Everything posted by Th e Doctor
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Vorago Teaser - June 24th
Wouldn't that just end up with having a full fc with 100 people as you would gain a better drop rate and faster kills, in addition to the current downside of having smaller shares being gone? They would end up setting an upper limit on the number of players rather than a lower one. Cap it out at 5, 6, or 8 people (however many you want). I.e. having more than 5 people (if that's the cap) does not provide a further boost to your % chance of getting the rare drop. You would always want at least that many people then (takes away the want for duo/solo if that's the goal that they have), and having more people means faster kills so more chances total at the loot. More people is also more people to share the loot with is also less lewts for ya =D! There has to be a trade-off! Did you even read what I wrote about how I think the loot system should work? 1. Everyone gets an untradeable 100% drop that you can accumulate over time to eventually craft into your own untradeable armor that is half a tier higher than the tradeable armor you can get as a drop. 2. Everyone gets a random drop that can be sold for small profits (food, potions, seeds etc.) 3. Everyone gets a % chance at receiving a rare drop that increases based on the number of people in the party to a cap (i.e. everyone has a 0.01% chance at getting a BCP at bandos but if you go in a team of 5 people it goes up to 0.05%. More than one person could get a rare drop from the same kill but upping the rarity would solve problems of too many being introduced and consistent PvMers would be using the superior versions long term anyway. If 8 people are in the party they all only have a 0.05% chance at the rare drops because it's capped at 5 people for a boost.) All drops go directly into your inventory if you have space, directly into your bank if you don't have space but your bank does with a chatbox notification of what you got, or on the floor directly under your feet if you have no space in either.
- Hello, I'm the Doctor! Back and ready to be a noob again!
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Bossing/Maxing Help!
Cclaws are better than a maul because of the extra crit but the difference is so small that if you have a maul already it's not worth it to get one. Also I would think that the extra click for switching to melee would get tiresome... You may be able to barrage Bandos if you use ahrims. Try it if you like but don't get your hopes up.
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I � Unicode - Going For 120s! - Yay Treasure Hunter...
I say yes.
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200M in all Skills
I have quite a good idea what I am talking about actually. Under a simple analysis you could just add the extra time onto individual trappings on a perfect hour of hunting, ie the time lost. This would correspond to probably around 45k less XP. With more rigorous analysis, you'd want to investigate the impact of having your traps on the floor for a shorter duration throughout the hour. I said I was missing data, for example the ratio of common:draconic, and without that data I'll give estimated figures yes, but they're in no way random. I think it's better anyway than just stating that it would be equal to 85k XP with nothing to back that up whatsoever. >I can't actually back up what I said >Guess I'd better just try to demean my way out of this one Ok bad boy.... You take 4 ticks to take a trap and to lay it down again. You only spend a tick running one trap to another. So, 5 ticks per each time you try to catch one jadino. But you can suck enough and waste 2 ticks per trap. That makes it 7 ticks per attempt. Around 6000 ticks occour per hour. 6k/5 = You try to catch 1200 jadinkos per hour 6k/7 = You try to catch 857 jadinos per hour That means it is 40% faster. Oh... I guess everyone agrees you get 295k XP/hr (pre-staff). So, with the staff, you get around 310k. 310k/1.4=221.4k XP/hr... I really had no idea what I was talking about, right? Funny. Then you keep forgetting completelly that not always will all the traps be filled once you get to them. You are constantly waiting more than actually spending on setting up a trap. So instead of wasting 2 ticks, you only waste 2/5th of a "tick" per trap per trap period (the number of ticks it normally takes for a trap to fill up). As you basically don't waste time - the two ticks do not increase your gathering speed at all because the next trap isn't sprung when you go on. The only time you waste is that during 2 ticks only 4 traps are placed of the 5 possible traps Simply doing the math would have shown you that obviously you won't have 1200 catches in an hour...that would be 740 k exp/hr. The math that saving 2 ticks per trap should provide ~40% more exp/hr will stand as long as your traps are activated (capture or not) often enough (which they most definitely are, at 99 with arctic bear, scentless, full camo, and aura you can barely keep up with them and in some cases fall behind if you stop paying attention). I personally pulled around 280 k exp/hr when I tested them (was 99 hunter since before they came out) and wasn't giving 100% attention to it. Can we stop talking about this now? I wrote "You try to catch x jadinko per hour". I assumed that what you said (which I bolded) meant that he hadn't taken failures into account in his calculations. What I said is that regardless of fail rate as long as your traps are triggered fast enough to always be running to a trap to reset it (which they almost always are with all boosts and 99 hunter) saving 2 ticks per trap is going to result in 40% more exp/hr.
