Everything posted by Grimy_Bunyip
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01-Dec-2010 - Do No Evil
nope, i'd rather just use a bandit teleport scroll. Carpets take too long anyways.
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strength to glory
give me your stats, equipment, potions, and general set up. stuff like whether ur on slayer task or not. And i'll give you the accuracy you need to have, or have higher than, for the strength amulet to be better than a glory. strength is better max hit but no accuracy bonus, so it's only good if you have good accuracy. of course glory has negligible defense bonuses and +3 prayer, but I'm going to ignore that for the sake of calculation simplicity
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Dungeoneering Suggestion
I take back everything i said in this thread. I thought it's the one i posted a while back. no wonder I was so confused. Pro tip alex, don't name ur threads the exact same as mine minus a letter :P
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The Bind System
why are just assuming 2x c1 speed? I made that as an extreme example. Back before celestial surgeboxes,when most ppl had laws, C1s took 3 mins the only reason 1min was trimmed off was because of quick end. Honestly even if everyone could bind laws, it would only go from like 120 seconds to 100-110 seconds I claimed 2x c1 speed as an extreme example, to claim that even if it doubled, it wouldnt be significant.
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The Bind System
how would it speed up C1s all that much? They already only take 1 hour for 1-30. Even if they made C1s twice as fast, which they wont. They will only save 30 mins per reset. And resets take what 6 -16 hours depending on DG lvl? (actually it would save more because it would allow you to C1 to higher floors, and do fewer larges per reset for faster xp overall, but we're seriously talking on the order of a 2.5% increase in overall xp rate if C1s doubled in speed if players still only c1'd 1-29. More if they started C1'ing higher floors in reaction to faster C1s, but they won't because RS players don't like change. They didn't change when quickend dungeon sped C1s from 3 mins to 2 mins per floor. They won't change if it makes C1s go from 2 mins to 1 min per floor) I thought you were against it making Larges easier. But any, even significant, changes to C1s are negligible in the long run.
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The Bind System
wait, how does it not promote teamwork or develop new strategies for binds? People have been saying 2 rapier/spears per team and rest 2Hs/baxes is a good combination. That would actually be implementable with appropriate teamwork. Whereas right now, it's kinda just a crap shoot. people could use it to balance out the number of mages/rangers/meleers there are on each team. secondly I never said that variety was the only reason for this update. I said lack variety was the personal reason I was getting bored of dungeoneering. Just because I think variety is a good thing for dungeoneering, doesn't mean that everything else other than variety should not be added into dungeoneering. Like why does improving variety exclude the benefit of improving teamwork as well? but all that is impossible if the binds are changed only once per reset, unless you're in a perm team and all this is prepared beforehand. the difficulty change from a bind bank reset each floor is very negligible. The difficulty change was much less than say, the dungeoneering rings update. Or the summoning level not contributing to in dungeon monster levels update. Both of which were not planned to be in dungeoneering to begin with. I understand that you don't want to make dungeoneering easier. But you're really picking at straws right now.
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Dung Rushing
it depends on how long Larges and C1s take you. I have a calculator for that in my signature. but assuming abandons take you 25 mins, other larges take you 30 mins, and C1s take you 2 minutes. the ideals are approximately: You should be C1ing 1-29 at 45 perstige C1 1-29 and 36-38 at 50 prestige and C1 1-42 at 55 prestige. but most people simply C1 1-29 even if they're high prestige, because it's hard to find people to do smalls beyond floor 30. so anyways it's basically based on the ratio of the amount of time larges take to the amount of time C1s take. The faster you can do C1s, the more C1s you should do. But the faster you do larges, the more larges you should do.
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Preliminary Analysis of Damage Soak And DDefender (Safe PvP)
so 10% damage soak means you're taking 90% damage right? when it soaks. 2x 10% damage soak, if done multiplicatively, means you take 90% of 90%. or 90% * 90% = 0.81% -> 19% damage soak.
