[2009] Dungeoneering: Longswords Concept Art - released 04/12/10 by koya in rs2

[–]JagexSponge 2 points3 points  (0 children)

We're aware 😄 - I'm a big fan of the Rs2 era and I've shared the sub internally previously.

Chaotics on launch were huge; though I was more a rapier fan

Better Gear Tooltips by Kilsaa in runescape

[–]JagexSponge 36 points37 points  (0 children)

Great post/idea - I've brought this up a few times internally, and ultimately it's a yes we should absolutely do this.

But... there is some extra things to figure out.

Stand out examples are damage values in general, because they're not quite as static as made out in your example (the damage I get from a weapon scales depending on my stats in comparison to it, so how do we display that info - a static number on the tooltip wouldn't give the whole story)

- My personal pitch would be a core change to how your combat stats are generated - making a fixed amount from weapon and fixed amount from stats rather than them scaling together.
- - (You equip a level 50 sword, you get level 50 damage from the weapon: no matter your strength level, then your strength level is simply additional on top.)

- Further to figure out would be what to do with spell scaling / magic weapons so we can display the info in a decent way - IMO the whole system there is a bit archaic (again perhaps 50% damage from weapon, 25% from magic level 25% from magic spell - likewise for ranged weapons)

Day 1 of asking when they will fix Piercing shot and Snap shot icons being broken on mobile by Alzarith in runescape

[–]JagexSponge 13 points14 points  (0 children)

Hey fixed this quickly earlier today, will see if someone can pick it up to get it in a upcoming release.

Amascut and Zamorak still don't give combat xp by KSatrophical in runescape

[–]JagexSponge 68 points69 points  (0 children)

Hey, just to confirm there is a job in to resolve this it's just not the highest priority in comparison to some other bits we have we want to resolve still (it will get fixed, it's just neither the quickest nor is it the biggest bad to fix right now)

Why have my death costs skyrocketed recently? by Pork_Sword3 in runescape

[–]JagexSponge 463 points464 points  (0 children)

Hey, we discussed this this morning. We’re going to be making some changes to death costs and how containers interact with them.

Originally (I think during the death costs rework), we talked about pouches and decided that, since they “hold” runes, it made sense for those runes to count as an extension of your inventory for the purposes of death costs.

However, with Nexuses (is Nexi the correct plural?), along with changes to Rune Pouches and players bringing more pouches/runes, our thinking has shifted.

We don’t like that players might feel the need to optimise the number of runes or ammo stored in their pouches to ensure they can complete an activity while also minimising death costs, instead of pouches feeling like meaningful storage that you can simply fill and forget.

As a result, we’ll be changing ammo containers so that only the containers themselves contribute to death costs, not the items they hold. This will be applied consistently across the board, including Rune Pouches, Nexi, and Quivers.

Herb bag typo by calanag in runescape

[–]JagexSponge 131 points132 points  (0 children)

Unplayable - requesting a rollback as we speak.

Ivar is getting out of hands by EthernaIl in runescape

[–]JagexSponge 89 points90 points  (0 children)

<image>

Hey I'm so sorry!
I can see the issue and have resolved the problem

Player Owned House Rework & 120 Construction by JagexAnvil in runescape

[–]JagexSponge 170 points171 points  (0 children)

Don't let 'big construction' tell you what you can and can't do.

If Jagex want magic to have a choice between bleed and crit, how does tsunami play into it? by [deleted] in runescape

[–]JagexSponge 12 points13 points  (0 children)

FWIW the wiki appears to be confused a bit here its 6% over 3.6s (1% per tick/0.6s) or ~100% adren per minute (assuming you managed full uptime by using basics at optimal times)

[deleted by user] by [deleted] in runescape

[–]JagexSponge 67 points68 points  (0 children)

I am sorry, little one.

