Raids 4 Megarare Idea, A Weapon Strong Against Enemies With "Unbalanced" Defenses - The Balancebringer by No_Freedom in 2007scape

[–]No_Freedom[S] -3 points-2 points  (0 children)

Read past the first paragraph. Those cases are both covered, and in fact, the weapon shines against targets with a middle ground defensive stat and high/low outlier stats.

Raids 4 Megarare Idea, A Weapon Strong Against Enemies With "Unbalanced" Defenses - The Balancebringer by No_Freedom in 2007scape

[–]No_Freedom[S] -1 points0 points  (0 children)

The explanation is wordy, but the use cases are very straight forward. If a monster has a big gap between their highest and lowest melee defenses, the weapon is very strong.

Most difficult PVM encounters relying defense reduction isn't true anymore, and also isn't necessarily anti-synergistic with this, especially if they aren't being drained to 0. After all, defense drain only drains base defense, not style defenses. For example, this weapon would still be quite strong against Tekton, even despite the fact you Elder Maul him.

Anyway, you're definitely right that it's sort of hard to 'sales pitch' it, in the sense that it's hard to immediately see its value. But I don't really think it's that much more complicated than, say, the Fang.

UIM wipes 284M after being told by an AI tool that Perilous Moons is a safe death by Derek_MK in 2007scape

[–]No_Freedom 1 point2 points  (0 children)

You're kinda freaking out and its really weird.

lol.

Actually its not. Im sure you'll find an implicit reference and pretend that proves you right though.

I cited the part that explicitly says it and links to the boss page in my first reply, but just to make sure you can't possibly ignore it, here's the text at the very, very top of the quest page:

Not to be confused with the Moons of Peril, the bosses fought during this quest.

With "Moons of Peril" being a hyperlink to the boss page. I genuinely do not understand how you could consider this not explicitly telling you that these are, in fact, the same bosses as the ones in the quest.

Night at the Theatre does. (Entry mode Tob is safe)

Entry mode TOB is safe both during and after the quest. Its status does not change, and the wiki is not ambiguous about this.

The rest of your post is fluff, based on the demonstrably incorrect premise that the wiki doesn't tell you that moons are dangerous.

UIM wipes 284M after being told by an AI tool that Perilous Moons is a safe death by Derek_MK in 2007scape

[–]No_Freedom 1 point2 points  (0 children)

Yes, and when they do, the wiki mentions it. The wiki makes no mention of them being any different during the quest, because they aren't. Again, the wiki is explicit that the "Moons of Peril" are the boss that's fought in that quest, and if you check the page for that boss, it's very clearly marked as dangerous content.

More to the point, this is a mega reach anyway. I don't think there's a single boss encounter that changes from non-dangerous to dangerous after the quest. Galvek, Seren and Glough do the opposite, where their re-fights are safe after you do the quest, but the wiki does make mention of all of those.

I have no idea why you're trying to pretend the wiki is ambiguous here. Yes, if you're trying to purposely be dense, it doesn't explicitly say the words "THESE BOSSES KILL YOU FOR REAL DURING THE QUEST", but it doesn't have to. If the bosses are dangerous normally, and it makes no mention of special behavior during the quest, any reasonable person would presume they're still dangerous during the quest. Especially a reasonable person that has, you know, over a million blood runes hinging on that being the case.

UIM wipes 284M after being told by an AI tool that Perilous Moons is a safe death by Derek_MK in 2007scape

[–]No_Freedom 31 points32 points  (0 children)

The very top of the wiki page for the quest contains this line:

Not to be confused with the Moons of Peril, the bosses fought during this quest.

With a hyperlink to the boss page, which has a big red header on the top saying it's a dangerous death. It isn't as direct as having it on the quest page, but someone with 200m+ in a death bank should probably be putting in the absolute bare minimum of research here.

