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Da_Latios

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Posts posted by Da_Latios

  1. I'm so confused right now...

     

    Max hit with Slice (125% weapon damage), with my gravite longsword (673 weapon damage) = 770.

     

    Max hit with Slice, but with with my gravite 2h sword (1256 weapon damage) = 1116.

     

    Max hit with Piercing Shot (125% weapon damage) with my gravite shortbow and rune arrows (1089 damage weapon damage) = 1088.

     

    Max hit with Ricochet (100% weapon damage) with my gravite shortbow and rune arrows (1089 weapon damage) = 870.

     

    How does this make any sense?

    Some Abilities that do a percentage of weapon damage (Let's take Slice for example, 125%) apply the damage multiplier AFTER the initial base hit is calculated, though some Abilities do in fact deal a set amount (like Dismember). So the game calculates, for example, a 700 hit for that ability, then the 125% modifier from Slice is added after that. 700*1.25=875.
  2. After reading what you said about 2H vs 2x in terms of Ranged i tried it out and upgraded my Rune xBow and Offhand for a Royal xBow. Pushed my exp rate from ~120k/h to ~190k/h lol.

    That's because runite is tier 50 and royal xbow is tier 80, so you *should* be expecting a 1.6x increase in XP rates lol.

     

    I'm pretty convinced that dual wielding is a better choice than 2h for momentum on slayer tasks, since there's much less overkill loss to be had. Only issue might be transitioning from monster to monster.

     

    Critical hits are 50% more damage for autoattacks, but when they trigger on abilities they just hit the ability's maximum hit.

     

    Finally, I believe autoattacks from staves hit 2.25x as much as those cast from a wand, not 2x.

    You may be right on that 2.25x number actually, though it would be difficult to tell exactly because of differing spell damages.

     

    In fact, let's do some theory.

     

    A Chaotic maul is 1828 damage, speed Average, level 80.

    A Chaotic staff is speed Average, level 80.

    Both these weapons should have the same damage output while auto attacking.

     

    Fire surge is damage 768.

    Ice Barrage/Polypore strike is damage 786.

     

    768*2.25 = 1728.

    786*2.25 = 1768.5.

    Since those are the hardest-hitting spells, it can't be 2.25 exactly. Let's try and find the right multiplier.

     

    768*2.38 = 1827.84. This seems about right.

    786*2.326 = 1828.236.

     

    So the multiplier of a staff is somewhere between 2.326 and 2.38. I'm going to assume the spell with the higher damage is going to be most comparable however, so I'll assume for now that the multiplier is around 2.326.

     

    Sound about right?

  3. For Magic, Staves and Wands give the same damage output

     

    I thought the same applied to Melee and Ranged as well.

    With Melee, ability damage is calculated by weapon damage, which is different for all weapons, and is generally higher on 2h weapons.

    Ranged is the same, but also counts ammo damage.

    With Magic however, damage is calculated from spell damage, which is given a 2x multiplier with a staff but only for auto attacks. Spell damage remains unchanged when using abilities with any Magic weapon style, be it Dual wield, Staff or Wand/shield. This is why damage is the same for Wand and Staff.

  4. The way magic auto attacks work is a bit different than ranged and melee. They seem to sneak their way in between abilities. I think that would make 2h staff better DPS than wand/shield even without taking into account the accuracy. But I suppose magic is still the most likely candidate to use a shield setup on, because it's still much closer DPS to 2h than it is with ranged or melee.

    After reading this, I went to the training dummies in Lumbridge with a Chaotic staff and spammed Magic abilities with Fire surge on auto-cast (yes I had the runes to cast it) and didn't see any auto attacks, so I don't think this is true.
  5. I'm not really sure where to post this, but I guess I'll post it here. Anyway...

     

    There are now several different weapon types and stances for each combat style. Dual wielding, 2h, Main & shield... each of these are proposed to be somewhat balanced, with Dual wielding and 2h supposedly having the same damage output as each other.

    This is not the case. At least, when you want to use abilities.

     

    For all combat styles, most abilities (any ability that doesn't specify otherwise, really) only activate on the main hand weapon, and only use the main hand's damage and accuracy. For example, if you were to Dual wield a Chaotic longsword in your main hand and an Enhanced Excalibur in your offhand and use the ability 'Assault', the damage the ability does will be based off the Chaotic longsword in your main hand, and will ignore the offhand weapon entirely, essentially wasting it for the ability. This means that you would have done the same damage were you wielding a shield in the offhand, or if you had been wearing no offhand at all. The same concept applies for Ranged and Magic.

