Jump to content

Sorator

Members
  • Posts

    824
  • Joined

  • Last visited

  • Days Won

    2

Posts posted by Sorator

  1. Updated to account for crit > style bonus changes (boy did that take forever), as well as adding the noxious weapons and t90 gloves. Also added special attack descriptions to those weapons that have them.

     

    Other significant changes:

    • Korasi's sword has an offhand, and had its stats changed a bit.
    • Enhanced/elite Excalibur has an active instead of a passive (not a spec, right-click>activate when wielded).
    • Because of the crit>style bonus changes, the capes/rings/necklaces and amulets have changed around a bit.
    • Berserker necklace got buffed
    • Crystal amulet, salve amulet (e), and tokkul-zo got nerfed hard.
    • Dragon & chaotic claws got nerfed (no more crit bonus). Now they're just expensive with no real benefit ahead of other weapons of their tier.
    • Dragon maces are now the best 1h dragon weps, because of their prayer bonus (though you may disagree based on specs).
    • Godswords generally got better, as you can choose between their passive and their spec.
    Phew. That was a big update.
  2. If anyone hasn't done the quest yet and doesn't mind a minor spoiler, can you possibly post (in hide tags) or PM a screenshot of

     

    the part where you kick in the door in Ardougne...? Thanks!

     

    If you had been about an hour and a half quicker with that post, I could've done that for you. :P

     

    Just finished the quest, and while I do think it definitely could've been better, I don't think it was particularly bad. Definitely a missed opportunity, as others have said.

     

    Specifically...

     

    Finding the elf lords definitely could've been cooler; with where some of them were, it's hard to believe no one found them yet. Granted, I'm not sure that it'd really matter if someone found them "early" - if the person who found them didn't tell them it was time to regrow the city then they just wouldn't leave - but still.

     

    The stone-jumping hermit bit was too simple; there should've been a mystical barrier or something in there somewhere that you had to do something to pass. (Maybe put the questions there instead?)

     

    The mining/smithng one was likewise a bit too simple; I think they realized that and added the three mobs to kill there for that reason, but that really wasn't enough. At least make the tunnel longer, if not add in some collapsing bits that you have to dodge and then mine through to proceed.

     

    The herblore-dg bit was pretty neat, but the potion definitely could've been more complicated/involved to make. I really liked the idea here, at least.

     

    The statue construction was really cool, IMO; they definitely could've made the symbols bigger to make it a bit easier on the eyes, and they definitely should've added a bit (a small "dialogue" with yourself would work well) where your character says something like "Wait a minute, those look like plans to build something! But this is only a part; maybe the rest are nearby?" instead of just "1/5 symbols found." The statue itself was really cool, and the idea of the statue imparting the relevant knowledge into a nearby elf was neat too, though that dialogue definitely could've been better.

     

    I think the tree one was fine as is, honestly, and the summoning one too.

     

    The reveal that Arianwyn is actually Lord Cadarn was badly handled; that should've been a much bigger deal, perhaps cutscene-worthy. Likewise for the very end of the quest; that final bit should've been a cutscene.

     

    I was fine with the light puzzles interspersed with combat. I honestly wasn't quite prepared for that degree of combat and had to leave to grab more food, but that's not a flaw in the quest. It was nice to not have constant attacks during the puzzle, and nice to have a puzzle that didn't destroy my brain or require a guide to solve.

     

    The single most disappointing thing to me was the summoner guy's attitude. Save the foppishness for other parts of the game (the food delivery bit was fine for that); don't make a fool out of the guy who can hide in the Spirit Plane for centuries.

     

     

     

    Overall, I'd give it a B-: okay, but it definitely could've benefited from more time/resources to make it a truly memorable quest. I hope they go back and make some relatively small changes (as opposed to the major quest overhauls like Prince Ali Rescue and Rune Mysteries), but I kind of doubt they will since those would only be relatively small changes and not an entire overhaul.

     

    (Also: I like the new look for the elves!)

  3. Another small fix (doing the quest now and noticing things, heh):

     

    The map given for 4E: Lady Hefin is slightly incorrect.

     

    Image used: SAXwz33.png

     

    Fixed image: CjjxZHf.png

     

    In-game screenie of the area: clmZI9D.png

     

    (adding the fairy ring as a reference is handy, IMO, or I can make a version with just a fixed path if you prefer)

     

    I'll keep posting here if I find more errors, if that's okay. Should be done with the quest within an hour or two.

    >Done, and the only thing I'd add is that you should probably mention that a pickaxe on your toolbelt will work, and you don't need one in your inventory.

     

    Edit: Actually it's still not *quite* right, one sec...

     

    Edit2: There we go.

