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All_Bogs

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Everything posted by All_Bogs

  1. Hey, thanks for your report. According to the RSOF topic we use as a guideline ([qfc]154-155-606-60798052[/qfc]) enchanted diamond bolts gain a hidden ~15% damage boost when their enchantment activates. We didn't factor this in when calculating your maximum hit - I've adjusted the calculator to take this into account now. Your new max hit comes out to 539.
  2. That'll do, thanks :) The reason for requiring pictures is mostly such that you prove you have the actual item (which you've already done), and for examines in particular to prevent typos. In this case I can safely take your word for it ^^
  3. Hello Keijo, welcome to the forums and thank you for those examines. I'll go add them shortly :) Would you mind checking the weights of those four items, too? Appears we're still missing 'm.
  4. Hah, the terrible banners of old!
  5. Right you are :) I'll get around to editing it all tomorrow morning - there's some other stuff in there I'd like to fix up as well. Edit: and done.
  6. I disagree with this, as song location information should go in the song locations guide. That's true. What music is unlocked during the sagas exactly? Glacialis 1 through 10, Gluttonous Behemoth, Desolo 1 through 10, Stomp, Shadow-forger, Sagittare, Rammernaut, Har'Lakk, Bulwark Beast and Gulega is all that comes to mind. Is any boss music used during the Vengeance saga?
  7. Hey, thank you for your submission :) That's what the guide says. Not sure where you're going with that one. You typically get the song unlocked the first time you fight a boss, though I've seen it glitch out on me when I first faced Yk'Lagor. Still, that's the exception, not the rule. As for the Desolo tracks, they're unlocked while you're in the abandoned floors, which is exactly where you are during the Vengeance saga. Sure, it's not normal dungeoneering, but still. Besides, if you've unlocked the Vengeance saga, you already have access to the abandoned floors, so separately mentioning the saga as a way to unlock the tracks makes little sense. Likewise for most bosses encountered during the Thok saga - the boss with the highest dungeoneering level you fight (excluding the gulega) is Shadow-forger, who appears on floor 30 and onwards, which is the earliest opportunity of unlocking the Thok saga anyway. In both cases, you're pretty likely to have unlocked the songs mentioned using the regular method already. I will add a note to the warped gulega song, though, as you can encounter him like 40 dungeoneering levels earlier in the Thok saga.
  8. Would be nice for completionist capes, in a way, as the in-game interface is less than ideal for those. But again, cookie lifespan roars its ugly head - if anything's a long-term goal, it's the OCD capes. I guess for the tasks it's done for readability, mostly. I doubt that people actually keep track of completed task across all task pages, but it's nice to trim down a list of easy tasks while working on it, as completing it will likely be a relatively short-term goal. I'm not at all sure, though, it's not like we document our design decisions here :-P
  9. Hello Liesj666, welcome to the forums and thank you for your submission :) We've received the reports you've sent through our website form. I've added the fire talismans as an unconfirmed drop a few moments ago. We've noted your report on confirming the uncut dragonstone drop, though we'll need more before we mark it as confirmed. Nothing personal, them's just our procedures. Thanks again! :)
  10. One main reason why we allow people to have the site "remember" what quests they've done is to have the quest calculator work properly, such that it doesn't suggest quests you've already completed. It's not because tip.it is your personal notepad. For the Rag 'n Bone Man / Fur 'n Seek collect-a-thons, I'm sure the in-game list works just fine. The "extra xp if you have x skill level" objectives can typically be done during the quest, unless you don't have said skill requirement. If you don't, chances are getting the required skill will be a pretty long term goal - quite possibly longer than your tip.it cookie will last. Listing such bonus objectives in the quest xp guide or on their own separate page (if we list optional non-xp rewards too) would be nice, I agree. In-game, they're hidden deep inside completed quest logs which is less than ideal. As for seeing what songs you still need to unlock, I would suggest scrolling through your song list and taking note of which songs have a red text. Many people already have hundreds of songs unlocked, and I doubt that they'd be willing to go and tick a couple hundred checkboxes just so our site can remember which :P
  11. They're on the floor, in a bit of an unlikely arrangement. Keep in mind that you'll have to look on floors 12-17. The floor range of 12-21 posted in the news item is (probably) wrong.
  12. Maybe we'll get around to it one day, when the crew is replaced by an army of robots. Locking this topic so it can be preserved in the archives until that day comes :wink:
  13. Um, according to the news item it's floors 1-11 for the bearskinpelt, floors 12-21 (aban1 + some furnished) for the collection of swords and floors 30-40 (aban2 + some occult) for the scribbled notes. Is it wrong?
