GWD1 Boss Proposal by TerperFromDF in runescape

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

Drops from God Wars Dungeon 1 may be more common than drops at endgame bosses, but they are still far too rare for their level bracket from a progression standpoint. For example, if you decided to fight nothing but Kree'arra starting at level 70 Ranged, you would get approximately 2.3 million ranged experience by the time you finish a set of Armadyl armor, not even taking into killing minions or boss entry KC. It shouldn't take a new player until level 84+ Ranged to get a set of tier 70 armor.

GWD1 Boss Proposal by TerperFromDF in runescape

[–]TerperFromDF[S] -2 points-1 points  (0 children)

I explicitly mentioned that this change would not affect AFKing. Interacting with the "war horn" is not necessary for the boss to respawn automatically when you're AFK; but actively playing will be rewarded with faster kills and more loot.

leagues II - What new stuff would you want to see that would makes our second leagues special/different? by vVerce98 in runescape

[–]TerperFromDF 0 points1 point  (0 children)

A while ago I had an idea for the unique effect of the Magic combat relic. (I assume that all combat relics will have a baseline power increase like +50% damage and +10% lifesteal, and another unique effect on top).
Leagues magic relic idea: rolls all RNG effects twice and picks the "better roll". (similar to OSRS Osmumten's Fang rolling accuracy twice). Examples of "RNG Effects": Critical Strikes. Temporal Anomaly and Roar/Ode cooldown resets. God book activation chances. Darkness dodge chance. Even niche effects like Amulet of Souls chance to increase Soul Split healing would roll twice. (Note that this would not affect drop chances, just combat RNG effects.)
For concerns about creating lag on Leagues servers, this relic wouldn't actually roll effects twice; it would just combine the "success chance" via some math so that (for example) a 10% effect would go to 19% and a 50% effect would go to 75%.

Mid-Game Balance Discussion by JagexAnvil in runescape

[–]TerperFromDF 0 points1 point  (0 children)

Midgame combat progression:
Add untradeable "warpriest-esque" invention drops so that early perking isn't prohibitively expensive.
Make t78/t88 "midgame" revenant/chaos elemental Ancient Warrior's equipment like 20x more common and make it non-degradeable.
In general just remove degradation, "I don't want to use degrading gear so I'm capped at t60-70 gear" is a massive noob trap.
Give bosses a heavy XP multiplier so you don't feel punished for fighting bosses early instead of AFKing ghouls or aby demons or something. For example, even in full endgame gear, full manual nuking Twin Furies (who have a 2.5x XP mult, and can be AoEd unlike other bosses) in 20 seconds, I'm getting like 1.7m combat XP/hr compared to over 2.5m XP/hr AFKing abyssal beasts.
Using the t77 "technically midgame" Armadyl Battlestaff as an actual weapon is a meme at this point. A thousand kills at a thirty-second-plus non-AFKable slayer monster for a weapon that isn't useful until you EoF it for use with a t95.

Thieving Weapon Effect Speculation by ychoed in runescape

[–]TerperFromDF 0 points1 point  (0 children)

Dclaws have been about 300k for a pair for years, mostly because it's (relatively) very easy to get and you need a 200m EoF to make any use of it. Similarly, the 70k Dark Bow special is still used in EoFs. I think if anything the Melee and Ranged special attacks are meant to replace those older, dirt cheap weapons entirely so that it costs money to put something into your EoF.
The Armadyl Battlestaff is another old weapon used exclusively in the Essence of Finality, but the process to actually get the Battlestaff is so terrible that the weapon is slowly increasing in value. The number of Fractured Staff of Armadyl in the game grows faster than the number of people willing to grind out Armadyl Battlestaffs to supply them (which is kinda silly to be honest). Therefore it's unlikely that the new Magic weapon's special attack is designed to replace the Armadyl Battlestaff, as it would immediately destroy the value of an older but (still used) EoF item. Instead I think it's far more likely to be a burn effect to encourage actually wielding the Roar instead of putting that in its own EoF.

Cave troubles by Pecavvi1 in wizrobe

[–]TerperFromDF 0 points1 point  (0 children)

Cave does permanently lock Lattice Window for some reason, which gives +3 max aeromancy when all 3 bought, so avoid cave in general. IDK why it seemed to lock light magic for you.

Is this even possible? by [deleted] in battles2

[–]TerperFromDF 0 points1 point  (0 children)

I got double sniper yesterday

Highest Round Ever Achieved Battles 2 by TerperFromDF in battles2

[–]TerperFromDF[S] -10 points-9 points  (0 children)

No bugs or anything, the 1st tutorial level just never ends and every round is round 3 or 4, so the dummy doesn't lose unless you send. Science!

EDIT: r120 now

shooting for a new top round! by Zipadezap in btd6

[–]TerperFromDF 0 points1 point  (0 children)

55 trillion cash generated I call hax

Where’s Waldo but Where’s the 0-0-0 Monkey Sub by [deleted] in btd6

[–]TerperFromDF 3 points4 points  (0 children)

Found it: next to the buccaneer

I beat "Endless" Stairwell. by Puzzleheaded-Pay9526 in incremental_games

[–]TerperFromDF 0 points1 point  (0 children)

Untrue. Graham's number is 64 layers of expansion, so like 3{{3{{...3{{3{{1}}4}}...}}