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Grimy_Bunyip

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Everything posted by Grimy_Bunyip

  1. Yay, more excuses for randoms to skill? :unsure: I would not let randoms skill during my floors :P moreso something you can engage in should you choose to solo your floors c2 as opposed to C1'ing with a team.
  2. Ore mining is now 3 game ticks per attempt (be it crushed ore or successful) that puts prom ore mining at about 150k mining xp/hour whilst mining a rock, in solos. fishing xp has also been increased so cave moray fishing is well over 200k fishing xp/hour for a fishing spot now.
  3. Farming profits should be somewhat resistant to influx of supply. But yeah I kind agree with you for farming. As for mining, Mining is boring. I could care less if people stopped mining if jagex just replaced mining training with a new minigame like they've been doing with all the skills lately :P anyways did anybody figure out what happens when the ring of wealth glows more brightly?
  4. I agree. Some of the functions you listed, alone, would make the ring very OP.
  5. I'm going to encourage people to start recording their key times, now that there's an objective timer. I will be doing so personally, starting today. The spreadsheet on which I will record this data is below: https://spreadsheets.google.com/pub?hl=en&hl=en&key=0AldEhLOK6ejJdG1yYVo5R1FBbnZ3MmVvR0Zfc3pvd1E&output=html i will also be c1/c2ing floors 1-40 now. Which while it means I won't do abandons with low lvls anymore. The new update implicates that i can still do a floor 36 with a low level, even if I had it done, and get floor 41 ticked off instead. Or something of that manner.
  6. there's nothing wrong with adding more creative solutions to combat but your solution involves creating a single way combat metagame, that only exists when there is spec and veng transferring. That's just wholly unnecessary. Single way combat is single way combat. Metagames are nice, but they a single way combat metagame should only involve two players.
  7. dungeoneering is a skill that's dependent heavily on the community. And the rs community is one of the worst of all the MMOs out there.
  8. sawmill works, i started last bonus week off by finishing a large task.
  9. making stuff overpowered is your idea of a good update? you're almost as dumb as jagex lol Lol I approve.
  10. what's wrong with fletching broad arrows bought from the slayer master? hmm the headless arrows i guess. Hehe ah well. In this case perhaps maples with seers headband is better suited for you lol. with adze, yak, and wcing juju's of course PS: may i suggest temple trekking as a source of bowstrings? :P
  11. how does the helm speed up tasks? all it does is give more def over slayer mask. The only task it really speeds up is aberrant spectres. in fact lower defense is actually faster tasks for anything you use deflection prayers on, since lower defense translates to more deflection damage.
  12. ^ Subjective even I hate actually doing the low level floors, regardless of what complexity/size they are. C6 runs are pretty fun tbh. If you fish the fishing spots, you can cut the relative loss of time down to like... 30 mins of time per what would otherwise be a c1 rush. Not bad. I have to do C6 runs for data anyways. wait...what? :blink: fishing spots are like 200k xp/hour in solos :P if you fish them, You can recoup some of the time you spend soloing dungeons, by gaining fishing xp at 2-3x the xp rate of overworld rs.
  13. -Rings: You will be required to upgrade your berserker ring as follows: the rules are: * Tier 6 at 80+ dungeoneering. * Tier 8 at 90+ dungeoneering. * Tier 9 at 100+ dungeoneering.
  14. ^ Subjective even I hate actually doing the low level floors, regardless of what complexity/size they are. C6 runs are pretty fun tbh. If you fish the fishing spots, you can cut the relative loss of time down to like... 30 mins of time per what would otherwise be a c1 rush. Not bad. I have to do C6 runs for data anyways.
  15. Yes it is. BTW i would reconsider giving shortbows +20 strength. Because that would literally make shortbows about +18% DPS at 100% accuracy than a primal 2 hander. That'd be pretty game changing. Nobody would melee zombies anymore, they'd range them. I'm not sure I'd like to see something that drastic. All they'd need are some bound arrows and a gravecreeper shortbow they fletched at some point during the floor.
