Everything posted by Powerfrog
-
120 Constitution?
Not many people get 104m in a stat because theres no incentive to, and they are limited to level 99 and below methods and speeds. I stopped training strength once i got 99. If the cap was 120, i'd be shooting towards that instead of training things like defense, doubly so if doing so unlocked a new weapon. Near maxed players do the same, but instead they replace their next skill to train to something they dislike but must do for the sake of completion. You're obsessed with maxing, you shouldn't be. 120 being the level cap doesn't mean you must grind to level 120 instantly. You can go to 110 and enjoy half of the new high level content, get 120 if it suits you. It won't effect you if you don't decide to train, other than pvp and competitive bossing, but the first is fair and the second is how competitive bossing has always been. Your current objections are basically the same as a low level saying 80 should be the level cap, because you personally don't want to get 99. That's selfish and anti-progress.
-
120 Constitution?
You say that, but there are currently loads of maxed or near maxed players. If 120 stats came you'd still have max cape, all 99's. Comp cape would just become a lot more work. (It already has 5k castle war games needed for trimmed so 120 stats isn't as crazy as they already think we are.) Except that 120s stats take far, far longer than 5k cwars games. About 10x as long. There are currently about 1000 people with a comp cape with about 40k+ players on at a given time. That's how many, 300-500k unique accounts? RS has less than a percent maxed players, and less than one percent of a percent of trimmed comp capes. 5k cwar games takes 1666 hours of gameplay. 104m Runecrafting only takes 2000, less when you count effigies and all the other passive methods used for it. Not to mention the much faster 100+ level training methods there will be. Most other skills take anywhere from 150-1500 hours at current xp rates. You can half that with good high level content. I really dislike this argument point to be perfectly honest though. 5k cwar games was a rediculous requirement, and i shouldn't use it to justify other things. But in this case, we're talking about 24 different skills with added content. I think it's a much less rediculous and much more enjoyable requirment than the 5k cwar games.
-
Fastest Charms?
So i just did a quick check. on a 1100 pop world, kbd took almost exactly 50 seconds to respawn. So i'm assuming max pop is 30 second spawns. Consistant 30 second kills doesn't seem out of the question, especially with the use of spec restores. So 60 kills an hour is about: 20.4 golds an hour 9.6 greens an hour 146.4 crimsons an hour 3.6 blues an hour 0.3 effigies an hour Actually beats everything on jd13's list in terms of charms apart from waterfiends and lobsters. And seems pretty identical to what i get in AC waterfiends. I'm shocked.
-
Fastest Charms?
Probably not one of the best, but KBD is really suprisingly good crimsons. He drops 4 at a time very commonly. Only problem is the fact theres only one of him, and his spawn rate is like 60 seconds or something*. Still well over 100 crims an hour, and a fairly decent profit. *Why the hell does no one document spawn times of bosses? It seems really important for finding killrates yet none of the big sites, including tip.it, seem to document it.
-
Mage slaying
I wouldn't use pps for mage training. While it's the best and cheapest for fast slayer xp (In relation to other magic), it's awful magic experience as it has no base experience. Fire surge on the other hand gives a massive 90 experience per cast + whatever you damage, making it much much better magic xp. I'd recommend bringing alch runes while you do this by the way. So you can combat alch for an extra 70k/hour mage xp that won't slow your task down at all. You'd be better off fire surging and then doing the rest of slayer with melee. I'd also advise against ranging slayer tasks too, chin is 1000s times better and would be more efficient to slay with melee and with all the time you saved over slow ranging, chin to 99 super fast. Of course theres nothing stopping you ranging slayer tasks if you want a break from melee or whatever.
-
120 Constitution?
You say that, but there are currently loads of maxed or near maxed players. If 120 stats came you'd still have max cape, all 99's. Comp cape would just become a lot more work. (It already has 5k castle war games needed for trimmed so 120 stats isn't as crazy as they already think we are.)
