Jump to content

What is your TRUE Combat Level


NukeMarine

Should the Combat Formula be revamped to take into account player inventory?  

137 members have voted

  1. 1. The following should be used to determine combat level

    • Direct Combat Skills (atk, str, rng, mag)
    • Defensive Combat Skills (mag, def, con)
    • Support Combat Skills (pry, summ, con)
    • Tertiary Support Skills (hrb, agil, slyr)
    • Weaponry in inventory
    • Armor in inventory
    • Selected Spell book, Prayer Book, Runes, Summon Scrolls
    • Regenerative/Boosting foods and potions
    • Other (explain in comments)


Recommended Posts

Also, how do you propose dealing with auto-aggressive monsters like the wild dogs in Brimhaven Dungeon, or things like that, where their aggressiveness is dependent on combat level. You need to remember that combat level is not only applicable players. Monster combat level is calculated exactly the same.

Jagex is way ahead of you on that. In the new dungeons, the NPC's are now made non-aggressive based on your defense level, so being +200 defense bonus makes them not attack. It's a simple matter to apply to that idea to all NPC's. So now, walking around with full melee armor makes you less of a target to melee monsters, but more likely to be attacked by magic based NPCs. Not wearing any armor makes you more of a target to both. If you think about it, that would make more sense.

 

Of course, in case of NPC's, it's about what you wear and not what you're carrying in inventory. With pvp, it's about what you have in inventory, as you can quickly don and switch.

nukemarine.png

Learn how to Learn Japanese on your own - Nukemarine's Suggested Guide for Beginners in Japanese
Stop Forgetting Stuff for College and Life - Anki - a program which makes remembering things easy
Reach Elite Fitness - CrossFit

Link to comment
Share on other sites

  • Replies 121
  • Created
  • Last Reply

Top Posters In This Topic

I don't think weapons/armour should play a role in combat levels, because everyone is capable of getting any tradable item, if they worked hard enough. If you can't get 200k Tokens for a chaotic weapon, then you sir are very very lazy, or have some crazy condition that few people have. However Herblore is a very strange skill to me, it heavily influences combat, as see herblore as almost a 2nd Prayer. However Herblore being a skill and not in the combat formula, adds more a uniqueness to the game. Plus herblore doesn't really become a huge factor until you can make those high level untradable potions. I think it would be nice though to see herblore affordable, but slow like at maybe 50k/hr. Would be really nice for the poor people like me. lol

Pinata.png
Capes in order: Firemaking - Cooking - Construction - 99 Dungeoneering
- 120 Dungeoneering - Quest - Strength - Prayer - Herblore - Constitution
- Attack - Defence - Ranged - Runecrafting - Magic - Fletching - Mining

- Farming - Smithing - Slayer - Woodcutting - Summoning - Thieving - Hunter

- Fishing - Agility - Crafting - Divination - Max - Completionist

0000 0000 0000 0000 0000 0000 0100 0101

Link to comment
Share on other sites

Also, how do you propose dealing with auto-aggressive monsters like the wild dogs in Brimhaven Dungeon, or things like that, where their aggressiveness is dependent on combat level. You need to remember that combat level is not only applicable players. Monster combat level is calculated exactly the same.

Jagex is way ahead of you on that. In the new dungeons, the NPC's are now made non-aggressive based on your defense level, so being +200 defense bonus makes them not attack. It's a simple matter to apply to that idea to all NPC's. So now, walking around with full melee armor makes you less of a target to melee monsters, but more likely to be attacked by magic based NPCs. Not wearing any armor makes you more of a target to both. If you think about it, that would make more sense.

 

Of course, in case of NPC's, it's about what you wear and not what you're carrying in inventory. With pvp, it's about what you have in inventory, as you can quickly don and switch.

It's actually a bit harder then that to get them to non aggro. More like 200+ defense bonus, and an overload/turmoil.

 

But you still haven't answered several questions about what you are actually proposing here. Like, why is slayer in the tertiary skills bracket when it does absolutely nothing for combat?

 

Do you realize that this would involve recalculating the combat level for every monster in runescape?

