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20-Aug-2013 - Divination


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#121
Robert_R
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I think what would be good is:
1) Research in libraries is required to get recipes (you also get xp).
2) You take damage from actually siphoning wisps.
3) Wisps are spread out more, like implings, and are less visible, like stryewyrms.
4) Magic, prayer and summoning will be helpful here - magic for tracking wisps, prayer for protecting against damage and summoning for healing, for example.
5) Obtained energy/memories is analyzed in laboratories (Wizards Tower, Magic Guild, places like that - PoH, too). This gives you xp, too.
6) Energy is refined at laboratories, too.

The only problem I have with this is 5 & possibly 6 (assuming refining gives xp?) would make divination buyable and idk if I like that. The skill feels like it's missing a lot... After 44 levels I'm not very impressed and it sounds like the next 55 levels will be just about the same in different locations. Idk maybe if it was pushed back and released with the second skill it would be a lot less underwhelming.
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#122
crazycdcm
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The xp is low, the skill is boring, the skill is unimaginative...

For me, the skill doesn't have any depth at all. Nothing says that I still have awesome things to discover after doing the first 37 levels. From here on, it's all going to be the same - actually, from level 10 on, it's all going to be the same.

Also I don't have a clue what I'm actually doing. For the current non-real life skills I can sort of imagine how the training method is relevant to the skill: I can understand Slayer, Dungeoneering, even Runecrafting (though span kinda dented that). For Divination, I don't feel like my character is learning anything. I'm just moving to a different place each time and repeating what I did before. I'm not unlocking new training methods - to all the people who said Dungeoneering isn't a skill because you train it in one place - here's Divination.

At least skills like fishing have different tools, different fish you can catch for different mixes of afk/gp/xp/apm. You can use SC harpoons, C2 fishing, FOG gloves, urns, familiars, Flingers, the fishing outfit - lots of things you can bother with (or not). Divination is always, at every level, 100% the same as the level before. I don't mind that in a skill like prayer, because it's fast, but for a skill like Divination, which is the slowest in the game, it's killing.

Basically, the Divination release feels like they released a training method, rather than a skill. This should've been a way to train magic, runecrafting, summoning and your lowest skill (hi Guthix) all at once, but Jagex just really wanted a new skill - and they had no more material. It seems to me there is just very little content in this skill. Even if you allow for the fact that the previous release was far better than average, it should measure up to Dungeoneering better.

P.S. At least up to level 40, the hunter xp/h is way higher than the Divination xp/h. Possibly at higher levels as well. This for the most efficient way to train the skill.

While I agree with a lot of this post, definitely that part that it shouldn't have been a skill in itself, but a training method, I do have to disagree with the part comparing it to fishing. Fishing came out when RS did (correct me if wrong?). Estimating release dates here, but the point stands. SC 2009, C2 2011, FOG 2007, urns 2012, familiars 2008, flingers 2012, fishing outfit 2013? Basically I think that's an unfair comparison on a one-day old skill, and when the variety-filled fishing came out, you would have said the same thing about it.

I did wonder whether the time required per resource may dramatically decline and the xp per dramatically increase as the levels go up. (Like if in woodcutting a mage log was 1.5k xp, it would be competitive XP but at a relaxed pace type thing). But I'm not seeing any trend to suggest that...

I keep seeing the comparisons of divination to mining/fishing without smithing/cooking. I think they're good comparisons. But who would ever release mining without smithing, it's mad. Jagex should at least give some hints towards what the 2014(?) skill will require in the way of resources gathered by divination. How valuable are the energies we may be chucking away on divination. It could be the equivalent of power-mining runite (ok slightly bad analogy..)..

#123
Robert_R
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Ya I'd like to know if using these energies for xp to train divination isn't costing me millions in potential profit when the next skill is released.

#124
ArtemisCatal
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Ya I'd like to know if using these energies for xp to train divination isn't costing me millions in potential profit when the next skill is released.


I thought about this. Most of the things available for us to make take only a few energies. Add to the fact that they gather pretty fast, I've decided to lvl and not worry about the future, at least for these first few days. I can always go back and collect them when the time comes.

#125
constrictor
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I think the skill is great. It has slowed down the ADD-tendancied community. In addition to that, by having the depositories rigt near the gatherig, everyone who's doing the school is doing it together - there is community being built.

Yeah, the skill is going to be a pain in the ass to get to 99, and there are alot of things better to be done (and in time, if we are lucky, JAGeX will implement mpre updates - personally I think a graphical update to the nodes, wisps, etc would be super), but the skill has only just been released. Give it some time.

Also if you guys haven't noticed when you do some of the "weaving" of the energies you need some items outside of the skill to make different things, so it incorporates more than alot of you are letting on.

