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Messages - Hi Im Ethan

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46
Feedback / Re: Emps-Wiki: feedback
« on: May 03, 2017, 10:50:58 pm »
Please add Black Chainbody to wikipedia..

Thanks.
It's been added.
The following users liked this post: Jandar

47
Goals & Achievements / Re: Kay
« on: May 01, 2017, 05:51:37 pm »
Congrats :D
The following users liked this post: Tgod Bro

48
Guides / [General Guide] Antifires
« on: April 26, 2017, 09:59:33 pm »
Antifires
- A quick guide on Antifire Potions and their general usefulness -



DISCLAIMER: This guide is less of a "how-to" and more of a "what to expect." This is also my first guide so any sort of feedback on it is appreciated.



The Basics:
Antifire potions were introduced into the game on October 9th, 2015. They serve as a sort of "consumable stepping stone" between the Anti-Dragon Shield and the Dragonfire Shield, providing the player with more dragonfire protection than the former but less dragonfire protection than the latter. Each sip of an Antifire potion provides the player with 5 minutes of dragonfire protection, with a 4-dose potion lasting for a total of 20 minutes. Unlike potions that modify a player's stats, the dragonfire protection provided by an Antifire potion is constant and does not weaken as its duration decreases, similar to the effects of an Antipoison.

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To create an Antifire potion, the player must have 81 Herblore. Optional skills also include 73 Farming and/or 1 to 82 Slayer. Each Antifire potion made, including cleaning the herb and creating the unfinished potion, yields 1,135 Herblore experience. The ingredients required are Lantadymes and Dragon Scale Dust. Players can recieve Lantadymes as drops from various monsters or can grow their own via Farming. Dragon Scale Dust is created by crushing Blue Dragon Scales with a Pestle and Mortar. Players can receive Blue Dragon Scales as drops from Blue Dragons or can pick them up as world drops in the Barbarian or Rimmington/Catherby Dungeons.

[ + + ]



Usage & Effectiveness:
As stated earlier, the strength of Antifire potions' dragonfire protection lies in between that of the A-DS and the DFS; however, their niche is that the protection that these potions provide to the player stacks with the shields. A player can achieve roughly the same amount of dragonfire protection of the DFS with an A-DS and an Antifire potion.

[ + ]

Additionally, if used with the DFS instead, Antifire potions can push the player's overall dragonfire protection to around that of a second DFS. This can be particularly useful against some of the stronger dragons like Mithril or Obsidian dragons and KBD.

[ + ]

However, where I see their overall usefulness in PvM is their allowance for players to use other means of weaponry against dragons which the shields would otherwise prevent. With Antifire potions, players do not have to worry about equipping an A-DS or DFS and be stuck using a one-handed weapon so long as the gear they use provides decent defensive bonuses or the player uses protection prayers to aid them in combat. Two-handed weapons like the Anger Weaponry or the Zamorakian Spear are now viable choices to boost a player's DPS and overall offensive effectiveness while the player still is able to block most of the dragonfire damage they would otherwise receive by using these weapons against dragons. They also allow players who use weapons like the Saradomin Godsword to safely use a special attack without having to worry about taking any possible damage from dragonfire by unequipping their shield. Alternatively, other shields like Spirit Shields or off-hand items like Defenders become viable options to use, allowing players to benefit from higher offensive and defensive bonuses as well as possible increased damage soaking.

There are still some drawbacks to these potions, however. As a potion, the boosts they provide are limited, so players will have to be mindful of watching the remaining duration of their dragonfire protection. Additionally, the dragonfire protection Antifire potions provide is much shorter than most stat boosts that other potions give the player, usually requiring the player to take multiple potions which can take up inventory space. On their own, the potions are still weaker than a DFS and become redundant should a player not be able to improve their DPS and offensive effectiveness enough in combat.

Regardless, Antifire potions are a nice way for players who might not have access to a DFS or have trouble killing dragons to receive better, cheaper temporary protection during combat. They also open up many more options for usable weapons and gear for players, improving their damage output. These potions generally seem to be underappreciated for the strength and utility that they provide, so I hope that this guide might help players get a better understanding of just how much strength they do have.
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49
Goals & Achievements / Re: I wonder what skill it is
« on: April 05, 2017, 09:06:41 pm »
Well!? Are you going to tell us?
No, I'm not going to tell you.

And I never will!
The following users liked this post: Pk Range99, Bluestorm, Someone12116, Charr, Iron Corne

50
Goals & Achievements / I wonder what skill it is
« on: April 05, 2017, 03:39:55 pm »
The following users liked this post: Jp, Cjkinsey6

51
Feedback / Re: Emps-Wiki: feedback
« on: March 11, 2017, 08:02:46 pm »
The direction for where Councillor Halgrive is wrong.  It says, "Councillor Halgrive can be found in east of Ardougne just outside of the chapel." when it should be west.

https://emps-world.net/wiki/Councillor_Halgrive

Nothing big, but it did irritate me when doing my clue because I went crazy trying to find him in the east. lol
Thank you, it's fixed now.
The following users liked this post: Ranger 0wns

52
Suggestions & Ideas / Small Ranged QoL Suggestion
« on: March 02, 2017, 06:26:58 am »
Nothing particularly complex, but I've noticed that thrown projectiles like Darts and Knives are placed in the inventory when picked up. It would be a nice little convenience if they too behaved like arrows when picked up and were placed back into your equipped stack, much like how the arrows are placed right back into the quiver.

