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Leon S

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Everything posted by Leon S

  1. I made a small list of the max DPS of all basic Magic abilities. From highest to lowest. Combust: 125% Concentrated Blast: 105% Dragon Breath: 104.44% Impact: 55.55% - 104.44% if immune to stun. Wreck: 69.44% - 87.22% if stunned. Sonic Wave: 66.67% And with their cooldowns included, over one hour time. This is assuming you use every ability the second it comes off cooldown. Wreck: 83,328% - 104,664% if stunned. Concentrated Blast: 75,600% Sonic Wave: 48,002% Dragon Breath: 37,598% Combust: 30,000% Impact: 13,332% - 25,065% if immune to stun.
  2. Do we really have to use hide tags still? Anyway, couldn't it be Skargaroth?
  3. Concentrated Blast is pretty overpowered for a basic ability. 315% spell damage, over three seconds.
  4. So they're going to rework prayers and potions again, once stats mean something?
  5. Can't you just run away from Assault? It's a channeled ability, so wouldn't walking away cancel it?
  6. I noticed something weird about my chaotic maul. It has 1,788 weapon damage, so you'd think I have a total of 1,887 weapon damage with 99 Strength, right? The Combat Stats interface is displaying 1,936 damage, lol. Edit: I need to stop being such a derp. Octarine already explainded how it works.
  7. They lowered the damage on the chaotic maul and royal crossbow slightly, by around 30 damage. I don't know why.
  8. Anguish, you mean. Torment is the mage prayer.
  9. In case you were wondering, Magic now works very much like Ranged. Spells are like your ammo, and staves have their own weapon damage now. Spell damage scaling seems to have been fixed too, which is good. It now simply scales with one damage per level. Metamorphosis still boosts damage by 25%, not by 50%. Wild Magic now hits twice again, for up to 219% spell damage each. But, unsurprisingly, there is a new problem now. Magical prayers don't affect damage anymore... Lol.
  10. Sorry, what? Edit: ah, I see. It's being removed next week.
  11. That depends. Are you using a staff, a wand, or wand + offhand orb/book?
  12. Overloads give both a visible and an invisible boost. Visible boosts add +1 damage per level, invisible boost adds +8 damage per level. So overloads give a total boost of +9 damage per level. The invisible boost is applied after the weapon speed "penalty" (80% for fast weapons, 66.67% for average weapons). The visible boost before. An example. I'm using a chaotic longsword with 99 Strength, I'm overloaded and I'm using the Punish ability. 980 + 116 = 1,096 1,096 * 0.8 = 876 867 + (17 * 8) = 1,012 Turmoil works in a similar way. It adds 20 invisible levels. Torment adds 24 invisible levels. Edit: never mind. Torment works in a different way. Magic as a whole works different. I don't like that.
  13. Did you know that critical hits always deal a min amount of damage? I believe it's 75% damage, up to 125% damage max.
  14. What aura's would some of you recommend me? I was thinking of buying the Greenfingers aura.
  15. Leon S

    Meleescape

    Staves don't boost ability damage. Your Magic level isn't taken into count with abilities. That's why Magic is at such a disadvantage right now. It'll get fixed soon. Some of the magic abilities are bugged, too. Metamorphosis boosts damage by 25%, not by 50%, which is what the description says. Wild Magic only hits once for up to 219% damage, instead of twice for 25 - 250% damage each. If they would actually fix these issues, Magic would rival Melee just fine. Berserk is also too powerful, in my opinion.
  16. When was magic ever dominant? The only way you could ever compete with the best melee weapons using magic was with full virtus, wolpertingers and Storm of Armadyl. Other than that, magic might have been usable or even powerful, but it was by no means dominant except for maybe very short time periods before melee got a new weapon that obliterated the previous magic strategy. I agree, though, that suggesting EoC fixed the combat triangle is laughable. What we have now, in pre-EoC terms, is Storm of Armadyl changed to Fire Surge but dealing 5 more damage, the Chaotic Maul hitting at dart speed with a +600 strength bonus and a new whip that hits at twice the speed and ignores any and all defence. EDIT to add that on the plus side, EoC has made it vastly easier for jagex to fix these flaws. Before, they needed to balance everything really carefully and come up with niche special attacks. Now, all they need to do is tweak a couple of numbers. Magic was ALWAYS the best after ancients. Magic could even beat ranged. In PvP, yeah. It was almost always worse than Melee and Ranged for PvE, until we got Storm of Overpoweredness and the polypore staff.
  17. Here's my suggestion to make Strength, Ranged and Magic more valuable. Right now, you only deal 1 damage for every Strength/Ranged/Magic level. Most of your damage comes from your weapon. It's almost useless to level your, say, Strength past a certain point. My suggestion is to do the same what they did to Constitution. For every level, you deal 4 damage, up from 1. Weapon damage scaling will be toned down. Here's how weapon damage scales per level currently: Fastest weapons: 9,6 damage Fast weapons: 12,25 damage Average weapons (1h): 14,9 damage Average weapons (2h): 22,85 damage How weapon damage would scale afterwards: Fastest weapons: 6,6 damage Fast weapons: 9,25 damage Average weapons (1h): 11.9 damage Average weapons (2h): 19,85 damage DPS will still be the exact same, and Strength would be worthwhile to level again :)
  18. Haven't seen this chicken for a while. I was only level 4. Even with my awesome chef's hat, I was no match for it.
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