     

    Ranged damage is calculated by weapon damage + ammo damage, NOT taking into account the offhand unless you are using a Dual wield ability. Once again, when using one-handed abilities (Unload is the only Dual-wield ability for Ranged) while Dual wielding Ranged weapons - crossbows, for example - you will completely waste the offhand weapon. Again, wielding a shield or no offhand would have yielded the same damage output. Since abilities are based purely off weapon and ammo damage, if you intend to spam abilities then the higher damage the better, regardless of weapon speed, as the rate at which you can activate abilities is not affected by weapon speed. This makes the Royal crossbow (1927 damage with Royal bolts) the current hardest-hitting Ranged weapon in the game when using abilities. It also makes Dual wield Ranging all but useless unless you intend to use Momentum, which is another topic to cover altogether.

     

    Magic Staves are given a 2.3-2.4x spell damage multiplier when using auto attacks. The damage multiplier is NOT active on abilities. What does this mean? Well, it means that a wand + shield will do the exact same damage as a Chaotic staff, since once again casting speed does not matter when spamming abilities. However, bear in mind that wands are generally less accurate than staves, with the Virtus wand having 720 accuracy, and the Chaotic staff 800. In most situations though, the +80 accuracy is not going to outweigh the benefit of using a shield.

    Further, the same concept as with Dual wielding Ranged and Melee applies also with Magic. Using a book to boost casting damage is near pointless as the book will not be used at all if abilities are the only thing you use. However, since the casting speed is so fast and humans are only so receptive, there may be a few auto attacks slipping between ability casting when dual wielding Magic. Regardless, even when using Momentum, a book + wand combo is unnecessary, as you will have the same damage output as a staff with far fewer rune costs.

     

    Melee is the only combat style in which there are Dual wield and 2h-specific abilities that often outclass the single-hand abilities. For Melee, it may not be entirely false to say that Dual wielding and 2h builds share a similar damage output even when using abilities, and a sword + shield combo will not yield the same damage output as the other two stances.

     

    So what does this all mean? Well, to sum it up:

    For Ranged, only weapon damage on the main hand matters when using most abilities; Bows and 2h Crossbows therefore are most effective as they give the most damage. A Crossbow + shield build will yield the same damage output as Dual wielding crossbows when using abilities, due to abilities only taking into account main hand damage.

    For Magic, Staves and Wands give the same damage output (accuracy aside) when using abilities, so it may be a better idea to use a wand + shield setup over a staff setup in most cases. Also, when using Momentum, Staves deal the same damage output as a Wand + Book combo for a dramatically reduced cost.

    For Melee, Dual wield and 2h builds are fairly similar, and depends entirely on the situation, though 2h weapons WILL deal more damage per-ability when using single-hand abilities. Shield setups aren't terrible, but not as similar to Dual wield setups as the other combat styles.

     

    EDIT: I thought I may as well share some of my Action bars: http://imgur.com/a/ofBat

    • Like 5
  6. It's almost winter in Australia now, and during cold nights my hands get really dry and literally crack and bleed, so I wear latex gloves to keep the moisture in and keep them from cracking.

     

    uZngy.jpg

     

    Dat pose.

  7. The chat hasn't always been quiet. A few years back there were upwards of 60-70, sometimes 80+ people frequenting the chat during all hours of the day. I have chat logs from almost 5 years back where there is never more than a couple of seconds of idle time between talking.

     

    I miss the #runescape chat. They were my oldest online friends. I'm still in there most of the time, but people rarely say anything now.

  8. So I got a new kitten today.

     

    Anyway, here's a photo of me.

     

    Pt2AN.jpg

    (might as well have this indexed; replace both currently indexed photos)

     

    ...and some people still don't understand why I spend around 5 hours a week in front of the mirror. Weirdos, the lot of 'em.

     

    Oh, and here's a photo of my kitten; far less interesting:

     

    04vAw.jpg

  9. How is the accuracy though? Does it hit like a 48 crush weapon, or is it more accurate?

    It feels much more accurate than +48. Considering the Strength bonus is the same, I'd take a guess and say that the attack bonus is also +82 (same as whip) but there's no way to say for sure. It's certainly much less accurate than a Chaotic rapier, though.

