about 1 month ago - Old School RuneScape - Direct link

Transcript (by Youtube)


0s pvming in old school RuneScape is simple
3s do lots of damage get the monsters HP to
6s zero pick up the loot rinse and repeat
9s well maybe it's a little bit more
11s complex than that all the bosses you
13s kill the dragons you slay the Gargoyles
16s you crush they're all weak to something
18s that should ultimately decide what use
20s to kill it welcome guys my name is coxy
22s and I'm here to give you a brief rundown
23s of the changes we'll be seeing to the
25s defensive bonuses that every NPC has if
28s you're more of a Hands-On person don't
29s worry a beta world is live now for you
31s to get out there and get a feel for
33s everything yourself in this rebalancing
35s project there are three goals number one
38s think about the future this project will
40s provide the old school team more levers
42s to balance future bosses and New
43s Concepts for sweet new rewards down the
46s line while I won't rule out the
47s possibility of overloads and the
49s legendary Divine Spirit Shield being
51s added let's focus on Weaponry for
52s today's video old school RuneScape
54s recently turned 11 years old and one
56s thing we've learned is that being
57s conscious about power creep is important
59s for the longevity of our game these
61s rebalances will do exactly that goal
63s number two encourage players to bring
65s specialized weapons and attack styles
67s for certain monsters these adjustments
69s will do things like widen the gap
71s between attack styles that NPCs are
73s vulnerable and invulnerable to and even
75s adding new defensive bonuses to consider
77s when gearing up for your Slayer task and
80s finally goal number three solve the
82s elemental spell problem a powered staff
85s paired with any of the three
86s non-standard spell books has become the
88s go-to choice for most combat scenarios
90s so the old school team is looking to
91s give you more potential situations to
93s swap to the standard Spellbook for
95s pvming here are the ways we'll see these
97s goals be achieved Implement Elemental
100s weaknesses supplement these weaknesses
102s with elemental spell scaling exaggerate
104s existing weaknesses and Implement a new
107s split ranged weakness light standard and
110s heavy let's first start with elemental
112s weaknesses funny enough there's already
114s a handful of NPCs in the game that have
116s elemental weaknesses which is currently
118s just a double damage bonus these we
120s weaknesses also are not communicated
122s through the monster examine menu so the
124s first step is to fix that then the flat
126s damage bonus will be adjusted to A
128s system that makes much more sense for
130s every point of Elemental weakness that
132s an NPC has your spell will gain plus 1%
135s accuracy and plus 1% damage so if an ice
139s giant has 50% weakness to fire spell a
142s cast of fire surge will gain 50% bonus
144s to both accuracy and damage Elemental
147s weakness percent will be an additive
148s increase alongside your current gears
151s magic damage percent this approach as
153s opposed to a multiplicative increase
155s means that Max gear Mage setups won't
157s have their DPS scale up to astronomical
159s levels now this doesn't quite solve the
162s elemental spell problem currently higher
164s level Elemental spells do more damage
167s that is for spells of the same tier fire
169s spells will always be the best damage
171s option with the addition of Elemental
173s weaknesses the old school team would
175s prefer players choose the kind of spell
176s that the NPC is weak to instead of just
179s defaulting to fire now these spells in
181s the same tier will share the same Max
183s hit as you level up so you have the
184s freedom to choose whichever element you
186s want to but also you'll be incentivized
188s to use the element that your opponent is
189s weak to you might be thinking this is a
191s pretty significant buff to wind spells
193s due to their cheap room cost but it's
195s counteracted by no NPCs having weakness
197s to that element with this adjustment to
199s spell scaling the toms of Fire and Water
202s need to see some changes as well these
204s items were designed to make the standard
205s spell book more relevant and they did an
208s okay job at that but maybe we shouldn't
210s be relying on a couple of items to carry
212s a spell book's combat relevance their
214s damage bonuses will be reduced to 10%
216s for the respective Elements which keeps
218s them in the running for best in slot in
219s Niche scenarios while still being a
221s relatively easy off hand to obtain you
223s won't be able to test out these changes
225s just yet in the live beta but keep your
227s eyes peeled because soon you'll be able
228s to in an upcoming item changes beta
230s existing damage Buffs and pppp would be
232s unchanged since players themselves can
234s have elemental weaknesses so reducing
236s the Tom's Effectiveness here is not
238s necessary lastly let's talk about range
240s defense one reason why the melee reward
243s space feels so diverse is because melee
246s bonuses are split into three types we
