Everything posted by BeNiceOk
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20m range-slay budget + weapon choice
Cannon's are efficient for speeding up tasks, however they have a hefty operating budget that comes with it. If you are using Kuradel then most of your tasks will not be cannonable anyways. The only tasks I can think of that she assigns that would be cannon worthy would be kalphites (I have those blocked), Ab-Spectres (After Smoking kills), and Dagganoths. As per darts/knives, remember the metal type of dart is equal to one less of the knife class. So for example a steel dart is the same as an iron knife, and a rune dart is the same as an addy knife, ect... That in mind, its not to hard to calculate the best bang for your buck using knifes/darts. I find steel darts to be the best option, as they are cheap because GWD bosses drop them en masse. They are easily buy-able and even slightly cheaper than their iron knife counterparts (with the same exact stats). Mithril darts are only 20gp more (at ~80 gp each) but you are paying 20 gp more for +3 ranged strength which is hardly worth it. The majority of your ranged damage will come your from your ranged level, and darts will add very little damage, slivers of LP at best. When it comes to darts, cheap is a better option than expensive. Just to show a comparison, Steel darts at 99 range with no boosts is 119 damage while rune darts are 136 damage. Its definatly not worth paying 150gp more per dart for a mini +17 LP damage increase. You can check the hits of other darts and their effectiveness if you wish using the tipit calc. http://www.tip.it/runescape/?page=max_ranged_hit_calc.htm
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Magic is overpowered
That's a bad example.. Think of it like claws special making magic & range fire at half the speed, and then offering to take away the fact it slows down magic. Melee shouldn't really have anything that reduces the effectiveness of a mage (d-hide is hybrid not melee) and so mage shouldn't really have something of that effect against range. In this case magic was given an edge against a triangle type is supposed to be weak against. The only reason its not overpowered is because the spells and staff are so expensive to use, so its not widely a thread. It would be a good idea to change miasmic spells to melee only, thus making them a 100% chance to make melee fire at half the speed. At the moment, each spell is a 50% chance to slow ranged and 50% chance to slow melee. Removing range wouldn't really hurt anything as mages are supposed to get trashed by range anyways. Back at the time there was no 25%+ damage bonus for magic, miasmic spells cutting out range speed was ok! But now that damage has been increased the spells have become OP'd slightly. It is not something that needs changed immediately, but if power is increased more than it currently is, there could be a larger balance problem with miasmic spells. EDIT: I would actually like to see Jagex take advantage of some of these opportunities and change around some specials or add new ones. A range special that knocked the staff out of your hands into your inventory or a magic special that did that to melee weapons would be VERY powerful but not be overpowered since they are triangle based.
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Magic is overpowered
A couple things I would like to say about this, not necessarily all in disagreement. 1) Saying the dark bow is the "end all" ranged weapon is more of a slanted view. While the dark bow can hit high, it has alot of downfalls to it. One downfall is that it is EXTREMELY slow. Firing at only a 2 block speed, if the special does not KO the enemy they can eat almost 3 times before you can hit again with any weapon. Another downfall is that once you get past around 90+ defense the dark bow shots begin to lose accuracy dramatically. A third downfall is that it requires over 50% special, so once it is fired once you have to wait quite some time to fire it again. A fourth downfall is it is a very large weapon so it is easy to see when an opponent is switching to it. Most times when you search for a video to watch dark bows you see pures firing them. The bow always seams to hit (and hit hard), not because the bow is super accurate, but because the person getting hit has low defense. Also people only tend to video the "good hits", and don't mention the hundreds of hits that never make it. Melee has a much higher DPS than range, so the only way a ranger can beat a meleer is if he/she has not defense or the ranger hybrids. 