JagexJack

JagexJack



09 Jan

Comment

Originally posted by [deleted]

[deleted]

Yeah this isn't a bug, it's just how RS works.

Comment

Originally posted by gompose

TL;DR : Legendary Quarrymaster now offers a measly 2.127% increase in damage per swing, and therefore ore acquisition.


The different tiers of quarrymaster now give 1/2/3/4/5% Bonus Critical Hit Chance

I bought the Legendary Quarrymaster aura with a year's worth of saved loyalty points on rework launch day (The in-store description has not been updated, it still says +15% chance to mine ore).

According to RS wiki: Damage per Swing = Mining Level + (Strength Level/10) + Damage Roll + Net Hardness + Crit bonus

Assuming the following:

  • Level 99 Mining

  • Level 99 Strength

  • Damage roll of 95 (Average for Elder Rune Pickaxe +5)

  • 0 Net Hardness (pickaxe equal or greater tier than rock)

  • Base 30% Crit Chance (30% chance to deal 100 damage, averages out to 30 more damage)

  • No other Modifiers

Without Legendary Quarrym...

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We've investigating this and decided that we're going to double the buff from 1/2/3/4/5% crit to 2/4/6/8/10% crit.

I don't know when this fix will be live. Not today in any case.

You should definitely be stacking skillchompas though. You're missing out on an extra 70 damage per crit which hugely buffs this aura.

Comment

Originally posted by Alabaz

Comp determined by a percentage of Runescore is a good concept but a lot of achievements aren't set up for that purpose, so it wouldn't work in practice and we'd need to completely rework achievements.

One of the unfortunate aspects of the current comp capes is that since it was grandfathered into the current achievement system, it largely ignores that system in favor of arbitrary guidelines. And in my opinion, Mod Jack's vision of the reworked comp cape from Discord is just as bad:

"Comp cape" should be renamed "Expertise cape" - to have the "expertise cape" means that you are an expert runescape player - you've played every update enough to understand it and tell other players how to do it. You haven't necessarily "completed" every piece of content, but you have done it. This would include killing every boss. (Non-bossers should pursue other capes which we would add, the "expertise cape" means you're an expert at all of rune...

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What you seem to be suggesting is that making up comp reqs would be subjective, whereas assigning a rune score request would be objective. Presumably because it's just a number which doesn't change? But the same people who would be making up comp reqs would be making up new achievements, so it's exactly as "subjective".

Comment

Originally posted by Xemnes

is there still plans to be able to unlock a cosmetic version of masterwork if you completed a trimmed set?

No. This would mess up the economy too much sadly.

Comment

Originally posted by Multimarkboy

itll also be available on normal masterwork right??

Trimmed only.

Comment

Originally posted by x2o55ironman

Hey, forgive the off topic question, but is there a reason the amount of concentrated alloy bars you can make at once is limited to your inventory spaces even when you're using smelting guantlets?

Bug.

Comment

Originally posted by Cooper7692

7 versions? How?

See other replies to my comment. I think it's actually nine.

Comment

Originally posted by RazorSlugg

May be a dumb question but, there are seven variants? i figured there'd be just 2 (Male & Female). or am i not understanding correctly?

Male and female are separate models but they're the same item. Because of the clunky way RS works, armour which is degrading, broken, augmented or (unique to TMW) custom-fitted needs its own item definition, and combinations (e.g. augmented and custom fitted and broken) also needs its own item definition.

Comment

Originally posted by Miss_Lioness

There is also broken and worn (non-trade-able) variants at least.

The first on your list is a trade-able variant. When you wear it, it becomes untrade-able and in a sense that is another variant.

EDIT:
We think this is the full list:
* Trimmed Masterwork (Tradeable)

* Trimmed Masterwork (Worn/Untradeable)

* Trimmed Masterwork (Broken)

* Trimmed Masterwork (Augmented)

* Trimmed Masterwork (Custom fitted)

* Trimmed Masterwork (Custom fitted broken)

* Trimmed Masterwork (Augmented custom fitted)
And potentially:
* Trimmed Masterwork (Augmented custom fitted broken).

I believe this is correct. Eight then. Nine as there might be "augmented broken".

Comment

Originally posted by RSPatd

I don't know whether or not this is intended but if you're low level crafting or an ironman, this change benefits you. These chains give 100 experience per bar when made.

Previously before the M&S rework they took a silver bar and a mithril bar to create, but it now only requires a silver bar. https://imgur.com/yM910vc

I'm afraid this sounds like a bug, but I'll check.


08 Jan

Comment

Originally posted by Slayy35

Just ask the WoW devs, they have it. Since that's what this game has been trying to accomplish since EoC's release.

