All_Bogs
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I agree. There are a number of methods to greatly reduce the chance of you wasting a 'rubble phase', but sometimes you simply get the short end of the stick as far as rubble placement goes. Being able to completely eliminate the luck-factor would be nice.
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Thanks for sharing :) Now that the game actually indicates when you hit your maximum, we can hopefully isolate the cause of the problem.
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14-Dec-2010 - Damage Soaking and New Hitsplats
All_Bogs replied to Michael's topic in General Discussion
Suck values? :mrgreen: Considering that the introduction of the weight-check option set us up for a massive re-check of the weight of many, many items (we're about halfway done atm...), I think we'll live through this one. Still, any information you guys post is appreciated. Please include screenshots if you can be bothered :) -
It should properly account for levelling now. I used the following code, should it be of interest: function calculate_xp_gain(skill_name, skill_xp, lamps){ // Input: an XP value and the number of Dragonkin Lamps. // Output: the amount of XP that will be gained. var xp = skill_xp; var i; // Use the lamps, one by one. for(i = 0; i < lamps; i++){ lvl = xp_to_level(xp, skill_name); xp = xp + Math.floor((Math.pow(lvl, 3) - 2 * Math.pow(lvl, 2) + 100 * lvl) / 20); } return xp - skill_xp; } Edit: uh, yeah, the comments fail to mention what 'skill_name' is for :oops:
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14-Dec-2010 - Damage Soaking and New Hitsplats
All_Bogs replied to Michael's topic in General Discussion
His ultimate attack is probably of an 'uncategorized' (meaning not melee, range nor magic) damage type, so soaking won't affect it. And thank god for that :P -
I don't know. A lot faster than two hours, that's for sure. I'd say 10 minutes or so, for a quick run.
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That's great, but like I said, I've encountered both level 26 and level 203 Mercenary Leaders while doing a dungeon all by myself. Per that theory they should all be the same level, right? As for the 'you're playing a demo' argument, isn't the point of a demo to convince people of a game's quality, such that they'll end up purchasing it, or a subscription to it? Mercenary Captains aren't really 'hard' to beat, as using the proper strategy isn't really that challenging. It is however pretty darn boring, especially in F2P, as you'll be hitting even more zeroes. If I were to run into an encounter like that in a demo version of a game, I'd probably question the developer's ability to create balanced and entertaining encounters for the premium content... The proper no-damage strategy seems to involve waiting for proper spawns. Waiting and getting lucky just don't seem to be concepts you can base an entertaining encounter on. The only thing it tests is my patience.
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Apparently there's some (permanent) despawn issues related to Nefarian. It's probably why there's so many high calibre guilds stuck at 11/12 for the time being. I hope Blizzard can works things out before the next raid reset; with Nefarian being the gatekeeper to heroic difficulty for the Blackwing raid, there'd be a huge cabbagestorm if many of the top guilds get delayed by a week due to a bug. I've been keeping in touch with the guild I spent most of my WotLK raiding time in, and they're having a pretty hard time with the 10-man bosses. Considering that they're at a respectable ranking even with only 5 boss kills, it seems that they're not alone in this, either. That said, considering the speed that they've been levelling at I don't really regret not re-subscribing. I don't think I'd have enjoyed the levelling experience if I'd have to rush to level 85 in a few days' time.
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You're right, they did mention that you'll be penalized if you take an exceedingly long amount of time to clear a floor. I've never really noticed it myself, so I guess I'm not as slow as Jagex allows one to be. I'll do something like a 2-hour run of a small floor later and see if that makes any difference. If the time limit's even more lenient than that it's pretty much safe to disregard it. Edit: two hour dungeon run, small floor, 14/14 rooms cleared. Same amount of floor XP awarded as I got during the usual runs. The time limit either doesn't exist, doesn't work, or is so lenient that it doesn't matter. How sure of that "definitely" are you, Zaaps? :P
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I meant prestige value as in the 'previous progress'; the two-digit number. Thus, your own combat level, and your "combat level relative to the group's average", don't seem to matter at all. Your group's average combat level probably does matter, though it's also been suggested that it the entire difficulty scaling system is based on constitution level instead of combat level... Yup, I'm sure of it. One unexplored room was a dead end I didn't explore on purpose. The missing room was entirely surrounded by explored rooms. It just doesn't make sense atm...
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The mercenary leader definitely seems to be tuned in a strange way. From what I hear, the difficulty scales with the amount of players by having the guy call for more troops, not by actually increasing his potential maximum combat level. I'd say this makes things easier for larger groups, as quickly rushing in, getting in a few hits and then porting out again while the reinforcements arrive is just more efficient like that. I also wonder what's up with the wide level range of the Mercenary Captains you encounter. While soloing, I've seen them as low as level 26 and as high as level 203, which just doesn't feel right. I've actually encountered a level 203 MC right in the first room beyond the starting zone. While it may be beatable at that point through patience and fighting dirty, it will take a long while as the MC has a TON of hitpoints and at higher levels, quite a bit of armour as well (concrete robes I say). At that point you might as well quickly reset the dungeon, as fighting it like that just is no fun at all. While it's not impossible, it does seem to be poorly tested and a bit out of line with other challenge rooms. If anything, I'd like to see their defence lowered drastically. It's just so annoying when you get in a few precious hits which end up doing a grand total of 0 damage, it feels like you're not making any progress at all when that happens and the waiting gets annoying fast.