-
120 Constitution?
The average player should never reach the maximum level though. Thats kinda the point. All those 200m xp no lifers would still get 120, but the rest of people would get 80-100 and then eventually quit, like it's always been. There being a 120 cap does not make the game based on the top few. It makes the game based on the levels 3s all the way to the top few, like it should be. And this has nothing to do with respecting peoples accomplisments, it's about making the road to those accomplishments worth something. Low levels train 60 attack so they can use a dragon dagger. High levels train 99 attack for a small accuracy increase over 80. Extremists train 200m attack experience because they're clinging onto the game and have nothing better to do.
-
Slayer as a combat skill?
The lore connection is minor though ultimately irrelevant to gameplay mechanics. Just seems cool to attach these three combat support skills with each of the three gods. On you second point, I'd hoped that the idea of herblore being used in the combat formula would mean that untradeables are then allowed in all PvP situations including the wilderness. After all, the original "complaint" when overloads and extremes were first introduced was that guys got a big combat benefit without a change in the combat level. If Herblore affected the combat level, well, it stands to reason that extremes can once again be allowed in PvP. For the future of Runescape, it's obvious that more and more of the support skills give players a significant combat advantage. This is either indirectly via quest requirements or even directly such as herblore, dungeoneering, slayer. Later, it stands to reason that untradeable high level weapons and armor miade directly by players will enter the game. What should happen is removing the entire concept of the combat formula. It's never been about your base stats. More and more, it's about both the stats and the weapons, armor, food, potions, spells and scrolls. It'll only get worse. Just base combat levels on stats and inventory with minor checks and balances with concern of finding or dropping items. Even better, add a 3 second time delay in combat when switching out armor and weapons. At the current hitpoints/armour/weapons. Extremes and overloads will never see the wilderness. With extreme strength you can claw over 930 on another player in one spec. Not to mention the super accurate 530s with whip. And over 1100 with dharoks. And over 1000 with DDS. (Serious lol. Look it up.) Your formula idea is rediculous. That would basically equate to a level 90, risking his entire bank fighting a level 138 risking a dragon dagger. And the 138 would win every time. Easily. I don't care how many times you use the word balance, it's really impossible to do, and the whole idea punishes people for using good weapons and armour. "3 second delay in combat when switching out armor and weapons." Oh. I get it now. You've never pk'd before in your life. Not only would that be exploited to hell "He's about to deal finishing blow. *Take off armour*" people tend to use multiple armour set ups to pk. I'm not even talking about the hybrids that obviously do, even when you change your whip to DDS this timer would ruin the fight and give the opponent time to eat 600hp worth of food.
-
120 Constitution?
I don't see why ease is relevant...? I don't need the game to be easy (e.g. requiring little time). You basically ignored by points: I want to finish the game, and I do not want to have to gain that much xp. It comes down to what you find a suitable amount of effort for 'max'. Since it currently stands at about 200 days of pure playtime to get a trimmed comp cape, more realistically 300+ days, I'd say that's quite enough. Skills get faster and more requirements get added, balancing eachother out. Given that maybe ten people actually have a trimmed completionist cape, I would say it's a fair 'max'. Reasons for doing a skill after 99 should be focused on money-making, special items/abilities/areas or boosts in other skills or minigames (combat/dungeoneering, for example). Not even more grind. Congratulations, you are now 100 firemaking! Guess what? You can now gain even more firemaking xp. You must be so happy. I don't see why you would want the game to provide a reason to level past 99. You just assume it's obviously better but it isn't. An end to grind in a game, that has a lot of precedent, also in the mmorpg genre. RuneScape is exceptional in this already. And people (players) complain about it. That's the thing though. MMOs are not supposed to be 'finished'. They're supposed to update every time you get close, like this idea is intending. Runescape has pretty much died and fails to do this, while it's playbase, for some bizzare reason, continue to play more than ever. If you really only play so you can finish, i'd bet you're not having much fun doing it, and when you finally do it you'll get a horrible sinking feeling that you've got nothing worth doing anymore. Runescape has no end game content. You can grind 2b in a few weeks and buy max gear, or more likely, already have it long before you max, then what? You attempt stupid things like no food nex because nothing else is fun anymore, you get bored of this in a while and quit the game, wishing there was more to do and you had more skills to train. Also: Why do you care about the technical finish line? If your current goal is to get 99 in every skill, and then the max level is boosted to 120, just get 99 and be done with it. It won't even effect you, other than making your already meaningless accomplishment seem even less meaningful. (Sorry is that seemed a bit personal. I'm mearly trying to say that MMOs should not have a finish line or end goal other than your own personal ones you assign yourself.)
