Posts by JagexJack

RemLandova

I think you should really add another survey for people close to completionist. I'm not at comp yet personally, but at the moment, I only require about 5 and a half levels in slayer and then I've got it; shouldn't people that have clearly been actively hunting it for some time, or had it before have a bigger say than the people that have yet to make a full attempt at completionist?

I agree, but that's incredibly difficult for us to judge by looking at your account.

shrinkmink

That's their first attempt to force a yes on this question. Their second attempt is how there is only one "yes" but two "no" (this second one kind of back fired but watch them say no option got 75%).

We're not forcing anything. Split vote doesn't mean anything when the results are secret and we need to interpret them.

SMURGwastaken

is it worth taking another look at blast furnace or should we move on to comp rework

You mean should you fix a piece of content which has actually been broken by the rework and rendered and unusable, would be useful and appropriate for players of all levels and would fit perfectly into your stated goals with the rework if only the glaring bugs with it were fixed?

Yeah I dunno, seems like you might be better off focusing on content which could be better but isn't actually broken, and only applies to a minority of hardcore dedicated players. That way you get to avoid catering for new players and you get to leave broken and useless content in the game like what happened with Mobilising Armies.

The bug with the conveyor belt needs fixing. The question is do we revisit it and make it work with higher tier ores, etc.

Bentoki

I don't know how they missed this with the latest poll when it has been asked for for quite some time

Isn't this the same as the second answer to the first question?

Very difficult to avoid spoilers for upcoming quests.

5-x

I'd appreciate an opinion from /u/jagexjack on this.

Isn't this basically the second answer to the first question?

Hot on the heels of Mining & Smithing we're looking to rework the comp cape. Stage 1 of this is an in-game survey which is now live. Get in and vote!

You'll see two versions of the poll, but you'll only be able to answer one of them, as one is accessible to people who've ever comped and the other is accessible to people who've never comped. The questions are the same in both surveys.

A devblog which explains the point of the survey and the project in more detail can be found here: Comp cape devblog

Read more
TheLastFinale

Hello. IGN: Final Tease.
I managed to get the "Suity Level Maximum" within the 2nd day of release, with an augmented Imcando Pickaxe, Overload, Lava Titan, and Magic Golem outfit, while mining phasmatite. Now, I'm not here to brag. Over the past few days I have heard countless people ask, in-game, for advice on how to get this achievement. This has caused me to launch into a full-scale investigation of what the minimum requirements should be (RNG-based, of course) to get that fancy RuneScore.

My steps have followed like this:

  1. read the Mining page on the Runescape wiki at least 17 times over.
  2. Try and determine a base damage from my mining and strength skills
  3. isolate the amount of damage "rolled" each time per XP granted. (by isolate I mean figure out the damage I'm rolling independently of my Mining and Strength skills)
  4. average out my damage based on 3,000 non-critical, non-boosted strikes between 1-99% stamina
  5. try and determine a "damage-roll-average"
  6. repeat steps 3-6 on critical strikes
  7. compare the average normal-damage to the average critical hit damage to determine a rough estimate for Critical Hit damage modifiers
  8. finally, implement all of this information into a calculator to put into a strategy guide or something on the runescape wiki so people can determine the minimum requirements for this achievement and also the likelihood they'll get it at those mininimum requirements or better.

So, in theory, this has been working out great.

I have run into an inconsistency though, and would love some advice from some other tryhard rando looking to waste some time on math.

The inconsistency

I'm having a problem in calculating damage out. I'm back at phasmatite, practicing the whole time.

Mining = 95 +95 Damage

Strength = 88 +8 damage

I'm using the Pickaxe of Earth and Song. +40- 140 damage

With all of these combined, my minimum damage with any given pickaxe should be 103, and my minimum damage should be 143 with the Runescape P E S dispenser.

I do not have any other boosts active, no titan, no aura, no overload, nothing. Just a Grace/Luck combo to keep it interesting
Based on the information present here and here, My damage and exp equations should look like this

EXP = Damage * Rock Modifier * 0.4

Damage = EXP / Rock Modifier / 0.4

Phasmatite's Rock modifier is 0.8, NetHardness is 0 due to greater hardness than rock providing no extra damage

therefore:

EXP = Damage * 0.8 * 0.4

Damage = Exp / 0.32

Here's where the issue is, and where I'd like some community help, if anyone's interested.
Sometimes, I can get an EXP drop as low as 39.
If we plug this in, then our damage done is

Damage = 39/0.32

Damage = 121.875

Given the current calculations in the wiki, my minimum hit with a PES dispenser and my current mining/strength stats should be 143, making the least amount of EXP I get in a single swing should be 46.

