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Topics - Saligta

Pages: 1 2
1
Suggestions & Ideas / Farming that is more afkable
« on: May 19, 2018, 09:01:31 pm »
Add farmers near patches to whom you can pay 50k to look after your herbs or trees, so you don't have to water/rake them. You only get exp for growth cycles and harvesting. This would allow for afk farming or farming while doing slayer and such.

2
General Discussion / Good news
« on: May 16, 2018, 04:27:31 am »
Jagex done goofed again with 3rd party clients, so expect a little growth in the community.

3
Guides / A rather poorly-written but efficient new barrows guide.
« on: March 30, 2018, 03:50:08 am »
This is mage-only, cost-effective new barrows guide.


Requirements:

- 94 Magic
- 80 defence
- 40 prayer (the higher it is, the better. 70 prayer would be optimal)
- 90+ hitpoints
- 10m starting money

Gear/Inventory:

Personally, I find this setup quite cheap and good.

Inventory:
 

Gear:
 

Full ahrims works wonders at barrows because of it's spell-effect boost ability. Blood barrage heals more and freezes last for longer. You could go with more expensive options, but I'd stick with Ahrims, since this guide uses mainly blood barrage.

I took a skillcape over something else because it's extremely cheap (99k or so ), gives you prayer and attack bonuses. Salve amulet is a must at barrows.

I'm wearing a seers ring imbued, but it could be easily swapped with a regular seers ring or a ring of stone. I'm just using it because I have it.

Now about the inventory: Make sure you have over 1k of blood runes or death runes just in case you get unlucky. You're going to get all your runes back from the barrows chest (or not if you get extremely unlucky), and most likely even get more runes. The reason why I brought law runes is because you can use them to instantly teleport to canifis without having to walk to falador.

The fights:



As an autocast, use blood barrage.
If you have some prayer points left, start with Karil and move on to Ahrim, since those are the only two brothers that you'll have to use prayer on. Ahrim can be killed without prayer aswell, but only if you have at least 75+ HP remaining.

The melee brothers is the strength of this setup. You won't need prayer for any of them. After you open the coffin, run around for 2 seconds and then manually cast ice barrage on them and far-cast them with your blood barrage. The fight should look something like this:


If you encounter a catacomb, DO NOT GO INSIDE IF YOU HAVE MORE THAN 2 BROTHERS REMAINING! Having more than 2 brothers remaining in the catacombs will be a pain in the ass since you can't really spawn them easily. If you have two or one brother remaining, feel free to enter!

When you're inside the starting room, the three out of four doors will be locked. Right click all of them until you see one that has the open option. The same is with doors to the barrows chest, except that it contains a puzzle. Here are the solutions:


The killcount is extremely quick to get using this setup. Run around in the room with a lot of the monsters, stand in a corner and blood barrage them all. You should get the killcount to 100% in 5-10 casts of blood barrage.




Good luck on your barrow pieces!



4
Suggestions & Ideas / Boss slayer tasks
« on: March 27, 2018, 10:18:40 pm »
Locking the topic, the tasks got extended just now.

5
Suggestions & Ideas / Tweaked version of double exp weekends
« on: March 22, 2018, 01:48:05 pm »
How about instead of previous "double exp only on the weekends", we could have 5-10 hours of free double experience that we could use anytime we want? They way it'd be obtained:

During the weekend, Matt (the task-man) will offer you a random level 50-tier task for the entire server (which means that the entire server gets the same task) from one of these skills:

- Fletching
- Herblore
- Prayer
- Smithing
- Cooking
- Firemaking
- Crafting

Basically all the skills that require some supplies to train (Buyables). They'd be twice as long as the regular tasks and will always reward you 2 ep (will give you x+2 points on consecutive tasks). Also, Matt will give you a voucher to claim your double exp. Use it on Thomy NPC found at barbarian village and you'll get 5-10 hours of double experience. To avoid people stacking the double experience, after using a ticket on Thomy there'd be a 5 day cooldown period before you could use another. After the weekend, the task disappears until the next weekend arrives with a new task.

Pros:

- An alternative to double experience weekends
- Puts ironmen who don't have the main for double exp scrolls into less of a disadvantage
- Will make some supplies in demand again
- More flexible if compared to double exp weekends

Cons:

- Might devalue double exp scroll only ironmen
- Could potentially upset maxed players

Some things can be tweaked like the double experience you get or the way it's received.