  4. From section 4f. Lady Meilyr:

    The clue is "Lady Meilyr brewed a map in the dungeon of the kin". Gwir tells you she doesn't know of any such dungeon in Elven lands, but thinks you may know of one. She does however give you a Meilyr potion recipe, which calls for a Cadantine and White Berries (super defence) potion to be mixed with one blue and one red ground elven mushroom to create the potion.

     

    Leave Lletya, and you will immediately find red mushrooms. Pick one and grind it, then run south to the magic trees. Here you will find blue mushrooms, pick and grind one. Combine the two with a super defence (3) potion to create the Meilyr potion. You have the chance to ask her questions, then tell her that you're gathering the Elven clan leaders. She will then head to the undercity.

     

    <picture>

     

    Take the potion to Daemonheim and drink it in the lobby, and a portal as above will appear. Step inside the portal and you will enter Lady Meilyr's personal dungeon room. Find her in the north-eastern chamber and talk to her. You have the chance to ask her questions, then tell her that you're gathering the Elven clan leaders. She will then head to the Undercity.

    The sentence I put in bold should be deleted; it belongs in the last paragraph and is repeated there.

  5. Haven't done the quest yet, avoiding spoilers until I feel like srsly playing Runescape again, but I had to pop in because I noticed this:

     

    The Ship Setup interface in Player-Owned Ports now has a tick box to hide ship parts that are no longer needed.

    This may be my favorite Ninja-ish update ever. Seriously. (It's not under the Ninja header, but it feels like their sort of thing.)

     

    Oh, also:

    The engrammeter, used in Mahjarrat Memories, may now be charged with Elder memories.

    So anyone heading for comp cape who wants to spend as little time div'ing as possible can combine those two reqs to save some time (having it charged and finished for FotG didn't really help that much anyway, honestly).

  6. I feel the need to step in and say that some psychologists are not idiots who try to hold everyone to the same mold. Yeah, those folks absolutely exist, but there are also some psychologists who are fantastic at what they do - meeting their client where they are, figuring out what is important to them and what they want to achieve, and helping them get there. I've been seeing therapists for years, and it took a while to find one who would actually listen to what I needed instead of just assuming they knew already, but once I found one who would work with me, my life took a drastic turn for the better.

     

    While I absolutely agree that some psychologists are terrible and shouldn't be allowed to practice, the field as a whole is not without merit. I see a couple folks making some sweeping generalizations that I have to disagree with.

     

    Also: There is a big difference between psychologists and psychiatrists. Please don't confuse the two. Psychologists generally achieve changes through behavior modification and talk therapy; psychiatrists generally achieve changes through medication. Psychologists have a PhD, not an MD, and cannot prescribe drugs (in most parts of the US, at least); psychiatrists have an MD and can prescribe drugs. Both are important and useful in their own way.

     

    As for the health/happiness of top players (to get a bit closer to on-topic)... It's hard for me to see someone who spends that much time on Runescape as healthy or happy, but it's not really my place to judge that; I certainly can't say it's impossible. I don't think spending time on computer games in general is a uniformly bad thing - it's certainly allowed me a degree of social interaction while in the depths of crippling depression that would otherwise have been impossible, and it's given me something to feel good about when even my body refused to otherwise let me do anything more active. And that's just how it's been for me; I'm sure I'm not the only one in such a position.

     

    But more generally, spending time setting and then achieving specific goals that take a great deal of work and effort to achieve... I can't consider that an entirely bad thing. You may not be developing muscles, or creating useful contacts, or earning money, but you probably are developing a certain kind of discipline and focus, learning to set and pursue goals even over long periods of time, even learning some interesting economic theory. And you're still engaging in social interaction, albeit in a markedly different way. It is not entirely without merit.

     

    I don't think I would ever attempt to be a "top player" myself, nor could I really recommend it to anyone. But I likewise cannot condemn those who chose to pursue such goals, nor will I feel guilt or remorse over supporting some of them - partly because I cannot be responsible for the actions of others, and partly because I don't have enough information to even truly determine whether or not it has been a net positive or negative thing for the people in question.

    • Like 2
  7. The simplest "fix" by far for strength is to take the damage boost component of magic and ranged and apply them to the skill.

    Attack, Ranged and Magic can then be the skills that hone your with specific weapons and improve accuracy.

    Strength can be the skill that hones your physical and mental strength allowing you to inflict more damage - be it by swinging a sword harder, pulling a bow tighter, or holding a spell together better to get more power from it.

    I really like this idea, but I feel like it won't happen because it's such a big change from the current & former systems.

  8.  

     

    wearing the golden mining boots is +12% bonus, compared to +4% if not wearing them.  Varrock armor is 6%.  The only way to stack the bonuses is to wear the full armor.  Fors choose the extra 8% mining bonus over agility.

    Lolwat.