2) Magic has special holding effects for a reason. Comparing the DPS of magic and the DPS of melee is a unfair comparison because magic is designed to negate melee DPS by holding them. Melee does have the highest damage potential with weapons like dragon claws, and AGS, but a part of being a mage is to prevent those attacks from ever reaching you. The only reason Melee could overpower magic is if magic was not making an effort to hold their opponent. Magic can hit well enough through black dragonhide to keep meleers away at least a short deal of the time. Mages are supposed to farcast. If you don't farcast, your not using magic as it was intended and you will lose. Also on the topic of dragonhide. A meleer using dragonhide is no longer a melee class, but a hybrid class. A hybrid class will ALWAYS have an advantage on a single class no matter what is is. If your opponent is a hybrid and you are not, you will likley lose unless you hybrid as well. If your opponent puts on dragonhide, you need put melee armor on and melee them. If they switch back to melee armor, you mage them. You cannot expect a single class to be all powerful and take out hybrids, it just doesn't work like that. All in all I think the classes are quite balanced now. The only thing I can think of that Jagex should add to magic now is more exclusivity to magics holding spells. What I mean by that is increasing holding spells by +10 seconds, but a limited effect so that if you unequipped your staff your opponent is no longer being held. This way you cant just freeze your opponent and switch to another combat style. You cant BGS spec with a rune crossbow, so why can you hold your opponent for 20 seconds with a dds. Some classes have higher DPS or accuracy than others, but it is supposed to be that way. Combined with their specials the balance of the three is quite equal. Comparing hybrids? Now that just another story.
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Rock climbing boots affecting RuneScape
I know 100M is alot, but we have to assume Mod Em's number of 99% is right. If that's true only 1% had more than 50 boots. Perhaps a better example.. Say tomorrow a new sigil is released that is 500m. A team gets a drop, 5 man, 100m each coinshare split. Neither the boot update or Sigil update players knew about or could prepare for. Both cases players got lucky by being in the right place at the right time. Whats the difference between the two? Why is one justified and one isn't? Both were intended to be in the game and both cases the lucky got rich. I didn't get lucky, the same with 99% of RS, so I don't see why people are mad about it. Its not like 50% of RS got richer and 50% didn't.
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Cheapest way to get Herblore strange rocks?
Yeah, it's great. I was afraid at one point when i was making Super restores that a rock would appear lol. I'm assuming you were worried that the rock would destroy one of your potions? There's no need to be worried about that, as the rock wont destroy anything as long as you have an inventory space for it. Mixing potions; you always have an open space after you mix the first potion. The only way the rock would eat something for herblore is if you were cleaning herbs with a full inventory. If you get it by finishing potions, it will never destroy anything :)
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Rock climbing boots affecting RuneScape
I'm going to have to agree with Gidion on this. Ya it caused inflation, ya some people got a little richer, and ya climbing boots won't be used as much, so what? If all you care about is making more GP than everyone else, and this update makes you want to quit, then do it. If you find expensive items too expensive now, perhaps its time to look for cheaper alternatives? Nobody says you HAVE to slay in Bandos. If a game makes you stress out, then perhaps you should re-consider why you are playing the game in the first place? I'm just tired of people always saying how the "game's economy" is always ruined. If GP entering the game was really a problem, Jagex would make alching x5 the XP and make it produce 1/5 the GP. This obviously isn't the case. I do not see people having to play a few weeks more to reach their goal as a problem. PS. I only had 20 boots myself, but I have no issue with people trading in the hundreds they had.
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Bottom rows of puzzle box
This is a guide I made to use ^ Do the numbers in that order. If you have trouble with pieces, such as number 5, stick #5 piece in the number 4 slot, and the #4 piece in the number 9 slot. Then move them both in a clockwise rotation so it slides into place. Same thing with the bottom (Piece #16 on the number 17 spot and Piece #17 on the number 19 spot then rotate them clockwise).
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Post all RS Screenshots, Videos, and Sounds here!
Hitting 400's with slayer dart is smexi <3: (The actual max is 412 but this is pretty darn close)
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After the Dragonkin/Majharrat, what's next?
