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Dungeonsweepers (DGS) - Huge changes; read first post.


Obtaurian

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Oh ye got 111 dungeoneering btw but hell if I took a screenie.

 

10m xp to primal scimitar guize@@

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A lot of you have probably had a prom 2h suggested to you as a weapon bind over the last couple months. What you may not know is that this entire time we've had information suggesting that a primal battleaxe is pretty much always better in all ways. 2h is, as it turns out, a pretty bad weapon. However, Grimy has been demanding that the ranks hush this up and keep on telling people to use a prom 2h.

 

His reasoning is that the members of DGS need more apm (actions per minute) training. Rather than simply asking people to practice their apm, he devised the idea that members can practice their apm by being required to equip the surgebox as well as quickswitch the ring AND autocast the spell AND put on a staff, every time they want to mage something. To say nothing of how much that discourages the use of magic among 2h users, it also wastes a lot of time between the poor performance in melee combat and the long switch time for magic.

 

Now, I'm the last person to discourage high apm. Definitely practice flashing turmoil, getting ring and style switches down, doing lossless skilling like fletching traps or making armor during combat, or growing herbs during GDs, and whatever else you can to maximize effectiveness. I'm just not sure that having misleading weapon guidelines is the best way to go about getting the most out of every dungeoneer.

 

I don't like lying to people, so I'm likely giving up my DGS rank to make this public. Battleaxe IS a better bind. If you want to practice your actions per minute, use a prom 2h. If you want to perform better in dungeons, bind a primal battleaxe. If you're 113 DG, obviously bind a primal 2h.

I'm sorry to break your conspiracy theory bubble, but you are plain wrong. Binding a 2h is in NO WAY lying to dgs-ers, rather a precaution to make them better dungeoneers.

 

Firstly, you don't have the data, and you basically don't know what you are talking about. Even grimy doesn't even have enough data to prove what you stupidly dropped out of your mouth, so until you can actually do anything about it(like stop wasting time on conspiracy theories and help test the subject), it's suggested to keep your mouth shut. I was the first person to pop up and say that disallowing baxe without csb is not reasonable, pointing to the graphs that the two weapons are basically the same for dungeoneering when considered without boosts. Now, there are two things to consider here- without csb, you have to melee alot of high def monsters, meaning 2h will be more useful, and secondly being that baxe is a specialty weapon and that it will ONLY be better if you learn to use it properly AND turmoil flash, it's not recommended for novice dungeoneers. Those people have enough on their plate already, and a simple 2h-csb switch won't kill them compared to what they should be doing with baxe.

 

And secondly, how in the world would you come to the conclusion that prim 2h could be better when baxe when you just said prom is so much worse? the reality is that if you have strength and accuracy boosting gear and can turm switch very well, aswell as work together well as a team, baxe will be better, but based on your post it should already be given that prim 2h is crap aswell. Next time you make up fairytales, atleast be consistent.

 

Long story short: Baxe isn't better than prom 2h until you are good yourself, and as such, the top brass of dgs has taken the responsibility of finding people that are suited to make the switch and then recommending them to do so. Overall, this practice is beneficial to us all.

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.

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Guess my question got lost in the shuffle a bit.

 

Does anyone in DGS have Vengeance Group, and do they use it consistently while in dungeons?

 

I should surely think it would be worthwhile for one member to make the runes, although I'm not sure if that would be over the entire dungeon.

Also, I don't have a CSB; Are you able to use the runes within it for spells other than Surges?

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Guess my question got lost in the shuffle a bit.

 

Does anyone in DGS have Vengeance Group, and do they use it consistently while in dungeons?

 

I should surely think it would be worthwhile for one member to make the runes, although I'm not sure if that would be over the entire dungeon.

Also, I don't have a CSB; Are you able to use the runes within it for spells other than Surges?

 

Group venge would be useful for Gulega and skele trio. That's it. I yell at people who make venge runes if there's a very low chance of getting those bosses.

 

Yes, you can use fire runes (or a fire staff) with your csb to cast fire surge.

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To put it bluntly, [bleep] off.

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Oh, I thought group venge might be an exception since it condenses the time down to just one person...

 

But what I meant about the CSB is, could I use the Death Runes in it for other spells, like group venge? That way, only Earth Runes would be out of the ordinary

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Oh, I thought group venge might be an exception since it condenses the time down to just one person...

 

But what I meant about the CSB is, could I use the Death Runes in it for other spells, like group venge? That way, only Earth Runes would be out of the ordinary

 

No.

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Guess my question got lost in the shuffle a bit.

 

Does anyone in DGS have Vengeance Group, and do they use it consistently while in dungeons?

 

I should surely think it would be worthwhile for one member to make the runes, although I'm not sure if that would be over the entire dungeon.

Also, I don't have a CSB; Are you able to use the runes within it for spells other than Surges?

 

Group venge would be useful for Gulega and skele trio. That's it. I yell at people who make venge runes if there's a very low chance of getting those bosses.

 

Yes, you can use fire runes (or a fire staff) with your csb to cast fire surge.

Thunderous too, letting him mage you on purpose.

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Guess my question got lost in the shuffle a bit.

 

Does anyone in DGS have Vengeance Group, and do they use it consistently while in dungeons?

 

I should surely think it would be worthwhile for one member to make the runes, although I'm not sure if that would be over the entire dungeon.

Also, I don't have a CSB; Are you able to use the runes within it for spells other than Surges?

 

Group venge would be useful for Gulega and skele trio. That's it. I yell at people who make venge runes if there's a very low chance of getting those bosses.

 

Yes, you can use fire runes (or a fire staff) with your csb to cast fire surge.

