Everything posted by xpx
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Dungeonsweepers (DGS) - Huge changes; read first post.
Promethium rapier is 10-20% for stab and ~20% better for slash than primal spear, and as said, the 4-12 minutes it takes to get primal rapier is WELL worth it for the ~60 hours you'd be using it(unless you get a hex or neck, ofcource). Berserker ring basically made all spears worse than worthless, and as said, you are basically hurting your team with one.
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Dungeonsweepers (DGS) - Huge changes; read first post.
DGS generally agrees with your interpretation about binds, but we are just very vary or getting people that are lazy, particularly as we focus on teaching. As for DPS binds, they do make a significant difference for the slower(higher level mod) floors, speeding up the floor 1-2 minutes with perfect binds(1-2 hex, 1 ccs, 2-3 neck). For the very fastest floors, binds don't make a major difference at all(as they have very few gds).
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Effigies and such
You actually shouldn't lure crawlers to the cannon with titan- it slows down kph. The titan should be killing far off crawlers all the time. The melee gear you use doesn't matter alot(max 10 kph, if that), so i use proselyte and sw cape for 1h trips with normal prayer potions. You should definitely get a herbicide. Rapier is the best chaotic to use, but if you only have cls, that will be nearly as good. The cost right now is around 5700 cannonballs 400 steel titan scrolls 11 4 dose prayer potions 3 4 dose overloads and 6 doses of antipoison++ an hour. The average kph will be around 825 and it's between 1/700-1/775 for an effigy. It's generally only worth picking up only blue and crimson charms, but but if you also want gold and green they will take away 50+ kph.
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25-May-2011 � Death Hats, Draynor and Upgrades
I think it should be added, you haven't completed the game without them. If they aren't added it will just moreso prove that the trimmed cape is tailored around a select few players, not completing the game. Dungeoneering journals should definitely be a requirement, but they likely weren't added as then noone would have the cape.
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Dungeoneering DPS
The first graph has some interesting information in it, however it's very difficult to read. I'd suggest using different pointer marks for different weapons. It would also help tremendously if you mentioned the conditions for the data(most likely against 0 def max hit, t0 berserker agressive mode, but it's hard to know right now). I think you might have screwed up the second graph as it looks too much like a rainbow(and as you said, spear should be superior to rapier at time, which it is not on those graphs. EDIT: sorry, yeah, it was supposed to look like a rainbow, i get your point). What i would really like to see, however, is 2-4 graphs of non-suck dps weapons with typical dg conditions(hooded, t10 berserker, agressive) against a couple more meaningful def max hits(0, 100, 360 would be my suggestions), with weapons with 2 agressive styles mentioned twice for the higher dps graphs. Maybe even include ccs, emp cele and fire? Also, if you are to consider a perfect scaling for the weapons, making a rainbow really isn't the way to go. Weapons like dagger, maul, warhammer, longsword and spear should have some sort of compensation for them too be useful(which, for various reasons, none are, even with consistent scaling).
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200M in all Skills
Drums record is 87m, not 67m Too bad mithril has too much dg xp, otherwise he could push it to 79m total xp from the 453 effigies, with the 8m tokens he has doing the rest. The summoning xp he is going to get will decide if he can break the record, though it would be nice to see him get to the low 100M's.
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Dungeonsweepers (DGS) - Huge changes; read first post.
