JagexSponge

JagexSponge



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

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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

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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

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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...

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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)

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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...

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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.

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

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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. :)

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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

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*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...

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Comment

Originally posted by Bullstrode

Yay!

One more thing, is there going to be a difference that someone might want to choose ether set of armor over the other, maybe influenced based on necromancy builds starting out.

I like there is a choice between the two, but hoping it won’t be like the current tank armor vs power armor dilemma where unless it has a significant effect like Cryptbloom or raids armor, then pretty much power armor in all situations is preferred.

Thank you!

I like there is a choice between the two, but hoping it won’t be like the current tank armor vs power armor dilemma where unless it has a significant effect like Cryptbloom or raids armor, then pretty much power armor in all situations is preferred.

There are more differences between core necro power/tank gear than other combat styles have currently.

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Originally posted by DWHQ

u/JagexSponge Is Raksha's uber heal not considered part of the hp pool?

Na, his stats don't change it's just a straight heal

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Originally posted by RaizenInstinct

The thought is nice but very shallow.

What about other requirements like slayer lvl? Should I get same xp for abby demon as for dust devil when one is lvl85 and the other ovl 65 slayer? What if I compare it to a monster with same hp without slayer requirement?

If you will want to increase xp/hr you will have to increase the hp of a mob. More hp => less kph => less drops => less gp/hr and slay xp/hr etc.

This is the kind of update that should be beta tested. Seems kinda rushed.

The abby demon v dust question is an interesting one, and it goes to show why we restatted monsters in the early/mid game (and is something i want to continue doing)

E.g. Abyssal demons should likely have more HP than they do being such a high-level mob - but being a commonly killed monster would mean they also need drop table adjustments to make up for more HP as you stated.

I don't personally think the existence of a slayer Req on a monster should instantly boost its XP values, because it tends to have benefits (e.g. unique drops / being able to gain slayer XP at the same time)

That being said post-launch, I may look into adding XP mods to some monsters (things that come to mind are things like mammoths that force you into 1v1, or are slightly more awkward to AoE etc.) To make up for the changes (though, they weren't remotely competing with something like abyssal lords previously, they could be in a better spot.)

Essentially the combat XP s...

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Comment

Originally posted by Comptoneffect

Have I interpreted it right by assuming you can throw BIS perk on from t70, and it will basically carry over to t90?

yea


27 Jul

Comment

Originally posted by Bullstrode

Will I be able to make just one set or two sets of necromancy gear? Like I make a t90 power set first then I can make up to the t90 tank set or can I make and upgrade them concurrently if I have the resources and supplies?

IIRC you can do as many of each as you want concurrently

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Originally posted by Jelle_168

Any insight on why the decision was made to barely nerf Nodon Dragonkin? I don't understand why Abyssal Lords (arguably the best afk magic training method right now), which now are ~2.9m base xp/h with bis setup, would get nerfed down to ~1.1m base xp/h, but Nodons are nerfed from ~2.7m base xp/h to ~2.25m base xp/h. It just doesn't seem in line with how hard all other high level monsters have been nerfed.

That was a bug - the wiki team have been informed and I believe they're updating it.