  14. Here's a quick 'n dirty 100% walkthrough for the first saga. [hide] 01. At home, grab the fish from the table. 02. You can only open one room. Kill the enemies inside. Let Sir Owen tank them. Try not to eat the heim crabs. If you do accidentally eat them, don't worry. You will find more later on. Mine the "rocky debris" to obtain some novite ore for Linza. 03. Let Ozan solve the "ice pressure pads" puzzle. 04. Take out the foes in the next room. Let Ariane and Ozan to take out the archers. Sir Owen can tank the wolf. Let Ariane use the gold charm and the two heim crabs to summon a cub skinweaver at the obelisk. It will tell Ariana something about smithing techniques which Linza will find useful. 05. Let Ariane solve the "tile flipping" puzzle. Forcing some tiles is okay - it has no influence your final rating. 06. Kill the shades. They seem to focus their attacks on your active character. Grab the key and teleport home. The other two characters also teleport shortly afterwards. Do not switch characters while waiting for them. 07. Open the green rectangle door and go through. Make Owen and Ozan stand on the pressure pads by using the appropriate right-click options. Let Ariane imbue the runes on the runecrafting door. 08. Ariane will get sucked into the next room! Grab the crimson triangle key. Right-click on a "strange crystal" and select the "Get-premonition" option. Some of the crystals will now emit smoke clouds. Remember the order in which they do so. Touch the crystals in the order shown to unlock the doors and free your friends. [it's like "Simon Says".] [The solution was the same for both times I did the puzzle. It went RB-BL-BL-GT-GL-YB.] XX GT YT XX BL XX XX RR (north = up) GL XX XX YR XX YB RB XX 09. Go back home and open the crimson triangle door. Go into the next room and take out the mooks inside. 10. One door requires a key you do not have. Go through the other door. Take note of the zephyrium ore in this room. Let Ozan talk to the guard. Ask him what he is guarding. Then ask him if guarding a door isn't a little redundant. Then ask him who put him up to guarding the door. Finally, ask him why he bothering to guard the door at all. He'll bugger off to plant some potatoes, allowing you to go through the door. 11. Let Sir Owen solve the "sliding statues" puzzle. Go through the door to the east. 12. Take out the shades. Again, they seem to focus their attacks on the active character. Pick up the fractite pickaxe. Return to the guard's room and mine some zephyrium ore. Then, go back to the sliding statues room and take the door to the north. 13. Let Ozan solve the "agility maze" puzzle. Investigate the broken longsword. It will crumble into bathus ore for Linza. Go back to the previous room and take the door to the south. 14. Take out the mooks. If you accidentally ate the heim crabs you found earlier, one of the bandits will drop two more. Go into the next room. 15. Talk to Pikkupstix. Ask him if he can walk, and then tell him to go to the surface. Pick up the gold crescent key. Teleport home. 16. Go to the room directly north of home and unlock the gold crescent door. Let your characters talk to Carn if you so desire. If you want to skip ahead to the fight, simply exit the conversation. 17. Slay the two arctic bears first, then take out Carn. When rocks are about to fall, your party members will shout a warning. Stand on the supported safe spots to avoid taking damage. The two characters you are not controlling will not take damage from the falling rocks. 18. Let a character of choice comment on Carn's defeat. Then let a character of choice decide what to do with the behemoth. Saga completed! The choices you make only change the resulting dialogue. They have no influence on your final rating.[/hide]
  15. Thank you for your suggestion :) So, the idea basically is to create a giant list that links "icons" with locations. You'd list a smithing anvil, and provide locations where anvils may be found. These locations are then clickable to pop up a screenshot of the location (so you have an idea what to look for in game) and it may also list any factors limiting access to the anvil (ie quest requirements). I'd say that the in-game world map is sufficiently useful with regards to finding an anvil close by. Having an in-game screenshot to accompany the anvil location does have some added value, but the guide-thing you're suggesting would require close to a million billion screenshots which is something the crew doesn't really have time for.
  16. Thank you for your submission :) I just checked, and it uses both magic and ranged attacks when standing at a distance. The attacks look identical, so I can see why there has been some confusion about this previously. Can't help but wonder if the vine fought during the quest uses all three styles as well.
  17. This. I could write a paragraph or two on the subject, but yeah, basically this.
  18. The quest reward in the game guide states that you still get the reward of "no friendly fire". According to RSWiki, this was changed to "dealing more damage" with the big castle wars update of last year, though the update text itself makes no mention of it. They do provide an image of the updated reward screen though: here. I would assume the "no friendly fire" quest reward was removed though, as the new set bonuses for intricate and profound castle wars armour include "immunity from catapult damage".
  19. Hey Pairoh, thank you for your submission :) The odds of burning a tuna at level 63 would be pretty small. If the chance is say, 1%, the odds of not burning any over the course of ten inventories (280 tuna) is 0.99 ^ 280 = ~6%. A small, but still very real chance. I think we'll have to go with the wisdom of the years here. @Sy, the odds of not burning one with a 1/10 burn rate would be 1.54135 × 10^-13 which is less likely than winning the lottery :P
  20. Looks like all bugs regarding the quest calculator have been squashed. This is going on the bus to completed submissions land :thumbsup:
  21. Well, the alternative strategy suggested in Bal'lak's entry in the bestiary, where you use a gatestone to teleport out and wait for his defence to diminish after it gets too high, should be pretty fail-safe :)
  22. This seems to have been taken care of then. Off to the archive you go.
  23. I'm actually completely clueless about the entire Kingdom Managing activity. I'll ask around and see if other crew might be interested in taking this project on.
  24. Looks like this has been dealt with then.

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