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All_Bogs

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Everything posted by All_Bogs

  1. How did I not see this :unsure: Unfortunately no active crew members have a high enough DG level to encounter this puzzle room. As a result we're lacking a good-quality screenshot. Also, I suppose it's hard to write up a good description without hands-on experience. I definitely don't recall this puzzle being in the actual skill guide. At any rate, thank you for the submission, I'm sure we'll make use of this information once we've got everything we need :)
  2. The cat disappeared. A one-way trip to completed submission for this topic, then.
  3. Hiya Water, thank you for your submission :) I reckon it's taken straight from the KB, as I don't think anyone on the crew has a gravite weapon. Still, we'll need some confirmation, so could you post a screenshot of the token cost? (If it's on 99% and it says you need 1,000gp and 65 tokens that'll do too of course)
  4. Basically, if the calculator says you need 10 urns to get to the next level, it means you need to keep fishing until you've filled and teleported 10 urns to get to the next level, for example. Urns don't really fit in well in our calculator framework, this is the best I could come up with. And indeed, if you wish to find out how many fish you'll end up catching, you'll have to do some manual math. Typically urns are the defining factor, though, so I don't think that's a big problem.
  5. Can you reliably get in two pickpockets every time, or does it require decent timing on your behalf?
  6. http://www.youtube.com/watch?v=YEv4v7uzxWE Baldur's Gate series had a ton of awesome (battle) music. I like this one best :)
  7. All_Bogs replied to The Observer's topic in Off-Topic
    MLG ended up being a bit disappointing. In between all the technical difficulties they ended up showing a whole four games. Hope today will be better T.T
  8. It's live: http://www.tip.it/runescape/index.php?page=ew3_puzzle_guide.htm
  9. All right, that's settled then. Apologies for any inconvenience caused.
  10. Hey there, I've found a few small mistakes in the code. Most browsers simply ignore them, but IE8's compatibility mode seemed to choke on them. Could you confirm if it's working for you now?
  11. Hey there, I can't seem to reproduce the problem. What browser are you using?
  12. Thank you for your submission, I'll look into adding these shortly :)
  13. Heh, I'm the other way around. Can't sleep without a blanket or something covering me even if it's crazy hot :P
  14. Well, it'd take a pretty terrible musician to make the Magmoor Caverns theme into something that isn't awesome, considering that it's a remix from Super Metroid's which is pretty awesome in its own right. That said, the Phendrana theme's pretty cool too, love the piano in it. Credits theme is also really memorable. Fun to see Ikaruga mentioned here, thought it was relatively unknown. I picked it up the other day, it's a pretty badass game. Heard it's available for cheaps on Xbox Live nowadays with fancy HD graphics, too. And to introduce a new game to this topic, I thought that Paper Mario & The 1000 Year Door was really enjoyable. Considering the cartoony graphics style, Rogueport's still pretty atmospheric.
  15. All_Bogs replied to The Observer's topic in Off-Topic
    TSL games were excellent for the most part. Can't wait for next weekend :)
  16. Sometimes you're unlucky, and a stat boost almost immediately decreases by 1 upon using it. I guess that's what happened to you, as everywhere I read it is claimed that the skull gives a +6 bonus. Thanks for your list of monsters that drop it. What's your source on it, though? Personal research? Also, I was under the impression that the RoW merely increased the chance of the skull dropping (making it a valued rare drop much like the shield half of old).
