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Patch_umz

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Everything posted by Patch_umz

  1. Well rune costs have been vastly reduced so mage is no longer expensive, as for ranged weapons the reason they are expensive atm is simple supply & demand. The supply or good arrows etc. is low because people don't want them so people leave drops on the ground or alch them once they are useful the supply should shift which would effect prices; plus in all the tweaking etc. Jagex could easily do several things such as lower ammo breakage, increased drops of assorted ammo items heck they could even introduce more 'magical infinite' ammo items It is still expensive. Maging fight caves where water is the weakness on most monsters, costed me around 2.5m minimum on runes only. At the current game I can use the PPS' spell reduce the costs to a mere 150k each attempt. And this is only 1 example. What are you talking about? If you use Water Surge that's only 5 water runes per cast (we'll assume you're using something like an Armadyl Battlestaff to give you free airs). Even if you did 10,000 casts that's only 400k.
  2. Depends on what you're being attacked with :). Potted Augury Wild Magic can still one shot you most likely. (at 99 constitution)
  3. Note that Summoning being counted as an offensive stat simply means it competes with Strength/Attack/Magic/Ranged for the second combat level number. So if you're not higher Summoning than any one of those, it'll still ignore the stat like usual.
  4. From http://services.rune...3915434,goto,25 If you have (full) beta access. Large list of changes coming in the next beta patch. (Among other future changes)
  5. When they added that 200m bow, if you imported it would turn into a broken model and barely have an inventory icon, or wouldn't exist at all (depending on the state of the beta at the time). If it hasn't been fully implemented in the files, it'll just disappear, if it's been in the files at all, it'll have a broken icon. It hasn't been added as a drop or anything, so it won't have any balancing most likely. They're always way behind on live updates.
  6. Does it exist in beta? I know a few things that haven't been in vendors in the beta, like Armadyl Boots were never available.
  7. Quite a few places aren't aggressive anymore after the multicombat change. Has anyone gone to LRC to check?
  8. EoC is planned for November, but also "When it's done", so it could be delayed.
  9. The last time I tried, rune thrownaxes and javelins had higher damage than I think ccb with diamond bolts, around 700-800 damage total. Thing is they had something like 4 range so they were a pain to use in castlewars where I tried them. Hoping we get off hand versions of at least axes, they're one of my favorite weapons but have never been worth using. Pures are abusing a broken part of the game for their benefit, that's less a play style and more bug abuse. The rest I agree with, Jagex isn't cracking down on pures by fixing defence any more than they were cracking down on players by fixing the penguin points bug, multiple corp bugs, or any other bug, they're just fixing their game. When pures start to be banned in droves people can complain that "jagex hates pures". Summed up nicely. Pures abused the broken defense system to get an edge. While fixing the broken system they damaged the playstyle abusing it. They weren't aiming to kill pures, they just wanted to fix the completely useless defense system.
  10. Depends on what you fight. If it's bosses, the Dual Wield ultimates are extremely OP, if you're just doing slayer or something, I prefer 2H'ers. (Unless you need a shield, of course) Is that because the dual-wield ultimates are overkill at slayer while the basic and threshold ones are less powerful than the 2h? No, it's because while the 2H ultimate does good damage, it only hits once. And the trick is, the DW ultimates max out their damage (5000's) every hit, and hit maybe 4 or 5 times. They are supposed to do around the same damage total, but the damage limiter is basically being abused by the fact that DW hits multiple times for the max damage. I expect that to get fixed before launch. So both will just outright kill the mob you're fighting, and against normal mobs the DW ultimates aren't that special.
  11. Depends on what you fight. If it's bosses, the Dual Wield ultimates are extremely OP, if you're just doing slayer or something, I prefer 2H'ers. (Unless you need a shield, of course)
  12. The thing about training now, is that the stronger mobs give significantly better experience. So instead of experience being good simply because the lowby mob has a lot of health, the higher level mobs tend to give a ton of experience. And honestly, I wouldn't mind combat being as efficient as other skills are. This could be the "fix" to people feeling they need to AFK combat train. (I group Slayer with combat)
  13. Just went and manually tested it again. 30 "crits" without Momentum, every single last one of them: 837 30 "crits" with Momentum, every single last one of them: 1004 So now do some basic math and figure out what 20% of 837 is, if you can. This was using Air Strike against Ogres at the combat training camp with an Armadyl Battlestaff and 79 Magic. I switched targets if one was low enough to get killed (therefore never artificially capping my damage and ruining results). So you can pretend these results are also made up and don't count... but if you simply went on and tested it yourself for literally 10-15 minutes you'd get exactly what I got. A flat 20% extra potential max-damage to auto attacks. No, not DPS, you can calculate DPS from the numbers we already know though, if you so choose. This test is simply providing you the exact effect of the new ability, Momentum. As I stated it was over 6 hours ago and a couple pages back. I never claimed to know how much DPS you'd gain. So if you wanted help determining DPS, sure, but you wanted to know what Momentum did, and I told you.
