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All_Bogs

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Everything posted by All_Bogs

  1. I believe they restore inbetween amounts, but I was using prayer at the same time which was draining fairly quickly and wasn't pay too much attention but it looked like it does it in 1s. Cheers, and can confirm now. Tested with 95 prayer. Potion restore 307 prayer points. Old formula for regular prayer potion is 25% + 7. 95 * 0.25 + 7 = 30.75 So the new formula would simply be floor(level * 2.5 + 70) I reckon.
  2. Question - do the old (instant restore) prayer potions restore multiples of 10 only? Or will they also restore in-between amounts?
  3. Thanks :) Some other people on staff have also submitted a couple of solutions. I'll add our progress in the first post of this topic in a little bit.
  4. Hey, We've noticed this, too. As the vampyre slayer quest is still called vampire slayer in game (it was last time I checked anyway), there's no doubt quite a few inconsistencies in game that will be smoothed out with the next update. As such, we've decided to let this slide until then - having to check things twice for something so relatively insignificant would be a bit of a waste of time. Feel free to keep posting things where vampyres/vampires appear in game. Should minimize the risk of us missing obscure stuff such as the fishing contest vampyre.
  5. Hey, Some submissions stay around for a long period of time as they may be hard to confirm - quest submissions come to mind. Other, especially those related to recent content such as the Temple Trekking example you mention, should ideally be taken care of more quickly. We're aware of this problem, and we've already been discussing on how to improve the way we deal with submissions. With regards to your second example, I'm sorry to say that much of the information in that submission isn't very useful to us. Take the Darkmeyer hood for example - you provide the item's statistics (or lack thereof, in this case), its weight, its examine and an inventory image. That just isn't enough to fully fill out an items database entry. We'll need more information to properly fill out the notes, uses and location boxes. To get this information, we basically have to collect the item ourselves in the game. Once we have the item, the information you provided (stats, weight, examine) is already at our fingertips, which makes some of the information in your submission not that useful to us. This doesn't mean that we completely want to discourage people from making submissions related to quest items - noting obscure bits of information that we may miss, or information on items you don't necessarily run across is still appreciated. And again, we're working on improving how we handle submissions. Thanks for your concern.
  6. Confirmed, thanks :)
  7. Should work now, sorry about that.
  8. This looks like it doesn't require further action.
  9. Still looking for a member with combat stats under level 25. Rest assured that the calculator will be updated once I find a suitable lab rat :P
  10. I've updated the calculator. Your maximum hit should be 652 right after you've potted when turmoil is running at full power.
  11. If the wiki is to be believed, monsters that have stats over level 99 will not give greater Turmoil boosts - Turmoil will act as if they had level 99 in that stat. Obliv's formula also seems to use this assumption, as he makes you add +9 to strength when you are using Turmoil in melee. As it turns out our melee max hit calculator is a tad outdated. I'll update it with the latest formula from the RSOF and see how it goes.
  12. All_Bogs replied to sarg1010's topic in Off-Topic
    Bought this game some time ago. Definitely worth the $10! TotalBiscuit and Jesse Cox are doing a let's play on this game. They make for a pretty comic duo. ( )
  13. I talked about it and we won't be removing it entirely, but we will be placing almost everything related to obtaining the 'free' death talisman within hide/show block. The quest guide will assume you're bringing your own talisman, though it will still explain who Thorgel is to avoid any confusion.
  14. Great, that matches the value produced by the formula. Think we can safely plug that one in, then. I've been asking around for members who happen to have less than level 25 in their combat skills but those seem to be quite rare. Somebody on the wiki offered that if the Floor part of the formula would end up rounding down to 0, you should use 1 instead. Falsifying that claim will likely only take a single sample so if anybody happens to be in the area, please do try.
  15. Sounds good, I've added it to the Karamja tasks guide. I've discussed the vial of stench issue with another crew member and they too feel that adding it isn't really worthwhile, bottom line being that almost nobody has one banked and making one is slower than just buying some silk. We won't discuss this further. Still, as always, your suggestions are appreciated :)
  16. Taking care of the Slayer skill will be easy - a formula for levels under 30 is already available but it was commented out as the calculator's notes claimed you can't use zeal for Slayer levels lower than 30. So yeah. For the other skills it will be harder. The formula for determining XP per zeal for the attack skill is Floor(level² / 600) * 525. For levels under 25, the Floor(level² / 600) bit would end up being 0, so you'd be multiplying by 0 which doesn't really get you anywhere. Something similar occurs with the other skills (except Slayer). Did you happen to write down how much XP per zeal you received for skills under level 25? That'd be very helpful to know.
