JagexSponge

JagexSponge



27 Jul

Comment

Originally posted by Blackbird_V

In general go with the 50 per 1k HP (then further halved for bosses).

Arch-Glacor has scaling HP all the way to 4000% enrage, so does that mean the experience will scale, or is it the same regardless?

IIRC arch glacor's base stats update with enrage which would mean the XP would also go up, yeah.

Comment

Originally posted by 5-x

  1. Does knock-out aura work with Necromancy to increase hit chance (and therefore damage)?

  2. Has the issue of conjures not switching target to player's target been addressed?

  3. What happens if you enable Legacy mode in Necromancy? Can you even do that?

1 - I believe so as it's not style specific
2 - Yes
3 - You can but would probably be better off autoing in non-legacy

Comment

Originally posted by Rarycaris

Thanks!

Is it possible to clarify what counts as a "non-offensive" ability? Are reflect and revenge disqualified?

Is it possible to clarify what counts as a "non-offensive" ability? Are reflect and revenge disqualified?

IIRC they work - will check with Mod Ryan when he's back, as they reduce incoming damage.

EDIT: misread revenge as debilitate (it's late for me) - revenge won't work as it's purely offensive

Comment

Originally posted by ThaToastman

Any comment on scrimshaw of sacrifice working for necromancy given that necro is a combat skill?

Petition to disable it as it is a massive xp boost and would be super gross for the racer meta to just be who stockpiled the most scrims

They won't work as mentioned in the blog post :)

Comment

Originally posted by Daewoo40

It will hopefully make more sense than some of the current xp rates.

Kill a Nechryael (8,000 hp) and you get 628.6 combat experience.

Kill a Dust Devil (8,000 hp) and you'll only get 424.8 combat experience.

Kill a Spiritual mage (7,000 hp) and you'll somehow get more than both at 661 combat experience.

Kill an Abyssal demon (8,500 hp) and you'll also get 661 combat experience...

Bringing everything in line makes sense, especially with how it was pre-eoc.

This is exactly the sort of thing we were trying to fix here.

XP was so overloaded that no one really knew how the formula worked, moving to a simpler model is better for the consistency and complexity of the game.

Comment

Originally posted by Terry_Dax

So for clarification, what about non-xp combat boosts? The ghost hunter outfit also increases damage against ghosts, will that work? What about the salve amulet?

In general, non-XP combat boosts will work. So long as they weren't style specific/make sense to do so.

Comment

Originally posted by TrimmingMasterwork

How certain are we on the numbers provided in the wiki tables? IE a Glacor gives 2k combat exp, but the Enduring, Sapping, and Unstable Glacytes it summons each give 3,333 combat exp. An HP value of 5k dictates they should give 250 exp.

Do we go with the new tables, or the 50 exp per 1k hp rule?

In general go with the 50 per 1k HP (then further halved for bosses).
(like Jayden said there are some cases that are now fixed on the wiki sheet though)

There are some cases that will deviate but they'll be rare/unique (such as quest bosses that have overridden values that won't use this (depending if it was supposed to be some form of reward for a one-time kill etc))

Comment

Originally posted by _Manks

With the changes to boss and mob hp, is the intention to get players bossing for levels more than camping 1 mob?

The idea behind low-level mob changes is to get combat feeling more 'normal' through a player's journey.
At a low level particularly in the live game, you one shot a large chunk of monsters, so there's no real need to use cool or interesting abilities as they _just_ also one shot them. Then you get to mid/late game and the gameplay of all of combat is just completely different.
We're hoping making it consistent will help ease players into combat rather than giving them whiplash when fighting different monsters.

Regarding XP / Bosses, right now XP for bosses is kinda 'whatever a dev feels like it should be' or they copy the previous thing, which often isn't great to interact with and results in unintended problems. So we've made a system that lets bosses have a consistent XP rate that isn't a trivial amount (you _could_ train there) but that also won't be the best place to go.

Comment

Originally posted by limixi

The rebalanced exp rates seem very slow and arduous to engage with. Hopefully combat will still be worthwhile.

It's something we're going to watch closely. XP in the past few years for combat has ballooned pretty outrageously.
The idea here is to get us to a more normalized and consistent level across the board with an XP calculation that both players and dev's can actually work with and understand.