I get the feeling that the end of the Majharrat storyline will only bring more questions than answers. There isn't enough content yet with the Dragonkin involved in the storyline for them to end with the Majharrat. What I'm guessing will happen is that during the Majharrat ritual, the Dragonkin will intervene in one way or another and destroy all the Majharrat. This would end the storyline with a dramatic twist while opening an entirely new storyline. This puts the Dragonkin in a prime position to have their own series of quests just about defeating them and re-obtaining the Stone of Jas. Perhaps a series that eventually has us re-hide the stone back to a new location. The difference between Runescape and other games is that Runescape has a very slow progression of storylines. This is why there isn't that much lore about it. There are so many storylines the quests developed are so far apart they lose their feel for the players role in the story. Other games come out the patches that have a storyline done from start to finish while Runescape's can take 4-5 years in-between to finish. I would rather have them do quest series, like they are doing now with the void knight series, and just finish every quest series before they continue onto the next.
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15 June 2010 - Ancient effigies
I like this update alot, although I only have one gripe about it. Assist XP. I get asked 5+ or so times a day to help people assist them with opening the effigies, but I have to say no. I don't say no because I'm busy, don't want to, or don't the skills to help them. I have to say no because my assist XP is maxed for 24 hours because of helping 1 person open theirs. If they were to change anything about this update, I would like them to change it so opening these effigies is not counted towards the assist xp limit. The easiest way to go about doing this is to allow effigies to bypass the assist limit and always give xp, but everything else is still capped at 30k. I can understand they did this maybe so one person would not hog all the XP, but there are plenty of these in the game to go around. I would rather one person take more xp than others than not be able to help people when they need to be assisted with opening one.
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Post all RS Screenshots, Videos, and Sounds here!
[hide] [/hide] @ My Eggs, Curious. How come the 1st picture has a lower stab and slash attack than the 2nd picture when all you changed was the helm, body and legs? Also a little late for posting this, but better late than never.
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A question about Prayer
While the kbase has been wrong on some things in the past, the fact both the ancient curses page and normal prayers page says its damage reduction basically proves it is. Also the fact the curses page was wrong (and displayed 60% damage reduction) which was later changed to 40%. If it was accuracy and not damage reduction that also would have been fixed when the page was changed. FYI: You CAN hit through melee prayer with a normal hit under some circumstances. Just because your opponents melee protection is up on your screen does not actually mean it is activated. I have seen many instances where 70+ hits are made though prayer even though the icon was up, because the attack was produced by the server before the other persons client sent the information to to server to activate melee prayer. If two players are in combat and both special and activate prayer at the same time, the prayer icon will show up before or while the weapon special is activating, however the player with the highest ping will have the combat effect happen first. If the attacker has the higher ping, he/she can hit a 70 "through melee prayer", while if the defender has the higher ping the prayer will activate as normal and block 40% of the hit. The above scenario happens a lot more often than you think, but most times you don't even realize it is happening because many of the hits produced could be below that 40% mark. So you cant really tell if prayer reduced the hit or not.
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Additional Fairy Rings
Since Fairy Tale 3 is out now, and not all the fairy codes are used up, I was thinking it would be nice if a few of those codes were made to use additional fairy rings to reach some of the more obscure places faster. This is one location I would particularly like to see put in place:
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A question about Prayer
Same here, I thought Protection Prayers blocked 50% of enemy attacks (against players, 100% against monsters). Yeah, I could've sworn in the past they blocked 60% of all PvP hits. It used to be the Ancient Curse Kbase page said 60% reduction of hits. This was a typo, but many people assumed it was 60% because of that typo. It is now correctly stated in the Kbase as 40%. Its a common mis-conception that deflect/protection prayers help against accuracy. They do not help in accuracy at all, only the defensive boosting prayers do this. I also thought accuracy was reduced until ancient curses came around and I took a better look at how the prayers worked. I thought ancient curses would block more accuracy than normal prayers (when the typo was 60%) only to find they do not offer protection against accuracy at all. Think of it this way: Protect from Melee blocks 100% of all monster melee damage and 40% of all player melee damage. Protect from Magic blocks 100% of all monster magical damage and 40% of all player magical damage. Protect from Missiles blocks 100% of all monster ranged damage and 40% of all player ranged damage.