I think you may not understand how game development works.

Comment

Originally posted by TachyonGun

Just to clarify, it will be implemented though, right? The ability to toggle was one of the reasons I looked forward to it, I was a tiny bit sad I couldn't find an option to do it after spending 15+ hours making the set last night.

Yes that's the plan. We're working on higher priority fixes right now.

Comment

Originally posted by JurassicGreg

As you can use augmented crystal pickaxe and augmented imcando pickaxe, which perks are kept when you combine them? Or have I misunderstood somewhere?

Any help much appreciated

If you have augmented both, it allows you to choose which perks you keep. You can thank @JagexTomb for this feature.

Comment

This hasn't been implemented yet. It's fiddlier than it sounds because every variant of trimmed masterwork (there are seven I think) has to be recreated twice.

Comment

Originally posted by Start_2_Finish

When receiving a salvage drop that your cleaner is set to alch, you'll get the coins and spend a spring, but it won't progress your cleaner toward the next level of upgrade. Not sure if bug or intended.

Thanks. Will investigate.

Comment

Originally posted by SweatyMudFlaps

Before the MS rework, a silver bar required 20 mining and 20 smithing. You took it to a furnace and smelted it into a bar.

With the M&S rework, you need to deposit ores and bars into the "metal bank" to be able to smelt or smith anything. You CANNOT smith or smelt from your inventory. For some reason, the Family Crest quest is required to deposit these ores into the furnace. This quest requires:

40 crafting

40 smithing

40 mining

59 magic

and for ironmen:

45 cooking

50 fishing

These requirements don't seem too bad, but all of that is now REQUIRED to make a silver bar. The only other ways to receive silver bars is:

Vyres

baby implings (17 hunter, RARE drop from each impling)

The Christmas cracker (expired)

and opening chests from the Shades of Mort'ton minigame

This is ridiculous. Let us make the bars from our ...

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You should be able to smelt from your inventory. If you can't, it's a bug.

Comment

Originally posted by Usnvox

Allow the pinnacle piece of smithing to include a signature by the crafter to highlight the individuals who take the time to make it. I don't know if it would be possible with the game code, but I think it would be cool to be able to show as a non Ironman player that you made the commitment to make your own armor instead of throwing money at it, and for later down the road to recognize the master smith's of the community who take the time to keep supplying the highest level of crafted equipment.

I'd really like to do this, but currently we have no mechanism by which it can happen.

Comment

Originally posted by Non-Random-User

have a shop sell salvage items at alch price, thats the price they are going to be at anyways, and have lots of it so ironmen can get them for comps (or new items that are same components and price as old weapons but only disassmble

like have the shop be weapon, 1 of each, or ornate weapon, worn out weapons which are plenty available but can only be disassmbled and are obv cheaper

That's a good suggestion.

Comment

Originally posted by ___PEZ___

Estimate: 2600 gp per Necronium bar at a bare minimum

Things to understand before I launch into this:

Rune is used in Elder Rune. Rune smithing experience per hour is already garbage compared to higher tiers, so the fact that it's a material for higher level smithing means its price will only make it even worse for training.

Necrite and Phasmatite ores have 7% less HP than Orichalcite and Drakolith ores (1300 vs 1400), despite being higher leveled. Hardness is irrelevant with a decent pickaxe. So T70 ores are quicker to mine than T60 ores.

Necrite and Phasmatite ores have a 20% higher rockertunity bonus than Orichalcite and Drakolith ores (x6 vs x5), making it even easier to mine T70 than T60. This is also true when compared against Banite ore.

Necrite and Phasmatite ores have a slightly higher experience modifer than Orichalcite and Drakolith ores.

Necronium can be smithed to +...

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Bane ore is not quest locked.

Comment

Originally posted by Heavyoak

I was making dragonbane bars, but I had to do so manually (old preupdate style) as both the tuned ore and bars have been overlooked, and I got a extra bar, only since it doesn't go into the metal bank, it simply vanished. (wasn't in normal bank or on floor)

all the older bane ores and bars can't be put into the bank, can't be used from bank, and the new extra bar random simply deletes the bar.

also, a bit of a side note, obsidian shards and bars can't go into the metal bank as well.

Dragonbane ore and bars not going in the metal bank is intended. It only stores "core metal" (e.g. it doesn't store granite or sandstone either).

If you want to make ammo, you do it the "old way" which still requires ROTM. This has intentionally not been changed.

If you want to make melee weapons, you do it the "new way" where you make the weapon first, then upgrade it, then tune it.

Are you saying that when you smelted dragonbane bars, you got a double smelting proc ("an extra bar") but you didn't actually receive the extra bar? That sounds like a bug (you shouldn't get extra bars at all).