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Sereg

Sereg

Posts: 9,292 Rune Posts by user Forum Profile RuneMetrics Profile
What's wrong with armor? It has no stats anymore? Just a single number? How do I find out the defensive bonuses across different styles? Or additional stats like accuracy and strength(in cases like Revenant gear or Bandos)?
Also, is soaking gone? I don't remember if it was available in f2p or not, but I don't see anything about it anymore. Surely it still exists? Otherwise the dng shields must be worthless...
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

24-Nov-2012 01:03:19 - Last edited on 24-Nov-2012 01:12:14 by Sereg

Thok
Feb Member 2011

Thok

Posts: 1,344 Mithril Posts by user Forum Profile RuneMetrics Profile
So I put on a platebody and it tells me 115 melee 57 magic and 184 ranged defence. (melee armour defends against magic!).
armour no longer adds attacking bonuses
Shields add life point boost and armour boost plus a load of abilities and tank ring has damage soak ?

24-Nov-2012 06:35:37 - Last edited on 24-Nov-2012 06:38:52 by Thok

Jigabachi
Dec Member 2007

Jigabachi

Posts: 585 Steel Posts by user Forum Profile RuneMetrics Profile
tips for abilities *does not only apply to Dg*:
---- ATTACK ----
BASIC
*Slice (Any): This ability is useful when wearing high critical bonus items, it increases crit chance by a further 10% so is a very effective for dealing high blows early on. does up to 125% weapon damage.
Cooldown 3s so it is effectively a filler ability while others recharge.
*Backhand (Any): Excellent for when an opponent is starting a combo attack, like for example Flurry. This attack will stun for 3 seconds if the hit is successful and will cancel out combo attacks midprocess. is also very useful for enemies like the Pest Queen for disabling her Charging attack. enemies immune to stun will instead take up to 188% weapon damage.
Cooldown 15s so use it carefully.
*Barge (Any): Another stun ability that is useful at a distance. you will instantly shoot forward a few spaces and collide with your target stunning them for 3 seconds. It will not however work when your opponent is adjacent to you. i don't like this ability because it is useless midfight but it is excellent when a target is running away so you can catch and stun at the same time. Again if the enemy is immune to stun, it will do up to 188% weapon damage.
Cooldown 20s but you won't be anxious to use it unless your opponent is a coward mwahaha.
*Sever (Any): Will deal up to 188% damage and reduce damage you opponent does by 10% for 10 seconds. Nice ability that does exactly what it says on the tin.
Cooldown 30s is good to use when your opponent is of a high level or using a high damage attack.
*Smash (2h): Deals up to 125% damage and deactives protecion prayers in pvp.
Cooldown 10s, wield a maul to become The Pummeller.
*Havoc (Dual): This little gem is amazing. INSTANTLY deal 100% damage with both weapons. Use this ability as a finisher for any high powered or long attack. personal favourite style is Massacre+Havoc or Flurry+Havoc.
Cooldown 10s, this is one of those abilities that can win you a fight so use wisely.

24-Nov-2012 13:18:45 - Last edited on 24-Nov-2012 13:51:43 by Jigabachi

Jigabachi
Dec Member 2007

Jigabachi

Posts: 585 Steel Posts by user Forum Profile RuneMetrics Profile
THRESHOLD (will drain adrenaline partially)
*Slaughter (Any): Deal between 100-250% weapon damage over 10 seconds. If the target moves, bleed effect will triple in damage. another gem. easiest to use on melee monster: active and as soon as you see your weapon glow, move 1+ squares away. against mages/rangers: active and move onto the square of your opponent, they will move out to attack you and succumb to their own demise. Hilarious against abyssal demons due to their random teleport.
Cooldown 30s
*Flurry (Dual): Deal up to 125% damage every hit over 6 seconds. This ability is brilliant for tearing away an opponents lifepoints and looking cool while you do it BUT is a channelled attack so any action you do will cancel it midprogress so be careful if you have an itchy triggerfinger. an opponent can also shut it down by using stuns so be prepared with a back up attack. partner it with Havoc when possible.
Cooldown 20s
*Hurricane (2h): deal up to 188% damage to all opponents in the 3x3 square surrounding the player. A dungeoneering staple if you get the chance to use it and is excellent for mass pvp. just get everything to pile you and the job's a good'un.
Cooldown 20s
ULTIMATE (drain bar completely on use)
*Overpower (Any): Deal up to 200-400% weapon damage in one hit. Nice and simple "make thing go down" attack. Very multipurpose and a good ultimate to focus on
Cooldown 60s
*Massacre (Dual): Deal up to 157% damage instantly + 157% over 6 seconds. Havoc on crack. The damage over time (DoT) is not uninterruptible so follow through with havoc to scare the crap out of your opponent.
Cooldown 60s
*Meteor Strike (2h): Deal up to 250-350% damage but only if your opponent is above 50% lifepoints. This is great if you get adrenaline up fast at the start of a fight but because it has that downside, i wouldn't use it as a primary ultimate. for simplicity i would stick with Overpower.

