Everything posted by Quyneax
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Best Basic Rotations
Stuns are really meh unless your target is stun immune. Best dps depends on how much adrenaline you need and have. For example, highest magic dps from 60-70% adrenaline would be something like Combust - Wild Magic - Asphyxiate. In general, the dots are good (Dismember, Frag shot, Combust), the new 5s abilities and 3s abilities are only for filling out routines (except the magic dual wield 5s), and there's some obvious extra strong ones (Sever, Dragon breath, Concentrated blast). Multi-target basics are good if you are hitting 2+ targets. As to what abilities should be on your bar... Slice - Dismember - Sever - Smash/Decimate (2h/dw) - Cleave (also multi-target) - Punish (if someone is ice barraging your target or they're stunned a lot for some other reason) Piercing shot - Frag shot - Needle strike/Dazing shot (dw/2h) - Ricochet Wrack - Combust - Dragon breath (if melee range) - Concentrated blast - Chain Basically if you need lots of adren fast, use abilities in order of cooldown time from short to long. If you want dps, use dot > specials (sever/dragon breath) > 3s abilities. But tresholds are much better dps of course, so only go for basic ability dps when tresholds are on cooldown. Ults are generally sort of meh.
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11-Dec-2012 - Player-Owned Ports
You have the 'wrong' lodgings or shipwright. You'll want the morale shipwright and morale or speed lodgings, iirc. For some unfathomable reason, those are worth more than the combat/seafaring ones.
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Tribute to Guthix and New Combat Abilities
Yep it is, which is actually not a bad thing either :). We can touch the stone, and that is enough to give us all sorts of powers and visions, but that is just the power leaking away from the stone. Actually using it would probably destroy us (maybe not after what Guthix did to us, but ok).
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18-March-2013: Dealing with games of chance
Pretty nice list of fixes concerning TzHaar and TokHaar, and yay less gambling :). @Unkown Warrior: Agreed, it's a good thing too, less boring than just camping, and it trains all combat stats.
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11-Dec-2012 - Player-Owned Ports
I would prefer steel to be useful only in-port, but buying random event items at the smuggler seems like a fair use for it. (also buying storyline to help Felix' family)
- Q
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Nex and KK
I believe you, just replying to QCK.
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auras auras everywhere!
Imo, the best auras are: Greenfingers (makes money, farming herbs) Penance (saves inventory space and a bit of money at bosses) Jack of Trades (little bit of xp daily, takes little time) Vampirism (basically same as penance, but food is more annoying to eat in combat than pray pots) Equilibrium - if you ever hunt things with low health (champ scrolls for instance), this will guarantee a one-shot kill on anything under 1400-1500 lp with maul, for example (used with momentum, ovl, turm @ banshees and never missed, 1350 lp, not using void cause it's banshees). Only greenfingers is upgradeable of these.
- dual, 2h, range and mage setup for max dps
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What updates would you like to see in EoC?
Perhaps all the reason someone needs to like an update is that it's boring without it, eh? Perhaps it pays to offer constructive criticism? Anyway, tables for both formulas mentioned in my earlier post, with all weapons used at level 99: Variant 1: Weapon Level Damage New max Old max Factor Primal rapier 99 1212 1,312 1311 1.00 Promethium rapier 99 1102 1,234 1201 1.03 Gorgonite rapier 99 980 1,147 1079 1.06 Katagon rapier 99 857 1,060 956 1.11 Argonite rapier 99 735 974 834 1.17 Zephyrium rapier 99 612 887 711 1.25 Fractite rapier 99 490 800 589 1.36 Kratonite rapier 99 367 713 466 1.53 Marmaros rapier 99 245 627 344 1.82 Bathus rapier 99 112 533 211 2.52 Novite rapier 99 61 496 160 3.10 Variant 2: Weapon Level Damage New max Old max Factor Primal rapier 99 1212 1,311 1311 1.00 Promethium rapier 99 1102 1,239 1201 1.03 Gorgonite rapier 99 980 1,159 1079 1.07 Katagon rapier 99 857 1,079 956 1.13 Argonite rapier 99 735 1,000 834 1.20 Zephyrium rapier 99 612 920 711 1.29 Fractite rapier 99 490 840 589 1.43 Kratonite rapier 99 367 760 466 1.63 Marmaros rapier 99 245 681 344 1.98 Bathus rapier 99 112 594 211 2.82 Novite rapier 99 61 561 160 3.51 Much more power with low-tier weapons, which is nice. Unarmed max hit would be 453 and 521 respectively, at 99 strength.
