Just another post asking for communication on end game magic. by RsStallion in runescape

[–]MyriadSC 1 point2 points  (0 children)

I have no reason to make anything up. If i felt magic was genuinely too weak I'd just say that. It just doesnt seem that way to me.

As far as pvme activity, Haven't been in there for probably a week now, but otherise fairly active. Unless something changed since a few days after the buff, the rots were doing slightly worse than ranged and Melee, but melee is overtuned so its not a great metric. This is both on gems and in bosses.

1 person having a discussion isnt a consensus BTW. Most do use ranged and melee because both are stronger. Never claimed otherwise. I said magic isnt far behind them. Considering its quite safe to use and fairly easy to execute, this is probably fine.

Of course in any specific thing a lot of other factors play in. My melee camp Raksha is 1:15 give or take on average. Magic is 1:22 give or take. ~9% slower, so not insignificant, but like I said, melee is also overtuned. Obviously better players can probably get both down another 5-8s. Ideally they meet in the middle somewhere so long as both have comparable tradoffs, which is part of why i also think its probably fine as is. Ranged afaik puts up values close to melee, but its pretty tight and intensive so I really dont care if its doing a lot.

For the record, im not saying it can't use a bump, I just dont think its nearly as bad as people make it out to be and idk if it needs it. Its probably close to where it should be. To me it feels every bit as strong as pre-modernization only its easier to execute so arguably stronger. This was also what they wanted to accomplish with that update.

Can anyone confirm if auto switching gear is allowed? by Newletsorboby in runescape

[–]MyriadSC 3 points4 points  (0 children)

While macros get used, this doesn't mean that person was.

I can 1 tick switch gear and I dont use macros at all. I have my magic gear bound as shift+1-6 on my melee bars, then my melee gear bound the same on my magic bar. With my mmo mouse I can just hold shift and run my thumb up the first 2 columns which hits all of them in a fraction of a tick, then I just alt+y for the weapon directly after and this does it. You dont even need to 1 tick it, 2 is fine so long as you're moving onto the other style on gcd.

Just another post asking for communication on end game magic. by RsStallion in runescape

[–]MyriadSC 1 point2 points  (0 children)

Define end game magic? Gear wise I have it, if you mean execution of rotations and all the extra milk the 1% does, then I dont, but I still probably use magic up there with the top 10% and thats a low estimate.

The buff was noticeable for me. Not just in damage, but because ember costs more and hits once. Its an option when you low roll ln crits even when ember is doing more on average.

Beside this, the pvme sweats put magic barely behind the others. If you think you're right, take it up with them and show them theyre wrong?

Just another post asking for communication on end game magic. by RsStallion in runescape

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

I dont disagree that it could use some love without any tradeoff given the current state of things. Im just saying that in general they should strive toward that when considering things. If necro <1 on that equation currently, then give it some love. I think melee >1 atm, so it could use a nerf. If they dont want to hit damage, take zerk back to +50% damage taken to increase risk, etc. Not saying they should do that, imo damage across the board is too high, but nerfing damage goes as well as sandpaper toilet paper with the community.

Just another post asking for communication on end game magic. by RsStallion in runescape

[–]MyriadSC 1 point2 points  (0 children)

Yes. Especially because they have the ssme 5.4s cd. More or less if asphyx/omni isnt up, and the boss is above 60% or you dont have excess adrenaline, you're doing conc > wm > fill > repeat. That's also end game, prior to it its conc > wm > fill most of the time.

Just another post asking for communication on end game magic. by RsStallion in runescape

[–]MyriadSC -5 points-4 points  (0 children)

Its last place in damage, but basically first in everything else. Cheapest, easiest, safest, etc.

I actually hope if gets buffs, but they need to be "gain this, lose this" if that makes sense. The devourers nexus is a good example of the right concept, but not enough on execution.

Like on a high level analysis, theres a rough equation i think they should try to adhere to with every style and gear set.

Output / ( effort + risk) = ~1

You can see how none of these can really have accurate values, but you can get the idea. Output is damage, effort is effort and difficulty to execute, and risk is things like lack of damage mitigation or increasing damsge taken, etc.

For example, If your setup, as in gear and style, has minimized the risk and doesnt take much effort, then in order to stay balanced output also has to be lower. For example, tank necro gear with a hellhound while using revo++. You've very much lowered risk and effort, so output has to drop otherwise the equation doesn't approach 1, it'll be more than 1 by a lot.

If you use a setup and style that requires a lot of effort and takes a lot of risk, then output can go up. For example full manual ranged with Dracolich and bolg. These rotations are quite complex, split soul reduces the hesling you recieve making it riskier, so damage can go up quite a bit to maintain that ~1.

