Everything posted by BeNiceOk
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Post all RS Screenshots, Videos, and Sounds here!
Doing a low floor rush and happened to get a fairly rare (but useless) drop. Only seen one other one besides this. Its just a shame Non-Dungeon staves don't look this good. :P
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Post all RS Screenshots, Videos, and Sounds here!
:ohnoes: Scary numbers. And finally making progress. Also is it just me or does arma look like plastic in the inventory view..
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CCB vs Rigour
I am with a perm dungeon team with my friends and will be coming up on my next item purchase in the not to distant future. The question I have is, do you think it would be more wise to gain CCB or Rigour first. I would like to get both eventually, but due to time constraints I don't get tokens that fast. For the sake of this example, i'm going to ignore the 5% addition damage from the Rigour prayer over eagle eye, and treat it as an addition bonus. My main question is about the accuracy of both items compared to one another. Standard Equipment Set (The set I use most frequently) Helm of Neitznot Armadyl Platebody Armadyl Leatherskirt Barrows Gloves Dragonstone (i) Amulet of Fury Spectral Dragon Boots Accumulator TOTAL = +78 Ranged Bonus ACCURACY KEY: Eagle Eye Prayer = 15% Accuracy Rigour = 20% Accuracy Standard Range Bonus = +78 Rune Crossbow = +90 Chaotic Crossbow = +120 Range Level = 99 So If I was to compare the two in only weapon attack accuracy.. CHAOTIC CROSSBOW = (78 + 120) * 1.15 = 227 RIGOUR = (78 + 90) * 1.20 = 201 Clearly the chaotic crossbow wins, except this ignores the fact that prayers also boost your ranged level accuracy in addition to equipment accuracy... CHAOTIC CROSSBOW = 99 * 1.15 = 113 Range RIGOUR = 99 * 1.20 = 118 Range So the question is, which is weighted more. Is (26 weapon accuracy > 5 Ranged Levels) in terms of only accuracy? Max hits with rune bolts would be: CHAOTIC CROSSBOW = 346 (420 Potted) RIGOUR = 360 (437 Potted)
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what type of ranged ammo to make?
A large part of what you make will depend on what you plan to use them for. So in short answer, you should make all of them depending on your scenario. - Darts are one of the best DPS of any ranged weapon, but only on low defense monsters. (Speed 7+1) - Arrows coupled with a MSB or the highest bow you can get is good for moderate defense level monsters. They pack a little more punch than darts, and can shoot farther, but you lose a shield slot as well as being lower DPS on low def monsters due to its slower speed (speed 6+1). - Bolts are mainly for mid or higher defense level monsters, as they hit hard and accurate. They also get some nice special attacks if you enchant them with gems. Another nice benefit with bolts is the attack is slow (speed 4+1) so you can "flash" prayer using very few prayer points if you wish to do so. Arrows and Darts are to fast to flash effectively for long periods of time. - Knives are basically Darts with boosts stats. If you are looking for more damage, knives are where you want to go, however they are usually more expensive to make than their Dart counterparts. Remember Knives upgrade from Darts, so Addy Dart = Mithril Knive, Rune dart = Addy Knife, ect ect. (Speed 7+1) Low Defense = Darts or Knives Mid Defense = Arrows or Bolts High Defense = Bolts *Note the ones in bold are the ones I use.
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Celestial surgebox
Sounds like some sort of bug, but try this and see if it fixes it: 1) Empty out the whole box during a floor so it has 0 cast charges in it. 2) Make sure the box is switched to the surge option, and not the wave option. (Switching these options will make your ammo 0 next round I believe if there is partial ammo in it, which is why you should empty it on the floor first) 3) Make 125+ surge casts and put them in the box. 4) Leave the floor 5) Start a new floor, and if the box has 0 casts, charge it up with 125 surges again, and Leave & restart the floor. It should then read the surge casts as normal next floor you start. Note: Remember the box only casts as charges, so you can't use wave spells and surges spells at the same time. If that doesn't work, send in a bug report.
