-
Posts
12875 -
Joined
-
Last visited
-
Days Won
3
Content Type
Profiles
Forums
Gallery
Events
Blogs
Everything posted by Zaaps1
-
[Updated 9 Dec] Reviving Smithing : Divinite
Zaaps1 replied to Zaaps1's topic in RuneScape Suggestions
Underlined I dont like this because the combat triangle says a mage should beat a meleer. But how it is now, mages are only really effective when they can farcast. With this, a meleer can bring a mage right next to him, making mages even more underpowered than I think they already are. Despite that, I like this because it can keep one meleer from running away from another meleer, however briefly. While you can bring a mager right next to you, that doesn't pose too big of a threat. I'm going to make the "cursing" update mentioned on the last page, so you would have to attack with the Clawwhip, which stats aren't the best for the job. No, just no. Max hit up to 200 with Soul Bomb?! Maybe if it was restricted to Player vs Monster only, but even then I think its too much. Theres a reason the Dwarf Cannon isnt allowed in PvP you know. I dont care how slow it shoots or how long it takes to reload, if it can hit double the maximum hitpoints level, something is wrong. Even half the maximum hp, like the death bomb and large explosion, is too much in my opinion. (Yes I know godswords and other weapons can hit over 50, I dont like those either.) I can appreciate trying to give Ranged a better weapon, but as others have said, this is just too much. Read it again. It says "Target's combat level/2 + 10". The max player combat level is 138, divide that by 2 and add 10. That's a 79. Sure it's high, but d bow spec caps at 90. I added the "up to 200" thing so you wouldn't hit OMGWTF high on stuff like the Corp. Beast. And remember that's 79 max damage BEFORE the damage reduction your Divine Armor gives you. OK, say a person with the handcannon is fighting a person with a whip. The one with the whip manages to hit two 20s while the other is reloading. Then the one with the handcannon pops up with a 50 and a 30. That may be unrealistic, but regardless I dont think it should happen. It doesn't happen. Meleer: Hits a 25, Ranger hits a 50 Meleer: Hits a 25, Ranger is reloading Meleer: Hits a 25, Ranger hits a 50 You see? You're giving the other guy a "free" hit at you. Youve stated this several times. Frankly, I think it is a weak argument. Mainly because of this: People simply value higher hits and strength over higher defence, thus many will just go for the weapons. Also, youve said that the suggestion of a godsword type weapon would have been considered too overpowered before the godswords were actually released. What I think you are missing is this: the godswords are powerful, yes, but they are SLOW. Some of the weapons you have suggested are stronger than godswords, yet faster than longswords? In my opinion, that is where the overpowered comes from. Well if you consider that the Godsword is +132 slash and strength, and slightly slower than the whip, but faster than the 2h, I don't think any of them can beat its stats by a lot AND be faster. Please point out an example if I'm wrong.[/hide] [hide=Process] Wow. I know youre trying to add a significant risk factor to the process, but is all this really necessary? I think just the Guardians would be fine. Also, what about skillers with low combat stats? Sure they dont need to fight the Guardians, but they could still die after a couple hits even with a friend trying to keep it off their back. Those are in place so the unprepared will not have an easy time getting the ore. If you prepare yourself accordingly, you greatly reduce the threat. The Guardians you could safespot, then pray ranged while wearing karils/armadyl. They wouldn't be able to melee you, can't hurt you with ranged, and therefore only the magic attack is a threat. You could just bring ~5 teleports and spam click it. Also anticipate your death. Whenever I kill boss mosnters, I never teleport when I'm on the virge of death. I anticipate it. If you know a good 2-3 seconds before it can take you down to low health, you shouldn't have a problem. And a super restore/regular restore easily takes care of the combat stat reduction. 1-2 doses is all anyone would need. Remember these guardians don't jump at you once you enter. They only attack when you try to mine/smelt/smith. That gives you time to drink your brews/defense pots/restores and activate whatever prayers you need. I inferred from the thread that While Guthix Sleeps might be a requirement to access these areas. That would take away any concern for skillers, but it would also bring the number of people able to get these items way down. Maybe get rid of that requirement. I think the Guardians would cause enough trouble. Perhaps you could then add agility/thieving/whatever other skill requirements to get in without needing to deal with the Guardians, as someone else suggested. This would let in skillers with low combat levels and skillers who hate quests, which would help ease supply to acceptable levels and not make these items extremely rare. I like the idea, but how would it logically fit in if you could mine them without doing WGS? How would you get into the Temple? I was thinking perhaps an alternative location, but no location I know of fits in logically and no location has the entry threats (TDs).