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11-Dec-2012 - Player-Owned Ports
I had the same problem with tigers. I have two level 10 oxheads/morale/seafaring (the rest is all 9) and my tigers are still level 7-9 :(. Also, past 4 days, I succeeded one out of ten long voyages (1/3 scrolls, 0/2 bones, 0/2 plate, 0/1 chi, 0/2 laquer). Plus failing a lot of steel but I only send the 700s anyway.
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Nex and KK
Even if it's averaged, drygore + ee = (4957 + 1868)/2 = 3412,5 vs. the maul's 3043. 10% higher accuracy bonus (and +9 prayer as well) is pretty good.
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What updates would you like to see in EoC?
That does require that the exponential formula be applied after you determine weapon power. For damage, it is simply trading our 2:25 level:weapon ratio with a 1:2 ratio. Personally I prefer multiplication. Ex.: Maximum hit = C * ([stuff goes here] + (8 + [level]) * (64 + .1 * [weapon damage]) / 16) Which is based on the max hit formula we had pre-EoC, but it takes current weapon damage values. The C can be anything (to not spoil the lovely powers of two), I made the following table with C = 1.059: Weapon Level Damage New max Old max Factor Primal rapier 99 1212 1,312 1311 1.00 Promethium rapier 90 1102 1,130 1192 0.95 Gorgonite rapier 80 980 944 1060 0.89 Katagon rapier 70 857 773 927 0.83 Argonite rapier 60 735 619 795 0.78 Zephyrium rapier 50 612 481 662 0.73 Fractite rapier 40 490 359 530 0.68 Kratonite rapier 30 367 253 397 0.64 Marmaros rapier 20 245 164 265 0.62 Bathus rapier 10 112 90 122 0.73 Novite rapier 1 61 42 62 0.67 There curve is a bit steeper and a bit... curvier (not a linear progression). If you wanted a little more linear progression, you could for example add level to the whole thing. To help damage at lower levels, it helps to add a constant, for example 8. Doing both, you get (C = .974): Weapon Level Damage New max Old max Factor Primal rapier 99 1212 1,311 1311 1.00 Promethium rapier 90 1102 1,135 1192 0.95 Gorgonite rapier 80 980 954 1060 0.90 Katagon rapier 70 857 787 927 0.85 Argonite rapier 60 735 635 795 0.80 Zephyrium rapier 50 612 499 662 0.75 Fractite rapier 40 490 377 530 0.71 Kratonite rapier 30 367 270 397 0.68 Marmaros rapier 20 245 178 265 0.67 Bathus rapier 10 112 100 122 0.82 Novite rapier 1 61 47 62 0.76 Haven't looked at using weapons below or above your strength level, too tired now, but I think this is worth considering. The linear progression means that strength and attack levels offer lower percentual increases as you level up, while the levels take longer to get. Personally I don't like that, so I would prefer this system. Ideally the C should be accounted for in the weapon damage stat, but for now it sort of works to compare different formulas.
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New Admin: Xena_Dragon
Congratulations :).
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Q
Tds ought to drop t85 amulets or something, GWD amulets are far too good considering the bosses are basically trash. (also made death lotus chaps. adventurers today are double for steel and xp, basically the worst combo).
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Constrictor's Log - GG JaGEX
Smithing doesn't unlock an adventurer in ports, it's just a requirement to make tetsu armour. You'll need one of prayer/slayer/fishing/herblore/thieving/runecrafting to start ports - runecrafting also makes armour.
