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12-Apr-2010 - Dungeoneering Skill!


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IMO this is how it should work:

Level 1: Bind 1 item + a set of ammo/runes

Level 25: Bind 2 items

Level 50: Bind 3 items + 2 sets of ammo/runes

Level 75: Bind 4 items

Level 100: Bind 5 items + 3 sets of ammo/runes

Level 120: Bind 6 items + 4 sets of ammo/runes

 

Is this good?

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IMO this is how it should work:

Level 1: Bind 1 item + a set of ammo/runes

Level 25: Bind 2 items

Level 50: Bind 3 items + 2 sets of ammo/runes

Level 75: Bind 4 items

Level 100: Bind 5 items + 3 sets of ammo/runes

Level 120: Bind 6 items + 4 sets of ammo/runes

 

Is this good?

 

Not really, at level 50 you get to bind tier 10 spear, platebody and legs, with that amount of gear you can just roflcopter through everything.

 

I would prefer more binding at lower levels, but only if Jagex force you to bind something different from what you are currently binding. For example if I bind a melee weapon, I have to bind range/mage/skill item as my next item.

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IMO this is how it should work:

Level 1: Bind 1 item + a set of ammo/runes

Level 25: Bind 2 items

Level 50: Bind 3 items + 2 sets of ammo/runes

Level 75: Bind 4 items

Level 100: Bind 5 items + 3 sets of ammo/runes

Level 120: Bind 6 items + 4 sets of ammo/runes

 

Is this good?

 

Not really, at level 50 you get to bind tier 10 spear, platebody and legs, with that amount of gear you can just roflcopter through everything.

 

I would prefer more binding at lower levels, but only if Jagex force you to bind something different from what you are currently binding. For example if I bind a melee weapon, I have to bind range/mage/skill item as my next item.

Yep, that's what I suggest too.

 

Maybe do it like this:

Lvl 1: Can bind one item (probably either a bow, melee weapon or staff) + a ammo if it is a bow or staff (in the case of staff, you can "bind a spell", for instance 50 casts of fire surge). If you chose to bind a bow or staff, you get to bind the corresponding ammo too, but not if you bind a melee weapon. This way, it's fair for everyone, i.e; , every class can start fighting straight away. You just get to choose one class.

Lvl 40: Can bind an extra item of choice (so you could chose spear + platebody, or spear + bow (and arrows automatically) or basically anything).

Lvl 60: Can bind an item of an other class (so if you have a spear + platebody bound, you can now bind a bow (and arrows) or a staff (and runes) or a robe top, or ...)

Lvl 80: Can bind an item of the last class (so you could have spear, platebody, bow (and arrows) and staff (and rune set) bound).

Lvl 100: Can bind an extra item of choice (can be anything).

 

Not sure it this would make things too easy, but I really think mages/rangers should get ammy "for free" with their weaopn, and melee'ers shouldnt (they should not be able to bind a melee weapon and free ammo, unless they want to waste a "binding spot"). This is only fair IMO.

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I detailed some binding ideas on this thread: Quick find code: 149-150-497-60791177

 

Here's the more lengthy synopsis though:

 

Players can bind any number of items. Any item above the free binding (which maxes out at 4 for level 120) gets an experience penalty at the end of the dungeon. This is determined by the Tier level of all the extra items bound.

 

Ex: A level 50 can bind two items for free. She has Primal 1h sword (T 11), Primal shield (T 11), Primal helm (T 11), Gorgonite chest (T 10), Gorgonite legs (T 10), Primal boots (T 11), Primal gloves (T11). She binds all the items. Now, what is her penalty? For now, we'll keep it simple and say the Tier % penalty is equal to twice the Tier level of the item modified by the type of item (Tier 5 is 10% penalty, Tier 10 is 20%, etc.). Smaller items such as helms, gloves and boots give smaller penalties based roughly on the number of ore/leather/cloth needed to make an item.

