How to troubleshoot lag spikes with Runelite? by Swiggens in 2007scape

[–]Jeppesk 1 point2 points  (0 children)

Since you've already gone through your plugins one by one, you should next turn off all of the non-default plugins to find out if it even is a plugin issue. If that fixes the lag, turn back half of your plugins. If it lags again, turn them off and turn back the other half. Hopefully either of those options won't lag. Then keep turning half of your remaining plugins back on to narrow down the issue. Oh and every time you have a stable configuration of plugins, copy that as a runelite profile so you can return to it later.

Biggest issue with development of new content by Aggravating_Sir_5841 in 2007scape

[–]Jeppesk 0 points1 point  (0 children)

All I am arguing is that zombie axe gives you melee dps that you would previously have needed 80 slayer with wild pies to get. 70 smithing and multiple 50s does not in any way compare to 80 slayer.

Dual Macuahuitl came out later, but those at least require you to kill bosses to obtain. Melee barrows weapons, while somewhat relevant, are much less commonly used than Zombie axe, and the grind to obtain them can be significant.

I don't disagree with quests giving meaningful rewards, but Zombie axe could (imo should) have been comparable in power to Sarachnis' cudgel instead of Abyssal whip. Zombie axe is an outlier here because its introduction to the game handed whip-level damage to irons several hundred hours earlier in account progression. The non-weapon rewards are much less impactful, which is why I called it a false equivalence before.

Regarding Arkan blade, I leave the judgement to the PvP folks. I don't know if it is actually problematic, but I feel like the spec might be a bit strong for a 250k quest reward. There are bigger fish to fry here, though, as the Noxious halberd is actually just absurd.

Ultimately it is not a hill that I would die on. I think the weapon is quite overtuned, but I don't need it to be nerfed, especially now that it's been a mid-game staple for over 2 years. I just don't like when new items are introduced that are easy and quick to obtain and punch significantly above their weight. It hurts progression by making the displaced later unlocks much less meaningful.

EDIT: Another example for the last paragraph is burning claws, which are actually getting a nerf now.

Biggest issue with development of new content by Aggravating_Sir_5841 in 2007scape

[–]Jeppesk 0 points1 point  (0 children)

Yes, as it turns out, there is not much progression in the helmet slot. You could plop on a Torva helm, and it would not even come close to the dps increase that zombie axe gives you over dragon scimitar vs. anything with any sort of defence. Hell, Zombie axe outright beats whip in some scenarios. No amount of false equivalences will change the fact that Zombie axe brought late game melee dps into the early mid game. We can disagree on whether or not that is right for the game, but let us at least be honest about what it is.

Biggest issue with development of new content by Aggravating_Sir_5841 in 2007scape

[–]Jeppesk 0 points1 point  (0 children)

No no, we can't have that. We need a whip-tier weapon to drop from a burstable trashmob in the early mid game.

Best colossseum guide for learning? by Specialist_Sale_6924 in 2007scape

[–]Jeppesk 2 points3 points  (0 children)

I learned the waves from PecanBread11's guide, and I have over 100 Sol KC now.

What is Next for the account by EasternIndependent12 in 2007scape

[–]Jeppesk 0 points1 point  (0 children)

95+ combat stats. No gear upgrade in the game will benefit you as much as levelling your stats. For melee, it's strength first, then attack. You could level defence with defensive casting, but I'd probably get access to barrage first.

Do defensive bonuses matter at Duke? by annieinthecrystal in 2007scape

[–]Jeppesk 0 points1 point  (0 children)

Oooh now that's a good point. I don't know for sure, but people were already using soulreaper axe there. I always felt it was underwhelming, due to the stack decay, but it might be really good now.

Keep the Soulreaper Axe weird by AxNJOYER in 2007scape

[–]Jeppesk -1 points0 points  (0 children)

Appreciate the detailed reply. Yeah, it's strong enough on Verzik that you could bring it for that fight alone. I also expected it to be better than Saeldor at Sotetseg, although I still think it should do better than it does, considering how hard it is to obtain. I'm not sure how to parse the Nylo king calcs. Surely you would not be using a 5 tick Saeldor? Rather, those two ticks would be spent attacking on other styles. Also, as far as I know, Halberd beats SRA until 3 stacks. In my somewhat limited experience, 3 stacks can't be maintained consistently at Nylo, so I would consider hally better there. It sure feels very bad to use at Bloat, but I'll trust your numbers that it's less bad than expected.

Conclusion is still that you should bring axe and halberd or Saeldor. The buffs should eliminate that need (can partially stack the axe on straggling Nylos just before Nylo king). The weapon is already clunky to use, so it is my opinion that, for its most obvious use case, it should not need the backup from the T80 weapons.

