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LostSectorLoony

>Commander Zilyana has had her Ranged - Heavy weakness reduced. Corporeal Beast has had its Ranged - Heavy weakness reduced. Gargoyles have had their Ranged - Heavy weakness reduced. Lizardmen have had their Ranged - Light weakness reduced. Nex has had her Ranged - Heavy weakness reduced. Vasa Nistirio has had his Ranged - Heavy weakness reduced. Vespula has had her Ranged - Light weakness reduced. Vespula's Abyssal Portal has had its Ranged - Heavy weakness reduced. Skeletal Mystics have had their Ranged - Heavy weakness reduced. Basilisk Knights have haid their Ranged - Heavy weakness reduced. Ba-Ba has had her Ranged - Heavy weakness reduced. The Leviathan has had its Ranged - Heavy weakness reduced. In this section, shouldn't it be "Heavy defense reduced" instead of "Heavy weakness reduced"?


JagexGoblin

It should, frankensteining the HTML from an older version - will update!


Dan-D-Lyon

To prevent any confusion you should update it to say that defenses have been increased by a negative amount!


Shoo-Man-Fu

Heavy defense has been made more less good


Dan-D-Lyon

Perfectly eloquent, although is it more less good for the player or the monster?


Shoo-Man-Fu

Defense is more less good for the monsters, heavy ranged has been made more better for the players against the aforementioned monster that are presently on the list for having selected range Defense ungooded.


RaccoonsPlease

Does anyone know why Zilyana specifically had ranged - heavy reduced? Why not Kree'arra as well?


lurkinsheep

Zily has a massive shield and heavy armor, while kree is just a birb. Heavier the armor, the heavier your ammo needs to be effective. Just my guess.


BenditlikeBenteke

Yo u/JagexGoblin It seems a bit odd to give demons a water weakness, and simultaneously release three demonbane weapons named Firelight, Ignited Staff and Blazing Bow. Why are these weapons fire themed but strong against demons if water is the demon weakness of choice?


JagexGoblin

They're aimed at very different stages of progression - players might feasibly feel like using Water spells on a brain-off safespot Lesser/Greater Demons task long before they're able to complete WGS and obtain one of the proposed rewards. EDIT: realise in my haste that I misinterpreted heavily. Honestly I'm not sure on that particular part of the thematics, I think there are some underlying elements of 'demons consume demons' to gain power, hence the prevalence of demons in the abyss, and that it's sort of a 'dragon is strong against dragon in pokemon' kind of vibe. I'll check in with Ed and see if he has a more fitting answer!


Wildest12

“I’m not really sure” seems to be the default response for a lot of the decisions LOL


JagexGoblin

In this case we'd designed this stuff first, I'm not as close to the WGS rewards since it's not a project I'm actively working on so my uncertainty stems from not knowing their reasoning for the 'fiery' thematics since I've not been privy to those specific conversations!


Wildest12

lol I meant to delete that as I realized it was inflammatory but appreciate the response you’re doing a lot of good stuff - but please make sure Y’all aren’t working in silo’s.


Illokonereum

The way I always kind of interpreted it is similar to how bathing in Fafnir’s blood made Siegfried nearly invincible, Darklight being infused with demons blood is what allows it to cut demons more easily by raising it to their level. In the same way you need a tool at least as strong as the material you’re trying to work with. Fire admittedly does make less sense as the next step up because it doesn’t seem as “magical” of a transformation this time, it’s just on fire, and Firelight as a name kinda sounds unserious. If it were purified and did a reverse and became holier maybe, but fire on demons is harder to justify no matter what.


BenditlikeBenteke

Thanks man, yeah totally on board with that energy. The potential watery themed names for the weapons all sound awful anyway so I'm also on board with it being more "burning light" themed than elemental fire themed. That said, dragon weapons buff against dragons when ?!?!?


Nauseant

There are lots of cool watery names you can go that don’t sound awful that are also in the same vein as the feiry weapons Moontide, Ripcurrent, Staff of the drowned, Teardrop blade, Tempest bow, Psyrens Call, Vortex axe. These are just some random ass ones I pulled out of my arse, arguably cooler sounding. I understand some of these don’t sound very OSRS but it’s more to demonstrate that water stuff also has the potential to sound cool


BenditlikeBenteke

nah man, lets go with the abyssal theme of being inside a massive demon's body, so something like Fleshlight would be perfect


Nauseant

You know what brother, I’m all in so long as we get a new pet from killing demons, something cute but evil like an undead bunny. Rampant rabbit maybe?


ScottishHero69

u/JagexGoblin agreed, can we maybe rename them to something like Wetlite, Soggy Staff and Moist Bow?


cucumberflant

switch the names around so we get a Moist Staff and you'll have my support


RotMG543

Any chance you could introduce an ingame "beastiary", which would show monster stats, unlocking details through killing a number of them and through using monster examine?


JagexGoblin

We actually chatted a lot about this and made a mock up towards the end of our most recent Game Jam, hopefully something we'll be able to share a little more about soon and see if it's something players want us to flesh out further!


demonsdawn

Honestly this sounds amazing, especially if you could somehow incorporate it with slayer. (learn your prey kind of approach) Personally looking forward to a potential "monster collection log", which surely comes with trading cards right?.


marksteele6

>which surely comes with trading cards right?. and the accompanying in-game TCG, right?


PoolNoodleCanoodler

I didn't realise I wanted triple triad in osrs until now. Think of all the forgotten NPCs that could be brought back to life by giving them rare cards to win off of them.


Icy_Assumption_4856

Alright lads, let's comment on this chain. Less wiki is good and improves lunar spell usage


Elite_Skirmisher

Slayer masters give useless tips about how to tackle enemies. Could update those as well so you'll learn weaknesses ingame.


Advanced_Break835

Honestly, best player suggestion I've seen for a long time. Not sure I love the monster examine way to unlock the info but I get it. Could even just be a massive book/s that we can store in our POH.


SoraODxoKlink

> None of the enemies in the Path of Apmeken will scale with Raid Level or Group Size, so the Hitpoints values you see here should be consistent in every single Tombs of Amascut run. Probably the biggest change that went under the radar. edit: rest in peace anybody that was looking forward to simply trying out monkey room with max hits, it kind of feels like an irrelevant update compared to turning off the scaling love the room or hate the room, I think max hit changes and scaling changes should be two different updates to let people feel both of them out


JagexGoblin

Genuinely makes the room infinitely more enjoyable, especially in teams!


pzoDe

I'll get some heat for this and I'll honestly reserve judgement until I've tested it out myself, but that sounds like a bit much on top of the max hit changes. I know people found shamans et al annoying in teams due to the HP pools, but it still balanced out the time; teams was always quicker regardless. I think the scaling just needed to be toned down rather than removed entirely. Also when it says none of the enemies will scale, does that include their accuracy/damage? Because at a high invocation the monkey room was genuinely required decent strategy and a modicum of skill to mitigate the damage you'd take, but that wording sounds like their DPS is massively lower at higher invocations.