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The Bind System
I still think most of you don't get where i'm coming from. The WHOLE point of the idea is not to benefit ANYONE, but only add variety. This is the most important aspect of any changes that may come to the bind system. If people want more variety, sure, have some, but if the need for variety is actually masking the need for easier dungeoneering, then no thanks. Per reset would keep the difficulty intact as much as possible while allowing you to use and swap rare binds without the fear of losing them. Variety. Also, Obtaurian, which grimys idea do you particularly like that much? Also, another twist to the bind bank would be for it to coexist with your normal bank in the way that the items in your bind bank count toward your bank space- thus you could bank bind alot of items, but it'd also limit your normal bank items, and jagex wouldn't have to worry about this system needing more memory space. I don't see why you think a gear swap at the start of each floor is that game breaking. You're still restricted to the same # of binds. You can't switch out your gear once the floor starts. I simply don't see why you think it actually makes it that much easier. So when i meant benefit, I meant benefit teamwork wise. 1 swap per reset almost completely defeats the purpose of the bind bank promoting team work. It would only promote teamwork amongst perm teams, which are not a majority. 1 swap at the start of each floor promotes teamwork amongst anybody.
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I thought rune defenders were pretty good already. Won't the Dragon Defenders be TOO good?
DFS is +3 str vs 18-20 accuracy is it not? so assuming your strength bonus and accuracy bonus are comparable there is about 6x more accuracy bonus than DFS. (this assumption skews the end result in favor of strength, as attack bonuses suffer diminishing returns beyond 50% accuracy) 1-sqrt(0.25/6) = 0.796 meaning you only need 79.6% accuracy to justify using a DFS over a rune defender. Possibly even more as my calculation skews in favor of strength. I won't explain why this formula works for the moment. I'm sure you all trust my knowledge on DPS by this point :P Actually 2 strength for 20 accuracy assuming rapier. oh, it's not +8 str? i always thought it was, whoops 1-sqrt(0.25/10) = 0.842
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The Bind System
I still think every floor is ideal. Because that actually lets you coordinate with random teams (which is the majority of dungeoneering) whereas gear swaps per reset only really benefits perm teams. Take Alien Swarm by valve for example. Completely team based combat. You swap out your gear at the start of every level. In that game, there's a ~1 min waiting period before the game starts, or until everybody clicks ready. And you see what everybody else on your team is equipped with. That way you can make sure no one class is overcompensated for. something like that would be good. I think a major goal of Jagex with dungeoneering was to promote teamwork afterall.
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Dungeoneering: Bindery
Exactly, Once the mages casts a spell that makes hood wear'ers visible, you're basically wide open with NOTHING to protect you against barrages of melee, range and mage attacks that will down you in seconds. I've seen plenty of SSH wear'ers that died and raged quit because they "wasted" their second bind on the hood without any potential defence to halter any attacks. they should learn to stop sucking :P It's pretty tough to die clearing a room, since you know what you're getting yourself into before you go in. Unless of course you GGS tele into a GD and the keyer was too much of a prod to tell you what was in there. The only time I've died in the last few times was during joke C6 small floor sushes, random C1 deaths to the luminescent ice fiend, and trying to open a door in a nasty room while keying. and this is of course without any bound armor. in my opinion, the shadow silk hood is a tool that requires a degree of skill. Armor's sort of a brute for solution that works in any scenario. The hood occasionally lets me find a sweet spot in the room where I can deal damage without taking any. And I mean, if you're thinking about going into a scenario where you'll probably be tanking a lot of damage, you should call for the team's help. it's not a matter of body armor being bad. DG armor has tremendous bonuses. So much as a single hoodless player defeating the purpose of everybody else binding a hood. So much for doing mimes without clearing everything right? hoods are convention (and for good reason IMO). If you want to be different, you should just make a perm team. That's what I do when I have DG ideas that not everybody thinks to be true.
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01-Dec-2010 - Do No Evil
Do you have to drop your inventory after a while? That might decrease exp/hr a lot. Or you could just drop it when you get stunned. This. Plus this also gives you time to eat some lobs. Which is another reason these are better than menaps - no need to worry about food or anything. got bunyips? derp ;D but seriously, with enhanced excal and bunyip, you really shouldn't need extra food.
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Need Assist Cc
"assistclan" for general effigies. if it's specifically a runecrafting effigy, you'll have more luck in: "FFDN", but they only do RC effigies. "dung smith" might be good for smithing too.
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I thought rune defenders were pretty good already. Won't the Dragon Defenders be TOO good?