 

Also, in response to your post from last page. You essentially ignored the fact that the wilderness is about fighting other players. Your example with the guy in divine and torva being level 380, and only attackable by those geared the same as him is flawed in a huge way. You forget that the wilderness is largely multicombat. Basically, you would give him immunity to lower level teams simply because he has better gear. That is kind of the point of teams, you don't have to have max gear, you have strength of numbers. Then, you went on to say that he would only be attackable by people risking what he was. Well, he is in unKOable gear, and essentially everyone else is unable to attack him. This means he has 0 risk because no one can fight him, no teams can jump him.

 

You are saying that by risking a lot, he could have 0 risk. But this would mean he isn't risking anything...

 

Also, you hear about the combat triangle being broken because whenever the RSOF pker dies, he rants about how he died cause the combat traingle is broken. God forbid it is actually his fault. But in pvp, the combat triangle is actually represented well (in p2p). And each style alone does not fare as well as someone using all styles.

 

@Assassin

 

You can cheapen herblore quite a bit by doing penguins every week, and using herbs from MTK. During last year, I farmed Avantoe heavily from March-August. I managed to farm 10k avantoe. I also planted papayas trees, and periodically collected mort myre fungi. I did penguins religiously, and spent the points on herblore. I also cleaned most herbs from MTK, and once a week I collected 2nds and made Prayer potions and super sets from MTK herbs. I saved the Dwarf and Lanta. Then, at the end of August, I bought the rest of the Papaya and Fungi I needed, and made 14k super energies and 10k spec restores. I also made ~1k extreme sets. The penguin points and MTK had gotten me 63-76 herblore, and so I went from 76-90. Then the BXPW was announced, so I saved the rest of my supplies and stockpiled enough to get 90-95.

 

Spending that long farming Avantoe and collecting 2nds saved me about 150m on the cost of herblore. It also let me keep slaying, instead of concentrating on doing something that made more money. :)

pere_grin.png
Link to comment
Share on other sites

It's actually a bit harder then that to get them to non aggro. More like 200+ defense bonus, and an overload/turmoil.

Which changes the point, how? Jagex has a system in place to turn monsters non-aggressive based on the type of defensive bonus you have and not your combat level. Nit picking the details doesn't change the fact I answered your question with an in game example

 

But you still haven't answered several questions about what you are actually proposing here. Like, why is slayer in the tertiary skills bracket when it does absolutely nothing for combat?

 

oh appologies, let me catch up on game called Runescape that for a few years seem to have things called non-combat skills, mini-games and quests that seem to give players benefits in combat without adding to their combat level. I was giving examples, just not in an exhaustive way as it has to be a short poll. However, even in this thread people note that Dng, Firemaking, Herblore and Slyr for example offer items inaccessible outside of the skills that do offer benefits in combat. Are the benefits enough to merit inclusion in a combat level formula or exclusion to PvP combat?

 

Do you realize that this would involve recalculating the combat level for every monster in runescape?

 

Oh, I guess Jagex never radically redid large elements in the game before. We're still using 2d graphics with only program based graphics engines.

 

Also, in response to your post from last page. You essentially ignored the fact that the wilderness is about fighting other players. Your example with the guy in divine and torva being level 380, and only attackable by those geared the same as him is flawed in a huge way. You forget that the wilderness is largely multicombat. Basically, you would give him immunity to lower level teams simply because he has better gear. That is kind of the point of teams, you don't have to have max gear, you have strength of numbers. Then, you went on to say that he would only be attackable by people risking what he was. Well, he is in unKOable gear, and essentially everyone else is unable to attack him. This means he has 0 risk because no one can fight him, no teams can jump him.

 

You are saying that by risking a lot, he could have 0 risk. But this would mean he isn't risking anything...

 

By your example, the entire combat level system is unfair because a level 138 in immune to all attacks by a gang of level 87 pkers. Plus, he's immune to being attacked by multiple level 90's if he stays out of multicombat areas that make up half the wilderness. So apologies if you can't see these simple responses to your simple problems put forth. At least other posters brought up legitimate issues, but you're just grabbing at straws.