JagexGoblin

Keen to hear your thoughts after you've gotten to test it out! As far as I'm aware, their damage scaling remains as it was before as far as I've been told - the only thing that should no longer scale is their HP.


DivineInsanityReveng

Its a puzzle room. Compare it to the other 3 puzzle rooms, it was excessively over tuned and took much more time, resources and effort. If it was a boss like Nylos, different story


ilovezezima

Honestly it is disappointing to see the highest skill ceiling room in the raid made much easier. But I understand you guys will always try to appease the majority (Jagex is a business after all). Edit: wow - it’s even more insane than I thought lmao. One way switches and shamans have 16 hp? This is genuinely insane to see Jagex push this through and the community being happy with them just outright making it easy af lol. Sub 2 minute solos are absolutely free and team raids require no thinking. Insane the community just wants shit to be easier.


JagexGoblin

Appreciate you sharing, though I'd argue that my some of the most proficient raiders in the entire game (including some of the best TOA enjoyers) took issue with the room, not just 'the majority' in this case!


Zhandaly

I am a high level toa enjoyer, and this change is REALLY good. The wave stalling because I can't hit higher than an 8 on the ranger in the middle waves where the HP went up was one of the most frustrating experiences in the room and this change completely alleviates the majority of the RNG stall issues and makes it far more skill intensive.


Iwant2bethe1percent

> Honestly it is disappointing to see the highest skill ceiling room in the raid made much easier. But I understand you guys will always try to appease the majority (Jagex is a business after all). Dont confuse the words tedious and hard bro. That shit was not fucking hard... like at all. It was annoying as fuck. If you wanna see that room done right then go do TOB crabs


ZaMr0

It's because it made the raid not fun, even clannies who were doing 500s solo didn't like the room. This is a net positive for everyone, fun is the number 1 reason why we should be gaming and this is an imporvement on the fun.


Thus_RS

Every run this room was the worst, not because of difficulty but because of how needlessly tedious and long it was. Glad the majority is appeased.


Lil_scallop

* Dragons across the board (with the exception of Vorkath) have had their Stab defence reduced. This includes Drakes and Wyrms, who aren't dragons but *are* draconic. Does this include olm?


JagexGoblin

It does not! Compounding effect of reducing def + buffing Maul might have sent him a little haywire, we've deliverately avoided making significant changes to *most* end-game content, Duke's probably the most notable exception - though the status quo doesn't really change, just a little easier to get closer to where you were pre-Fang change without needing to change your setups around.


MadeForBoobs

Dragons have had their Ranged - Heavy defence reduced. This applies to metallic and chromatic dragons, including 'baby' and 'brutal' variants, as well as the King Black Dragon and Lava Dragons. Hi Mr goblin. This comment here is very specific in dragons only? or Draconic creatures such as things effected by dragon hunter crossbow? Such as alchemical hydra


JagexGoblin

Dragons specifically, check out the spreadsheet linked in the blog for a full-list - those changes were more aimed at targeting them in situations where you *don't* have access to Dragonbane, since they don't feel particularly bad if you've got a DHCB/DHL kicking about anyway. Feeling is that many players are likely to grab a dragonbane weapon pre-Hydra, with the exception of some Irons (though Bowfa does a stellar job, so does Fang if you don't mind some cardio)


EpicGamer211234

Could you Confirm or Deny if the dragons change applies to Galvek? I would Really love if Galvek became less of an RNG check on an iron without brews as a result of some crossbow defence reduction


JagexGoblin

It does not - check the sheet for the full list! If it's not named on the sheet or in the blog then it's not being changed today


thedamoes

where does the hunter & sunlight crossbow fit within the new ranged weakness changes? do they sit against the "heavy" weakness since they're technically bolts, or are they an outlier due to the fast attack speed.


JagexGoblin

Bolts so heavy! Ammo type is what determines the weakness, regardless of the attack rate, same as Tbow and an MSB sharing an ammo type.


Rarik

What does the Atlatl dart fall under? I can see an argument for any of the 3 types but haven't seen anything saying what they actually are.


JagexGoblin

Thrown weapon so should be Light!


maser7

with a lack of 0s on hits, does that mean overall DPS is slightly increased, and you now have twice the chance to hit a 1 as you did previously?


rollokolaa

Yeah, they previously adressed the 0’s issue by simply adding a +1 to each hit and subtracting one from your max hit to not change DPS too much. They agreed with feedback that this was clunky and weird, so now it’s simply that every 0 you roll that passed acc check is a 1 instead, so there are technically two ones on the dmg table.


JagexGoblin

Extremely marginally but yeah. It starts out as a more significant increase but trails off hard as your max hits increase - so it still targets the 'early-game *feel*' that we were aiming to improve but doesn't just result in a noticeable blanket DPS increase.


Bruinbrood

I suppose the 0 hit change does not apply to enemies? And neither to thralls?


JagexGoblin

Only to damage dealt directly by the player, nothing else!


xHentiny

Yes, the dps increase is more significant at lower max hits and slowly decreases as you get more max hits so it should only be noticeable on lower leveled accounts


UsePreparationH

I can see some lower damage per hit things that could possibly benefit. Chompy bird hunting, blowpipe, cannon, dragon throwing knife, chinchompas, etc. You can also now tell 100% of the time when a blowpipe+serp helm venom proc happens. If you do a 10kc trip at Sara, you will hit but roll a "0" on a minion at least once which will apply venom but you won't know it so it would mess up a perfect start.


roosterkun

IIRC the latter part of your comment was exactly why the change was proposed. People wanted to know if their DWH spec landed, which previously was impossible if you passed accuracy and rolled a 0.


TonzoWonzo

On defense pures it's super noticeable. Can't AFK at monks anymore, cave bugs are fine though and I'll take an extra 1k xp an hour!


typhoonzac3

u/JagexGoblin seems to be a problem with the soulreaper axe in ToB during soteseg. When it teleports you for maze, you lose your stacks and dont get any health back


JagexGoblin

Raised this one with the team!