Reasons are all the same reasons as arrows. ::)
The following users liked this post: Bluestorm, Someone12116, Iron Corne, S Clegane

53
Happy birthday Iron Porne :-*
The following users liked this post: Iron Corne

54
Showcase / ok
« on: February 18, 2017, 04:15:05 am »
Might do something with these later.
Was messing around with posing and I liked how they turned out in the end.



55
Videos / Re: nosferatu first pk vid
« on: February 13, 2017, 05:06:45 pm »
The fight happening next to you at around 2:00 is literally more interesting to watch than the fight you're having. You call someone you ags spec'd at 70 hp a safer while he could've easily died from that spec, that's kind of laughable. You completely miss the opportunity to go for good veng combos on multiple occasions. I couldn't get through the whole video, I found it incredibly boring to watch. This video noticably has next to no effort put into it, and that's a shame. High risks don't make your pk vid good instantly.
The following users liked this post: Charr, Wg Iron

56
Sounds pretty awesome. I look forward to seeing your progess! :D
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57
Guides / Re: How to repair your broken/damaged items!
« on: February 08, 2017, 04:05:27 pm »
At least read the start of the guide next time.
I read it and I'm still telling you there is no point of this guide  :)
you can tell the people on the CC to check the wiki.

Just because I told you that your guide had no point, doesn't mean you have to do the same. Plus, there are no minimap in the wiki, so I had to show few people myself where to fix their items and how to teleport there.
1st of all I'm not and ur guide really sucks like what did you tell us new? and if you need the map they have it on hyperlink on wiki....
2nd of all who asked in the cc, from the day emps world started no1 did. Bob was the person repairing the items we all know since the update of emps scape
If we're following your logic now then clearly every guide associated with something that's on the wiki must clearly be pointless because the wiki tells us everything we need to know about it.

A guide doesn't always have to tell us something new. Something could've been in game for ages but no one could've been familiar with it at all. For example, your PK'ing guide might be something new for players who aren't familiar with PvP, but that doesn't mean people who have been PK'ing for ages wouldn't see it as old information.
The following users liked this post: Wg Iron

58
Feedback / Feedback to the Rimmington/Catherby Dungeon Mobs (Continued)
« on: January 19, 2017, 07:29:36 am »
I would like to revisit this topic that I originally made to provide my own feedback to the changes that arose from this original discussion as well as perhaps elaborate on the original discussion itself.

While this will mainly be about my original discussion, I will also be making points that stem from my feedback and the new changes as well.

Starting with my own feedback to what got changed as a result of my feedback overall, I personally feel that what changed was a very good start to improving the state that this dungeon is currently in. With that being said, I feel that there are still certain things that I was expecting to also occur alongside this feedback to the dungeon and the mobs to improve this state that simply never occurred. Granted my first topic on this was very brief as I mainly started it to raise a discussion on the matter (which did raise some discussion regarding most of the points I raised in that feedback) but did not go into too much elaboration into the matter and I apologize for not taking the time to really discuss more of my opinions. I'm hoping that I can now really flesh out some of those points that I brought up and make an even better feedback this time around.

Giant Champions:
I appreciate that a large sum of the Giant Champions were ultimately removed from the Dungeon to allow for other mobs to take their places. The giants took up a ridiculous amount of space in this dungeon but were hardly ever touched or killed. However, the issue still remains that the champions are by no means a viable mob to kill for drops: the droptables were left untouched with the only drops being Big bones and Limpwurt roots. If anything, all this really accomplished was shrinking down the amount of space that these mobs wasted in the dungeon itself, as their status as basically a useless mob has not changed in the slightest. At this point, it would be easier to simply remove them altogether if we are not going to give them any sort of appeal as a mob. All these giants serve as right now are easy sources of XP, and - which I stated in my previous topic - is hardly ever used by most players looking to train combat.

Are they supposed to be a decent source of Limpwurt roots right now? Because if that's the case then they certainly aren't doing a good job at it, considering Hill Giants possess lower stats, less hp, a faster time-to-kill, a drop rate of roots that's most likely the exact same, on top of a chance to drop a large sum of roots in a noted form.

