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Soma2035

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Everything posted by Soma2035

  1. I understand rewarding people for high skills, but players shouldn't be forced to grind a non-combat skills to extremely high levels even if they don't like them to achieve a benefit in combat that can't be replicated any way else. Even Chaotic weapons have semi-equivalents - Vesta's Longsword is very similar to Chaotic Longsword and the new Zaryte Bow is very similar to the Chaotic Crossbow, for instance. They aren't exact substitutes but they're good enough so that even without the Chaotic weapons, you stand a fair chance against someone who does have them. Not to mention, there's a major risk being taken by using Chaotics. On the other hand, people with Extremes should be able to benefit from them, too. I say let people use them, but offer some alternatives. Maybe Elite Clue Scrolls should give small amounts of Extreme Potions instead of Super Potions. Or maybe there could be a medium difficulty quest that opens a store that, after the quest, will sell you a very limited amount of extremes every day at a rather high price (maybe 2-3 random potions are stocked every day, and an Overload costs 150K, for instance). Or you could even make alternate recipes for the Extremes with lower skill requirements, but harder materials. For instance, Lantadyme + Crushed Royal Scale for a Super Antifire, with the Royal Scale being a 1/20 drop from the King Black Dragon. I like herblore as a skill, I had the money to train it, and I've benefited from it enormously in the past years, but I still feel it's a change for the worse that we suddenly force players to work skills they don't like to very high levels in order to attain such important benefits...
  2. Why is it not okay for me to benefit from my own work on another account, but perfectly alright for a friend or even stranger to benefit from my work?
  3. The items never showed up immediately(like in dungeoneering). I am 100% sure of that as people could get their own items before anyone else at the start of rs2, and when you dropped items in the wilderness others couldn't see them immediately. From my knowledge, the time items took to show up after death to npc-s used to be 3 minutes(same as minimum grave) and the time after dropping is the same as it is now, 90 seconds. As for green soon crashing, if you go by the old rule of if one hat crashes or is bought out, all of them follow suit, this is all normal, not to mention predictable. The hats were way too high in price and won't have the same functional value as they do now(items can't have street price anymore). http://services.runescape.com/m=news/lootshare
  4. It used to be that items appear instantly on death, until only a short while before Gravestones. There was an update that they would appear only to the person who died for a minute, then appear to everyone after. This was a pre-cursor to the Gravestone update which came not long after. The question is whether Jagex reverts it to the way it was originally, or the way it was right before gravestones were added. The original way wouldn't give you enough time, so what would most likely happen is that tradeable items could be saved or stolen by friends while untradeable (Void, Fire Cape, Berserker(i)) are lost. The second way would give you slightly more time, but I still think it would be rather close. Even with the closer teleport, anyone else would still probably have a fair shot at your tradeable items, but you'll probably save your untradeable ones more consistently thanks to the faster teleport.
  5. I was discussing this with some people and thought of something- items dropped at corp will now be instantly lootable by teammates, meaning that the new teleport will have very little bearing on how safe your items are on death. Either your team is trustworthy and gives your stuff back, or they aren't and you lose it regardless of how fast you can leg it back to the corp lair. If anything, forum corp teams will become less popular now that you can't be guaranteed to get your stuff back unless you're with good friends. Most of the stuff people lose at corp on death are not tradeable anyways, though. Berserker Ring (i), Fire Cape / Ardougne Cloak 3, Void, etc.
  6. You received: 13 Blue charm. Corporeal Beast did not give you: 1 Divine sigil.
  7. Why would you say that? I'm going to so long as I have the prayer. Then again, I'm the one who finds half a cannon + 2m worth of armor and runes in barrows, and spends 15 minutes searching for the person who died... I'm not alone though. There are plenty of people who aren't vultures.
  8. You can't damage her past a certain point until the corresponding mage is defeated.
  9. But that's the point of the Wilderness. It's not just a PvP area, it's a PvP area where people not interested in fighting may be lured by potential rewards too. AKA, you can Abyss RC for faster xp (not true anymore obviously, but it was at the time) or do Clue Scrolls for exclusive rewards (again, not true anymore), at the risk of being hunted. At the same time, that brings out those who aren't so good at PvP to hunt for those who aren't there for PvP at all, which then offers targets to those who are better at PvP and ready to fight someone who might fight back. That's the way the wilderness was designed. Jagex already mentioned looking at the Abyss and Clue Scrolls again, on account of the rewards no longer scaling well in comparison with the risk, and potentially reworking them. If you create a world where there's Revenants and no PKing, you would have to remove all the Wilderness activities meant for players willing to suffer the risk of other players hunting them.