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9-Nov-2010 - Bank Op and Equip Screen Update (BOAESU)
Depends on your dg levels and moneymaking capacity. At 4m/hr and 13k tokens/hr, the shields are about equal. Pro dungeoneers can get 20k tokens/hr or so, so for them it would be easier to get chaotic shields, if you don't count recharge costs. If you do, and the fact that you can't sell chaotics, arcane and spectral are almost always better to obtain. Assuming you can stand moneymaking and dungeoneering equally well. What about the large amount of players who don't have access to 4m/hr methods? Wouldn't the update then cater to this player base who don't have the GP methods to obtain a spirit shield, but high enough level to use the items? Lets face it, the Dungeon shields were never designed to be a replacement for spirit shields. Anyone who thinks otherwise is simply wishing the shields were something they are not. They were designed to be a introduction into damage absorbing items that were not outrageously expensive for 98% of the population to obtain. Do they offset the new damage from chaotic weapons? Yes. Do they offset the chaotic damage as much as they should.. that's a different story. All I'm trying to say is, the Dung shields may be useless for players who have a Divine, Elysian, or any other Spirit shield. So what? If you knew the shield was worse with 20% and 10% compared to spirit shields, why does it matter that its still worse with 14% and 7%. It's always nice to have options, and being able to choose between a DFS with a small strength bonus and a CKS with higher defense and a small absorb bonus is not a bad thing!
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9-Nov-2010 - Bank Op and Equip Screen Update (BOAESU)
Umm... we already are a wealth of information... and in general a very positive impact on the game. I don't get your condescension. There is (at least, should not be) nothing wrong with critizing jagex when they clearly are being incompetent His point is.. Instead of people raging over items that appear to be different than what the k-base says, they should actually be helpful and report them as bugs so they get fixed. When was the last time any of you send in a bug report? If your not sending in report(s) weekly about items that appear to be off what the K-base says, then you really cant complain not enough is being done... If your neighbor has his volume turned all the way up, do you just sit there and complain about it, or do you contact someone who will fix the problem for you? Players are a wealth of information, so they should have no trouble identifying serious K-Base issues. And on the topic of serious issues.. The shields themselves didn't change from pre-bank update to bank update. Players who used the shields should notice they are not any less useful at 14% than they were listed as 20%. If Jagex had listed it in the bank menu as 20%, nobody would have ever noticed a difference in their performance. All people are complaining about is numbers, and not how the shield works. Jagex could change the DFS strength to +7 on the Kbase, but that doesn't stop the shield from being +8, or being less useful than it was a week ago. Complaining about it is pointless. Just report it as a bug and move on.
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02-Nov-2010 - Dungeoneering � The Warped Floors
Also, knowing what we have learned from the Mahjarrat, they always like to 1-up each-other to make sure they are not food at the next ritual meeting. If Bilrach was already powerful enough to take the Stone of Jas, he would have extinguished Lucien a long time ago. As far as power goes we know Lucien is pretty much as high as you can go before godliness at the moment, so nobody can touch him. A possibility is that Bilrach simply went "running to daddy" so-to-speak to try and release Zamoark from the rift before the others did. By doing this he would make himself appear "most loyal" to Zamoark and pretty much give him the ultimate protection against any challenges he had from other Mahjarrat. The man with the white beard could be Bilrach himself, or really any Mahjarrat that had Zarosian sympathies who was tracking Bilrach. Slikse is also a possible contender too since Jagex said he would be more related to the lore than an actual quest line.
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An Elitist's View on Crashing
That wouldn't be good either. See in members, especially with DK's, there is not one method to doing things. In the example for DK's 2.5'ing is a different method of killing them per hour that allows low level teams or solo players to get more kills per hour. However large teams need the 2k spawn rate to get more kills per hour. So making the world 1 population would change alot of things and destory current methods of killing bosses for some players, especially solo'ers. Another example would be players only getting 1-2 mini kills instead of 3 at solo bandos at world 2 pop. It's not alot but it really adds up, so not the best idea to make world's static.
