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30-Apr-2013 - Instanced God Wars & EoC Updates


chenw

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Instanced God Wars Dungeons (members only)

 

Ever geared up for a jaunt to the God Wars Dungeon and found yourself competing with other loot-hungry adventurers for your prize? No need to worry about that, with Instanced God Wars Dungeons.

 

Once you've reached the kill count for your boss of choice, you'll be directed on the minimap to a safe area by an orange arrow. Once within the area, you'll see the door leading to the boss, and clicking on this door gives you a number of options: including entering the non-instanced version of the boss room; starting a new instance in either standard mode or the new hard mode; joining an existing instance; or returning to an existing instance that you've left.

 

Starting your own instance costs a set amount of gold coins per hour, varying depending on the boss, and anyone entering the instance can top up the time by paying again. You can set a maximum number of participants from 1 to 100 for your instance, as well as a minimum combat level. You can also add a numeric entry key, in case you want to limit the instance to players of your choice. Finally, please note that it's not yet possible to fight Nex in an instance.

 

Hard mode is for those of you hungry for a real challenge. Any of the God Wars bosses (with the exception of Nex) can be fought in a hard-mode instance, where they'll use the additional tactics and abilities seen in The World Wakes, but with greatly increased stats. Yields of non-rare drops are increased in hard mode, and there's a good chance of getting a new soulstone as well. These count your boss kills, which can be stored up and used in lieu of regular monster kills to gain entry for a future boss run.

 

 

New Armour System (free players and members)

 

All armour has now been assigned one of three types - geared towards offence, defence or versatility - and has had its stats optimised for its purpose.

 

Tank gear is built for defence, giving you plenty of life points and no major penalties. This type is the most common in the game - including gear such as rune armour, dragonhide armour and spider silk robes, along with higher-end gear such as Player-Owned Ports armour - and is best used in situations where you don't want to take risks, such as boss fights.

 

Power gear offers a 10% boost to the damage you deal, but with much lower armour rating and life points than you'd find on tank gear of the same level. This type is excellent for Slayer assignments and combat training but dangerous if you're taking big hits, and includes Bandos armour, demon slayer armour, robes of subjugation, and all Nex gear.

 

Hybrid gear has lower base stats than the other types, but had a big advantage in that it has no style weakness: it's equally effective against melee, ranged and magic. You won't get the high life points you'd get from tank gear, or the big max hits you'd get with a power setup, but you'll be ready for whatever's thrown your way - invaluable in PvP or complex combat minigames. Void Knight and obsidian armour are examples of hybrid gear.

 

Hit Chance Changes (free players and member)

 

We've increased the benefits that you combat-related skill levels have on the chance you have to hit your opponents. There's now an accuracy bonus in the related style with each level in Attack, Ranged and Magic, so the accuracy of attacks will increase as you level - all the way up to 99. Defence also benefits from the same contribution, so for every level of Defence you gain you will be granted bonus armour rating.

 

Put simply, higher levels will now enjoy greater accuracy from their attacks than even before, and those levelling will notice a bigger difference from level to level.

 

Finally, this update means that potions that boost your combat levels have been given a new lease of life - the increased benefit of levels meaning they're more effective than before. We've also changed how accuracy-boosting Prayers work, so they now use a similar mechanic - granting a bonus equivalent to a level boost in your related combat skill.

 

For full details of how hit chance is calculated, visit our wiki page

 

We really hope you have fun getting to grips with these improvements, and that some of the gear you'd perhaps stopped using after EoC will enjoy a new lease of life. As always, your feedback is the most important thing to us when deciding on future combat updates. If there's anything you'd like to see in the future, don't hesitate to let us know on the forums.

Enjoy!

 

Mod Chris L & Mod Avatar

Behind the Scenes Video

 

Mod Chris L and Mod Avatar take you through today's combat update in our latest Behind the Scenes video:

Don't forget that you still have time to vote on which quest series you'd like continued: Pirates, Gnomes or Dwarves.

