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Aiel

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Posts posted by Aiel

  1.  

     

    Why are you picking up steel bars? You'll make more money if you just pick up the bones and leave the bars on the ground.

    It's his play style to partially DIY certain things. It may be more efficient to do things differently (like leaving bars and getting more kills per trip for better gp/hour) but it's his choice, and should be respected as such. (Not aimed at you specifically, but at the forum community as a whole)

     

     

    No need to get all preachy. We can't memorise and store the play style of every user whoever asks from help anywhere on the forums. Yes not everyone may want to take the advice of the most efficient way to play, but people are only trying to be helpful when they bring it up (unless it entirely contradicts the question asked) since generally speaking most average players want to be reasonably efficient and do find it helpful.

     

    not to mention I don't think it's efficient to pick up steel bars at steels even if you DIY. Especially outside of Kuradel's.

    • Like 1
  2. at high stats the extra defense is not needed, so extra damage should be prioritized. As your safe kill speed (not getting spawned on to the point where you need food) is determined by your slowest king, by increasing your lowest combat styles DPS you increase your KPH more then the base percent increase in DPS would indicate, assuming you know what world population you can safely hold and can find a open world of the correct population.

    Unfortunately Im not active, nor do I have a fast enough computer to make a video to accompany the guide. If someone else wants to (Ambler hint hint hint hint hint), much good juju will be sent their way.

    • Like 2
  3. they need to do away with this skill quest line skipping and just remove skill reqs from all previous quests but leave them to gain the rewards. Scale the combat better then it has been in recent quests. Quests must be done consecutively in their chronological order, but since skill reqs are now only for rewards, a new player could play through an entire quest line right off. 

  4. END OF YEAR UPDATE@@@@@@@@@@@@@@

     

     

    stats as of Jan 1 2013:
    http://i.imgur.com/6FWv2]

     

    current stats:
    http://i.imgur.com/SO3c96v

    99s achieved (in chronological order):
    Dungeoneering
    Cooking
    Fletching
    Mining
    Farming
    Agility
    Woodcutting
    Crafting
    Smithing

    Current Bank:
    http://i.imgur.com/Ov1Qqw8

    129.3m xp gained for the year
    170 total levels gained
    All goals achieved except MA and 99 con because [bleep] ma and con


    you may have noticed my bank is largely rares now...that's because as of the 1st I'll only be playing for quest updates and to keep my guide up to date.
     

  5. Edit: I hate the new quote system, Im not going to try and fix this mess. Answers are bolded.

     

    Q is sleeping so I'll try and get most of these..

     

     

     

     

     

     

     

    1) Magic is good, because it attacks at a distance and has a very good basic with Concentrated Blast. Melee has the advantage using Destroy and Assault, but chances are a slayer monster dies too quickly anyway, and bosses will move away (Nex, Vorago, KK etc.).

     

    2) Concentrated Blast is good because it's equivalent to a 150% damage ability - you can break off the attack before the final hit. It's not properly possible to make a rotation with Wrack and Concentrated Blast only.

     

     

     

     

    I see what you're getting at with the first one. They're generally about the same, but Magic is slightly better due to distance and things like that. Does this still hold true with 2h magic? Is range just...right out?

     

    In regards to Concentrated blast, I'm still trying to work out how it's so good. I've seen a lot of people on the RSOF (Mind you, I take posts there with a grain of salt) say that you can't solo nex with 2h magic, but it becomes very easy with dw magic. If concentrated blast is the equivalent of a 150% ability, then that makes it only 25% better then Sonic Wave...And that's just one ability as part of the rotation. I can't say that I understand how dual wielding magic is simply that much because of it - nor can I understand why dw magic gear is so much more expensive then it's staff counterparts. (Is this due to rarity, or is dw magic really that good?). I'm fairly certain that you're right; You've a lot more experience in this area then I do, i'm just trying to understand *why*.

    Ranged is bad because its threshold abilities are terrible (compare snap shot to wild magic...)

     

    Basically magic damage is incredibly complicated to truly understand and there's been a fair amount of patches/changes to it over the last few months so there's a lot of misinformation. DW mage is largely better for barraging because you can tag monsters quicker. When using abilities it is slightly better. It used to be significantly better, but this was changed.

     

     

     

     

     

     

     

     

     

     

     

     

    4) You can use ganodermic at corp, but I think Tetsu is better, from when I tried it. There aren't any places where you'd use different style top and weapon except DKS. Defence doesn't do all that much anyway, and you can focus defence by using appropriate helmet/boots/gloves.

     

     

     

     

     

     

     

     

     

     

    6) Not shield, for sure. Blood barrage is better if you are using t90 magic, otherwise drygores.

     

     

     

     

    Thank you! Was defence changed significantly after EoC, then? I do remember Ganodermic and Nex gear giving astounding and very noticeable defensive bonuses prior to it. Is it because of the defence that comes from stats?

     

     

     

    defense was changed significantly. most of your bonuses come from armor now. Because of the strict tiering, ganodermic got worse and nex armor got better with EOC. (the offensive bonuses on nex armor helped with this) 

     

     

     

     

     

     

     

     

     

     

     

     

     

     

    5) Speed doesn't matter at all.

     

     

     

     

    Okay, so just for clarification's sake (I got confused again when talking to Levells earlier) - The boosts from power armour are applied *after* speed normalization when calculating ability damage? For example: When equipping a chaotic staff, I have around 1900 damage. With power armour, that's boosted up to almost 2000 damage, for around 70 damage or so (Just rough numbers, I don't remember accurately). Would the ability damage calculation be (normalized 1900) + 70, or simply normalized 2000?

     

    I do recall hearing that dual wielding applies this damage twice, or something similar, making power armor godly with dual wielding.

     

     

     

    The boost from armor is applied before it is adjusted for speed and is applied at 50% it's MH value to your offhand. 

     

     

     

     

     

     

     

     

    Blood necklace, hood, primal 2h, either celestial staff + primal 2h + celestial top or primal 2h + ssb + primal platebody or ssb + ccs + sagittarian body. If you have only 4 binds, skip either hood or necklace.

     

    So you can simply omit a primal 2h all together now? O_O

     

    I notice that you mentioned a hood in there. The last I heard, hoods were relatively useless (And indeed, once I destroyed mine for primal gauntlets before I found my Blood Necklace, I was quite pleased). Was there a significant change to hoods in EoC or something similar? Wouldn't you simply be de-hooded for most of the higher floors?

     

    Thank you for your time =]

    Hood got better because armor got worse (especially armor that was previously used for offensive bonuses- gloves/boots are basically worthless now).

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