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14th Jan - Kalphite King


Sylpheed

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on the subject of the kk's (bleep)shit attack, do shields(dg or corp)/prayer help?

No death is imminent... I was wearing gano hood, poncho, leggings, cull gloves 10, asn, seers I, rage fires, comp cape, fks and master wand with torment, deflect range on and getting instant KOed when I couldn't get out of the AOE.

 

Edit: I got a feeling people will need to switch between using resonance and reflect. Because one is a threshold it would be risky to use metamorphosis leaving you with one ability to protect you. Instead I think using asphyxiate and another threshold might be the only options if you want to play it safe.



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The thing is, you're either hit a low amount like 800, or you're insta killed. So armor is more of a protect from the minions.

I'd say it's just as good to use wand & shield as it is to use a staff. Staff has higher hit chance but having a shield enables you to use abilities like preperation and resonance. Both two abilities which are very handy.

 

On another note.

There's a thing about his blob attack that I've been thinking about.

The best way to fight it is having everyone standing in a nice circle or box around KK, or atleast trying to.

If you end up unorganised and having, lets say "two layers" of players or "two circles" around him.

The ones closest to KK will have nowhere to run once he does his blob attack because, sure they might be able to run away from their own blob but they'll be hit by the blob from the players that were standing two or three squares behind them.

If everyone was in a nice one man box/circle around him. Then everyone would be able to avoid his attack.

The only problem is that KK also shoves around the players.

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i thought there was a glitch with the capes, something about having false displayed stats

Nope, they're actually that high.

 

Are they?

Because skill capes show 2307 on the hover-info pop up but in the actual stat interface only show 230.

 

Also it's annoying me no end people being all drama-llama about the capes, it's like it's quite obvious the capes have been stated incorrectly. It's even possible to see how it happened if the def curve was applied automatically because most things like kiln cape are technically 1 def items, where as skill-capes appear to of been taken as lvl 99. So it's kinda obvious they will be fixed at some point soon.

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I think you are right on the group techniques krampell. Though most are massing, but you might find some 5 man teams running. If i could venture a guess on change in tactics a staff would be much more efficient in a 5 man because you might be able to avoid his AOE more easily. After I get my chaotic claws I am going to see about finding a group of friends to take him down for a bit.

 

Edit:

Drygore rapier damage: 1102

Drygore longsword damage: 1102

Drygore mace damage: 864

 

Now... Chaotic maul damage: 1848

 

Do you see an issue here? I certainly do. I'm beginning to think the maces are geared for melee prayer users while war hammers are geared towards specifically melee. So when are we going to get us some high end war hammers?



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i thought there was a glitch with the capes, something about having false displayed stats

Nope, they're actually that high.

 

Are they?

Because skill capes show 2307 on the hover-info pop up but in the actual stat interface only show 230.

 

The interface divides everything by ten.

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I dont really know where to put it so i'll just post it here.

Is it just me or we are missing A LOT more now than we used to? I got a waterfiends task using full armadyl and kharil's xbow and I was missing half of the shots (or more). Same happened with magic, not with melee though.

 

Maybe I am doing something wrong? :P

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Nope. Monsters get better defence now. It happen to every slay-able mob. Take your time, thats all you can do now.

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Nope. Monsters get better defence now. It happen to every slay-able mob. Take your time, thats all you can do now.

This doesnt happen with melee though, so much for balance. I will test if meleeing waterfiends is faster than ranging them :P

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I'm not sure how many of you are subscribed to him, but there are a few funny moments that Runeshark has!

Here's a vid of a 50 man group at the KK (Yeah only supposed to be about 20 people max!)

 

http://www.youtube.com/watch?v=xxi5sODh7Zo

 

That was just fantastic haha

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Although I was dying every other kill (and missed some serious cash). I really, really enjoyed this update. Takes some seriously good teamwork to minimise damage. Although I could really do without the mage form. As for the notes, disappointed with PP buff (sounds like they've gone to far the other way from accounts in CC), REALLY happy about noteable untradeables (ty GE decanter).