-
Slayer as a combat skill?
Slayer is combat related, but it doesn't improve your combat ability at all. Dungeoneering is combat related AND unlocks a useful weapon in all fields, that has just as much reason to boost combat level using your own logic. Herblore is a bigger boost than both. I do quite like the idea of being able to deal more damage to slayer monsters with your level though. It would be a great way to make slayer a viable combat training method (It's decent at the moment with some blocked tasks but it's still far from the best possible choice.) Maybe expand the kuradel dungeon to cover almost every slayer task, and implement it into the ferocious ring. Make it's damage increase by your slayer level. Maxing at +99. Or +104 with wild pies. Also make the now larger caves easier transversable with more agility shortcuts or teleport portals.
-
Advice for new P2P?
Dungeoneering is a good stat to train from an early level. Everything in the dungeons is level related, so nothing will be too high for you, and you'll get roughly the same xp as a level 138 would. Solo till about level 60. From there, try to find teams. You'll still be very low level compared to your team mates, and the monsters will be based on the team average, so much higher level. Since you won't do much combat-wise, you should try to make yourself useful by making food and healing team mates. Just be likable and they'll keep you along, leading to awesome xp at the end of the dungeons. Right now, combat is where the money is. All skills give a lot less money than a person with high combat skills can make. This has always been true and i don't think it will ever change, so start working on your combat skills if you want to make money.
-
120 Constitution?
I wish they'd increase the level cap of all skills to 120. Not because i ever plan on getting them, because getting 99 is always a huge downer and makes the skill feel pointless to train afterwards. 99's have always been something very few are actually expected to achieve but a nice long term goal to shoot for. Now days they're far too easy and the remaining player base are all no lifeing veterans. (You know it's true >.>) Hp would be one of the easier more rewarding ones to implement, especially if they're already planning on adding HP boosting armour. But if you want to start off slower, i'd recommend skills like mining, woodcutting, fishing. Give a slight increase in speed and eventually add a few 100+ content. Once the 100+ content is ready, add smithing/fletching/crafting/fming/cooking/runecrafting. From their do the combats, so you can use the new armour/weapons/runes.
-
Dominion tower
Yep. I was hoping they'd fix this eventually and give us a skip option if we've fought the boss before, but nope. It really is stupid you spend like 20 seconds watching the cutscene then just double claw spec 70% of the bosses in a couple seconds. If they were all long fights such as nomad and decaying avatar, it would be understandable, but it's currently just laughable. I also dislike how meslar the mad gives the same amount of kills and roughly the same amount of points as nomad. I guess the kills technically makes sense, but it's so much more effort it deserves more of a reward to give people an incentive to actually do it and not just skip the fight and do more meslar the mad's in less time.
-
Sherlock (BBC Series) - Season Two Spoiler Warning (Untagged Spoilers)
Honestly my favorite tv show ever. Just based on the first 3 episodes. Sherlock really really REALLY reminds me of doctor who, which is also one of my favorite tv shows ever. Can't wait to see more.
-
New years resolution: Get a visage.
Yep. I want one. I'll be doing frosts, miths, and kbd mainly. This isn't going to be a rush or anything, just a little side goal because it's one of the big drops i'd like to get. For those following my boss drop thing, i'm still doing that don't worry. I've just not had a very good start lol. It will pick up when i get more free time and less crap to train.