There's only two things I can come up with that may be affecting my maths (which I've quintuple checked, with other people now as well, too).

  1. Stamina is not a damage multiplier in the way that increases damage at full Stamina, but rather decreases Damage done when below 100% Stamina. I include this idea because I've been working strictly within the range of 1-99% stamina. I admit, I can only achieve a 39 XP drop at 0% stamina, but I can get as low as 41 in middle-range stamina, which is still 5 less than what my minimum should be.
  2. the formulae for calculating out Damage and Experience is not entirely accurate, and there's some missing step or calculation we're not seeing.
  3. The damage is rolled at a different time than what the wiki portrays, or the experience drop is affected/unaffected by mining/strength stats in ways unclear to me.

If anyone knows how to page a Jmod, and see if they'd shine some insight on this, I'd be more than happy to continue with my studies and figure out how to get you, my friendly neighborhood Runescape Adventurer, closer to getting that Suity Level Maximum runescore. ;)

My ultimate goal is to figure out average damage-rolls that aren't affected by levels with the PES dispenser, find out average critical strike damage-rolls and then compare the two to determine a rough estimate for how much a critical strike modifies a player's hit. This is more or less the missing piece I need to find out exactly what the mininimum requirement is to obtain the achievement, because the rest is just math. :) Thanks for checking me out, this is my first post here, and I look forward to any and all help, criticism, "gg m8"s and "$11 btw"s!

Last minute edit: sorry for the organization of this post, my head's all over the place and I hope that this is more or less straightforward to read. I've been using Ruby to speed along my data processing, but once I started noticing (perceived) damage-rolls less than 40, I got curious.

Your theory about stamina being calculated as a penalty rather than a bonus is correct.

The guy who runs the shop in AW will sell you your exact specific mithril dagger back if you buy it with tokens. He saved it for you because he appreciates the high value you place on good, reliable craftsmanship.

Tonix_RS

Is this a bug by any chance? I thought you're supposed to earn Respect progressively (1% per 10k exp). Instead, it is made so you must fully complete the smithing item and then the amount of respect earned is dropped.

Not a big deal but kind of annoying when you're close to 100% respect and you start smithing an elder rune burial.

PS: Does Fally Shield 4 actually increase EXP 5%? According to RS Wiki it does. I equipped and unequipped but got exactly same exp drops.

This is intentional. You used to get it per strike, but because it rounds down (due to the way RS works) you ended up missing out on huge amounts of respect. By saving it until the end, you always get the full amount you should.

An_Anaithnid

Jagex should've contracted Baltimores Knife and Sword to make either one of the new swords or a Godsword. Would've been awesome.

We contacted a few but I think we didn't hear back from any of them.

EmpZurg_

I wasted GP buying one of these. The tooltip is WRONG. It does not upgrade ores, does not transport them to the bank. Please fix this .

Yeah the examine is wrong. We have a bug in for this being worked on at the moment.

Lovein_Ur_Anus

Or am I just stuck with these 5 rune item tokens in my bank for the rest of eternity?

No, sorry. We can put in a bad value item for 1 token (like say 1 bar) but we were very worried about players spending millions of tokens on this bad value item, and we thought people missing out on 5 bars worth was less of a risk.

socorum

Can anyone give me some insight in this challenge? I'm using:

- Ring of whispers (equipped)

- Golem outfit (equipped)

- Pickaxe of eart and song (equipped)

- dwarven ramhammer (activated on double damage in inventory)

- crystal skillchompa (inventory)

- Overload (active)

- Berserker aura (active)

- Lava titan (spawned)

And i'm mining tin as to not get any hardness penalty.

Is it just really RNG based or is it that I can't hit that much on a tin rock due to the cap being at 100%?

If you're using a pick of earth and song, you don't get a hardness penalty on any rock. Hardness penalty only applies when mining a rock which is higher level than the pickaxe you're using.

That said mining tin doesn't make you do less damage so it isn't reducing. You need to get lucky with a crit and rockertunity at the same time.

SplendidWow

M&S rework. Wow, just wow. All I have to say is no single piece of content has blown my expectations quite like this. Years of your forum and Reddit presence, sharing your concepts and brainstorms, requesting feedback and making changes based on community suggestions has created something so profoundly engaging and almost bug-free. Thank you for this so much, Smithing has always been my biggest pet peeve in RuneScape, for over a decade. For the first time in forever my faith in the developers word that they value the skilling aspect of the game is restored (and let's be brutally honest here, since EoC the game's focus on combat and Slayer had me believing the gathering and production skills were afterthoughts to Jagex).

