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03-Apr-2013 - Dungeoneering Dual Wielding and Charming Imp
chenw replied to chenw's topic in General Discussion
Patch Notes: The following fixes and tweaks have now been implemented. If you believe a change has not been documented, either in the patch notes or the news posts for this week’s update, please detail the change so that it may be added. As always, be sure to submit a bug report should you encounter a gameplay bug or graphical glitch in-game. Graphical: The runes on the Wilderness sword have been adjusted to make the meaning clearer. The animations for Chronozon, Delrith and Nezikchened have been corrected. The items in the scimitar shop in Al Kharid have been updated to use the new scimitar models. Oziach has now invested in some more up to date rune armour. Some sections of blocking have been added to the Wanderer's tent in the desert. A pond in Taverley no longer has black sections near its edges. It should no longer be possible to move the camera into the Zanaris trees. The ground near Otto's house has been levelled out slightly to stop players feet from disappearing into the ground. An issue with the mime mask causing the players’ heads to disappear. A minor graphical issue with a door in Brimhaven has been fixed. A tile of underlay that was covering a ladder in Ardougne has been removed. An animation issue whilst firing the magic shieldbow has been corrected. The off-hand paladin blade cosmetic override no longer clips through the player's leg while in combat. An issue with Kennith's chathead in the Slug Menace quest has been fixed. Blocking has been added to the cliffs approaching the Citharede Abbey east of Al Kharid. Old Man Ral's hat now sits on his head. Ghommal no longer has multiple skin colours. A stretching issue with Drunken Ali has been fixed. The wield and sheath position for the swag bag has been adjusted. Quests, Challenges & Achievements: Juna has a small amount of new chat for players who have completed both The Chosen Commander and The World Wakes. The TokTz-Ket-Dill quest requirements have been updated to reflect the change in the rune pickaxe wield requirements. The armour on the quest variant of the TokTz-Ket-Dill has been reduced to allow players to hit him with a pickaxe more frequently. The quest requirements for The World Wakes now correctly gain a strike through when a player meets the requirement. NPC names now fit correctly in the overlay provided in the Salt in the Wound quest. The quest start icon has been added to the start location for Swept Away. The quest starting location hint arrows have been updated for Missing My Mummy to point at Leela's new location. Skills & Minigames: The floor the player has reached will now display correctly on Dominion markers for Dominion Tower's Climber mode. Treus Dayth will no longer teleport so much in Dominion Tower. The Black Knight Titan in Dominion Tower now heals a more respectable amount during the fight. Damage-over-time effects are now cleared on Arrav in Dominion Tower when he tries to speak. Players can now see each others combat levels in the waiting room for Fist of Guthix. Junior Cadet Mal will no longer show poisoned weapons in his commodities section for Mobilising Armies. Other: Automatons can now be stunned. The Skeletal Trio's drop rate calculation has been revised to bring it inline with the drop rates for other Dungeoneering bosses. Any extra enemy NPCs summoned by the QBD should now be properly killed if the fight ends during a time stop attack. A typo in one of the Tribute to Guthix memories has been fixed. When asking the wrong slayer master for a guaranteed task whilst wearing a slayer mask, there is now an option to take their task or that of a different slayer master. Dragon helm (e), Dragon helm (charged) and Dragon helms now have the same stats. Players can now preview an off-hand weapon in the customisation screen whilst they have a two-handed weapon equipped. The tea flask now heals the correct amount. The level required for Berserk on the Skill Advance Guide has been corrected. Saradomin's Hiss and Whisper now show the correct equip levels on the Skill Advance Guide. A typo in the barmaid’s description of a special voyage in Player Owned Ports has been corrected. Trying to unbind a bound weapon in Dungeoneering will no longer occasionally cause a player to disconnect. The fairy wand is now customisable with wand cosmetic overrides from Solomon's General Store. The Achievement Banner now shows member stats in F2P worlds correctly. The following items can now be used inside a Dragon Keepsake box: Sailor's hat, Doctors hat, Nurse hat, Gold helmet, Fish hats from Hunt for Red Raktuber, and Hallowed / Unhallowed equipment. -