  17. The dungeoneering guide boss entries will remain compact. We will only list the boss' attack styles, particularly strong special attacks, and one or more recommended ways to fight them. Anything else should be covered in the boss' bestiary entry. Also, please note that this is forum's just for corrections. You don't have to relist everything a boss does if it's already mentioned on the site. With that in mind, let's look over what we've got :) The concept of weakness is a bit annoying. Generally speaking, if a monster has listed weaknesses, it implies that he has strong defence against those styles not listed. Maybe 'vulnerability' would be a better term. A monster which truly has no weaknesses would be a bit challenging to fight, whereas a monster not having any vulnerabilities would merely imply that nothing is, well, super-effective against it. In my experience, behemoths are not vulnerable to any style in particular. Stabbing, slashing, pounding or ranging, they all seem to have a good chance of hitting him. As for stalkers, the plane-freezer is resistant to ranged - smuggler even says so when asked! Demons generally are susceptible to magic, though it isn't listed specifically for Bal'lak and Kal'ger, as those two don't seem to have very high defence to other combat styles. I doubt that combat styles have much do to with weaknesses. Sagittare's weak to slash, because he's in ranger armour, which has low slash defence. Likewise for magic users in robes - no ranged defence on those. Geomancer's definitely not weak to ranged - it works, but it isn't more accurate than other styles. Gravecreeper's weak to slash, being a zombie. You're probably right about him being weak to magic as well. Gulega's weak against bloodrager summons, that's for sure. Ranged seemingly hitting more than stab might just be because, well, ranged gear has a higher attack bonus. For your reference, both Icy Bones and Icefiend are weak to stab (racial weaknesses). If magic would be effective against one of them, it'd probably be Icy Bones, as he's mostly a melee combatant. Does that include the gluttonous behemoth? I've never seen him use trample. It should be listed for the other behemoths. As stated above, in my experience he's susceptible to any attack style. He uses a ranged attack, too, where he spits icicles at his target. I've never seen him switch exclusively to melee attacks when low on life, though the smuggler's info does seem to hint that he'll prefer a target standing between him and his food. I'll add that to the bestiary entry. Astea has decent defence against all melee styles. I never noticed stab to be stronger than slash when I was using a rapier. Also, even in ranger armour, I found that praying against magic prevented more damage than praying against melee. The spiders aren't very high level. Maybe it's different for 5:5 groups, but yeah, who does 5:5 frozen floors... Weak to stab, uses melee (prayer partial), ranged and a freezing attack. Think we've mentioned all of that. Magic might do all right damage wise, but his non-stab melee defences aren't stellar either, so melee will likely outdamage magic. Also, I don't think you'll have a wonderful time tanking his melee hits in robes. He's weak to stab. Why would you pray against ranged? Metal armour will protect you against his ranged attacks, so I'd go with praying against magic. We've mentioned the other things. Crush attacks wreck the skeletons, although magic is nice, though, as you can camp next to the skinweaver all day long...all mentioned in the bestiary entry, though. Geomancer has decent ranged defence, definitely not his weakness. All melee attacks seem to work well on the bulwark beast. You're right about the magic resistance though, noticed that the other day. I'll mention that in his bestiary entry. Crush attacks wreck the cursebearer; stabbing with a rapier wasn't particularly effective in my experience, and neither was ranged. Magic drain is certainly a concern when use magic, I'll mention that. The blaster specialisation can ensnare Rammernaut? Cool, I'll add that to his bestiary entry. Stomp's slow-moving rock is mentioned. Praying against ranged reduces damage by 50%. Unless Sagittare's has a low level, you really don't want to use magic against him. In my experience, crush attacks work rather poorly against the Riftsplitter, but stab attacks perform okay. Stab works very well against the Night-gazer, but you're right, ranged should be mentioned. Seems that Shadow-forger has no weaknesses listed. It's certainly weak to ranged and stab, and slash attacks also wreck it. The goo will also hit you in melee range, and you can pray against ranged for half damage. Getting hit by his charged blast is awful for mages, but you shouldn't be maging this boss anyway. I'll mention the ability to gatestone teleport from his charge attack in the bestiary entry. Everything else is mentioned in the bestiary entry I think. You're right about the magic bit, it works surprisingly well against all of them. Their attack strengths also seem to be right, even in ranger kit I found myself praying against magic. I'll update that. I'll also mention to use entangles