 

However, to answer your poorly thought out example, the level 138 in Torval would not be immune to others if A) he goes higher in the wilderness increasing the number of lower levels able to fight him or B) another person risking similar boosting armor to raise combat levels to similar levels. Plus, if no one can attack him, he can't attack others. Kind of ruins the point of him trying to PK others. However, he just won't be bothered by cheap pkr's that don't want to risk anything expensive. If he didn't want to fight, he would stay out of the Wilderness after all. And that he can't be KO'd without a lot of effort is kind of the point of having heavy armor, lots of food, lots of prayer, etc however that's the combat system and not about combat levels.

 

Also, you hear about the combat triangle being broken because whenever the RSOF pker dies, he rants about how he died cause the combat traingle is broken. God forbid it is actually his fault. But in pvp, the combat triangle is actually represented well (in p2p). And each style alone does not fare as well as someone using all styles.

The triangle is represented well in Dungeoneering. The problem with RS proper is that there's far too many legacy items to bring about some balance. Jagex is attempting it with soakage and the high level equipment so that's cool. To be fair, I've stepped back from talking about the triangle and focused more on just combat levels. Even that, I've pulled more away from things like food, potions and tertiary skills/quests that offer minor boosts in some capacity. Instead, it seems easiest to point out how level 138's are being impacted with end game items wrt combat.

nukemarine.png

Learn how to Learn Japanese on your own - Nukemarine's Suggested Guide for Beginners in Japanese
Stop Forgetting Stuff for College and Life - Anki - a program which makes remembering things easy
Reach Elite Fitness - CrossFit

Link to comment
Share on other sites

First of all, if someone has Torva, or any of the newest armor, they deserve an advantage in combat due to the fact that they are risking a lot more then an average player would. This system would remove a lot of Risk vs Reward from Pvp, killing a lot of the fun in it at the same time.

 

Also, as far as Herblore goes, if you want it to add combat levels that much, then all potions should be untradable, as having anything less then 92 would be a pointless addition to combat levels since someone with level 1 Herblore is essentially the same as someone with, say, 82. The difference would be that the one with 82 would have empty combat levels. Or make them all tradable. Either way.

 

I find this whole idea insane simply because the end goal is to have people fight others with exactly the same gear, DPS output, KO potential, ect. If that were to be the case, the only skill anyone would need to PK, outside of hybriding and tribriding, would be to know when to eat, when to pull out the KO spec/weapon, and when to Veng. And that is a skill that can be learned in a few hours. And it isn't like Hybriding and Tribriding take a lot of skill in themselves, either.

 

Pvp isn't fair. It never has been and never will be. You don't see many flowers out there, do you? It isn't a kind and gentle place where the chance of winning a fight is a coin toss. If an advantage can't even be gained by risking a bit more then the other person, then there is really no point in risking more.

 

My $0.02.

The challenge of a mistake is not to avoid it. The challenge of a mistake is dealing with the outcome.

 

bc8ebae3b0.png

 

Proud of who I am and what I am.

Link to comment
Share on other sites

It should be a culmination of all skills which are in someway related to combat, so everything bar the 'survival' skills (Hunter/fish/wc/fm/cooking/cons/mining/smithing) maybe others.

 

So basically,

attack,defense,Magic,Ranged,Prayer,summoning,constitution,agility,slayer,Herblore,Thieving,runecrafting..

 

EITHER THAT, OR

a 'combat' level is made using the combat skills, which is used for PvP ourposes only, while outside of PvP EVERY level is taken into account and a more easily usable Overall level is used.

i.e not just a total, but when someone trains one skill, say mage, their level goes up normally, but when they train say runecrafting afterwards, their level won't go up as much, and this therefore reflects their skill 'distribution' more.

skill pairings could be (attk/def/strength/constitution,slayer,prayer) (Agility,thieving,Hunter,summoning) (crafting/Construction/mining/smithing) (Magic/runecrafting) (Ranged,fletching) (Farming/Herblore) (Woodcutting/fishing/firemaking/cooking) (dungeoneering)

 

I don't know, I feel skill levels should be more easily represented in runescape, rather than just the combat skills.

Link to comment
Share on other sites

I'm sure there's flaws with this too, but couldn't there be a "weight" or "rating" on the danger of an opponent? So for example, if a person has full torva, their weight/rating would be much higher than a guy in full bronze. This would go hand-in-hand with combat level, and could also just be based on items rather than combat. The weight/rating would pop up in PvP scenarios and show next to a person's combat.