  16. In my book, 99% of players are not justified in making world bearers. They have plenty of enough inventory space to be storing food/ores. but occasionally you will need inventory space. but only if you're carrying humidify runes/secondary ingredients/extra vials of water for the keyer so he can open skill doors asap. Or something of that nature. But at this point in time, there are very few people in DGS that I can expect to do this. And the few that do still rarely find a world bearer useful in such a scenario (IE it occurs about once every 1-2 resets). and to zaaps. the point isn't so much as a matter of doing it losslessly as it is a matter of discipline. If you want to learn to do lossless tricks that benefit there floor, there are many much more useful practices to pick up. The problem with world bearers is that it's too easy for some random player to get comfortable with them. The moment you lose discipline with your world bearers, they start being counter productive. Whereas with other lossless techniques, this is not so much the case. And I cannot expect the majority of dungeoneers to have proper discipline like that. Perfect teams don't really exist right now in DGS. I'd love to train them. But you gotta learn to walk before you can run.
  17. juju woodcutting potions + pack yaks -> teak logs -> butler cut them for you or you could just chop your own oak logs i suppose. i guess this means SC will be extra important for you :D or does that not constitute DIY :P
  18. In terms of the melee weapons, I like the dagger idea. Because that would actually have some effect on gameplay. Although, players i know who like to range-melee hybrid to enter combat would end up switching to just using a dagger probably. In which case I'm not a huge fan of the other bonuses because they are not actual changes that would dictate a change in gameplay fashion. Not saying they're bad, just saying I'd prefer something that promotes higher APM combat. Once you're bound to, say a spear, you're stuck with it. The damage bonuses to random monsters don't really affect anything unless the team can arrange for it accordingly. But that is unlikely, UNLESS jagex implements a bind bank. In which case the melee weapon bonuses would work much more effectively. But, once again, I'd prefer something that promotes style changes, like the dagger suggestion does. The dagger weapon would be fun to toy around with. And I think all the other weapons should follow that paradigm. There is something about it, that makes it inherently fun. keep in mind that daggers and spears can be poisoned. You can implement that somehow. What I don't like about the range update is that it doesn't really address the issue of how inferior longbows are. Shortbows are about 1.33x higher bottomline DPS than longbows. That's not very balanced. Consider this: A primal 2h is about 1.6x higher maximum accuracy roll than a primal rapier. In return, the primal rapier is 1.15x higher bottomline DPS. A sagittarian longbow is about 1.7x higher maximum accuracy roll than a sagittarian shortbow In return, the shortbow is 1.33x higher bottomline DPS. Ranging is not THAT inherently bad in dungeoneering. A shortbow with sagi arrows, (not even a hex) will kill a tier 11 mage about 1.5 to 1.6x faster than a primal 2h without prayers. Plain ranging, without hexhunter, is also better on demons/hellhounds/brutes than primal 2h (granted rapiers/spears demolish demons) (although mage is also good on brutes/mages) Your current suggestion offers a +10% baseline increase to shortbows, and an additional 10% to longbows Im not sure if the +11 range strength on shortbows is necessary. But just keep in mind, that it would still be balanced, if longbows gave +22 ranged strength bonus ontop of what shortbows offer. So if sagi shortbow gives +11 ranged strength, then it would be fair for the longbow to receive +33 ranged strength. Likewise +0 and +22 would work respectively. As this would put the shortbow-longbow relation on parity with the rapier-2h relation.
  19. yeah i'm pretty sure, the right combination of sub draconic jadinkos (like aquatic + common or something) will still net you better xp/hour than red sally.
  20. I've had about as much data collecting from the merc leader as I can stomach All my data in here at this current time. interestingly enough, it seems mages have higher slash defense than rangers. https://spreadsheets.google.com/pub?hl=en&hl=en&key=0AldEhLOK6ejJdHJoNWhYNzB5cjJVOE8ySThmT01idUE&output=html
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