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Old School RuneScape
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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 |