Everything posted by BeNiceOk
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Long Term Effects of "Exp Weekend"
Short term, yes it does reduce the amount of raw materials as everyone is hording them for the weekend. However long-term this does have benefits. Think of all the people gathering raw materials atm, likley more than normal. If we go by the rule that people were going to get the levels anyways, double xp or not, this will cause the current amount of raw materials in game to essentially increase compared to the amount of people that were going to use them. If I were going to use 5k irits for herb, update or not, that means my 5k irits count as almost 10k irits (or more). This means that in the future when I may have needed to buy those extra 5k irits to get to 10k used, I don't have to. That means there are 5k extra surplus irits that would of been used by me, but now they sit in GE for someone else. Because of that it will create a slight surplus on some raw materials, and in the long run reduce some inflated prices on raw materials making it actually easier to buy them in the GE. What we are going to see is a spike similar to a merchanting clan, but broad based across all skilling supplies. It will keep going up until that weekend then crash. The crash will likley bring prices down lower than they are now, until another xp update like this is announced. As for prayer, unless people plan to ecto, dragon bone prices likley wont be effected much at all by this update.
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Kyatt -> CW method is about 1100 charms per hour, so you should have no problem getting than in an hour. But good luck, as its always good to see people train summon. I think its a very useful skill to have :^_^: Unspam: TD's Love me <3: Thats #3 in about 7 or 8 duo trips. Last kill of the trip
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Item Duping
Just keep in mind the people who use dragon bolts and those that use ruby/diamond/normal bolts are two different groups. Dragon bolt specials do not work on Bosses, Jad, or Dragons, so the average monster hunter has very little use for them. Boss hunters bolts really haven't changed much at all, other than the diamond/ruby/onyx bolts that were produced. But as was stated before, the majority of people went for the dragon bolts, so the only groups really effected by this are PKers. I don't see a heavy drop in bolts, other than the dragon ones, especially considering the number of diamond and ruby bolts already in the game before the hax. A couple thousand more won't do much to the price of them.
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Unexpected drops are win.
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well seeing they seem to be devoted to high lvl contecnt, dont rule out the possibillity of a new 90+ imp! Would definitely be something i would be willing to train for (finally!) Still given imp rarity, slow spawn times and pretty low xp. If the entire update was jsut to add 3 - 4 more imp types it'd be a pretty sucky update for the week. Did you even read the Dev blog about the imp update? They said they were going to change the xp, and other things about them to make them more hunt worthy. They are not just gunna "add a couple imps". And even if they did, why would that be a bad update? Last week all they did was add 3 new slayer monsters? Its the things that come with it that are important. Who knows what the new imps will drop.
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That's not true? I just did a task of Tzharr last night and got my range damage bonus from the helm. +2 (+15%) more to my max hit using darts. Hexcest and Focus sight work in the exact same way a black mask does, in that any creature that is your slayer task it gives the bonus to. Abysal Demon, Waterfeind, Dark Beast, Green dragon, it dosen't matter. If it your task it should give damage and accuracy boosts. If it does not give the bonus then it should be reported as a bug. There is a bug with some of the magic max hits and the hexcrest, if that is what you are referring to?
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Fire cape compromise. New post by Mod Chris L.
I'm aware you disagree with me, but there are just as many that agree with me that disagree. I have 2 firecape's myself, so don't think i'm saying this just so I don't have to get the cape to kill them. I would not say 93 slayer is easy at all. If it was easy, Why don't I have 93 slayer yet? Only about 17,000 people have 93 slayer. That's what, less than 1% of the Runescape population? The fact they can only be killed on assignment is what prevents them from being camped and keeps them exclusive, not the firecape requirement. Like I said, the requirement is only making it harder for the sake of making it harder. I'm not trying to troll, but please at least understand the other point of view before you dismiss it as being un-important. I understand the requirement is there for a reason, but I also don't feel a problem with they were to remove it either. If they want to remove it, they should be able to without people complaining about it. There is no reason to complain about it.
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Fire cape compromise. New post by Mod Chris L.