 

AND THANK GOD for the Barb Notes changes (clearly the best bit of the update)

 

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i thought there was a glitch with the capes, something about having false displayed stats

Nope, they're actually that high.

 

Are they?

Because skill capes show 2307 on the hover-info pop up but in the actual stat interface only show 230.

Yes, they are.

The same phenomenon is happening to all of the armours. They're all only giving 10% of their displayed stats. So, relatively speaking to other capes, the skillcapes are that high.

 

10xarmour.png

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I think people are complaining about the set boosts within the context of so many monsters in the game being made much tougher than the 4% boost can account for, rather than complaining about the set boosts themselves. Those who are complaining about the boosts probably aren't appreciating how significant a 4% damage boost actually is in real terms.

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The same phenomenon is happening to all of the armours. They're all only giving 10% of their displayed stats. So, relatively speaking to other capes, the skillcapes are that high.

 

10xarmour.png

I was just about to post a picture of Mod Easty saying this, which is quite depressing. I think the developer who did up the interface (which was released mid-Beta) meant for the armour value to be displayed this way - prior to the interface update you'd have armour with 5500 armour rating getting absolutely wrecked by a rapier with 800 hit bonus, so the interface shaved off the last digit to reflect the actual defensive value of your armour. The last digit remains on the tooltip because it's much nicer to have 297 as opposed to 29.7

 

Shows some pretty bad communication if Mod Easty genuinely thinks this is a bug (as this feature has been around for about 4 months?)

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Don't really get why people are complaining about the Nex set's effects being underwhelming, it equates to a 4% damage boost on the level 80 2h weapons, which isn't bad at all.

 

I know you are probably responding in general, rather than to my post specifically, but I will respond anyways.

 

Firstly, I'd like to reiterate what Gingy said following your post.

 

Secondly, I am *not* complaining about the Nex effects, I'm quite happy with the effects. My initial suspicion was that they'd have set effects like Barrows(something groundbreaking) that would make Nex armours more of a necessity and probably better than PoP -- that I did not want to happen. But thankfully, that didn't happen, and so now the set effects are rather balanced, it's exactly what level 80 armour should be like. It's the other people who are upset because they thought it would be a bigger effect or something, and *some*(not all or most) of them are panic-selling their armours. My comment where I callled it "underwhelming" had more to do with other people's reactions(rather than my own), and a sarcastic remark as to what Jagex would do next in their crusade to keep Nex armours relevant.

 

So, to reiterate, I am not at all upset with what they did to Nex armours, I rather like it. I do hope that the PoP armours will get a similar damage boost though.

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I agree that Nex equipment is fairly boosted now. You'd kind of want a special effect, but on the other hand there's nothing like straight-up damage for a basic set of armour (which Bandos/Armadyl/Subjugation is and Barrows isn't, by that logic). I'm still a bit disappointed Ports armour did not get a damage boost, it just needs to be the same as Nex equipment, or maybe 10 higher for the whole thing.

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Watched a few vids of Kalphite King, interesting to see that it makes use of several standard abilities itself (noticed fragmentation shot, combust, incendiary shot).

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In real life MMO you don't get 99 smithing by making endless bronze daggers.

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BTW, just to mention this.

 

The pendants of agility don't stack with the Skoll boots, but it still takes away the charge from the boots.

Skoll boots are used first, then pendants. Pendant's charge is not used while you have boots on.

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I'm not sure how many of you are subscribed to him, but there are a few funny moments that Runeshark has!

Here's a vid of a 50 man group at the KK (Yeah only supposed to be about 20 people max!)

 

*snip*

 

That was just fantastic haha

I attended to that event. I was one of the 29 people who died. It was hillarious :D

Because people were so spread out, anyone in the middle had nowhere to go. Plus with 50 players, 10 kalphites and the AoE balls, it caused massive lag.

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