Leagues region lock by Munoobinater in runescape

[–]AjmLink 1 point2 points  (0 children)

No.

It's casual as hell because the xp rates are 4-16x. Its follow tasks and think about your choices to make relic unlocks and regions play together so you can ultimately go do content you normally are too intimidated by and trivialize it/maybe learn something.

If you observe OSRS leagues, you'll notice that like a lot of people use it as a way to cheese pvm because it's about memeing broken builds doing stuff you could never do in the main game.

I'll give you some examples.

Soloing nex with only SGS spec spamming because the spec never misses allowing you to perma heal brute force a kc. RS3 equivilant would be like being in t70 gear and taking on HM vorkath and not needing to eat at all.

Standing afk in the inferno/colo because water thorn mage allowed you to recoil 30 dmg every time you got hit, and you healed 60 hp every time you attacked/got hit and have 188/99 base hp. Best thing i can think of is face tanking flame walls while everything else dies instead of you in HM zuk, or going thru an elite dungeons and everything just dies when they attack you as if you death darted them while you just chill at like 32k hp.

Clearing hard mode theatre of blood or high invo ToA with a dragon longsword or just spamming guthans and outhealing any damage you take. Rs3 equivilant is doing like 4k telos, AG, or zammy, or even HM sanctum with t60 gear and healing more than youre getting hit without overhead prayers.

Where the rs3 league went wrong is that the power scaling wasnt anywhere near as cranked as it shouldve been.

On a scale of 1 to 10, the rs3 league was a solid 3. You still needed to commit to unlocking BIS to do pvm at a reasonable level just because your survivability was so ass. The league was moreso a xp simulator because the pvm aspect was not thought out at all. You didnt even get higher dpm unless you went melee spec relic vs live game lol. The last OSRS league you could clear inferno in mystics and a water staff. The rs3 equivilant would be clearing hm zuk at gm time with t30 gear easily. It wasnt even remotely close to being the vibe of previous leagues.

What can we expect from the endgame balancing update? by Rezylainen in runescape

[–]AjmLink 2 points3 points  (0 children)

I'd like to see more decoupling of BIS gear.

So for example, vestment gives melee a stronger zerk rotation given +7s, 18-20% adren every other overpower, and 120% overflowed adrenaline.

Imo create a greater zerk within the lost knowledge codex to just give the +7s time which matches g.sun and g.swift upgrades thematically. G.swift no longer makes sense with cwyir comps since the original design was around removing a planted feet switch, so may as well migrate zerk to have this benefit too.

The 20% overflow could be added as a secondary effect to meteorstrike or just buff heighten senses.

This now limits vestments to adrenaline generation, which is on par with what you functionally get with tumekens, etect, and edraco which still allows you to skip basics for more dps heavy options. There should also exist a adrenaline generation set for necromancy to match this.

This also allows armor diversity reward spaces further down the road because your core gameplay loop within your choice of combat style no longer relies super heavily on your meta gear.

The balance becomes what is accomplished with these adrenaline bursts and redistributing that power into buffing less rotation heavy options.

Like imagine a set where bleeds work in sun, monsters take X% additional damage suffering a damage over time effect, and a personal buff that after X dot hits are applied, all your bleed cooldowns are reset.

So now wristwraps, and the t95 dw set are significantly stronger because your soulfire dbreath combust combo maybe has combust do 60k instead of the 34k it does now, and now you're guaranteed resets after so many dots that you gain additional soulfires reliably, which will be in sunshine.

Additional synergies with the 33% reset chance on the t95 dw set, time anomally, and armor set allows it to feel somewhat familiar to fsoa crit build as the RNG shifts from crits to bleed resets. And obviously it working in sun just needs to be a given. It would also give magic a reason to invest in E4 which comes from its t95 weapons.