I don't mind a challenge but I also don't think this is the proper place for one. In my opinion, this situation is like asking someone to solo Bandos to be able to kill spiritual mages. It can be done by almost anyone given time and luck, but whats the point? Just to make something harder for the sake of making it harder? IMO 93 slayer is already hard enough to achieve. Ya, the fire and ice concept makes sense, but I see no reason to require people to use a fire cape. The cape should simply make the task easier and give an advantage, not a requirement. As I mentioned in the other thread letting people with firecape's deal double damage would be a way to give a clear advantage by speeding up the task, but not required to do the task. I don't see what the big issue is with changing the fire cape requirement. Why are people complaining about it being removed? Is it *that* bad of an issue to make something slightly more accessible to people who already have the slayer level to kill the creatures? Its not like you are letting people with 60 slayer go up and kill the things. If someone had a logical reason for making dark beasts killable without completing ME:II would you really be *that* upset about it? I don't think many would complain about removing the requirement for using only leaf bladed/broad equipment on Turroths. Would people complain about Jagex removing the crystal chime requirement on warped birds/torts? So why are you complaining about them possibly removing the firecape on wyrms?
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Best bolts for Jad?
It's a minor detail, but keep in mind your bolt special sound in your decision. For example, Onyx bolt specials are very loud and very long. A special going off may block/distract you from hearing Jad's attack, and possibly mess up your prayer switching. Jad has pretty low defense, so really there isn't of a need to go over the top with gem-tipped bolts. In my personal opinion rune bolts hit just fine, and can shell out plenty of 30+ hits.
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Dragon crossbow soon?
I believe that Jagex had this concept in mind when they stated the Drag C'bow would not come out until the game had been rebalanced. What I mean is, before the balance is done, I can almost guarantee dragon claws and AGS specials will not be hitting 70-80% of your hitpoints in PvP. I can assume this, because that is the core reason why they are doing the re-balance in the first place. Not because magic can only hit 30's but because godswords can hit 70's. Once defense and other things have been adjusted to remove those 2 hit KO's then, and only then, would they release a more powerful weapon like the dragon crossbow. The game is going in a dramatic turn now. Now that magic is almost on par with damage that melee and range can deal out on a non-special basis, we are going to see things that deflect more damage across the entire triangle equally. Once those are in place we might get weapons like the dragon crossbow.
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16-Feb-2010 - Guaranteed Content Poll + Machinima Q&A Video
Not everyone prefers that though. I am very happy with the job the did with re-coloring the whips. The coloring adds for some individuality without the loss of functionality (eg. with painted rune helmets/shields.). Are you a red person, yellow, or perhaps green? Alot can be said about the color you choose, or did not choose. So I, along with many other people, certainly wouldn't mind seeing some more items like that. Not everything has to be so serious. Some things are just for fun.
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O I herd Arma Likes werlfare'ers. Just messing around at Arma with broads. 700k risk. 1st kill in the door. Next kill. And pro welfare. And that got my shield back :wub: In conclusion. 29 kills, 3 drops, 3 ppots ~70k in bolts used. kthxbi
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Tormented Demons
Like the others said, TD's is more of a switch skill based challenge rather than a stat skill based challenge. Because of this, if you are good at it, you can get away with welfare gear very easily. Most people simply wear black dragon-hide tops and bottoms and some junk armor. There really is no reason to wear barrows armor since you should be blocking 95% of the attacks with prayer. The only time you would want barrows armor is if you plan on tanking their melee attack. After awhile you will learn to *know* when they are going to switch, and based on that can guess what attack they are going to switch to the majority of the time. 1) If hes using his magic attack, and is about to roar, get ready to pray range. His range attack is much more accurate than his melee attack. When he roars, pray range first, unless he uses melee then pray melee. This way at the most you have a 50% chance to getting hit by melee (his weakest attack) for 1 attack. If he used his range attack and you were not protecting range there is a high chance he would deal damage. 2) If hes using range, when he is roaring get ready to pray melee first. If you are wearing d'hide there is a pretty good chance he will splash on you. If he is using magic instead of the melee you thought he would use, throw on protect mage. In this worst case you would only take 1 magic hit damage. 3) If hes using melee, and he is about to switch put prot. range up. Again if he switches to mage instead of the range attack, d'hide will likley make him splash. Worst case you would only take 1 magic hit damage. In any of those cases you pretty much minimize your chances of TD's doing any serious damage. Just remember the f1 and f3 keys are your friends. Using them will allow for faster weapon and prayer switches.