Dungeoneering Off-Hand Weapons (members) There are some situations when one weapon just won't do, and delving into the perilous depths of Daemonheim is one of them. By popular demand, we've added off-hand versions of most Dungeoneering weapons for members, allowing dual wielding. We've also added new main-hand and off-hand weapons for mages, as well as magic and ranged-class shields. Finally, we've added in main-hand and off-hand throwing knives, and rendered a selection of creatures vulnerable to thrown weapons. With the improvements made recently, dual wielding is now on par with packing a two-hander when it comes to dishing out pain. Mages won't miss out either, as the new main-hand and off-hand mage weapons open up all-new options for wreaking magical havoc with devious dual-wielding spell combinations. The off-hand weapons, throwing knives and mage gear drop from a variety of Daemonheim bosses, and can be crafted or smithed by members with the skill to do so. Charming Imp (members only) 100,000 Dungeoneering tokens will now buy you a charming imp: a friendly little fellow with an almost unhealthy love of summoning charms. While sitting in your inventory, the imp will automatically pick up any summoning charms dropped by enemies that you kill, saving you valuable time on prolonged combat or Slayer training trips and ensuring that your supply of charms remains well stocked. He's also capable of sorting collected charms for you: speak to him with a right click, and for each type of charm you'll be able to decide whether he deposits it in your inventory, or keeps it for himself in exchange for a small amount of Summoning XP per charm. This can be changed at any time by talking to the charming imp again. Enjoy! Mod Ollo Requirements: There are no special requirements for Dungeoneering off-hand weapons. You must be a RuneScape member to use the charming imp. The charming imp requires 21 Dungeoneering and costs 100,000 Dungeoneering tokens. Behind the Scenes Video Take a look at our latest Behind the Scenes video here: In Other News We've reverted the default behaviour for depositing items in a bank. As before, you will now deposit a single item rather than depositing the entire stack of items. We are investigating a way of making deposit all a toggleable option in the future, however. Solomon's Store now stocks the imposing Executioner's Outfit, complete with a cruel-looking axe override for mauls and halberds. There's also the Actor's Emote Set, which gives you 18 dramatic emotes. Coming this weekend to the Squeal of Fortune, Sadim's Gloves grant you gold while skilling, and look spectacular as well. More details to come soon. In line with player feedback, the Guthixian High Druid in the post-quest chamber for The World Wakes now offers a 'Reminisce' option, which will allow you to rewatch the cutscenes from the quest. The Tribute to Guthix event has now ended. The patch notes archive can be seen here.
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I was alarmed by the sheer difference between your Royal Dhide figure vs karil's figure, a 50% difference when they should only have been around 25%, assuming that the Royal d hide coif follows the tiering rule.
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Oops, missed that small print
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I think that's taken a bit out of context? Because Royal d hide parts dont all share the same parts as Karil's, which are not the same as Armadyl. If you wear all of the same pieces though they should be more simiar. Karil's do indeed have better defence, but it might not be as big as Sy have suggested (His figure of 1200 armor also includes helm, which you won't be using since you are using FSH, but if you take too much damage in fsh, you might try karil's helm instead.) Also I'd probably wear Ganodermic boots over bandos against BDs as their defense and LP are better against BDs and are dirt cheap. Out of curiosity, what weapon are you using?
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That's partly the reason why I never actually bothered with Jade ship upgrades, stupid? Probably, but by the time I was done with all the other more meaningful upgrades in port, I was done with bowl, so it worked out for me (which also gave me a better reason to upgrade to steel parts lol)
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Anyone else who play Torchlight II? In case you have a copy and haven't played it in a while, they updated TL2 yesterday with GUTS (the official game editor for mods etc) as well as Steam Workshop support. Also updated are more pets (pandas included), more legendaries, more sets and new tilesets. I personally play the vanilla Embermage with heavy points in frost. I haven't beaten the game on the highest difficulty yet, but might start picking them up.
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I'd go for the legs, armorwise the upgrade is bigger relative to both the resources required to make it, as well as its upkeep cost.
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Duly noted, but it isn't about owning the game, but owning the correct version of the game. Even if I own a Chinese version of the game, I doubt I can legally emulate an US copy for example (due to the two sides having different formats, the existence of which bothers me beyond belief). I spent roughly the same on my computer two years ago, and once I get a new desk in my room i'll have it upgraded. I also work on a computer, but due to my job and the secrecy it requires, my work and my home computer can never mix (which is, frankly, a good thing to me, as I sometimes can be a bit careless).