[/hide] [hide=Economics] There might be a problem with this. In case you havent noticed, Jagex has been trying to release money-sinks for years now. Think Construction and Summoning, also Mobilizing Armies- an attempt to reduce junk trades. I dont see Jagex being too eager to revamp a skill (however desperately needed) just for the sake of making those who train the skill to a high level able to make insane profits. Jagex has been trying to remove money from the SYSTEM. If you sell something on the GE, you aren't making any new money. It's money that already exists. You aren't creating any new money, so it doesn't hurt the role of money-sinks. You're simply rearranging the current money that already exists. I can see this drastically raising the price of Barrows armor. Should we really disadvantage the lower levels like this just so high levels can have an even greater advantage over them and each other? I think not. Switch it back to rune/black dhide/mystic? Even if its just the new item rush and even if the prices eventually settle around 100mil, I just have a little problem with this. Not to say that such powerful items shouldnt be expensive, because they should. Its the possibility these items will only be less expensive than the Christmas Cracker. If that happens, I can see people rushing to sell their discontinued items to buy these new weapons/armor. That would mean the discontinued market would most likely crash, and Im sure a lot of people would have a problem with that. Not really. Members generally don't interest themselves with rares because they have much better things to spend their money on. So whoever has a rare would've sold it anyway to buy one of the other expensive weapons. That leaves members who wouldn't sell the rare anyway, and free players. Neither of which will really disrupt the economy. I know it really has nothing to do with your suggestion, but I think combat is really a battle of who has the most money and is willing to spend it on the most overpowered weapon. Well I was talking stat-wise, but yes, equipment players a huge role as well.[/hide] [hide=Technical]I noticed you say a few times in this thread that its up to Jagex to decide what they can and cannot code should they attempt this, but I just thought Id throw these out there. I dont know much about Java, and even less about coding in general, but this sounds like it would be really hard to do. I do like the idea though. Using my not-Java-or-computer-programming-learned-knowledge, there is what I imagine they could do: Copy over part of the script for the Vengeance spell (which already does something similar) and make it multi-target. Then simply make it so you can't get damaged in those 10 seconds, kinda like protection prayers. If this gets a big rush, Im thinking a lot of lag because of this. Remember when summoning and pets first came out? Obviously this wont have as many people on it at once, but with a level 210+ whacking at you, even a little lag can be nerve-racking. I suppose there would be a lot of lag. But then again, there is with every new update. For example the latest slayer update when almost everyone brought a unicorn/bunyip.[/hide] [hide=History] I like this, and I think it could be a nice little quest requirement to gain access to this instead of WGS. Maybe not a Grandmaster quest, but whatever Mini-quest? Side-quest? Tell me more of what you mean.[/hide] [hide=What I Like]Your idea in general. Smithing and Mining really do need a revamp in my opinion. This is easily one of the most thought-out suggestions I have seen. Thank you! : A use for Sanfews Serum? Yes! I actually like the idea of repairing armor and am kind of looking forward to seeing it used more. Especially as the strength of armor increases, I think its pretty much a necessity. I thought the same thing for these 2 points. : Also the suggestion of one of the Guardians dropping the Dragon Pickaxe (lost the quote). This has been suggested countless times, and you incorporated it into your suggestion flawlessly. Thanks for the compliment! :thumbsup: [/hide] [hide=Random]Just some thoughts I had while going through the thread. Is there a reason you specifically chose the Spirit Cobra? If there is then I missed it, unless