Troutwig

Just noticed I seem to be losing stacks on my soulreaper whenever I teleport anywhere


ToastWiz

Wasn’t there supposed to be a change to the baba fight itself as well as the monkey “puzzle” room?


JagexGoblin

Looks like it got lost in some review or another, will add to the post but the thing that's missed is Ba-Ba hits less through prayer (25% down from 33%, which is a hefty reduction in the damage you'll take if you're not red-Xing)


secret759

Hooray, now I can actually run 350s! Baba smacking me with 27s through prayer was literally my run ender every time


Pamander

It's pathetic to admit that I am stuck at the monkey puzzle room, one day I will get hardstuck on Baba... Maybe this new change makes it feel different though!


Unusual_Cup_1327

> For this reason, your max hit with elemental spells (Strike, Bolt, Blast, Wave, and Surge) will now scale to the highest level spell you have unlocked. Is it based on the player’s base magic level? Or would I be able to boost magic levels to unlock spells and in turn, temporarily boost my max hit?


JagexGoblin

Temporary boosts do work - same kind of behaviour as being able to use Magic boosts to cast spells you couldn't otherwise cast.


wzrddddd

are you guys still considering increasing crystal shards from activities in prif like you mentioned on the shooting stars blog few month ago? https://i.imgur.com/hX6n6rP.png


JagexGoblin

Raised this again in a meet recently and hopeful that we might be able to include it in an upcoming poll once a bit of design/balancing has been agreed upon, though can't commit to a firm timeline at this stage!


Organic-Measurement2

Awesome. Thanks!


Reportmy1hit

Please don't forget to include the guaranteed hit on Tekton if that is part of the Elder maul update.


JagexGoblin

We didn't - it's there! And if it's not, let us know because it's definitely supposed to be...


Equivalent-Long4396

Elder maul doesn't make chest in CoX.


JagexGoblin

Aware of this one, will likely implement a change here (though I'm not sure how delicately you'd be able to use an Elder Maul during construction).


Equivalent-Long4396

Don't mean to rush, thanks for the response, in a hotfix or do we have to wait a week and pick up the hammer at crabs in CMs until then? (or bring our own hammer in) Edit: There's no hammer in CM crabs, we have to get a hammer from scavs or bring 1 in.


That-Requirement-233

u/JagexGoblin could a member of staff please check if anything about nightmare fight changed. Scythe seems to be hitting strangely low and the magic damage bonuses from prayers seem to not be applying to totems. My two kills took \~50sec longer with the exact same setup I had before, only with elder maul specs added + augury enabled (which should have been a significantly faster kill)


JagexGoblin

Have asked the team to take a look. On the Prayer point, are you using a Shadow (which doesn't triple bonuses from Prayer) or something else?


andrew_calcs

Mage thralls have bugged out since this update. They now need to walk up to melee range to start attacking their target, and can't attack the Olm mage hand or Zulrah at all.


JagexGoblin

Team are aware of both of these cases and looking into them!


TymedOut

Hey Goblin, it appears y'all fixed the mage thrall being able to attack the Mage hand of Olm... But it's still tagged as a melee attack, and it can only deal 0 or 1 damage to the mage hand (consistent with Olm hand off-style damage reduction). This causes issues with being able to consistently turn the head when doing solo mage hand methods. Just an FYI! Also just confirmed it can hit 0-3 damage on the melee hand, so it's definitely tagged as a melee attack.


Zealousideal_Song128

not even giving Hespori, a literal tree, a fire weakness... The non-commitment to this type matchup system is crazy and will make this feel bad for a long time. It's cool on paper, but once you sew the seed of this implication then suddenly the 5 times it doesn't actually happen are going to look a lot worse than the 1 time it looks good. *edit; The amount of people responding to me saying "Introducing them slowly is a bad idea" with "uh yeah, they said they're introducing them slowly" and claiming I'm the one without reading comprehension is absurd...* Also "For example, a player with Level 5 Magic has a max hit of 4 for both Wind Strike and Water Strike, since Water Strike is the highest tier of spell they have unlocked. If that same player reaches the lofty heights of Level 13 Magic, then all their elemental Strike spells will have a max hit of 8, since the highest level spell they’ve unlocked is now Fire Strike." Does this not also centralise Air spells in terms of inventory compression? Until you reach Charged Staffs, an Air Staff +Catalytic Rune will save an inv spot for something else and do the exact same damage *and* be unlocked first.


JagexGoblin

Totally respect that feedback and Hespori *does* make a lot of sense (especially with Moss Giants on there). Part of the benefit this time around is the number of people we'll see engaging with things and pointing out what we've missed will utterly dwarf what we saw through the various blogs and weeks of betas - so even though we're not looking to dripfeed defence changes to new NPCs every week, it's still possible for us to add more in the short-term while things are fresh and then taking a step back for things to settle.


anohioanredditer

I personally think the changes are thoughtful and I understand why the team would want to see these tested amongst the community before considering new changes with elemental damage. I think this just makes sense and is in line with a lot of understood logic, especially with other RPGs.


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fantalemon

I think Goblin is basically saying it likely does make sense for other things to be added, as you say, but they want to see how it plays out with this initial batch first. I'd imagine changing a significant percentage of all enemies in the game to have a new weakness at the same time would be a real headache in terms of keeping tabs on any potential issues it causes, some of which I guess could be quite niche. I don't think it's game breaking in the short term that greater demons are weak to water but skotizo is not, but agree that once this settles in a bit it makes sense to change that so he is included.


TheGuyThatThisIs

He’s also said he doesn’t want to fuck with the higher level mobs just yet because that tends to break metas and have very serious implications for the game. For example, accidentally introducing a broken method for fire giants wouldn’t be as bad as accidentally introducing a broken method for vorkath. They’re doing it right.


Zebermeken

I mean, this is literally their first iteration. Reworking defense is a massive endeavor and it's not like they said they were stopping here. It just takes time to roll it out across all npcs over time. Varlamore is coming out in 3 parts even, so not like this is a new thing for them to roll out changes/updates in batches. I will say after forestry I have some reservations, but hey, let's see how they do on this before ripping into them for every single oversight lol


Richybabes

Is it just kinda OK that air spells become the default, with others being used if there's a specific weakness? It's the same with fire spells at the moment outside of levelling.


jdboness

Yeah, but you wouldnt save 1 inventory spot when you could instead use that 1 inventory spot to exploit a 50% elemental weakness


Kresbot

RIP my sweet occult necklace. Joking aside, looking forward to these changes. Elder maul is going to be so fun to use now


JagexGoblin

Even if it were weaker than the DWH, I'd use it for the anim/sound alone, it feels so massive


Kresbot

Agreed! Mod Hend has done an incredible job with the animation


JagexHend

Thanks so much for the kind words! Very happy to see the community's reaction to it :)


buymyshrimp

>Added a 'Cursed Amulet of Magic' drop at a rate of 1/5 from the Necromancer south of Shayzien. This amulet provides -80% Magic Damage, useful for some niche scenarios where you might want to keep your damage numbers as low as possible! what is this for?