 

2h Weapon (not bows), Chest = full Tier% penalty

1h Weapon, bows, Shield/Legs = 3/5 Tier% penalty

Helmet = 2/5 Tier% penalty

Gloves, Boots = 1/5 Tier% penalty

 

Here's her penalties then: Primal 1h and Primal shield are both 13.2% each (3/5 of the 22% penaly); Primal helm is 8.8% (2/5 of the 22% penaly); Gorgonite chest is 20% (5/5 of the 20% penalty); Gorgonite legs is 12% (3/5 of the 20% penalty); Primal boots and gloves are 4.4% each (1/5 of the 22% penalty). She's not penalized on the two highest percentages (the 20% and one of the 13.2%) due to her level 50 dungeoneering. So, her actual penalty is 13.2+8.8+12+4.4+4.4 which is 42.8%.

 

It may seem a bit complicated, but I think it becomes second nature very quickly. Higher level, more powerful items penalize you more. You have the option to bind anything you like, but the penalty is there to stop it from being abused. So, do you take the experience hit but go through the dungeons faster, or gather your supplies as you go along slowing you down a bit.

 

I do like the idea of boss drops having a "dungeon counter" where you can keep it for a certain number of dungeons even without binding it. Something tells me that it'd be a bit too complicated to implement.

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actualy i dont believe in a steady gap, saying new bind every x amount of lvls is rediculous cuz of xp increase rate

 

i say 50 is perfect for 2nd item, but 50-99 is horrible, i think due to xp gap growing enourmous, the lvl bewteen the next bind should keep growing less

 

such as:

 

1 - 1 item,1 ammo, keep boss drop for 1 more dungeon

 

50 - 2 items, 1 ammo, keep boss drop for 2 more dungoens

 

80 - 3 items, 2 ammo, keep boss drop for 3 more dungeons

 

100 - 4 items, 2 ammo, keep boss drop 4 more dungeons, not 99 tho because at 99 you have enough motivation to train for the cape, i think puttin it at 100 gives players motivation to keep going past 99 cape, onward to 100+

 

110- 5 items, 3 ammo, keep boss drop 5 more dungeons

 

120 - 6 items (enough for full primal i think, if you have a 2h wep) 4 ammo, 6 floor boss keep

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I think item binding is frivolous, considering I can get anything I want given the starting materials (I realize this isn't the same for a member, with tier 11 equipment). The only thing it does is saves me, oh, 5-10 minutes of preparation. Especially because I usually take nothing and start hacking through everything anyway. If I get to an opponent even remotely close to my stats, I can just pray it, and hope there's an altar somewhere.

 

If the boss is too tough, I tele out, save a rune ess, and repeat the process of runecrafting air runes until I have more than enough. Good fight, Jagex.

 

 

EDIT: Actually, here's an interesting idea - With a higher Level, you get the option of binding less. The higher the level, the fewer monster drops, the harder it is to complete a dungeon, the more experience. Say you don't bind anything, don't start out with anything, and are forced to live with whatever the monster drops. Wouldn't that be better than getting more cushy as you gain levels?

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Well in members you have some rare drops.. Which only make sense to use if you also have OTHER rare drops...

 

Now what is the chance of finding, 2 slayer items in 1 dungeon? - VERY low.

Also: I can get pro-skirt from a boss.. Now what did that do for me? - Nothing, after the boss I stop the dungeon and I keep my platebody + spear..

 

 

Basically: any special drops you think "WOOOHOOO yeah, finally a .... drop", is very short-lived...

First they came to fishing

and I didn't speak out because I wasn't fishing

 

Then they came to the yews

and I didn't speak out because I didn't cut yews

 

Then they came for the ores

and I didn't speak out because I didn't collect ores

 

Then they came for me

and there was no one left to speak out for me.

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I had a level last night with a 101 magic requirement but there were no herbs to raise my level. :rolleyes: Also got a Celestial catalytic staff and examining it says it's (tier 3). :rolleyes: I didn't take it since once again, magic sucks. If you could bind more items then sure I'd keep it, but I can rape warriors fine with normal runes. I'll keep my melee weapon thanks.