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Chaotic Rapier vs Longsword
Your thread has many valid points, but this segment I don't agree with. You can't compare accuracies of different attack types. You are comparing stab attack with slash attack, which is the same as comparing magic attack with ranged attack. Each attack style has its own defenses on monsters, so you cannot say "x" is more accurate than "y" because its a higher number. Another point of the CLS is that is has a high slash accuracy bonus. This bonus is something that CLS over-shines the rapier at, specifically at high level bosses. Bosses with higher defense, such as Sara, are easily killed with a CLS while rapier can have difficulty hitting her. CLS provides an almost godsword like bonus but the ability to use a shield with it, which is why it is preferred over Godswords. Sometimes you need both high accuracy and defense, not just one or the other. PvP wise, Raiper is much more lethal on pures, while at higher levels is lacks the KO factor to be effective. People can out-eat it and run away. Raiper is without a doubt the best weapon where the opponents defense is moderate or low, but CLS is still a great (if not the best) weapon for high defense monsters. It may even prove to be more useful when higher level bosses come around.
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Chaotic Kiteshield > Divine Spirit Shield?
Well what exactly is the +30 defense worth? It depends on what your getting hit with. Lets assume you get hit 10 straight 100's, then 10 straight 300's with melee and assume specials always activate to their average values. Chaotic Kiteshield: 10 hits x 100 damage = 1000 damage. Special Reduction = 0 (No special activated) Total Damage = 1000 Divine Spirit Shield: 10 hits x 100 damage = 1000 damage. Special Reduction = ( 100 * 30% ) * 10 hits = 300 Total Damage = 700 Elysian Spirit Shield 10 hits x 100 damage = 1000 damage Special Reduction ( 7 out of 10 hits use the special) ( 100 * 25% ) * 7 = 175 Total Damage = 825 --------- Chaotic Kiteshield: 10 hits x 300 damage = 3000 damage. Special reduction = ( 300 * 10% ) * 10 hits = 300 Total Damage = 2700 Divine Spirit Shield: 10 hits x 300 damage = 3000 damage. Special Reduction = ( 300 * 30% ) * 10 hits = 900 Total Damage = 2100 Elysian Spirit Shield 10 hits x 300 damage = 3000 damage Special Reduction ( 7 out of 10 hits use the special) ( 300 * 25% ) * 7 = 525 Total Damage = 2475 As per missing hits: Elysian only has a small increase over the Chaotic Kiteshield's special vs melee combat. In theory if the +30 more defense on the Kite-shield can block 2/10 more hits than an Elysian shield, it is better than the Elysian. The shield would have to block 3/10 hits for it to be even with Divine. This is an impossible test to calculate because it is heavily luck based. Of-course, if you are in a scenario where multiple combat types come into play spirit shields are the best choice overall. So the question is, do you feel that +30 defense is enough for you to block 2+/10 melee hits? If not then the Kiteshield is not better than any spirit shield.
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Chaotic Kiteshield > Divine Spirit Shield?
Correct, its UP TO 10% and UP TO 20%, not always the maximum. Chaotic Kite-shield in some circumstances is better than an Elysian, but Divine trumps all the shields in any situation.
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Saradomin Boss
Ideal setup: Full Veracs Fury Barrows Gloves Dragonstone(i) or Onyx(i) / Zeker(i) Soul wars cape / Fire Cape Claws (Special) God items for kill count recommended are whip + Unholy book, Holy Symbol From the SGWD i've done im very sure Zil is weak to crush. Veracs has higher crush bonus than a godsword, is slighly faster, and also has the special effect. A team of Verac's will beat a team of GS's. CLS's hits hard when it does hit, but I still have outhit CLS plenty of times using Veracs in ffa duo's.