In Other News

  • Something to celebrate? Do it in style with Party Pack from Solomon's General Store.
  • From Sunday the 5th of May, look out for some strangely familiar luchador masks and deliciously spicy food on the Squeal of Fortune.

tim_chenw2.png
6,924th to 30 hunting, 13,394th to 30 summoning, 52,993rd to 30 Divination

Kiln Record (Post-EoC): W 25 - L 0, 14 Uncut Onyx, 8 Jad hits received (Best record: Two in the same kiln)
Obby set renewed post update #2: 0

QBD drops: 21 crossbow parts, 3 Visages, 1 Kites, 2 Kits

Max Port Score [2205] Achieved: 27th April 2013 (World 2nd)

 

Farmyard Rampage ranking: 12th, 50,000 Kills.

 

Dragon Pickaxe Drops: 1 (Times after I first entered Battlefield: 2h)

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30th April 2013

 

 

Graphical:

  • Several graphical fixes and changes for the HTML5 client have been made.
  • A stretching issue with the Armadyl battlestaff has been fixed.
  • The sword that Dunstan is making no longer uses an old model.
  • Pentyn now glows a little less brightly.
  • A graphical issue with the Master Fisher has been fixed.
  • Matthias the Falconer will no longer hold his falcons by his side.
  • The pet rock is now held correctly with both hands.
  • The Zombie dance emote no longer deforms your character's hand.
  • The Veteran and Classic capes no longer clip with machetes.
  • Players can now see Barrelchest's brain when bloom is on.
  • A stretching issue with the female stylish hat from Balthazar Beauregard's Big Top Bonanza.
  • The see-no-evil monkey hat no longer causes the heads of female character to stretch.
  • God staves are now long enough when used in a combat stance.
  • The short skirt no longer clips when resting.
  • Corrected a graphical issue with the pharaoh top.
  • The top half of King Percival's head is now attached to his jaw.
  • Prissy Scilla now has a same hair colour between model and chathead.
  • An issue with the master corruption aura displaying same as a supreme corruption aura on female characters has been fixed.
  • Iffie's chair now rocks correctly.
  • Trufitus has received a small graphical makeover.
  • A stretching issue with Akrisae's hood has been remedied.
  • A graphical issue with the heads of the bald Sophanem slaves has been fixed.
  • The quest cape no longer clips with a female character's chest.
  • The bonesack model has been adjusted so that it doesn’t intersect with the player's head.
  • Jumping over a broken wall in the remains of the Burgh de Rott inn now has an improved animation.
  • A minor graphical issue with Gujuo has been fixed.
  • A small graphical issue regarding the elf-style tops and the skypouncer cape has been fixed.
  • Father Urhney's face is no longer split in two.
  • Wicked legs now sit correctly on female characters.
  • The "Bunny Hop" emote for female characters has been fixed.
  • Multi tone skin issues on Sergiu and Sloane have been fixed.
  • The Apothecary's jaw is no longer detached from his face.
  • Luthas' face is now assembled correctly.
  • A graphical issue with Oziach's hands has been fixed.
  • Pigtails from the pigtails and fringe hairstyle are now present on chatheads whilst wearing hats.
  • The Face and Shiratti now hold their respective staves correctly.
  • Meiyerditch citizens have had a skin colouring issue fixed.
  • The Bedabin NPCs in the desert have been graphically updated.
  • A graphical issue with a sheathed shatterstorm wand cosmetic override has been fixed.
  • Dean Vellio no longer wields both an abyssal whip and dragon defender in his right hand.
  • The Easter Carrot should now be sheathed on the shoulder properly.
  • The Botany Bay trial announcer's chathead now looks less blocky.

 

Quests, Challenges & Achievements:

  • A minor issue with the dialogue tree of Tzhaar-Mej-Jal has been fixed.

 

Other:

  • You can now use charged runic staves to make magic tablets in Player-Owned Houses.
  • You can now store obsidian armour in the PoH armour case. A piece must be fully repaired to be stored.
  • The corrupt zuriel's staff is no longer considered a Melee weapon.
  • Adding a shieldbow sight to a magic shieldbow will no longer reduce its damage value.
  • Glacors no longer become aggressive when a player targets them.
  • The correct prayer bonus had been added to degraded versions of the corrupt dragon mace.
  • The stats on the pirate weapons from Cabin Fever have been fixed.
  • The tooltip for the abyssal vine whip has been corrected.
  • Dagannoth bones have been added to the list of bones that can be used with prayer restoring necklaces.
  • The Raptor has been adjusted to make him effective post-Evolution of Combat.
  • It is no longer possible to add shark fists, tzhaar whips, valentine weapons and slayer masks to the toybox.
  • An issue with TzHaar-Mej not giving Slayer xp has been fixed.
  • Blessed spirit shields now show the correct values when searching for them on the Grand Exchange.
  • Slayer masters now give information about how to defeat the trolls at the Troll Stronghold.
  • Holoy should no longer mislead players about poisoning bolt tips.
  • Thessalia will now tell players that they need to deactivate any cosmetic overrides they have before they can change clothes.
  • The Quick Chat Fletching category now has all references to longbows replaced with shieldbows.
  • The Make-X interface will once again let you use 2kg or 5kg granite to a granite lobster pouch.
  • The sound effects from drag response & speed sliders in the Orb of Oculus settings have been removed.
  • An inconsistency with the spelling of the music track for the Dreadnaut boss has been fixed.

