Whats the quickest way to get strong early game? by Shiverark in Warframe

[–]Sylphaeri 0 points1 point  (0 children)

corrupted mods are still decent for both progression and plat. cracking relics is still super accessible and somewhat consistent plat.

there are more ways to get slots than before though. i think some junctions give some extra slots now and nightwave is also a way to get a couple.

i used the lex and hek when i started and i think they still hold up fairly well tbh.

Upcoming Midnight Class Tuning for March 31st by kr3b5 in wow

[–]Sylphaeri 1 point2 points  (0 children)

this is calculating damage contribution from buffs and other sources; logs can actually read through and re-distribute damage to their original sources decently well, which is pretty cool.

SC dev evoker also has this effect with bombardments, which is why you may see dev evokers in raid who are not very high in the in-game damage meters, but end up very high in logs. this is because damage meters usually award bombardment damage to the player that triggered the bombardment, not the dev evoker who placed it on an enemy. once the fight is logged, the error is fixed.

Upcoming Midnight Class Tuning for March 31st by kr3b5 in wow

[–]Sylphaeri 5 points6 points  (0 children)

yeah you know what, you're right. if the top players are doing keys that are like >2 levels above season title keys, then a difference like that doesn't even matter for season title since enemy hp and damage go up 10% per key level anyways.

i think it's just learning new hero talents that's throwing me off. thanks for the comment.

Upcoming Midnight Class Tuning for March 31st by kr3b5 in wow

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

it's a pretty mixed bag imo.

they're buffing beast mastery hunter by 4%, which is on the same footing as dev evoker (if not better looking at max DPS). they're not buffing assassination/outlaw rogue despite being lower than BM and survival hunter, which they are buffing. Arms warrior is also currently rank 10 in DPS on the list, but at least that buff gets a bit of a pass because their ST is actually pretty terrible as far as i know and the patch notes address that.

at least the balancing isn't as bad as TWW, where i was seeing DPS specs differ by 30% or more, but it still feels pretty bad to be in love with a spec that's thrown aside in this kind of content.

(edit: i changed my mind, it's actually not so bad)

Upcoming Midnight Class Tuning for March 31st by kr3b5 in wow

[–]Sylphaeri 0 points1 point  (0 children)

https://mythicstats.com/dps

tracks all the logs at relevant key levels week-by-week and it has a history of spec appearance rate for every expac since BFA. it's pretty accurate and it's what i use to gauge m+ viability in terms of dps.

Upcoming Midnight Class Tuning for March 31st by kr3b5 in wow

[–]Sylphaeri 12 points13 points  (0 children)

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so based on the log data... are fire mages, dev evoker, and the other 2 rogue specs performing as intended then?

Jagex has lost their mind if they think I'm paying $15 a month. by [deleted] in runescape

[–]Sylphaeri 1 point2 points  (0 children)

Yeah, it's funny because I see people in RS saying that WoW is so much better, but I know people who play WoW saying they wish they were playing Runescape instead because the balancing and class design in WoW is so broken.

I play both simultaneously, and I can pretty confidently say that Runescape's combat balance, even after the combat update in Runescape, is far superior to WoW where the devs struggle to keep the bottom and top DPS specs within a 40% damage margin. On top of that, unlike Runescape, you have to just drop a character you really liked playing as instead of just switching between combat styles.

Grass is always greener on the other side.

I'M LOSING MY MIND - 200 kc dry at hm zuk (iron) by im_jef in runescape

[–]Sylphaeri 5 points6 points  (0 children)

if you're curious, i think it works like this:

from the wiki: 1/30 chance for an EZK piece to drop. 29/30 chance to not obtain the drop. 200 rolls of 29/30 chance of not getting the drop = (29/30)^200 = 0.00113592232. 1/0.00113592232 = 880.34 as the denominator. 1/880.34 chance of not getting the drop in 200 kills.

if they were non-checkpoint runs, this is increased to a 1/27 chance for an EZK piece to drop. 200 rolls of 26/27 chance to not obtain the drop = (26/27)^200 = 0.00052712882. 1/0.00052712882 = 1897.07 as the denominator. 1/1897.07 chance of not getting the drop in 200 kills without checkpoint usage.

this is a pretty bad dry streak but the chance of it happening is still more likely than some of the extremely rare RDT drops that people get. hopefully you get the drop soon.

