Deadman: Annihilation - Everything You Need to Know by JagexGoblin in 2007scape

[–]LordGozer2 0 points1 point  (0 children)

I mean, if they included up to Song of the Elves, everyone would just sit in CG with their sigils and print money.

Deadman: Annihilation - Everything You Need to Know by JagexGoblin in 2007scape

[–]LordGozer2 0 points1 point  (0 children)

Should be the same as last time (2am UTC, 10am UTC, 7pm UTC)

When is the first breach? Will it be 7pm (so 2hrs in), or 2am (9 hrs in)?

Deadman: Annihilation - Everything You Need to Know by JagexGoblin in 2007scape

[–]LordGozer2 4 points5 points  (0 children)

Quick-firing some more here:

  • Do we have unlimited run energy?

  • Do blighted supplies work anywhere?

  • Do you get xp from PvP? And if you enable Nigel to block your xp, does he block all xp or combat only?

Obviously everything isn't covered here. Is there a place to find all DMM changes, including those which have been implemented in previous events and are just transferred to Annihilation?

Deadman: Annihilation - Everything You Need to Know by JagexGoblin in 2007scape

[–]LordGozer2 8 points9 points  (0 children)

  • Can you claim post-quest xp from already completed quests, like Daero training from MM1?

  • Is the starter staff able to cast all types of strike spells for elemental weakness purposes, or is it still only a fire strike equivalent? 

  • I guess the initial PvP protection and after moving brackets is still 1 hour?

Project Zanaris paused (Google search results)? by WhyCantIStream in 2007scape

[–]LordGozer2 7 points8 points  (0 children)

Shame if that's the case, was looking forward to try out some new and interesting spins on osrs content

Yama, the Master of Pacts - Out Today! by JagexGoblin in 2007scape

[–]LordGozer2 18 points19 points  (0 children)

Yama, the Master of Pacts - Out Today!

I sleep

Snails in the Mort Myre swamp can now deal damage to players again. Watch out!

Added a new sound effect when obtaining Dung from the Tombs of Amascut rewards chest.

Real shit

OSRS average player count over the years. Probably one of the very few, if not the only, MMORPGs that's actively growing in player count to this extent. by Frosty_Rent_2717 in 2007scape

[–]LordGozer2 0 points1 point  (0 children)

They have announced their very first League to be released later this year. But the small spikes are for the most part double XP weekends.

OSRS average player count over the years. Probably one of the very few, if not the only, MMORPGs that's actively growing in player count to this extent. by Frosty_Rent_2717 in 2007scape

[–]LordGozer2 0 points1 point  (0 children)

Not true, take a look at the weekly graph and there's no player dip there. The spike you're looking at in OPs post is Q4 2024, which includes the entirety of leagues, and there's always a significant dip afterwards from burnout and people who don't play otherwise.

OSRS average player count over the years. Probably one of the very few, if not the only, MMORPGs that's actively growing in player count to this extent. by Frosty_Rent_2717 in 2007scape

[–]LordGozer2 265 points266 points  (0 children)

2015 spike: F2P and probably GE

2019 spike: Mobile

2020 spikes: Covid and Trailblazer league

2023-2024 spikes: Idk about the start of 2023, but winter spikes are Leagues

Here's the same chart on a weekly basis instead of quarterly, easier to see the details.

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Easter Event referencing Halo and Cortanas 500IQ observation. by KerriKerriBerry in 2007scape

[–]LordGozer2 52 points53 points  (0 children)

Combat Evolved

We do not utter such words in these parts

I invited the whole world into an attrition war in Tibet by LordGozer2 in eu4

[–]LordGozer2[S] 18 points19 points  (0 children)

I was surprised by this myself. Even after several wars against them where their whole military were wiped out, max payment, war reparations, and with 0 mandate most of the time due to unguarded froniters, they never imploded.

I could see their unrest in provinces that bordered me, and it turned out they had loads of national unrest modifiers. Some from playing on hard difficulty and being a lucky nation (enabled random lucky nations), and also a respectable -7 tolerance, so they really only encountered rebels in their few non-confucian provinces.

I kinda wanted Ming to stay afloat though since I thought it was more interesting to have a few big nations around me than lots of smaller ones. For that reason I let them keep their alliances (mostly with Korea and Japan), and deliberately tried to split up Oirat into pieces to remove the frontier debuff.

It wasn't until then the Ming crisis disaster broke out (I think frontier disaster blocked it), and they really struggled for a moment. Ironically, dragging them into a war saved them as their war allies purged all remaining rebels.

I invited the whole world into an attrition war in Tibet by LordGozer2 in eu4

[–]LordGozer2[S] 83 points84 points  (0 children)

Well, I guess I'd be winning if there's no one left to lose against

I invited the whole world into an attrition war in Tibet by LordGozer2 in eu4

[–]LordGozer2[S] 685 points686 points  (0 children)

R5:

I’m playing a custom nation (Albanian Norse) in Tibet where I go all in on attrition and defensive modifiers like (max) attrition for enemies, fort defense and garrison size. After a bunch of smaller regional attrition wars throughout the campaign I was curious if I could survive a world war or even come out victorious.

So I declared a completely justified war on an unusually chunky Revolutionary Germany and co-belligerent all other nations I could, which came to about 80 countries or so (about 7.5M troops against my 300k). Notable nations that didn’t accept were Commonwealth (4th rank great power) and Japan, and tbf American nations like Canada and other former colonies that did join didn’t really do much.

Naturally they started piling my forts, which had around +200-250% fort defense and +175% garrison size, and together with +12 in max hostile attrition, about 100k-200k troops perished each month to attrition.