its simply to create another high level requirement. This also means Spirit Cobra pouches and snake hides will shoot up in price. Guthix's animal is the snake, correct? So that's what I thought. It was originally snakehide, but I changed it so there would be another requirement. Spirit Cobras are made from snakehide anyway, so they would both rise regardless of which I chose. Snakehide is pretty easy to obtain on Mos le'Harmless (probably the reason why it is a summoning second in the first place). Fine, I guess. But what about the Stealing Creation hammer? I dont think Jagex would create this if the xp boost is infinite. I was thinking more of the xp boost that Flame Gloves and the Ring of Fire give, not SC hammers. Flame gloves are like a 5% boost, but the SC hammer is a 100% boost. Big difference. I assume a different Divine Sigil than the one used to make the Divine Spirit Shield? :lol: Maybe give it a different name. Oops! Right it is supposed to be different, thanks for catching that. I'll think of something else, although I probably won't get anything good.[/hide] Like I said before, overall a very nice suggestion. This reply took a good chunk of my afternoon to create by the way. Well if it's any compensation, it was a great reply to read! : Thanks! -
[Updated 9 Dec] Reviving Smithing : Divinite
Zaaps1 replied to Zaaps1's topic in RuneScape Suggestions
1. The regular ores are too easy to get. You don't want powerful weapons as common as rune scimitars, do you? 2. On your point about them being "different", there's nothing wrong with that, so there's nothing to fix. I mean, yeah you COULD base them off the traditional metal weapons, but then again these AREN'T traditional metal weapons. 3. Handcannon can only hit so high, was it 60 that I typed? It takes a very long time to load (meleers could land in 2 regular hits before you can hit again). So consider that, in retrospect, your "damage" really caps at 30, since you are giving up 1 hit. Then also consider that the Dark Bow can hit up to 96, and fires a lot faster than this. 4. Ball and chain isn't a flail. Look a few posts above you. 5. DDS is 40k, that's extremely cheap. If it gets any lower, who would care? The Saber spec is meant to be a defensive attack (that's why the spec itself doesn't damage your opponent). It also requires skillful timing. You have to unleash the spec right before the dds spec lands. If you do it early, it wears off before it can block. If you do it late, you'll get hit. In addition, you don't know if your opponent is even going to use a DDS spec. What if he brings out a Dark Bow to spec instead? That messes up your timing a lot. In addition, because of this, you can't simply keep the special attack bar on and wait for someone to attack. Once you activate it, it activates. Thanks for your post. Just addressing some points you brought up. Killing if its below 30% would be ok, I think, but maybe tweak the special such that it takes 3.6 seconds (4 bars) to hit, so the opponent wouldn't be specced before he can eat. Also, the special attack FAILS totally if the opponent has more than 30% health. Absolutely no effect. 65% bar maybe, to stop speccing but failing because your opponent ate in time, then attacking a few more times and speccing again. Couldn't you simply whack your opponent to low hp then just the spec for a guaranteed kill? -
[Updated 9 Dec] Reviving Smithing : Divinite
Zaaps1 replied to Zaaps1's topic in RuneScape Suggestions
I'm really not sure about the "kill if below 30%" thing at only 50% drain. That, I think, would be too strong. Another idea I would like to add is that if you equip a Divine weapon or armor of ANY type, you are instantly "cursed" and you are unable to unequip that weapon or armor. The only way to remove a curse would be to talk to any Priest, Monk, etc., or visit an altar yourself with a full godbook and 75 prayer. (You could also have it completely drain your prayer points so people wouldn't just camp at altars.) That prevents people from switching weapons to rack up huge amounts of damage (so, for example, dagger spec then ball and chain as a combo.) Also, I would like to add that using any armor that does not match your weapon results in your weapon randomly missing 10% of the time, with an extra 10% per each non-matching armor piece. This prevents melee from being too overpowered by having them equip the ranged armor. -
So if i were to go for 99 Mage and 99 Crafting (85mage and 66crafting atm) I should get them both at more or less the same time and mage a large profit from it? Just prepare to give up your eyes, wrist, and half your brain in the process. It's a great method, but for anyone going for 99, or any high level, I recommend against it. It's too intensive, even with mousekeys, for what it's worth.