 

For example, say a person has no items. Their weight/rating would be 0.

 

Now, say this person puts on full rune. Their weight/rating would go up some. Say this person also has green dragonhide (the set, not the leather, silly!) in their inventory. Their weight/rating would go up some more. Say they drop the green dragonhide or banked it; their rating would instantly go down to the level of just full rune.

 

Basically, this would be a warning system. Obviously some things will have more weight than others (e.g., extremes in inventory versus no potions, rocktails versus shrimp). In any case, you could gauge a person's combat items just by a cursory glance, and the individual could still have an ace in the hole; after all, the weight/rating would not explicitly tell what items the person is carrying.

 

This is just how I'd implement it.

ozXHe7P.png

Link to comment
Share on other sites

It's actually a bit harder then that to get them to non aggro. More like 200+ defense bonus, and an overload/turmoil.

Which changes the point, how? Jagex has a system in place to turn monsters non-aggressive based on the type of defensive bonus you have and not your combat level. Nit picking the details doesn't change the fact I answered your question with an in game example

 

But you still haven't answered several questions about what you are actually proposing here. Like, why is slayer in the tertiary skills bracket when it does absolutely nothing for combat?

 

oh appologies, let me catch up on game called Runescape that for a few years seem to have things called non-combat skills, mini-games and quests that seem to give players benefits in combat without adding to their combat level. I was giving examples, just not in an exhaustive way as it has to be a short poll. However, even in this thread people note that Dng, Firemaking, Herblore and Slyr for example offer items inaccessible outside of the skills that do offer benefits in combat. Are the benefits enough to merit inclusion in a combat level formula or exclusion to PvP combat?

 

Do you realize that this would involve recalculating the combat level for every monster in runescape?

 

Oh, I guess Jagex never radically redid large elements in the game before. We're still using 2d graphics with only program based graphics engines.

 

Also, in response to your post from last page. You essentially ignored the fact that the wilderness is about fighting other players. Your example with the guy in divine and torva being level 380, and only attackable by those geared the same as him is flawed in a huge way. You forget that the wilderness is largely multicombat. Basically, you would give him immunity to lower level teams simply because he has better gear. That is kind of the point of teams, you don't have to have max gear, you have strength of numbers. Then, you went on to say that he would only be attackable by people risking what he was. Well, he is in unKOable gear, and essentially everyone else is unable to attack him. This means he has 0 risk because no one can fight him, no teams can jump him.

 

You are saying that by risking a lot, he could have 0 risk. But this would mean he isn't risking anything...

 

By your example, the entire combat level system is unfair because a level 138 in immune to all attacks by a gang of level 87 pkers. Plus, he's immune to being attacked by multiple level 90's if he stays out of multicombat areas that make up half the wilderness. So apologies if you can't see these simple responses to your simple problems put forth. At least other posters brought up legitimate issues, but you're just grabbing at straws.

 

However, to answer your poorly thought out example, the level 138 in Torval would not be immune to others if A) he goes higher in the wilderness increasing the number of lower levels able to fight him or B) another person risking similar boosting armor to raise combat levels to similar levels. Plus, if no one can attack him, he can't attack others. Kind of ruins the point of him trying to PK others. However, he just won't be bothered by cheap pkr's that don't want to risk anything expensive. If he didn't want to fight, he would stay out of the Wilderness after all. And that he can't be KO'd without a lot of effort is kind of the point of having heavy armor, lots of food, lots of prayer, etc however that's the combat system and not about combat levels.

 

Also, you hear about the combat triangle being broken because whenever the RSOF pker dies, he rants about how he died cause the combat traingle is broken. God forbid it is actually his fault. But in pvp, the combat triangle is actually represented well (in p2p). And each style alone does not fare as well as someone using all styles.

The triangle is represented well in Dungeoneering. The problem with RS proper is that there's far too many legacy items to bring about some balance. Jagex is attempting it with soakage and the high level equipment so that's cool. To be fair, I've stepped back from talking about the triangle and focused more on just combat levels. Even that, I've pulled more away from things like food, potions and tertiary skills/quests that offer minor boosts in some capacity. Instead, it seems easiest to point out how level 138's are being impacted with end game items wrt combat.

