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Total Level / Dging


Our_Moon

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1) What effect does one's total level have on a dungeon if it's high (2350+)? I realize that "Monsters will be more difficult / Rooms will be harder" is the obvious answer, but I'm curious as to whether there's any more information out there than that. Are there reasonable ways to counteract the (negative) effects it has apart from getting freeloading level threes to join your team?

 

2) Does the dungeon change in any way, shape, or form depending on what the party leader's total level is?

 

EDIT:

Hitpoints affects monster level. Each of your individual skill levels will affect how the levels required for doors/puzzles which need that level. The critical path will always be doable (getting to the boss), within potable levels. Higher skill levels will also increase bonus door levels but you'll have a better chance of opening them, although this might slow the floor down a little if the keyer ha to call for you. All doors are strong potable at 94 iirc. Oh and no, there's nothing you can do to counteract it, level 3 aren't worth having outside of f2p.

 

^ This is completely true. For example, I key for Mc90123/Trollgazer all the time who has like 300 total levels over me. Every ten seconds I have to say "ggs mike" so I'm considering blacklisting him till further notice. ;)

 

It's something that keyers with low totals get used to, so it's not a huge deal, but you WILL slow floors down if you don't respond quickly enough. If you have a high total you need to learn to do every puzzle/skill room quickly and efficiently and you need to be much more attentive than usual.

 

EDIT: Looking at your levels, you should also take initiative to collect prom ore, make emp fire staffs, farm, make altars, open chests, and make armor for hexers.

 

1) Glad to know I'm not alone in my issues, but I'm on the opposite side of the fence... I key 80-90% of my floors, and it's rare that the people I play with have skills that really benefit me as a keyer; I end up having to do all of the annoying statues rooms and rc "lights on lights off" rooms that drain minutes from floors. What should I do about this, just look for teammates who have decent skills?

 

Alternatively, I can put all my effort into maxing and then move back to dging much later in the summer... I kind of don't want to do this (I figure I'm still around 500 hours from maxing, and my summer will be about that long =s.) Is it worth it to do this, or shall I just live with keying slower floors?

 

 

2)Another question on a completely different note... Let's say I'm keying, and I come across a boss around ten minutes into a floor (call it f40 large with 50% of the doors opened, for example.) What's the best course of action at this point; have my team clear the boss and end the dungeon while I go clear rooms? Have them clear it and not end? Split my team up and have half follow me around and do gds while the other half do the boss?

 

Is the experience gained from clearing rooms much less than the theoretical experience gained by completing a 15-minute floor?

 

 

 

Sorry for all of the questions =p.

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As far as I know, the only effect your total levels have on Dungeon floors are the levels required to open doors. Size is completely determined randomly based on the floor size you choose. Combat levels will affect the monster levels, as well as the boss.

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Hitpoints affects monster level. Each of your individual skill levels will affect how the levels required for doors/puzzles which need that level. The critical path will always be doable (getting to the boss), within potable levels. Higher skill levels will also increase bonus door levels but you'll have a better chance of opening them, although this might slow the floor down a little if the keyer ha to call for you. All doors are strong potable at 94 iirc. Oh and no, there's nothing you can do to counteract it, level 3 aren't worth having outside of f2p.

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Hitpoints affects monster level. Each of your individual skill levels will affect how the levels required for doors/puzzles which need that level. The critical path will always be doable (getting to the boss), within potable levels. Higher skill levels will also increase bonus door levels but you'll have a better chance of opening them, although this might slow the floor down a little if the keyer ha to call for you. All doors are strong potable at 94 iirc. Oh and no, there's nothing you can do to counteract it, level 3 aren't worth having outside of f2p.

 

^ This is completely true. For example, I key for Mc90123/Trollgazer all the time who has like 300 total levels over me. Every ten seconds I have to say "ggs mike" so I'm considering blacklisting him till further notice. ;)

 

It's something that keyers with low totals get used to, so it's not a huge deal, but you WILL slow floors down if you don't respond quickly enough. If you have a high total you need to learn to do every puzzle/skill room quickly and efficiently and you need to be much more attentive than usual.

 

EDIT: Looking at your levels, you should also take initiative to collect prom ore, make emp fire staffs, farm, make altars, open chests, and make armor for hexers.

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Hitpoints affects monster level. Each of your individual skill levels will affect how the levels required for doors/puzzles which need that level. The critical path will always be doable (getting to the boss), within potable levels. Higher skill levels will also increase bonus door levels but you'll have a better chance of opening them, although this might slow the floor down a little if the keyer ha to call for you. All doors are strong potable at 94 iirc. Oh and no, there's nothing you can do to counteract it, level 3 aren't worth having outside of f2p.

 

Nope, you don't actually need pots to complete a DG. Just for bonus rooms.

 

For one thing, too many problems - like, F2P having doors that need skill boosts (despite no herblore). Another potential problem is if the member can't make the required potion. Or just not having the money/drops to make the potion. Or the farming for the herb. (Granted, this is unlikely to be a problem in anything other then a small solo c:6, but still.)

 

No skill boosting for required doors. Any door will be openable by a particular party member. Of course, you could get screwed if someone leaves.

 

But uh, higher skill levels only increase the resources you run into (if everyone in the party has 90+ mining, you'll run into a LOT of prom ore, for example.) I should say that they increase the level of the resources and probably not the NUMBER of them. And of course, the levels required for skill doors.

 

Also, Summon/Prayer doors aren't potable at 94. Pretty sure you can see the occasional 100+ summ/prayer door if you DG enough. Really rare though, I find 100+ doors are fairly rare in and of themselves. Major GF they are.

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Chopped up my post and plopped it in as post one. Thanks for the responses thus far.

 

Dpsing with a 2100-ish keyer/leader today yielded almost no doors that I was unable to do... whereas I find that when I key, I very often have 100+ doors. Coincidence?

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Chopped up my post and plopped it in as post one. Thanks for the responses thus far.

 

Dpsing with a 2100-ish keyer/leader today yielded almost no doors that I was unable to do... whereas I find that when I key, I very often have 100+ doors. Coincidence?

Coincidence, yes. Squab, over 99 prayer/summoning req don't exist. Max for potable levels is 105(94+strong pot).

 

As for dging with a high total, it's great if you key as you'll be able to do all the main path doors(assuming you have all highest levels in the dungeon)plus most of the bonus reqs without boost and somewhat complicated if you DPS, meaning you'll have to work harder to not hurt the team(which you will, but it can be reduced to a minimum). Me and mike(trollgazer) have alot of experience in dpsing with a high total so if you have any specific questions, just ask.

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