Jump to content

Welcome to Rune Tips, the first ever RuneScape help site. We aim to offer skill guides, quest guides, maps, calculators, informative databases, tips, and much more to help you get the most from the Massive Online Adventure Game, RuneScape, by Jagex Ltd © 2009.

Report Ad

Welcome to Forum.Tip.It
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!
Photo

03-Apr-2013 - Dungeoneering Dual Wielding and Charming Imp


  • Please log in to reply
160 replies to this topic

#41
Alg
[ Display Name History ]

Alg

    Troll General

  • Editorial Panel
  • 10,880 posts
  • Gender:Female
  • Location:California.
  • Joined:5 August 2006

for both main and off hand? meaning we can still bind tele runes?

Yep.

#42
jayc3399
[ Display Name History ]

jayc3399

    Hobgoblin Killer

  • Members
  • 1,618 posts


None of that accounts for the fact that you still lose an active bind slot that can be used in many, much more effective ways.

Agreed. I'm actually a fan of DW, but it's really not useful if I have to give up a slot for the equivalent of the weapon I already have. I've got plate/hood/weapon/BN, why would I give one of them up for pretty much no reason?

I was under the impression that a hood wasn't worth wearing anymore.

Archermanme.png
Quest Cape Achieved on November 14, 2007

Iron_Archer.png

Items Acquired

Crystal Pick and Hatchet

Berzerker Ring x 3

3/28 Barrows Items


#43
michel555555
[ Display Name History ]

michel555555

    Varrock Guard

  • Members
  • 1,447 posts
  • Gender:Male
  • Location:alberta, canada
  • Joined:9 October 2007
  • RuneScape Status:P2P
  • RSN:michel555555
  • Clan:fealty stars
cele staff and wand both have same stats and both count as all ele runes.

edit nvm misread cel wand has 99 damage to c staffs 772

what drops off hand mage?

michel555555.png

click you know you wanna

#44
Riqualyn
[ Display Name History ]

Riqualyn

    Goblin Armour

  • Members
  • 121 posts
  • Gender:Not Telling
  • Joined:28 November 2006
  • RuneScape Status:P2P
  • RSN:Riqualyn
For anyone wondering how throwing knives compare to a bow and arrows.

Assuming 99 range and too lazy to hunt for sag stuff:

Grave Creeper short + Promethium Arrows = 1 primary Bind, 1 Ammo bind
Promethium Throwing Knives + Offhand Promethium Throwing Knives = 2 Primary binds
Promethium Throwing Knives = 1 Primary Bind

Grave Creeper Short/Prom arrows = 2,080 DPS with 99 range.
Prom main and offhand knives = 2,092 DPS with 99 range.
Prom main knives only = 1,395 DPS with 99 range.


Also bows were essentially nerfed with this update, as a lot of weaknesses changed from arrows to thrown.

#45
Jon Arcane
[ Display Name History ]

Jon Arcane

    Scorpion Pit

  • Members
  • 619 posts
Necrolord drops the knives, just got Sagitarrian Chaps and Off-hand Primal Knives!

#46
muggiwhplar
[ Display Name History ]

muggiwhplar

    Dragon Slayer

  • Members
  • 8,009 posts

Necrolord drops the knives, just got Sagitarrian Chaps and Off-hand Primal Knives!


How many? 125?

77yLQy8.png


#47
Sy_Accursed
[ Display Name History ]

Sy_Accursed

    Post Junkie

  • Members
  • 16,851 posts
  • Gender:Male
  • Location:Norfolk, UK
  • Joined:22 December 2004
  • RuneScape Status:P2P
  • RSN:Sy Accursed
I'm curious how the melee dual wields hold up against the 2h. (excluding the accuracy from rings/assuming equal rings)
As best as I can see at a glance:
Spear is average, Rapier is fast, Dagger is fastest so assuming they on par there's a fair chance for
Rapiers > Daggers > Spear to be true within stab - assuming the weakness of daggers drop it down a bit in spite of speed
Maul and war hammer are both average so I'd assume maul = war hammers for crush
Then 2h is average, battleaxe is average and long sword is fast in slashing so I'd hazard it being possible that
Long Sword > 2h/Battleaxe

But I suck at doing the real math and have yet to manage to smith up some promethium for comparisons.

Plv6Dz6.jpg

Operation Gold Sparkles :: Chompy Kills ::  Full Profound :: Champions :: Barbarian Notes :: Champions Tackle Box :: MA Rewards

Dragonkin Journals :: Ports Stories :: Elder Chronicles :: Boss Slayer :: Penance King :: Kal'gerion Titles :: Gold Statue


#48
Jon Arcane
[ Display Name History ]

Jon Arcane

    Scorpion Pit

  • Members
  • 619 posts


Necrolord drops the knives, just got Sagitarrian Chaps and Off-hand Primal Knives!