24-Nov-2012 13:18:56 - Last edited on 24-Nov-2012 13:49:45 by Jigabachi

Jigabachi
Dec Member 2007

Jigabachi

Posts: 585 Steel Posts by user Forum Profile RuneMetrics Profile
---- STRENGTH ----
BASIC
*Kick (Any): Strength equivalent of Backhand but with a nice little trick of knocking back you opponent 1 space (D/Zammy Spear spec). Useful again for deactivating opponent's channeled attacks and for knock crazy old girlfriends off of pedestals when they try to mage you (Here's looking at you Zenevivia)
Cooldown 15s
*Punish (Any): Deals up to 94% damage normally but that increases to up to 125% when the opponent is stunned, so is a good follow up ability after a brisk slap to the face or kick in the crotch. this is also good to use in teams with one person using say Asphyxiate and the others using this.
Cooldown 5s
*Dismember (Any): Deals up to 125% damage over 6 seconds. Very good opening move as the bleed effect will continue while you use other abilities
Cooldown 30s
*Fury (Any): Auto Attack damage is boosted to 150% weapon damage for 6 seconds, channeled so can be cancelled out. Another good Havoc accompaniment.
Cooldown 20s
*Cleave (2h): Deals 125% damage to all enemies standing in front of you. Good for clearing out enemies just walk in one direction to get them all behind you, turn and swing.
Cooldown 10s
*Decimate (Dual): Deal up to 157% damage if your opponent is wielding a shield, 100% normally. Good for dealing with tanks.
Cooldown 10s
THRESHOLD
*Destroy (Dual): Deals 219% Damage over 6 seconds, stunning your target in the process. Channeled so can be cancelled out. Good to use along side team mates planning on using Punish-like abilities
Cooldown 20s
*Quake (2h): Deals 100% damage to all enemies on the 3x3 square around the player while draining defence by 5%. Another Dg staple, the choice of whether to use hurricane or quake depends on the monsters around you: low melee defence = hurricane, high melee defence = quake.
Cooldown 20s
*Assault (Any): Essentially Fury's older sibling, but instead deals 219%. as with all channeled attacks be careful when using them and time them wisely against stun'ers.
Cooldown 30s

24-Nov-2012 13:19:03 - Last edited on 24-Nov-2012 14:26:02 by Jigabachi

Jigabachi
Dec Member 2007

Jigabachi

Posts: 585 Steel Posts by user Forum Profile RuneMetrics Profile
ULTIMATE
*Berserk (Any): Increases your damage output by 100% but also increases the damage you take by the same for 30s. Be very careful when using this or the situation can backfire. Great for use against low offence monsters like those on slayer tasks. It only boosts your melee attacks so don't try to warp the system with berserk while mage/ranging because it won't work, but you will still take double damage.
Cooldown 60s
*Pulverise (2h): Deal 188% damage and reduce your opponents damage by 25% for 10s. This ability is widely considered a waste of adrenaline. There are better ultimates that deal either higher damage or damage equal to percentages of health so i would use them. Theoretically however, it could be a good anti-Berserk ability.
Cooldown 60s
*Frenzy (Dual): Enemies standing directly in front of you will take 20% of their max lifepoints every 2s for 10s. Channeled so can be cancelled.
Cooldown 60s
---- RANGED ----
BASIC
*Piercing Shot (Any): Deal up to 175% damage on stunned opponents or 125% normally
Cooldown 5s
*Snipe (Any): Deal up to 300% Damage after 3 seconds of charging. Channeled so can be cancelled. When activated, use the 3 second to turn on your best range boosting prayer to maximise its usefulness.
Cooldown 10s
*Binding shot (Any): Ranged equivalent of Backhand, combine with Unload ultimate to make sure your target doesn't move out of the way.
Cooldown 15s
*Fragmentation shot (Any): Along the same lines as Slaughter, except this is a basic and as such has a lower damage potential: up to 100-188% damage over 6s, the target moves and it triples. This is a lot easier to achieve because you can attack from a distance
Cooldown 30s, excellent opening attack
*Escape (Any): Instantly move 7 spaces backwards. Good for avoiding square specific attacks like Hurricane or even more so, Detonate.
Cooldown 20s
*Ricochet (Any): Deals up to 100% damage to your target and 2 nearby opponents. Great for luring in enemies for area attacks.
Cooldown 10s

