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Saradomin_Mage

20-Aug-2013 - Divination

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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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The Fallen Diviner

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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 & 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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Maxed since Sunday, January 9th, 2014
Completionist since Wednesday, June 4th, 2014

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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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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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The Fallen Diviner

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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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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.


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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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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

[qfc]15-16-209-65123621[/qfc]

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 :(

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


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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

[qfc]15-16-209-65123621[/qfc]

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. :\

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They probably didn't change the woodcutting ones because they're not used very often.


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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.

 

a3BTvcj.png

 

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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The Fallen Diviner

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


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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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The Fallen Diviner

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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 & 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.

 

I didn't realize we were redoing the entire skill I thought those were just changes he wanted to make. That's why I said it would be buyable considering you can currently buy energy.

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46Pw0.png wooooo

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It's probably going to be a lot like the last two skills, where they add a second batch a couple of months down the line that fixes almost everything.

 

I actually prefer this. While it doesn't make that "new car smell" of a skill as powerful, it allows the 2nd batch to be carefully thought out after receiving replies from players about what they want.

 

And of course Grindscape isn't loading, I have the perfect comic for this.

I prefer this also. While I couldn't get into the warped floors until a few months after they were released, sometime in early 2011 I believe, around the start of dgs, I had just maxed out the abandoned 2's when occult came out and for me it was like getting a whole new skill. The staged release was awesome. I think they tried to do this with summoning with batch 2 but it wasn't as successful.

Staged release let people know it would get more efficient if they waited for the skill to be completed, but allowed them to press ahead anyways for rewards.

 

I guess stage 2 of divination is the production skill, still unnamed.


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This skill is LAME.

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Rule #14 - Don't argue with trolls, it means they win.

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Apparently Dragonseance is getting 50k/h at lvl 60 place.

 

Edit: and yeah, way high levels do it now, is to have slaves that tell them when enriched springs spawn.

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Apparently Dragonseance is getting 50k/h at lvl 60 place.

 

That wouldnt be too bad. I'm jealous. At Shilo, 50k/h would get me from 50-60 in roughly three hours...

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Apparently Dragonseance is getting 50k/h at lvl 60 place.

 

Edit: and yeah, way high levels do it now, is to have slaves that tell them when enriched springs spawn.

 

Doesn't sound so slow skill anymore


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58 div on Meredith and 57 on Heaven Alive

 

http://puu.sh/46W56.png

 

Hiscores for both (mostly so I can see how much my ranks fall when I wake up tomorrow)

 

I'm really enjoying this skill. It's the perfect speed. It's like playing RS before cheap over-powered xp was introduced. I'm hoping it's <100k xp/hour at 99.

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2550 total

 

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Haven't not slept for RS in a while, forgot how fun it was ;)


Asmodean <3

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Apparently Dragonseance is getting 50k/h at lvl 60 place.

 

Edit: and yeah, way high levels do it now, is to have slaves that tell them when enriched springs spawn.

 

Sadly the experience rates have been dropped a bit at the level 60 place, enriched memories were near 1/3 or 1/4 when the first few of us trickled in. Now they are very rare, 1/50 or worse it seems and this is what everyone here has been experiencing. Seems Jagex is still fine tuning.

 

Gunnar reported 40,235 exp/hour himself, without using any energy during that test when he first arrived. I'd say rates are down to about ~35k now, but this is without using energy or Chronicles so cannot say how much they will increase the experience.


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