-
As I said, do your tree, herb, and bush runs all separate. I listed the fastest ways to do each of those runs in my first post, and any appropriate substitutes.
-
July 28th -Anim. Pack 1, The Poison Arrow, Aquanite, Patches
Zaaps1 replied to darkjab's topic in General Discussion
Well you aren't the first (see the first page), but I would agree. -
July 28th -Anim. Pack 1, The Poison Arrow, Aquanite, Patches
Zaaps1 replied to darkjab's topic in General Discussion
Gf trickers and bolters. -
[Updated 9 Dec] Reviving Smithing : Divinite
Zaaps1 replied to Zaaps1's topic in RuneScape Suggestions
Great, thanks. How fast is 8 bars, btw? -
It's generally best to use them on smithing or construction.
-
You can use staves if memory serves me right. You can't use it for directing portals, however. I think that's what you're thinking of.
-
You can bind an Amulet of NATURE to anything, but you can only bind an amulet of FARMING to an allotment.
-
Hops are junk. They are a complete waste of time. Bushes, however, are arguable, but can be very nice side-xp at higher levels (esp. @ 70, when Poison Ivies can never die). Do your tree and herb runes separate. It saves time since you'll be less pressed for space. Only farm allotments (as in strawberries, etc.) if you AREN'T farming trees. Since you are, you shouldn't be farming allotments, at all. Here's MY farming route, and I'm pretty sure it's the fastest atm. Of course, you'll need to replace a few things, but that should be fine. I do runs in under 10 minutes, unless I run into unforeseen trouble. Start: Anywhere, withdraw EVERYTHING needed. I have 2 free invent spots since I supercompost my yews and my yews only. I take everything I need with me and I never need to bank. No familiar either, although if you need one take one. If you need energy pots, take those too. 1) Varrock tele, take care of Varrock tree 2) Lumbridge tele, Lumby tree 3) Falador tele, Fally tree 4) Camelot tele, Catherby fruit tree (doing all of these clears out all the runes first so you save inventory space) 5) Dueling ring to MA, take Spirit Tree to Tree Gnome Village, go to Fruit Tree 6) Dueling Ring to MA, Spirit Tree to Tree Gnome Stronghold, go to tree, then fruit tree 7) Chop down 1 normal tree for regular logs, take balloon to Taverly and go to tree 8) Dueling Ring to MA, Spirit Tree to Brimhaven (I have my Spirit Tree there), go to fruit tree 9) Run to Tai Bwo wannai and go to Calquat 10) Tele crystal to Lleyta and go to fruit tree 11) Finish, although you could Duel ring to Al-K and go to the Cactus there, if you so chose If you don't have a Spirit Tree planted in Brimhaven, just take an Ardy tele and 30 extra coins in addition to the 1k you take to pay farmers to cut down trees. If you do this, bump that step up to the 4th slot (after Falador patch) and move everything back. I am certain this is one of the fastest, if not THE fastest, way to get to every tree patch + calquat. Do your herb and bush runs separate. You really can't afford the extra space and banking costs a lot more time than you would think. Bush Run: -Tele to Champs Guild, bush patch -Slayer Ring to Relleka Slayer Caves, run to Fairy Ring, enter code DJP to South of Ardy, run west to bush -Slayer Ring to Relleka Slayer Caves, run to Fairy Ring, enter code CIP to Misc., run east to bush -Tele to Rimmington House, exit house, run west to bush You may also chose to enter the Fairy Ring code CKS to the Mushroom patch that is literally 4 squares away from the ring. If you cannot use the Champs Guild tele because you can't recharge them, then enter the Fairy Ring code to Edgeville and run to the Canoe station. Then take a canoe to the Champions Guild. If you cannot use the Slayer Ring to get to a Fairy Ring, Edgeville teleport (glory) is the next best option. Herb Run: -Camelot tele, to catherby allotment -Trollhiem tele to Troll Stronghold patch -Ectophial to Phasmayts allotment -Skills necklace to Ardy allotment -Lumby ring to Draynor allotment
-
I'm not going to include impractical training options. No one goes to GWD or Green Dragons to train combat. They do it for money, and the xp is just a bonus, if anything. I'll only list practical training options. If you want to know the best combat moneymakers, it would be in the pool of TDz, GWD, and DKS. Armored Zombies are best for money. 100k xp per hour and 180k profit per hour. Dhing Skeleton Monkeys using a whip to finish them off gets over 140k xp per hour, but is costly (over 150k per hour I believe).