24-Nov-2012 13:19:09 - Last edited on 24-Nov-2012 18:39:52 by Jigabachi

Jigabachi
Dec Member 2007

Jigabachi

Posts: 585 Steel Posts by user Forum Profile RuneMetrics Profile
THRESHOLD
*Snapshot (Any): Fire 2 shots. Essentially the Magic Shortbow special attack from the days of olde
Cooldown 20s
*Rapid Fire (Dual): Deals 250% auto-retaliate damage for 6 seconds. Can be cancelled out. Very good when dealing with multiple enemies like slayer: boost adrenaline on 1 then floor the other.
Cooldown 20s
*Bombardment (Any): Barrage you enemies with range by dealing 220% damage to all targets in the 3x3 square surrounding your target.
ULTIMATE
*Deadshot (Any): This ability goes along the same lines as Massacre. INSTANTLY deal 188% weapon damage + 157% damage over 6 seconds. Very good ability for dealing rapid damage and can be combined with Frag Shot for increased DoT damage. But as a finisher Ultimate it is not good
Cooldown 60s
*Incendiary shot (2h): Fire and deal 40% of max lifepoints 3 seconds later. can use abilities during those 3 seconds so can be used as a sneaky attack when in a pile of people.
Cooldown 60s
*Unload (Dual): Deal 35% of targets max lifepoints every 2 seconds for 6 seconds on THE SQUARE THE TARGET WAS *TANDING ON ON ACTIVATION. this attack if completely accurate is a 6 second killer as long as your opponent doesn't move on activation, so make sure to bind/stun them to the spot. This can also be cancelled so make sure you have a strategy.
Cooldown 60s
---- MAGIC ---- (All mage abilities can be used no matter what weapon)
BASIC
*Wrack: Does 157% damage on stunned enemies or 125% normally. Because it is high damage and only 3 second cooldown, this ability is very good as rapid, sudden damage and also excellent at filling adrenaline between abilities
*Dragon Breath: Magic equivalent of Cleave except does 188% active spell damage in a frontal cone. Enemies standing behind your target are unaffected.
Cooldown 10s
*Impact: Mage equivalent of Backhand/Bind Shot
Cooldown 15s
*Combust: DoT ability that deals 100-125% damage over 6 seconds. 100% is minimum damage so it is a very powerful basic to lead with
Cooldown 30

24-Nov-2012 13:19:20 - Last edited on 24-Nov-2012 22:07:32 by Jigabachi

Jigabachi
Dec Member 2007

Jigabachi

Posts: 585 Steel Posts by user Forum Profile RuneMetrics Profile
*Surge: A teleport ability along the lines of Barge and Escape. You will be instantly moved directly forward 10 spaces or until you *it an obstacle, whichever comes first, so can't be used to intercept Saggitare; skip bridge obstacles, lodestone rooms; seeing if Necrolord has no melee defence, etc. It is good for blitzing past areas that are in an uninterrupted straight line so use it whenever.
Cooldown 20s
*Chain: The Korasi Spec in a less ostentatious, fear the skylightning form. Exactly the same as Ricochet EXCEPT if the first hit misses, it will not split and do damage to the other 2. Use it on a mage weak enemy to insure that the other 2 hits will damage.
Cooldown 10s
THRESHOLD
*Asphyxiate: Deal damage up to 250% every 2 seconds for 6 seconds, the target is stunned during the process. This ability is commonly regarded as overpowered for its ability to both stun and sneak Ultimate level damage under monster damage caps by dealing up to 250% EVERY DAMAGE SPLAT. It is interruptible if you get stunned, or you missclick, and watch out for that pesky Freedom or Anticipate
Cooldown 20s (the voice of James Earl Jones not included)
*Detonate: Charge it up for a maximum of 12 seconds and deal damage to all enemies in the 5x5 square surrounding the player. This ability is not very useful because of the time it takes to charge to maximum damage but it is excellent when tanking lots of enemies, for example fighting Necrolord, but right now its uses are scarce.
Click Detonate to begin charging and then again to deal the damage, flashing arrows will appear on the ground when it is at max strength. The damage it does however is rather vague but when researching the wikia, it says that its highest recorded damage on one monster was 3863 so it seems promising albeit time consuming. You are also unable to attack while charging so it is best to avoid
Cooldown 30s Damn Electrodes under Mahogany Town, always the save and restart to catch one!

