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Harbingers of Tuska 3/12/13


Ambler

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No, anything you take with you when you respawn is exempt from it I think.

 

Shortly after the degrade update happened and everyone was having a hissyfit there was a thread on the RSOF by someone who had run tests on how it worked. It is spread across what you leave behind in the grave (that you had equipped) but I don't recall how exactly it's spread. Like, what percentage goes to what.

 

I agree that having boots and gloves degrade when previous gloves/boots from degradable sets are exempt from this makes very little sense. It's inconsistent from what we've seen with lower tiered pieces of equipment. It makes even less sense since the harder-to-get gloves from automatons are more expensive and don't degrade whereas dom tower gloves of the same tier do. And just...@_@

 

It's just kind of messed up all around. Hopefully they will address these inconsistencies soon

 

Yeah, I am pretty sure it doesn't work like that. It's 20% for EACH equipped item, which is ****ing retarded when you make bosses with special attacks that hit for 6k+ damage.

Maybe they patched it but I'm actually going to go check now with tetsu/chaotics.

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I'd say my point still stands in that case then, at least depending on what it costs to recharge Drygores since you'd probably keep your Malevolent set on death since it degrades to dust. If we had degrading boots and gloves drop on death with level 90 melee weapons that's 5% each, meaning your degrade-to-dust boots/gloves and MH/OH take a 5% hit but that might be cheaper than recharging your level 90 weapons for 10% each, I'm not sure, since I don't use mine enough to have to repair them often. Obviously part of that depends on where Razorbacks settle and if the boot equivalent is similar in price.

Lol... If you're at an area that you're absolutely sure you can return to in time to reclaim your gravestone, maybe it'd be wise to just throw a few Chaotics in your inventory to soak up some cost... Oh right equipped. And also below.

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I agree that having boots and gloves degrade when previous gloves/boots from degradable sets are exempt from this makes very little sense. It's inconsistent from what we've seen with lower tiered pieces of equipment. It makes even less sense since the harder-to-get gloves from automatons are more expensive and don't degrade whereas dom tower gloves of the same tier do. And just...@_@

 

It's just kind of messed up all around. Hopefully they will address these inconsistencies soon

Standardizing the degrade system is something they should have done years ago. I mean, barrows breaks on death, Nex gear loses 20%, some other items become coins... What

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I can confirm with 100% certainty that the way it works is each item that ends up in your grave that you equipped loses 20%. It is not spread out or anything like that. Anything that was equipped at the time of death and ended up in your gravestone will lose 20% each. So If I had a Death Lotus top and Bottom Equipped at 100%, and I didn't protect them on death, they would both be down to 80% after I got them back. 

 

It doesn't take a genius to figure out why people aren't using gloves, boots, helmets and Completionist Capes anymore, and why these items are crashing.

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with the fragments system we have now, would it be too hard to allow people to glue fragments back onto their gear

 

just a random thought

 

anyway, i don't get why they need to have this system when repairs already cost so much/are currently impossible due to fridge logic

 

people already don't like using these gears without a reason, and with a pretty big lack of reason already, the few places that you would need it are also backed by the heavy discouragement of death behind them, as they spread the threat of such happening easily in front of them

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\:D/  \:D/  \:D/

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"Night gathers, and now my watch begins. It shall not end until my death. I shall take no wife, hold no lands, father no children. I shall wear no crowns and win no glory. I shall live and die at my post. I am the sword in the darkness. I am the watcher on the walls. I am the shield that guards the realms of men. I pledge my life and honor to the Night's Watch, for this night and all the nights to come."

"An imperfect man can do great deeds, and a great man imperfect ones.

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I was wondering if anyone could provide some max hits of attacks they put in right after they stunned the airut with Flurry or Rapid Fire. I hit a critical with assault that I think is very much impossible normally (about 6.8k, with dw chaotics, off-task), and it'd be interesting to know how much bonus damage you get from stunning them.

Supporter of Zaros | Quest Cape owner since 22 may 2010 | No skills below 99 | Total level 2595 | Completionist Cape owner since 17th June 2013 | Suggestions

99 summoning (18th June 2011, previously untrimmed) | 99 farming (14th July 2011) | 99 prayer (8th September 2011) | 99 constitution (10th September 2011) | 99 dungeoneering (15th November 2011)

99 ranged (28th November 2011) | 99 attack, 99 defence, 99 strength (11th December 2011) | 99 slayer (18th December 2011) | 99 magic (22nd December 2011) | 99 construction (16th March 2012)

99 herblore (22nd March 2012) | 99 firemaking (26th March 2012) | 99 cooking (2nd July 2012) | 99 runecrafting (12th March 2012) | 99 crafting (26th August 2012) | 99 agility (19th November 2012)

99 woodcutting (22nd November 2012) | 99 fletching (31st December 2012) | 99 thieving (3rd January 2013) | 99 hunter (11th January 2013) | 99 mining (21st January 2013) | 99 fishing (21st January 2013)

99 smithing (21st January 2013) | 120 dungeoneering (17th June 2013) | 99 divination (24th November 2013)

Tormented demon drops: twenty effigies, nine pairs of claws, two dragon armour slices and one elite clue | Dagannoth king drops: two dragon hatchets, two elite clues, one archer ring and one warrior ring

Glacor drops: four pairs of ragefire boots, one pair of steadfast boots, six effigies, two hundred lots of Armadyl shards, three elite clues | Nex split: Torva boots | Kalphite King split: off-hand drygore mace

30/30 Shattered Heart statues completed | 16/16 Court Cases completed | 25/25 Choc Chimp Ices delivered | 500/500 Vyrewatch burned | 584/584 tasks completed | 4000/4000 chompies hunted

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Also, just to clarify: degrade to dust items lose 10%, not 20%. This was confirmed before gloves came out, but I would assume (perhaps wrongly >_>) the same applies.

