JagexSponge

JagexSponge



21 Aug

Comment

Hey have chucked a bug in to resolve this. Thanks for the post!


18 Aug

Comment

It's been upped to 5k to match grenwall spikes - not sure it'll be live monday, might be the week after

Comment

Originally posted by Any-sao

Quick question: is there a reason why the Ice Nihil is now the Necromancy familiar? I’m glad one of the four became Necro-focused, but I’m surprised the one that was an Icyene is now a Necromancer.

I would have expected the Shadow Nihil. But I’m not complaining, at least one Nihil is now awesome again.

Partly to stop us having to reshuffle, partly because it matches the tendrils too. (we could shuffle everything around in the future, (so mage becomes ice tendrils, ranged becomes smoke but its a bit of a chunk of work, then deciding what to do with ice asylum etc, so everything lines up nicely. But right now this seemed like the best option so I can work on other necro fixes/improvements)

Comment

Originally posted by Geoffk123

Updated Ice Nihil to a Necromancy familiar

No random aggro fix that only Ice Nihil has for some reason? :(

I believe this was related to a bit of code the ice nihil specifically had that the others didn't

I've removed all the ice nihil specific stuff so it'll just work as a necro version of the other ones. If you notice this still happening after monday give me a shout/put in a bug and i'll take a look (but hoping this fixed it)


16 Aug

Comment

It does work yes (all crit buffs your used to will work for necro) . A few players have stated it doesn't because of the crit chance UI element not updating - that currently only displays your base crit chance - modifiers will be added at a later date when we can further clean up the crit system :)

Comment

Fastest is too slow. Yes, we're gonna have to go right to ludicrous speed...


15 Aug

Comment

Originally posted by tastybox4

Possible to have the passive zombie aoe deal regular conjure damage instead of poison?

It's an option yeah - either that or seeing if we can specify zombies poison to go into the necro damage channel (would give xp) but keep it kinda cool that it stacks with poison buffs

Comment

As a heads up we're aware regarding poison sapping XP, but it's not a new thing we added with necro, it's always been a thing (admittedly it was less impactful before for non-irons, because damage channels were a little broken and so it only sapped 1% no matter what).


14 Aug

Comment

Originally posted by Disastrous-Moment-79

There's another issue with dodge - if you dodge an attack it doesn't trigger auto-retaliate. Is this possible to be fixed or is it an unfortunate consequence of the dodge system?

We've got a bug in to fix this! thanks for the heads up nonetheless

Comment

Originally posted by Intelligent_Lake_669

A reminder that some bosses with multiple phases give wrong xp values:

Queen Black Dragon give xp based on 36k hp (should be 100k hp).

Kalphite Queen give xp based on 40k hp (should be 80k hp).

Kerapac give xp based on 200k hp (should be around 520k hp, which is the real amount of damage you deal during the fight).

Also, enemies and bosses that heal themselves during the fight don't give you higher xp based on the extra damage you deal.

I talked about those issues here: https://www.reddit.com/r/runescape/comments/15onvj4/multiphase_bosses_give_less_exp_than_intended/

Appreciate it - we're chatting about giving bosses and some mobs a little more 'umph' when it comes to XP, will look to fix these alongside it

Comment

Hey, I had a look, this doesn't appear to be a thing. (death skulls doesn't actually attack the player to trigger a dodge) (tested on my dev world when setting dodge to 100% to be sure)

I'd hazard a guess that it could instead be either: you were standing outside of skull range, or boss was immune, setting the skull damage to 0

- As a note we're looking into both of these issues :)


11 Aug

Comment

Originally posted by Xaphnir

Well, if you haven't seen anyone complaining about the monster xp changes, allow me to be the first (of course, maybe you've seen some since you commented this).

It feels really bad for xp to be tied to monster hp so strongly now. It has a few effects, all negative:

-The number of spots with decent xp rates is drastically reduced. The higher xp that some mobs had independent of their hp allowed mobs that couldn't be AoE'd down to still have good xp rates. This is no longer the case. If you're not AoEing, you're getting crap xp. This means less variety in mobs to train on, and more competition for the now rather limited effective training spots (unless you had set up your player owned slayer dungeon with those mobs before Necromancy release). It feels reminiscent of back in 2010 when bots were so numerous you couldn't go to kill anything without it being flooded by them.

-Added mechanics that increase kills times or make the monster more difficult to kill are...

Read more

Appreciate the reply/feedback!
There are a number of things we want to do to further improve the combat XP system, but still think it was the right decision to push it out with necro to give us better control over XP and necro in its entirety. A few of the things you've listed are things we're going to discuss fully / investigate when we can (XP mods to mechanically intensive monsters / single target mobs / bosses etc)

Clarity point re: poison
- This is a fair point, but was a part of the old system (but was bugged to only take 1% of your XP from poison in a fair chunk of cases) so not something we've actively changed. It's not on our urgent list to address but we we're considering passing zombie poison specifically through the necro damage channel (meaning it'd give XP)

Comment

Originally posted by secundulus

Are you going to address crit buff changes or are we just going to continue to ignore them?

