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chenw

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Everything posted by chenw

  1. That's a surprise, so we have 80k left in the coffers instead of 60k...
  2. That happened for a rather brief amount of time (less than a day IIRC), and as far as I am aware, it was unintentional to be that high.
  3. Just what ever you do, do not miss any scroll missions. You'll be glad you didn't once you get to longer voyages.
  4. The price floor is the wilderness coin conversion value, and for helm it's only 500k, compared to for example chest, which has a wilderness coin value of 5m. From that perspective, helm is flat out inferior to make than chests, so I'd imagine that's where the lack of sellability of helm came from. (also, from the gp per lacquer point of view, helm is worth just over half as much as a chest per lacquer, making helms an extremely poor option to make for cash). the whole "make port armor sets worth as much as Nex sets" was either a hoax or it was simply NEVER going to happen, ever (in no small part because PoP tradeable armor can never be repaired, and disintegrates when it dies.)
  5. 8. No, especially with the existence of T90 spells. AFAIK, Polypore strike has a lower tier cap than the surge spells (details are too long to post here), Basically all surge spells do close to full t90 damage when you use Wand and book/orb (in other words, dual wield magic), and staves are either equal or lower than dual wield. In a nutshell, use surge spells 9. All and Hybrid work slightly differently when it comes to defence, as far as I know the difference is quite small when dealing with gloves. Perhaps someone can give better details.
  6. Please, we all know Tiny Tina makes better explosions
  7. Which, for some really bizarre reason, beats the Melee and Ranged equivalents (TokHaar-Kal and Ava's Alerter), despite being arguably the easiest of the 3 to get,
  8. God spells got nerfed into the ground in EoC, and as such it is no longer useful at all past level 70. God staves are just T60 staves, but God cape remains one of the best Magic crit capes in the game (AFAIK, it is only second to Comp cape for crit).
  9. While you guys are doing that, I'll go and find myself the Stone of Jas, abuse the hell out of it, along with Guthix's power and Anima Mundi juice, and say "F you Dragonkins" and kill them all, and subsequently destroy all gods with the stone (Saradomin first, since his elder weapon annoys me, and Sliske too)., preferably literally...
  10. 1.5 XP is used to determine whether opening a door is on the Main path rather than a Dead end path, and shared XP makes determining that XP more difficult, hence most high level DG clans switch off shared XP (which, ironically, has nothing to do with the XP in itself) 2. Crew Traits add bonuses and/or penalties to the crews' effectiveness. Since you only asked for crew, I'll label the most prominent ones here: A. Solidarity (First Mate, Eastern Overseer, etc) Gives + stats for every unique crew member you have on that ship, which also count itself and the captain. Due to the stats of the crew it comes in, it is very useful on Dual stat voyages and ESPECIALLY triple stats B. Rallying Cry: Increases the rate which your crew gain levels C. Resurrects: In theory this allows the crew to resurrect any crew member that dies on a voyage, with the added penalty of locking the level of the resurrected crew. In practice it also wipes any base stats the resurrected crew has, which makes this trait totally useless D. Merchant: This improves the amount of normal and trade good you get on a voyage, pretty much a staple. Most of the traits have in game description as well, just hover your mouse over the trait and it will give you the details. But if you mean the text that lies on the very bottom of the crew stats, those are flavor text and does not tie, in anyway, to the crew's stats. 3. I would not worry about trying to get all the fragments in due time. Unless fragments is all you are after, the drop rate is approximately 150~200 fragments an hour, assuming you only kill the guys and do not skill at all. If you also gather tears, you'll have plenty of time to get the fragments (150 a day is EASILY doable, even without dedicated killing, and you only need 6000, so 150 a day will get all you need in 40 days, and there is at least 50 days left in the battle).
  11. Banned because I haven't banned in a while ~Tim "Now you owe me one for changing the subject..." ChenW2
  12. Maces are no longer the cheapest (in fact the main hand is the most expensive part atm, or at least last time I checked), but the Off hand is still the cheapest out of the 3. It used to be Maces were cheapest because of the 'apparent' damage on Long/Rapier being higher than Drygore maces that got them their initial prices, but the word is spreading that DPS is what matters for Abilities, not actual damage per hit. And to answer Q's question, before the critical strike update, all ability critical strikes always hit its maximum possible hit, and so was useful in determining what actually went on behind the scenes to calculate ability damage. Long story short (no pun intended), here were my conclusions: 1. The slower the weapon's speed, the higher damage it did with abilities, but the difference was minute (~1% difference between Fastest and Average speed, with Fast somewhere in between) 2. Any equipment that adds damage (GWD, Nex, etc) had greater benefit on Fast weapons than Fastest or Average (the latter two having the same effect), but the ranking of the 3 speeds remain the same, though fast was really close Average when there was only +23 damage. Basically, there seems to be a rather small DPS difference between Fastest and Fast, whether that is still true or not now is very hard to tell, since ability criticals now have a range of possible hits rather than just 1. But for most intents and purposes, the difference between Long and Rapier is purely cosmetic, and the difference between those and Mace is basically <1% extra damage VS +9 prayer bonus.
