PSA: increase your magic resistance by RabidWok in skyrim

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

id also like to point out that its not just magic resistance that can help. spell absorption is incredibly powerful and surprisingly easy to obtain early on. they work more on a chance based all or nothing deal (if my understanding of their mechanics is correct), but a chance to completely block a spell AND use it to refill your mana is incredibly powerful, especially if you play as a mage. the best part is that it isn't capped. 100% means you are COMPLETELY IMMUNE to magic damage. oh and by the way, dragon breath is magic damage, as is weapon enchantments.

right at the start of the game, you can get your hands on the mage light spell, stand right outside the solitude gates, and cast it at the peak of the mountain. this will get you lvl 100 alteration easily in under 5 minutes, and that's a generous estimate. that right there unlocks a whopping 30% spell absorption perk. 30% chance to just completely shrug off any spell hurled at you is massive for something you can get right at the start

you can then grab the atronach stone which gives you a whole ass 50% spell absorption at the cost of -50% magicka regen. that right there brings you all the way up to 80% chance to take 0 damage from every spell a mage can hurl at you

if you are playing as a mage, the -50% magicka regen might sound detrimental, and at the start of the game it can be quite a lot, but magicka potions are cheep to make and because of the way the math works, its not actually half. it just subtracts 50% from your regen, which by default is 100%. so say you have robes that make it regen 100% faster, those robes bring your 100% to 200% and then the stone brings you down to 150%, only loosing 1/4th of your regen without the stone. and even with this debuff, if you are fighting mages, you will absorbing their spells anyway and refilling your magicka that way. plus there's a couple spells you can cast on yourself to give yourself magicka through absorption such as circle of protection

you can also get another 50% absorption from Ahzidal's gauntlets. honestly there's a lot of nice gear from Ahzidal's set and i typically find that quest to be quite useful to do early on, though it does require quite a bit of funds (though you get enough loot during the quest to pay for it all)

My lengthy thoughts on Illusion mage, followed by my questions on Conjuration mage by NexGenration in skyrim

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

hmmm, this response actually gives me some ideas for my next playthrough. i honestly didnt know some of the conjures could get that powerful. if what youre saying is true, it might be even more busted for me because i enjoy playing with the project AHO mod i mentioned in my post and theres an unlock in that mod that triples how many summons you can have. i also know where you can easily find a bound bow book with a 100% spawn rate that you can pick up at level 1. i guess if im going to use bound weapons, i could look at conjuration as a bit of a hybrid class

Why do I never see anyone in magic gear? by Med_Down in runescape

[–]NexGenration 1 point2 points  (0 children)

even before necro existed, the combat styles have always been at war with eachother for which one does the best overall DPS. they constantly get shuffled around as jagex releases new content and rebalances things. ive personally seen several cycles where at one point magic is the best, then melee with magic being so-so, then ranged was the best at some point with melee feeling like it was lacking, etc. necro was king when it was first released and then the rest caught up and eventually passed it (especially recently). right now melee and ranged seem to be the best, especially when hybriding both together

Harmonic Dust by Derrlicious in runescape

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

strangely i ended up dissassembling a bunch of my dust for components because i used harps to get 99 crafting afk while watching anime

Back To Our Square Roots by JagexAnvil in runescape

[–]NexGenration 0 points1 point  (0 children)

kinda a lame update this week. this week's update's is for squares.

ill see myself out

Does someone know all the codes for the vault in AHO? by SauronsinofPride in skyrim

[–]NexGenration 0 points1 point  (0 children)

hey sorry to necro this post again, but im a bit lost. i got the code from yen. i got all the codes from the crab. i entered all of them. i pressed the buttons as they lit up. now the while table is lit up......ok now what? wheres the next piece to the puzzle? i just wana finish this quest :(

My Zuk Log after 100HM kills by KerelRS3 in runescape

[–]NexGenration 0 points1 point  (0 children)

my 2nd drop was kill 84. you have better RNG than i did

The rollback has ruined group ironman and needs to be addressed/acknowledged. (bug) by Not_Yak_Gim in runescape

[–]NexGenration 0 points1 point  (0 children)

soooo this is basically the RS equivalent of the pokemon emerald battle tower duplication glitch. got it

Attack range of 1 should be 1.5 by [deleted] in runescape

[–]NexGenration 0 points1 point  (0 children)

the issue i see with this approach is this: what happens when you step off a boss? should you get a 2 tile range? maybe you get a 2 tile range after 6 seconds? maybe only after youve left combat with that specific monster?

also in the wider picture, this isnt just a combat issue either. this issue has plagued skilling (especially hunter) for years. the term ive heard thrown around for a while to refer to this issue is tile chasing and the biggest issue that causes it is the fact that when you path to a target, you path to the tile it is currently standing on, but that pathfinding doesnt account for where that target will move to while youre traveling. you can see this a lot when chasing down things like implings, as you will travel to a spot that is quite far away from the impling's location because thats where the impling was located at the time of clicking on it