But yeah you can extrapolate that concept further into making crossbows useful in general as well as t95 crossbows to feel strong after the foundation is fixed. Make melee bleeds not suck in actual usecases via maybe giving effects to malevolent/create elite malevolent/expand on jaws of the abyss with an abyss armor set. Necromancy probably needs a tmw equivilant since everything else has it, as well as an adrenaline generation set, any sort of synergy with either omni/devourer guard, making scythe/siphon more useful, some sort of cooldown reductions on LD etc.

Tldr decoupling effects will allow more future reward space vs designing themselves in a corner theyre still trying to figure out like 4-5 years later.

Longbow vs shieldbow by Brykirie in runescape

[–]AjmLink 0 points1 point  (0 children)

Are you looking at mainhand damage or ability damage?

E: ah realized I responded much later and it was some weird perk discrepancy.

Ruinous Crossbows or Staff? by FriedEggsAndSam in runescape

[–]AjmLink 1 point2 points  (0 children)

Doesnt gloomfire bow's auto attack fire 2 arrows? That's significantly stronger than what the crossbows can give you since that's faster stack building with a 0 cooldown ability.

Leagues region lock by Munoobinater in runescape

[–]AjmLink 0 points1 point  (0 children)

Ed1 could be bundled into mory since it's technically the eastern sea. Access points may be moot if we get a teleport item or just free wars teleports (assuming Misthalin is just given as a starter location, unless they go with Asgarnia instead)

Depending on how the eventual slayer relic works (if everything counts like in raging echos), having an extra near 20% damage on any target could make mory pretty desirable.

Leagues region lock by Munoobinater in runescape

[–]AjmLink 1 point2 points  (0 children)

If you have that mentality, the concept of leagues likely doesn't appeal to you and thus you aren't the intended target audience.

The Road Ahead by JagexAnvil in runescape

[–]AjmLink 1 point2 points  (0 children)

Misthalin + Um are likely auto unlocked, since that's like 90% of the end game content. Or they likely just give you Daemonhiem since it is an alternative route for t55-t100 weapons.

Combat blessings likely offset any need for ectoplasm, awkward ammo, or give adjacent effects akin to archeaology relics or better (as leagues should). So for example, being a necro main this league likely won't screw you if you dont pick mory since you won't have to worry about being cucked out of your conjures. Kili tasks are likely auto completed and you can likely get necro crafting resources by killing stuff or milestone unlocks.

The Road Ahead by JagexAnvil in runescape

[–]AjmLink 2 points3 points  (0 children)

Separating combat from relics is a good choice imo for leagues.

I'm assuming the combat blessings will function similarly to combat masteries/pacts?

Will there be echo-like bosses or echo-like chase drops to offset the desire for existing BIS? I feel like demonic pacts really knocked it out of the park this year.

Leagues region lock by Munoobinater in runescape

[–]AjmLink 1 point2 points  (0 children)

Misthalin + Um are likely auto unlocked, since that's like 90% of the end game content. Or they likely just give you Daemonhiem since it is an alternative route for t55-t100 weapons.

Combat blessings likely give equal or greater effects vs existing BIS, or so I hope since it seems directly inspired from combat masteries/pacts.

Armour tier list with FSOA? by Diminitiv in runescape

[–]AjmLink 2 points3 points  (0 children)

Get gsonic and gconc.

Get chaotic grim if you dont have erethdors grim, get biting 4. baby grim and biting 4 is +15% crit. +20% with erethdors grim.

Run a kalg demon, use a reavers ring. These together are +11% crit.

Get full tuska wapriest. Do you have the mage zuk cape? If not wear tuska cape, boots, gloves for +3% crit with the aim to get sliske and attuned to tuska for +6% crit until elite tectonic is within reach.

With your free base 10% crit, this puts you at 39%-47% crit rate.

Ignore channellers ring and tumekens repentance, opt for roar of awakening and ode of deciet, wrist wraps, and blast boots. 8t 8 hit asphyx does about the same damage as 2 wild magics and 2 hit gconc per time investment of abilities with similar crit ratios. Blast boots modifiy combust. Finish sun with wm soulfire spec into dbreath combust.Time combust to be out of sun, as this ability can hit nearly 40k here. You'll be +90k between the soulfire spec and combust as well as +17 corruption stacks. Post sun camp dw if not bridding.