I think a long-lasting problem that was present in RS3 (and remains in OSRS) is that the players who enjoy RuneScape for its unique skilling and medieval economy simulation become sidelined at the endgame. I simply don't like bossing in RuneScape, I don't enjoy the fast-paced hectic risky action bar style gameplay here (in WoW, I main a healer and have since I started). So naturally the draw of RuneScape came from the skills. The ability to interact with the world and collect, gather and forage is what appealed to me.

Now for what I think is the first time, maxing a skill feels truly satisfying not just because you're finally done with it, but because you're excited to make money with it. Nobody thinks "I'm finally done reaching strength level 99, now I never have to train strength again" but everyone felt this way for Smithing.

So again, THESE are the kind of updates RuneScape 3 needs more of, so thank you.

Thanks! Glad you're enjoying it.

TheRealOsamaru

Bwhahahahaha! I was just about to make the same Post.
You really should get a Respect reward when making Masterwork, even if you don't get alot of Experience.

/u/darkhearted_raven Who would we ask about this?

It's intentional that you don't get this. Any extrinsic reward for making masterwork will lower its value slightly.

Alabaz

Comp determined by a percentage of Runescore is a good concept but a lot of achievements aren't set up for that purpose, so it wouldn't work in practice and we'd need to completely rework achievements.

One of the unfortunate aspects of the current comp capes is that since it was grandfathered into the current achievement system, it largely ignores that system in favor of arbitrary guidelines. And in my opinion, Mod Jack's vision of the reworked comp cape from Discord is just as bad:

"Comp cape" should be renamed "Expertise cape" - to have the "expertise cape" means that you are an expert runescape player - you've played every update enough to understand it and tell other players how to do it. You haven't necessarily "completed" every piece of content, but you have done it. This would include killing every boss. (Non-bossers should pursue other capes which we would add, the "expertise cape" means you're an expert at all of runescape.

How is that not completely subjective? This is probably selfish and ignorant to say, but if any simplistic standard like runescore can't be utilized because of the current project scope, then fuck the scope, expand it and do a comprehensive rework that ends this Rorschach test of requirements once and for all. Plus if there's going to be sub-categories of capes for pvm, minigames, etc, aren't you going to have to tie those into the achievement system?

Side note, I actually love a lot of the other proposed ideas so far, including PvM focused capes with potential BiS stats, more capes in general, and making cape abilities like Ava's a universal unlock. The only thing I think is dead wrong is the idea of the "expertise" comp cape.

What you seem to be suggesting is that making up comp reqs would be subjective, whereas assigning a rune score request would be objective. Presumably because it's just a number which doesn't change? But the same people who would be making up comp reqs would be making up new achievements, so it's exactly as "subjective".

gompose

TL;DR : Legendary Quarrymaster now offers a measly 2.127% increase in damage per swing, and therefore ore acquisition.


The different tiers of quarrymaster now give 1/2/3/4/5% Bonus Critical Hit Chance

I bought the Legendary Quarrymaster aura with a year's worth of saved loyalty points on rework launch day (The in-store description has not been updated, it still says +15% chance to mine ore).

According to RS wiki: Damage per Swing = Mining Level + (Strength Level/10) + Damage Roll + Net Hardness + Crit bonus

Assuming the following:

  • Level 99 Mining

  • Level 99 Strength

  • Damage roll of 95 (Average for Elder Rune Pickaxe +5)

  • 0 Net Hardness (pickaxe equal or greater tier than rock)

  • Base 30% Crit Chance (30% chance to deal 100 damage, averages out to 30 more damage)

  • No other Modifiers

Without Legendary Quarrymaster (30% crit chance): 99 + 9 + 95 + 0 + 30 = 233 Damage Per Swing

With Legendary Quarrymaster (35% crit chance): 99 + 9 + 95 + 0 + 35 = 238 Damage Per Swing

This difference of 5 equates to a 2.127% increase in damage per swing, this also means ores are acquired 2.127% faster than without the aura.

Considering to the high cost of the aura, as well as it's previous +15%, I was hoping that such a measly effect is unintended?

What do you think? /u/Shaunyowns

We've investigating this and decided that we're going to double the buff from 1/2/3/4/5% crit to 2/4/6/8/10% crit.

I don't know when this fix will be live. Not today in any case.

You should definitely be stacking skillchompas though. You're missing out on an extra 70 damage per crit which hugely buffs this aura.

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[deleted]

Yeah this isn't a bug, it's just how RS works.

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[deleted]

Which enemies are dropping stone spirits? Shogun is looking and can't see any obvious ones.