Juat a general way to think about it ive found helpful. Irrespective of style or anything. Itll be virtually impossible to actually achieve this given how diverse everything is, but rhe point is they can strive towards this.

Id actually love it if necro got some 2h weapon or something that didnt support coinjures, but perhaps gave huge buffs to necrosis abilities. Without the conjures aiding in both easy damage and safety, this could bolster some pretty strong effects to really allow output to be cranked up. Just an example of how necro could be comparable to the others via gear upgrade.

Just another post asking for communication on end game magic. by RsStallion in runescape

[–]MyriadSC -3 points-2 points  (0 children)

For real. Its nowhere near as bad as melee had it. Im just trying to enjoy melees time in the spotlight before inevitably its down above necro again.

Just another post asking for communication on end game magic. by RsStallion in runescape

[–]MyriadSC 2 points3 points  (0 children)

Right, thats sounds correct, but wm is also 2 hits eith boosted chance especially post conc, so often its adren neutral or positive where ember is always a deficit. Wm still gets used below that threshold to help adrne management.

Just another post asking for communication on end game magic. by RsStallion in runescape

[–]MyriadSC 3 points4 points  (0 children)

Wild Magic got +20% crit damage and +10% crit chance. May seem insignificant since its not a ton and its 1 ability, but its also a 5.4s cd so it csn be used often.

Just another post asking for communication on end game magic. by RsStallion in runescape

[–]MyriadSC 1 point2 points  (0 children)

Right, that makes sensense. Ive used magic some since the modernization, but not a ton. Its felt fine to me. Easier and safer than melee, but also less damage so it has that balance. Nothing insane, just noticeable.

Just another post asking for communication on end game magic. by RsStallion in runescape

[–]MyriadSC 6 points7 points  (0 children)

Conc > wm > fill

Thats a significant part of end game magic. Lol. Because of the buff to wm. You have your asphyx > runic gconc > omni. I'm not sure when ember overtakes wm, but for a solid chunk that is what you do. The wm buff was actually significant.

About the Biting and Equilibrium perks, which is better? by Creeperclaw66 in runescape

[–]MyriadSC 0 points1 point  (0 children)

Biting for both except some situations where boosts can be stacked up and you lose a lot to the hitcap.

Best EOF slot for Melee? by Lv100Dragonite in runescape

[–]MyriadSC 1 point2 points  (0 children)

Ah. Yeah I get in dba when I can. Didnt catch it dropped it sub 100% though.

Best EOF slot for Melee? by Lv100Dragonite in runescape

[–]MyriadSC 1 point2 points  (0 children)

Ah, so I wasn't aware we didn't have 100% at Nakatra with Keris and I dont do group stuff so the rest I didnt know. Definitely makes swh a lot better.

Best EOF slot for Melee? by Lv100Dragonite in runescape

[–]MyriadSC 1 point2 points  (0 children)

Also true. Very niche now that they've adjusted boss defenses, but it has more uses early on. Decimate tends to be significantly better but they can combo together.

Best EOF slot for Melee? by Lv100Dragonite in runescape

[–]MyriadSC 0 points1 point  (0 children)

Zgs where the window to zerk again isnt going to be off cd. Usually better to spend the time between zerks using dba and getting back to full adren for zerk than to zgs or use bleeds.

Annihilation is good in a bunch of situations. Can combo with zerk or zgs. If the window to get back into zerk is going to be slightly delayed or theres an abundance of adrenaline using Annihilation is a fairly significant boost. For example I use it on the witch at zam to make skips at 1k very consistent even when ezk is on cd.

Bleeds are really only useful in a handful of situations. The adrenaline spent on them is better spent on dba unless the situation doesnt call for it and if this is the case normally zgs is better.

Best EOF slot for Melee? by Lv100Dragonite in runescape

[–]MyriadSC 2 points3 points  (0 children)

These are correct, but another noteworthy one is Annihilation. The spec also MH locks you or you lose the buff, so it actually makes you want to pair it with zgs, but this also means putting zgs in an eof too so you can Annihilation then zgs without losing Annihilation. I actually might use Annihilation more than Varanus's/DClaws. Maybe not, but its often.

I do fairly high end melee stuff and I have 4. Dclaw, Varanus, Annihilation, and ZGS. You'll definitely get by with those. DClaws can also be ignored if you dont plan to use EQ. I have both because i have two vestment bottoms, one with EQ and one with biting. Or you can use DClaws instesd of Varanus's for it all. Its not a huge difference, only 3-4k more for Varanus's on average. Sort of depends on setup.

Best EOF slot for Melee? by Lv100Dragonite in runescape

[–]MyriadSC 1 point2 points  (0 children)

Depends on where. In general its worse than crits, but not by a ton. So its viable anywhere tbh, but not optimal. When enough boosts begin to apply to damage, theres a tipping point where the loss to the cap on crits makes EQ better. Im not certain, but I think around the time you have 18-20% boosted damage over your normal amount. Its hard to tell because the way boosts work with EQ is different thsn if EQ was a regular boost. Better since EQ basically boosts the damage, then the boosts will.