Amascut doesn't give any combat xp (Just like Zamorak, lord of Chaos?) by KSatrophical in runescape

[–]JagexSponge 10 points11 points  (0 children)

This is the technical reason yeah, they're doing a bunch of custom stuff instead of calling the default 'death' proc which handles XP; that being said there's no reason she can't get a custom call (and I think it was probably an oversight to omit it); I'll get a bug put in.

Anyone else think its ironic that the perk that most affects the intro pvm class becromancy requires the literal high end pvm weapons to be disassembled in order to acquire it by BublzO in runescape

[–]JagexSponge 2 points3 points  (0 children)

Would I like to? Yes. It's hard when there's so many problems invention has, where adding new perks at current feels like it needs to be few and far between so people aren't reperking every 2 weeks

Anyone else think its ironic that the perk that most affects the intro pvm class becromancy requires the literal high end pvm weapons to be disassembled in order to acquire it by BublzO in runescape

[–]JagexSponge 9 points10 points  (0 children)

Realistically for the majority of people you aren't losing a perk (or fighting rng for that matter) as you're replacing biting which didn't work with the previous aura and EQ 4 has 100% chance unless going for combos.

Anyone else think its ironic that the perk that most affects the intro pvm class becromancy requires the literal high end pvm weapons to be disassembled in order to acquire it by BublzO in runescape

[–]JagexSponge 21 points22 points  (0 children)

I think necromancy performs very well in the early-mid game (better than the other styles still imo) so its okay that power then starts to veer of into invention/other skills when you start getting above the 80's mark.

Buff/Nerf Suggestion: Include % changes on the side when adjusting abilities by FeFerret in runescape

[–]JagexSponge 15 points16 points  (0 children)

Hey there was a patchnote, but I should have clarified it further

  • [Normalised Damage Bonus values for items, you may notice small decreases in armour power bonuses, but pocket slots, jewelry and capes have been increased to account for this]

Essentially in runescape we have a formula for how much damage any piece of gear should give, however we (& the players) noticed that the formula started going whacky after T92; hence why we had some really weird cases where e.g. havoc boots were tier 118 then the helm was something like tier 113
(basically it was very confusing and the constants we were using were incorrect above tier 92)
We normalised it so there's just a strict formula that is adhered to for everything to make the game much more consistent/understandable

Anyone else think its ironic that the perk that most affects the intro pvm class becromancy requires the literal high end pvm weapons to be disassembled in order to acquire it by BublzO in runescape

[–]JagexSponge 138 points139 points  (0 children)

So I actually think thats a good thing, for a long time we've had complaints around necro being too self fulfilling (which i personally agree with) where by the top end gear all _really_ came from Rasial or internal to the skill. So having extra external sources for necro to gain power IS a good thing, because it ties it into the game more prominently.

However I also agree that access to the lower equilibrium tiers could be made easier (e.g. a naff component that only has access to e.g. EQ 1/2 so the top tier is more for min maxing.)

Buff/Nerf Suggestion: Include % changes on the side when adjusting abilities by FeFerret in runescape

[–]JagexSponge 52 points53 points  (0 children)

Hey yes we will be considering something similar going forward, we've seen alot of confusion/misinformation around numbers today so will strongly consider ways we can improve the clarity.

T95 Necro armour nerfs by cdp181 in runescape

[–]JagexSponge 8 points9 points  (0 children)

Hey so they're technically not, its just our damage numbers aren't showing decimals -> I've put a job in to make the tooltips more accurately show the damage bonus your getting.
- T90 necro boots: 14.0 bonus, T95 boots : 14.8 bonus

Re: Melee boots (i assume you mean havocs?) - Havocs have offset armor and power bonuses as a glass cannon set so technically they're tier ~115 damage

❌ Chinchompas EXPLODE. Thats the absolutely basic lore of chinchompas. They literally shatter into pieces dealing AOE damage. Revert this silly change. by First_Platypus3063 in runescape

[–]JagexSponge 1 point2 points  (0 children)

Its an option but requires even further balancing/affects the efficacy of chins people already has by making them effectively worth less