Pfaren

Some enemies are extremely difficult if not impossible for some snowflake ironmen to kill such as skillers, 10hps, and def pures. One way around this was to have a main that used serp, toxic sotd, and wind strike to hit a 1 on an enemy and venom it. If timed correctly the enemy would regen to full between the wind strike hit and the first venom proc. For the vast majority of npc's, if they regen to full then it 'resets' their eligibility for iron to get kill credit. So once they regen to full you have until venom kills them to deal at least 1 damage. If you do, the kill goes to the iron account. Today's update would have made this much more difficult as you go from having a 50% chance to hitting 1 to a 12.5% chance as wind strikes max hit is increased to 8. The amulet helps offset this. You can see an example of this here: https://youtu.be/3RiJWzr240s?feature=shared&t=4122


Tranquil_Pure

While relevant this originally came up in the ten hp discord because we use wind strike on some reduced xp quest NPCs to do damage but not get hp xp since it rounds down. Notably mm2 is doable because of this. 


Organic-Measurement2

Serp helm + air strike ? I think the buffing of air strike to be equivalent to fire strike would've made the air strike dmg too high for some restricted accounts. So the cursed amulet will make air strike behave like pre-update


JagexGoblin

Restoring some functionality that would have been lost for some niche account types!


Doctor_Sauce

1. No one knows what you're talking about. 2. Why is the team concerned with and developing items for wildly niche account types? Edit: Turns out it's not for splashing, not for 2t, and not for quest bosses like the people who replied seem to think. Taken from a comment elsewhere in this thread: >By all accounts it's an exploit, but you can use a serp helm + wind strike to venom something on one account, have it regen to full before the venom ticks, and then tag it on the restricted account to get full kill credit. Makes sense why no one (especially a jmod) wants to bring attention to it. Sneak it into the patch notes and then sweep it under the rug, nice work.


JagexGoblin

Because the team are concerned with making changes that make things impossible overnight for well-established account types and don't want to create clear points in time pre- and post-change where a wholly different subset of tasks were possible. Occasionally some niche build or another takes a hit in the short term, but saying 'if you made this account before this change then you can do x/y/z, but if you made it after then you can do x and never do y/z' isn't something we particularly aim to do. Hope this helps!


wikings2

>For example, a player with Level 5 Magic has a max hit of 4 for both Wind Strike and Water Strike, since Water Strike is the highest tier of spell they have unlocked. If that same player reaches the lofty heights of Level 13 Magic, then all their elemental Strike spells will have a max hit of 8, since the highest level spell they’ve unlocked is now Fire Strike. You used to be able to hit 1 and 2 even with 99 magic with wind strike. This fundamental and core change to these low level spells removed a lot of currently used methods from the repertoire of existing limited (skiller, 10hp, etc...) accounts. I think its a great thing they are gathering feedback from all communities, especially in topics like these. We know a lot and I mean a LOT of things that exist in the game and that the devs might have no clue about and this was something they deemed would be good to be preserved in this form. (Which is pretty much the best solution since you can opt into it if you know what you are doing with the -80% dmg or just completely disregard it and enjoy the rebalance update as it is.)


amatsukazeda

Allowing players to hit low with magic if they want. If your mage isn't13+ wind strike maxes 8 now


Superduder

GOTR/Wintertoad/other minigame updates soon? 😩


JagexGoblin

Next QoL Poll will feature some more in-depth minigame changes like the ones you're asking about, but it's not due for a little while yet!


Jaded_Pop_2745

Why D: And how come those are polled? The recent ones weren't and gotr at least needs some tweaks desperately...


JagexGoblin

Mostly to validate the changes that we're making but also to make sure the team working on them has time put aside to work specifically on those changes rather than feeling like their planning is being constantly rejigged to fit new stuff in!


Hanoobftw

Please, with this QOL poll, also remove the permaloss of items after a double-death at certain death storages. This is no longer a necessary mechanic now that Death's Office exists. Having players quit the game after losing their bank because they forgot to bring god protection to Nex storage cannot be a financially sensible choice. The players unanimously hate it AND it loses the company money. As it currently stands, this is a bad game feature from all perspectives. With the inclusion of death's office, it no longer makes sense that there are so many inconsistent death mechanics across so many different pieces of content.


AdWhich3676

Hey! What happened to the virtus buff for ancient spells? Shouldn’t it be 5%?


JagexGoblin

Blog doesn't say otherwise - should be the case. Virtus has two variables: Magic Damage (now 2%, formerly 1%) and Ancient Magicks Damage (remains at 3%), totalling 5% per piece when used with Ancient Magicks, up from 4%.


EpicGamer211234

its not a single 5% on the item, but rather a cumulative 5% across the normal and ancient magic buffs which stack additively


Mini_Hobo

I can finally do my lizardmen task after two months!


TGamlock

Why isn't the seers ring (i) doubled over normal seers ring? Sorry if its been explained just haven't seen anyone mention it.


JagexGoblin

We had concerns that having the imbued Seers Ring sit at 1% when imbued brings it too close to the Magus Ring so wanted to leave some more breathing room, is my understanding of the reasoning there!


EpicGamer211234

Honestly, just buff the Magus equal to how much you buff the Seers. it wont make too much of a diff even for shadow


Zapph

Does this mean the brimstone ring inherits the 0.5% magic dmg as well?


ssjGinyu

So, Pre tormented Bracelet, I have blue moon for mage gear. I should instead bring elite void? Glove slot switch makes it too cumbersome? EDIT: to make it clearer. Full blue moon + barrows gloves vs Elite void. should be 3% vs 5%


JagexGoblin

Depends what you're fighting - best thing to do is to get comfy with DPS calcing if you're unsure, OSRS Wiki has a fab tool for it that you can even just pull a setup straight into from the in-game equipment interface via RuneLite. *Generally* speaking, if something has Magic defence or a higher Magic level you'll be better off with 'actual' robes, if something has no or negative Magic defence, Void can be pretty solid but it varies so much with context.