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I had a level last night with a 101 magic requirement but there were no herbs to raise my level. :rolleyes: Also got a Celestial catalytic staff and examining it says it's (tier 3). :rolleyes: I didn't take it since once again, magic sucks. If you could bind more items then sure I'd keep it, but I can rape warriors fine with normal runes. I'll keep my melee weapon thanks.

 

imbued Normal staffs are tier 1, no matter the wood its made of. Enhanced staffs are tier 2. only a select few should be tier 3+.

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Muwahaha, Sagitarre just dropped 125 promethium arrows. Bought some winters grip seeds and now I have 125 p++ arrows. Making those pots got me like 2k herb exp too. Hope Jagex dosen't nerf the herb/farm exp now that smuggler sells seeds... I mean even with him selling them its still really slow exp in both skills...

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Plain staffs can be high tier. For instance, a tier 8 wood could be made into a tier 8 plain staff. That plain staff could then be imbued at an altar to become a fire staff etc. The imbued staffs only have three tiers. Lower tier plain staffs can be made into fewer imbued versions. A tier 1 plain staff can only be made into a water staff, if i remember right.

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so i know doomcore is 25% magic dmg

 

and celestial catalytic staff says it boosts magic by 30% or something vauge like that

 

does anyone know if that actualy means +30% magic damage? or just 30% accuracy

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so i know doomcore is 25% magic dmg

 

and celestial catalytic staff says it boosts magic by 30% or something vauge like that

 

does anyone know if that actualy means +30% magic damage? or just 30% accuracy

damage

 

magic attack bonus affects accuracy.

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so i know doomcore is 25% magic dmg

 

and celestial catalytic staff says it boosts magic by 30% or something vauge like that

 

does anyone know if that actualy means +30% magic damage? or just 30% accuracy

 

Where are people getting the 30% bonus for the celestial staff? It's not in the knowledge base. Can someone show me a picture of one being wielded? I know that the KB is still horribly wrong with a lot of those items.

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so i know doomcore is 25% magic dmg

 

and celestial catalytic staff says it boosts magic by 30% or something vauge like that

 

does anyone know if that actualy means +30% magic damage? or just 30% accuracy

 

Where are people getting the 30% bonus for the celestial staff? It's not in the knowledge base. Can someone show me a picture of one being wielded? I know that the KB is still horribly wrong with a lot of those items.

 

http://www.runescape.com/kbase/guid/dungeoneering_mage_equipment

 

The basic non-elemental magic staves can be made by fletching the branches that you find or cut around Daemonheim. They have basic stat boosts, as listed below, but provide no additional effects. These staves can be powered to make elemental staves at altars, one of which can be found in the starting room of a dungeon.

 

Elemental staves are made from basic wooden staves, and act in a similar fashion to the elemental staves outside of Daemonheim. They offer an unlimited supply of runes, according to the element that it is powered with. So, a wielded air staff will act as an unlimited supply of air runes, for example.

 

Catalytic staves have no elemental association like the elemental staves, but they are made in an identical fashion: by taking a basic wooden staff to an altar. These staves are designed to focus your combat abilities, increasing your magical attack. A catalytic staff increases your magic attack by 15%, an empowered catalytic staff increases your magic attack by 20%, and a celestial catalytic staff increases it by 30%.

 

Celestial weapons (tier 11) can only be gained from monster drops. The flameburst defender, frostbite dagger, hailstorm dagger and doomcore staff can all be gained as drops from slayer creatures.

 

First few paragraphs, magical equipment page.

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well then it seems to me, for every normal account which doesnt include mine, then id think prom spear + celestial catalytic staff would be better to bind than plate and spear

 

because its always nice to have fire surges handy, me vs primal warrior is about a 1-2 min fight, but ive seen it 6 hit with fire surge, and a 30% mage increase turns max from 280 to over 360

 

also bosses like rammernaut get destroyed by mage in comparison to melee

 

be i think we can agree with the best arrow at 38 range str, range sucks here unless the double all range strs

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