  10. What? s/he got 10 exp plus 5 exp No, s/he got 10 exp, 5 of which came from the gloves. Already been explained by a J-Mod on RSOF...
  11. She will probably never be killed on every world. There's this whole "Free-to-play" thing going on that stops that. Even if he's not counting those, there's PvP worlds (although someone may use them sometime).
  12. Well, that's not surprising really. If 5 coordinated people are better than 15 uncoordinated people despite having relatively even equipment, then naturally 10 coordinated people will do pretty darn well too. There's probably a point at which adding more people is no longer efficient, but we probably won't find that point until the rest of our questions are answered. Although, you mentioned Chaotic Maul. I've seen both Veracs and C Maul used side by side, and I honestly don't see that big of a difference. I haven't had a chance to use CM myself yet, but from what I can tell, Maul hits more 500s, while Veracs has better accuracy in general thanks to its special. Have you had people compare experience gain when using the two side-by-side? We sort of forgot to track that for our kills. =p
  13. Speaking of the 7-man (and the following 6-man), a few other things came up. 1) We tried all using normal prayers, following Stokenut's advice. No one in the room had Ancient Curses activated. Nex used Soul Split anyways. Nex was healing via Soul Split anyways. We figured it was bogus, so we switched to curses for a 6-man afterwards (Grimy was tired). Like always, Nex used Soul Split. She seemed to heal slightly more when we were using Curses, but it was not a huge amount. Using normal prayers will not stop Nex from healing via Soul Split. It may slow down how fast Nex heals. The other possibility is that we simply hit less on our second run (very possible since we had one less person), or she used more of her multiple target attacks which obviously would heal her more. 2) As Grimy mentioned, we had both Hand Cannons and Crossbows going at the same time. Blood forfeit spamming consistently yielded about 50% more ranged experience for the trip. Unless Void is less accurate than a mix of Black D'hide and Verac's (crossbow users weren't in Void, I don't think), I think it's pretty clearly in favor of the Crossbow. Also, most of us were just using plain Rune Crossbows. 3) During the first kill, I noticed that Nex missed me entirely with her melee attack two or three times during one of her rampages in the last phase. I paid more attention during the second kill, and her magic attack missed me once, but again her melee attack missed me a couple times (she targeted me once during the Shadow phase and once during the last phase, each time attacking me two or three times). There's two things to take away from this. Firstly, her attacks can miss, so defense likely is beneficial. However, the effect is likely minor considering how seldom she misses. Secondly, although I'm well aware 2 trips do not constitute a proper statistical sample, it is very possible that her magic attack vastly outclasses her melee attack. That means magic defense may actually be less important than melee defense. In fact, a good portion of her magic attacks simply might not miss, similar to how Commander Zilyana's lightning pretty much won't miss you no matter how much magic defense you have. If this is true, then Black D'hide Armor is actually superior to Karil's. Both have the same range attack, while D'hide has better melee defense and Karil's has better magic and ranged. Armadyl or Pernix is likely better for the increased range attack (but the melee penalties will affect you if you are using claws). 4) For a small team, special restore potions are vital. They allow you to unleash 2 Dragon Claw specials each on Smoke (with 6 people, this is about 2/3 of the hitpoints you have to take off, done in only a few seconds), recharge during Shadow, unleash another 2 Dragon Claw specials each on Blood (be careful you don't hit her siphon), recharge during Ice, and unleash a final 2 on the final phase. This lets you speed through Smoke (the most damaging overall), Blood (the longest and most prayer-taxing), and Final (can be most damaging to a single player if they're unfortunate enough for Nex to focus on them, and can take quite a while otherwise). As a 7-man team we screwed up in several places, and at least three of our seven members had more than enough supplies for a third kill. If two people didn't have to teleport mid-kill due to Nex focusing on them a lot, we would've easily been able to redistribute supplies and kill a third. I imagine with the current strategies, perfectly or near-perfectly executed, a team of six should be able to get three kills. - If you count on each kill being about 12 minutes including spawn time, and the kill count taking about 15 minutes, that yields 51 minutes for 3 kills for 6 people, or ~0.59 kills per person per hour (a term Grimy came up with). - Assuming you only consistently manage 2 kills, you're getting approximately ~0.51 kills per person per hour. - A typical "mass" like the ones shown getting kills in 3 minutes (4 minutes including spawn time) usually has around 35 people. They typically last around 15 kills (, which is ~0.34 kills per person per hour. - One of the 15-man teams (they typically manage 5 minute kills) expects around 6 kills a trip right now, which would be ~0.47 kills per person per hour. These are only approximations of course. It's worth noting that the 3 minute kills seen on video are typically cherry-picked from the trips, not to mention masses take longer to coordinate, and a few people messing up can seriously slow down your kills. I guess the point I'm trying to get across here is that even now, while we're experimenting with our setups, a coordinated 6-man team can already score kills more efficiently than a mass.