#126
Binary Mage
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A few things I've found:

1) I wouldn't be too worried about stockpiling Divine Energy for the second skill. If you choose to convert Memories into bonus Energy, it's quite a good exchange rate, to the point where it will be much easier to get large amounts once we aren't focusing on experience. Most of us should be more concerned about XP than stockpiling for now :P

2) It seems that Chronicle Fragments are instanced to the person who they spawn for, and after a short period (I'd say 4 seconds or so) after they appear for everyone. Don't get discouraged if you can't get any, as eventually you should have one spawn specifically for you. It makes an interesting sound effect when this happens. There seems to be some that spawn randomly from the ground as well, and instantly appear for anyone to grab.

3) Max seems to stay at the tier below that of the person with the highest Divination level--either on the world or globally. (These are both currently the same so its hard to tell atm)
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#127
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<snip>
5) Obtained energy/memories is analyzed in laboratories (Wizards Tower, Magic Guild, places like that - PoH, too). This gives you xp, too.
6) Energy is refined at laboratories, too.

The only problem I have with this is 5 &amp; possibly 6 (assuming refining gives xp?) would make divination buyable and idk if I like that...



How would 5 or 6 make divination buyable? Q never mentioned anything about trading the collected energy...

EDIT: found out that energy is currently tradable. However you could limit this to only refined energy and not raw collected energy.

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#128
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^Exactly.

Further suggestions for Divination as magical science skill that studies energy deposits & their uses:
1) Ability to unlock our Guthixian post-TWW powers to cast spells without elemental runes - magical equivalent of genetic manipulation.
2) The ability to construct a soul altar.
3) The ability to create recipes would be ideal - essentially hundreds of different possible recipes - also point 1 on my previous list ofc.
4) Unlocking new abilities based on the same principle as 1.

@Fishing comparison: Quite true, but since all those things are released now, they could be tied in to Divination on Divination's release, right? There is no tie-in with past content at all. For relatively old skills, like runecrafting, that's not a big problem, but we're years past that and those years need to tie in somehow.
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#129
Calm Koala
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Anyone tried C6 DG yet to see how div works?

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#130
Binary Mage
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Anyone tried C6 DG yet to see how div works?


I had some pictures a few pages back.

For the most part, the only things you can make are the regeneration portents and Portents of Passage, which let you open skill doors that you don't have the level for. (Each tier has a different maximum level difference, up to 20 at the 90+ divination one.)

I haven't yet found any of the skill doors though. I really wanna see what they look like :(
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#131
strilmus
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I like how after they went through the trouble of deforesting the entire charm sprite area, they then go and put spirit wells in the middle of forests

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#132
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I like how after they went through the trouble of deforesting the entire charm sprite area, they then go and put spirit wells in the middle of forests


This x1000000000.

#133
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it'd be fun using completely unrelated items to create new incomprehensible objects that aren't just item upgrades, in such a way that could not be replicated otherwise

like for instance, a box that spawns sandwiches daily

or a chassis for the orb of oculus so you could control it independently of your player

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#134
Levells
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Guessing everyone's training divination and not mining....

Mining juju's were changed because a new Divination item (the Signs of the Porter) do exactly what the old potion used to do. As a result, we wanted the Mining juju to still have a benefit to those who have higher level Divination (and to those that didn't). When a stone spirit appears it will grant you bonus XP for the time it's around and have a chance to smelt the ore into a bar giving you Smithing XP.

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But they left wc jujus the same :P

At lvl 48 div, you can make the sign to bank 15 items. Even at 99 div, it's 30 items each. Really sucks. I've got so many juju flasks :(

#135
strilmus
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i guess the woodcutting juju should convert logs into bows?....

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#136
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Guessing everyone's training divination and not mining....


Mining juju's were changed because a new Divination item (the Signs of the Porter) do exactly what the old potion used to do. As a result, we wanted the Mining juju to still have a benefit to those who have higher level Divination (and to those that didn't). When a stone spirit appears it will grant you bonus XP for the time it's around and have a chance to smelt the ore into a bar giving you Smithing XP.

Timbo

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But they left wc jujus the same :P

At lvl 48 div, you can make the sign to bank 15 items. Even at 99 div, it's 30 items each. Really sucks. I've got so many juju flasks :(


This is depressing news. :\

#137
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They probably didn't change the woodcutting ones because they're not used very often.
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#138
Binary Mage
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My friend just made a Tier 2 Herb Divine Location, and had a few clan members help out with it.

Here's my haul (took up about 30% or so of my DL item cap). This is about 30 seconds worth, before it disappeared.

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Apparently from three people harvesting the node he got about 10-15 more herbs than the rest of us.

Was very nice. Should be worth it, especially the Tier 3 Herb node.
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#139
strilmus
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everybody's got the same cap on node resources, so he's just getting them faster

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#140
Binary Mage
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everybody's got the same cap on node resources, so he's just getting them faster


Items received because of other players in Divine Locations actually don't count towards the daily limit. However, you can only ever place one per day, and it only works with up to five players before it stops giving you any additional resources for the rest.
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