These mobs need some sort of a droptable at this point, at least something to give them that viability and possibility to receive traffic. We could construct a similar droptable for them based off of the other giants, but move the large resource drop of 50 noted Limpwurt roots from the Hill Giants to their new droptable; however, rather than take away that nice large resource drop that Hill Giants had, we could simply reduce its quantity and rarity to make it a slightly more common but less quantitative drop. Giant Champions could therefore become a sort of upgrade to the Hill Giants for players who are looking to acquire more resources while still being able to train their combat skills efficiently.

The New Additions:
I think we received some interesting replacements to the Giant Champions in these rooms, although they were not really what I was expecting to be honest. I think that the Greater Demons were a good call: they really didn't have a viable location that was easy to access and actually worth going to. The Lesser Demons, on the other hand, didn't really feel necessary. Case in point these demons reside in the Barbarian Dungeon right outside of the Blue Dragon room and barely anyone ever kills them in the first place. They are a nice, weak source of the Obsidian Cape and Dragon Platelegs, but that's about it. I utilized them on my Ironman to get these resources when I didn't have membership and it proved to be very effective, but they really only seem to fill such a small niche role aside from being a Medium Slayer task. It's nice that there's more of them, but it didn't feel like it was necessary. I think a better mob could be placed in this room instead, and the Greater Demons moved to another location in the dungeon...

Fire Giants:
Which brings me to another mob that I actually completely forgot was in this dungeon in the first place. The Fire Giants are tucked back away in the corner next to the first floor Mithril Dragons, if any of you need a refresher. Why these mobs are here in the first place sort of baffles me, considering there are already so many of them in the Smoke Dungeon already. Not to mention the fact that their droptable has not been adjusted to behave outside of the Smoke Dungeon itself, so that means that they still drop the chest key to the Smoke Dungeon Chest.

Pros to these mobs being here that I can think of off of the top of my head are:
-A nice way to complete a Fire Giant task (if they still even are a task) to players who might not have access to the Slayer Helmet to yield its bonuses alongside the protection of the Facemask
-A nice way to easily kill Fire Giants for any of their drops without having to deal with the Facemask/Slayer Helmet protecting you from the smoke in the Smoke Dungeon

Both of these are very much the tiniest of niches that I feel players wouldn't even complain about if they were removed entirely. Greater Demons could be placed in this section of the dungeon instead so that another mob could be replaced in the original areas that I discussed.

Chromatic (Green or Blue) Dragons:
I still believe that Green Dragons would be a perfect addition to this dungeon. The Rimmington/Catherby Dungeon has basically become the staple dragon dungeon at this point, housing every dragon aside from Frost, Obsidian, and Green Dragons (including KBD). On top of this, Green Dragons have such limited spawns, being only accessible in the Wilderness, which really takes away from their already limited appeal IMO: their droptable is basically the exact same thing as the rest of the Chromatic Dragons, with the only difference being that they have green hides/a green hatchling, rarer drops for dragon weapons/gear, and a much lower difficulty. I don't understand why it seems to be necessary to lock them away in the Wilderness when they have such little reward for the (extremely potential) risks. Of course that's just my opinion on the matter. ::)

If not Green Dragons, then more Blue Dragons would suffice.

Black Demons:
I'm very indifferent about them. It's another nice location if you don't want to deal with the multi-combat in the Barbarian Dungeon, but I still feel that that spot will remain much more popular.

Metal Dragons:
That little change was very beneficial IMO. Gets rid of some of the chaos in the Iron/Steel Dragon areas. I think that, however, they still need something that will give them more traffic as a mob. An easy solution to this is to simply make all of these Metal Dragons available as Slayer Tasks. They're all really solid mobs with good droptables, and their vastly superior Mithril Dragon is already a task locked away in Duradel's selection of tasks. Seeing the Metal Dragons make their way into Vannaka and Duradel's selections as well would be a great addition, mixing up the variety of tasks that we would be able to possibly receive. I'm actually quite surprised that they still aren't tasks in the first place, considering we got more Iron Dragons in the newest dungeon as well.

This same argument could really be made to the other mobs in the dungeon that aren't assignable as tasks as well too, giving more options for possible Slayer tasks is a great possibility to influence traffic to these mobs.

TL;DR:
  • Giant Champions -> Add droptables or scrap them completely, they're wasting space at this point
  • Lesser Demons -> Don't feel necessary
  • Greater Demons/Fire Giants -> Remove Fire Giants, move Greater Demons there
  • Replace the Lesser/Greater Demons with Green or Blue Dragons
  • Make Metal Dragons (And some of these other mobs) assignable as Slayer tasks to possibly increase popularity

Sorry I like making walls of text.
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59
Guides / Re: Quest guide - Jack frost I
« on: December 13, 2016, 04:57:25 am »
Well done! What could we otherwise expect from you  ;D
A slayer guide. :kappa:

OT Nice guide 10/10.
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60
Off-Topic / Re: What annoys or pisses you off?
« on: December 12, 2016, 10:09:41 pm »
When u ask people for a price and they answer with ''Offer?''.
Then when you offer and they say "lol" then walk away. ???
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