces of each style + 1 primary class = 3/7 for primary, 2/7 for other. 2 piece of each + 1 all class (counting for .5) = 2.5/7 for all. Better for others, but worse for primary. Previously it would've been 3/7 and 2/7 vs. 3/7 all around, which also made onyx ring & barrows gloves very good, and skill/max capes.
  12. All of these updates sound nice and fairly small. So long as we get good, big updates later on, that's fine. Maybe fixing combat, even.
  13. Luck based combat sucks. I thought most of us agreed on that? You want 100% accuracy everywhere? Without randomness, you can just math all pvp encounters, which makes the game kind of boring. If you put two people, equally skilled, equally levelled and equipped, in a fight, then what else but randomness is going to decide the victor? Are you going to get stalls where neither takes more damage than they heal, or are you going to get fights were both people die all the time?
  14. Fml out of likes for the day >.>. Grats :D.
  15. I'm going to assume that's without rocks going down? So you probably lose a bit of xp/h from that, quickhop makes it small, but it does take time to get a new rock.
  16. Well, gear and abilities are boring, straight-up damage increase is fun. Besides, it's a nice parallel with gathering skills, where level also matters. Plus it's somewhat realistic (and yes, this does matter, stop mentioning it's a fantasy game, it's bloody obvious that basic assumptions about the laws of nature and human physiology hold) that you can kill someone no matter your weapon, even unarmed. If you have the old system, where level 80 strength is about 11x the dps of level 0, and t80 weapons are about 2.5x the dps of unarmed (3-3.5x with armour bonusus), that seems about fair. You need both to get real dps though, a strong arm with a strong weapon - level 60 weapon at level 60 strength beats a level 80 unarmed or level 80 weapon with level 0 strength. @Bruno: I disagree, comboes failing call for more improvisation, which is good. Also fights lasting long doesn't really make sense unless you're bleeding your target dry (which, I imagine, is a fair strategy for something as big as corp, but that's not really how RS combat works). High hp/low defence makes for a boring meatsack, you want your boss to be a bit random, so one time your kill is 3 mins because you got a lucky combo, the other time it's 6 mins because they got a lucky combo.
  17. Nex equipment is common enough that hunting her in Nex gear is common. If Nex was easy to hunt in t70, people would still use t80 because it's better. That's normal. That said, plenty of people budget tank in ganodermic, and for dpsing you can use void or Bandos, provided your weapons are high-tier. Chaotics aren't exactly tough to get, only drygores are. And you can Nex fine with chaotics, it's just worse than drygore. On release, people used full arma, some fairly elite teams even required pcoif at first (or any pernix item, at least one). But as it gets more common and people get stronger, pernix + divine became best (sol tanking was a thing even, for a while). Now, EoC made it a ton easier so t70 is fine (except weapon), and super tank gear like ports is not even good (might be a bit better now).
  18. Massive hits in games like DS and M&B work because if you get hit it's your fault. If you get hit in runescape it's the RNG's fault. I don't think anyone would find Runescape fun if combat consisted of 3 minutes watching your character get hit 0s followed by being 1hkoed. Well not one-hit obviously, but don't forget that you can eat as well (doesn't work so well im M&B), so hits of 40% of your lp or so, with 20% hit chance, that allows for lucky comboes but almost all of the time you can out-eat them. Pre-EoC PvP combat was much more interesting that way, imo. It'd be nice if abilities got less random and unbalanced, and adrenaline defaulted to 100% (rename fatigue, rsc reference ftw), and the old armour system returns. That would allow for some proper balancing. Completely unrelated, instantly sold tetsu legs @ 11m and dl legs @ 6.7m.
  19. Two things: Solo dg appears unchanged, you can still easily kill a primal warrior (with kite, though I don't think that affects defence?) with ssb. Anticipation and Freedom no longer keep you in combat - you can't stall adrenaline anymore. The whole update is just horrible. Making combat tougher is fine, the high accuracy all-round was boring. But it is still impossible to actually tank something, as in, get 90%+ block chance, like you could pre-EoC. The low accuracy/high % health hit system is much more interesting than the high accuracy/low % health hit system. Look at M&B: most hits don't connect (fighting a decent player or fast AI) but when they do you will probably kill your target (or die, as appropriate). Like it is in real combat. I don't know if Jagex realizes that in the pre-EoC combat system, Torag was actually superior to Bandos for pvp, because of the higher defence. They achieved that balance already. Just bringing back the whole old system would be best.
  20. Maybe it would be useful if you actually answered the question next time. I had not yet tried when I posted, and you could easily have mentioned why spiders are a bad idea. Be constructive. Anyway, you're right that spiders aren't good in f2p, being 136 cb so probably ~65 def. But just say outright why, people don't have all the new tiers internalized yet.
  21. Why? Do you think the update will make spiders so much faster that you couldn't make a dent in your hours required until then?
  22. With rapier + ee you have good t80 dps, so with that you can hunt QBD (best with void but Verac's will do) or even GWD.
  23. You can pretty much ignore style weaknesses if you use a high-tier weapon, I think your rune/gravite 2h will cut hill giants up just fine. That said, I think spiders are good combat training for mid-levels. Ranged on cows at level 25 seems a bit slow, maybe try something higher-levelled, maybe dark mages or something (should be ranged weak anyway).
  24. Equilibrium is very nice for Nex as well, and anything with a damage cap, and anything with low health.
  25. Iban blast, max hit 250. Slayer dart, max hit 100 + 1 per magic level. So unless you are level 150 magic or higher, blast is far better.

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