 

Ok, um, lesse. A person in full torva and a divine won't be bothered by cheap pk'ers to begin with, unless they feel like dying.

 

Agility, herblore, slayer, firemaking offer almost no combat bonus. Agility, I can run farther, yay. Herblore: at 85+ I actually get a bonus I can't buy, made up of potions that aren't even useable in dangerous PVP in the current system. Slayer offers what, full slayer helm? Firemaking, less of a chance of one item exploding. So, wait, what if a person hasn't done the handcannon quest?

 

Personally, the few things that need to be adressed: maxed mage with 99 def, summ, hp, prayer is much, much lower then maxed att/str with 99 def summ hp prayer.

 

The fact that in PVP, str counts for a lot more then def.

 

To above poster: if anything, show total level somewhere then. Maybe in less dangerous areas.

Squab unleashes Megiddo! Completed all quests and hard diaries. 75+ Skiller. (At one point.) 2000+ total. 99 Magic.
[spoiler=The rest of my sig. You know you wanna see it.]

my difinition of noob is i dont like u, either u are better then me or u are worst them me

Buying spins make you a bad person...don't do it. It's like buying nukes for North Korea.

Well if it bothers you that the game is more fun now, then you can go cry in a corner. :shame:

your article was the equivalent of a circumcized porcupine

The only thing wrong with it is the lack of a percentage for when you need to stroke it.

 


7ApdH.png
squabharpy.png
Poignant Purple to Lokie's Ravishing Red and Alg's Brilliant Blue.

Link to comment
Share on other sites

Prayer is quite undervalued.

Lets say 3 115lvs, all can have or without 99ranging and magic (another flaw)

 

1st guy is a barrows pure, his level budget is 99att 99str 80def 43+ prayer

2nd guy is a maxed melee but without prayer, his budget is 99att 99str 99def maybe 16prayer

3rd guy is tuned to turmoil, level budget is 90att 90str 90def but with a 96prayer

Obviously the max melee guy cant win, you can add in a piety 115 if you like .

 

Having access to prayer either means a 50% damage reduction or 15%+ boost in all stats , the advantage is too obvious.

But scaling combat level with prayer and magic is somewhat problematic, for example leveling 42 -> 43 prayer is a big deal but while going from 41 -> 42 doesnt increase much combat efficiency.

Link to comment
Share on other sites

Ok, um, lesse. A person in full torva and a divine won't be bothered by cheap pk'ers to begin with, unless they feel like dying.

Negative. In the current system, if a 138 walks into the wild with full torva then EVERYBODY near 138 will try to 1-item him with claws. He's risking over a billion, they're risking 0 gp. What school of math says no one will bother attacking him? That's why the poster above said going into the Wild with full Torva is crazy. However, if Torva, Divine and Chaotic Sword all added to combat level, then that 138 is more like combat level 365 (195 str, 195 atk, 250 def, 140 con). In a new system, he can only attack and be attacked by people near him ie risking level 80 combat gear. Reason being a 138 with only claws is like a combat level 180. Does it sound so unfair that maybe one should risk a lot in order to get a lot in this situation?

 

Agility, herblore, slayer, firemaking offer almost no combat bonus. Agility, I can run farther, yay. Herblore: at 85+ I actually get a bonus I can't buy, made up of potions that aren't even useable in dangerous PVP in the current system. Slayer offers what, full slayer helm? Firemaking, less of a chance of one item exploding. So, wait, what if a person hasn't done the handcannon quest?

Agree, it's minor and very complicated, so please ignore that part of my suggestion.

 

In all honesty though, herblore can be easily adapted to be a combat skill by adding 20 or so untradeable combat potions throughout the skill. Then treat it like prayer and summoning.

 

Personally, the few things that need to be adressed: maxed mage with 99 def, summ, hp, prayer is much, much lower then maxed att/str with 99 def summ hp prayer.

 

The fact that in PVP, str counts for a lot more then def.

 

To above poster: if anything, show total level somewhere then. Maybe in less dangerous areas.

With a new system like I suggest, then wearing mage robes will be the key to increasing levels, and overshadow any str or atk you have. Mage though is VERY tricky to make work with this new system mainly because of spells. However, treat spells like better weapons then it can work.