  17. Not too sure on the item list. I think it's just included given as it appears to be a part of the natural quest progression, and it also presents an opportunity to get a "free" death talisman. Also, back when the quest originally came out, buying a death talisman wasn't as easy as it is now. Given their price it seems to be something that could be removed - nobody will bother completing the list for a talisman that's worth an entire 1200 coins. I'll discuss that with the others. Not all guides necessarily cover all details. A skill guide typically does - a paragraph on obelisk locations surely should cover all obelisk locations at any rate. Maybe guide is a bit of a misnomer for the task guides - they're more of a walkthrough. Bottom line being that not all guides are equal. Yeah, that's a pretty wordy explanation. I don't mind the mention of gems from the Cleanup activity too much - it does indicate that people can get all of the required items from the activity itself if they're not willing to spend some coins. It should probably be rewritten to be less wordy, though. As for the vial of stench, I doubt that we're going to agree so I'll ask for a second opinion on that one :P
  18. Thanks for bringing this to our attention. I'll look into it :)
  19. The idea of the guide is to explain the best / fastest possible way of accomplishing a task, while also describing any potentially convenient alternatives that might be available. I feel that the odds of somebody randomly having a vial of stench are pretty low, and making a vial of stench from scratch isn't very convenient. As such, listing this slower method would be pretty redundant. You can't just keep adding things to a guide without impacting the quality. People reading the tasks guide just want the most convenient solution, and they want it now. Every little piece of text you add to a guide will result in more time being required to read it. I think it's reasonable to assume that somebody might have some irit, a vial and a knife in their bank. Bowls, maybe. Onions, probably not. Having to fetch onions first and then visiting the guy in the Thieves' Guild definitely seems slower than hopping to Al Kharid and getting some silk there. This method may be useful to people who have not yet completed the Shilo Village quest? I'm not sure, but I think that may be the intent. Obtaining a death talisman over all the random items saves a ridiculous amount of time for every single person who does the quest. That's hardly comparable to a very small chance of a person using the tasks guide saving 20 seconds by not having to buy some silk because he just happens to have a vial of stench in his inventory. As for the summoning guide, I do think that the intent is to list all locations for the sake of being complete.
  20. All_Bogs replied to The Observer's topic in Off-Topic
    I even get the "what are those infestors doing there?!" vibes while watching pros play. I'm guessing poor control on Templar and Ghosts is just as common, but it's just that poorly controlled Infestors stand out a lot more as they're friggin' huge. As for Day9, I love his show but I can't say I really like his casting. He just screams too darn much. I agree on Tastosis being about as good as it gets. Glad to see that they're back for the next MLG tournament. Unfortunately I won't be able to watch it T.T
  21. Thank you for your suggestion :) I don't want to sound negative, but adding this method seems to be a little redundant. People don't really tend to have a spare vial of stench (a) lying around in their bank. Teleporting to Al Kharid and buying a piece of silk seems to be easier then making chopped onion, making a vial of stench, travelling to the Thieves' Guild and having Robin enchant it. Right now, the text does seem to indicate that buying silk from other players or from the stall in Al Kharid are the only two options. I'll adjust the text to make this sound like suggestions instead.
  22. Thank you for taking the time to report this. But as Sy says, you get XP in three skills, not just Agility. Don't always blindly trust the XP counter! ;-)
  23. I tried to position To'Kash such that he would be blocked by a pillar but didn't manage to do so. He seems to be too large to fit between the pillars at any point in the room. I did manage to find a spot where we could happily melee each other but where the freeze still wouldn't hit me though - seems that him being unable to melee you is not a requirement to avoid the Freeze attack. I'll add a line on being able to avoid the Freeze attack through positioning and include a sample image. I'm sure people can figure out what works for them. Thanks :)
  24. I added a note on being able to use both normal and ornamental items in the introductory text, too.
  25. Good idea, actually. Sometimes the ornamental (o) items are locked behind a door with a crazy high thieving requirement. In those cases using a regular item would be ever so slightly more convenient. Thanks :) The unholy symbol and the cave eel remain marked with the (o) as non-ornamental versions of those items don't exist in dungeoneering.

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