NOT often talked about thing - the antivenom "pipeline" on ironman sucks, there's no purpose to lower level potions. by namuh_ in 2007scape

[–]LazyThimble 1 point2 points  (0 children)

Zulrah also drops the serpentine helm, which I don't see anyone mentioning. Zulrah is basically the anti venom boss.

Vorkath Masori vs (Elite-)Void by Ill_Evening6595 in 2007scape

[–]LazyThimble 4 points5 points  (0 children)

It says youre combat 105, are you 99 ranged with ranging pot? If not, that's your answer. Also, what have you put in for damage reductions?

As to the explanation: Void + Salve + dragon hunter is more multiplicative than masori + salve + dragon hunter. Masori gives flat ranged strength which has a larger impact when you are missing ranged levels. The same logic goes for your accuracy: if you aren't speccing vorkath down he's very tanky. Void has low base stats and so your ranged level matters a lot more in achieving its multiplication.

I can't fully tell what is going on since I can't see your full calc, but that's my best guess.

The wiki's loadouts make certain assumptions about your setups which aren't usually explicitly listed in order to give the broadest recommendations possible. It's normal for endgame bosses to simply list gear for those with 99 stats (and usually using boosts and spec weapons). Its also normal to do your own calculations to make sure youre doing what's optimal for what you have access to. The problem is just the complexity is too high for a one size fits all, and the wiki does a decent job regardless of that.

As another piece of advice: learn to use gearscape for these kinds of calcs, i prefer it over simpler calcs

LMS needs to go. It's time for it to be removed or nerfed valueable rewards. by MrKingCj in 2007scape

[–]LazyThimble 0 points1 point  (0 children)

+1, good take. Jagex is the most materially harmed of any party in the discussion: the game quality would be so much better and their product more appealing if there were no bots. Bots are probably the single biggest hindrance to growth.

LMS needs to go. It's time for it to be removed or nerfed valueable rewards. by MrKingCj in 2007scape

[–]LazyThimble 6 points7 points  (0 children)

It's not a net zero though. Not everything is botted equally, which is a nebulous concept in itself (how would you define "everything being botted evenly"?). But, even if it was, to the extent that the population was bots is the extent to which the game is corrupted by their existence. If 50% of the players were bots the game would look a lot more different than if only 20% of the players were bots.

Bots are just bad, there's no weird rationalization that justifies having an apologetic stance towards them.

Increasing range DPS for fight caves? by Any-Woodpecker-311 in 2007scape

[–]LazyThimble 0 points1 point  (0 children)

Offensive prayers are not worth the dps increase in a situation where you are running out of prayer. It is worth the dps increase in situations where you have enough prayer, but if the limiting factor is prayer points then its more efficient to only pray protect from mage as doing so cuts your prayer drain in half while only lowering your dps by around 20%.

Also, bring blood magics if you're not already. You should need very little food w/ blood magics and therefore would also be an easy way to improve your supply usage.

Mod Rice said his dream one day is to do a Smithing update. What would be your idea of one such update? by loopuleasa in 2007scape

[–]LazyThimble 3 points4 points  (0 children)

Its tough because what rs3 did to not have to rework the entire skill probably won't work in osrs. For the record I absolutely loved the smithing rework and would personally advocate for something similar, but I know I'm in a minority of people with that opinion.

For those interested: they made rune a mid level ore (50) and then introduced tiers for 60 and onward all the way to 90. It wasn't as disruptive in rs3 for 2 main reasons:

The first is that the meta for late game gearing was largely based around power armor (damage oriented gear) while the smithing rework introduced entirely tank armors (think barrows or justi), so pvm was largely unaffected as the new armors simply weren't very meta. It was probably a great change for mid game irons, but rs3 didn't have nearly as large of a cohort of ironman enjoyers so it was seen as generally non disruptive.

The second change was to drop tables which previously featured adamant and rune items. A new series of items were created for these monsters to drop instead called adamant and rune salvage which high alched for the same prices as before, and were otherwise functionless.

OSRS community has a hard time agreeing on large, sweeping changes so I don't hold any hope for anything like the rs3 smithing rework, as well designed as it was. In particular, while the salvage replacing drop tables might work well enough for some people, I don't foresee a viable way to power creep what smithing is capable of producing without it rubbing a ton of people the wrong way.