DFS is +3 str vs 18-20 accuracy is it not? so assuming your strength bonus and accuracy bonus are comparable there is about 6x more accuracy bonus than DFS. (this assumption skews the end result in favor of strength, as attack bonuses suffer diminishing returns beyond 50% accuracy) 1-sqrt(0.25/6) = 0.796 meaning you only need 79.6% accuracy to justify using a DFS over a rune defender. Possibly even more as my calculation skews in favor of strength. I won't explain why this formula works for the moment. I'm sure you all trust my knowledge on DPS by this point :P
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Crossbow decisions... Karils or rune?
karils is about 20% faster damage output than rune with broad bolts. Crystal bow's barely better than rune + broad bolts at full charge I believe. Handcannon also has some highly rated damage output as well. About 6% better than karils it's just a matter of expense. You'll blow more than 1 handcannon an hour, ontop of up to 1200 ammo per hour. (about 800k gp/hour) karils can fire up to 2000 bolt racks per hour, costing you about (about 400k gp/hour atm) and once again, karils is about 20% better dps than rune cbow + broad bolts and handcannon is about 6% better dps than karils. karils is by no means outdated. For the current price, it's the best weapon for anybody that makes over 2 mil gp hour handcannon is worthwhile if you make over 6.7 mil gp/hour, inventory space is not an issue, and you have high firemaking level (95+ i'd say)
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Which account should I make Members?
really? I've changed my name to grimy bunyip. And I've been using my original name to log in for just over a year now. just how long is this period of time? is it dependent on how old your account is?
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Behind The Scenes - December
flameburst defender turned out pretty well dontcha think? I have my doubts about Jagex quite often, but not so much anymore when it comes to item models animations on the other hand...
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Preliminary Analysis of Damage Soak And DDefender (Safe PvP)
think a little harder Squab. How exactly did you get the number 1.1 from 10% damage soak, and does that really make sense.
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Dungeoneering: Bindery
Overloads, what? Strong melee potions probably. if you drink an overload before going into a dungeon, it lasts for the first 5 mins of the dungeon. More importantly, you heal 500 LP at the end of those 5 mins.
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Behind The Scenes - December
Like waterfiends have a magic attack, and a magical ranged attack. If you pray range, you won't take damage from the magical ranged attack. But it's magical, so its accuracy on you depends on your magic defense, instead of your ranged defense. Even though pray range defends against it.
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01-Dec-2010 - Do No Evil
i personally liked using the hot air balloon for chimp ice deliveries since it took me straight to gnome stronghold.
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Preliminary Analysis of Damage Soak And DDefender (Safe PvP)
I wonder of damage soak is calculated additively or multiplicatively. I think making damage soak only take effect after 200 damage is kinda arbitrary. I mean it's a nice number based on the current state of PVP and boss hunting. Because it's low enough to change PVP. But not high enough to make a difference in slayer/some boss hunting. But it will lead to weird side effects. Fast weapons with low max hits will benefit more. What about dragon claws? the attacks land 4 separate hits. If you hit a 400-200-100-100, only the 400 will so damage soak will be halved for dragon claws in contrast to other weapons. and what about low lvl PKing, such as in f2p? it won't affect them at all.
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Behind The Scenes - December
Content wise, not too much in store for a DG prod such as myself. If damage soaking doesn't end up applying to daemonheim equipment, I'm probably not going to care about it :P (if it applies to daemonheim equipment, I sure hope it doesn't apply to forgottens) but now I'm curious. if something attacks you with a magical ranged attack for example. Do you need soak magic or soak range to reduce damage for it? but I am excited for the Max hit splat. Should make max hit research much easier. The damage control update also changes the min hit to 1. I was waiting for jagex to release that update before I finalized my exact DPS calculator. It's about time it came :P
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Juju Farming Potion
No, that's like asking if its worth doing overtime at work that has 33% chance of paying double, and requires some preparations. Seriously though, I've used juju farming potion and obtained massive profits from torstols. eh, his analogy isn't that far off. For the first few days of Juju potions, juju farming pot boosted torstol profits from 180k -> 800k average profit for 5 plantings. Right now you simply won't make profit off torstols without juju farming pots. for any seed that's expensive, juju farming potions can easily multiply your profits. anywhoo I say it's worth it. Once you get set up, you can easily get 100 juju farming potions(3) in like, 2 hours or so. (okay so this is an estimate and could be off by an order of magnitude) but yeah, jadinko hunting is already great xp, behind only barehanded butterflies possibly. If you're interested at all in hunter xp, this would be a no brainer.