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Patch_umz

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Posts posted by Patch_umz

  1. Dg as an entir

    Question for the live:

     

    I know they want to make a lot of things work different like crush on specific monsters, so the damage output is higher. However why do this with range/mage? That makes it soo much harder to do these monsters as the costs to use these methods are still rather high. Especially with range as throwing weapons etc are not used a lot but still cost a ton.

     

    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. 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)

     

    Hey, sorry it took so long to reply, there is a lot of feedback here 0.0.

     

    So....

     

    Bugs:

    As a general note, some of these bugs are already fixed/being fixed so if we don't mention it, it's probably already dealt with blk.gif

     

    -The stats of the crystal shield/bow are not meant to degrade along side the weapon any more, it was a mechanic we weren’t happy with so we made crystal items more user friendly by stopping the stats from degrading.

    -We are also not happy with the equipment screen and have just come back from an hour long meeting discussing how we want to improve it. So expect to see that improved like we did with the ability book in the future.

    -Escape will be fixed with the next update to move you to the range of your bow/crossbow etc....

     

    On a side note, if you find any more, please send in a bug report. We have a team which goes though all the bugs sent in, in turn and verifies them and sends them directly to us.

     

    Ranged:

    -Shield bows exist because we wanted to provide "arrow" users with the ability to use a shield. Since bows are inherently 2 handed this is impossible so our concept artists invented the shield bow. We still need to change the name of the long bows to `Shield bow`, however this mechanic allows our "arrow" users to chose to play defensively with a shield bow or offensively with a short bow.

    -As you may have seen with the latest godwars update, we now have an armadyl crossbow; you can expect this to fill the gap in the very near future.

     

    Magic:

    -The ultimate metamorphosis should be powerful as they are meant to be KO abilities; we balance these vs. the defensive ultimates such that you can counter this. That said, we do continue to monitor the damage output and structure of abilities and will change things as we feel it is necessary.

    -The ancient name changes is an issue that keeps on coming up so we may have to look at changing them back for you guys blk.gif

    -Blood spell healing will be buffed soon so let us know how it feels!

     

    Melee:

    -Glad you like how melee is performing - we are looking into opening a fight with an ability.

     

    Targeting System:

    -This one is easy, direct targeting will be in with the next update! (Horray!)

     

    Abilities:

    -In the next update we will see a big shake up to how some abilities work, you'll also notice a few changes to armour and LP contribution on shields so it's probably worth waiting to comment on how this feels after the incoming changes. Let us know what you think next week blk.gif

     

    Spell casting:

    -Looks like you've found an issue that needs some investigation here; we'll get back to you.

     

    DG:

    -Since your post here we have made some large changes to do with combat triangle effectiveness in dungeoneering so you should find it easier now, keep us posted!

    -As mentioned, the next update will change the way lifepoints work on armour so that may help DG a bit too.

    -Chris tried to re-write the bind system this week but after much *face-desking* it will require more time. Just take solace in the fact that we are looking at changing it to be more useful and we don't like the feel of it too.

    -The omission of wands/offhands etc is something we plan on addressing in the future.

     

    Godwars/Fight cave/Fight kiln/general fight mechanics:

    -As mentioned in the next update we will see a big shake up to how some abilities work so I'd be interested to see how you feel about this after the update.

     

    -PC

    I'll look at beefing up the difficulty soon.

     

    Clan wars/ Multi-piling in PvP:

    The multi-piling is a known issue that we are working on. The current proposed solution is single-way combat worlds and in these worlds FFA clan wars would be 1v1 only.

    That said, some concerns have been raised with single-way combat worlds that we are taking into consideration so that may not be the solution we go with.

    But, in short we will provide a way for single way style combat to continue and hopefully in a way that you guys are happy with.

     

    DA:

    Summoning has been added to the combat formula such that it counts as an offensive stat.

     

    Sc:

    Once again, the upcoming LP changes should improve this.

     

    XP Rates:

    Indeed, you guys found some really good bugs in our XP calculations and theses will be dealt with during the next update.

     

    Hope that helps, the updates coming next week are big ones so I couldn't go into too much detail in places that I would have done if we were not making such big changes. Please do update these once you have tried them with the new changes and i'll get back to you on them again

  3. If you import your save while wearing it, shouldn't it show up in the beta? I'm just curious if they' e added stats for it yet.

    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.
  4. I'm worried about thrown weapons. Dragon darts are the highest atm, and that's kinda pathetic.

     

    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.

     

    I call bullshit! *throws hand in air like an eager third grader*

     

    Jagex has stated that they did not intend for the game to be played the way pures play the game, but thats the extend of it... They appreciate all play styles, but exclude none. Its the players themselves that feeel exluded mostly. They never stated that they wouldn't recognize them... The closest you could get to that would be making a semi-accurate assumption that jagex doesn't want those players to play their game that way with how the EOC is going.

     

    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.
  5. They need to buff dual wield casting. It's so bad in comparision to staves.

     

    Are 2-handed weapons the way to go for Melee and Ranged as well? Abilities deal the most damage with 2-handed weapons, which is where most of your total damage will come from.

    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.
  6. They need to buff dual wield casting. It's so bad in comparision to staves.

     

    Are 2-handed weapons the way to go for Melee and Ranged as well? Abilities deal the most damage with 2-handed weapons, which is where most of your total damage will come from.

    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)
  7. 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)

  8. 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.

  9. Crits aren't max hits. They're critical hits.

    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)

     

    You recorded only max hits. That is only a small part of the game.

     

    If Momentum would increase the average DPS then we want to know by what amount. Then you need to take into account what the normal hits are.

    This would take over a 1000 hours of testing to be absolutely sure. If doing Slayer then you want higher DPS. Ofcourse with attention and thus ability spamming will always be better then auto attacking, but if one want to semi-afk then the question rises whats the average increase in percentages to the auto-attacks. That's the question that has been asked.

     

    An increase of 20% in max hits doesn't mean increase of 20% in DPS.

    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.

  10. 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.

  11. Can anyone willing to research Momentum pm me?

    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.

  12. Can anyone willing to research Momentum pm me?

    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.
  13. Barrows is still not that hard. Only Akrisae is difficult, the rest is the same as before.

    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.
  14. yet I was able to easily do 3 consecutive Barrows trips this beta.

     

    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.

  15. Once again: what for low lvls?

     

    Barrows is at the moment something lower lvls only could do and gain decent money. But considering how much of a gear check this has become - what about them, what can one still do in the future? Farm to 99 all skill and then go boss hunting? Would make no one do barrows at all.

    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.

  16. After this event, I'm sure of it, I will never ever use combat again once this update goes live. You may say 'adapt to it and stop crying', well, I don't care, I enjoyed RuneScape for its simplistic combat which I could play at leisure, without having to focus my head at a screen and my fingers at the keyboard constantly. Runescape was always something I played while doing other stuff, I just can't adapt to such a big change, so I will leave this aspect of the game. I find it sad to see my much beloved game 'evolving', while change could be needed, this is a 360 degree turn in direction, which I find very difficult to live with.

     

    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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