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@Betrix5068:

Q: Staves give no damage boost or different abilities so dual wield is best due to the same power but faster is this intended?

A: There seems to be some misconceptions on how the different magic styles work. If you cast with a staff your spell damage is increased to 150% but your cast speed is lowered. If you cast with a wand then your spell damage is 100%, cast speed is unaffected. When dual casting you have your cast speed doubled but your spell damage is reduced to 75%. Hope this clears that up :) .

Cheers,

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09-Jul-2012 19:29:48

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@rebal_manPSN:

Q: Me and a friend went to god wars Sunday, and we noticed in the bandos room there are level 130 goblins. Also the General was Level 210 and not 634 or what ever it used to be. Will that be fixed? Or was it ment to be like that?

A: The combat level of bosses is purely a representation of the skill level and the equipment level we expect you to have when fighting them.

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09-Jul-2012 19:33:41

Mod Chris L

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Hey Lil Ape Pony,

1) No. The combat formula is no way set in stone and I've already bought it up that we will need to revise it. There are already a number of things floating around (like the inclusion of other skills) more on this to come but we know it's been raised a lot and intend to address it.

2) I really am sorry if it appears that way, I certainly hope none of my posts come off like that as I know myself and a few others take player feedback too much if anything! That aside, I can say that 90% of the changes you'll see week on week in the updates to beta will be from a player somewhere. Aside from the RSOF and ingame I read most other fansites threads on the topic for external/different feedback and know they have threads 80+ pages long with feedback and impressions that we can work on.

3) I've already mentioned this twice now >_> but you'll see a drastic improvement in this in the near future to give more viability to low intensity combat.

4) Yes. I imagine that is the solution we'll go with.

5) An interesting point. Ideally you shouldn't be "punished" we are just trying to make it clearer what will give the best results for killing an NPC. Part of making RS less melee-centric was introducing some shifts in this to make range/mage the more effective option. Doing something different shouldn't result in too big of a change but again, we can look at specifics if they start to flag up as massive annoyances. One such thing I've changed for the next update was changing Ice strkyewyrms weakness from melee attacks back to fire attacks as people would be more familiar with.

6) Staffs were made two handed to make them into aggressive items (the equivalent of a 2handed sword). 2handed items give a 150% damage boost. A fair point that they might make it harder to fight dragons, which is why we bought in a load of one handed magic wands to fill the spot that would have been removed.

7) The reasoning was the GFX guys made the new ability icons and wanted to overhaul the lot (even the magic items got an update) They tend to like doing it all in batches. I'll pass the feedback on and see what they think.. no promises on that one I'm afraid.

8) As I've said in a previous post. We did have a basic right click "Target" option but it felt really primitive and clunky. Since then I've made a new targeting system that we intend to tie to either a button (that selects the closest/NPC or player based on your environment) as well as letting you select a target manually pre-fight. Again we are finalising the look and feel for it's initial release to beta and will update it based on how it is received. Hopefully it'll work out well as it'll allow things like Barge to be more viable as a fight opener or "Snipe" as it is great to open with.

Thanks,
-Chris

09-Jul-2012 19:35:53

Mod Pi

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"dragonbane bolts hardly do any damage compared to how they perform in live game"
- These should be fixed soon, I certainly have a job to fix these anyway :)

"EEE lost its special (currently very handy on slayer tasks in live game). It has good stats, but not quite the Elite reward material yet."
- These is an ability called rejuvenate and another called regenerate that pretty much replace this special. As far as a reward, we know that the EE and EEE currently have the same stat but they will not soon. We believe that offering it as an offhand whip is a pretty good reward for an achievement diary reward.

My question is if you had any plans to introduce monsters, Slayer monsters and otherwise, that have unique mechanics that will be more entertaining and engaging than the typical slayer slaughterfest; monsters that might take a bit of thought to fight, not just to prepare for (e.g. Monsters that are especially vulnerable to stuns or bleeding at certain times, lower their defenses but swarm you when aggro abilities like Provoke are used, etc.).
- We hope to yes, it's definitely something that is on the minds of all of the combat devs.

Does the 50% damage boost from magic staves affect abilities?
- No they only affect spell damage. Since the attack rate of abilities is the same across all weapons, so must the damage be the same. So reguardless of the weapon type (not tier) across all styles, the ability damage is the same.

"Do weaknesses affect just accuracy, damage, or both? I'm personally not a fan of weaknesses affecting accuracy; it seems that some monsters end up balanced so that the weakness is the only viable way to damage it, which really kills variety. Simply giving extra damage seems like a better idea to my admittedly inexperienced mind, by encouraging the use of the weakness rather than requiring it. "
- Weakness' affect just accuracy.

"will fury/prayer books get prayer bonus back??you already given some items bonus back"
- They should already have them back 0.0. They do in our development environment anyway :P

"will you open up more spots in beta?"
- That's the plan!

