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Topics - Someone12116

Pages: 1 2 3 4 5 6 ... 21
1
Games / RS3 dxp weekend gainz
« on: February 25, 2018, 08:44:49 pm »


Around 50M Herblore and 12M magic xp gained to reach virtual level of 120 in both skills.

2
Showcase / wat dis
« on: November 12, 2017, 11:59:18 pm »
new sig yo


3
Suggestions & Ideas / Reorganizing bank tabs
« on: November 07, 2017, 01:37:05 pm »
Simple idea, idk how hard to implement though. Let us rearrange bank tabs by dragging to a different place in the bank interface. Like this:



This would make cleaning up one's bank much less time consuming than having to withdraw 10 tabs of items and then putting them back to a different tab.

Or alternatively add a ''universal'' number of bank spaces and get rid of the item limit per tab plsplspls

4
Feedback / DPS, accuracy, average hit and so on
« on: October 16, 2017, 12:22:09 am »
We were having a little discussion about weapon accuracy, damage per second (referred as DPS from now on, or dmg/s) and bunch of stuff regarding combat and weapons on Discord with Thomy, Charr, JP and I. Currently the average hit of any weapon is [maxhit] / 2. So if your whip's maxhit is 40, on average 100 hits total will deal 2000 damage, because the average damage per hit is 20. This was confirmed by Thomy and I kinda figured this out last week when testing some DPS stats by myself on ranged weapons.



That's pretty straight forward. Next we divide that by the attack speed of the weapon so we can get base DPS of a weapon. Base DPS is affected by accuracy and enemy defense, which then gives the real DPS, but Thomy has not given any info on it so I'm not able to calculate it, and because of that I'll be using the base DPS stats when comparing weapons along with average hits. So for the whip in the previous example we calculate this:


And the general formula is this:


Now lets get into a few actual in-game cases. I will not use potion or prayer boosts for these calculations. First I will be comparing Elemental whip, Zamorakian spear, Gladiator maul and Anger Baxe with the large monster bonus.

Ele whip's base DPS is 7.00, ZS's is 6.29, Gladiator Maul's is 5.88 and Anger Baxe's is 7.67. The accuracy order goes ZS > Baxe > Maul > Whip. However the accuracy of Maul and Whip will be equal with Dragon defender equipped.

The general trend here is that the slower the weapon is, the lower its base DPS is. The only exception to that rule is Anger Baxe, which is simply ridiculous. The real DPS you will be dealing against monsters is affected by your accuracy and the defense of the enemy. Against low level monster the higher base DPS weapons will obviously be better, but as the defense of the monster goes up, the slower weapons are supposed to be better. That's still isn't as simple as that because monsters's defense can be reduced upto 50% with Statius warhammer and Bandos godsword specs. And once the defense goes down again, the faster weapons with higher base DPS will do better. Faster weapons also get more hits in a specific time frame. Whip hits 24 times in a minute and ZS hits only 17 times in a minute. High attack speed is the reason dragon darts are extremely powerful even though their accuracy and damage are low compared to everything else.

Other problem I have with the current system is that slow and high-hitting weapons do not hit as high as they should be hitting. Accuracy doesn't increase your chance to hit high, it only increases your chance to hit anything higher than 0.

Dharok's set's maxhit is 94 with ovl, piety and this setup. The average hit is supposedly 47 and your accuracy gets reduced drastically by opponent's armor. That all sounds good and all but still there has been bunch of feedback on Dharok's hitting hardly anything. A more detailed post about Dharok's can be found here by Drugs: https://emps-world.net/forum/index.php?topic=19855.msg155019#msg155019

Dark Bow hits even higher with its maxhit being 104 with ovl, piety and this setup. Despite this and the supposed average hit of 52, I don't think any PKer would actually recommend the weapon because in reality it hits jack shit. Hits above 50 happen very rarely and thus the weapon is really rarely seen used.

What I would like to see added is more emphasis on hitting higher when using weapons slower than 3.0s attack speed. Whips and anger baxe and mace are perfectly fine melee weapons, but everything slower than that is pretty meh. Hitting low on a slow weapon is way more punishing than it is on fast weapons since you get to attack at a way higher rate using whips for example. Maybe make the average hit of slow weapons 3/4th of the maxhit? Maybe 3/5th? Hitting a 0 will still be punishing but at least when you hit, you should hit high as one would expect.

I am NOT suggesting to increase any max hits for the weapons mentioned above. I just want to see them hitting a bit more in average than currently.



There's also some individual weapons that currently perform pretty bad, at least in my opinion. They are Godbows, Anger sword and spear and Obsidian (and Dragon) claws. Those could use some tweaking to bring them on par with other weapons.


idk wat do u think?

5
Games / 120 SLAYER!!!
« on: July 14, 2017, 03:26:15 pm »
FINALLY DONE :pogchamp:



6
Games / RS3 - 120 Invention
« on: July 09, 2017, 02:25:31 pm »

Eeeyyyy!!!
Invention is basically like Enchanting in most MMOs. It let's you add upgrades to weapons, armor and tools.

120 Slayer Soon™
Stats atm:

7
Showcase / thicc idk
« on: June 04, 2017, 11:28:57 pm »
idk







8
Showcase / Sally
« on: May 26, 2017, 11:53:20 pm »

9
Off-Topic / Monsters' hitboxes
« on: May 26, 2017, 04:07:24 pm »
Tomtim1 already did a thread about the Karamja Agility course, but the problem also happens on bosses and non-human sized enemies.

10
Games / I aint even mad
« on: May 16, 2017, 11:57:44 pm »
1 hour duo at Helwyr


11
Videos / Emps pvm and surprise pk at end
« on: May 14, 2017, 09:26:39 pm »

look guys so good loot guys :o :o :o

12
Suggestions & Ideas / Spiritual creatures
« on: May 12, 2017, 02:44:22 pm »
Straight into the point: they're lvl 118, have 181 health and drop bunch of garbage, rune kite being the best drop. The monster density of specific spiritual creatures is pretty low so a lot of time is also spent running around finding them while on a slayer task.

Suggestions:
  • Make the Spiritual Rangers drop 1-5 bowstrings and 1-10 yew and magic logs
  • Make Spiritual Mages drop 5-15 rune essence, 10-20 blood and death runes and Mystic pieces as alchables
  • Make the drops of Spiritual Warriors mainly consist of rune items and give a small chance for dragon weaponry and armor to drop
  • In general get rid of the low-tier halberds, keep the addy and rune ones in the drop tables and add a rare chance for a dragon halberd
  • Add the low tier ones to Barb weapon shop or make low lvl monster drop them so people won't start selling them as rare items

I would also like more of them being added into GWD or change the Slayer tasks into ''Spiritual Creatures'' instead of specific ones. If the drops seem ''too good'', which IMO they still aren't anything special, adding a slayer level requirement of around 75 to kill them wouldn't be a bad addition. In that case add more Saradomin Priests and Knights to the Saradomin encampment so getting KC without slayer won't become harder.

13
Showcase / lonk
« on: April 22, 2017, 09:25:54 pm »

14
Off-Topic / Korasi's spec is missing
« on: April 21, 2017, 02:15:04 pm »

15
Games / RS3 - Greg 30m/h confirmed LUL
« on: April 16, 2017, 07:54:23 pm »
:LUL: Missing ~4m in junk drops :LUL:


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