-
[Updated 9 Dec] Reviving Smithing : Divinite
Zaaps1 replied to Zaaps1's topic in RuneScape Suggestions
Perhaps, although it really only takes a quick name fix to fix that. -
This.
-
That's correct. But the way I mentioned is still the fastest way, regardless of your hunter level.
-
We call it Clan Wars FFA (safe version).
-
I believe the best method is to surround 1 spawn with all of your traps then kill the chinchompa that spawns there with ranged/magic. In a full world, the chin will almost instantly spawn and try to enter a trap. If it is caught, you proceed as normal. If the trap fails, wait. If the chin attempts another trap, let it. But if it starts to run away, kill it with ranged/magic so it respawns again. This is a very fast method (fastest I believe) and since you only need 1 spawn, you have very little competition.
-
That would make TDs pointless.
-
That may be, but it doesn't change the fact that they are better than every other training spot you mentioned, except giant spiders.
-
Chasing Perfection: Jagex's Quest for a PvP Utopia
Zaaps1 replied to Zaaps1's topic in General Discussion
Right. Pking was never meant to make consistent cash in the first place. Thanks for all the posts guys! -
It took me 3 days from 14-300. I averaged about 11-12 ranks per hour with Fast MA cc.
-
It's not 1/150. I've gotten quite a few of Cave Horror tasks and I haven't seen a black mask yet. If it is 1/150 and I am wrong, you could get 1 black mask every ~40 minutes. A drop rate of 1/150 means that for every cave horror you kill, there's a 1/150 (0.6%) chance of getting a black mask. The events are independent of each other. Regardless if you killed one or fifty, or a thousands, every time you kill one, the chances are the same. So you could theoretically kill a million cave horrors, and just be that unlucky to never get a black mask drop. Or you could get it on your first drop. It does NOT mean that you should get a black mask drop every 150 kills. Of course. But do you have a better number you want to use? If you had to give an average of how many kills it takes to get a mask, what number would you use? 1/30? 1/20? 1/500? No. Although it doesn't mean you're GUARANTEED a drop, it is the BEST NUMBER you can POSSIBLY put on this. If the drop rate was 1/150, and I asked you to give me the average kills needed for a drop, what would you say? Of course you would say 150, because that's the best number you can give.
-
[Updated 9 Dec] Reviving Smithing : Divinite
Zaaps1 replied to Zaaps1's topic in RuneScape Suggestions
Well yeah of course. D claws were as much as 200m at certain times when they first came out. -
Thanks for the tip! I'm at 62 currently and I have been getting about 70k/hr at bandits. I think I am going to due Contact! now since blackjacking is getting annoying. For PP, I would go to the level 51 room and search the urns, then go to the 61 room and do everything there, correct? I have been to PP once on another character, but it was a LONG time ago. Its all personal preference. You can either choose to loot urns in the 51 room until your timer is at the halfway point then head to the next room and loot them all (which is what I did) or you can do what you described. And I will stand by Pyramid Plunder as the fastest way to 99 Thieving any day, I was getting 180K xp an hour at level 81+ and upwards of 210K an hour at 91+. QFC: 98-99-681-58526094 [hide=If you don't wanna read the whole thing] [/hide] Most important part: 50 thieving: 94.7k xp and 182 wines per hour (cost 24k). 61 thieving: 133.7k xp and 117 wines per hour (cost 15k). 72 thieving: 230.0k xp and 78 wines per hour (cost 10k). Blackjacking is better