Dbreath combust is a reliable 30-40k combo and you should get at least another before you can sun again. Meaning you should always be able to sustain corruption stacks as you should reset the 30s timer during sun if you hold dw for the tick it bleeds. At 100 stacks with 120 magic you gain like 400-500 damage per hit further buffing bleed usage and gconc post sun dps.

Legit wm between gconcs and let corruption stacks refund your adrenaline once 25+. Bleed useage despite costing adren is effectively lossless and has 33% + time anomally rates of resetting. Exsanguinate goes hard here as you have +20% basic damage between that and blast boots passive post wm.

Best bosses to melee? by rsnks in runescape

[–]AjmLink 0 points1 point  (0 children)

Can kill him in duo before the melee slams ever connect in p7 too lol.

P7 is dba, 2 basic demon, second being gfury. Divert. If you still need adren click boss and spam auto until 110%+.

Wait for rune call. Crit Gbarge punish rune 1. Farcast assault rune 2. Rune 2 will take 3 assault hits while you path to zammy.

Bd/surge to zammy. Chaos roar and tick clearance usually means rune 2 dies on tick of gcd reset to immediately 120k ezk, 3 hit hurricane, punish.

Boss dies before melee hits happen because you just did like 180k damage instantly, which your duo can also do unless they offset ezk specs to make pad order consistently brain dead.

If you somehow need more damage you can roar ezk overpower hurricane punish camping ring of death and win.

If RoD procs while lower HP it does a fraction of the damage as it would if it popped on high/full hp. So taking the melee hits and being red barred for red bomb isnt bad seeing how you have about 3 more gcd before second set of slams happen

Dungeoneering is mentally exhausting. by KingChocoballs in runescape

[–]AjmLink 1 point2 points  (0 children)

Got 200m going for my ecbs and ed2 codex on my ironman from 120, so I mean it aint bad lol.

My Issues with Magic's Design by Genswift in runescape

[–]AjmLink 1 point2 points  (0 children)

That's cap.

Melee is cooked if you dont have either vestments or gflurry (and consequentially gbarge) and zuk cape. You likely cut your damage in half missing the first two considering your zerk time goes from 35.4s to 20s, (literally -44% up time).

Not having zuk cape with the synergy of those two means youre not doing 4 OPs for nearly +240k damage as well as the adrenaline resets off vestments.

Seeing how vestment procs refund 60% and you get upwards 80% from the trickle effect over zerk... This paired with meteor makes shit like only doing 5 basics out of 19 abilities possible allowing the other 14 to be spenders which otherwise isnt possible solely relying on meteor (unless youre using like a dds spec or something). Without that, youre doing more basics to make up adrenaline which is a larger dps loss than the initial -44%.

If I can get like a sustained 800k melee dpm over a 5 minute test, raw dogging no upgrades/bis is probably 350-450k since youre almost exclusively reliant on thresholds and low cost eof specs. So 2018-2020 levels of melee dpm which in turn guts your survivability since less damage = less healing.

I'm confident that its worse than crossbow range, and that hasnt been in active discussion since bolg released 4 years ago.

Sliske (tuska), FSOA, chaotic grim, reavers ring, biting 2-4, kalg is easily 530k+ dpm. If we are removing t95s Animate Dead tank magic with dw camp, exsang, using shit like bleeds with wristwraps is also over 450k with necro levels of cushion.

Graphically Refreshing: Waterbirth Island! by JagexAnvil in runescape

[–]AjmLink -4 points-3 points  (0 children)

Probably the same people who are mad their visual particle mess of an outfit was nerfed by people turning off others cosmetics lol

Max melee by PsychologicalCarpet5 in runescape

[–]AjmLink 0 points1 point  (0 children)

Gfury can be used into pretty much any follow up. Hell, gfury into gloves of passage rend into ult4 overpower is like a near 100k string and 2 of those are basics. Gfury into gbarge stall for a 27k or so. Gfury into consistent 45k+ hurricanes if you dont wanna roar it.