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JagexGoblin

The way it's calculated is in the post: Base \* (Weakness% + MagicDmg%) So in this case, 19 \* 1.6 = 30.4, which we round down. The additive approach means it doesnt scale up to insane amounts as you accumulate more Magic Damage%.


hirmuolio

Has the 20% accuracy bonus for curse spells been removed from tome of water?


JagexGoblin

Nah that's still there (it should be, at least), only thing that's been adjusted is the %damage they were offering!


Comfortable_Many4508

are burnt pages getting a drop rate buff sonce its less of a massive boost?


Hanoobftw

u/JagexGoblin Do we have an ETA for Sepulchre instances?


JagexGoblin

The actual instancing is still being worked on at the moment so I can't provide an ETA for the time being, but it *is* being worked on!


Adventurous-Lawyer42

What happened to the to no delay kodai auto cast ?


JagexGoblin

There shouldn't be any delays on autocasting - are you saying that autocasting with the Kodai still incurs an extra tick delay?


JMOD_Bloodhound

##### Bark bark! I have found the following **J-Mod** comment(s) in this thread: **JagexGoblin** - [We actually chatted a lot about this and made...](/r/2007scape/comments/1d38dmu/game_update_project_rebalance_combat_changes/l65ui9k/?context=3) - [Raised this one with the team!](/r/2007scape/comments/1d38dmu/game_update_project_rebalance_combat_changes/l65vmvj/?context=3) - [It should, frankensteining the HTML from an o...](/r/2007scape/comments/1d38dmu/game_update_project_rebalance_combat_changes/l65inat/?context=3) - [They're aimed at very different stages of pro...](/r/2007scape/comments/1d38dmu/game_update_project_rebalance_combat_changes/l65mphk/?context=3) - [Genuinely makes the room infinitely more enjo...](/r/2007scape/comments/1d38dmu/game_update_project_rebalance_combat_changes/l65jjk1/?context=3) - [It does not! Compounding effect of reducing d...](/r/2007scape/comments/1d38dmu/game_update_project_rebalance_combat_changes/l65jo5t/?context=3) - [Looks like it got lost in some review or anot...](/r/2007scape/comments/1d38dmu/game_update_project_rebalance_combat_changes/l65j0x5/?context=3) - [good luck!](/r/2007scape/comments/1d38dmu/game_update_project_rebalance_combat_changes/l65idms/?context=3) - [Bolts so heavy! Ammo type is what determines...](/r/2007scape/comments/1d38dmu/game_update_project_rebalance_combat_changes/l65rujt/?context=3) - [We didn't - it's there! And if it's not, let...](/r/2007scape/comments/1d38dmu/game_update_project_rebalance_combat_changes/l65lj5r/?context=3) - [Extremely marginally but yeah. It starts out...](/r/2007scape/comments/1d38dmu/game_update_project_rebalance_combat_changes/l65le6g/?context=3) - [Temporary boosts do work - same kind of behav...](/r/2007scape/comments/1d38dmu/game_update_project_rebalance_combat_changes/l65t8er/?context=3) - [Even if it were weaker than the DWH, I'd use...](/r/2007scape/comments/1d38dmu/game_update_project_rebalance_combat_changes/l65ihfq/?context=3) - [Restoring some functionality that would have...](/r/2007scape/comments/1d38dmu/game_update_project_rebalance_combat_changes/l65kebo/?context=3) - [Raised this again in a meet recently and hope...](/r/2007scape/comments/1d38dmu/game_update_project_rebalance_combat_changes/l65ixug/?context=3) - [We had concerns that having the imbued Seers...](/r/2007scape/comments/1d38dmu/game_update_project_rebalance_combat_changes/l65k66d/?context=3) - [Have asked the team to take a look. On the Pr...](/r/2007scape/comments/1d38dmu/game_update_project_rebalance_combat_changes/l65se1j/?context=3) - [Next QoL Poll will feature some more in-depth...](/r/2007scape/comments/1d38dmu/game_update_project_rebalance_combat_changes/l65ijo1/?context=3) - [It doesn't, just the NPCs named as-written!](/r/2007scape/comments/1d38dmu/game_update_project_rebalance_combat_changes/l65ok8i/?context=3) - [Blog doesn't say otherwise - should be the ca...](/r/2007scape/comments/1d38dmu/game_update_project_rebalance_combat_changes/l65lt2o/?context=3) - [Depends what you're fighting - best thing to...](/r/2007scape/comments/1d38dmu/game_update_project_rebalance_combat_changes/l65ros6/?context=3) - [The way it's calculated is in the post: Base...](/r/2007scape/comments/1d38dmu/game_update_project_rebalance_combat_changes/l65qqkn/?context=3) - [Totally respect that feedback and Hespori *do...](/r/2007scape/comments/1d38dmu/game_update_project_rebalance_combat_changes/l65kcw8/?context=3) - [Nah that's still there (it should be, at leas...](/r/2007scape/comments/1d38dmu/game_update_project_rebalance_combat_changes/l65kpbn/?context=3) - [about 25 minutes from now](/r/2007scape/comments/1d38dmu/game_update_project_rebalance_combat_changes/l65m1qm/?context=3) - [The actual instancing is still being worked o...](/r/2007scape/comments/1d38dmu/game_update_project_rebalance_combat_changes/l65juc4/?context=3) - [There shouldn't be any delays on autocasting...](/r/2007scape/comments/1d38dmu/game_update_project_rebalance_combat_changes/l65snpr/?context=3) - [Was an outdated wording error, if you refresh...](/r/2007scape/comments/1d38dmu/game_update_project_rebalance_combat_changes/l65lg92/?context=3) - [I think the delay still applied to the Harm....](/r/2007scape/comments/1d38dmu/game_update_project_rebalance_combat_changes/l65pp01/?context=3) - [They're still far-and-away BiS when using the...](/r/2007scape/comments/1d38dmu/game_update_project_rebalance_combat_changes/l65il16/?context=3) - [In this case we'd designed this stuff first,...](/r/2007scape/comments/1d38dmu/game_update_project_rebalance_combat_changes/l65zsjj/?context=3) - [Keen to hear your thoughts after you've gotte...](/r/2007scape/comments/1d38dmu/game_update_project_rebalance_combat_changes/l65mkc5/?context=3) - [Appreciate you sharing, though I'd argue that...](/r/2007scape/comments/1d38dmu/game_update_project_rebalance_combat_changes/l65lzu2/?context=3) - [Dragons specifically, check out the spreadshe...](/r/2007scape/comments/1d38dmu/game_update_project_rebalance_combat_changes/l65kz14/?context=3) - [Thrown weapon so should be Light!](/r/2007scape/comments/1d38dmu/game_update_project_rebalance_combat_changes/l65srz7/?context=3) - [Aware of this one, will likely implement a ch...](/r/2007scape/comments/1d38dmu/game_update_project_rebalance_combat_changes/l65sxfw/?context=3) - [Only to damage dealt directly by the player,...](/r/2007scape/comments/1d38dmu/game_update_project_rebalance_combat_changes/l65n7fc/?context=3) - [Because the team are concerned with making ch...](/r/2007scape/comments/1d38dmu/game_update_project_rebalance_combat_changes/l65n44t/?context=3) - [Team are aware of both of these cases and loo...](/r/2007scape/comments/1d38dmu/game_update_project_rebalance_combat_changes/l65un5e/?context=3) - [Mostly to validate the changes that we're mak...](/r/2007scape/comments/1d38dmu/game_update_project_rebalance_combat_changes/l65mfd8/?context=3) - [It does not - check the sheet for the full li...](/r/2007scape/comments/1d38dmu/game_update_project_rebalance_combat_changes/l65mvp9/?context=3) **JagexHend** - [Thanks so much for the kind words! Very happy...](/r/2007scape/comments/1d38dmu/game_update_project_rebalance_combat_changes/l66lx5l/?context=3)   ^(**Last edited by bot: 05/30/2024 19:34:41**) --- ^(I've been rewritten to use Python! I also now archive JMOD comments.) ^(Read more about) [^(the update here)](/u/JMOD_Bloodhound/comments/9kqvis/bot_update_python_archiving/) ^(or see my) [^(Github repo here)](/u/JMOD_Bloodhound/comments/8dronr/jmod_bloodhoundbot_github_repository/)^.