Opinions?

6
Debates / The latest DMM tournament in OSRS
« on: March 17, 2018, 10:21:57 pm »
I know that this is not really relevant to this server, but the latest OSRS DMM tournament was, again, bad. If you're keeping up with DMM tournys, this time
almost half of the people got booted out almost immediately after the final hour started, that includes famous streamers. Those streamers include Faux, Sick Nerd and a lot more. The reason why people are upset about it is because Jagex ignored this problem on purpose and waited to respond to it until they got into 1v1's, which happens nearly at the end of the tournament, and their response basically was "It's too late, we can't restart this, and even if we do everyone has lost their items and we cannot roll back". Even later they tweeted https://twitter.com/OldSchoolRS/status/975091257251958786. Because of this "Windows Update" (I refuse to believe this), people had lost hundreds of hours for nothing.

Now, I'd like to hear your opinion on this. Was this intentional by Jagex to make the tourny rigged? Should Jagex at least compensate the players who have DC'd?

Oh and here some twitch clips:

https://clips.twitch.tv/FairPlumpAnteaterRaccAttack - Jagex talking about the issues

https://clips.twitch.tv/PowerfulCautiousCucumberOhMyDog - Abdullah getting kickedd

https://clips.twitch.tv/PleasantSquareChickenPanicBasket - 150 getting wiped out mid-fight

https://clips.twitch.tv/SpotlessSmoggyChoughStrawBeary - Ditto

7
Suggestions & Ideas / New clout skill suggestion
« on: March 16, 2018, 02:00:17 pm »
The  C L O U T  skill

Training:

You start the skill at level 1, just like almost every other skill. The way you train it is by getting a task from a gnome child npc that has a custom name of "Gary" that would be located outside of gnome stronghold. Since it's quite far, there's an option to instantly teleport there for 100k gold (Moneysink!!!) using the new amulet called "Camulet". It can be purchased from Gary for 50k. Gary would give you tasks to kill npc's wearing fake supreme and you get exp for every kill (similiar to slayer).

Loot and rewards:

A new herb should be added to the game calleld "grimy chronic" that is dropped by those npc's that make a new potion called "Lean".

Lean gives better stat boosts (up to 126) than overload (that is up to 123), works similarly to overload, but when you drink it you instantly take 42 damage. It would be tradeable, meaning it'll add more moneymaking opportunities. It'd require level 97 herblore, 1 clean chronic, vial of water and when holding chronic potion (unf), you'd have to operate a rainbow afro and kill an unicorn to automatically make one potion (might be tweaked because of unicorn brutality).

At level 90 clout you'll be able to fight a new boss (probably a new huge demon because that's what we were getting). He has a 1/100 chance to drop new best in slot melee boots called "yeezys" that would give +5 more in every stat than steads. He also has a chance to drop fake yeezys that have the same stats as rune boots and is just a troll drop.



SKILLCAPE:



At level 99 clout you'll be able to buy the skillcape. The skillcape emote should be something related to "dabbing on the haters", which in my opinion would be very nice.





Pros/cons:

Pros:

- A moneysink
- New BIS boots and new best potion
- Not very difficult to comprehend
- A supreme skillcape


Cons:

- Literally none
- Except everyone will lose their maxcape





Opinions?

8
General Discussion / Comparing melee chaotic weapons.
« on: March 14, 2018, 11:10:18 am »
Currently there's chaotic maul, chaotic rapier and chaotic longsword. For my calculations, I'll assume that you're wearing a dragon defender with the 1h weapons, and I'll use the info from the wiki, so there's a chance it'll be incorrect, but oh well.

Dragon defender stats (so I won't have to mention them again and just add them up):

+20 melee accuracy
+10 melee strength

Chaotic maul:

Attacks every 3s, is 2h therefore you can't wear a dragon defender.

The stats:

+139 melee accuracy
+123 melee strength bonus

123 / 3 = 41 strength bonus/1s (the higher the number, the better.)

Chaotic longsword:

Attacks every 3s, is 1h meaning you can take a dragon defender with it.