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Uses for the staff of light
firstly, pray melee gives a 40% defence secondly, it may be multiplicative not additive thus that would translate to 70% protection, not 90% ^ Adding onto above. Also deflect is 60% defense, which is 80% protection. Staff + Deflect meelee + Divine = 88%? O.O Did I do that math right?
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Uses for the staff of light
The SoL is also not as fantastic at corp as people are making it out to be. People forget corp does not tank the same person the entire kill, he switches targets. I tank corp when I go to masses, using D-hide and protect melee. He usually doesn't hit me much at all, and after about 5-6 hits he switches targets. The only way the SoL special would be of any use at corp is if everyone on the team was using it. In that case you'd sacrifice ALOT of attack power. Kills would take twice as long and thus twice as much (or more) damage negating the point of using it. People can TRY to say its useful for other places, but really the staff is designed for 2 things. Slayer and PvP mages. Anything other than that and there is likely a better option available than the staff for that situation, even ZGWD.
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08-Feb-10 - Musical Update & Strykewyrms
I'm all for high level content, but I do have to agree with this. The biggest issue I have with this is people with dial-up. You can have the best prayer switching abilities in RS, but if you have dial-up internet, you have a pretty high chance of losing against Jad. The lag is so bad in some cases that you don't actually hear the sound of what to pray, until the attack actually hits you. I really wish Jagex had taken that in consideration when they designed the update. Instead they should have made it so that while wielding the Firecape you hit double. This gives those who have the cape, a clear advantage. But those who cannot get the cape due to connection issues a much harder time killing, but still a way to kill them.
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POH Features During House Parties
Lesser cage does not let you expel at all. It only lets you drop to the floor below. Only greater well let you expel outside and to your teleport locations. I, like you Tripsis, am also 99 Con, so this is what I kept in mind when I built my dungeon. 1) Traps in dungeons - annoying or a good challenge? Put them in, but only in certain areas. Its REALLY really annoying to have a drop trap every room you enter. Only put them in places like near stairs where you try to exit. Vine traps are also good for hallway to the boss room as it only holds players for a short time, which is enough to get a little burned from your draggie :P 2) Doors in dungeons - does it make things too easy (by separating the monsters, allowing you to kill fewer at a time)? Same concept as #1. Stick with metal doors, as marble are way to hard to open. Don't add two every hallway, as it becomes a hassle to get around. Keep them only in major areas where you want people to take a long time to get out of. 3) Greater Magic Cage - is the power to expel someone from the house annoying? Lesser Cage. It looks better, and annoying players can't send your trapped group to Canfis or outside your house. The only place they should be going is down. 4) Gates, Don't build them. Keep your fire pits open and don't build gates around them. This adds a lot of fun when people run around in combat. They can try and use the fire to their advantage freezing people over it, or luring them onto it. It adds a very fun aspect to the whole combat. 5) Use a crypic design. My dungeon layout is exactly like barrows (with the boss in the center). I have fire pits on the 4 corners. This also lets me build fake ladders in each room. Only 1 ladder actually goes up to the main floor, so players who are not familiar with my design will end up using false ladders to try and go up. 6) Don't build to many NPC's in one area. Space them out, or separate them so players can fight others without getting jumped by NPC's all the time. 7) Build a square, not a line. Keep your dungeon together in one area, as players are going to stay in one area anyways. Use doors to separate areas instead of spreading them out with rooms.
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08-Feb-10 - Musical Update & Strykewyrms
I'm not so sure about that. For teams I could see, but due to the fact you have to keep the staff equipped for the special to continue to work, it may prove difficult to solo with it. Its max hit is only around 52 (55 with pvp armor?) with turmoil and extremes, which is not all that impressive considering it has no prayer bonus, and an attack speed of 4 (godsword speed). Other than maybe Sara GWD, there's not many places where you going to be tanking melee anyways. For PvP however this staff is a godsend to any magers battling against melee'rs in d'hide.