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Celestial surgebox
I'm not so sure about that. Sag arrows+Shortbow have pretty comparable DPS to a P2H on NPC's that have 0 defense. Remember that Shortbows hit up to +7 speed on rapid (Rapier is +6). Desperado also helps kick up that DPS. The problem is there are hardly any NPC's in dungeon with 0 or negative ranged defense, which makes ranging pointless without the high DPS of a hexhunter bow. Even mage NPC's have a fairly moderate ranged defense. Longbows are super-accurate, but much to slow. A better solution in my opinion, would be to make it so mages, undead mages, and necros can bind you even through magic prayer, much like they do with curses. This makes ranging them almost mandatory since you would be unable to attack the majority of the time with melee. I would prefer a situational use for range like this opposed to boosting DPS on ranged. The problem with boosting the ranged DPS is that something will ALWAYS be better dps than something else in dung, and because of that everyone will always stick to 1 combat type. The only way to flash out the need for all 3 combat styles in dungeon is to make it so you pretty much have to change combat types or risk spending lots of time unable to land hits. -Range should rip magers. Melee shouldn't be able to touch them. -Magic should rip melee'ers. Range can't touch them. -Melee should rip rangers, Mage's cant touch them. Also a nice thing would be a change to all the ranged rings, so that if a raged ring is being used it acts like an accumulator. 50% chance for ammo retrieval @ tier 1, and +5% each tier to 95% chance at tier 10. Perhaps a small chance to replicate ammo every shot as well.
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Rare or No?
The quote is true, however to me it sounds like the OP isn't really interested in having a rare at all, but the profit that would come with re-selling it. If he/she was really interested in one, I would assume that the OP would already have the rare in mind they wanted. Unless of course that the OP just wants a rare for the sake of having a rare, in which case you wouldn't worry about resale anyways. This is just my opinion, but if your using a rare to make lots of money, you can invest in other places to gain profit at a much faster rate. The problem with rares are, you not only have to wait for them to rise each day, but you have to wait for them to start rising in the first place. Like Gremmy said above, they are a LONG term investment, meaning if you hold onto one, you will likely need to wait several months, if not a year, before you see any real results with it. At the end, you might only see a +40M profit in the long term of say 12 months. To me this is not worth it, as investing in smaller supplies and flipping could result in MUCH more profit in the same amount of time. If you were to get a rare, I would advise you to get one with the reasons of wanting one for yourself and never selling back, or if you plan to quit for a LONG period of time. If your buying a rare just to make a quick buck, you'd be much better off using merchanting though other items, as it is unlikely your rare would get RNG'd.
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Celestial surgebox
Another thing worth noting, is the usefulness of the surge-box for keyers now that it only counts as ammo. 1) You can bind a Hood + Box + Emp-Fire Staff/Other Weapon. Keyers don't use combat anyways except for GD's and Bosses. GD's ushally contain at least 1 warrior or NPC weak to magic, so the bonus of the keyer having magic casts is he/she can start clearing high def level melee NPC's before the rest of the team arrives to start. 2) The Surge-box has a +7 magic defense, which is fairly small, but enough to slightly help add some defense against shades and mages. 3) the Surge-box also counts for a shield, and tank ring can be used with it. This means a keyer can use a tank ring combined with hood to block 10%+ of damage that the hood dosen't block. this would certainly help the Keyer's food supply last much longer over the course of the entire map. It would be ideal to QS between tank ring for keying and blaster for GD's.
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Celestial surgebox
Ya, I'm not sure what bind now, since I basically picked back up +1 from the box fix. 1) I could bind a celestial cat staff, which would give me 30% on air surge at the start dealing 286 damage (basically a free fire surge without fire runes). If I made fire runes and used fire surge it would boost up to 364. But making fire runes is time consuming and the spells use them up very quickly. 2) I could bind a empowered fire staff. Excellent for alching, and the 10% bonus would give me an instant firewaves, hitting 308's at the start of the round. But emp-fire staves are not hard to make as you usually find at least one Entang, Corp, or gravecreeper in the first 3 or so rooms. 3) I could rebind my melee weapon to hybrid melee again and simply use magic on warriors. This would likely be the best option, so i'm not stuck with one combat type again. I really wanted to bind a Primal Long @ 95 anyways, so this would be ideal for me. The only issue is having to make a firestaff every map, which is not too hard, just annoying. I would likely go with number 3, as it makes me slightly more versatile, but not 100% sure yet. Either way, I am VERY happy with the decision they made on this.