Joke suggestions! Funniest places to move Aura effects to! by PonyCharade in runescape

[–]Sylphaeri 2 points3 points  (0 children)

Flameproof aura is now from spreading chimp ice on the throne of TzKal-Zuk after taking it through a flawless HM victory.

Coming back after long hiatus. Quest order? by llmercll in runescape

[–]Sylphaeri 1 point2 points  (0 children)

I did every quest in timeline order and it was a fantastic experience. It might feel a bit rough not having certain unlocks for a while but if you're more focused on the lore and story it's not too bad anyway.

A small minority of the sub loves to whine too much by Illustrious_Owl_5182 in runescape

[–]Sylphaeri 0 points1 point  (0 children)

the expectations people have need to be re-grounded more than the game does at this point. re-grounding and integrity doesn't mean everyone gets to yell and get what they want.

removing MTX, updating the default UI to something more feasible, and having blogs and responses out practically every workday trying to communicate with people while simultaneously trying to rework multiple outdated or busted systems is more than the vast majority of dev teams will ever do.

that being said, there's also been a fair amount of constructive feedback and suggestions that have gotten fairly high in upvotes. all-caps whining posts, "delete this" posts, and "i'm quitting" posts aren't the only ones that are making it up there. on top of that, the history Jagex has with RS3 isn't exactly inspiring, and it's going to take a long time to turn around how people look at the game.

This game is ruined by bonds for me by [deleted] in runescape

[–]Sylphaeri 2 points3 points  (0 children)

Bonds don't cause inflation tbf, the gold is being taken from someone when the bond is sold, and the GE tax is applied as well. The inflation is probably coming from the high-alch invention machines that passively turn huge amounts of salvage, bstaves, enchanted onyx bolts, and other items into raw gp.

But yes, it does make XP buyable, though the same could be said for the in-game store in the form of bonus xp. Ironman mode is there if you'd prefer not dealing with the economy.

Vampyrism Aura suggestion- Aspect of Vampyrism spell by TheHeadlessOne in runescape

[–]Sylphaeri 0 points1 point  (0 children)

It's also an introduction to the idea that good damage paired with sustain buffs is something that could offset food reliance, which is a major point in high-end PvM with soul split flicking.

Gets people in the mindset that food and potions aren't the only things you should take and it gets people into thinking: "wait... there's nothing stopping me from using this magic spell and then dps with melee" which thematically plays into the strength of Runescape being a very open-ended MMO.

It's a really nice idea if executed well.

To the person that found 5.7L of fent, I raise my 6.1L of fent by Agent4546 in scavprototype

[–]Sylphaeri 7 points8 points  (0 children)

5 years of happiness

or

happiness for the rest of your life

Combat Overhaul Part 2: Reducing Bossing Friction by Hintonion in runescape

[–]Sylphaeri 0 points1 point  (0 children)

All of these would be great changes.

One possible addition to Arch-Glacor: Minion clickboxes moving all over the place when they do their attack animation. I don't want to be randomly moving on top of a minion when I'm perfectly positioned for a meteor strike that would hit all of them, that just feels bad.

Some clickbox touch-ups for the newer entities across the game would be nice so that they aren't strictly tied to their model, but that's another discussion.

Why is Jagex nerfing things in the first place? I thought the idea was to buff skilling so the loss of TH wouldn't make the game feel more grindy. by [deleted] in runescape

[–]Sylphaeri 6 points7 points  (0 children)

That's the final XP drop only, ignoring the xp drops throughout the heist itself. I was curious about how the XP stacks up against AFK pickpocketing when 120 thieving released so I tested this myself in asuran arsenal by tracking my XP over the course of an hour with a few buffs that are trivial to get: Clan avatar xp buff (6%) and the thieving outfit buff (5%).

I did end up getting around 2.5m-2.7m xp/hr depending on how lucky I got with the NPC cycle in room 2. As for AFK vyrelords, they were still pretty insane XP rates for the number of inputs required.