 

About showing Skill Total outside of combat: AGREE, this has been a long standing suggestion.

nukemarine.png

Learn how to Learn Japanese on your own - Nukemarine's Suggested Guide for Beginners in Japanese
Stop Forgetting Stuff for College and Life - Anki - a program which makes remembering things easy
Reach Elite Fitness - CrossFit

Link to comment
Share on other sites

Ok, um, lesse. A person in full torva and a divine won't be bothered by cheap pk'ers to begin with, unless they feel like dying.

 

Negative. In the current system, if a 138 walks into the wild with full torva then EVERYBODY near 138 will try to 1-item him with claws. He's risking over a billion, they're risking 0 gp. What school of math says no one will bother attacking him? That's why the poster above said going into the Wild with full Torva is crazy. However, if Torva, Divine and Chaotic Sword all added to combat level, then that 138 is more like combat level 365 (195 str, 195 atk, 250 def, 140 con). In a new system, he can only attack and be attacked by people near him ie risking level 80 combat gear. Reason being a 138 with only claws is like a combat level 180. Does it sound so unfair that maybe one should risk a lot in order to get a lot in this situation?

 

 

A guy 1 iteming with claws isn't going to kill a guy in full torva anytime soon. They will attack him, no doubt, but they won't kill him.

 

Why should equipment change combat levels? That just makes no sense to me. Combat levels, IMO, are based on the character itself, without outside influences. And said out side influences shouldn't affect their level. Because this way, you won't be able to tell a person's base combat levels (att/str/def etc.)

 

Take this example:

A level 80 player is rich, so he buys full bandos, with a ddef, whip, dboots, etc. Then a 110 decides to go PKing in welfare with mystic, black dhide, and rune. Now, based on your combat level system, the 110 can now attack the level 80. Do you really think the fight is going to be fair? Even without ancients and range, and just rune, the 110's Atk/Str/Def alone would make the fight tip in his direction. So why should a level 80 be forced to fight a 110 just because he has better gear? He should be able to use that advantage against those around his level who can't afford such luxuries.

 

Before you say then why are you opposed to OVLs/EXTs, I want to say that Herblore is not a combat skill currently, and the benefits only come at VERY high levels, which cost 100ms to scratch the surface of. Super atts/strs/defs are more than enough boost to PKing already.

Staurolite.png

Link to comment
Share on other sites

A guy 1 iteming with claws isn't going to kill a guy in full torva anytime soon. They will attack him, no doubt, but they won't kill him.

Interesting, it's almost like they're at different levels of combat ability. The poor guy with only a dragon claw just doesn't stand a chance. If only Runescape had some area in place to keep people of different combat abilities from being able to attack each other, although as one moves further "north" into that area, then more and more divergent levels of combat ability can attack each other. Oh wait, we do have that.

 

Once again, when the main determination how well one did in combat was the combat skills (rune being the max), how the Wilderness was set up made sense. Now, when one reaches 50 or 60 or 70 or 80 in offense or defense skills, they get access to equipment that when worn can effectively double (if not more) the affected skill. Now, we even have Life Boosting armor that effectively adds 40 con (10 combat levels) with zero impact on the combat level.

 

Why should equipment change combat levels? That just makes no sense to me. Combat levels, IMO, are based on the character itself, without outside influences. And said out side influences shouldn't affect their level. Because this way, you won't be able to tell a person's base combat levels (att/str/def etc.)

I already explained why, you just disagree with it. That's fair, and I understand your point of view. Just remember, when players hit milestones in skills they get ENORMOUS boost to combat ability far, far beyond just going from 69 atk to 70 atk. It's that reason that I think it's better to use skills and armor/weapons/spells to determine combat level. Just reasoned opinion.

 

Take this example:

A level 80 player is rich, so he buys full bandos, with a ddef, whip, dboots, etc. Then a 110 decides to go PKing in welfare with mystic, black dhide, and rune. Now, based on your combat level system, the 110 can now attack the level 80. Do you really think the fight is going to be fair? Even without ancients and range, and just rune, the 110's Atk/Str/Def alone would make the fight tip in his direction. So why should a level 80 be forced to fight a 110 just because he has better gear? He should be able to use that advantage against those around his level who can't afford such luxuries.