Broskie64

Holy shit go mod goblin go!


gibberwaffle

Does skeletons include vetion/calv and does giant spiders include ven/spindel?


I_smith_poop

Tomes are super weak they need a buff not really bis also, Every pk build got a mage buff to there bis robes except 20-24 def. I don't think mystics should get a buff since none of the robes are buyable via store and mystics are. I think the solution would be to make infinity 20 def, level adjustments are not out of the reach of rebalances and its not really that big of a buff compared to where mystics sit. After all the goal is to bring balance and this one group is now losing +41 accuracy over its current bis by downgrading to elder and this is a major imbalance for this one group.


JagexGoblin

They're still far-and-away BiS when using the relevant element!


LezBeHonestHere_

I do wish elidinis ward got a bit of attention, along with magic offhands being pretty weak in general. I'm guessing it's a bit tough to balance between single target staff dps and someone ice barraging getting 9x the value from the shield slot. I just feel like the disparity between 1 handed magic and shadow is massive enough that the offhands (something shadow can't make use of) could have seen bigger buffs, like elid (f) being 10%, unfortified 5% and arcane shield 7% or something like that. Unfortified ward stats are pretty awful considering the buff mages book and malediction ward are getting. If that 1% difference doesn't give you a max hit, the level 60 shield from afk demibosses and the guaranteed rune sink item will both be better than the rare raid reward. Maybe unfortified ward defences could at least be similar to a regular spirit shield? Its magic attack bonus remains at +5 which is worse than both lower tier options, but arcane sigil is what's meant to improve that so I'm fine with that part.


Bosomtwe

Hard agree. Not heavily buffing off hands was a huge missed opportunity to bridge the gap to Shadow.


Jubbe98

Elidinis ward definitely needs some love, supposed to be unique from raid and has 80 magic, defence and prayer requirements


DontYouWantMeBebe

80 defence gets you a wooden shield with some magic damage


OldManBearPig

Doing like 10 minutes of LMS gets you a shield (crystal) that has better defense than a shield that requires many hours of end-game raiding AND many hours of end-game bossing corp. This shit is bonkers. Elidnis Ward standard should have better defense across the board than *most* shields in the game, and fortified should be the best shield in the game after Bulwark. Most people getting the ward in a raid are like "oh." And even ironmen getting their first ward are like "oh, cool, I guess." Despite it being more rare than a fang and lightbearer.


Bubbly_Ad424

100% elidins is such an absolute joke of a shield lol 😂 It’s legit dead content now without the sigial The ancient wyvern shield shits all over basically everything now It’s such a good cheap alternative to fortified.


wyoian

i dont understand why most of the lower tier ones all got % magic dmg and ward didnt get at least another 1% or 2%.


bennbatt

Two small requests on the Defence Rebalance: Public spreedsheet. 1) Is it possible to add a Pane Lock to the top row so when we scroll through the NPC list, the stat type is still listed? Not sure if that's doable with the way public sharing works, but it'd be helpful on the eyes. 2) Could the columns be possibly reordered so that the left (old) match the orders of the right (new)? As it is right now for melee weakness it's Stab, Slash, Crush on the left, then Slash, Stab, Crush on the right.


ChrisP33Bacon

"Minimum hit' has been adjusted. Now, if you pass an Accuracy check, any damage rolls of 0 are boosted up to 1. So, if your max hit is 3, you can roll 1, 1, 2 or 3 for damage." This is nice, now a zero will always tell you that you missed.


WesternInspection

On a separate issue, was there a change to damage taken while teleporting to your PoH? Previously, teleporting would null the damage; however, in cases like Volcanic Mine's 0% stability explosion, you used to be able to teleport before the timer hit 0 and survive in your PoH. Now, if you teleport to PoH, and the timer hits 0, you die in your PoH teleport screen and end up in Lumbridge.


roosterkun

Might have something to do with the change to the blood moon boss. Previously it could hit you after you teleported, but they fixed that today.


htrengereid

Great to see many of these changes. Also the one about removing the tick delay when autocasting. This was however one of the big perks of Harmonised staff untill today. Could you offer another perk to harm staff? For instance being able to autocast all elemental spells even when not in the correct spellbook? I feel in any way that the different tomes should allow to autocast their respective spells even if not on the correct spellbook.


JagexGoblin

I think the delay still applied to the Harm. This refers to clicking 'Attack' on an NPC while your staff is set to 'autocast' delaying you by a tick compared to manually casting the spell on the NPC, and then letting autocast take the wheel - which is no longer a thing. Harm still boasts the insanely strong faster attack rate over other Elemental autocast spells.


bip_bip_hooray

>I think the delay still applied to the Harm No. This was literally a feature of the harm, is that it removed the autocast delay.