specifically against the warrior. Again, I found that the runebound behemoth is equally vulnerable to all attack styles. Even ranging him in plate armour works reasonably well. I'll expand its bestiary entry to properly describe its attacks. Your descriptions seem to be spot on. I'm hesitant to call him a ranger. If you stand in his face, he'll melee you all day long. His close combat attacks are pretty darn accurate, too. Still, as a zombie, he'll be weak to slash. You're probably right about his weakness to magic. You can pray his melee swipes, I believe. Ranged partial, will add that. Standing on the purple goo will also drain prayer. You can dodge the entangle and weaken spells by moving around? Cool, didn't know that. At any rate, they can be partially resisted through praying against magic. Prayer offers partial protection against the skeletons then, great. Don't worry too much about notes for Flesh-spoiler, he's rather easy to deal with. Would love to hear your input on Yk'Lagor though, as we don't have anybody on crew who can fight him (though I'm close!). I can't really comment on the warped bosses as I have no hands-on experience with them. Most information comes from YouTube footage. I'll go over your notes carefully. With my rapier and some melee juice, I'm hitting well into the 400's. My maximum ranged hit is like barely over 200 with fancy arrows. Even if the hit-rates were 70% to 90%, melee would still outdamage ranged. Plus, ranged likely hits more due to the crazy attack bonuses given through gear. I disagree on mapping melee styles to other combat styles, too. Some monsters are weak to certain melee styles, that's all there is to it. Rammernaut's stab defence is relatively low, but with ranged you'll be hitting 0s all day long. True, but we also got to keep in mind the people who visit our site. People who have a 5:5 C6 team running are likely to already know how bosses work, so relatively few of them will consult our guide or bestiary. Um, I didn't update anything yet :blink: I'll add that tidbit to the gulega's bestiary entry, though. Astea is weak to ranged but has relatively strong melee defence, including stab. Rammernaut is weak to mage but crush is worse than stab against him. Be careful when generalising. I'll go over your listed weaknesses carefully. I think I've discussed most of them in an earlier part of this post though. You seem to generalise a bit too much at times...I fear that the assignment of boss weaknesses was mostly done in an ad hoc fashion. At any rate, thank you for your detailed posts. I'll go process them now :)
  18. This is what the KB says about it: You can only receive prestige contributions to your Dungeoneering XP once per floor. Play a floor for a second time and the game will attempt to do the following, in the order shown: If a lower floor of the same theme (frozen, abandoned, etc) has not been raided by you, then the floor you raid will be treated as if it was this lower floor. This means that the lower floor will be counted as complete (ticked on your floor interface before a dungeon) and your base value of XP will be calculated according to this lower floor. If a higher floor of the same theme (frozen, abandoned, etc) has not been raided by you, then the floor you raid will be treated as if it was this higher floor. This means that the higher floor will be counted as complete (ticked on your floor interface before a dungeon) while your base value of XP will be calculated according to the floor you are currently raiding, NOT the higher floor. If there are no floors of the same theme (frozen, abandoned, etc) that have not been raided by you, you will receive a 0 XP prestige contribution to your base value. So, if you've completed all floors of a certain theme, you'll get 0 prestige XP for redoing a floor of that theme, much like before.
  19. No rush, take your time :) I'll hold off from responding to actual content until you're finished for organisational purposes, though. Don't want things to get messy :P
  20. Hiya Teemupets, thank you for your submission! According to Twitter, Jagex took note of K'ril Tsutsaroth and companions being incorrectly classified as lesser, but still pretty big, demons. They responded, saying that they'd change them to greater demons in a future update (see here). Furthermore, the wiki page on him claims that he's since been quietly updated to be classed as a greater demon. So, while we're obviously wrong, claiming two different things, I'll have to ask if you were 100% sure if you were on a lesser task. If so, I guess we'll have to poke somebody with a greater task to go in and see if he counts as a greater demon as well. Maybe he's both at once :unsure:
  21. Thanks! It's a bit blurry, you still clear enough to see that only defence is being lowered by the tiniest amount. I'm guessing that the "10%" bit is indeed still a leftover from the old 99 hitpoints system. I'll correct that, and add a note on it only lowering defence in PvP combat. Credit get!
  22. Thank you for your submission! I've corrected the entry. It is now properly marked with an asterisk :)

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