     

    Golden mining suit gives +1% xp per piece, and another bonus +1% for wearing the full set. Not wearing the boots sacrifices the set bonus and the boots bonus, for +4% instead of +6%.

     

    If you're trying to take into account the extra xp from bonus ores mined from the Varrock armor, that activates roughly 10% of the time when mining gold, so the whole suit would give +6.6%, and the suit minus boots would give +4.4%.

     

    As Steph said, the Varrock armor always gives the same xp bonus as the golden mining top if you own both, whether you're wearing the whole set or not.

     

    I've absolutely no idea where you're getting your numbers.

     

    http://services.runescape.com/m=rswiki/en/Magic_golem_set

     

    edit; clearly should of read the original quote. but yeah fors is probably using the full golem set?

     

    Which gives a +7% boost to mining success, so you presumably mine 7% more, making the golden suit's xp bonus 7% stronger, so...

     

    Full suit bonus: 6% + (.1*6%) + (.07*6%) = 7.02% boost

     

    The golem set has no effect without the full suit, so it's that 7.02% xp boost (plus non-aggressive rock creatures!) versus the 4.4% boost provided by wearing golden mining suit w/ varrock armor + silverhawks.

     

    Still probably more efficient to be using the silverhawks, still don't know how squel got his numbers.

  9. wearing the golden mining boots is +12% bonus, compared to +4% if not wearing them.  Varrock armor is 6%.  The only way to stack the bonuses is to wear the full armor.  Fors choose the extra 8% mining bonus over agility.

    Lolwat.

     

    Golden mining suit gives +1% xp per piece, and another bonus +1% for wearing the full set. Not wearing the boots sacrifices the set bonus and the boots bonus, for +4% instead of +6%.

     

    If you're trying to take into account the extra xp from bonus ores mined from the Varrock armor, that activates roughly 10% of the time when mining gold, so the whole suit would give +6.6%, and the suit minus boots would give +4.4%.

     

    As Steph said, the Varrock armor always gives the same xp bonus as the golden mining top if you own both, whether you're wearing the whole set or not.

     

    I've absolutely no idea where you're getting your numbers.

    • Like 2
  10.  

     

    It SHOULD, but considering we're speaking of Jagex, and even more, Chris L, expect lvl 90 gear to be required. :P

     

    That is what I am afraid for.

     

    Endgame content requires endgame gear? Alert the internet! I want to punch Araxxor to death.

     

    The idea is that bosses dropping tier 90 weapons should not require tier 90 weapons to defeat, not that end game content should be punch-able.

    • Like 6
  11.  

    When you authenticate your computer will you ever have to re-authenticate the same computer in the future? (In other words, does the authentication expire?)

     

    No, you won't. The only reason you should ever have to re-authenticate is if, for some reason, you think that the QR code or 16 character code got out of your control and might be used by someone else, at which point they give you a new code (they should, theoretically - I haven't tested this out yet, but not changing the code each time doesn't make any sense).

     

    You won't have to re-link the authenticator on your computer/smartphone again, no, but you do have to enter the short code generated from the authenticator once a month.

  12.  

    If you're already making an effort in this regard, you might want to write it up and submit it for the Times =).

     

    I'd be more than glad to so long as I don't have to give exclusive publishing rights to the Times (I can do timed exclusivity, but I want to keep the rights just in case I want to do something else with it).

     

    I would be very surprised if they required exclusive publishing rights to Times articles.

  13. Lots of things to like with this update!

     

    I like the new look of Hellhounds a great deal; not a fan of nechs though.

     

    Rhino capes for range/mage is interesting, but iirc they're still not as good as Ava's/god capes which are both easier to get, so... *shrug* (They're the exact same stats except for the combat style, yes?)

     

    The fire cape override looks terrible; I'm glad it's not the new default. That being said, I agree with Ping that (if it actually looked good) they really should update the default and then make the former look an optional override.

     

    I might actually go do DKs now that I don't need a door partner, woo! Also extra task block, woo! And I don't have to go hide when I do my divine locs anymore!

     

    I find it... odd? that silverhawk feathers are destroyed and not converted to any sort of cash when you die in the Wildy with them, not that I would expect anyone to take them in the Wildy in the first place.

     

    I'm fairly ambivalent about the skillchompas. I may go train hunter on them some for some cash, and it's definitely nice to have another viable skilling moneymaking method.

     

    I'll actually use the authenticator, unlike JAG, so that's nice to have around.

  14. You know this kind of stuff is why i find reverse engineering and system exploit testing so interesting. I would imagine a legitimate company, hopefully jagex, has hired staff to work at cracking through these systems to test it.