 

Before you say then why are you opposed to OVLs/EXTs, I want to say that Herblore is not a combat skill currently, and the benefits only come at VERY high levels, which cost 100ms to scratch the surface of. Super atts/strs/defs are more than enough boost to PKing already.

 

Are we talking a 70 atk/str/def/con (CMB 82) versus a 95 atk/str/def/con (CMB 111) type players? Let's keep it melee for now. Now, I'm not sure what equivalent defense level one needs to replicate armor. For right now, let's say you get 1:3 for Melee and Range defense and 1:1 for Mage defense bonus. Likewise, the arrow and spells affect how much damage is dealt which is like str bonus for melee, but I'll deal with that later. Anyway, why is your example using Bandos when he can use Barrows? Is the +6 str bonus really worth that much? We'll assume he's using barrows (Toraq), whip and full crystal shield. This is since we're concerned with what the armor and weapons offer, not necessarily how much they cost. The other guy use full rune, scimmy.

 

atk 70 +82

str 70 +82

mag 70 +0

def 70 +122 [+366 rng def (+34 rng absorb)]

con 70 +0

That puts him at about 186 cmb potential, melee bias

 

atk 95 +45

str 95 +42

mag 95 +157 [mystic, fire surge]

def 95 +70 [209 melee def (+20 rng absorb)]

con 95

That puts him at about 154 cmb potential melee bias though if he had runes for fire surge then he'd be at 192 mag bias.

 

Now, of these two, who will win in 20 matches at the duel arena assuming 10 sharks each? Granted, player one is at a disadvantage as part of his level is based mainly on range defense instead of melee.

Now, if player 2 has runes for fire surge, that's going to boost his mage up high, almost like a +112 in addition to boost full mystic gives (+45). Though his def will still be treated as if he's melee bias since he's carrying them. Probably puts him at about 192 mage bias. I think he'd destroy anyone that just has 190 from only melee. However, I doubt he'd do well if player 1 switch to karil's.

 

I don't think it's too complicated assuming you understand that the "Strength" for Mage is the spell and for Range it's the arrow used. These determine the damage, so it's easy to find the equivalent. Then there's the small matter of how much defense bonuses actually affect defense. However, Jagex knows all this info, just doesn't share it. I think they can fairly make a formula that takes equipment into account.

 

Conclusion: From what you're saying, and you'll be right, is that a game mechanic that I suggest (skills and equipment for combat level) gives ENORMOUS power and flexibility to high level players that hybrid or swap level 40 equipment against mid level players using level 70 gear. It's like a reverse pure if you will, but purposely using low armor to offset using a more powerful weapon. Still, that advantage only works if they use the combat triangle, which is not necessarily a bad thing.

 

What would help if is higher level armor (level 50+) started giving Life Boost. Something like full level 50 boost +100, level 60 boosts +200 and level 70 would boost +300. This would fit nicely with the level 80 that boosts +400. Something like that would aid the above situation, giving more advantage to player 1.

nukemarine.png

Learn how to Learn Japanese on your own - Nukemarine's Suggested Guide for Beginners in Japanese
Stop Forgetting Stuff for College and Life - Anki - a program which makes remembering things easy
Reach Elite Fitness - CrossFit

Link to comment
Share on other sites

Might as well give +9001 combat levels for having a method of teleportation with you. Since it makes it far more difficult to die.

 

Nice how you said "lets keep it melee for now" and then in the next sentance immediately brought magic and range into it to help your numbers out. Your lack of knowledge about how combat bonuses work and how DPS is calculated means that the numbers and "bias" phrases you used to prove you point were made up completely on the spot and have no hope of being accurate.

 

You also use ratios in whatever "calculations" you made without stating what the ratio was between.

pere_grin.png
Link to comment
Share on other sites

Might as well give +9001 combat levels for having a method of teleportation with you. Since it makes it far more difficult to die.

I've always been an advocate of no teleporting if you're skulled in the wilderness. Barring that, it'd be cool to have a level 25 "Skull Teleblock" that you can cast only if you're skulled, and can only be cast on another player that's skulled. Of course, I also feel the protect prayers are overpowered. Heck, I think if you're skulled then even item protect shouldn't work.