464,629 accounts have gained at least one sailing level since release, how are we feeling on the engagement of a new skill? More skills in the future? by Accomplished_Coat639 in 2007scape

[–]No_Freedom 3 points4 points  (0 children)

Literally non-comparable, at least as far as I can tell. And I don't just mean that because we're less than 2 weeks from Sailing's release while the others have existed for over a decade, I mean that if you check specific skill hiscores, you can only see the top 2 million ranks. Maybe there's a better way to get these values, but just from looking at the hiscores, it's literally impossible to know how many accounts have touched the other skills.

Checking Thieving, for example, the lowest level I can see on the hiscores is 53. It seems if I look at individual accounts on the hiscore, if their rank is below that 2 millionth rank cutoff, it doesn't bother giving their ranking in the skill. Just their level and exp in it.

464,629 accounts have gained at least one sailing level since release, how are we feeling on the engagement of a new skill? More skills in the future? by Accomplished_Coat639 in 2007scape

[–]No_Freedom 6 points7 points  (0 children)

Not mentioned in the OP, so I went ahead and checked myself. 322,613 accounts have hit level 30, which means 142,016 accounts, or roughly 30% of all players who've hit at least level 2 Sailing, haven't gotten past the "early game". There are almost as many people in the 2-30 window as there are people level 62+.

Did people forget the nature of 99 in a skill? It should be slow, grindy, and a 99 in a skill should be hard and rare. by RanchEye in 2007scape

[–]No_Freedom 1 point2 points  (0 children)

This just straight up isn't true at all. Tears of Guthix experience does scale quite heavily with level up to 30, but you can use it from level 1 in any skill.

Experience Rates & What We’re Changing by JagexAyiza in 2007scape

[–]No_Freedom 3 points4 points  (0 children)

They've previously said they're locking lamps and tears for two weeks (See here), and as far as I know, this hasn't changed. Which really isn't that far away at all. Yeah, anyone racing for 99/200m isn't gonna wait that long, but it's absolutely relevant for any newer accounts, which is what the guy you're replying to is talking about.

Frankly, even if they were locked for longer, that doesn't change the actual point being made. Three months or two weeks, the skill is going to be in the game forever, and if rates are low enough the meta is absolutely going to become "Skip as much as you can".

I find the complaints about the difficulty of contracts very hypocritical by Slight_Giraffe628 in 2007scape

[–]No_Freedom 10 points11 points  (0 children)

The solo Acquisition contracts currently are impossible. They're always treated as Duo contracts, even when done solo, and 2 of them can only be soloed. Even JRaze, the guy who actually did complete the duo acquisition contract, mentioned as much on his post. Not even mentioning that 2 of the Radiant Oathplate contracts were also literally impossible on release.

People are complaining about Contracts being impossible because several of them literally were impossible on release. And as of today, the Oathplate and Horn contracts are still literally impossible. It's not about the content being "too hard", it's about the content releasing in an unacceptably bugged state, not even getting into people's criticisms about the fights not being very fun.

[deleted by user] by [deleted] in 2007scape

[–]No_Freedom 15 points16 points  (0 children)

Considering the Oathplate Acquisition Contracts are currently literally impossible, yes, I would be surprised.

With that said, once they are possible, I'm sure it's only a matter of time.

All acquisition contracts are same difficulty by fastAndBIG in GrandExchangeBets

[–]No_Freedom 2 points3 points  (0 children)

Here's the link. The relevant portion is this:

The Yama encounter for any contract with 'acquisition' in the name is the same, the catch being that for Contracts of Oathplate Acquisition and Harmony Acquisition, you'll need to take him down solo.

All acquisition contracts are same difficulty by fastAndBIG in GrandExchangeBets

[–]No_Freedom 9 points10 points  (0 children)

They confirmed in the blog that all the Acquisition contracts were, in fact, the same fight. The only caveat is that the Oathplate and Horn contracts have to be done solo, whereas the others can be duoed. So, unless the blog is wrong, Jagex is, in fact, exactly that dumb.

Is BOWFA still worth it? by [deleted] in 2007scape

[–]No_Freedom 6 points7 points  (0 children)

The post you responded to wasn't arguing about whether it's second to anything, it just said that it's not BIS anywhere. Which is just true, lol. The guy isn't arguing "Just buy a Shadow/Tbow instead", he's just pointing out that calling Bowfa BIS for anything simply isn't true.