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Celestial surgebox
Well it is defiantly a glitch, but the question is which side is the glitch. Is the box counted as a bound item the glitch, or is being able to bind the box into only the ammo slot the glitch. Only Jagex will decide the answer to that question, and I hope they put it one way or the other fairly soon. I personally will not be using the 2 bind+box glitch, for fear of how they might fix it. If they chose to make the box ammo only, then I just have to pick up another bind when it's fixed. HOWEVER, if they chose to make it 1 item AND 1 ammo slot, they could randomly destroy the box or a random bind for the people who have 2+box bound. It's not worth it for me to take the risk of possibly losing a hood bind from Jagex deleting it to make room for the box, until they give a firm statement of how the box is supposed to be bound. I don't even want the fix yet really, I just want them to tell us which way is correct.
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Celestial surgebox
As far as i've heard, the charges work like any other ammo bind- you can bind however many you want, but if it's above 125, you will have 125 at the start of any dungeon. 125 wind surges seems more than enough, though it's a pity you have to make fires/staff for fire surge. Fire staff isn't to hard to get though. Blood spindle branches, which are about 2k each from the shop, make a basic fire staff. Sure its not 10% damage, but it should be easy to pick one up with left over cash selling items at the start of the round. When we get another one as a drop, I'll see if I can rebind my sword with the box to have 2 items + the box as ammo. If that works, it might even be a better idea to put a cel cat staff with it for 30% damage with 125 casts to start. All you would have to make is fire runes. The major question would be, once the box is binded with 2 items binded, if one bind is broken does the box recount as 1 item and ammo again. If so, then you would have to get a box drop on the same floor as the other item you wanted to bind.
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Celestial surgebox
I'm also curious, what the hell drops them? The Forgotten Mages and I think all other types of mages can drop them, but what I want to know, is it type of mage specific *like Spiritbloom armor or Celestial* or do all have a chance to drop both? Cause I want to get the Celestial one as a drop. We got one off the level 113 magic, which my team encouraged me to bind to try it out. For starting floors it is REALLY nice. 125 Surge casts can be charged to it for the start of a round. Thats 125 air surge casts, or 125 fire surge casts with a fire staff. As for storing runes, we played with it for 3 mintues while waiting for the round to end, and managed to store up to 1k casts in the thing. More than you'd EVER use on a floor. The only problem is the box counts as a ammo bind AND a item bind. So you cant have arrows with it, or another weapon with a hood, unless your 100+ dung. The box is a must have for any serious mager, but not worth picking up if your planning on hibriding (sub 100 dung).
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Future Update Discussions
Well, just talking about the item rewards, there's an understandable reason for that. Jagex wants players to be able to access any item at a relatively low dungeon level so players can pick which item reward they want first. The benefit of having higher dungeon is not so you can have a "exclusive super-elite item" but rather so you can have more of the elite items already provided at the <80 requirements. So while you don't really get any "new" rewards at 85+, you still get new rewards in the form of unlocking all the current rewards for purchase. Buying all the shields and weapons alone would be 14M XP. All the other content items to be purchased is somewhere around 20M or so XP? Whether or not you feel a reward is worthy of purchase is a different matter, but the rewards don't stop at the levels required to purchase them.
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Future Update Discussions
It greatly depends on the context of how many prayer points we are getting. If we are getting say 3-4 prayer points per bone.. coupled with a bone crusher & high prayer bonus, this could possibly mean praying piety, protection prayer, ect.. with 0 prayer usage for an entire task. The problem is most of Kuradel's tasks don't drop bones. For mid level players using a different slayer master though, this could be a VERY useful item. Especially since mid level players tend to not have that much money to work with to buy prayer potions in the first place.
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Behind The Scenes November
QFT ^ I have no other words for this month.
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Post all RS Screenshots, Videos, and Sounds here!
Decided to go to the Zombie Invasion event. Didn't think it would be too crowded, but I was wrong. About 1000-1500 people showed up. This is the starting area on the FTP world, about 3-4 minimap screens were full of white dots. Then the Invasion begun... We rushed in to take our fortress. Then we were like O [cabbage]... We finally fought them all off, but it continued on a members server. On the members sever, it was quite over run... I didn't get any pictures of the final fight because it was so intense, but it was pretty much 10 or so mods each with 100k HP, unlimited specs, and any combat style, against 500 players or so. We eventually defeated them all though. Best event Ive had in a long long time!