How many? 125?


Yeah, oh and there damage is 475!

Edit - And of course I get necrolord again and decide to use my offhand knives since I don't have any other long range weapons/spells. And you can't throw them without a mainhand range/mage item :/

Edit 2- Off-hand primal knives again. Maybe you get the main hand knives from the Warped Gulega Hope Devourer?

#49
Riqualyn
[ Display Name History ]

Riqualyn

    Goblin Armour

  • Members
  • 121 posts
  • Gender:Not Telling
  • Joined:28 November 2006
  • RuneScape Status:P2P
  • RSN:Riqualyn

I'm curious how the melee dual wields hold up against the 2h. (excluding the accuracy from rings/assuming equal rings)
As best as I can see at a glance:
Spear is average, Rapier is fast, Dagger is fastest so assuming they on par there's a fair chance for
Rapiers > Daggers > Spear to be true within stab - assuming the weakness of daggers drop it down a bit in spite of speed
Maul and war hammer are both average so I'd assume maul = war hammers for crush
Then 2h is average, battleaxe is average and long sword is fast in slashing so I'd hazard it being possible that
Long Sword > 2h/Battleaxe

But I suck at doing the real math and have yet to manage to smith up some promethium for comparisons.


They're almost identical.

(Promethium)
Daggers = 2166.75
Rapiers, Longswords = 2161.8
Maul, 2H, spear, war hammers, battle axes = 2159.5

#50
Sy_Accursed
[ Display Name History ]

Sy_Accursed

    Post Junkie

  • Members
  • 16,851 posts
  • Gender:Male
  • Location:Norfolk, UK
  • Joined:22 December 2004
  • RuneScape Status:P2P
  • RSN:Sy Accursed


I'm curious how the melee dual wields hold up against the 2h. (excluding the accuracy from rings/assuming equal rings)
As best as I can see at a glance:
Spear is average, Rapier is fast, Dagger is fastest so assuming they on par there's a fair chance for
Rapiers > Daggers > Spear to be true within stab - assuming the weakness of daggers drop it down a bit in spite of speed
Maul and war hammer are both average so I'd assume maul = war hammers for crush
Then 2h is average, battleaxe is average and long sword is fast in slashing so I'd hazard it being possible that
Long Sword > 2h/Battleaxe

But I suck at doing the real math and have yet to manage to smith up some promethium for comparisons.


They're almost identical.

(Promethium)
Daggers = 2166.75
Rapiers, Longswords = 2161.8
Maul, 2H, spear, war hammers, battle axes = 2159.5


So accounting for the bias in favour of slash in monster weaknesses outside of ability related DPS Longswords seem to be the victor, though only by a small margin.

Plv6Dz6.jpg

Operation Gold Sparkles :: Chompy Kills ::  Full Profound :: Champions :: Barbarian Notes :: Champions Tackle Box :: MA Rewards

Dragonkin Journals :: Ports Stories :: Elder Chronicles :: Boss Slayer :: Penance King :: Kal'gerion Titles :: Gold Statue


#51
V O R K
[ Display Name History ]

V O R K

    Skeleton Shield

  • Members
  • 1,215 posts
Finally all the horrors of charm collecting are gone for me. & i'm also quite happy that they make the "bank all" a toggle. Glad that Jagex starts to implent updates which can be player-altered at own choice.
Sway all day, Butterfly flaps all the way!  tumblr_inline_mp4i2qAGS11qz4rgp.gif
✿ ♥‿♥)

#52
Sir_Squab
[ Display Name History ]

Sir_Squab

    Moss Giant Whipper

  • Members
  • 2,903 posts
  • Gender:Male
  • Location:Everywhere
  • Joined:26 February 2006
  • RuneScape Status:Retired
  • RSN:Sir Squab
Sounds to me like the easiest solution is make it so off-hand binds don't count towards your active bind.

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

The rest of my sig. You know you wanna see it.