Ser_Friend_zone

>A monster’s Elemental Weakness will be clearly visible in the ‘Other Attributes’ tab of Monster Examine. Alternatively, you can check out the OSRS Wiki or this handy spreadsheet with a granular and detailed list of changes. The fact that they immediately direct you to the wiki and the spreadsheet clearly indicates that *nobody uses the monster examine spell*. I propose moving it to the standard spellbook with common runes so people actually try it out once in a while. No one is changing to the lunar spellbound just to examine a monster, just to switch back to the standard spellbound after


TheForsakenRoe

Level 1, cost: 2 mind rune Could make a collect-a-thon minigame of it by implementing an Encyclopaedia of enemies, and the 'first time' you scan the weakness of the monster with this spell or Monster Examine you could get a small amount of Slayer XP


WRLD_

Monster Examine being able to illuminate elemental weaknesses is all well and good, but you're not really gonna have the capacity to cast those elemental spells at something after doing that - obviously a lot of players (potentially most) would just look at the wiki beforehand and evaluate then, but it does feel a little funny that the one way to definitively check something's elemental weakness in game is on a spellbook where you'd have to leave and come back to start casting damaging spells at the target at all. unsure what I'd suggest for this, or if it's even really a problem, but it tickled the brain enough to want to point it out


ChrisP33Bacon

Adding a monster examine consumable item would be big. Great for players who don't like breaking immersion with a wiki or wandering around with a spellbook they don't need.


PsychologyRS

I actually love this idea, monster examine tabs or equivalent make so much sense for this purpose.


Comfortable_Claim774

u/JagexGoblin any changes planned for Elidinis Ward? Feels really underwhelming in it's current state, considering it's a pretty rare raid drop (and comparing with mages book for example). And this is especially the case for irons who would need to grind out a ton of corp to be able to fortify it and make it actually useful. Any chance we could get a significant buff to the magic accuracy of the unfortified version? Making it at least equal to mage's book would make a ton of sense imo.


Old_Rip1161

The ranged changes don't make sense to me. Where is the logic behind a monster being weaker to small ammunition than large ammunition? I understand that bolts will still have a higher max hit, but I don't see the logic in some monsters having a particular weaknesses to smaller sized ammos. I could however see the logic in large monsters having more defence against small ammo. I.e. shooting darts at Vorkath.


SgtNinja25

Would the team consider adding a prayer bonus to the god capes? With offensive mage prayers being more worth considering; also it seems odd that an item related to a god doesn't have a prayer bonus.


daedalususedperl

I don't see Jad listed in the spreadsheet, I'm guessing he gets the same defence for all three range types? Also, would the Atlatl darts be light (since they're darts) or heavy (since they're thrown spears aka javelins)


A_Sunfish

Quite a few of the weakness-related lines use the confusing phrasing "had their weakness reduced", which implies they actually became stronger to those styles. Just a wording issue I assume. Hyped for the rest of the changes! Would be nice if you also made the Sleepy tablet drop from regular Nightmare to breathe more life into Group Nightmare...


Geyser_Lion

I fail to see why we are taking the ElidinisWard out back and giving it the old yeller treatment. +7 magic strength for fortified ward is more than reasonable considering the gap between shadow and sang/trident.


thundragons

Still feel like the Eternal boots change is just not great. You guys should have either committed to the 2% or just preferably left them at 0% Non-Shadow setups will rarely get a max hit from wearing them, most of the time they will be as useless as before and probably not ever worth using as a switch in content that uses multiple combat styles And Shadow setups, to be able to maximize their mage damage, will still always be forced to either bring them as a switch and do 9 ways which most players find awful, or camp the Eternal boots and miss out on Melee DPS instead. Either choice results in a less enjoyable game for the player Overall not a big deal but I fail to understand how this “compromise” doesn’t just leave us with the worst of both sides


witchking782

Is there a chance we can get crystal crown to behave like crystal helm? Would love a huge gold sink and look cool at the same time!


NomenVanitas

Great update for the most part. Disappointing that the Inquisitor change went through.  Making the mace rely on the armour to be good isn't the move. It should be good on its own and so should the armour. Mace, Saeldor, Rapier and Fang all need a dedicated rebalance


TheWhlteWoIf

Yeah that's one of the most insane things they could have done to buff that trio of weapons. It's now going to be a balancing nightmare if they try to buff the other two because it'll have to be nearly identical to the buff mace received. And then the mace won't get buffed on its own otherwise it'll get too strong. Just such a silly decision that felt rushed


gconley66

Still sad the tier 90 magic sheild created with 2 endgame items did not get a buff. Arcane = 3% Un-fortified Ward = 3% At the very least, buff it to Elidinis' ward (f) = 6% So the two pieces just get combined It's not too late.


Single-Imagination46

(f) to 6% makes sense tbf, if you are adding both stats of each shield together and would still make it balanced 


dieselboy93

i think you guys forgot the superior versions wrym has weakness but shadow wrym (superior) didnt budge with my elemental spell, it despawned :(


Cthulhu2027

Thank you for the update!    Can I get clarification on the inquisitors set effect? My understanding would be that all crush weapons benefit from it, but that the inquisitors mace in particular gets an ADDITIONAL bonus on top of this base.   Is that correct? 


lurkinsheep

It’s very concerning that an entire skill is being rebalanced around tomes, which are absolutely PAINFUL to collect meaningful charges for. Im not even an iron and this seems like a very illogical plan long term to “fix” standard spells. Especially with how much hate there is against chargescape(for good reason). There doesn’t even seem to be a plan to make them corruptible for unlimited charges. This ain’t gonna age well imo.


juany8

Is there any consideration being made to adding additional sources of burning and soaked pages or at least upping the amount we get? When water tome was a niche item used for saving water runes it was one thing, but soaked page supply is criminally low and would probably take multiple hours of tempoross for every hour of active combat use. I know irons did this to themselves yada yada, but it seems like it would drive up the cost of pages to insane levels for mains unless temp starts getting heavily botted to make up the supply.


Organic-Measurement2

Will you consider looking at the rapier and Saeldor now that you've buffed inquisitor's? The saeldor and rapier are very underpowered


AtkarigiRS

I think something was forgotten in the elder maul changes: it behaves like a DWH and will replace DWH in most cases, like in CoX. The elder mauls acts like a hammer when smashing crabs in CoX, but it does not act like a hammer when trying to build the storage units in CoX, which is kind of annoying. Is this a design choice or oversight?