"saradomin brews used to be the best healing items, now they've been replaced by rocktails simply because brews don't heal enough at once. intentional?"
- We didn't like that there was one healing solution that fitted all situations. This waters down tactical choises for fights. Now, sara brews are still the best healing items per slot but they are not the best for panic healing. Food takes this place, this should make you think more when chosing your inventory layout before a fight.
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09-Jul-2012 19:38:22

Mod Rathe

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@Giant Earth:

Is the way combat is calculated in beta subject to change once beta period is over?
In other words will prayer/hitpoints/summoning become non combat like it is in beta current or is this going to change?

I really need to know the answer :P

(i know there is a sticky but i want to know if it will be same *after* beta)

- I'm not entirely sure what you mean. While the beta is still ongoing, pretty much everything is able to be changed. Once the beta finishes, the state the beta was in when it closed is what will be released onto the live worlds. that being said, we won't release to the live worlds until we are happy its ready. If this means we need to extend the beta period by weeks or even months then that's what we'll do - the beta will run as long as it takes to get it right.

09-Jul-2012 19:39:13

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@ x Shaun:

I have a few questions I hope you can answer :)

1. Do you consider buffing the slayer helm in beta? ATM in live game it has the stats as rune Full helm, in Beta.. it isn't so great :P

- We'll take a look at it.

2. Do potions affect the strength/accuracy of abilities or do they just affect auto-attacking? (like void)

- They affect abilities too.

3. Will a few abilities be nerfed/few monsters be buffed?, as slayer seems a bit easy and I didn't even have to eat once in two tasks :)

- At the start of the beta, Slayer assignments took too long to complete, so we made the slayer creature have less lifepoints in the recent beta update. We'll keep looking at these throughout the beta.

4. Also, a bit of jewellery like Regen Brace and a few imbued rings have no stats, will this be changed?

- They should have stats, we'll take a look.

5. Can auto-attackiing please be buffed? :} it takes quite a while to kill monsters auto attacking. Pwetty Pwease
Thanks

- We are looking into making auto-attacking more powerful for people who want to play the game without the use of abilities and the action-bar.

09-Jul-2012 19:45:07

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@Noble198:

Q: With regard to your decision to hereby have the royal crossbow be a big beefy 2h weapon, would it be allowed to receive lifepoint bonuses much like other 2h crossbows currently offer? In addition, I feel it might need a slight damage buff to maintain its standing as a level 85 tier weapon due to the dragon 2h crossbow giving both a lifepoint bonus and a higher damage bonus.

A: OK, need to admit something here, 2h crossbows shouldn't have life point bonuses on them. They originally did but then at a later date we decided to remove the life point boost and give them extra damage instead. Obviously this change wasn't applied across the board. So, any 2h crossbow you see with a life point boost shouldn't have it, these will be fixed soon hopefully.
As for the royal crossbow, it's been dropped do a level 80 crossbow in order to make it a non dungeoneering alternative to the chaotic crossbow. Due to the fact that the royal crossbow is a 2h crossbow it should also deal more damage.

Cheers,

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09-Jul-2012 19:47:03

Mod Pi

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" Will Summoning familiars be updated along with the combat update? In RS, there are very few combat familiars that are useful in actual combat and its only the very high level summoners can use them. Kinda makes everything below Unicorn about useless... "
- The familiars themselves will be restatted but the mecahnics of summon will not be changed much. There are plans to look into this in the not too distant future though.

" Haven't tried the Jad yet, but will protection prayers work 100% there? "
Since prayer switching is a mechanic of the fight, yes.

" Will we see Bandos armour becoming more powerful than Torags armour again, as it requires a higher Defence level to wear? "
This should have already changed. Bandos is certainly intended to be more powerful than torags anyway.

" also, this is kinda random and unrelated, but do jmods have a character limit on their forum posts? "
Yes but it is massive :P
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09-Jul-2012 19:48:02

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@ Weesiwel:

Ok as a quester I need to ask this first.

In certain quests special attacks are needed to fight bosses like the Pest Queen and Sigmund. How does this work in the EoC?

These fights are being redesigned to no longer rely on special attacks.

With the impact of summoning and prayer being reduced are their any ideas to alter these skills significantly in future?

Summoning will be getting its on large-scale rework somewhere down the line. Prayer doesn't have any large plans at the moment.

Is it possible that on slay tasks the <30 xp reduction is negated as you have no choice in your slay tasks?

I believe in the recent beta update, we changed the XP reduction to no longer apply to your current Slayer target. If that didn't make it for the last update, it will be in the next one.

09-Jul-2012 19:49:36

Mod Pi

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" Will the former 96 herblore requirement to drink overloads be in the main game? "
No, this is purely for testing purposes since overloads are available in a shop.
Senior Gameplay Programmer
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09-Jul-2012 19:50:36

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