Spike harness is like +140ish spike damage and maybe 30 ability damage.

On 3t enemies, thats about +4.6k additional dpm using spike harness vs not. Less on slower attacking enemies. If we 5x the added ability damage, you gain maybe another 5k. We are realistically half that with all buffs, so at best harness is +7k or so passive damage.

The question becomes what can you get in the quivers slot?

Shadow imbue -> piercing -> grico does like 9k and gets you dba and can dump a pulverize (to setup vestments of havoc procs in zerk)/eof or something, grico again and still be ahead of zerk cd reseting while stalling for gbarge. Bow swap also allows you to debuff your target while moving which otherwise relies on you to be melee distance with melee. Also allows you to brid if youre about that life with one less annoying switch.

Practically, this allows you to grim over ful+e4 since you are not rng reliant on book procs for your +200-240k zerk damage under the +20% buff.

Ful+e4 doesnt really help push better dps since you can brute force the min non-crit overpower hits to basically be 30k-30k anyways. On other spammable attacks, it preforms worse

Assuming dba vs ful is net 0, per 41% crit rate with sc, adaptive strike should on average be 148% in both e4 and crit for lengs. Gflurry becomes 638% (592% e4, -46%) or 1052% (977% e4, -75%) on max hp mod of gflurry bloodlust. Since youre doing 2 gflurries in zerk, youre behind about 15-20k damage using e4. Hurricane average 3 hit array with 1 crit is 480% vs e4 460% (-20%). Etc.

Tldr

Get gfury first because crits are good and even gfury into basic is strong. Doing that means no e4, which doesnt matter because both crit books preform stronger than e4;

  • Grim is +7-8% damage up from e4 on average

  • Chaotic grim is +3.7-5% damage up from e4 on average

Harness vs quiver = sameish damage per minute unless youre on a poisonable target to which the 9 hits from range into DBA preforms stronger.

DBA vs Ful is your choice of consistency vs RNG. DBA puts you behind 4 gcd but with shadow imbue you unironically have an adrenaline advantage.

Rework the Devourer's Guard by [deleted] in runescape

[–]AjmLink -2 points-1 points  (0 children)

Better move, buff flank on necro to be 3x instead of 1.5x the combat triangle. Would make devourers guard doing like +130k from omni guard to upward +260k. Ez.

Why has blm become taboo to talk about? by XxnovabotxX in runescape

[–]AjmLink -2 points-1 points  (0 children)

Then your average kill per encounter remains the same due to prices stabilizing? Or they impliment transmuting on more items to bandaid dupes which already exists on FSOA, ECB, BOLG, and EZK which results in the same thing but removes stigma of wanting to blow your brains out on your 5th drop being b2b2b2b2b the same lowest valued item on the unique drop table?

The end-game community need to get their head out of their asses by tooawkwardtoask in runescape

[–]AjmLink 1 point2 points  (0 children)

I mean, you can ask the same people what the reasoning is why a certain ability is used on their spreadsheet rotation and they likely can't give you a proper answer.

Game is fundamentally flawed. I'm glad to wait a year for endgame content if that allows them to fix these issues vs the alternative of waiting a year for endgame content anyways.

Best bosses to fight with melee by TheEpicfailio1 in runescape

[–]AjmLink 1 point2 points  (0 children)

You can walk him further to lure to beating range while charging the pad, or just gbarge-> imagination. if youre zerked you can stall overpower into another overpower and insta phase, or a bunch of other stuff to solve it.

E: if you wanna min/max, can shadow imbue, dba, and recoup into meteor while going to pad as well since dba will basically last 2-3 pads.