Checking back in on the thread today - I am yeah but lost time Wednesday to working on necro fixes for mondays release (and have been at a wedding thursday/today).

Will try to do a write up when i can :)


09 Aug

Comment

Originally posted by RunicLordofMelons

oh really thats very interesting didn't know that. Do you know if Corruption shot/blast are impacted by it? As well as maybe Slaughter and Blood Tendrils?

I would add that Gconc is also relatively effected by this, less so than the above listed abilities but still noticeably so. Each hit of Gconc does ~ 47%, 53%, 60% average ability damage (my numbers are not precise this is from memory). Assuming 1800 ability damage thats

846, 954, and 1080 damage per hit (2880 total), if the overloads were adding a flat 84 dmg per hit. This extra overload boost was adding 8.75% extra damage to Gconc in this napkin math scenario. So by no means an insignificant amount of damage. I could also see similarly sized damage impacts to regular Fury, Piercing Shot, and MAYBE Greater Dazing shot (puncture stacks specifically)

Thanks for the response, I do agree that adding it to the tooltip sounds like a NIGHTMARE. I've had a hard time explaining it to alot of friends due to how c...

Read more

Corruptions / slaughter / tendies also wouldn't be affected by potion boost

Yeah would agree, depending on how/what the resolution is, i think the 'lost' damage from gconc could be better served somewhere else in mage if it keeps the same DPS for an overal rotation.

Personally I would lean towards removing it and adjusting the abilities that are heavily impacted by it, but maybe there is a better way?

This is the sorta thing we're looking at -find the best way to remove it with as little negative impact as possible.

Comment

Hey an earlier hotfix caused this. The team is working on a fix to resolve this asap. Apologies for the inconvienience

Comment

Originally posted by ThaFrenchFry

Does the revert mean necro will also receive the dmg buff from stat boosts?

Edit: btw thanks for the great writeup, always great to know this is being looked at with care!

Necro will not receive it no. It was designed with that in mind. :)

Comment

Originally posted by RunicLordofMelons

Based Sponge, thank you for reverting this.

I agree with you that its not so good to have this bug existing, . The easy solution is to add it to the OVL tooltip, but I do think it would be cleaner to remove it and rebalance the abilities most impacted, those being Magma Tempest, Basic Bleeds (Dismember, Combust, Frag shot), Grico, BD.

Appreciate the reply! - will look to go through others soon too.

Part of the issue with adding it to the tooltip is that it's not exclusive to overloads but anything in game that can stat boost you. Which ends up being a whole lot that needs to dynamically state the boost depending on the how much it's boosting by. That and I struggle to find a way to actually explain the boost in simple terms. It is a nice idea though.

Interestingly in your list the basic bleeds aren't/weren't actually affected by the stat boost previously iirc

Comment

*Updated : 13:10 game time*

Hello, I'm gonna jump in to try and give some clarity on this stoof.

Firstly - I wanna apologize for the lack of communication on my own behalf, it's been a manic couple of days with a whole lot going on behind the scenes. You'll start to see me and a few of the other devs coming to life now.

If there's anything I've missed in the thread feel free to let me know and I'll try to comment when I can.

Potion Stat Boost

TLDR: This one was short-sighted on my end.

Why we wanted to do it:

We don't feel Invisible buffs/debuffs are great for the game, nor are they good for players that don't already know about their effects.(On a more extreme case : You'd be surprised at how many returning players were getting confused/frustrated when attacking ghost trolls and missing because theyre wearing full melee gear, due to it just being a harsh invisible debuff)

... Read more

28 Jul

Comment

Originally posted by RaizenInstinct

Thanks for the reply.

Wouldnt it be safer to separate the two updates?

Necro will need a lot of care and patches post launch and the combat xp rework sounds like another megaproject on its own.

Imagine if some monster is completely broken and you will have to roll back the game and everyones necro progress…

Maybe do necro now, nerf ed3 and other outliers and do the cb update few months afterwards, including a proper beta test?

I'd say it's the opposite - it's riskier using the live values because XP rates differ by such an incredibly large margin, and there's so many underlying issues to and methods to cheese the existing system.
When we first addressed XP we had a XP mod for necro of 35-70% ranging with level, however, this just cemented the idea that you had to go to very specific locations because the difference in XP between 2 mobs could differ so greatly.
Players would hit 99 in just a few hours as soon as they could hit a high-end method (I don't think anyone would agree that a new skill should be 'complete' so quickly. Part of what I think made archaeology so great was the real sense of progression and discovery, not turboing through. Had archaeology had a turbo method, players would've felt inclined to do so and ruined the experience)

We _couldve_ used a harsher XP mod, but this had caveats too - (we bring the 2m XP/Hr method down to e.g. 500k.) But now what was originally a 500...

Read more