24-Nov-2012 13:19:32 - Last edited on 26-Nov-2012 08:21:50 by Jigabachi

Jigabachi
Dec Member 2007

Jigabachi

Posts: 585 Steel Posts by user Forum Profile RuneMetrics Profile
*Wild Magic: This one is a bit of a gamble. Will deal 2 hits equal to between 25-250% damage. This also seems like a reimagining of the Korasi Spec which, seeing as there were near enough no magic special attacks before EoC, is fair enough. Its risky but the probability of it hitting >100% is greater so its worth it but remember that there will always come the time where the hits are junk so watch out.
Cooldown 20s
ULTIMATE
*Omnipower: Magic equivalent of Overpower. Its description mentions all 4 elements but its accuracy is based on your current elemental spell selected
Cooldown 60s
*Metamorphosis: Increases magic damage by 50% and auto attacks use no runes for 20 seconds, very useful for fast clearing of enemies albeit very short lived, use it wisely like during a boss fight
Cooldown 60s
*Tsunami: Deals 250% damage on all targets in the 3x3 square directly in front of the player. Useful for clearing out an enemy pile
Cooldown 60s
---- DEFENCE ---- it has a "c" in it, get over it spelling error notification
BASIC
*Anticipation: Reduces damage taken by 10% and provides immunity from stuns for 10 seconds. Use when about to run through dangerous areas, very effective when about to perform a combo attack.
Cooldown 24s
*Bash (Shield): Defensive equivalent to Backhand, etc.
Cooldown 15s
*Provoke: PvP ability that causes your target to do 50% less damage on everyone but yourself, but you are also affected by such a penalty when attacking anyone but your target for 6 seconds. Useful in team based PvP where the target will be unable to tell who is using Provoke
Cooldown 6s
*Freeeeedoooom (I am scottish and therefore only I may make that joke ;) ): Break free from any stuns or snares and become immune to such attacks for 6 seconds, it will also clear all DoT effects. Speaks for itself really, unbelievably useful when dealing with enemies with such capabilities.
Cooldown 30s so be prepared to be without it for a while after use.

24-Nov-2012 14:57:19 - Last edited on 24-Nov-2012 17:10:55 by Jigabachi

Jigabachi
Dec Member 2007

Jigabachi

Posts: 585 Steel Posts by user Forum Profile RuneMetrics Profile
*Resonance (Shield): The next attack in 6seconds after activation will heal you. Combine with Preparation to reduce its cooldown by 3 seconds per hit. Use on any high hitting monster, it has been reported to work on Nomad's Disintegration ability but i need to confirm that
Cooldown 30s
*Preparation (Shield): Reduces the Cooldown timer of Resonance by 3 seconds every hit you take for 10 seconds.
Cooldown 20s
THRESHOLD
*Revenge (Shield): Increases you damage output by 10% for every hit you take, up to a 100% bonus for 10 seconds. Very effective when being piled or when tanking a monster that does rapid damage, also is excellent if using the Incite ability to attract monsters. Just remember it is short lived so use it carefully.
Cooldown 20s
*Reflect (Shield): For 10 seconds, reflect 50% of the damage you receive back at your opponent. Another excellent ability to use when under the same situations as you could Revenge. Personally i prefer this one because it reduces all damage taken but increases all damage given instead of you having to take full damage to increase.
Cooldown 20s
*Debilitate (Any): Target takes 100% damage and has their damage output reduced by 50% for 10 seconds. Another damage reducer except is a lot more versatile with it not requiring a shield.
Cooldown 30s
ULTIMATE
*Immortality (Shield): This reduces all damage taken by 25% for 30 seconds, if the user should die in this time they will be revived for 1/3rd max health. When timed right this ability is amazing, 30s is a massive crash barrier to use it but just remember that you will not receive a warning message when the 30s are nearing expiration, so it is best to use it as close to death as possible to insure it isn't wasted. When you are revived the Ability effects will expire immediately
Cooldown 120s
*Rejuvenate (Shield): The EEE spec lives! restores your lifepoints by 40% over 10 seconds, but make sure you don't remove the shield while you are healing or it will cancel.
Cooldown 60s

24-Nov-2012 14:57:40 - Last edited on 24-Nov-2012 19:00:46 by Jigabachi

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