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Vorago Teaser - June 24th
Wouldn't that just end up with having a full fc with 100 people as you would gain a better drop rate and faster kills, in addition to the current downside of having smaller shares being gone? They would end up setting an upper limit on the number of players rather than a lower one. Cap it out at 5, 6, or 8 people (however many you want). I.e. having more than 5 people (if that's the cap) does not provide a further boost to your % chance of getting the rare drop. You would always want at least that many people then (takes away the want for duo/solo if that's the goal that they have), and having more people means faster kills so more chances total at the loot.
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200M in all Skills
I have quite a good idea what I am talking about actually. Under a simple analysis you could just add the extra time onto individual trappings on a perfect hour of hunting, ie the time lost. This would correspond to probably around 45k less XP. With more rigorous analysis, you'd want to investigate the impact of having your traps on the floor for a shorter duration throughout the hour. I said I was missing data, for example the ratio of common:draconic, and without that data I'll give estimated figures yes, but they're in no way random. I think it's better anyway than just stating that it would be equal to 85k XP with nothing to back that up whatsoever. >I can't actually back up what I said >Guess I'd better just try to demean my way out of this one Ok bad boy.... You take 4 ticks to take a trap and to lay it down again. You only spend a tick running one trap to another. So, 5 ticks per each time you try to catch one jadino. But you can suck enough and waste 2 ticks per trap. That makes it 7 ticks per attempt. Around 6000 ticks occour per hour. 6k/5 = You try to catch 1200 jadinkos per hour 6k/7 = You try to catch 857 jadinos per hour That means it is 40% faster. Oh... I guess everyone agrees you get 295k XP/hr (pre-staff). So, with the staff, you get around 310k. 310k/1.4=221.4k XP/hr... I really had no idea what I was talking about, right? Funny. Then you keep forgetting completelly that not always will all the traps be filled once you get to them. You are constantly waiting more than actually spending on setting up a trap. So instead of wasting 2 ticks, you only waste 2/5th of a "tick" per trap per trap period (the number of ticks it normally takes for a trap to fill up). As you basically don't waste time - the two ticks do not increase your gathering speed at all because the next trap isn't sprung when you go on. The only time you waste is that during 2 ticks only 4 traps are placed of the 5 possible traps Simply doing the math would have shown you that obviously you won't have 1200 catches in an hour...that would be 740 k exp/hr. The math that saving 2 ticks per trap should provide ~40% more exp/hr will stand as long as your traps are activated (capture or not) often enough (which they most definitely are, at 99 with arctic bear, scentless, full camo, and aura you can barely keep up with them and in some cases fall behind if you stop paying attention). I personally pulled around 280 k exp/hr when I tested them (was 99 hunter since before they came out) and wasn't giving 100% attention to it. Can we stop talking about this now?
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Vorago Teaser - June 24th
How? Adding the pressure of time? There is already a "reward" for being faster: you get more kills / second. Together with the limit of supplies that makes bossing have already a time-cap: if you take too long because of lacking equipment it is better to do something else. However if someone really likes to take his time and just wishes to finish it he should be able to. Now I do not think bosses should always be soloable: that simply removes a lot of teamwork & mechanics potential just to ensure a boss can be soloed. Working together is fun, that's why we come together in an online game. However people should also feel rewarded for actually working together; and in that sense a boss should require teamwork. Sure you could make teamwork become more efficient: but when you loose the requirement for soloable bosses you can add so many more mechanics and you can add so much more fun. But once again: I am completely against "hard" numbers that prevent some way of killing. Rather it should be soft numbers OR -better yet- fighting mechanics. If you've come up against an enrage timer and barely scraped by in other games you would understand what I mean by an element of enjoyment. People will kill it for the enjoyment of the challenge in addition to the cash. Of course I also think the drop system for bosses should be completely different. My personal preference is that everyone who contributes to the kill gets a 100% drop which is untradeable that you use to make untradeable armor/weapons. In addition everyone gets a "common" drop of something tradeable such as sharks, prayer potions, seeds, etc that you can use yourself or sell for modest profit. The third is that everyone has a % chance of receiving a rare drop which increases to a cap based on how many players are in the party so that you have a better shot at rare loot if you party up.