You have a spear bound- a weapon that would ONLY be better on extremely few monsters over the 2h you also have(i think it might be high hells and black demons, and that's it). A primal rapier would take 4-12 minutes to get and would be 15-25% better than the spear for stab and 25% better for slash, so yeah, we will point out stupid binds people have, and as it is our mission to teach people to dungeoneer without needing a plate, we will forever look down on people who can't manage that. The video was nice, but as said, not overly practical, and if anyone would have bothered to make a couple or ragers gulega would have been long dead in the video. For dungeoneering as a whole, vengance just isn't very practical. The first vid showed some nice keying and as the floor obliged, it made for a very nice floor. There were some mistakes in not opening two key doors as soon as possible and not dropping gate soon enough, but nothing major. Not looking at the map could have cost a considerable amount of time, but as the floor was quite straightforward it ended up not mattering. There were, however, quite a few mistakes in trying to ignore damage, mostly by not sidestepping/safespotting properly or using prayers to their fullest potential. The one death you did have should have been taken about a minute or two sooner therefore saving about 30 seconds from the overall time, particularly as it was highly likely that you would have died anyway(and you did). In need of food(for teams that do really care about deaths) it would have been very easy to say drop food on gt while you were running some keys, particularly as the team had loads of armor and was doing gds all the time(if you have plate and legs bound as a DPSer, i'd damn well hope that you never eat during a floor). As a keyer, i thought you didn't do a good enough job dpsing the floor, and there were instances where you could have done a better job at it(and maybe try to learn turm/ss flashing). The second floor is obviously quite old and the keyer does things very differently now(part of which is suiciding), but i have no doubt he is one of the top 10 active keyers in rs. One thing that i can point out is that he is using hex with desperado, which, at the time, didn't stack. Tui, isn't 12,5%(or 25% if you are pro) increase in mage dps good enough? as far as i see it, if you can't get the fire staff from start, it would take the same time to make either, and as money is scarce at the start, i'd rather avoid trying to make one then.
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96-99 magic
Ice barrage wouldn't be as good as blood barrage as it will mess up the lures and get you less hits per barrage, but it's certainly a good compromise as it's cheap and better than the low barrages. Max xp should be around 400k an hour at atoll skeletons.
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Dungeonsweepers (DGS) - Huge changes; read first post.
Don't dungeoneer. That's basically how i've got rid of it for a while(and jagex has no plans to do anything about it). In all seriousness, the better computer and net connection and lower graphical settings you have, the less doorlag you should have.
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Dungeonsweepers (DGS) - Huge changes; read first post.
Please add that you don't need to pray anything while flesh already is targeting someone else. Kind of sad seeing all the juicy mage pray go to waste(and it does absolutely nothing). Otherwise, win trivia :thumbsup:
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Dungeonsweepers (DGS) - Huge changes; read first post.
Considering it's 9.5 xp per essence and zmi yields 15-18 xp per essence, it's unlikely it will be better xp. Other than that, with potential 700k an hour income, it could be decent in that way. Any lower level method is definitely worth researching as we keep pushing for everyone to have 70 rc and csb bind.
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Dungeonsweepers (DGS) - Huge changes; read first post.
I'm relatively sure you have to go to TEF DGS section for the medals(which i obviously can't link without getting banned, ooops). Nice floor anyway :thumbsup:
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Post all RS Screenshots, Videos, and Sounds here!
*wall of text* <3: Mike...you would... <_<
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Post all RS Screenshots, Videos, and Sounds here!
FFFFF my dream binds..... Guess i've got to stick to making that emp cat and keep pretending <_<
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C2 Fishing
I think I will duo them, then, as I can easily pay a friend 1m/hr to help me out. By "the xp is upwards of 150k an hour," do you mean the Fishing experience? Also, how long will it take to do 1-29 c2 duo with me fishing and a friend doing the dungeon? Lastly, I am planning to do my Fishing alongside normal Dungeoneering (as in, doing c2s with a friend while not doing DGS floors). I currently have a csb bound. Should I switch binds? If so, to what? Yes, that is the fishing xp rate. I would estimate around 3-4 minutes per dungeon, likely getting them all done in around 1,5-2 hours. You should not destroy csb, and just deal with the loss of speed from not having laws.