Comment

Originally posted by PotatoBaws

If I augment, for example, a t70 weapon/armour and I upgrade it to a t80.
- Do I need to remove the augmentor to upgrade? Like how the TMW upgrade works

- If I don't need to remove the augmentor, are perks still going to be carried from the t70 to t80? Like how the mattock of t&s and the pickaxe of e&s works when upgrading from a t80

- If I don't need to remove the augmentor, are perks still going to be carried from the t70 to t80? Like how the mattock of t&s and the pickaxe of e&s works when upgrading from a t80

Perks will carry between upgrades yeah, no need to deaugment your gear.

Comment

Originally posted by Rarycaris

The wording in the post is a little ambiguous. Will Bone Shield work offstyle? And also will necromancy class shields, if they exist (the implication seems to be that spectral might be one), still cause all your conjures to despawn?

Boneshield will work off style yes.

Necro shields will currently clear conjures yeah, it's something on our radar as a consideration, but current shields aren't necessarily intended to work with a conjure playstyle, and if we feel like conjure builds need a shield we _could_ make one that's also a conduit


25 Jul

Comment

Spoke to the team - looks to be caused by nvidia anisotropic filtering, the teams still investigating solutions, but :
'For the time being players should just change anisotropic filtering in the nvidia control panel back to application controlled' this should hopefully resolve these issues.


24 Jul

Comment

Had a few similar reports to this - if you're being affected could you send over your tech specifications and I'll pass it on.

Update: if you could also supply your current driver versions will help us narrow it down along with your graphics settings


10 Jul

Comment

Originally posted by Seismic_wand

can you make more things roll hunt checks more often so aggro pots work quicker?

That's not how it works, unfortunately - Aggression pots are run on the player as a timer. Every time the timer 'ticks' it finds an NPC and tells it to aggro the player. It doesn't actually have anything to do with the NPCs hunt.

Comment

Originally posted by Spinolyp

*You have been poisoned!* >:)

Don't make me delete your config

Comment

Originally posted by Cowsie

Are Spinolyps going to always hunt? They're kind of important to DKs damage, no?

They always hunt by the looks of it yeah

Comment

Originally posted by ErikHumphrey

Here are ALL the aggressive monsters that would no longer be aggressive to players at level-152. Most are level-70.

Note that some monsters (especially Daemonheim monsters) don't always have the same combat level so in certain areas or Daemonheim floors, some were already unaggressive, or some will still be aggressive.

  • Aberrant spectre
  • Abyssal leech
  • Animated spade
  • Baby black dragon
  • Bound skeleton (added with Unwelcome Guests)
  • Crypt rat
  • Guard Bandit
  • Harpie bug swarm (elite)
  • Kalphite Guardian
  • Lesser demon
  • Magic axe
  • Revenant hellhound
  • Rock Crab
  • Suqah
  • TzekHaar-Hur (could affect the TzKal-Zuk fight, though possibly Senntisten sewers only)
  • Vyrewatch (might be an exception, or will now only be aggressive if alerted by guard saying "Human!")

Bosses

  • Giant worm (Queen Black Dragon minion)
  • Spinolyp ...
Read more

Great work with this list.

FWIW not everything on here will be affected by the combat-level change, it purely depends on which 'hunt' the NPC has. As an example pretty much all of the dungeoneering hunts don't check combat level, nor do rockcrabs etc.

There will be some on here that will be affected by the level rise, but if it negatively affects gameplay we can flip it so those monsters use hunts that don't check combat levels.


19 Jun

Comment

Originally posted by Conscious_Act3

Yo, the thing has went back to an unaccessable location...

Cheers I've let the Grove team know - looks like a bad merge of files after Unwelcome was released - They're aware and will sort!


07 Jun

Comment

Hey so one of the other devs is looking into this right now. Would anyone happen to have a video of everything in the room aggroing at once (pre-supposed nerf?)

We're trying to figure out if there is something actually going on, or just some weird mandala effect. As an example we've found this video from 2-3 years ago https://www.youtube.com/watch?v=WuLDJeZS8vA at 0:33 the player pots up, and it seems to functionally appear the same as live - 1 thing aggro every 3 seconds.