  14. You looked at the offensive stats for the Torva Plate? -31 and -11 compared to -15 and -10 of the BCP. That is why people use BCP instead of a Torag's Platebody. Magic attack matters at DKs? That's news to me...
  15. That's strange because I remember I read a quote from them saying that we could be allowed to trade to our siblings, friends and even our other accounts. I'll try to find the quote. You can trade to friends and siblings but NOT your other accounts. It has been specifically forbidden for as long as I could remember for your accounts to interact with each other.
  16. I've seen a lot of people using hand cannons lately and they're honestly not so impressive. Maybe they're better on average, but in a FFA, you're counting on good luck streaks. I seem to hit a lot more of those with Blood forfeit, and a good luck streak can easily mean 7.5k+ damage from forfeits alone. Also, if your timing is good, you can still pull out quite a bit of melee damage. I think it's enough for it to be worthwhile, personally. Also, in melee range you're generally closer to Nex, which means the distance you have to run is about the same as that of rangers on the wrong side of Nex. Again, it's a chance worth taking, I think.
  17. Wouldn't rune go DOWN on account of the sets being passed from person to person instead of being replaced by pure cash?
  18. You would ideally use both. Smoke Phase - Range. She's going to be moving around a lot, because your team will spread out to avoid the lingering smoke clouds as well as the charging attack, on top of being dragged around. It's very hard to stay in melee range of her for extensive periods of time. Alternatively, if the mass is big enough, just use your Dragon Claw specials here right off the bat - bigger teams try to instantly end this phase via Dragon Claws, so I wouldn't be surprised if this is the standard for FFA too. Shadow Phase - Melee. Normally, you'd range, as the darkness around her hurts people who stand in melee range. However, the damage is not too significant, and you want to put out as much damage as possible. If you assume that Nex's defense remains constant (it might), then Veracs in general is better slightly. However, I've personally found that I hit this form with melee more accurately than any other form, the only thing putting me off is the constant damage. Blood Phase - Melee. Fastest damage output and she's pretty much harmless. Ice Phase - Melee when you can, but if you see her getting ready to put up an ice wall around her, back off and range. Getting stunned is bad. Final Phase - Melee when she Soul Splits or doesn't use any prayer, range during Deflect Melee. Get the timing down so you don't miss attack rounds or hurt yourself. I would personally suggest Turmoil. Curses healing her is a rumor, as far as I can tell, and it hasn't been confirmed. Stoke recently mentioned that if EVERYONE uses normal prayers, the last form will not use soul split, but I have yet to confirm it, and even if it were true, it's unlikely every person on your FFA team will be following it. Since you'll be using Melee more than Range (and because Blood forfeit does not benefit as much from additional range levels), I would use Turmoil to maximize your melee damage output over Rigour / Eagle Eye.
  19. I think it depends heavily on your team and your own skills. Nex has special attacks and ordinary attacks. A good team, composed of experience players, will rarely take damage from the special attacks. You will choose the server carefully to avoid high ping, and make sure to dodge and avoid every attack possible, even those that require a teammate's help. If this is the case, Divine is the most important, seeing as it will reduce the majority of the damage you've taken by a consistent 30%. On the other hand, if you're consistently getting hit by 1 or 2 shadow attacks every kill, your team is positioning badly in the smoke phase, and your teammates never save you from ice prisons, you're going to be losing a lot of health to attacks that Divine doesn't block. If that's your situation, Pernix will be much better as it raises the amount your brews restore. Basically, Divine is going to benefit you greatly against nonavoidable attacks. Pernix will help a fair amount against avoidable and unavoidable attacks alike. The question is how frequently you avoid the avoidable attacks. Ideally, you would use both. Void is basically the offensive option - if you're going to a FFA, Void Range is definitely the way to go for most of the battle, although whether C Maul trumps Veracs is still up in the air. With a small team, Pernix will definitely be better, but since most players aren't going to have Pernix for months to come, Void is still an option.