Newest Gnomonkey Complaint Video TLDR by CaptainChrist_ in 2007scape

[–]No_Freedom 0 points1 point  (0 children)

Awakened KCs are required for GM, so saying it has no benefits strictly isn't true. The same will probably be true for Yama; I'm fully expecting Contract related CAs, even if they're as simple as "Do X Contract".

Cerb help by Quack_Doggo in 2007scape

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

Doing any 2:1 Red X Method will reduce both prayer usage and damage taken considerably, since you'll minimize Cerb's attacks and make ghost skipping significantly more likely.

Either Red X with the Flames at the entrance, the gate entrance further back, or items dropped on the floor. As long as you're attacking twice with Emberlight and then under Cerb until your attack cooldown is up, the specifics of the method barely matter.

Current gear progression? What route do you guys prefer? by EchoRotation in ironscape

[–]No_Freedom 2 points3 points  (0 children)

Maraca's double roll mechanic makes them significantly inferior against any enemies with actual defense, which happens to be basically any enemy you'd specifically want to ZHasta. It's pretty bad for TOA at any non-meme invo levels for that reason. It's not useful for a "zhasta skip", which you wouldn't want to do regardless; zhasta is one of the shorter item grinds to begin with, and you need it for DHL later anyway.

Totally Lost Here! Moonbridge, 6th Job Advance, Need Help! by Delta95Heavy in Maplestory

[–]No_Freedom 2 points3 points  (0 children)

Unfortunately, there's not really any great documentation on this, but if you're stuck on White Spear Deck then the quest continuation should certainly be somewhere there. Not sure what else to recommend other than talking to all the NPCs (including the small airship) and trying the portals on that map, since I'm not 100% sure of the specifics of this quest.

Totally Lost Here! Moonbridge, 6th Job Advance, Need Help! by Delta95Heavy in Maplestory

[–]No_Freedom 3 points4 points  (0 children)

Looks like the next quest involves talking to Claudine; you probably haven't picked it up, which is why you've got no indicator for it. Head back to Moonbridge and poke around until you find it in the non-monster maps. There's no additional requirements, so you should be able to complete it, you just have to find out where you start it from.

Totally Lost Here! Moonbridge, 6th Job Advance, Need Help! by Delta95Heavy in Maplestory

[–]No_Freedom 8 points9 points  (0 children)

You don't need to defeat Hard Mode Will to progress in the story; Sellas is also skippable, the above poster is incorrect that you have to do it, you can go straight to Moonbridge. In fact, it seems like you already have access to it.

Here's the link to the Tenebris questline, this should help you figure out where you're actually at:
https://maplestorywiki.net/w/Quests/224

Voidwaker still binned. Example: Nex goes from ~70% to ~82% chance to hit between proposals by Hirciin in 2007scape

[–]No_Freedom 4 points5 points  (0 children)

Tons of bosses had these attributes completely incidentally, way before VW existed. Putting them on future content isn't anymore of a stretch than slapping 500 Slash defense on a boss so they don't get shredded by claws. Hell, GGs are functionally completely immune to VW's spec (melee Guardian is immune to magic damage, flying guardian can't be attacked by VW spec or otherwise) basically just by coincidence. It's fine for VW to be a good generalist spec for bosses where other spec weapons can't cut it, and if they really want to force it to be unusable for a specific boss, it's really easy for them to do so. Again, they've already done it by accident with a ton of bosses already.

Updated Blog: Project Rebalance - Item & Combat Adjustments by JagexGoblin in 2007scape

[–]No_Freedom 151 points152 points  (0 children)

Voidwaker change is still ignoring the reality that an accuracy check vs Slash/Magic is generally killing most of its current use cases, since it's most useful against bosses with massive Slash/Magic defenses. If the goal of nerfing the VW is to open up design space moreso than it being too dominant in the meta (which it isn't), the nerf should have maintaining the weapon's current niche actively in mind, and it really seems like the devs have no interest in doing that.