The stats:

+116 melee accuracy
+102 melee strength

112 / 3 = 37,3 strength bonus/1s

Chaotic rapier:

Attacks every 2.5s, is also 1h.

The stats:

+92 melee accuracy
+82 melee strength

92 / 2,5 = 36,8 melee strength bonus/1s

If comparing the DPS, Chaotic maul wins by quite a lot. Chaotic longsword comes second place, closely followed by chaotic rapier. But keep in mind that the chaotic maul is two handed, therefore you can't have a shield when wearing it. Therefore, if you want a shield, chaotic longsword would be the best option since it offers better accuracy and DPS. The only reason why you should buy a rapier is if you want the bonus attack speed.

Edit: The weapons also give 10% damage and accuracy against your slayer task, so the more strength bonus and accuracy you have, the more effective it is.

Edit #2: Chaotic weapons are also degradeable, so the faster it attacks, the faster it loses it's charges. Chaotic rapier attacks 0.5 seconds faster than the other two options, so it loses charges around 15% faster.

9
Screenshots / [GIF] Corp pet at 3 kc
« on: December 13, 2017, 02:25:40 pm »


Sorry for the shit quality, first time making a gif just for this moment.

10
Computers and Technology / RX 560 or GTX 1050 Ti?
« on: September 04, 2017, 12:36:30 pm »
I'm trying to build my own PC, so which GPU is better in performance?

11
Suggestions & Ideas / Equipment, magic and defence suggestion I guess
« on: August 23, 2017, 11:10:54 pm »
1. I've recently noticed that in GWD, the bosses/minions have a lot (maybe too much) defence, because even with +210 attack bonus, you're hitting only 1/10 hits which I guess is a bit too tanky since they also have about 360 health (keep in mind I was using melee that time). My suggestion would be to decrease those defence levels (and other monsters, too, but I'll start talking more about it later). The current best method to kill those bosses is magic with ice/blood barrage + rod of ivandis, and speaking of magic;
2. Rework of magic.

Basically, I would like to see the magic attacks from OSRS because in my opinion, they have the right idea. Magic should only be used as a secondary combat skill (for freezing, teleblock, blood spells) and not as the primary damage dealing skill. All of the magic attacks (including built-in ones like in Rod of Ivandis) should have a set amount of damage that could be dealt, no matter your skill level (in example, wind strike would always deal a maximum of 2 damage, even if you're 99 magic, and ice barrage should only deal a maximum of 30 no matter what gear you are using, with a few excepting which I will get on later). Now, with the Rod of Ivandis, I would want to see it dealing 25 damage at level 80 magic or it'll outclass the other spells and it would gain +1 to the maxhit every 3 magic levels you have, having 31 damage at level 99 and after that if you boost with a potion, your maxhit would change every 4 levels instead, so you'd deal 35 damage while boosting to level 118. but Rod of Ivandis would be the only exception to this. Now, I suggest adding a +10% damage bonus while using an Elysian Spirit Shield, since it's useless now and it would bring a little more use to it.

3. Equipment.

The previous updates were increasing the defence of the monsters, expecially the GWD by a ton (with those new mechanics and stuff), but maybe the problem wasn't the defence level, maybe the problem was in the weapons. For the melee, I suggest to decrease the strength bonuses from the weapons (some more like the zamorakian spear, some a bit less like the elemental whip and abyssal whip) and completely remove the attack bonuses given by armour (except shields) to actually make using hybrid setups a bit more viable and you wouldn't be missing out on any accuracy stats, except the strength ones. Melee is all about being close and personal while hitting hard on your enemy.

Now, about ranged; I think that the strength bonuses given by the armour you are wearing should be completely removed. Ranged is accurate, but hits a little but too hard, too. This includes armadyl, but I think that armadyl armour should have more accuracy bonuses than the third-age armour because it has better defence and would be superior in accuracy and defence.

And finally, magic armour should give a considerable amount of accuracy.

The spirit shields are underpowered as hell, not sure who even suggested in the first place that they should be nerfed to the oblivion, and whoever agreed, I want to ask you why. A fucking dragon square shield has better bonuses and almost the same attack bonus as the arcane spirit shield even though arcane is level 75 defence shield. I think all spirit shields should keep their attack bonuses, losing their strength bonuses (except for elysian that has +10% magic damage bonus), and having +85 defence against all combat styles, so that way the Crystal shield is only a cheaper and inferior alternative to Spirit shields, and also when operated, it would increase your maxhit for 10 seconds by 50%, but you can't use your protection prayers and all the damage you receive is doubled.