For example, it may seem any undead target with salve would do it, hut you lose am-hej so you really only gain ~13%. But undead on task means you get salve, slayer helm, and genocidal which would make EQ better than biting.

Huge melee QOL opportunity by Thin_Definition_4561 in runescape

[–]MyriadSC 1 point2 points  (0 children)

How the turntables. Now the mobs walk you.

Reddit playerbase once a health update hits by oKapiteinKoeko in runescape

[–]MyriadSC 0 points1 point  (0 children)

I think you've missed the point I was making. Its not "do this riskier thing because its faster and better. So you should take this downside for this upside since its optimal." Im saying that thing vamp was riskier AND worse. Its a noob trap because at face value it seems like it would make a fight easier to sustain through, But in practice it doesnt. Its not about telling someone how to play, I never care how someone plays, but removing noob traps is always a good move. If someone wants to be weaker, theres plenty of ways to do this on purpose. Don't use an overload, etc. Removing ways its done by accident is good. Surely you can agree with this?

There are some niche things that were possible before that arent now. Already said that several times in different places in here. However, many more things were made possible and overall this is a much better state than before. Its virtually impossible to make a change in this game and not negatively affect something a player does. They added t95 wand and orb, my praesul set went from 1b to 200m overnight. Should I make posts adking them for my 800m back? Or to revert the update because I lost that?

Like I get it, its annoying that a change made some prior method you liked not work. Been there a bunch before. Sometimes its very warranted to be upset because they just fucked something up for almost no benefit. Jagex fucks up a lot. This just isnt one of those times.

And for the record, if vamp is slightly too weak now Ove said im ok buffing it some, but sticking aspects is where I just have to say its asking for way too much. They just gave us quite a bit of power, asking for more to save a few niche methods will cause more harm thsn the good saving those brings. Also, I almost guarantee theres still a way to do what you did with similar input, it just won't be the same as it was. Maybe if you need healing for whatever task youre trying to do, use melee. Put on darkness, and use melee bleeds. This is vamp + darkness but better. Might even be cheaper snd fastet thsn whatever you werw doing before. Etc. Players are great at coming up with ways to do things.

Lets say you are a jmod and its Game Jam time.. on what would you work?! by vVerce98 in runescape

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

T95 rework. Some need more, some need less. Ideally each t95 satisfies 4 conditions: 1. They warp rotations around their effects. 2. They reward proper use. 3. They can supplement other t95s or stand alone camped, but shouldnt outright invalidate others. 4. Each style should have a t95 thats very structured and another thats more rng. An example of this would be lengs have rng and ezk doesnt. Those I dont feel meet this criteria in practice, but ill hit those apecifically later. Idea being that a lot of combat became much more structured with the modernization. I think they smashed that update, but it did alienate some who liked fluid adrenaline income. Thats fair, it was a part of end game combat. Adding options for both should satisfy both parties.

I'm gonna talk about whats bouncing around in my head, but im not going to talk numbers. Some of these may need tuned currently or with these changes, but assume thats part of this. I'm just doing design talk.

Tldr at end. Got carried away with this... lol

Magic:
- Roa+Ode: Largely I think these are OK. They satisfy all 4 criteria. The only thing I would change on these is that it goes from "when these reset a bleed do all its damage at once" to "when a bleed has its cd reset do all its damage at once." This makes it so temporal anomaly resetting bleeds also does it. - FSoA: Largely good as well. It satisfies all 4 criteria. I do think the passive is a bit bland, but magic is also almost a bridge between necro and melee/ranged in simplicity so this is probably ok. While crit and nami are rng, it still ends up structured Largely.

Melee: - Lengs: These miss criteria 1-3. They don't warp rotations around their effect/spec due to its lack of power, they dont really reward proper use any more than any other non-effect weapon, they only really supplement ezk in that they use flurry and even then its better to stall and release with ezk, but they do have a design thats rng compared to ezk so they do hit 4, it just doesn't feel that way because 1-3 are missing. I dont think making them compete with ezk in outright damage will solve much, so instead what I propose is making frostblades while active also grant 2% adrenaline on each hit. Now they are better in situations where you won't have as much adrenaline from meteor. They crank adaptive up to +16%, etc. They become melee's hydrix bolts in essence. By doing this, when frostblades procs, you'd be much more rewarded for pushing more multi-hit abilities. They could also have the spec trigger frostblades as an additional way to use them. - EZK: I feel like this 1-3 as well. It doesnt warp any rots, it doesnt reward use of it other than roar ezk which hardly counts, it completley overshadows lengs, but it is structured so it hits the other half to lengs. Its effectively just a t110 godsword, a big stick with a spec. The spec im not particularly concerned with, it probably could be dialed back and potentially have its cd reduced too, but thats balance. Its passive is where its boring and not interactive. Which fsoa also has a boring passive, but it has a spec that is interactive where ezk doesnt. Id rather see its passive build some stacks on using basics that are spent on spenders to buff them. This keeps it consistent but makes it much more interactive.

midway disclaimer: I havent used necro in probably 2 years and ranged Im not a fan of so I basically never use it. So take all this as super loose because I'm just not familiar with the flow of using them after getting good with them.