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

#53
Hameigh
[ Display Name History ]

Hameigh

    Unicorn Horn

  • Members
  • 159 posts
I think they should make 2H take up 2 bind slots and then add another bind slot. Unfortunately it looks like the charm collector will force me to actually Dung rather than level it purely from free xp.
Posted Image

#54
strilmus
[ Display Name History ]

strilmus

    Moss Giant Whipper

  • Members
  • 2,910 posts
  • Gender:Not Telling
  • Joined:11 April 2006
  • RuneScape Status:P2P

It doesn't really matter how it's done, but the game should be treating the three types of weapon setups (2H, Dual and Shield) as being equivalent in value, instead of just looking at the number of items involved. Another way would be to have 2H weapons take up two bind slots.

given that dg has only a certain number of possible items

and that the customization menu allows you to keep three presets with their individual color values when applicable thus proving the limitations aren't as low as we are led to think they are ("it's too time consuming and/or impossible to convert existing items to custom menu" + few months later = "hey buy our keepsake keys" + a few more months later = "hey we turned rare card collectibles into custom items despite the fact that we didn't do this earlier with any of our other items not released from solomon but you can't have them without paying")

i don't think it'd be like, a huge dedication to allow three specific full gear loadouts per person, especially when many people hate certain types of combat anyway

8f14270694.jpg


#55
Leon S
[ Display Name History ]

Leon S

    Bear Fur

  • Members
  • 444 posts
  • Gender:Male
  • Location:The Netherlands
  • Joined:27 October 2011
  • RuneScape Status:Retired
  • RSN:Latin
Still no fix to mage prayers?

Nice...


Looking forward to pimping out double mage (best dps class in the game).



lolwat

#56
Sy_Accursed
[ Display Name History ]

Sy_Accursed

    Post Junkie

  • Members
  • 16,851 posts
  • Gender:Male
  • Location:Norfolk, UK
  • Joined:22 December 2004
  • RuneScape Status:P2P
  • RSN:Sy Accursed


It doesn't really matter how it's done, but the game should be treating the three types of weapon setups (2H, Dual and Shield) as being equivalent in value, instead of just looking at the number of items involved. Another way would be to have 2H weapons take up two bind slots.

given that dg has only a certain number of possible items

and that the customization menu allows you to keep three presets with their individual color values when applicable thus proving the limitations aren't as low as we are led to think they are ("it's too time consuming and/or impossible to convert existing items to custom menu" + few months later = "hey buy our keepsake keys" + a few more months later = "hey we turned rare card collectibles into custom items despite the fact that we didn't do this earlier with any of our other items not released from solomon but you can't have them without paying")

i don't think it'd be like, a huge dedication to allow three specific full gear loadouts per person, especially when many people hate certain types of combat anyway


Imo the logic thing to do would be firstly allow 1 bind per slot per type of item.
Eg Weapon you are allowed 6 binds - staff, wand, bow, knife, 2h and 1h
Shield you are allowed 6 binds - 3*shield (each class) + 3* offhands
etc.
Plus have 5 slots into which items you can't use go (so you can bind like primals or w/e without killing off ur usable binds)

Then have the 3 sets and make it so each set can only use binds from 1 class (melee, mage or range) and have however many slots, 5 seems ok BUT the first slot is like a specialised 'hands' block that can take a 2h OR a 1h and an off-hand. Plus give them a ring assignment slot.
Then on the ring of kinship right-click toggles have 3 options (melee, range, mage) with only 2 visible subject to what ur on and can't toggle mid-combat.

Boom dw vs 2h not a bind issue and the swapping thing made useful.

Plv6Dz6.jpg

Operation Gold Sparkles :: Chompy Kills ::  Full Profound :: Champions :: Barbarian Notes :: Champions Tackle Box :: MA Rewards

Dragonkin Journals :: Ports Stories :: Elder Chronicles :: Boss Slayer :: Penance King :: Kal'gerion Titles :: Gold Statue


#57
Will H
[ Display Name History ]

Will H

    Tea Connoisseur

  • Members
  • 5,195 posts
  • Gender:Male
  • Location:Blighty
  • Joined:13 August 2006
  • RuneScape Status:P2P
  • RSN:Will Holmes
  • Clan:Clay Gods


It doesn't really matter how it's done, but the game should be treating the three types of weapon setups (2H, Dual and Shield) as being equivalent in value, instead of just looking at the number of items involved. Another way would be to have 2H weapons take up two bind slots.

given that dg has only a certain number of possible items

and that the customization menu allows you to keep three presets with their individual color values when applicable thus proving the limitations aren't as low as we are led to think they are ("it's too time consuming and/or impossible to convert existing items to custom menu" + few months later = "hey buy our keepsake keys" + a few more months later = "hey we turned rare card collectibles into custom items despite the fact that we didn't do this earlier with any of our other items not released from solomon but you can't have them without paying")

i don't think it'd be like, a huge dedication to allow three specific full gear loadouts per person, especially when many people hate certain types of combat anyway


It wouldn't be a problem, but wouldn't that be a bit boring? If everyone could kit themselves out with full armour, they'd have a tough time dying at any point, and a big part of the personal skill involved in Dungeoneering would be lost. I like the bind system, it just hasn't been adapted to dual wielding weapons. I'm a bit surprised by how Jagex made such an obvious mistake here.