tim_chenw2.png
6,924th to 30 hunting, 13,394th to 30 summoning, 52,993rd to 30 Divination

Kiln Record (Post-EoC): W 25 - L 0, 14 Uncut Onyx, 8 Jad hits received (Best record: Two in the same kiln)
Obby set renewed post update #2: 0

QBD drops: 21 crossbow parts, 3 Visages, 1 Kites, 2 Kits

Max Port Score [2205] Achieved: 27th April 2013 (World 2nd)

 

Farmyard Rampage ranking: 12th, 50,000 Kills.

 

Dragon Pickaxe Drops: 1 (Times after I first entered Battlefield: 2h)

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Pretty much as expected, GWD and Nex are all offensive while PoP is defensive. If the damage is always 10%, then i'd say probably GWD is best value.

tim_chenw2.png
6,924th to 30 hunting, 13,394th to 30 summoning, 52,993rd to 30 Divination

Kiln Record (Post-EoC): W 25 - L 0, 14 Uncut Onyx, 8 Jad hits received (Best record: Two in the same kiln)
Obby set renewed post update #2: 0

QBD drops: 21 crossbow parts, 3 Visages, 1 Kites, 2 Kits

Max Port Score [2205] Achieved: 27th April 2013 (World 2nd)

 

Farmyard Rampage ranking: 12th, 50,000 Kills.

 

Dragon Pickaxe Drops: 1 (Times after I first entered Battlefield: 2h)

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The lack of mention of strength having any effect at all for the 'hitchance' thing seems to of confirmed most peoples major concern: They have done a half-assed job and only dealt with accuracy and defence and have not tied max-hit/damage to strength stats better in any way shape or form.

 

The armor thing I'll hold judgment until we get some stat info, but as expressed in other threads the binary division of x is offence, y is defence has potential to be awful; especially since the way they've worded things it implies there is even potential for things like bandos to usurp port armor for slaying.

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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

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Strength was never supposed to increase hit chance to begin with, only damage, which is as should be. I have no idea why it should have any effect at all for damage

tim_chenw2.png
6,924th to 30 hunting, 13,394th to 30 summoning, 52,993rd to 30 Divination

Kiln Record (Post-EoC): W 25 - L 0, 14 Uncut Onyx, 8 Jad hits received (Best record: Two in the same kiln)
Obby set renewed post update #2: 0

QBD drops: 21 crossbow parts, 3 Visages, 1 Kites, 2 Kits

Max Port Score [2205] Achieved: 27th April 2013 (World 2nd)

 

Farmyard Rampage ranking: 12th, 50,000 Kills.

 

Dragon Pickaxe Drops: 1 (Times after I first entered Battlefield: 2h)

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Share on other sites

The lack of mention of strength having any effect at all for the 'hitchance' thing seems to of confirmed most peoples major concern: They have done a half-assed job and only dealt with accuracy and defence and have not tied max-hit/damage to strength stats better in any way shape or form.

 

The armor thing I'll hold judgment until we get some stat info, but as expressed in other threads the binary division of x is offence, y is defence has potential to be awful; especially since the way they've worded things it implies there is even potential for things like bandos to usurp port armor for slaying.

 

Bandos already is better than port armour for slayer, and based on the wording in the article, it will remain better.

 

Tank gear is not necessary in Runescape. Until Jagex realize that, they will continue to confine high level gear such as ports to cosmetic only, which is sad.

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Asmodean <3

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The lack of mention of strength having any effect at all for the 'hitchance' thing seems to of confirmed most peoples major concern: They have done a half-assed job and only dealt with accuracy and defence and have not tied max-hit/damage to strength stats better in any way shape or form.