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Future Update Discussions
95 actually. And, Is it possible that new amulet is the eye of the warrior/mage/ranger? I don't think they specified what slot the item would be in.
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3rd Age/Spirit shields/Phats Discussion
i disagree with this part. while it may apply to the person you were addressing (who purchased his/her phat for 70m on the GE if i recall correctly), some partyhat owners, myself included, didn't get it for cheap and had to pay full street price for it. some people will work for it, and they will get it. i don't consider any partyhat owner lucky to have one unless a friend sold one to them for trade price in the last two years. Actually, I think his point still stands. Even if you are paying full "street price" for a party-hat, you are still lucky to get someone to sell you one for the current street. Most people have learned by now that unless Jagex changes something, the price will only continue to rise. So having someone sell you an item for its current street price, when it will never drop, is still very lucky since there will ALWAYS be someone who is willing to pay more for your item tomorrow. In that sense anyone who buys a party-hat though any means now is lucky enough for the person selling to dismiss their future profits they would of made holding onto the item. It has been said many times on this thread, once you sell a party-hat, it will be almost impossible to get it back.
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Solo vs. Team Dungeoneering
There is nothing wrong with #2, it's the sole purpose of most teams, not just w117. Well, in the context I was stating that comment was: w117 players tend to ONLY have an interest in getting their own personal xp up as fast as possible, and do not care about the xp of any other player in the group. Teams of friends will work together to ensure all players on the team get the best xp possible. Teams on w117 tend to only care about themselves and will often hide piles of food, or other resources, so they ensure their survival and their best possible xp per hour (not the general welfare and xp/hr of the team). This is why if you were to go with a group, it would be much better to go with 1 or 2 friends, rather than a group of 4-5 people you don't know.
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Solo vs. Team Dungeoneering
I understand your point of view, as I also love to solo floors. (About 60-70% of my time spent doing dungeon is/was solo) The XP for playing with other players is significantly higher (In some cases its double or even triple the xp of solo xp per hour!). That being said though, I would stay away from w117 teams unless you have no other choice. The reason I don't like w117 teams is because: 1) They all steal as much food as they can 2) They only have interest in doing floors as fast as possible 3) If someone happens to die and ragequits, you could end up wasting 30-40 minutes for worse xp than you get soloing. 4) If you don't have a hood, its very painful. Instead of trying to pair up with random people, I would suggest you try to find a friend (or friends) that will dungeon with you. Don't fall into the common consensus that you HAVE to do large floors on your higher floors. Doing mediums with 2 people is still much better xp than doing small/medium solo. Find a friend, or 2, or 3, that you want to play with and just enjoy doing your floors. Its somewhat easy to find someone who is willing to 2:1 c6 small with you on any floors 1-25, since most people c1 rush those floors anyways. If you take anything with you from my post though: It should be to have fun, and don't worry about other players XP per hour compared to yours. Playing with friends is more fun and more xp, but don't feel like you have to play with someone. Playing with random people is usually more of a headache than it is worth.
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27-Oct.-2010 Emergent Gameplay letter
The very fact that they called it an emergent gameplay report is what is ticking players off. There is a lot of pent up energy from players, due to the fact that Jagex tends to ignore goal based emergent gameplay. Then they make a dev blog called emergent gameplay, and address something completely unrelated. It's very insulting to the players who do use goal based emergent gameplay. Because yet again, their form of emergent gameplay has been ignored. Flaunting it as a dev blog just rubs salt in the wound. Nobody likes being ignored over and over and over. I think your getting to technical on some of the concepts that your forgetting the bigger picture. Using a gnomeball IS emergent gameplay because you yourself make the rules and constraints of how the ball is used. Jagex may have made the ball intended to be tossed around (the same way overload is meant to boost stats), but its how you use the object that makes the content emergent. Just "tossing the ball around" isn't emergent, but making rules and playing a game where players carry the ball to a goalpost in pvp IS emergent gameplay. Jagex only created the medium of what objects are used, not how they are used, thus it is emergent. Also, Jagex did not state this form of emergent gameplay (btw roleplaying IS emergent gameplay if players make their own roles) is the only type available in game. This article was simply to point out a very uncommonly known part of the game. There should be no reason to get upset about an article Jagex isn't even devoting developer content to.