    Honestly, I doubt it's worth their time to hire a third party to try and crack their systems. They might do some work internally, but no way will they hire an outside group for it. The most sensitive/valuable info they have is payment info, which is largely separate from the login info this system is designed to protect. (That might be worth outside testing, but if I'm not mistaken, companies generally contract third-party software to handle that entirely.)

  15.  

     

     

     

     

     

    I think I'll just stick with rune until they make a tool that isn't stupid to get.

    What's stupid about Dragon Hatchet/Pickaxe again?

     

    PvM method to obtain a non-PvM required item. Thats like pickpocketing would grant drygores.

     

    The skills should be intertwined. PvM providing everything for pvm gear is an issue I think they should work on. Smithing/Crafting was supposed to provide the supplies for combat originally. Bossing should just supply a piece of armour/weapons that needs to be combined with other supplies from skilling to make the gear.

     

     

     

    Like how you had to have high smithing, or pay an NPC, to combine the metal shards and make the dragon platebody? IIRC there's a smithing requirement on combining the Godsword pieces as well, but I could be wrong on that.

     

    I thought that was a really cool idea which didn't see enough use because the dragon platebody kinda sucked.

     

     

     

    More like actually requiring skilling materials. So boss dropped pieces plus a bunch of gems/bars/logs/runes/hides/whatever. Right now the skilling materials aren't very useful for actually making anything and are mostly just exp gain items.

     

    That would be nice as well, aye. I hate that 99 smithing lets you make t50 equipment - woooo. Crafting & fletching aren't much better, as far as making useful equipment goes.

  16. So the post means:

    6 Moral Crew members

    6 Combat crew members

    5 Seafaring crew members

    4 Terracotta Merchants

    Kharidian Exiles?

     

    2 Moral Captains

    1 Combat Captain

    2 Seafaring Captains, one having x4 Multi-Talented?

     

    I've been looking for the best way to start updating my crew once I unlock my next region so this will definitely help me a ton. :)

    With the captains having 4x +1% to their respective stats as traits, the exception being the Multi-Talented Seafaring captain as you said, yep!

     

    It is a handy guide, for sure.

  17.  

    That's what I want to know urza, I know they implemented a way to remove picks for imcando so hopefully they thought this through

    How do you do that?

     

    I think you just talk to the guy and he takes it from your toolbelt? I'm not actually sure, as I haven't made an imcando myself. (Not being able to keep it on my toolbelt is a dealbreaker.)

     

    I agree that they probably should remove the dragon pickaxe requirement of the imcando. It's unnecessary. I'm not sure that we need the upgrade mechanic for the crystal versions, but I'm willing to let that slide (in no small part because I already own both dragon tools, so I'm not really losing anything from it.)

     

    I find their explanation of durations for the combined overload+antifire interesting... so you can just bring one combo pot and one overload and sip the overload when the overload portion of the combo runs out, yes? Still saves one inventory space, so it's not a bad idea.

     

    I'm not sure why it'd be that difficult to code "whenever you empty a crystal flask, it breaks, even if you're decanting and not drinking the contents", but... *shrug*. I vaguely recall weird restrictions on similar actions with regular potion flasks (I can't decant a 5-dose into two regular vials? WHY NOT?); I think it'd be easy to change that to the above, but that's just me.

     

     

     

     

     

    I think I'll just stick with rune until they make a tool that isn't stupid to get.

    What's stupid about Dragon Hatchet/Pickaxe again?

     

    PvM method to obtain a non-PvM required item. Thats like pickpocketing would grant drygores.

     

    The skills should be intertwined. PvM providing everything for pvm gear is an issue I think they should work on. Smithing/Crafting was supposed to provide the supplies for combat originally. Bossing should just supply a piece of armour/weapons that needs to be combined with other supplies from skilling to make the gear.

     

    Like how you had to have high smithing, or pay an NPC, to combine the metal shards and make the dragon platebody? IIRC there's a smithing requirement on combining the Godsword pieces as well, but I could be wrong on that.

     

    I thought that was a really cool idea which didn't see enough use because the dragon platebody kinda sucked.

  18.  

    The thing is, basics aren't useless.  Knowing when to use which basics, and using ability queuing to optimize your adrenaline gain, can do so so much for your dps.

    With Revolution, they are.

     

    When you're in Revolution mode, for most people it uses basics in a completely arbitrary manner.

    Might as well just make it so Revolution would be auto-attacks as strong as using those basics + getting 8% adrenaline per 3 ticks and being able to use Thresholds and Ultimates.

     

    I don't completely agree with this. I pay attention to the order I assign basics when using Revolution, putting the highest damage (and usually highest cooldown) at the front and the lowest damage/lowest cooldown at the end, and I fiddle with where I include Sacrifice and where/whether or not I include any AoE or DoT abilities depending on the situation.

     

    The differences may be somewhat minor, but they do exist and they do matter.

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.