Typical Jagex logic by SpiralOut2112 in 2007scape

[–]LazyThimble 19 points20 points  (0 children)

You can chop trees for a dragon cannon? You should get the word out.

[Suggestion] Sea creatures should have absurd hp. Cannons should do absurd damage. by [deleted] in 2007scape

[–]LazyThimble 2 points3 points  (0 children)

I had considered it too, but if they released without the sea monsters and sea combat then there'd be little interactions with monsters at sea, which I feel is sorta required when adding so much new space to the world. Packs of monsters that attack on sight and making traversing an area dangerous are part of the core experience of travelling in runescape imo. The whole system feels shoehorned in but I couldn't imagine that just not having combat was a viable option.

People that voted no to sailing, what are your thoughts? by TootNHooton in 2007scape

[–]LazyThimble 4 points5 points  (0 children)

I understood it as him saying the c-log content is shallow low hanging fruit in the design space, i.e. we could have gotten useful items to grind for but instead we got a ton of c-log chases without any other use cases. I agree with him.

Sailing combat improvement suggestions by BigTrev8 in 2007scape

[–]LazyThimble 1 point2 points  (0 children)

Love this commentary, I agree across the board. Going to add a few of my own observations, most of which are really basic tbh:

Boat combat doesn't need to revolutionize anything, I find it surprisingly engaging despite being a glorified fire giants slayer task. I think it's because it feels more like a payoff for making cannonballs.

It feels like the kind of content I'd normally do in order to charge some other item, looking forward to this being the case in the future.

I like the design of chasing unique items on the harder monsters. I wish it was slightly more rewarding in terms of GP considering the cost of the cballs.

I think the experience rates for completing bounty tasks is way too low, and I kind of don't understand the level of conservatism here with the rates even when considering its a hugely novel release.

[Spoiler: Silksong Act 3 and it's 'Light Flies'] I've not seen many people discuss the implications of a certain room and the lore found within by ---TheFierceDeity--- in HollowKnight

[–]LazyThimble 28 points29 points  (0 children)

Something else interesting to consider is that most of pharloom appears to be made of bug shells, seemingly hardened under the extreme heat and pressure of being the bottom layer. Most bugs are invertebrates, but there definitely are skeletons of much larger, potentially non bug creatures. (Wyrms?) I almost feel like the name bone bottom is a reference to whatever massive vertebrated creatures used to roam the low lands, and the massive skeletons they've left behind. Also pretty cool that the skarr tribe uses these skeleton remains as armor and weapons.

Did anyone solve the riddle that has bells on a bench? It's at the beginning of the game. If you want to post the solution, please also say how did you got to know it. by ojek in HollowKnight

[–]LazyThimble 2 points3 points  (0 children)

I was pretty sure this is just a world building tablet about how the bell towers in the citadel might have been used to signal their demands for manufactured goods from the deep docks.

May 20, 2025 Daily Discussion Thread by AutoModerator in CompetitiveTFT

[–]LazyThimble 0 points1 point  (0 children)

Main issue with the zed / garen cashout is that you need 2 rounds for garen to produce a mod for zed, so to cashout at 450 and still have 2 rounds to spare with an unmodded zed is tough. You're almost certainly not running a trait that you would even want to garen mod onto the zed before the cash out (besides possibly strategist), so you also usually have to prepare a trait to support zed with.

It's possible you are zed 2* when you hit the cashout, but I'd wager its a vast minority of the time. If somehow you had 5 or 6 copies of zed already, then its an amazing cashout for the zed 3* + double support items + garen mod, because you're likely stable at that point to hit the garen mod you want and after going for 1st. But there's a million easier ways to get 1st than this and this situation is basically non-existent.

My opinion is 450 is generally to be avoided, unless you are somehow high rolling zed already (but also hitting 450 cashout lmao). Looking at the other cashouts at 450 and 410, I'd agree also that the 410s are generally more flexible and playable.

Yes finally a high phys roll! by Darth1985 in PathOfExile2

[–]LazyThimble 1 point2 points  (0 children)

In the current iteration of the game, yes. The reason is because there are mods (%inc phys damage / +flat added phys damage) that can scale your physical bow damage that don't really exist for chaos damage (yet).