  13. Actually my experience had been vastly different from yours Tieszen, but mostly thats due to work schedule that I could not send out ships more than twice on weekdays, so towards the end of a region I was getting 80% or so success chance on Scrolls. Also, my view is that once you reach pincers, you should be concentrating on Trade goods since that's where most of your trade goods come from, and Scrolls directly conflicts with that goal. And it's not as if you have anything more important to send out in lower regions that would actually benefit you in the long run. Besides, scrolls, failed or not, also count towards progress into next zone, so I'd get them earlier rather than later, when it becomes a more painful choice of trade goods vs scrolls in pincers. Slayer: If you can get 60% on scrolls, that's enough. It's my general benchmark for sending out on voyages.
  14. Chimes also tend to get used up faster than steel does when you roll crews, so generally you only have to look at his chime vs steel count to see if he has been hiring crew for traits. On a side note: Nearly at 250k steel now. 227 or so Chi, 189 Plate and nearly 200 lacquer, nearly maxed out trade goods.
  15. I'd also recommend not doing the story missions until the very last zone due to: 1. Story missions do not get harder if you leave them until next zone (IE a 2000 Morale story will still be a 2000 morale story until you complete that particular story, whether you are in zone 4 or zone 6), which allows you to complete them with greater chance of success. 2. Story Voyages do not contribute to Mileage (and therefore zone progress), so doing them in Zone 6 will negate that downside But, that's assuming if: 1. If you do not need any of the other special voyages available, then do the Story. 2.This does not apply to the first story (you need it to unlock the special voyages). Lastly, scroll voyages follow the rule of the earlier the better. Try not to miss any of the early scroll missions because it'll gradually become a large pain to get later on.
  16. I have found several problems that some i have found work arounds for, others, not so much: 1. During banking, it is possible to chat, though you need to click on the chat line in order to do so. 2. Banking causes your abilities to get locked out for some bizzare reason (probably the variable set to switch the action bar back on after banking isn't working properly). Searching for anything during your banking and then hitting enter, exiting the bank screen solves that problem. You'll know your abilities are locked out if you see the keybinds of your action bar being greyed out rather than lit up. 3. Either soul split isn't working on the action bar, the right most action bar button key bind isn't working, or binding stuff to V is banjaxed, but my bar won't respond to my SS (it's on the right-most action bar button, and it's assigned to V).
  17. Use the 10% boosts to up your chances (i used 3 of all 3). Never let your merchant off that voyage.
  18. I know of people from a great number of age brackets, 30's, 40's. 50's heck even 70's who play RS or other MMORPG's. I don't think it's the physical age as much as the mental age. I don't care if you still wear diapers, but I tend to find a few people who should still be in diapers.
  19. You can, just move your units ontp the city and tell them to fortify (the same button as you would fortify units outside of the city to heal), that's basically fortifying a city with a unit, the attack strength of the city will take any units within the city into account. (Ranged units can also attack units outside of the city while inside the city, and they cannot be harmed while the city is intact, but automatically dies if the city falls). They changed Civ 5 unit count because units are not killed straight off in single attacks anymore (unless of course your unit grossly overpower theirs, like Death Robot VS Bowman). Lastly, they only recently changed to the hexagonal map layout in Civ 5, every civ before this have been squares, which may account for the weird feeling.
  20. I was under the impression that Varrock wasn't neutral (at least not in the strictest sense of the word). Back in the Myreque line, the advisor refrained the king from taking direct action against the Werewolves crossing the river salve, apparently so that they would not "violate" the Edicts. While back then I may have agreed, as plot goes further, I am inclined to believe that this is adviser's excuse. I think he was planning to have the Werewolves actually attack Varrock so gives him a reason to 'allow' them to invade Morytania since they 'violated' the edicts first.
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