 

Sorry, what's your point with that statement in relation this this thread?

 

Nice how you said "lets keep it melee for now" and then in the next sentance immediately brought magic and range into it to help your numbers out. Your lack of knowledge about how combat bonuses work and how DPS is calculated means that the numbers and "bias" phrases you used to prove you point were made up completely on the spot and have no hope of being accurate.

Please show where I did this. Melee armor has highest numbers in range defense bonuses in most cases, so you can't ignore when I used crystal shield as an example. As far as accuracy goes, where dealing with an imaginary situation in a fantasy game where the creators keep a lot of mechanics behind closed doors. Now, if you know the average success rate of a 95 atk using chaotic rapier versus a 95 defense wearing full torval and crystal shield, then please enlighten me as it'll make the case for or against easier regardless. Cause I'll be honest, you haven't a clue how to determine DPS when it comes to PvP when it comes to varying skill level and bonuses.

 

You also use ratios in whatever "calculations" you made without stating what the ratio was between.

Can I assume you're not that stupid? Ok, I will. 3:1 meant every 3 defense bonus is like 1 defense skill. This is an assumption on my part as I, like everyone else not privy to the computer code, don't know the actual combat mechanics. It's all guess work. With a lot of experimenting, it could be done, but probably easier to beg Jagex to make it more transparent.

nukemarine.png

Learn how to Learn Japanese on your own - Nukemarine's Suggested Guide for Beginners in Japanese
Stop Forgetting Stuff for College and Life - Anki - a program which makes remembering things easy
Reach Elite Fitness - CrossFit

Link to comment
Share on other sites

Meh...this entire thing is dumb. If your scenario was true, then a lv3 skiller with 99herblore, agil, and slayer would have the same combat level as a lv60? "Ooh, fear me! I can use overloads to 0hko myself, then run straight back to my grave without stopping!" 1/10 amigo...

div>
Link to comment
Share on other sites

I think the first post confuses combat level and combat potential. Combat level is supposed to reflect on a players abilities with no armor equipped, while combat potential is a complex matter to determine which player has the advantage in combat, unrealistic to be determined without reflecting unquantifiable qualities. The combat system as it is now, is good enough in what it is supposed to do, determine who can attack who in the wilderness, and give a general impression on a persons abilities. No need to screw up a working, easy system.

First to 99 Farming on 27. September, 2005.

First to 3766 Port Score on 20. March, 2014.

First to 4664 Port Score on 2. March, 2015.

Link to comment
Share on other sites

It's like an effin circle.

"They should not be able to use extremes in wildy because herblore is not part of the combat level"

"Don't change the combat level it works just fine"

 

Uh, that's more like 2 dots. Not even connected in a line.

 

No extremes and the current combat level sounds just fine.

Staurolite.png

Link to comment
Share on other sites

It's like an effin circle.

"They should not be able to use extremes in wildy because herblore is not part of the combat level"

"Don't change the combat level it works just fine"

 

Uh, that's more like 2 dots. Not even connected in a line.

 

No extremes and the current combat level sounds just fine.

No extremes because it's not shown to the level > Rework the level > No Extremes ...

It looks like a circle to me and no, it doesnt sound just fine ... wasn't the wildy supposed to be .. dangerous .. or it's supposed to be dangerous for skillers but not for pkers who don't want to skill ? Am I getting it right ?

Link to comment
Share on other sites

It's like an effin circle.

"They should not be able to use extremes in wildy because herblore is not part of the combat level"

"Don't change the combat level it works just fine"

 

Uh, that's more like 2 dots. Not even connected in a line.

 

No extremes and the current combat level sounds just fine.

No extremes because it's not shown to the level > Rework the level > No Extremes ...

It looks like a circle to me and no, it doesnt sound just fine ... wasn't the wildy supposed to be .. dangerous .. or it's supposed to be dangerous for skillers but not for pkers who don't want to skill ? Am I getting it right ?

 

Stop putting words in people's mouths, it's really annoying.

whatisrush-1.png

Fisher/Woodcut------Me-----Miner/crafter----Stabber----Leecher

^Golvellius must be so proud^

FlowerPower.png

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×
×
  • Create New...

Important Information

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