  10. I've confirmed that the Goliath Glove's invisible Strength bonus is +82, equivalent to wielding an Abyssal whip.

     

    I hit an orange 526 on the Decaying Avatar in the Dominion Tower with the gloves equipped.

    I had a Bandos Chestplate, Bandos Tassets, Amulet of Fury, Helm of Neitiznot, Dragon boots, Dragon Defender, Ring of Vigour and Goliath Gloves equipped. The total Strength bonus was 47.

     

    MVwPl.png

     

    KMhFm.png

     

    Using Tip.It's Max Hit Calculator, I confirmed this max hit to be an addition of +82 Strength over the initial 47 (129 total strength bonus equivalent). This is exactly the same as an abyssal whip, and so I conclude that the Goliath gloves give an invisible +82 Strength bonus when no weapon is equipped (this bonus stacks on top of the glove's current Strength bonus).

     

    Rs9FO.png

  11. To celebrate Bot-Nuking Day - the biggest bot-busting initiative in RuneScape history - weare running a series of bonus events this week which will be fairer and more fun for everyone. As well as the bot-busting update we will introduce a brace of brand-new reporting functions.

     

    This week, from Tuesday until Friday, we will be running exciting events with XP and progress boosts for everyone who wants to get involved. Best of all, bots won’t be issue!

     

    Here is a reminder of what’s coming up:

     

    Tuesday:

     

    Slayer skill day: All Slayer XP earned from killing assigned targets will be tripled, and some monsters will have a faster respawn time.

     

    Wednesday:

     

    Castle Wars day: Tickets earned from winning a game will be triple the usual amount.

     

    Thursday:

     

    Distraction and Diversion day: Bonus rewards will be given for the following:

    Penguin Hide & Seek: Double points.

    Evil Tree: Triple XP.

    Shooting Star: Triple XP while mining it and increased final rewards.

    Familiarization: Players will receive the lucky charm AND ingredient box instead of having to choose.

    Penguin Hide & Seek and Familiarization will be reset on the day, so you can have another crack even if you've already done them this week. All other D&D limitations remain the same (i.e. only two Evil Trees a day).

     

    Friday:

     

    Soul Wars day: Players will receive triple the usual amount of zeal points.

     

    These days will run from midnight to midnight (BST), with the exception of Tuesday which will run from game update time until midnight (BST). Unlike previous Bonus XP events, these modifiers will not deteriorate and will remain constant for the durations stated above.

     

    We’re confident that today’s update will break the vast majority of bots in the game at the moment, but we still need your help in keeping RuneScape a fun and fair place to play. To help you help us we have implemented some enhanced reporting functions:

     

    You can now right-click on a player’s name, or a line of their chat, to report them. This will make it easier to do and will help eliminate errors in reporting botters with hard to spell names. This can be enabled through the in-game options screen.

    The “Report Player” button will now open a summary of recent chat, so you can easily select the part you’re referring to.

    If you’re in a dangerous area and you need to report a player using bots or bugs to their advantage, you can now log out and send a report from the lobby.

    We hope you all have an awesome time during this momentous week and we look forward to seeing you slaying slavering beasts, hunting fallen stars and dominating Castle Wars and Soul Wars!

     

    The RuneScape Team

     

    In other news...

     

    Due to the complex nature of today’s game update, there may be a few minutes of down time while we update and test our systems. Thank you for your patience while we do this, and rest assured that we’ll get things running again as soon as we can.

    As described in last week’s news post, it is now necessary to be running Java version 1.6 update 10, or above, in order to play RuneScape.

    We’ve made some improvements to our graphical engine which will aid us in the future development of RuneScape’s look and feel. Players using Direct X mode will notice palette consistency for the first time with Open GL. Other visual improvements under development include our new water shader. We’ll be continually improving the look of the game over the months to come. We’re confident that this won’t impact upon gameplay, but if you do notice any graphical glitches please submit a bug report. Switching to OpenGL or Software mode in your graphics options will nullify any problems that do arise.

    It is now possible to view the amount of resources a Clan member has collected by using a new button on the Clan Chat side interface, next to the Kick button, which give Admin levels and higher information on clan citadel resources gathered by any online clan member that week. This information is only given if the clan member is online, has membership, is not on probation and has visited since the last build tick.

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