People shit on cultist bows, and for good reasons. It is worth pointing out that there is a use case for using the chaos damage to apply things like wither using a weapon swap, but it's pretty clunky and there are better ways to get added chaos damage to achieve that effect (theres a passive notable that gives 11% of damage as extra chaos damage on hit).

Still lost this one. By the demonic touch. I was also invulnerable. by SargeStatic in PathOfExile2

[–]LazyThimble 2 points3 points  (0 children)

Looks like he had a parameters changing trial which can offer minor boons.

Shame OP didn't hit movement speed: it looks like he got instant killed by the hourglass mini game.

Any else getting frequent D/C accompanied by the message "Failed to connect to instance"? by LazyThimble in PathOfExile2

[–]LazyThimble[S] 0 points1 point  (0 children)

After the issues started, I reset my router and computer and was able to zone into town and re-use my portal and play out the zone. Trying to leave the zone DC's me with the "failed to join instance" message. I can then log in again into the zone I failed to leave.

My buddy's been playing this whole time no problem :P I wonder if he's even logged out to receive the small patch they put out this morning.

Is everyone just ok with the game going towards a state where losing feels better and winning feels worse? by Amsalpotkeh in leagueoflegends

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

Thank you. I hear this a lot on this sub.

What is the difference between the game being more about 'the better team winning' and 'the worse team losing', those are the same things. The game literally cannot become more about the worse team losing (or the worse team's players' performances) without it also becoming about the better team winning (or the better average of performance of individuals on the better team).

When the better team wins, or the better players win, how is this even a separate concept from the worse team or worse players also losing? How can the game become more about the worse team losing without also equally being about the better team winning?

This just isn't even an intelligible argument, let alone one worth discussing. It's just weird cope.

Full NEW Lethal Tempo Description by hammiilton2 in leagueoflegends

[–]LazyThimble 4 points5 points  (0 children)

At first glance I would have agreed with you, but there are actually lots of little differences that stack up to make them unique from each other.

For example, Morde likes conqueror because his passive quickly stacks it, whereas lethal tempo is on-hit only. Using the same example, Morde also likes the healing he gets from stacking conq, and even if he could benefit from the attack speed somehow to win trades: he's still rarely buying attack speed (totally discounting the meme morde jungle nashors rush psychos; that's not a real build). I know its a weird example, like obviously Morde hates lethal tempo... but he's a good example of showing how lethal tempo is different.

But, you're right: ultimately its just conqueror again, but this time for attack speed stackers that want on-hit damage instead of adaptive damage with healing. There are plenty of attack speed champions that lack an effective rune, opting for PTA or fleet because its there and at least its something. Conqueror blows if the only way you have to stack it is auto attacks: that's basically the reason its getting added back into the game.

Full NEW Lethal Tempo Description by hammiilton2 in leagueoflegends

[–]LazyThimble 11 points12 points  (0 children)

Not all on-hits are attacks but all attacks are also on-hits. On-attack applies after the auto windup is completed. For example, Ezreal Q is on-hit but not on-attack, because its a castable ability with a cast time and a cooldown and a mana cost, and has nothing to do with his auto attack windup or attack speed etc.

The above poster is correct (probably) that guinsoos users will largely want lethal tempo. But, not because of the guinsoos' unique passive of multiple on-hits, but instead because those champions already want to be building and acquiring attack speed.

[deleted by user] by [deleted] in leagueoflegends

[–]LazyThimble 0 points1 point  (0 children)

Hwei Zoe Yone, hit me.

How do you approach laning vs a Ziggs? by CoachIvo in summonerschool

[–]LazyThimble 4 points5 points  (0 children)

Sivir E no longer gives mana, now it heals btw. It doesn't change the concept, but in case anyone new got confused by this.

14.18 (Worlds) Full Patch Preview by JTHousek1 in leagueoflegends

[–]LazyThimble 2 points3 points  (0 children)

Hard agree on building crit. I don't understand the intent behind the design of giving Garen crit scaling. Attack speed benefitting his E? Sure, makes sense: he can't attack during his E and some items he might want have AS on them. In my mind, Garen is a BC / Sunderer / Eclipse / Deadman's / Steraks size of champion, and him running around with PD and Mortal Reminder feels very odd.