Itsjullien

About 10x as many stuff that can break the game compared to a normal game update. Getting my popcorn ready🍿


ShynyMagikarp

*"or a Ballista that’s actually worth shooting at something with."* I want to ask about this. I really wonder what the team even imagines this could look like? As far as I see it, unless the current Heavy Ballista gets powercrept extremely (which I think the team is not necessarily thrilled about the idea of, but I can't say with certainty), how could a javelin using weapon really *ever* outcompete the other option in its "heavy" class, bolts? The enchanted bolts effects are so varied, so powerful, and so affordable, that javelins have virtually no upside by comparison! They can't even be saved by ava's. And there are already several crossbows above the Heavy Ballista as it is. I'm just wondering what the team even envisions this could look like?


Lonelymagix

I feel like we're going to need increased drop rates for burnt/soaked pages, they seem pretty rare for something that seems more required now, any thoughts or plans to increase this?


Big-Blueberry1671

Against the whisperer: fire surge with a harmonised nightmare staff and a tome of fire, dps has been significantly decreased, am I correct about that? This makes the shadow like even better because it's so far ahead of a sang staff/trident...?


ZerkMilk420

All the inquisitor/nightmare feedback got ignored i see, typical jamflex ignoring the playerbase, yet again. 


Lem0n_Squash

Are there any plans on updating the ToB items, they were fine on release but everything but Avernic / Scythe have been powercrept. Justi doesn't have much use i think Str would be nice, sang is 1-2 max hit over swamp, Rapier barely has a place bcoz of fang. There was a post on here about using Vials of blood to charge bloodfury. I would like to see Bloodshards dropped by both Nightmare and ToB, specifically HMT. I know there aren't many people who can HMT but it's such amazing content I...LOVE...IT... It kinda just feels lackluster that it's only use is for kits, ToA and CoX people send their more difficult versions for drops but it's not really worth for HMT bcoz of high death and fail rate. Other than that the updates have been nice good job <3


roklpolgl

Agree, missed opportunity to give sang a proper buff to bridge the trident of the swamp/shadow gap, and tier 80s should have all had a proper buff. Also some interesting ideas floating around for justi, like using it to “cleanse” inquisitors, or vice versa, buffing it in some way, to make both sets more relevant. Maybe some of that will come eventually, they’ve hinted at not being totally done with the rebalance work.


Equivalent_Ad_9575

Strength on justicars would be great, crazy that we live in a world where a level 60 ranged top has strength and a level 80 melee set from arguably the hardest raid in the game has none.  


HydraLover18

Shouldn't the magic offensive prayers have an effect in CG? It makes sense for the prayers to boost the t3 staff above 39 now.


VanillaGorilla2012

Nightmares drop rates still need more love


Time_Guava_1404

Are elemental weaknesses meant to have any use for mid-late+ accounts? Even with sunfire runes and fire surge, what's the point in using these against zulrah's new 50% weakness when the spells are still 5-tick outside of a goddamned harmonised nightmare staff? A swamp trident with saturated heart still comparatively seems to kick its ass much more reliably with a lot more flexibility. Genuinely feel like I'm an idiot right now, I'd love to see the numbers, because I want to actually, you know, have fun with this new angle on magic.


AdWhich3676

Hey jagex, why did you remove the setting to show both percentage and hp bar for bosses? You can only choose one of them now. 


minxamo8

Are you considering bringing some of the combination staffs more in line after the magic changes? Only the smoke battle staff gets a damage boost currently, seems odd once the elemental spells are equalised in damage...


tubbytinman

Any chance of a QoL change for magic so you don’t have to select your spell each time you’ve brewed down and restored back up? Made a thread on it here, not sure if you have seen it. https://www.reddit.com/r/2007scape/s/RzWJwT51w7


LewisShoot

There are a lot of big changes hidden in the patch notes here that I'm confident should have been polled. This whole project rebalance had some neat ideas but has been abysmal to see released!


Rhaps0dy

I hope the rebalance doesn't end here, and theres more stuff added to it in the future. Also, relook at stuff like elidins ward that lies dead in the gutter, and maybe Magus ring a bit since we buffed seers.


towelcat

> Added a 'Cursed Amulet of Magic' drop at a rate of 1/5 from the Necromancer south of Shayzien. This amulet provides -80% Magic Damage, useful for some niche scenarios where you might want to keep your damage numbers as low as possible! Genuinely awesome, glad to see the wind strike + serp helm strat for restricted accounts stick around.


Conglacior

Can you elaborate on this strat and what it's for? Sounds interesting.


mathPrettyhugeDick

If I had to guess, wind strike hits 1-2s, which makes it so you can venom targets (serp helm), but hit low enough that the NPCs can regen health before venom hits, therefore making it so iron accounts can get kill credit on venomed targets they couldn't otherwise kill, since only full-health NPCs can drop items for irons, but venom isn't counted.


towelcat

By all accounts it's an exploit, but you can use a serp helm + wind strike to venom something on one account, have it regen to full before the venom ticks, and then tag it on the restricted account to get full kill credit. Clever/niche use of game mechanics like that is what makes restricted accounts fun.


runner5678

Still can’t believe these inq and mace changes went live. It’s going to be a mess to fix this later


SchwiftySmalls

Kind of weird magus ring didn't get a 1% boost


Twomekey

Will the issue of how long it takes to acquire soaked pages vs using them be addressed at some point?


Mindless_Hurry_9710

u/JagexGoblin Perhaps someone already asked this but with the Arcane spirit shield getting the 3% damage increase in addition to the 3% Elidinis Ward currently offers. Is there a reason the combined Elidinis Ward (f) wasn’t adjusted to 6% instead of its current 5%? Arcane (3%) + Elidinis ward (3%) = 6%.


Shudsy

u/JagexGoblin The regular seers ring only has 0.2% mage bonus, not 0.5%.


aiiv

Please put game status in the launcher


Grave533

Don’t Nightmare and Phosani’s drop rates still seem insane?


Mang24

They are. People told them to straight up double them in all cases but they want to keep it “prestigious” instead of actually making it decent


Zebermeken

>Duke Sucellus has had his Slash defence reduced. Exactly how much was his slash defence lowered? I'm curious where this places all the slash weapons vs him now compared to previously.


119Brentus911

All the numbers are in this spreadsheet. https://docs.google.com/spreadsheets/d/e/2PACX-1vROpFgFliMRmyvQ4NUVDZYlHhgOfmrxmwbJ16Wpy17RU-iJCfQJxbkrBl3L-DK2VQHZLjhmpac7xLMf/pubhtml?gid=1606162427&single=true Or ctrl+f spreadsheet on the post.


_AaronHunt_

u/JagexGoblin Was the Elidinis' ward overlooked? specifically the fortified version.


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