 

Yes, good point and correction. The 20% only applies to degrading items that don't degrade to dust, such as Chaotics/Drygores/Ascensions/Seismics/PoP/Nex, etc. Degrade-to-dust items, such as Malevolent/Sirenic/Tectonic, and these gloves, lose 10% on death.

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I was wondering if anyone could provide some max hits of attacks they put in right after they stunned the airut with Flurry or Rapid Fire. I hit a critical with assault that I think is very much impossible normally (about 6.8k, with dw chaotics, off-task), and it'd be interesting to know how much bonus damage you get from stunning them.

It's double damage while they are downed. My bleeds for Slaughter/Dismember get straight up doubled, and once I was able to hit over 4k with Punish.
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In real life MMO you don't get 99 smithing by making endless bronze daggers.

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So I just got a spirit diamond from the SoF. I understand its probably just a temporary promotion, but it holds 20 pouches and has 100 charges, compared to 15/15 on the spirit ruby.

I wouldn't mind the other spirit gems if they had that ratio of pouches to charges anyway...

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I just got a spirit dragonstone from SoF.  It holds the same 20 pouches as diamond but has 400 charges.  I'm still trying to decide if I like that it has that many more charges or if I would have preferred a higher capacity for something like 200 charges....

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Spirit onyxes have 20/1000, which is comparable to a runecrafting pouch. It'd be nice if none of these gems degraded though... maybe make spirit sapphires obtainable from mining, and use divination to refine them into higher-tiered gems.

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Supporter of Zaros | Quest Cape owner since 22 may 2010 | No skills below 99 | Total level 2595 | Completionist Cape owner since 17th June 2013 | Suggestions

99 summoning (18th June 2011, previously untrimmed) | 99 farming (14th July 2011) | 99 prayer (8th September 2011) | 99 constitution (10th September 2011) | 99 dungeoneering (15th November 2011)

99 ranged (28th November 2011) | 99 attack, 99 defence, 99 strength (11th December 2011) | 99 slayer (18th December 2011) | 99 magic (22nd December 2011) | 99 construction (16th March 2012)

99 herblore (22nd March 2012) | 99 firemaking (26th March 2012) | 99 cooking (2nd July 2012) | 99 runecrafting (12th March 2012) | 99 crafting (26th August 2012) | 99 agility (19th November 2012)

99 woodcutting (22nd November 2012) | 99 fletching (31st December 2012) | 99 thieving (3rd January 2013) | 99 hunter (11th January 2013) | 99 mining (21st January 2013) | 99 fishing (21st January 2013)

99 smithing (21st January 2013) | 120 dungeoneering (17th June 2013) | 99 divination (24th November 2013)

Tormented demon drops: twenty effigies, nine pairs of claws, two dragon armour slices and one elite clue | Dagannoth king drops: two dragon hatchets, two elite clues, one archer ring and one warrior ring

Glacor drops: four pairs of ragefire boots, one pair of steadfast boots, six effigies, two hundred lots of Armadyl shards, three elite clues | Nex split: Torva boots | Kalphite King split: off-hand drygore mace

30/30 Shattered Heart statues completed | 16/16 Court Cases completed | 25/25 Choc Chimp Ices delivered | 500/500 Vyrewatch burned | 584/584 tasks completed | 4000/4000 chompies hunted

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The gems would also be more useful if they could be filled from the bank like runecrafting pouches. With most of them, you have to close and reopen the bank for every gem. Also, the non SOF ones seem pretty useless since they disappear after just one trip.

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Be VERY careful using these new spirit gems when training summoning.  If what I am seeing is correct, you get NO xp for any of the uncharged pouches that you charge at a summoning obelisk.  I'm not sure if it's isolated to the dragonstone or if it applies to all of them.

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Gems don't stack in the bank either - I've gotten two diamond gems from SOF, neither of them has been used, they went straight to my bank and took up two separate bank spaces.

 

Not sure I want to keep anything that ties up an additional space in my bank, especially when I've already got 99 summoning and the likelihood that I am going to be using it anytime soon is practically nil ...  <_<

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But Bly, it makes summoning FASTER!@#!@R@#!##@! Buy those spins now!@!

 

The one thing that I despise the most is that they played up these changes as an appealing thing by "making it faster" just to make spins more desirable to buy during the spirit gem promotion.

 

It's disgusting.

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i would have found it acceptable if the items were also available ingame...

 

as is, it looks exactly like a content update that was chopped in half for a short-lived promotion, never mind that the content update doesn't actually resolve any issues with training to begin with, although that's probably meant for the rebalance to resolve, and not the midway update

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We’ve heard your feedback about the recent summoning pouch crafting changes: it needs changing. Will post in full on the forums later today.

 

Not that I have any need to train Summoning, but it's good to see Jagex are listening to player feedback (hopefully).

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"Unfortunately, the real world isn't the same as a fairy tale."


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