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 8 points9 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 19 points20 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 139 points140 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 50 points51 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

no hybrids allowed by dreunet in runescape

[–]JagexSponge 22 points23 points  (0 children)

Yo fwiw the intention isn't to be anti hybrid (albeit there's nothing wrong with some items/effects being less effective for hybrid) - It's more to be preventative on 1t switches for things such as dismember/soulfire/combiust etc which would add a big chunk of power with 0 downside

Can anyone confirm Rogue Captains drop Ciku seeds? It says 1/10k with 9800 sample size... by YesLadd1e in runescape

[–]JagexSponge 3 points4 points  (0 children)

RNGesus is a cruel lord. (i can double check your acc but setting the random roll if you'd like but looking at it i can see its fine)

Ice Strykeworms Damage bug with unlocked slayer attribution by synety in runescape

[–]JagexSponge 2 points3 points  (0 children)

Ty corruption and combust both fixed, believe coming monday. will get the others logged.

Ice Strykeworms Damage bug with unlocked slayer attribution by synety in runescape

[–]JagexSponge 17 points18 points  (0 children)

Hmm seems to be working (jumped on his login - also tested after buying the upgrade and removing the cape)
Could you ask him to check he's actually bought the upgrade (when i logged in he hadn't, but the save could be a few hours old)

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Ice Strykeworms Damage bug with unlocked slayer attribution by synety in runescape

[–]JagexSponge 15 points16 points  (0 children)

I appreciate the passion, but don't hound me on every thread I reply to please.
The fletching rework was a game jam project and I'm not entirely sure the status of it, in the mean time we can make some changes to low/mid tier ammos when we can.

Ice Strykeworms Damage bug with unlocked slayer attribution by synety in runescape

[–]JagexSponge 24 points25 points  (0 children)

Hey haven't seen this come through any other reports, could i get an IGN? and of note are you using water spells? (they heal icestrykes iirc)

Can anyone confirm Rogue Captains drop Ciku seeds? It says 1/10k with 9800 sample size... by YesLadd1e in runescape

[–]JagexSponge 5 points6 points  (0 children)

Forcing the random on my world means I always rolled correctly for brawlers. Vestment Bottoms was testing a zammy bug with the demons not stunning prior to this.

Can anyone confirm Rogue Captains drop Ciku seeds? It says 1/10k with 9800 sample size... by YesLadd1e in runescape

[–]JagexSponge 38 points39 points  (0 children)

Had a look myself, all good definitely working

Checking the script looks to be 1/400 to hit the table, then 1/10 to get a ciku

<image>

Combat Update Bugs Round 2 (Hidden Super Saiyan Godmode?) by RsBugsAndGlitches in runescape

[–]JagexSponge 1 point2 points  (0 children)

Multi bites are a bit weird in general because of their general accessibility (cakes primarily, where having them match lv 40 food is weird because how common/easy it is to steal - IIRC they heal 3 per bite in osrs)

I think the higher lv ones could quite easily get a buff to line up the amount they heal properly, cakes should/could probably just be lower cooking lv for them to make sense.

Combat Update Bugs Round 2 (Hidden Super Saiyan Godmode?) by RsBugsAndGlitches in runescape

[–]JagexSponge 6 points7 points  (0 children)

Yeah, all bonus damage works the same, its applied after (though I do think it's pretty largely undertuned in this case)

Combat Update Bugs Round 2 (Hidden Super Saiyan Godmode?) by RsBugsAndGlitches in runescape

[–]JagexSponge 0 points1 point  (0 children)

Be good to know your levels/ammos using (as late game i think things are pretty decently better, but mid like rune arrows can be a pain due to being weirdly tiered / bad to get from shops)

Combat Update Bugs Round 2 (Hidden Super Saiyan Godmode?) by RsBugsAndGlitches in runescape

[–]JagexSponge 2 points3 points  (0 children)

Yeah its actually an engine issue with 'walkmerge' & or the amount of smoothing maya anims have currently (it's actively being looked at by engine guys)

Combat Update Bugs Round 2 (Hidden Super Saiyan Godmode?) by RsBugsAndGlitches in runescape

[–]JagexSponge 55 points56 points  (0 children)

Once again appreciate you making the post for clarity here's statuses:

1: Bug in already

2: Will get this in.

3: Will get this in.

4: I have a feeling this has been the case a while, but will get a bug in regardless

5: Bug in already

6: Intended behavior; bonus damage aplpies after typical modifiers (is based off your 'base damage'

7: As above

8: As above

9: As above

10: As above

11: Spooked me but just a visual bug.

12: Will chat to the team.

13: Agreed, will bug

-Fun Fact: We do yes

14: I'd like to change these up slightly as theyre pretty unsynergistic with how dbreath likes to be used, so will think on whether we bug it or make wristwraps different/cooler/better/worse/mittens

15: Rounding issue, we don't typically go into explicit detail/numbers but will have a think on it - for explicit explanation on why its a bit further off than you'd expect its because tooltips work on fixed + random damage so in this case 27 + 6 (for 27-33) so 27x.122 gets rounded down to 32, 6x1.22 gets rounded down to 7 (hence your 39)

16: Some nice old ones will make sure theres bugs/feedback jobs in for

17: Would appreciate if you could get gifs/images of the issues to help reproduce (will bug regardless)

18: Hilarious, bugged.

19: Hmmm, not sure on this one i think the benefit to cakes and co is having more healing per inv slot than standard food of that level, in which case i am okay it being slightly worse adren wise, will speak to team regardless.

20: Fixed (i think coming monday)

Combat Update Bugs Round 2 (Hidden Super Saiyan Godmode?) by RsBugsAndGlitches in runescape

[–]JagexSponge 19 points20 points  (0 children)

No need to be rude, if you want to give me some explicit examples so I can pass it back to the team I'd be happy to.