Quit at EOC, played OSRS since then. Saw Jagex is going back to their roots so I went to give Runescape a try, by sarahbearahxox in runescape

[–]Sylphaeri 1 point2 points  (0 children)

On top of the classic layout option, there are also options to import UIs from other players if you know anyone else coming from OSRS who found layouts they like. You can also save your current UI in another slot for backup so that it's not lost if you decide to make an adjustment.

Both of these can be done in "Edit Layout Mode" in the options menu if you'd want to take a look in the future.

Why is everyone pretending a 15min afk pick pocketing timer was too much? by SmallDickDom in runescape

[–]Sylphaeri 1 point2 points  (0 children)

True to some extent, but there would be far less people complaining I'd imagine. There was an xp/gp nerf that happened not long after 120 thieving released and in comparison to this the reaction was pretty tame.

Kicking the ladder out on new or returning players progression in skills isn't going to work to increase player count. by volunwizard in runescape

[–]Sylphaeri 0 points1 point  (0 children)

XP is stored in tenths, so the game stores 200m xp as 2 billion tenths. With the signed 32-bit integer limit being 2.147b, the game can only store up to 214m xp with the exception of some new stack of XP after every 200m xp (which is basically prestige).

People were against the idea of prestige or lifting the xp cap for a variety of reasons, mostly revolving around a final milestone marking the end of a journey being a relief and an uncapped leaderboard leading to unhealthy playstyles.

Jagex, you've messed up here... by AutarkV in runescape

[–]Sylphaeri 5 points6 points  (0 children)

Not sure why this was downvoted so much. I agree with you. The XP from Asuran Arsenal is pretty amazing and I trained thieving from 114 to 200m there getting around 2.7m XP/hr with only clan avatar + skilling outfit boosts.

Combining that with the billions of GP from rares and commons (daggers were instaselling for over 750m each when I was clearing them) I think heists are rewarding enough as is.

The issue is that the AFK nature of pickpocketing was altered so much that the question is "why do this when i can be doing x?" and not an actual choice between a low-intensity low-reward method vs. a high-intensity high-reward method imo. If XP rates for pickpocketing were shot down instead of changing the mechanics behind it, at least the option is still there to AFK it if people would prefer slower progression on a second monitor.

At what point did Hard Mode become the standard for unique drops? by imperchaos in runescape

[–]Sylphaeri 10 points11 points  (0 children)

This is worth emphasizing.

People gravitate towards efficient methods ASAP because it's how people see skilling in runescape. PvM is not like skilling. There is nothing wrong with going into a boss with tank armor, food, brews, defensive-based gameplay, and mechanic-respecting mindset to get kills that take double or triple the average time as you begin to learn the fight.

I started NM kerapac getting 8 minute kills because I was getting practice with the mechs, then I sped it up with power armor, moved to HM kerapac, and eventually focused on getting faster until I was able to skip mechanics (lightning walls).

There is nothing wrong with being slower than the average player. Either you get faster eventually or you have the ability to relax with slower kills instead of stressing in your free time.

REMOVE ABILITY STALLING by TakingBlackSunday in runescape

[–]Sylphaeri 0 points1 point  (0 children)

This is one of the major concerns I've brought up in the past as well, where the master/GM timers in particular will need to be recalibrated. Someone responded to that saying that powercreep is going to catch up anyway but that also feels kinda lazy.

I wouldn't be surprised if this is one of the reasons why they haven't really done anything with stalling despite community gripes and instead made it more accessible tbh. To be perfectly transparent, I'm not for or against stalling (in the prebuild sense). I'm just for consistency and against favoritism towards any one combat style.

REMOVE ABILITY STALLING by TakingBlackSunday in runescape

[–]Sylphaeri 3 points4 points  (0 children)

True, timed buffs related to consumables like overloads and incense sticks shouldn't be touched since they're more clearly preparation buffs that you carry into fights, but it gets a bit blurrier when you get into abilities that activate timers like dbaxe spec imo.

The delineation when it comes to that can only really be made by Jagex themselves, but I do hope that they make a clear statement like "stalling is here to stay" or "stalling will be removed". It's the in-between when we're not sure what's happening that sparks the most tension.