Thoughts/opinions?

12
Off-Topic / Iban's staff can't autocast the Iban's blast
« on: August 11, 2017, 07:06:03 pm »
The title.

13
Suggestions & Ideas / A few small suggestions.
« on: August 02, 2017, 12:28:59 am »
1. Changes to Runecrafting/Rune essence

Runecrafting is a skill that takes a really long time to reach the maximum level 99, maybe it takes the longest time of all the skills. Rune essence is only obtained from several 100+ level monsters as an uncommon or rare drop, and also can be mined, but since there are more exciting ways to make money, nobody does that (except ironmen). That makes their price considerably high, and if you're doing runecrafting by buying rune essence, you actually lose a bit of money most of the time, even tho the skill is supposed to make you some money. I would suggest to add Rune Essence into some commonly killed monster drop tables as a common drop by the amounts of 30 or 40 (could be less). This way, the price of Rune Essence would crash a little and it wouldn't be so bad to train it. Another suggestion about Runecrafting is to either remove some of the high level runes from the rune shops (death, soul, blood, nature) and to put those runes in a shop somewhere in the wilderness (bandit camp can be an option, would put another PKing hotspot in the game) OR increase the base price of all the runes.


2. Removal of PVP armour and weapons.

This one might seem a little extreme, but it would be better if that happened. Currently, Statius Warhammer is the better version of BGS, and is a bit cheaper (Was, I don't know the current price, but I got mine for 4 mil), so it makes the Bandos Godsword a bit useless, considering that it's a drop from such a difficult boss with a 0.5% chance. It's spec decreases defence of a monster by 10% flat no matter the hit and can be used twice. Also, the entire Morrigan's set is just straight "If you don't have it while some people has it, you lose". It's effective against mains, it's effective against pures. It deals an extreme damage against everything, and at level 99 ranged with the right gear it can hit a 70 with a javelin, following the bleed damage. The weapon that was supposed to be used for massive burst damage was a dark bow, but it's underused now, too. Those who already own the armour, I'd suggest, if possible, to add 1-2m coins for every piece they owned, and change the energy into coins by ratio 1 energy: 0.5 coins rounded up.

3. Engine change?

I know, this is a big change and not what the title suggests. I also know that it's not really worth doing with a player count this small. Current client (For me personally) even at 40 mbps download speed, takes really long time to download the cache (took me 2 hours to do so with the background download option), but this one is not that bad. The worst thing about it for me personally is that it doesn't perform well on older PC's, you have to put every setting down just to get at least 60 fps at most times. My suggestion here would be to move from the current engine to 2011-2012 Runescape engine (To at least something like the video below the suggestion). The game would look fucking AMAZING and would probably be better for older machines, too. I had literally no problems running it back in 2012, but now I constantly get "Too many objects" warning and FPS drops in a lot of places with settings that I trust my PC could run. I know, this would make your work on the current engine go into a trash can if you decide to do so, but it still would be nice.


A reset would be nice, too..


14
Off-Topic / You can access Slayer points shop as as non-member.
« on: July 28, 2017, 11:57:40 pm »
If you right-click a slayer master and use "Rewards", it'd say that it's members-only, but if you go there through the dialogue, you can access it. Tested and is working with Vannaka.

15
Suggestions & Ideas / Armour rework
« on: July 28, 2017, 11:53:02 am »
Hello, so I've noticed that the armour in here is a little bit too strong in defensive situations when it doesn't quite make sense (The adverts for this server used to say that this server had a combat triangle). How can a heavy armour have decent defence against magic? Or how can robes tank bolts and arrows easily? My suggestion would be to decrease the defence of your armours against the weakness to 20% of the defence vs your own combat style (I.E. Torag's body has a +91 defensive bonus against melee, but +73 against magic (currently). 20% of 91 is +18, so the magic defence would be +18). This would discourage people from AFKing certain bosses, and also it would encourage people to stop just camping one prayer over and over again, also using some ranged armour pieces if you're using melee against a boss that uses magic attacks, or just a regular monster in general.

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