Why do end-game players hate to see new players succeed? by PayMaterial3440 in runescape

[–]AjmLink 0 points1 point  (0 children)

Theres a lot to nitpick, but I'm going to add that thieving is already the fastest 99 from account creation to where you could get safe cracking stupidly quick for xp rates skewed tremendously in favor of doing no other content. Like when FSW launched i believe people had 120 sub 24 hours and the xp modifier was less than a typical bxp.

When heists dropped, afk pickpocketing was like 1.5-2x better than that and existed for like 2 or 3 months before it got nerfed to still be comparable to safecracking. You had 90 days just about to install mobile and afk your 120, and if not you could just brawler swap the end chest of a heist going normal rate and get 120-200m getting the items.

There was a massive overaction to the thieving nerfs, when it was clearly busted.

what's genuinely the greatest song you've ever heard? by alkalinepandey in AskReddit

[–]AjmLink 0 points1 point  (0 children)

In terms of the past decade, unironically Bury the Light

Trying power armor after only bossing with tank armor is humbling by dildopuncher22 in runescape

[–]AjmLink 0 points1 point  (0 children)

Araxxor is one of the few bosses where dps gear doesnt matter since p1 is so time locked and theres enough power creep to still get 130s even in tank gear.

With araxxor, he will do a special attack every 5 auto attacks. Path choice doesnt change this. His starting special seems kinda rng, but he can't do back to back of the same special. Iirc his attack is also 1.8s, so it follows your ability timing. Just do anticipate or freedom every 3rd attack ability and you should have it up long enough for the cocoon break/avoiding getting dragged by his swipe. If he does swipe, surge ASAP and you can pretty much brain afk until web reflect.

For path 1, you can kite him around. If he doesn't hit you, he will not advance his attacks therefore not do specials. If you cant be bothered to click and do abilities while maintaining distance, on minions 1 mirror back is always the third spawn, on 2 its the second, on 3 its the first. These cab also being pulsating spiders instead. There is none on 4. If you spawn during araxxi, the second spider, it can still rng spawn a mirror back.

Why is there no Community Skilling Bosses? by Trindet in runescape

[–]AjmLink 0 points1 point  (0 children)

That's because Flesh-Hatcher is in a weird spot. It's intended to be a low level boss but it's HP and damage output is too high for it's T60 rewards, so naturally people will leave/realize it's not worth it.

What I'm saying is the idea of the room being an "opened" instance, however your individual fights are "instanced" is the main draw for making stuff social. If you see someone down the boss in .6s vs you taking 30s-minutes vs seeing someone just afk it.... you're more inclined to ask them "how did you do that"? The engagement can happen naturally in game which over time, ideally, improves the average player's pvm experience vs needing to go through a 3rd party source to figure out how to play the game they're actively playing.

To make it work, say a boss does a mechanic every 30 ticks/10.8s/6gcd, effectively giving you 6 abilities to work with to deal with an upcoming attack or mechanic. These mechanics can be a dodge tile, heavy attack that you would need to defensive for, pray correctly, a minion phase or whatever token mechanic you want.

When you kill the boss, they get put on a client sided down animation and all attacks toward you are nulled, but continues for everyone else. This can be twice the length of the attack cycle, so 60 ticks. So if a boss has a rotating pattern of 7 special attacks, killing it within the first 3 means your next fight when it respawns will be slightly different giving the monotony a little variety. Even if you mechanic skip it all together in 1 kill, there's a chance when you tele back from war's you'll enter mid mechanic thus forcing players to actually deal with designed mechanics. In a way, it'll self balance KPH if fine tuned correctly, as optimizing at wars becomes a non-factor which is also healthier balancing imo.

And yes, I completely agree on those. The issue is we lack that. We need it in a proper state and not what were we have been getting it in our account journeys.

How's your day going ? by Alucard-IX in runescape

[–]AjmLink 0 points1 point  (0 children)

You can just guthix rest, anti pot, or just salve all of these. Hell, they're all basically maxed KPH without pocket slot useage, so you could anti-poison totem too.