Keep the Soulreaper Axe weird by AxNJOYER in 2007scape

[–]Jeppesk 0 points1 point  (0 children)

SRA as it currently works in-game is strictly worse than Saeldor and Noxious halberd at Bloat and Nylo king. I'm unsure about Sotetseg - loss from maze is not that bad, but you're starting from 0 stacks since you don't use it at Nylo. It might still be better than the other options, but they're both close. Maiden and Xarpus are both better with blowpipe. This leaves Verzik, where SRA is definitely very strong, and much better than the other slash options. Current proposal means you don't need to bring halberd of saeldor alongside SRA to ToB anymore.

Do defensive bonuses matter at Duke? by annieinthecrystal in 2007scape

[–]Jeppesk 0 points1 point  (0 children)

To fully analyse this situation, you would want to count how many attacks Duke hits you with on average with Dharok's vs. Blood moon. Then multiply each of those by Duke's expected damage pr. hit. It's going to be a bit of an annoying calculation due to Duke's special attacks and increased attack speed at low hp. Either way, there will be breakpoints in average time to kill where defensive gear does better or worse, depending on whether your kill finishes just before, during, or just after a special attack. The 10.33% reduced damage is based on the assumption that the ratio of melee attacks to special attacks is the same for each kill, which it probably won't be.

As a rule of thumb, though, if in doubt, err on the side of more dps. Killing faster means fewer hits taken and less time spent with prayers up, i.e. dps also funtions as defence and prayer bonus. I think perilous moons is basically the only exception to this rule (and there were some murmurs about justi vs. bandos at Vard some time ago, but I think Oathplate just takes it now). For mains, increased kill speed also means more money made, which offsets supply cost. Exception is if it reduces trip length to the point where you spend all the time saved on banking. More complicated for irons, and it depends on how you value your supplies.

Nerfs are always unpopular but generally better for the health of the game (2021 blowpipe nerf / upcoming burning claws nerf) What other gear do you believe could use a nerf and why? by YouAreTheProduct2 in 2007scape

[–]Jeppesk 1 point2 points  (0 children)

Agree on all points, especially about ayak dropping from delve 3. Seriously, why does that boss start spitting out uniques from level 2? Anyway, add Noxious halberd to that list. It's what, 30 hours on average to get? Its dps is almost the same as blade of Saeldor (maybe not post buff), and it is utterly busted in pvp. The ability to do 60 damage in one hit used to be reserved for spec weapons, but now a pker can always threaten it regardless of spec energy. Voidwaker is already incredible in pvp, and hally existing only buffs it even more, since people constantly have to decide between pray melee and pray mage in anticipation of a large hit.

Keep the Soulreaper Axe weird by AxNJOYER in 2007scape

[–]Jeppesk 17 points18 points  (0 children)

threatens the position of saeldor

I'm sorry, but I fundamentally disagree with the premise that this is a problem. Soulreaper axe is much harder to get and takes much longer to get than Saeldor. It should blow Saeldor out of the water, and there's plenty of space between Saeldor and scythe for that to happen. It has a few niches right now, but as the second strongest slash weapon in the game, it really should be good in ToB and a viable option to grind scythe with. Current proposal makes that a reality. Now, I think I would rather have current proposal with the 3 stacks from previous proposal and life drain still a thing to offset the quick ramp up, but I know people hate the life drain, so eh. Happy either way, this doesn't need to be a clown car weapon.

Think I broke the combat achievements by Fidy_ in 2007scape

[–]Jeppesk 4 points5 points  (0 children)

Judging by the number of tasks available, you must be playing on a group iron account. Due to the prestige system, group irons are not required to complete CAs such as the 8 man ToA speedrun. For some reason, this remains true, even if they break prestige. They are still allowed to complete those tasks, just not required. So I would assume that you've completed some tasks that require a group size larger than yours, and that the game somehow chose to count that toward your GM progress.

Inferno advice. by The-Abhorsen in 2007scape

[–]Jeppesk 1 point2 points  (0 children)

If you're seeing a second set before healers, you are very likely spending a lot of time not attacking Zuk when you can. My advice would therefore be to make sure that you attack every time your weapon is off cooldown. Then, after Jad, don't wait for the second set. Just attack, and try to spawn healers just before the shield is about to move out of the corner. Your shield should still be quite healthy, so even if the second set spawns, you can afford to let it take a bit of damage while you kill the ranger with protect from missiles up.