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11-Dec-2012 - Player-Owned Ports
Your highest region is the best place to gather chimes :P.
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What updates would you like to see in EoC?
The game deals with real life physique and physics all the time. Yes, there are always things changed to fit the game, and things related to magic, but overall, we are humans and all 'basics' concerning humans are expected to hold. As evidenced by the fact that you can train strength through fishing and wield a primal maul with perfect skill (though not many abilities), there is such a thing as 'all-round strength'. And yes, agility courses could totally train strength, I'd be up for that. Agility is next (and the only one) on the list of combat skill candidates. We don't have a mental acuity skill at all :(. We do have the magic skill of course, which takes its place when combat magic is concerned. But physical strength/capability as prerequisite for magical strength is a pretty basic idea that exists in numerious fantasy settings. Again, I think it makes perfect sense that a sickly yet skilled mage casts less powerful (purely in the sense of power-filled) spells than a strong yet unskilled apprentice, although the mage might cast more complex ones, which can achieve greater things in the end.
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What updates would you like to see in EoC?
Except that it does. Your all-round strength training (e.g. workout) improves every weapon, and someone who is strong from, say, mining all the time (0 every stat, 50 strength), would be able to swing a sword for a hell of a lot more damage than a trained person who spent two months in bed sick and just got up (50 every stat, 0 strength). The same miner would be able to draw a crossbow/bow the soldier couldn't. I'm not a fitness expert by any means, but as far as I know, people in all sorts of sports get stronger overall even if they mostly focus on one area. For example a gymnast specializing in the rings would still have strong legs.
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Q
This is why I never get lucky Just soloed some claws. #9. Sold for a massive 823015 coins. OK, for 15 mins of testing, yes? Tds are seriously untankable, all styles hit over 1k and through 2k+ armour like it's butter. My luring is obviously sub-par, but I don't see them working unless you use vampirism & unicorn or similar healing overkill. Also, is it just me, or do magic autoattacks hit seriously low compared to ranged/melee? Or is that just barrage (??). Edit: effigy @ AGWD. It's booooring.
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What updates would you like to see in EoC?
Strength makes perfect sense to affect ranged (and magic as well, if you want that). Do you know how much strength it actually takes to draw a bow or crossbow (or to throw a javelin for that matter)? Do you know how not similar close combat is to archery? The only thing that all typical 'medieval' weapons all have in common is that they require great physical fitness and strength to use effectively in battle. Depending on your choice of magic, physical strength can also be very important to magical power. "Strength" is just much easier to have as general stat than "technique" - virtually every game with stat points has some form of 'strength' but not many treat it the same as weapon proficiencies, for a reason. To add to that, strength is also used for things besides combat: fishing and agility, plus some strength-only uses (GWD entrance). Attack has literally no use besides melee combat, and it carries the bulk of melee weapon requirements. Moving all the weapon level requirements to strength would be a huge change. The simplest and most sensible solution to the 2/1/1 skills for melee/range/mage, that doesn't involve changing the total of skills involved, is making strength work for all combat styles.
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Best image search engine?
Wait what, *almost* eight years :o? Okay... (locked) If someone wanted to talk about image search tools, feel free to make a new topic.
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Kree Set Up
I think it's better to stall adrenaline and start your kills with death shroud > adren pot > rapid fire asap (not sure if vigour is required).
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Account Build?
In 07scape you do still have to take the xp to get barrows gloves afaik (otherwise you can't get Daero to fly you to the Atoll, teleport there is unlocked by RFD), so I'm not sure how useful the quest is. Personally I've always been partial to higher-levelled accounts, 60 attack/90+ str zerkers and 82 (iirc) def/99 range/mage ranged tanks. But I'm not sure magic is good enough to go range/mage hybrid without melee to KO.
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What updates would you like to see in EoC?
Controlled is the xp-gain method and can be any of three damage types, slash/stab/crush, depending on the weapon. @NukeMarine: Why would you want to change attack/rename attack? It doesn't make any sense.