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That's a good idea. I'll calculate that from now on. Floor XP increases way faster than prestige XP. For each floor I go up (currently in the mid 20s), floor XP increases by a couple 100, and prestige XP increases by ~24 per floor. The "increase-in-floor-XP" vs "increase-in-prestige-XP" ratio isn't constant, either, as floor XP gains between floors keep increasing whereas prestige XP increases seem to be constant. Room types don't seem to matter at all. This seems to be not-quite-correct :S. I tried F4 on my second account (with Prestige 4), and got 272 for both "Prestige 4" and "Floor 4." Then, I did F5, increasing my Prestige to 5. I re-did 4, and got 276 for "Floor 4" (and 0 for "Prestige 5", of course), 4 higher than the previous time. Everything was the same (and the dungeons were finished completely) except for the xp. Yeah, that claim isn't true. The simple fact that prestige XP increases slightly as you go up in floor-number invalidates it. Still, your observation is very odd. I did a floor today with three other people, and between the four of us we all had different prestige values. Yet all of our floor XP rewards were identical. We also had different combat levels, so if anything, only the group's average combat level seems to matter. A lot of data just isn't making sense right now. Very annoying. I've fully cleared floor 28 a number of times, each time yielding the same amount of floor XP. Clearing 13 out of 14 rooms, however, yields more XP than clearing 14 out of 15 :|
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The entire barrow gloves issue is a pretty big flaw. If the only way to wear them at 10 defence is to break the rules and get your stats reset, it needs to be addressed as soon as possible. I guess putting (appropriate) defence level requirements on the gloves could restore things to how they used to be. Or maybe a 'quest reset' where quests are wiped and all quest-related items are purged, that'd take care of most other issues too...no idea if that'd be feasible though. This was probably just an oversight which slipped through when they came up with the stat reset system, but it's a bit disappointing that it hasn't been corrected yet.
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Thank you for your submission and welcome to the forums :) This item still seems to be missing, I'll go ahead and add it. When you equip it, does it temporarily boost your DG skill by one, like with the other capes?
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Hiya, thank you for your submission :) I've given the Dragon pickaxe entry a grey background to identify it as a P2P item, and added '(Members only)' to the Living Rocks section header. I'll discuss with other crewbies on how to deal with the 'mining aids' section; it also still includes quite a few references to 'achievement diaries'. Changes should be live shortly... Edit: and done.
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Thanks for your submission :) This is indeed a useful shortcut. I haven't done the quest myself yet as my levels for the most recently added skills are lacking somewhat; so it'll be added to the quest guide by another crewbie shortly.
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While our bestiary entry doesn't say anything on it, RSWiki claims (using big bold font, no less) that you don't need a tinderbox to light the pillars, so it shouldn't be an issue.
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Yeah, that isn't important. My order was 29 -> 30 -> 28 actually.
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That's definitely odd. Also, it seems that Prestige XP does vary based on the actual floor you're doing... I just cleared floors 28, 29 and 30 under the same conditions. Same size, same complexity, all fully cleared. Floor 28 - Prestige 40: 8311xp Floor 29 - Prestige 40: 8335xp Floor 30 - Prestige 40: 8359xp It isn't (just) related to the total amount of rooms, either. Floor 28 had 13 rooms, floor 29 had 12, and floor 30 had 14. With some luck, the jumps of 24xp might remain constant...
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I believe so, yes. In the meantime, I've been scribbling down some numbers. I've cleared floor 29 two times. One time I cleared 12 out of 12 rooms, and the next time I cleared 14 out of 14 - both times I got the same amount of floor XP. Now to find out how the ratio works. It might be possible that it simply considers the amount of rooms you've missed, in which case 11 out of 12 rooms would award the same XP as 13 out of 14. Is that combat level modifier in addition to the 50% cut you get on F2P if you're over level 90 (my link, what link :S)? Seems a bit unfair to grant lower levels more XP simply because the dungeon 'is harder' for them, since they're also contributing less than higher level players...
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Thanks for your submission :) Eep, they're not mentioned on the site anywhere. I'll start adding them to the relevant places as soon as possible. The itemsDB entries are up! Edit: added to the crafting guide and the calculators as well. Think this is done.
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Well, the link between 'floor XP' and 'prestige XP' is simple enough. If you clear, say, floor 35 while having 35 prestige, both values will be equal. So the XP value for 'prestige X' is equal to the amount of floor XP you'd have gotten had you cleared floor X just then. Things that directly affect floor XP (as opposed to indirectly via modifiers) seem to be floor number, complexity, party size and # of rooms cleared. Oh, and of course the (F2P & > 90 combat) tax. The # of rooms cleared thing seems to be a fraction. For instance, sometimes you get a medium dungeon which has the full amount of 32 rooms, and sometimes you get one which only has like 29 rooms. If you clear 32/32 or 29/29, you'd still get the same amount of floor XP. I'm not a 100% on this, but I believe I've noticed a pattern that seems to support this in the past. At any rate it's interesting to try and find the formula. Keep us posted :)
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Defeating the Lich King on heroic difficulty in WoW. That fight is madness. Other notable WoW achievements include getting server first 'the Seeker' and obtaining a shiny Ulduar-10 drake on my tank-alt, still during patch 3.1. Tanking Mimiron in the last phase while having to tango around flames that actually chase after you, yeah, that was pretty hectic :P Beating the SDA time for Turtles in Time by quite a bit. Fully completing Super Smash Bros Melee. Having a skill in the top 100 on the RS highscores. Admittedly, it was less of an achievement back then than it'd be now :P
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That was apparently a connectivity issue, it should be working properly again now.