  14. No, they are max hits, that's how they were first implemented ages and ages ago, and that's still how they are now. They look pretty to show you that you hit your max. As proof, every crit is always the same general number. I will ALWAYS crit 4200 with Asphyxiate. Never higher, never lower. Same with my auto attacks, 2500 or so, never higher, never lower. (I rounded the numbers, obviously, since it's like 2528 or whatever) Max hits are just like every other hit, but it's consistent. So it does not necessarily reflect DPS, but as I said, it's a flat 20% extra damage boost on your autoattacks.
  15. The thing is, you don't have to. If the game didn't show us crits, then you would. But since crits are automatically max hits, you don't need to record 1000 hits, you only look at the huge colored numbers and you can see the percent difference in damage. If this were any other game, where it didn't tell you outright "This is the max you can hit", then yes, you should invalidate my data and record a few hours of damage and take calculations into account. But since it actually DOES tell you if you maxed, there's simply no need. So you can spend days/weeks gathering data with some kind of ElitistJerks testing team, or you can log on yourself, watch the damage for 15 minutes, and get it yourself. That's how easy they made it with the "crit" system.
  16. Research how? Nothing to research >.<. It does 20% extra auto attack damage. Far less damage than using abilities, but a good middle ground. I dunno what else you'd need. Jagex lies a lot about that kind of stuff. But mostly I'm looking for any max att roll mods. Jagex didn't give us a number for how much it boosts damage, I got the number from personally testing it at Steel Dragons earlier today. Before the beta went public. Can I see your data, then? Lol, if you want to test you can go test. Crits are max hits, and I constantly was critting 20% higher with every attack style in the place. It was a pretty simple deduction, so I didn't necessarily write it down. For Magic (I did them all, but Magic is my favorite, so it's the one I remember the most) it was constant 3k crits on Steel Dragons with Augury, Overloads, and Momentum, and 2.5k crits without Momentum active. Using Divine Storm.
  17. Research how? Nothing to research >.<. It does 20% extra auto attack damage. Far less damage than using abilities, but a good middle ground. I dunno what else you'd need. Jagex lies a lot about that kind of stuff. But mostly I'm looking for any max att roll mods. Jagex didn't give us a number for how much it boosts damage, I got the number from personally testing it at Steel Dragons earlier today. Before the beta went public.
  18. Research how? Nothing to research >.<. It does 20% extra auto attack damage. Far less damage than using abilities, but a good middle ground. I dunno what else you'd need.
  19. For people wondering how strong Momentum is: It's 20% extra auto attack damage. So you'll still do pitiful DPS compared to using abilities, but a decent amount higher otherwise. Still better for you to pay attention.
  20. Unfortunately not much on the combat side changed. I'm sure a ton of quest work and stuff went in though. And there was mob experience balancing too I noticed. Really want them to start buffing Ranged, lol.
  21. And just so you guys know. According to the JMods, there's SUPPOSED to be a patch planned for this weekend. We'll see if they actually manage it.
  22. If anything, it's easier if you have all three styles; they pretty much can't hit you. I'm convinced that Akrisae isn't supposed to be that powerful, though. Yeah, Akrisae is mainly a problem because of the bar-swapping delay.
  23. I am able to do infinite trips had I wanted to do so. But I'm simply noticing things; it was even stated here in this topic you "simply had to get the right equipment". I'm not sure about you, but I -at almost all 95+ lvls- have not 50m laying around to buy things. As I stated, I didn't use 50m gear, I don't even have the defense level to wear Nex armor. And I wasn't even using GWD gear, I was in realistic gear so I could gauge how well I'd do when it was released. My gear costs maybe... 4m total, if I'm using either Ahrims or Gano, with a standard Staff of Light and some weak whip melee weapon if I wanted an efficient Karil kill. And it should be noted I don't even need to use protection prayers if I don't want to, you can Snare/Entangle the melee ones, and Karil/Ahrim don't hit that hard. I'm not spending almost anything for this, and I'm sure if I wanted to, I could've got away with using something weaker than Ahrim/Gano and using Prot Prayers. Prayer potions are cheap as dirt, and Renewals are very efficient.
  24. What are you talking about... Barrows is still not that hard. Only Akrisae is difficult, the rest is the same as before. If you mage the melee brothers, it's trivial. If you melee Karil, it's also trivial. Plan for this, and you won't have any problems. So stop exaggerating. My magic is only in the 70's and so is my defense, yet I was able to easily do 3 consecutive Barrows trips this beta. I even maged Karil without much trouble. (And as a note, I used absolutely zero defensive abilities) Whine less, learn to play better.
  25. A 360 degree turn? You do realize that's going in the same direction you were traveling in the first place? As someone who has played for 8 years, I am pleased with these updates. The entire reason I stopped playing the game was the absolutely boring combat. Far too repetitive. I stopped playing for the same reason (Played since 2001). No matter what I did, I couldn't avoid combat eventually, and it was painfully boring. So this update is a god-send for me.
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