-
Dominion Tower
You can always do the double nomad challenge in special mode whenever you feel like it. You can always fight him once in freestyle whenever you feel like it after beating him in climber or endurance, or defeating both nomads in special mode. You can occasionally find him in climber and endurance modes, after wave 6.
-
Need 176 quest points
The actual fight takes like 5 minutes if you melee it. The puzzles are just kinda time consuming. X cape is the best for Y should exclude comp cape by default, as less than 0.1% will ever own it, and it's whole purpose is to be the best cape. Still can't believe you pointed it out.
-
Dominion Tower
Class A bosses only appear after the 6th boss in endurance and climber. You'll probably get him on your way to 500 kills. If you somehow don't though, double nomad is really easy for a maxed player with a rapier and overloads. Hell, it's possible to do without food.
-
Need 176 quest points
Nomad's doesn't take that long if you ace it. Plus soulwars cape is not the best prayer cape in-game. The best one that most people can easily[sic] obtain, yes, but the best in-game it is not; compeletionist cape offers +13 Oh well of course completionist is the best, it's pointless mentioning it because anyone that is close to getting one already knows that it's the best for practically everything, and you actually need to do nomads to get the comp cape anyway :3 And you're saying it takes less than an hour? I think my best time was 40 minutes or something, but that was my third run through. (I usually take most time on the first water puzzle. God that's annoying.) And i doubt anyone would do considerably faster than an hour on their first go, especially if they're constantly checking a guide.
-
Hand cannon or Zaryte bow
Isn't chaotic crossbow with diamond bolts much better than zaryte? Hell. Isn't rune crossbow?
-
Need 176 quest points
Nomad's requiem is worth doing. It takes about an hour to complete, theres an awesome fight to do, you get 70 zeal. (Almost 300k prayer xp at 95 prayer.) and you get the best prayer cape in the game. It gives +12 prayer bonus, which is intense. You also get 3 quest points, which is a lot for 1 hour.
-
Ma Rings
I use berserker for melee and dragonstone for maging fight caves. I don't really mage or range at all... I chose dragonstone over seers because it gives good defense in all fields, including range which is valuable when using ganodermic, and it also gives good melee accuracy so i can melee the caves, or just have a more accurate claw spec on jad. (I chose it over onyx because 10m for a +1 stat increase for something i do monthly at best is out of my price range at the moment) I hear onyx beats zerker at corp when teaming if you're being selfish. Corp's attention is triggered by the damage done to him, and i think if you hit 350+ or something, he'll attack you. So the onyx lowers your max hit, but still keeps up your DPS almost as high, and increases your defense slightly, too. For a FFA i'd definatley recommend zerker though, especially if there are stat drains involved.
-
Waterfiends are weak to crush... Rapier time!
Test it then, but i can assure you it's dumb rumours. Runescape just doesn't work that way. It's 50-150, random. Just like every other weapon is 0-100.
-
Waterfiends are weak to crush... Rapier time!
Oh. Not at all. That's just dumb rumours based on players magic defense gear typically having magic soaking, making it look like it hits less.
-
Fight Caves
Polystaff has it's own spell with 3k casts in it (Very similar to crystal bow, but no degrading in quality) A really good idea i forgot to mention earlier would to be on ancients and bring some blood barrage runes. You could use this to heal when you get low lifepoints and use polystaff to do huge damage when you don't need healing. I personally use lunars and bring veng for jad, but blood spells will be a life saver for someone that doesn't have soulsplit, and veng isn't important at all. (I'd actually recommend bringing 3 extra brews instead of veng runes anyway) Looking at your 80 dungeoneering, i'd recommend you to get an arcane stream necklace if you don't have one already. It only costs 30k tokens and it boosts your mage damage by a massive 15%. This will make the caves a lot easier, but it's definatley not needed.