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JUST HERE FOR THE DOUBLE XP WEEKEND, FOR NOW. YOLO.
Does Ambler know that you're doing his job? EDIT p.s. happy uteral liberation day
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Struggling with Player Owned Ports
You may be right, I don't really remember the first 3 regions well in terms of how high my crew actually got to level. You get through those regions so fast that it might be worth it for the ship upgrades first.
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95-99 woodcutting with arctic pines before july 13?
Arctic Pines MAX at 140 k exp/hr so to cover your 4,262,873 exp to go it should take 30-31 hours. Realistically you will lose focus and won't maintain that level of exp/hr so expect closer to 35 hours of woodcutting which at 5 hours a day means you'll get it in a week, at 8 hours a day you'l get it in 5 days.
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Vorago Teaser - June 24th
I'm a fan of the idea that every boss should be soloable given that you are skilled enough and you have the same tier equipment as the boss. KK is tier 8.5 and should be soloable in tier 8.5 equipment. We have as high of stats as him bar HP, we've been given a portion of Guthix's power and our equipment for weapons at least is higher than level than him. Should it be hard? Yes, should it be possible? Also yes. I'm also a fan of enrage timers. I raided end game WoW all the way through WotLK and enrage timers force you to be good at your role, if too many people derp you won't get the kill in time and you die. Diablo 3 just had terribly implemented enrage timers. A well designed enrage timer will never be an issue for teams who are properly geared and are skilled in their roles. Use lower tier equipment and screw up a few times and you won't succeed. Also nothing I've done for bossing in Runescape has come anywhere close to the feeling that you get when you get the boss kill with less than 10 seconds on the enrage timer or in extreme cases (happened to me twice) you manage to finish off the last bit of HP after the timer has gone off and half your team has dropped. People will complain at first but it can be done right and it can add an element of enjoyment.
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Constrictor's Log - GG JaGEX
Reported for being off topic. Reported for irony. I don't have time for you, I need to keep fishing. *sigh* 320 k until 89....
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Q
Unless you suck at the Pest Queen :(
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Constrictor's Log - GG JaGEX
Reported for being off topic.
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Leveling Farming
Numbers! Assuming you get 100 k exp per warband (the average on your way to 99) each warband is worth ~7 magic trees (for the sake of this example I will only be dealing with magic trees) or 1.2 mil in cash. That same exp in herblore would cost you 1.7 mil making the extremes and then turning them into overloads. Making just the most cost effective extreme (xmagics) it would cost you 942 k but would be considered a waste because overloads are far more useful and if you ever decide to make them you will have to make equal numbers of the other extreme potions and then turn them all into overloads. The same exp in construction would cost you 1.65 mil doing mahogany tables with a demon butler and planks. The same exp in smithing would cost you 1.4 mil. The 3 other buyables (at least one will be present in every warband) save you close to 200 k cash vs. using the warband on farming. Mining is a different story because it saves you more than 1 hour of time (con gold with all available boosts) which you can use to make money so it "earns" you whatever your best money maker is, glacors and QBD close to 3 mil+ per hour. TLDR: Every other skill is better than farming from an efficiency standpoint, especially in long term goals of maxing or having a high total level. If you only value farming experience then do whatever the hell you want.