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09-Jun-2010 - Castle Wars Kill Streak Competition
Remember were not talking about everyone wearing melee armor as they normally do. I imagine lots of people know there are going to be tons of mages and bring d'hide/Karils/Arma armor for that reason. Seerculls are going to be virtually useless here against high level mages, as the Overload stat restore alone will compensate for the Seercull special. +25 to all combat stats every 15 seconds. However, magers will have trouble with high level rangers as they can't prot range and melee at the same time. Mage may be accurate but it cant rip through Arma + spectral that easily. Be prepared to see ALOT of ranger hybrids knocking off magers. If mager's keep splashing and can't heal on the majority of the players around, their "tanking" will be short lived. Players good at luring others into the pitfalls inside tunnels also have a good chance to win over the magers.
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Some combat related/money issues
It sounds to me like you just want to make easy quick GP with little effort involved. Dont believe when people say so-and-so makes quick easy GP. There is no such thing as quick easy GP this in this game (except maybe farming, but even that is limited). I am guessing someone told you slayer was amazing profit? Like said above, slayer is about doing slayer assignments and ENJOYING doing them. Profit from tasks is just a side reward, and not the reason you should do slayer. Runescape has always been a risk vs. reward game. You either risk items, or time, for a reward. A reward you might not always get right away. If making quick GP is all you find fun in this game, do some boring repetitive task nobody likes to do, over, and over, and over, until you make the GP you want. If you want to have fun doing something else, have fun doing that activity instead and slightly make GP on the side. But I can tell you personally, very little of this game is about how much GP you have because at the end of the day nobody really cares what anyone else has. Your always a noob to someone else. More ontopic-ish (I guess): For DKs I would recommend going with a small group of people until you get the hang of it yourself. Going in, not knowing what you are doing can be dangerous. At least if you are with people you know they can save your items if you do happen to die. Once you are more comfortable doing DKs alone, then go on solo trips.
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Herb Runs
How profitable are torstol? Or should I only grow 1 each run in My Arms patch, and then 4 lants/avantoe in the others? Torstol can be risky, but I wont deny it is good xp. I think you need an average of 6 Torstol per herb to break even. Any less than that and you can lose some serious GP. Every torstol seed that dies puts you in a -250k hole. It would be wise to only plant Torstol in My Arms patch to give the highest changes for survival. Snaps are great xp for the GP they offer, so most times I advise people to go with those. Just keep an eye on their prices. I have a Googledocs table somewhere that shows prices and comparisons to each herb type. I'll see if I can track it down later and post it here. EDIT: here it is. http://spreadsheets.google.com/ccc?key=0Aoz7AkXuSwamdE4wVFhZaWM0V2VkbTFvSXhDaDhkd3c&hl=en#gid=1 (Keep in mind prices do not update with GE, so they may be a few days old. Also this table is based on using 5 seeds of the same type. The green is the "estimated" average number of herbs you get a trip for that type.) FYI: If you have not invested in the farming scroll from dungeoneering it is something any herb farmer NEEDS to do. The ability to get back seeds (especially if they are snapdragon or Torstol) is well worth the short time it takes to buy the scroll.
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3rd Age/Spirit shields/Phats Discussion
Every weapon except spears are halved in damage when hitting corp. Because of this, no weapon is as good as spears on him, despite the speed or stab bonus. Also while talking about spirit shields, I've been noticing Elysians have been gaining about 20M in the GE every 60 days or so. This shows promising for the long run of the shields value. At that current price increase, Elysian's street value will equal the GE value, and be buy-able on the GE, sometime in the next 16 months if not sooner. I image the closer and closer it gets to street price, the faster it will rise.
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Post all RS Screenshots, Videos, and Sounds here!
- Post all RS Screenshots, Videos, and Sounds here!
- 27-May-10 Castle wars improvements
It's difficult to say. While they are useful, The fact they are a helm spot means there are alot of items that are going to be more useful, especially since the halo's lack melee defense. The only major use I could see of one is a 4+ man team at Armadyl (since the halo has mage def), or maybe some boss masses where defense isn't important. The slayer helm or a helm for defense is going to trump it in almost every other situation. - Post all RS Screenshots, Videos, and Sounds here!
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