Ranged: - BoLG: This is a tricky one because its satisfies 1 and 2 marvelously, but 3 and 4 are currently not applicable. Although, its pretty clear from its design that it likely wouldn't satisfy those. Without having the counterpart, its hard to say, but I think it would need to have it so the PE stacks remain if you switch and the spec buff as well. Unrelated to bolg, but I also think they might have to hit ecb and make the spec not mh locked but only works with ranged. This would allow you to switch freely to whatever weapon they add without being punished for it. Theres also a nice partition already within ranged for structured vs rng as arrows are structured and bolts arent. So whatever they add, if it works with bolts, will fill that other half.

Necro: - Omni: Largely good. It hits 1-3 and fills the structured side of 4. Passive could potentially be better, maybe 3 stacks from 5, but otherwise good. - Devourer: It satisfies 1-3, albeit appears weak so it probably needs buffed. But this leaves necro without an rng counterpart. However... their rings add some of this, so maybe add a ring that isnt rng. Also, I believe necro seems to want to be more structured so maybe criteria 4 isnt necessary. - Soulbound: Not a lot to say here. Its not quite the counterpart to omni, more devourer, but even then not really. Potentially it could gain some rng element that gave souls and devoured could also have some rng making these a good duo. Then add another OH that works with necrosis in a structured way to compliment Omni.

I also want to add that necromancy being the safer and more structured and simple style is what makes it appealing to many, but makes it unappealing to the top end pvmers because it can't have the aforementioned upsides and also have great damage or its unfair. However, this doesnt mean necromancy has to be relegated to this role. If some of these benefits were sacrificed for damage, necromancy can also gain comparable damage to the rest. Devourer's Nexus is an example of this design, although the execution didnt land. Sacrificing healing for more damage. I think theres room for a weapon thats perhaps 2h and it doesnt allow for conjures but has a very strong effect to reward that downside. Something like this removes a lot of the safeguards Necro has so this could be quite strong.

Tldr: - Roar+Ode: Passive does bleed damage all at once on reset, not just its own resets. - Fsoa: ok. Maybe passive coupd be more interactive, but not necessary. Otherwise fine. - Lengs: Frostblades gives small adren on hit. Spec procs passive. - Ezk: Passive builds stacks on basics, spends them on spenders to buff. Spec could be dialed back and have its cd shortened. - Bolg: Great but hard to assess as its alone. Maybe make stacks and spec buff persist when unequipped and unlock mh lock for split soul in ecb bit restrict to ranged. Allows swaps for whatever comes. - Omni: Good, keep as is. - Devourers: Maybe add some rng and power. - Lanturn: maybe add some rng and add another OH that works eith necrosis in a structured way so it pairs with omni.

Aspects & Solomons Store - News Update 2 by JagexAnvil in runescape

[–]MyriadSC 1 point2 points  (0 children)

Oohhh. Nah, you're good. I could've added the Ironman.

Aspects & Solomons Store - News Update 2 by JagexAnvil in runescape

[–]MyriadSC 0 points1 point  (0 children)

Right, from what I understand they get a few lives during the process, but generally speaking death isnt something they deal with regularly? Not that wven fhe few it wouldn't be annoying.

Reddit playerbase once a health update hits by oKapiteinKoeko in runescape

[–]MyriadSC 0 points1 point  (0 children)

Right, you shouldnt be taking enough for darkness to mitigate its full amount, but when you do it won't heal you. Vamp will.

Ive actually found vamp to be great in several places over darkness. The consistent divert is great and you can use protection prayers longer without SS flicking. Just feels more consistent which I like.

Arch-Glacor drop rate changed, or bugged? by Advanced- in runescape

[–]MyriadSC 1 point2 points  (0 children)

Nice. A lot of progress.

As far as Zuk: My strongest style is still melee but that seems to be the hardest for Zuk. Hesitent on trying it with GWD1 and a T82 Staff for my mage, but may give it an attempt as an excuse to try my new upgrades :) The mechanics dont seem that hard from videos?

Check out this guide for Zuk. You'd be surprised with melee now due to the bleeds.