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Thok
Feb Member 2011

Thok

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After some testing, enhanced excalibur (elite) heals 2% of your max lp.
In practice this is between 100-200 lp and the effect is somewhat rare ( with just auto attacks being used and no abilities/momentum). By rare I mean 1/10 approximately on a level 124 tzhaar-hur with no boosts or crit chance modifiers

22-Nov-2012 10:34:12 - Last edited on 22-Nov-2012 11:02:27 by Thok

Buffdude1100

Buffdude1100

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- Maybe it's more efficient to collect herbs from monster drops instead of farming them.
Always has been. :p
- Maybe an altar isn't needed.
Hmm, dunno on this one. In the floors I've done, the only prayer I've used is turmoil since they hit through protection prayers anyway.
- Maybe floor/boss pots aren't very helpful and can be cut out.
True dat.
- Maybe momentum is almost as efficient as abilities.
The biggest one here... no. Momentum is absolutely terrible in dg. There are a few reasons for this.
1) It's an ultimate. By the time you get your adrenaline up even halfway, the current room will be over and it'll drop down a bit before you start killing what's in the next room.
2) You can't use any other abilities when using momentum or it cancels.
3) It's much lower damage than using abilities.
- Maybe smashing everything with a maul is very efficient.
By the looks of it, it is. Same goes with 2h. Smashing everything with your melee weapon wrecks whatever it is you're fighting. Primal warriors? They're a joke. One hit them with your sword and move on. :p
Also, here are some tips on how to use abilities to their fullest extent:
Let your autoattacks hit FIRST, then use an ability quickly after. Just spamming ability after ability will result in much lower dps and no autoattacks.
Use bleed (passive damage) abilities first. This ensures you get the most use out of them, instead of using them on the last hit where the bleed doesn't even get to take effect.
There are some abilities whose names I can't remember that do x amount more damage on a stunned opponent. This means that on a high-lp opponent (or even boss), use a stun ability and then use one of the abilities that do extra damage to a stunned foe.
Also, a few pages back I suggested using dragonbreath - do not use it. It is bad. It was great in the beta, but now it is terrible.

22-Nov-2012 17:16:00

Sereg

Sereg

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"- Maybe it's more efficient to collect herbs from monster drops instead of farming them.
Always has been. :p"
Until you need a potion for a door, and don't have the herb for it, and have to grow it manually.
"- Maybe an altar isn't needed.
Hmm, dunno on this one. In the floors I've done, the only prayer I've used is turmoil since they hit through protection prayers anyway."
When you're suiciding, like you and some others tend to, of course it's not needed. When you're not, I expect it still will be, although without doing 5:5 p2p dungeoneering under EoC I *an't say for sure.
"- Maybe floor/boss pots aren't very helpful and can be cut out.
True dat."
What? o_O Don't potions massively increase damage and accuracy in EoC? They sure used to...
"- Maybe momentum is almost as efficient as abilities.
The biggest one here... no. Momentum is absolutely terrible in dg. There are a few reasons for this.
1) It's an ultimate. By the time you get your adrenaline up even halfway, the current room will be over and it'll drop down a bit before you start killing what's in the next room.
2) You can't use any other abilities when using momentum or it cancels.
3) It's much lower damage than using abilities. "
I did try an f2p medium the other day. I never got enough adrenaline to ult, but as I recieved more then enough food drops, I didn't need to. However, it should be possible to start up momentum before a floor, and run most of the floor with it.
The basic f2p abilities do almost nothing, so foregoing them in favor of momentum doesn't seem like a bad choice, especially since, as you pointed out, you'll rarely, if ever, get enough adrenaline to ult during a floor.
Perhaps p2p abilities are actually useful, though, so who knows - maybe some of those are worthwhile. My action bar, when I tried it, had 2 low CD basics, gatestone stuff, food, and weapon switches - nothing that would be seriously impeded by momentum.
Carve our dreams in sanguine stone/Strength corporeal and of mind
Walls of our flesh, bricks of our bone/Deadly intent to defend our kind

22-Nov-2012 17:47:42

Thok
Feb Member 2011

Thok

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After a few floors I have the following proposal for now
Farmer bases a fp and plants 1 lyco and winter for any skill doors. Then they have the standard 2 unfinished pots in their invent like normal.
Looting chests will not always give the right amount let alone the right herb.