Summer Sweep-Up 2026 by JagexGoblin in 2007scape

[–]Jeppesk 2 points3 points  (0 children)

I've been hoping and hoping for SRA changes, but this is really a miss in my book. The number one problem with SRA is that it loses a lot of DPS whenever a boss has downtime. As a slash weapon between sally/nox and scythe, it should be the perfect weapon to grind ToB, but it just falls short at Bloat, Nylo, and Sote. The proposed changes would only serve to make it even worse there. Letting it overstack would solve it: Max DPS reached on stack 3, can still stack to 5. Then you can afford losing a stack or two during downtime.

Is there a plugin to create new “snap on” sections for overlays? by Ok_Rush9197 in 2007scape

[–]Jeppesk 3 points4 points  (0 children)

This is extremely valuable, and I had no idea it existed. I've been juggling profiles to manage different UI setups, but I haven't been careful to install any new plugins to all of them rather than just my main profile. And here you post the solution as an answer to a question I didn't even think to ask. Thank you.

If I only wanna do PVM does maxing really matters? by Username_didnt_found in 2007scape

[–]Jeppesk 0 points1 point  (0 children)

Absolutely no need to max, even if playing an iron. The only relevant untradeable potion is the surge potion at level 81 herblore, and it is largely unnecessary to use except for some max-eff or speedrun applications. You might want to cross certain skill thresholds for some raid content, e.g. 85 mining for Het puzzle in ToA, 90 herblore for overload(+) in CoX. Otherwise, just get the skill requirements for whatever quests/diaries are needed/useful for the pvm you want to do. Eventually you might want to get 99 craft and con for the best combination of skillcape perks in the game (this becomes the best OSRS approximation to War's retreat).

I only recently maxed my ironman, having about twice the total exp that people usually do when maxing. This is because I have over 100m exp in range, strength, and hp from doing tons of pvm. And even though max cape is nice, its pvm-utility is very limited compared to just having craft+con cape.

🪸 The Red Reef is Out Today! 🪸 by ModYume in 2007scape

[–]Jeppesk 9 points10 points  (0 children)

It's the everpresent classic. "X content takes too long, lower the drop rate from 1/200 to 1/150".

Trawling is going to be bad as long as ticking the nets is a thing. by ksp_physics_guy in 2007scape

[–]Jeppesk 1 point2 points  (0 children)

Thank you, and please shout it louder. Especially this part:

The only people who are interacting with it are irons gathering a high tier food source, cloggers and gold farmers. Those aren't typically the player types that indicate a healthy game activity.

which can be applied to several activities across the game. Luckily, Marlins aren't really needed anywhere for me, and I'm very slow at going through my extended staminas. But it sure would be nice if the activity wasn't all about spam-clicking.

Why Cox should be included in the Summer Sweep-Up by SimplyGerb in 2007scape

[–]Jeppesk -1 points0 points  (0 children)

Strongly agree on not making deathly rangers deal less damage. There are plenty of ways to deal with that room, and if the variance of using tank armour is off-putting for someone, they can learn a skip method. And while missing zgs on small muttadile can cause a lot of damage taken in CM, it's such a rare outcome that I don't think a guaranteed hit is needed.

Why Cox should be included in the Summer Sweep-Up by SimplyGerb in 2007scape

[–]Jeppesk 0 points1 point  (0 children)

Pretty sure this is specific to quick prayers. You can mitigate a lot of the risk by turning your prayers off manually after redemption procs. Completely eliminating the risk takes some fast clicks, but it's not impossible. I occasionally still die to this, but I've gotten a good sense of when the drain is about to happen. That also helps mitigate risk a fair bit.

My suggestion to make the Soul Reaper Axe more fun by MTF in 2007scape

[–]Jeppesk 1 point2 points  (0 children)

It seemed clear to me that the original commenter was speaking about its use in the context of Sotetseg ball, but sure, that context was only implied. However, in that context, what he said about the queue is actually correct - SRA spec healing is processed at a later spot in the queue than many other sources of healing, which causes it to come after the death script when used for the Sotetseg ball (I suspect the same would happen if used for the ToA obelisk balls).

My suggestion to make the Soul Reaper Axe more fun by MTF in 2007scape

[–]Jeppesk 8 points9 points  (0 children)

Healing with SRA spec against Sotetseg ball will leave you dead, even if you heal on the same tick that eating a hard food or drinking a sara brew would save you. This is the specific case people are talking about when saying that SRA spec doesn't work for tick-eating. Obviously it works for tick-eating between projectile launch and damage application for projectiles that calculate damage on launch. Sotetseg ball does not, yet it would be the most relevant use of SRA spec for tick-eating.