  20. Actually, that's not as big a deal as it seems. Since she alternates her attacks on a timer (she'll attack for about 10 seconds, Siphon, attack for about 10 seconds, Sacrifice, repeat), a good player can simply follow the rhythmn. So, in practice, what this means is, you don't let your prayer go over 30 during the Shadow form. Once it finishes, she siphons. You'll use about 10-15 prayer points before she sacrifices, so you'll lose about 5 prayer points. Use a Super Restore (NOT Super Prayer, use those during the ice and final phases only) and you're at ~40. You'll be down to ~20 again before she sacrifices. As a team, your damage output goes way up, which means you use less prayer on Piety / Protect Magic and lose less prayer since she casts fewer sacrifices. Overall, her damage during this phase is insignificant, so sometimes you can even let prayer run out entirely right before she sacrifices and be perfectly safe.
  21. During her last Soul Split phase, Blood forfeit is capped to 300. She can frequently have over 1/4 of her health left if you start off poorly on this phase, too. That's the only phase that you want to use Diamond (e) on rather than Ruby (e). I don't think there is a major difference between ruby and diamond bolts- on the one hand, diamond hits ~2% higher, and the spec seems to work more frequently, on the other hand, ruby bolts spec hits harder, but drains lp and is rarer. It's certainly a matter of prefrance, rather than efficiency with how evenly matched they are, and considering you'd want to carry two types of bolts with ruby(for the cap at low lp), i'd rather go with diamond- more consistent damage. Well, if you don't wear Void, Ruby is the way to go for sure. I've tried diamond a few times, it doesn't even get close to the damage output on the first four forms (although arguably, at least one is better done with melee). I usually use Ruby, and for the final portion I melee whenever possible. That's been working out well for me so far, but I think if you're using Void, you can easily do the same thing with Diamond.
  22. Why wouldn't people just trade spirit shards? Can buy them en masse for 25 each, and sell them back at the same price, right?
  23. During her last Soul Split phase, Blood forfeit is capped to 300. She can frequently have over 1/4 of her health left if you start off poorly on this phase, too. That's the only phase that you want to use Diamond (e) on rather than Ruby (e).
  24. The pieces I've gotten look like Glacies. I don't think there are other color choices, are there? Anyways I've gotten 3/5 of a set now. Still hoping for those last two pieces so I can see the emote before I give/sell it to a friend or something.
  25. Nex does consistent damage no matter if you try to run or hide. Her attacks rarely miss no matter how much defense you're packing, and the only way to avoid her multiple target attack is to run out of her range entirely. However, there's no cue for it, and there's no way to out-range her. And she may still decide to teleport to you. Because she soul splits for a set amount of time, in a pattern with the other prayers, it's better to think of it as constant regeneration. Every 30 seconds, you can expect Nex to heal a certain amount (this amount increases based on the amount of people in the room). Basically, ask yourself this - is spreading out going to benefit our team? During the Smoke and Shadow phases, the answer is a BIG yes. It's going to minimize prayer loss to the lingering smoke clouds, it's going to make it easier to avoid the shadows, and it's going to minimize damage from the dark aura. It also avoids damage from her charge attack if you don't stand in the middle. By spreading out you conserve a significant amount of prayer and health. However, during the final phase, the answer is a pretty clear no - spreading out means she'll run and teleport around. Miss clicking while chasing on her is a delay. Pausing for a moment to find out where she just went is a delay. Having to chase her across the room is a delay. Because she essentially regenerations, delays heal her. In contrast, you don't benefit at all from spreading out. You'll still all take AoE damage if you're attacking her, because she has huge range. You'll still take melee damage since she outruns you and can teleport to you. The lingering smoke should be long gone by now. Isn't the AoE aimed at someone? Also with a dd it's harder to watch your health & see if you are actually under attack. You should be watching your health bulb in the top right corner. Even during the battle it's hard to see if you're under attack because there's so many health bars going around anyways. The AoE might be aimed at someone, but it doesn't matter how close you are to the target - you can be on the complete other side of Nex and 5 paces away and still be hit. She simply attacks everyone in her attack range, which is longer than your range can be.

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