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C2 Fishing
What would I normally have to pay them? 500k/hr? Also, is it worth it to bind Cosmics if I'm not paying someone (they're essentially laws, and I do key enough to make them a reasonable choice)? people pay from 1-2m an hour, or something like 80k per dungeon. Laws and cosmics bind is basically the same, as you can switch from one to the other in less than a minute. You want cosmics for solo c2 and laws for duo c2. As for the xp and efficiency, for solo, if you do them as your c1's it will be more efficient, but the hourly xp is at around 80-90k max, while if you just do f1 over and over without completing you can get up to around 110-120k an hour. Duoing with shared xp off it's suggested to also complete the dungeons(doesn't take extra time, atleast with laws) and the xp is upwards of 150k an hour.
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Dungeonsweepers (DGS) - Huge changes; read first post.
60 cosmics and 6-10 astrals is basically always enough, alch runes are unnecessary. Other than that, you should get 70 RC ASAP as law runes are not very useful, particularly if you aren't keying(but even then csb is better).
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"Loafing" in Minigames
I didn't say there wasn't, i was just considering the effect of loafers on the theme worlds, where it really has a VERY limited effect on the overall game. Loafers aren't a problem on organized private games, so why consider them.
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Dungeoneering Monsters
We already go out of their way to teach people these weaknesses in dungeons, so the general knowledge is there, but as of now, such a list just isn't practical to make, particularly as there would be many situations where you should know to prioritize instead of using any attack style you have. Long story short, it's a very complex subject that should be learned by first hand experience, not raw notes(that usually don't have much subject behind it). It's very detrimental, however, for outsiders to give advice on subjects like this as it requires a large amount of raw data to make sense of it all(many 120s don't have the required knowledge).
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Dungeoneering Monsters
The problem with that list is that it doesn't only include those two attack styles and doesn't account for defense level. I also find many monsters inaccurate on that list(forgotten mage and stab, really? lol).
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Dungeoneering Monsters
I honestly have no idea why anyone would post a link to rswiki on this subject. It's a terrible idea. And as for the second part, i already told him all the monsters he should crush, so there is realistically no need for any other guidance. Although TEF is working on a proper dungeoneering guide, right now, there is none, so unfortunately for you, you have to work for the knowledge instead of trying to sell subpar knowledge as fact. For 2h use, ghost room ghosts are definitely not weak to either, but the best style is better to use. For normal 169 and 199 ghosts, again, they have high def against both, but because you have so much more slash attack, slash will be the better option. So far, my data suggests that baxe without any bonuses is 60% accurate on 199 ghosts.
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Dungeoneering Monsters
Undeads aren't weak to crush, that advice is confusing at best. As for forgotten warriors, those should be crushed at last resort, so if there are any people with a csb, they shouldn't be crushed. So yeah, basically, your advice was very much terrible... He asked which to crush and slash. Of the choices its better to crush forgotten warriors. Also sticking with assuming only crush/slash as options: Ghosts Skeletons Crawling Hands Spiritual Guardians Are all undead where crush is better. Only zombies and Nechs are better to slash (going from tht wiki list). Why do you even try....? Ghosts are slash, crawling hands and spiritual guardians don't have enough defense, so slash is better for them. The only undeads that are really crush weak are skeletons. Mentioning them just as undeads is no advice at all. Using rswiki as your source really isn't good enough.
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Dungeoneering Monsters
Undeads aren't weak to crush, that advice is confusing at best. As for forgotten warriors, those should be crushed at last resort, so if there are any people with a csb, they shouldn't be crushed. So yeah, basically, your advice was very much terrible...
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Dungeoneering Monsters
Ignore sy, he clearly has no idea what he is talking about. Crush should be used on: Forgotten warriors(plate)(only if you don't have mage) Hellhounds Fire giants All skeletons Earth warriors Reborn mages
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Dungeonsweepers (DGS) - Huge changes; read first post.
I generally wouldn't know about keying(as you would need more cosmics), but whenever i get 100 ess at start i never run out- that is making 60 law-70 cosmic-10 astral. On warped that would be 65 law as astrals are useless(only shadow spider poison and that totals around 190 damage, less than a salve). While keying those number should likely be close to 50-90-10 or 55-90.