Thunderous too, letting him mage you on purpose.

 

Are you kidding me? His magic attack lowers your prayer and will kill the whole team within a few attacks. That's kinda why you don't let him mage you.

dgs5.jpg
To put it bluntly, [bleep] off.

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Guess my question got lost in the shuffle a bit.

 

Does anyone in DGS have Vengeance Group, and do they use it consistently while in dungeons?

 

I should surely think it would be worthwhile for one member to make the runes, although I'm not sure if that would be over the entire dungeon.

Also, I don't have a CSB; Are you able to use the runes within it for spells other than Surges?

 

Group venge would be useful for Gulega and skele trio. That's it. I yell at people who make venge runes if there's a very low chance of getting those bosses.

 

Yes, you can use fire runes (or a fire staff) with your csb to cast fire surge.

Thunderous too, letting him mage you on purpose.

 

Are you kidding me? His magic attack lowers your prayer and will kill the whole team within a few attacks. That's kinda why you don't let him mage you.

??? You only let him mage you once and with veng group that will rebound 500-1000 damage easily. And even if you don't intentionally make him mage, if someone messes up it would be nice to be venged.

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It does count for medals. As gromy bonyup said it, it's you+ a dgs rank(prob wing+, maybe keyer+) for medals.

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.

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Another new keyer, Blackness. :thumbup:

 

Note that from now on, aspiring ranked keyers will have to record 20 floors using one of the Grimy's spreadsheets before applying. I'll make these changes to the guidelines later today.

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New Dungeoneering Information Just In

Bloodragers drain defense levels scale according to damage dealt

Specifically:

Defense_Level_Drain = RoundUp(Damage/20)

This means, if your bloodrager misses, you deal 0 defense levels from the target!

This further means, if ragers are a crucial part of a boss, IE Kalger, Gulega.

It is now recommended that you leech defense whilst ragering!

 

Special Thanks to Brunokiller for making this information available to DGS.

May DGS stay on the cutting edge of the metagame ;)

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Actually haven't posted here in a while...

 

Is there a list of most useful/recommended skill levels?

I don't know, maybe it's not necessary and it just comes down to whatever level is needed for T10 for that particular skill...

Whenever I DG with people with max or near max stats I simply find myself lacking when it comes to things like level 90 chests or GC logs/bows.

There are also things like Hunter and Crafting. I'm not sure if people usually even touch those skills, even if they do have a HHB.

 

Here's a list I've created, going [mostly] in order of skills listed in game:

99 Attack (Primal Battleaxe/2h/Rapier)

99 Strength

99 Defense (Primal Platebody/Gaunlets)

99 Hitpoints

90 Ranged (Gravecreeper -bow)

95 Prayer (Turmoil)

95 Magic (Fire Surge, Vengeance Group)

91 Summoning (Sachem Bloodrager)

_ _ _

 

70 Runecraft (Surgebox)

75 Construction (Base Altar)

99 Herblore (Strong Survivalist)*

90 Thieving (Highest chest)

99 Crafting (Tyrannoleather Body)*

96 Fletching (Gravecreeper Longbow)*

41 Slayer (Night spider)

90 Hunter (Tyrannomastyx)*

90 Mining (Promethium Ore)

50 Smithing (Zephyrium Bar)

90 Fishing (Raw Cave Moray)

90 Cooking (Cave Moray)

90 Firemaking (Gravecreeper Branches)

90 Woodcutting (Gravecreeper Branches)

95 Farming (Buckthorn)*

 

Some distinctions are hard to make. 99 combats would almost assuredly be recommended, but other 99 skills seem more arbitrary, even if they do provide a small bonus each level over the required.

The ones marked with * are ones I'm not sure about, although I'm pretty confident with the others. Please advise.

 

Also, how does one skip Necrolord floors? I believe I chose F42 and still got him...

And... What length of bow is recommended for him?

 

It's actually better & quicker to mage necrolord. Iirc, fire surge with t10 blitzer is better than a gravecreeper longbow/shortbow with sag arrows - not to mention making runes is quicker + most people have a csb bound. You can remove the cooking/firemaking requirement as cooking/fishing is never done in good floors. 99 craft + 90 hunting are good, but not needed. A more realistic level would be 89 /80 assuming you have a hex bound. The farming requirement is way too high, nobody ever makes rejuvs - 84 for lycos makes much more sense. Woodcutting is alright but not really needed unless you have the rc level for emp fires. Fletching should be 78 for gravecreeper staves. Rc 80 for emp fires.

 

Speaking from experience, you should have 80wc/88 fletch for making emp fires. Half the dungeons I DG on are full of high level wc'ers/fletchers or whatnot, causing like ~75% of trees to be t9 or t10.

 

Maybe a bit of an exagerration, but I seriously believe the ability to make t9 staves very useful for making emp fires.

Squab unleashes Megiddo! Completed all quests and hard diaries. 75+ Skiller. (At one point.) 2000+ total. 99 Magic.
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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.

 


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I thought we already knew a rager had to hit to lower def :unsure:

 

It was impossible to know for sure before these tests.

 

I've just always assumed it, because all other defense lowering specs (darklight, bgs) only do anything when they actually hit.

I've also assumed it worked that way because when my rager misses, I notice I don't hit any more accurate, but the second a rager actually lands the hit, I start hitting nonstop.

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

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Trivia updated. It's basically a mini-guide on how to do the hunter ferret room efficiently. EDIT: Mods (gold stars) in the clan chat can now invite people into the clan. Previously only the admins were able to do this.

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To put it bluntly, [bleep] off.

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