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Struggling with Player Owned Ports
A 28% success rate is terrible. He risk his crew dying without a lifeboat, which if I recall, they changed back to 1 use. Considering he will need a bit of bamboo later on for The Port upgrades (Port score which really doesn't matter except for title and totems) he might as well boost his crew level in the Arc Region. My lifeboats are all still permanent as of this morning. I would say getting crew is always better than getting ship upgrades. My priorities would be New Ship>Rudder>Crew>Ship Upgrades>Port upgrades Your crew only needs to level up to level 4-5 to be better than level 8 crew from the previous region and its better to level them up as soon as possible. Ship upgrades boost is never going to increase past what you initially pay for it. I don't think I ever had a 28% rate when I got to a new region, lowest has been like 58%. When you have 1 ship you want 3 of the m/c/s crew, 2 ships you want 4 of each and once you have 3 or 4 ships you want 5 of each. The only other crew worth getting are merchants (I personally didn't get them until I got to the Bowl and got Jade merchants but that probably isn't optimal), Sea Witches (which are good until you get Pincers crew), Judge of Dice (Unlocked in the Bowl), and Oxheads (unlocked in the Pincers).
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11-Dec-2012 - Player-Owned Ports
Personal ports update! Because apparently that's a thing... Rolled a 10 k combat captain with only 1 trait (plucky), as well as a 5 plate and 5 chi voyages today. I am a happy camper.
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Ambler3's Blog- [VITALIS DROP!!] :D
I miss going to KK with you guys.
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Q
Last I did the dominion tower the best way to get journals was to do one fight and then immediately leave because it's a chance at a journal page on opening the chest, DT didn't have an effect. Someone correct me if I'm wrong. Either way doing 500 boss kills the normal way landed me 14/20 when I was going through it.
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Hello, I'm the Doctor! Back and ready to be a noob again!
I'm in a bad mood because I failed my trio #3 again. I sold my gear/drygores to buy 90 smithing at artisans workshop. Figured if I'm going to level smithing I might as well get a bling cannon out of the deal. I should by my records be able to afford 90 crafting as well doing dragonhide shields. If by then I haven't succeeded at my third trio I'm quitting runescape forever and going to play halo for the rest of my life. But...halo is shit. Plslrn2playgoodgame Halo 3 and Reach were shit, Halo 2 was fun because there were so so many fantastic bug abuses and their system for partying up and adding friends was waaaay more conducive to meeting people that you wanted to play with and teaming up with them. Halo 4 is fun because there's actually balance in the weapons so its not just one weapon that is the best in every situation. Much better than CoD where you pay 60 dollars every 6 months to play the exact same game again. Define a good game for me then. And also I'm no longer pissed. I get over things quickly but get very upset for the brief period of time that I spend being angry. https://www.youtube.com/watch?v=s8JmfCYmtHo After 90 fishing and the WHALER! Of course :P It's true. I knocked off a good chunk of fishing exp yesterday. I'm now 850 k from 90. I also had a good morning for ports. Rolled a 10 k combat captain with 1 trait (plucky which is meh) and a +40 personal seafaring bonus, got another ration pack and seasingers bottled cry, and then I rolled 5 plate and 5 chi missions (sent out 5 lacquer convict special voyage as well).
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JUST HERE FOR THE DOUBLE XP WEEKEND, FOR NOW. YOLO.
Haven't you been forced to change your name before? I swear that you've mentioned to me in game that it's happened at least one other time...
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Question about eoc's influence on combat
Doing c6 smalls solo you should easily be able to average 6 minute floors (that's not even considered fast, my record is 2:28) at 10 k exp per floor is 100 k exp per hour and 10 k tokens (at 90 dungeoneering). There is no way that sagas are anywhere close to that. If you personally want to do them that's great for you, but please don't tell others that it's a good way to get exp or tokens because it's neither. And the royal crossbow is virtually the same as dual chaotic crossbows for dps and it costs less than 1.2 mil at current prices and is way less time invested. Better to get a chaotic staff as it's currently best in slot besides wand+book (for those who can't afford the 200 mil price tag).
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Glacors
Vamp is considered the best last I checked for glakkers, penance got kinda nerfed a while back.
- Hello, I'm the Doctor! Back and ready to be a noob again!