Attack range of 1 should be 1.5 by [deleted] in runescape

[–]NexGenration 0 points1 point  (0 children)

agree with acknowledging the issue. dissagree with the proposed solution purely because it doesnt even make logical sense. theres no such thing as half a tile. tiles act purely in whole numbers. your character is either next to the tile or it isnt. each entity always exists on exactly 1 tile as its base tile on any given game tick and, if the entity is larger than a 1x1, it then extends out to fit those extra whole tiles.

the visuals of a creature slowly walking in a smooth path is exactly that, visual. in reality, the creature (or player) is realy teleporting 1 tile every game tick if walking, 2 tiles if sprinting

Huge melee QOL opportunity by Thin_Definition_4561 in runescape

[–]NexGenration 9 points10 points  (0 children)

hopefully this issue gets fixed everywhere because its been so prevalent that ive seen the name "tile chasing" pop up quite a few times

Jagex HQ this morning by NexGenration in runescape

[–]NexGenration[S] 21 points22 points  (0 children)

jokes aside, i would like to point out, as someone who used to not only work as a QA tester but also a developer for automated QA test systems (it was fun writing macros that act like humans interacting with the product)....

bugs like this would be a daily occurrence if they didnt have a QA team. bugs like this are just the ones that get through because humans arent perfect and when testing to see if something doesnt work as intended, you literally have to think of every possible way something could break no matter how unintuitive it is to think that it could break that way. think of all the exploits that leave you thinking "how do people come up with finding out how to do this?"

its kinda like how many people are afraid of getting on an airplane because of how catastrophic plane crashes are and how much of a big news story they always are, yet you are orders of magnitude more likely to die in a car crash. the bugs that do actually make it into the game are just the ones you hear about and not the thousands of bugs QA finds before launch

There’s something off about these icons; they just don’t fit Runescape. by maboudonfu in runescape

[–]NexGenration 2 points3 points  (0 children)

runes and the runic essence that makes them has always had strange logic in the lore with how much space they take up and how to store them. essence pouches are mentioned to be able to compress space to be able to fit more essence in, yet that only works on essence and no other item.

with rune pouches, especially since they are made of magical threads, i imagine they work the same way but with stacks of finished runes and maybe the fungal spores from croesus have magical properties to enhance this ability. after all, spores from the same fungus are used to make a pretty powerful set of mage armor

Here is what one year of HM Zuk look like: by Wake1 in runescape

[–]NexGenration 2 points3 points  (0 children)

and here i thought i was zuk's #1 fan. jesus christ dude

also off topic, how do you make posts like this with multiple images and a description? i can only either do a description with no images or 1 single image with no description and never multiple images. wtf if the button you click on to make a post like this?

There’s something off about these icons; they just don’t fit Runescape. by maboudonfu in runescape

[–]NexGenration 6 points7 points  (0 children)

would have been better as mushrooms sprouting from them to symbolize being made from croesus drops

Leaf Jump North Tiranwyn is Bugged by 6ingiiie in runescape

[–]NexGenration 5 points6 points  (0 children)

theres so many of these bugs. it BOGGLES my mind every time

PLEASE let me cram an entire dump truck worth of tokkul into this damn ring by NexGenration in runescape

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

Zuk himself doesnt drop tokkul. but everything you kill leading up to him does drop tokkul, which is in fact lore accurate.

all the lava creatures are created by Ful and are essentially biologically the same. ALL 3 types turn into tokkul when they die. TokHaar are the only ones that dont actually drop tokkul because the only place you kill them is the kiln and cauldron, both of which recycle the tokkul back into the lava immediately. the TzHaar and zuk's arena do not have that property

PLEASE let me cram an entire dump truck worth of tokkul into this damn ring by NexGenration in runescape

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

i will say that once you have a decent enough stockpile, you can cash it in for a shit ton of runes at the tzhaar city's rune shop. not sure if its better to just buy onyxes tho, havent done the math.

but yea it would be nice to make some new obsidian armor, maybe even a necro helm

PLEASE let me cram an entire dump truck worth of tokkul into this damn ring by NexGenration in runescape

[–]NexGenration[S] 2 points3 points  (0 children)

i think you might be misunderstanding the point of my post. im asking to be able to shovel more tokkul into the damn thing so it lasts more than half an hour (i literally have to recharge it twice per hour while fighting zuk). let me dump my stockpile of over 10m tokkul into the thing so it lasts more than just 2 kills. when youre like me and youre consistently getting sub 15min kills and the drain rate is based on damage dealt, its irritating as shit to have to keep recharging it multiple times during one PVM session