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Riqualyn

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  1. One important factor is simply the value people place on their account. Bond prices will end up being more expensive than gold sellers. A lot of people however would rather pay an extra couple cents per million gold to not risk having their account banned. CCP has been doing this in EVE Online for years at this point. Do some reading on PLEX, which is the EVE-equivilent of bonds. It's essentially a win-win-win-win. Jagex gets ~$10 USD for a month of membership time. Player A gets in-game gold. Player B gets membership time. The economy benefits from having one less gold injection from gold farmers. RWT is impossible to stop. Currently the best method anyone has come up with is the "If you can't beat 'em, join 'em" method. (Sorry, removal of free trade was a case of cutting off the nose to spite the face).
  2. Oh, only 208k loyalty points for 50 bank spaces. That's 19 months consecutively. So 19 months loyalty is worth $11 USD to Jagex. Good to know. Edit: At a glance through, Loyalty point to Rune Coin ratios seem to be: Boosters: 552 LP/Coin Keepsake: 444 LP/Coin Hairstyle: 355 LP/Coin So Boosters are actually the least effective use barring any hidden gems stuck around.
  3. "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."
  4. Well, at least Drygore is no longer a combat class of its own :P Unfortunately we went from T90 - Hit everything T80 - Hit most things to T90 - Miss everything most of the time T80 - Miss everything most of the time + 1
  5. White knights formed a cult to perform a ritual to siphon all the prayer bonuses from GWD armors into their own armors. Turns out prayer bonuses are really heavy, and it all sunk to their boots before they completed the ritual and locked in the prayer prolonging effect.
  6. Don't forget when comparing equipment stats that you now get accuracy from attack/magic/ranged and defense from defense. Bandos armor defense for example is actually more now with 99 93 defense that pre-patch, and that doesn't take into account the damage bonus on it now.
  7. Looks like everything has. Level 90 tier is 2458+accuracy, at 99 attack I'm getting 3670. Does this mean Drygore with boost from levels + overload + turmoil is more or less accurate than before? Definitely way less. Tried QBD, it took 3 minutes 20 seconds to kill her with Drygore mace and EE, AND she turned blue during both phase 3 and 4. This is up from about a 2 minute average. I was missing around 1/3 of the time. On the bright side, 26 earth talismans as part of the reward. I wonder if they nerfed getting accuracy only from your mainhand for abilities. Someone should try with dual drygores. Also what armour were you using? Full bandos. I used about 15 rocktails as well, but that was just from trying to ignore everything like I usually would. But based on complaints on the official forums players are missing way more across the board against everything.
  8. Looks like everything has. Level 90 tier is 2458+accuracy, at 99 attack I'm getting 3670. Does this mean Drygore with boost from levels + overload + turmoil is more or less accurate than before? Definitely way less. Tried QBD, it took 3 minutes 20 seconds to kill her with Drygore mace and EE, AND she turned blue during both phase 3 and 4. This is up from about a 2 minute average. I was missing around 1/3 of the time. On the bright side, 26 earth talismans as part of the reward.
  9. 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.
  10. 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!
  11. For Warband PK cape rules only apply if PK Warband is in use as well.
  12. Did about 5 minutes to get a rhythm going, and then a 5 minute experience test. 8,270xp, or 99,240 extrapolated to an hour. In total charm wise I ended up with 15 crimsons, 9 blues, 7 green, 4 gold. So not exactly great for charms either Also, my arm hurts. To keep a good constant rate going you're moving all over the screen and clicking non-stop (Throw>detonate>throw>catch>detonate>throw>catch>etc.). Compared to jadinkos? Way more work for less than half the experience. Possibly on the bright side, they won't completely suck as a daily task anymore.
  13. For ranged, royal dragonhide and a hand cannon is something like ~45k. If you're good with protect item, royal crossbow for weapon. For magic, polypore with batwing. Melee, well blisterwood weapons are cheap. Armor is a different story. The 99% of people are running around with the mage/ranged combinations listed above so long as you keep multi combat enabled. Single combat people tend to be much better geared. Between the two chats, there is maybe an issue every hour with someone claiming to have been back-stabbed by someone in friends chat. These usually tend to boil down to someone logged out/world hopped in the camp and the chat was full (so they were white dot and free game).
  14. I forget where I found it, but they had worked out the formulas for normalized damage to the following and had verified it in game. Two-Handed: (weapon damage + (1.5 * strength) Dual-Wield: ((main hand damage + strength) + (offhand damage + strength * 0.5)) x speed modifier Speed modifier is fastest = 1.5, fast = 1.2, average = 1 Critical damage is also capped at 1,000 damage So chaotics for example, at level 80 when you can first use them all come out to exactly 1908 modified damage. When you get to 99 strength maul = 1936.5, LS/rapier = 1942.2, claws = 1950.75. So at least as far as momentum is concerned, fastest = best since that strength modifier gets taken into account for each hit. Item damage bonuses also has a similar effect in that it applies to every hit. As far as abilities go, I haven't bothered to check if the strength bonus applies to them or not (would take two people with different strength levels). Without the strength modifiers, maul = 1788, LS/Rapier = 1764, claws = 1728. Drygores without the strength modifiers are LS/Rapier 1983.6, Maces 1944.
  15. Elite void has higher health and armor as well.
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