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Tip.it Times 7 February 2010
It all depends on the term "harder". How far does Jagex have to go to make a boss "hard enough". As it is, the CB can already 2-3 hit most players if they are unlucky. What makes a boss harder, but not at the point where it has to much of a KO factor? If you introduce a boss that can hit 70's on a regular basis, you'll change the entire boss-hunting game-play. Most players will not risk gear in a place that is certain death. 3 Item'ers will take over and bypass anything that added risk to the monster. CB already has this somewhat. If the boss doesn't hit high, people camp it with perfect gear for hours. If the boss hits high, people bring no risk gear and the boss loses the whole risk vs reward factor. The medium in-between is GWD bosses. DK's is an excellent concept of what bosses should be, as they are easy to kill when killed correctly, but a small mistake can easily KO. Is it really going to take a boss where you have a 50% chance to lose millions to be challenging? That sounds more like a bet of Russian Roulette than a challenge to me. [hide=My Idea for an "ideal" boss] Living Rock Boss Defense: High Melee, Medium Range, Negative Magic HP: 1000 Attack: Melee, with a special effect. Max hit: 70 Melee attack: Hits everyone in a 1 square radius around the Boss Special Effect: Each attack drains prayer on a 1:1 ratio of what it hits (or would have hit). Tactic: Since the boss hits hard and drains prayer, the only way to defeat it is to use magic to "hold" the boss. The bosses 100% drops would be 10 separate drops of generous supply of runes to cover the cost of holding spells needed to be used. This boss adds challenge in the fact that you need to be efficient in "holding" the boss away from you to stay alive. As long as that is achieved, there is 0 death factor. If you do not hold him however, there is little room for error. [/hide]
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A friend and I were going up to try a new way to do Zammy, just for lulz. The test went wonderfully. We got almost an hour's worth of duo kills on ~70k supplies. We were planning on just a couple kills before tabing out, but on kill # 2 we got this. Not expected at all.
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There are other (and better) places to kill velds, especially with your quest points. There are a couple in ZGWD, and like 6 normal spawns west of the mutated ones at the blood alter. Both spots typically have few people there (especially the ones at the blood alter, since those that cannon them, cannon the mutated ones because they have better drops.)
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Interesting. The hint defiantly points to the keyword "Strykes" which is misspelled and capitalized. It is either significant or a Proper Noun. Its just a wild guess and I am likley wrong, but.. There are 3 Dragon Kin who are meaning to "get out" or escape. The magic force we experienced recently may be related to the Dragonkin trio. Strykes may be the name of the dragonkin species. For example, humans call each other people, not humans. Dragonkin may call each other Strykes and not Dragonkin. A fools hope maybe, but the hint is pretty vague. So unless anyone can find a meaning for Strykes I have no idea what it could be. EDIT: Another possibility is Fairy Tale part 3. Im guessing more this than the above since QA testing should be well done for this update now. FTP:3 Seams to be the common consensus on the RSOF. French Twitter: "To worship or otherwise"
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<3: Barrows, but still missing that Guthan Platebody :( [hide=Barrows Log] Total Drops - 55 Ahrims Hood - 2 Ahrims Top - 1 Ahrims Bottom - 4 Ahrims Staff - 1 Dharok Helm - 2 Dharok Plate - 3 Dharok Legs - 4 Dharok Axe - 5 Guthan Helm - 1 Guthan Skirt - 1 Guthan Spear - 2 Karil Helm - 3 Karil Top - 1 Karil Bottom - 2 Karil Bow - 2 Torag Helm - 2 Torag Top - 2 Torag Legs - 3 Torag Hammers - 4 Verac Helm - 3 Verac Plate - 3 Verac Skirt - 3 Verac Flail - 1 [/hide]
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A day or so late in posting this for him, and I'm sure most of you that have him subbed already have seen it anyways. But for those that haven't: http://www.youtube.com/watch?v=MvvnaI5FS8c Link: Enjoy.