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I got the arcane spirit shield because 1) I always wanted a sigil'ed spirit shield 2) I usually tank the demon for my clan, since we sometimes end up only duo or trio'ing it and wanted to try if it works. Hence the questions.
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I assume 200k Chimes is the max you are allowed, or was the 200k chimes a deliberate act on Unknown's part?
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there goes that idea, ah well >.<
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Even if they do nerf EE, it will still most likely be a t70 off hand, which is still better than anything else available besides Drygores and Chaotics, and for the effort required to get it, it would still be useful until such time where he gets an OH CClaw. Also correction, you only need Drygore main hand really for QBD, off hand is not required if you have EE.
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on the second question, is it yes to "still protect me for 300 damage, and simply takes whatever Prayer I have left" part or to the "would I only be protected for what my prayer point has, which in this case, only for 150 damage"? :P
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Well the chance of your set of trio appearing is only 1 in 5 (assuming all adventurers have even odds), and thats not even taking into account of single adventurer days.
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Hey all Whenever "Spirit Shield" is mentioned in the following, assume I am referring to, collectively, Arcane, Divine and Elysian Spirit Shields, IE those with damage reduction effects. 1. Is there any difference between the 3 Spirit Shields apart from their class? (IE is their absorption effect identical to each other, or do they work only against specific kinds of attacks depending on the type?) 2. Assume that I take 1000 damage, according to the way I understand the effects, my Spirit Shield protects me for 300 damage, and I take 60 prayer points damage. Currently, I only have 30 prayer points left. Does the Spirit Shield still protect me for 300 damage, and simply takes whatever Prayer I have left, or would I only be protected for what my prayer point has, which in this case, only for 150 damage? Thanks!
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I failed my 4th trio voyage (which is also my second fail on the second MCB trio), and it was well over 70% without any random boosts (i won't be using it until I get the trade good trio). Although on the bright side, I just made death lotus legs, which means all 3 legs are finished (now only need 38 more chi, 27 more plates and 64 lacquer till I finish all 3 armors, and the above value assumes I finish other trio... they hate me :( lol) Edit: Can't quite decide whether I want a 4th oxhead or 4th merchant, I still have a Sea Witch that refuses to get replaced as I cannot find the 4th oxhead, I have both a JoD and Merchant ready.
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With fortune, an extra 16.
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You are not the only person I know this has happened to, there was another guy's account on this forums that has location based in China, and got banned, twice (first time was an 'accident', the second was permanent), and he had a less 'susicious' name than yours (the string of 1's as your character name, unfortunately, might have set flags). I think the other guy gave up on the game entirely. Not sure what I would suggest, considering that their anti-gold farming policy seems to be "Rather kill innocents than let the guilty get away"...
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Value and Importance don't necessarily equal each other. Saradomin_Mage was saying that. XP itself may hold no value to you, but without it, it would be impossible for you to reach your goal, so, in otherwords, XP is important.
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I used to prioritise Scrolls over trio missions, and I have been in pincer for over a month and half, I still don't have all trios lol That, and everytime I do them, it fails, I failed 3 of them already. (once on the first WAO trio, once on the first MCB trio and another once on the second MCB trio) Also, currently standing at 63 scrolls and 40 missions, one more and my Woodcutting xp scrim is complete (leaving just 4 more scrims, the 3 crit and rock smashing scrims)
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EE is a major exception to the tiering rule (The tiering rule is applicable pretty much for every other weapon, barring that one) because its base damage is higher than what it should have been. It has the damage of a Fast T70, but speed of fastest, making the damage of EE inflated by a good 25%, recalculating that based on tiers, its around T87 ~ T89, or, if you will, if it is not Drygore, it's not better than EE, if it is, it's only marginally better.
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Since your range of damage with anything (be it your auto attacks or abilities) spans from 0 to max hit of that particular attack (discounting misses), your 'average' damage per attack is 50% of your max hit for that attack. For Abilities, when you crit, you are guarenteed to deal 100% of your max hit. Thus, if you want to work back words, 100% crit doubles your DPS (or if you will, 100% increase of your dps), and so every 1% of crit improves your dps by about 1%
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You can indeed. Confirmed, did it over 3 times myself. Also, got my Seasinger top, only 7 more Chi voyages till full... I am working on replacing of my pandora's box to a jade statue (don't ask, but there were days where I actually didn't get any randoms, and i had a bad streak once, so I got it).