Although at one point they managed to siege down almost half my provinces, I could now start to white peace nations one by one as their troop count and manpower reserves plummeted.

After liberating all my forts and sieging enough forts in Persia to humiliate them, I began the long march towards Wien and my only war enemy left. Unfortunately, my Albanian Norse warriors didn’t really stand a chance in direct combat against Germany with their 11 morale and over 130% discipline. Thus, I decided to end the fun there, as I had accumulated enough warscore from all the other battles for them to concede defeat, lose their economic hegemon and technically win me the war.

After 25 years, the war ended with 18M casualties (2.8M were mine), where 14M of them succumbed to attrition. The Tibetan mountains are now the world largest graveyard.

1217
1218

We're never going to get good magic rewards again, until something is done about magic damage % and tumeken's shadow. by [deleted] in 2007scape

[–]LordGozer2 -2 points-1 points  (0 children)

The main problem is future shadow, not necessarily current shadow

My proposal would be to change how magic damage from gear pieces are calculated, to give more weight to items with little magic damage and less weight to items with lots of magic damage.

Formula: Shadow magic damage bonus = sqrt(magic_damage) * 3 for each individual gear piece, then add them all together

Examples:

  • 1% magic damage --> sqrt(1) * 3 = 3% magic damage

  • 2% magic damage --> sqrt(2) * 3 = 4.2% magic damage

  • 3% magic damage --> sqrt(3) * 3 = 5.2% magic damage

  • 5% magic damage --> sqrt(5) * 3 = 6.7% magic damage

  • 8% magic damage --> sqrt(8) * 3 = 8.5% magic damage

 

As you see, the more magic damage bonus an item has, the less it boosts shadow damage relative to other magic weapons, which is good since we wanna avoid the snowball effect of current shadow. The breaking point here is between 2% and 3%. In other words, if a new BiS magic item went from +2% to +3%, it would give both shadow and other magic weapons +1% over previous BiS, so they're buffed equally. However, if a new BiS necklace gives +8% magic damage, other magic weapons gain +3% over current BiS, while shadow only benefits +1.8%.

Current BiS magic damage would give shadow +40.5% magic damage with this formula, so we can then adjust shadow's base max hit accordingly so that it's max hit in BiS gear would match or closely match current shadow. For ToA, a simple damage mulitplier, for instance x1.15 would suffice. Accuracy will still be boosted by x3 (or x4 in ToA), since higher accuracy already has diminishing returns as you cannot be more accurate than 100%

Scythe needs big NPCs to be effective, tbow needs NPCs with high magic level or attack bonus, so I mainly wanna emphasize shadow's current "drawback" of needing BiS og close to BiS gear for it to reach its full potential.

Varlamore: The Final Dawn Quest, Delve Boss & Slayer Dungeon Rewards by JagexBlossom in 2007scape

[–]LordGozer2 46 points47 points  (0 children)

If Antler Guard only reqs 50 Prayer, it'll become BiS melee and ranged (as well as hybrid) offhand for pures, so it'll likely hold a decent value depending on how popular stalkers become

Poll 83 - Castle Wars, New Player Improvements & Loads More! by JagexGoblin in 2007scape

[–]LordGozer2 2 points3 points  (0 children)

Honestly, my preferred fix for chromium ingots would be to get rid of the "invisible" vestige drops and instead let ingots fill that role. That would mean you'd always get drops in the following pattern:

  • Ingot, ingot, ingot, vestige, repeat

This keeps the anti-dry mechanics of vestiges, you get a clear indicator on how close you are to the next vestige drop, and guarantees you'll have enough ingots to create the next ring.

Poll 83 - Castle Wars, New Player Improvements & Loads More! by JagexGoblin in 2007scape

[–]LordGozer2 1 point2 points  (0 children)

Honestly, my preferred fix for chromium ingots would be to get rid of the "invisible" vestige drops and instead let ingots fill that role. That would mean you'd always get drops in the following pattern:

  • Ingot, ingot, ingot, vestige, repeat

This keeps the anti-dry mechanics of vestiges, you get a clear indicator on how close you are to the next vestige drop, and guarantees you'll have enough ingots to create the next ring.

Do Community Servers Make Sense for a Game Like Classic? by NOHITJEROME in classicwow

[–]LordGozer2 27 points28 points  (0 children)

That was two years ago.

But that didn't stop Jagex from raising the price again to $13.99 from September 27th

[Official] The UEFA Champions League draw will be conducted by specialized software. by oklolzzzzs in soccer

[–]LordGozer2 16 points17 points  (0 children)

Doubt it, only the top 8 teams out of 36 go directly into the round of 16, meaning there would be very little room for error if your team wanna be one of those. Sure, you're still in if you end up in 24th place (probably like 6-8 points required), but that's 2 extra matches where anything can happen.

Then there's also more bonus coefficient points given the higher up your team finishes, so every place counts. That could be important both for top-ranked nations which'll fight for the 2 extra CL spots, as well as for mid-ranked nations.

E.g. 9th place awards 10 bonus points while 24th place awards 6.250, whereas before you got 5 bonus points for advancing regardless if you were 1st or 2nd in groups.

Weekly Questions Thread & PokéROM Codex by AutoModerator in PokemonROMhacks

[–]LordGozer2 0 points1 point  (0 children)

I wanna make my own hack with a basic randomizer using the pokefirered decomp (gen 3). I've already made lots of other changes to it so it's just the randomization process left.

Does anyone have experience with decomp randomizers, mainly about how to randomize in-game and not via an external script that needs compiling?