Adding an extra bind for everyone but making 2-handed weapons take up two slots seems the simplest thing to do to me.

~ W ~


Posted Image


#58
jayc3399
[ Display Name History ]

jayc3399

    Hobgoblin Killer

  • Members
  • 1,618 posts



It doesn't really matter how it's done, but the game should be treating the three types of weapon setups (2H, Dual and Shield) as being equivalent in value, instead of just looking at the number of items involved. Another way would be to have 2H weapons take up two bind slots.

given that dg has only a certain number of possible items

and that the customization menu allows you to keep three presets with their individual color values when applicable thus proving the limitations aren't as low as we are led to think they are ("it's too time consuming and/or impossible to convert existing items to custom menu" + few months later = "hey buy our keepsake keys" + a few more months later = "hey we turned rare card collectibles into custom items despite the fact that we didn't do this earlier with any of our other items not released from solomon but you can't have them without paying")

i don't think it'd be like, a huge dedication to allow three specific full gear loadouts per person, especially when many people hate certain types of combat anyway


It wouldn't be a problem, but wouldn't that be a bit boring? If everyone could kit themselves out with full armour, they'd have a tough time dying at any point, and a big part of the personal skill involved in Dungeoneering would be lost. I like the bind system, it just hasn't been adapted to dual wielding weapons. I'm a bit surprised by how Jagex made such an obvious mistake here.

Adding an extra bind for everyone but making 2-handed weapons take up two slots seems the simplest thing to do to me.

Why do 2hds have to take up two slots? Are you really going to use that many slots. or are you talking on the load outs?

Archermanme.png
Quest Cape Achieved on November 14, 2007

Iron_Archer.png

Items Acquired

Crystal Pick and Hatchet

Berzerker Ring x 3

3/28 Barrows Items


#59
Alg
[ Display Name History ]

Alg

    Troll General

  • Editorial Panel
  • 10,880 posts
  • Gender:Female
  • Location:California.
  • Joined:5 August 2006

Adding an extra bind for everyone but making 2-handed weapons take up two slots seems the simplest thing to do to me.

Or keeping the same amount of binds, with each weapon set taking up one slot? So you could have a two-handed weapon, or a one handed weapon and offhand/shield (Because, weak as they may be, it'd be pretty dumb to leave shields out).
Same function as your idea, just with a different flavor.

#60
strilmus
[ Display Name History ]

strilmus

    Moss Giant Whipper

  • Members
  • 2,910 posts
  • Gender:Not Telling
  • Joined:11 April 2006
  • RuneScape Status:P2P



It doesn't really matter how it's done, but the game should be treating the three types of weapon setups (2H, Dual and Shield) as being equivalent in value, instead of just looking at the number of items involved. Another way would be to have 2H weapons take up two bind slots.

given that dg has only a certain number of possible items

and that the customization menu allows you to keep three presets with their individual color values when applicable thus proving the limitations aren't as low as we are led to think they are ("it's too time consuming and/or impossible to convert existing items to custom menu" + few months later = "hey buy our keepsake keys" + a few more months later = "hey we turned rare card collectibles into custom items despite the fact that we didn't do this earlier with any of our other items not released from solomon but you can't have them without paying")

i don't think it'd be like, a huge dedication to allow three specific full gear loadouts per person, especially when many people hate certain types of combat anyway


Imo the logic thing to do would be firstly allow 1 bind per slot per type of item.
Eg Weapon you are allowed 6 binds - staff, wand, bow, knife, 2h and 1h
Shield you are allowed 6 binds - 3*shield (each class) + 3* offhands
etc.
Plus have 5 slots into which items you can't use go (so you can bind like primals or w/e without killing off ur usable binds)

Then have the 3 sets and make it so each set can only use binds from 1 class (melee, mage or range) and have however many slots, 5 seems ok BUT the first slot is like a specialised 'hands' block that can take a 2h OR a 1h and an off-hand. Plus give them a ring assignment slot.
Then on the ring of kinship right-click toggles have 3 options (melee, range, mage) with only 2 visible subject to what ur on and can't toggle mid-combat.

Boom dw vs 2h not a bind issue and the swapping thing made useful.

most damage in dg comes from attacks your armor can't block, and enemies who are higher than your level in terms of damage output

does having a helmet+gloves+boots really make much of a difference there?

yet there's no reason to actually HAVE those items made, and for the most part, it's wasted content

you can either just have those gears be never used, or you can make a system where they are used

alternate idea: offhand items can have their own bind slot like ammo

8f14270694.jpg





0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users