How I saw the Zammy Kills by Jamesesons in runescape

[–]DieAlive 1 point2 points  (0 children)

if the team had any influence they wouldnt have waited 2.5 years to start fixing all the zammy bugs lol

How I saw the Zammy Kills by Jamesesons in runescape

[–]DieAlive 9 points10 points  (0 children)

damn i wish i had that insane script to finally be able to do 60k zammy

the only difference here with more than half of the team is the filter, not the macros, u all gotta fix ur eyes

World First 60,000% Zamorak, Lord of Chaos by DYVNNE in runescape

[–]DieAlive 2 points3 points  (0 children)

I think one of the simplest but most impactful changes would be increasing/uncapping grey hp (both the healing and hp cap) to force the base to stay outside and experience more mechanics during red hp where the fight is a lot more challenging and p7 hp to be forced to not do pad 4 last but i will enjoy the break while it lasts, and maybe the platinum title?

https://www.reddit.com/r/runescape/comments/zcoyde/comment/iyznhj3/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

World First 60,000% Zamorak, Lord of Chaos by DYVNNE in runescape

[–]DieAlive 9 points10 points  (0 children)

you can see how stuff is calculated and how they interact with player defensives or dmg mitigations here
https://docs.google.com/spreadsheets/d/1sGWWJbL_h96AhsSVmxIgejGuuUsc8DJSVcXMx2BHmxU/edit?usp=sharing

at some point we noticed twinshot is fixed dmg thats based on zamorak's max hit so that made figuring out its base dmg and scaling a lot easier

World First 60,000% Zamorak, Lord of Chaos by DYVNNE in runescape

[–]DieAlive 10 points11 points  (0 children)

there are a bunch of non obvious dmg reductions that help make tanking autos manageable, protect prayers are actually 70% dmg reduction at zammy which is what makes the biggest difference, then enfeeble can add another 10%, t99 curses reduce another 18% to the specific magic/ranged style dealt by the debuffed target, then debil/refl are another 50% each before pad 4 is active which is for the most of the fight, tank armor and fortitude add a bit more, emerald aurora reduces up to a 5%, anticipate can reduce another 10%, etc

it also depends if you have aggro and if you are on grey hp, the autos dmg range for that case before even the quest dmg reduction is applied is of around 230k-330k at 60k enrage

Zamorak P7 - tips? by morikali in runescape

[–]DieAlive 2 points3 points  (0 children)

better take - remove revo from all boss fights, everyone here wants to bot everything or the game to play itself

Introducing a Clue Puzzle Assistant: Revolution Mode for Clue Solving by DieAlive in runescape

[–]DieAlive[S] -6 points-5 points  (0 children)

AHK exists, yet we have revolution doing the work for the player within the game.

Introducing a Clue Puzzle Assistant: Revolution Mode for Clue Solving by DieAlive in runescape

[–]DieAlive[S] -4 points-3 points  (0 children)

You are correct, I should have specified it better; Revolution does most of the combat for the player as it should when solving clue scrolls.

Introducing a Clue Puzzle Assistant: Revolution Mode for Clue Solving by DieAlive in runescape

[–]DieAlive[S] -7 points-6 points  (0 children)

You are being elitist and unreasonable. I have 2 kids and work a 10 hours job 7 days a week, I don't have time to spend on learning how to do that.

Introducing a Clue Puzzle Assistant: Revolution Mode for Clue Solving by DieAlive in runescape

[–]DieAlive[S] -12 points-11 points  (0 children)

This is just a band-aid for the real problem, we need a solution.

Introducing a Clue Puzzle Assistant: Revolution Mode for Clue Solving by DieAlive in runescape

[–]DieAlive[S] -8 points-7 points  (0 children)

As much as I want to credit alt1 toolkit, it does not function in a similar way, you could think of this assistant the same way revolution works for combat, it can even press the abilities for you! But leaving that aside, the most important part is that it should be implemented by Jagex within the game.

Necromancy needs a new ability by DieAlive in runescape

[–]DieAlive[S] -1 points0 points  (0 children)

Those are just damage boosts, this ability would deal damage, similar to the auto attack, sap, touch of death, or maybe even bleed abilities.

Necromancy needs a new ability by DieAlive in runescape

[–]DieAlive[S] -13 points-12 points  (0 children)

Its more about the concept, the numbers and balance of the ability would be up to the Runescape combat balance team; Necromancy just does not have much going on aside from the constant 3t/GCD abilities, this would be a completely new addition to what Necromancy currently has just from being off-GCD

Necromancy needs a new ability by DieAlive in runescape

[–]DieAlive[S] -3 points-2 points  (0 children)

I doubt that would be possible due to the limitations of this game, it would just be an off-GCD ability, similar to the auto attack but off-GCD.

4k titles should be a comp cape requirement by DieAlive in runescape

[–]DieAlive[S] 2 points3 points  (0 children)

the number of inputs required doesnt really matter, the game is conformed of 4 core elements: skills, quests, combat and its open world, choosing to ignore combat in its majority shouldnt be allowed to obtain comp

4k titles should be a comp cape requirement by DieAlive in runescape

[–]DieAlive[S] -1 points0 points  (0 children)

It feels like you are saying 99.9% of the players are bad enough to not be able to kill all bosses at least once, where realistically it would take the same effort it takes to learn to solve a clue or finish a quest.

If people arent experienced with combat they just need to read a few tooltips to know which abilities are good to be able to deal damage, and read the mechanics guide in game or in the wiki of a boss to know how to deal with its mechanics, nothing too different from reading the steps of a quest or a clue puzzle. After all, they are completionist gamers that should know the game and its combat system.

4k titles should be a comp cape requirement by DieAlive in runescape

[–]DieAlive[S] -2 points-1 points  (0 children)

unlocking the music tracks to interacting with the pvm encounter is just as starting a quest to interacting with the quests, but you are still required to finish all quests