 

The armor thing I'll hold judgment until we get some stat info, but as expressed in other threads the binary division of x is offence, y is defence has potential to be awful; especially since the way they've worded things it implies there is even potential for things like bandos to usurp port armor for slaying.

 

Bandos already is better than port armour for slayer, and based on the wording in the article, it will remain better.

 

Tank gear is not necessary in Runescape. Until Jagex realize that, they will continue to confine high level gear such as ports to cosmetic only, which is sad.

 

I disagree, to a point; tank gear is only nessecary for a few tiered locations; tanking nex and kalphite queen, which is why the superior version will prove handy(I hope.)

 

But for ordinary shit, yep, cya ports.

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Strength was never supposed to increase hit chance to begin with, only damage, which is as should be. I have no idea why it should have any effect at all for damage

 

I was not implying str should affect hit chance. I was commenting on the fact that levels affecting not affecting combat enough vs gear is NOT an issue purely exclusive to accuracy or 'hit chance' and that alongside these changes damage and max hit should've been altered to depend more on your stats than just gear as well, seeing as how it stands each level only gives like 1 more damage give or take which is pointless when even unarmed you can hit triple digits.

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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

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Bandos chestplate is -131 armor, -240 health

Bandos tassets are -126 armor, -180 health.

Bandos helmet is -114 armor, -120 health.

Bandos Gloves/boots are -29 armor, -30 health

Bandos total lost (without shield) is 802 armor, 1,650 health.

 

Bandos, Subjugation and Armadyl have the same stats now as well aside from different types.

 

Obsidian platebody is is -531 armor, -840 health

obsidian legs are -508 armor, -630 health.

Obsidian overall lost 1,653 armor, 1920 health

 

[Edit] Assuming enemy accuracy hasn't changed, wearing full bandos with new defence bonus I'm actually higher armor than before. Yay huge bandos buff!

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10/10 for reverting to the horrible interface from the beta that was rightfully scrapped.

 

blocktfd.png

 

Also equipping a completionist cape with melee armour actually brings down your defence against ranged, contrary to everything they've said lol.

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

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The damage seems to be tiered

 

For T70:

 

Gloves: 6 Damage, 64 armor

Boots: 6 damage, 64 armor

Legs: 16 damage, 285 armor

Chest: 23 damage, 298 armor

Helm: 13 damage, 259 armor

tim_chenw2.png
6,924th to 30 hunting, 13,394th to 30 summoning, 52,993rd to 30 Divination

Kiln Record (Post-EoC): W 25 - L 0, 14 Uncut Onyx, 8 Jad hits received (Best record: Two in the same kiln)
Obby set renewed post update #2: 0

QBD drops: 21 crossbow parts, 3 Visages, 1 Kites, 2 Kits

Max Port Score [2205] Achieved: 27th April 2013 (World 2nd)

 

Farmyard Rampage ranking: 12th, 50,000 Kills.

 

Dragon Pickaxe Drops: 1 (Times after I first entered Battlefield: 2h)

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I don't see the point of messing with the "offensive" and "defensive" arrangement of armour types. We already had "power" armour in the form of void armour, and if we need defence, we use a shield.

 

I think the architect of the armour changes didn't understand the intentions of the architects of the EoC.

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~ W ~

 

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Bandos chestplate is -131 armor, -240 health

Bandos tassets are -126 armor, -180 health.

Bandos helmet is -114 armor, -120 health.

Bandos Gloves/boots are -29 armor, -30 health

Bandos total lost (without shield) is 802 armor, 1,650 health.

 

Bandos, Subjugation and Armadyl have the same stats now as well aside from different types.

 

Obsidian platebody is is -531 armor, -840 health

obsidian legs are -508 armor, -630 health.

Obsidian overall lost 1,653 armor, 1920 health

 

Wait do you mean they are down that much for before change or literally they now give negative values?

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

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I don't see the point of messing with the "offensive" and "defensive" arrangement of armour types. We already had "power" armour in the form of void armour, and if we need defence, we use a shield.

 

I think the architect of the armour changes didn't understand the intentions of the architects of the EoC.

 

With the extra from your defence it's actually a small buff in armor for defensive gear assuming monster accuracy hasn't changed. I have 2,029 with full bandos without shield, as opposed to 1,772 before.

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