249s have stab slash and Crush these defense
251s bonuses heavily influence which weapon
253s would be used for the job and this isn't
255s currently the case for range defense
258s while your Target's combat levels play a
259s role in deciding what weapon you'll
260s bring range defense just isn't super
263s relevant taking the same approach as
265s melee splitting range defense into three
267s categories would allow for promoting
268s some weapons over others and certain
270s combat encounters it would also widely
273s open up the reward space for future
274s ranged weapons these categories would be
277s dependent on the ammunition that you're
278s using like so heavy ammunition would
281s include bolts and javelins standard
283s ammunition would include arrows
285s including the crystal bow and its
286s powerful successor and light ammunition
288s would include Throne Weaponry such as
290s darts and knives okay okay now that
293s we've gotten through all that
294s information it's time for the fun part
296s it's time for some examples I mentioned
298s earlier that adamant dragons will have a
299s 50% vulnerability to Earth spells but
302s fear not this won't necessarily deter
304s you from using the Dragon Hunter Lance
305s for your quick Slayer task on top of
307s this their weakness to stab will be
309s slightly exaggerated reduced by 10 and
311s their current 95 range defense bonus
313s will be reduced only for heavy range
315s defense I've created a couple of graphs
317s to help visualize these changes let's
319s start with our Med game setup first
321s dragon sword and Broad bolts experience
323s a 10 to 20% DPS increase with dragon
325s sword gaining a significant Edge over
327s the warp staff Earth blast receives a 55
330s 5% DPS increase making it the best
332s option to use out of these four Med game
334s setups moving on over to our endgame
336s setup remember powered staffs will not
338s see any changes as it currently stands
341s sanguinesti beats out Dragon Hunter
342s crossbow with Enchanted Dragon Diamond
344s bolts and it also beats out harmonized
347s staff with Earth surge well not anymore
350s with the proposed changes harm staff
352s Earth surge will go from 4.5 to 7.7
355s damage per second a 71% DPS increase
358s making it a superior option over the
360s sanguinity Dragon Hunter crossbow
362s notices a 9.68% DPS increase also
365s pushing it ever so slightly over the
367s sang staff the adamant dragon's
369s exaggerated weakness to stab keeps the
371s Dragon Hunter Lance on top with a 5%
373s increase in
374s DPS I know I know it's a lot of numbers
378s the takeaway to focus here is that the
379s current best in slot Dragon Hunter Lance
382s it's not changing these rebalances are
384s allowing for other options to become
385s more viable along a player's route to
387s Max gear oh gargoyles whether you're
390s there for Slayer XP to make money or to
393s bank some smithing XP we've all had to
395s kill them at some point and conveniently
397s enough they will also be seeing a
398s sizable change to their defensive
399s bonuses with the intention of cementing
402s Crush as the attack style you'd want to
403s slay them with the current difference in
405s damage outputs between crush stab and
407s slash is pretty negligible this coupled
410s with the fact that it's easier to
411s acquire slash options like an Abyssal
413s whip rather than something like your
414s Abyssal budgeon makes their
416s vulnerability to crush nearly
417s meaningless increasing gargoyle stat SL
420s defensive bonuses while lowering their
421s Crush defense should do the trick
424s especially with the introduction of the
425s five tick Zombia ax to the pool of
427s serviceable crush weapons also take note
429s of the gargoyle's increased weakness to
431s one of the new Range Styles since of
433s course heavy ammo can break rocks we
435s saved the thickest and in my opinion the
438s cutest example for last the giant mole
441s one of the simplest bosses the game has
443s to offer but a widely popular one and a
446s great source of brw secondaries for all
448s the Iron Men and iron women out there
450s this Earth loving ball of fur would
452s surely hate to be smacked with a surge
454s of water so it'll be given a 50%
457s weakness to water spells this is a good
459s example of what may come because it
461s doesn't exaggerate any existing
462s weaknesses but it does open up more
464s avenues for new boss farming methods for
467s anyone wanting to take matter into their
468s own hands and test out these changes in
470s a more numerical approach our good
472s friends over at the osrs wiki made this
475s awesome and easy to ous DPS calculator
477s customize your gear layouts include the
480s proposed defensive changes adjust your
481s stats attack Styles active prayers it's
484s all there ready to use and we'll include
486s a link in the description the old school
488s team would love to hear your thoughts on
490s this approach going forward with
491s elemental weaknesses and split range
493s Styles so type up any ideas you have and
495s let's make sure we can pave the way for
496s a bright and logical future for our
499s favorite
500s game