23-Nov-2012 01:56:07

Geneawac
Apr Member 2008

Geneawac

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I agree with Rowun, it does not take that much time to plant two herbs. One cannot always depend on finding the right herbs or everyone picking them up. As the game is right now, I am not sure mining is needed at all, unless for ragers. I never use ragers myself but some like them. I don't think momentum is a viable option for dungeons. You kill the monsters too fast to even get to the point where you can start momentum. Not sure it is worth making floor pots because of the speed of the kills already. Maybe some others might think differently.

23-Nov-2012 15:19:59 - Last edited on 23-Nov-2012 15:20:36 by Geneawac

Zohan
Aug Member 2010

Zohan

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No need to base a farm patch, just plant the seed in a room you're clearing, a room next to base with a patch, a room at someones gate that has a patch, etc.
The person who gates the pot door should be in charge of getting the potion (or the supplies if your levels are too low)*********; buy vial / second -> go 1 north of base pick 1 Magebane / Lyco / Wormwood / Wintergrip (whichever it is you need).
Only use the farming as a safety net though. Always remember to loot chests / pick up herbs from monster drops.
Oh, and if you have the herb for a pot door that's been called, make sure to let your team know you have it. :P

23-Nov-2012 17:46:04

Grotius
Aug Member 2023

Grotius

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In my opinion picking up herbs is just a transition of mentality.
If everyone pays attention to drops and chests in rush floors, it is very rare not to get a bunch of useful herbs. Considering we kill plenty more monsters in KABDE, it's even rarer for us.
If everyone starts getting used to looking for herbs (and calling them!!) then we will soon all find that the farmer role is just as obsolete as the miner role. While people are still transitioning it may be useful to have seeds as a safety net as Zohan mentioned, just so we don't skip the doors; but in the long run this too will become pointless.
I'm unsure at the moment how useful or useless altars are, mainly because I never use them myself. Food is (relatively to monster hits) so effective that I doubt anyone will need one though. Add to that the fact that there are always a bunch of altars found in-floor, and I think that's unnecessary too.
Finally, ragers. They used to be used on warped floors because of the chance of getting Gulega as a boss. They did help on other bosses, but not as significantly. I haven't had Gulega yet, so I can't comment on that. I do know that for other bosses they are completely pointless; you will hit them just fine regardless of their defence level.
It seems like a lot of what we were used to is getting very redundant. The core of what defines dg4fun is being a kill all but dead-end team. Let's keep that as our core basic, and be progressive from there. We can easily scrap all the things that no longer have the uses they had before EOC.
Edit: significant typo

23-Nov-2012 19:30:48 - Last edited on 23-Nov-2012 22:20:45 by Grotius

Divi
Jul Member 2022

Divi

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"Use bleed (passive damage) abilities first. This ensures you get the most use out of them, instead of using them on the last hit where the bleed doesn't even get to take effect."
^ Agree with this, but wanted to add something to it. Pay attention to some abilities. I have noticed some of them are a duration effect.
A good example is Flurry.
"Perform a flurry of blows against your target, dealing 125% weapon damage over 6 seconds. Combo Attack."
If you initiate this ability and then follow up immediately with another ability that you spam, I believe it cancels the remainder of the abilities attacks. Try to pay attention to when it ends and when a auto attack begins before following up with another ability.
Correct me if I'm wrong, but the hits in lighter colors are auto attack hits, and the hits in brighter more vibrant colors are ability hits?
Also I know you can't use flurry in dung since no dual wielding. Was a broad example not necessarily to be dung specific. Though I think it still holds with some other abilities.
I suppose bleed effects will still continue even if you use other abilities on top of them? But Combo attacks will be canceled?
I see that some abilities are labeled as Combo Attacks. Think that means they are the ones that will be canceled if you interrupt them.

23-Nov-2012 22:29:36

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