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EOC - Tipy, triky, rady etc.

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Re: EOC - Tipy, triky, rady etc.

Nový příspěvekod andrejko6 » 23.11.2012 21:28

pridam postreh z bandosa....nemusite sa tam bat chodit, na solo na tankovanie staci zapnuty soulsplit a turm , pripadne sem tam nejaky shark ci rocktail....berte viac pray potov, bo kill je sice bezpecnejsi (bandos hituje okolo 300+-) ale je o dost dlhsi, takze pray sa rychlo mina.
Momentalne je najtazie na bandosovi spravit kc :D...goblini povyrastli na lvl 120 takze sem tam vas aj hitnu
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Re: EOC - Tipy, triky, rady etc.

Nový příspěvekod learn_more » 24.11.2012 13:12

www.youtube.com Video from : www.youtube.com


Zajímavé :D
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Re: EOC - Tipy, triky, rady etc.

Nový příspěvekod mial90 » 24.11.2012 18:50

andrejko na banda v akom gearu ? som tam dnes bol a ma dobre na*rali goblini 120 xD dlhšie som kc robil ako bol v boss room
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Re: EOC - Tipy, triky, rady etc.

Nový příspěvekod Mad Lurker » 25.11.2012 12:04

Na ofic. fóre som našiel zaujímavý príspevok s vysvetlením fungovania cmbtu :) (mne osobne celkom pomohol)
viem že je toho veľa ale možno to pomôže v pochopení cmbtu.

A preklad by bol super. ;)

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orodarf píše:I endeavor to explain to the general populace how item stats work in the following few posts.

Post 1: Introduction and a list of terms
Posts 2 & 3: Weapons & Spells/Exceptions to Weapons & Spells
Post 4: Armour/Exceptions to Armour
Posts 5 & 6: "Target Attacking"
Posts 7 - 9: "Target Defending"


Introduction - a list of terms

"Damage" - This is a stat that comes with weapons, spells, and ammunition. It is an expression of how much damage you can deal with your weapons, spells, and ammunition. You also receive a slight boost to Damage equal the current level of your Strength/Magic/Ranged stat for your main hand and half that for the offhand weapon.
"Damage per second" - This the Damage stat divided by the amount of time your weapon takes to make an attack. Average attacks take 3.6 seconds, Fast 3.0 seconds, and Fastest 2.4 seconds.
"Accuracy" - Also called "Hit Bonus," this is a measurement of how likely you are to hit your opponent. It is found on weapons and books/orbs. This will translate into the "Target Attacking" stat. (See below.)
"Armour" - This is a stat found on armour. It is related to "Armour rating" (see below).
"Armour rating" - This is a measurement of how likely you are to AVOID BEING HIT by your opponent. It is equal to 10% of the "Armour" stat you get from equipment. This will translate into the "Target Defending" stat. (See below.)
"Life bonus" - This is a measure of how many extra life points you gain from your equipment.
"Target Attacking/Defending Rating" - At the bottom left of your Equipment interface, you will see a chart that looks like this:

Target Attacking Defending
Melee ##### ####
Magic ##### ####
Ranged ##### ####

The "Target Attacking" values are measures of how likely you are to hit an opponent of the corresponding class. The "Target Defending" values are measures of how likely you are to AVOID BEING HIT by an opponent of the corresponding class.

Weapons and Spells

Weapons and Spells deal damage. Duh. The Damage dealt by a weapon is dependent upon the number of hands you use to wield the weapon and the level the weapon requires. The Damage dealt by a spell is dependent upon the level of the spell and the type of spell.

Fastest-speed one-handed melee weapons (4 game ticks per attack) are given damage per second equivalent to 4 * Level. Their offhand equivalents deal half this amount of damage, bringing total damage with a Fastest weapon in both hands up to 6 * Level.

One-handed Fast and Average melee weapons almost follow this formula. They receive a boost in damage per second. Fast weapons receive a boost of around 2% (it is most often 2.08%, but there are some levels at which the boost is only 1.67%). Average weapons receive a boost of around 3.5% (it is most often 3.47%, but there are some levels at which the boost is only 2.78% or 3.33%).

Two-handed Average melee weapons almost follow this formula (they deal around 6 * Level is damage per second). However, they also receive a boost in damage per second relative to one-handed Fastest weapons. This boost is around 5.80%.

The above rules also apply to Ranged weapons of the equivalent level. The difference exists in that damage per second for Bows is a combination of Arrows and Bow for Bows and that damage per second for Crossbows comes from Bolts only.

All melee and ranged weapons have Accuracy equal to the level of the item multiplied by 10. Magic weapons are different because of the way books/orbs and wands work; books/orbs and wands COMBINED have an Accuracy equal to the level of the items multiplied by 10 (90% from wand, 10% from book/orb). Staves follow the melee/ranged rule (spell Damage is enumerated below).

Non-Surge Standard spells deal different damage according to their level. Ancient Magicks spells Rock Blitz and lower deal damage according to their level as well, but have an added effect dependent on the element of the spell.

Surge spells deal damage equivalent to Level 80 weapons. Bloodfire Blitz, Ice Blitz, and all Barrage spells deal damage equivalent to Level 82 weapons, but have an added effect. Polypore strike deals damage equivalent to a Level 82 weapon as well.

Exceptions to the rule: There exist some exceptions to this rule.

This is not quite an exception, but Diamond bolts (e) and Dragonstone bolts (e) have the same level and deal the same Damage.

Hatchets and pickaxes deal half the Damage of a normal weapon their level.

The Crystal bow is a special case because it is a Level 70 Fast two-handed weapon. Its damage per second is equal to dual-wielded Average one-handed weapons.

Though it requires Level 78 Att/Str to wield, Korasi's sword has Accuracy and Damage equivalent to that of a Level 68 weapon. However, it also has a 1% Melee Crit chance boost.

The Blisterwood polearm has Accuracy equal to that of a Level 70 weapon, but its Damage is only slightly higher than that of a Level 30 weapon.

Each of the Mage Training Arena wands has the Accuracy of a wand with a level 11.11% higher than the stated level and an additional Magic Crit bonus.

Shieldbows (and the Dark bow) act like an Average speed one-handed weapon coupled with a shield (see below for shield stats).

Bronze weapons have Level 1 Accuracy but Level 5 Damage. Likewise, Air Strike has Level 5 Damage despite requiring Level 1 Magic.

Vesta's spear has the Damage rating of a Average-speed two-handed weapon but is a Fast-speed two-handed weapon, giving it a much higher damage-per-second than any other weapon in the game.

Enhanced Excalibur has Level 70 Accuracy but Level 89 Damage.

There are likely other exceptions to the rules; please help me find them!


Armour

Armour bestows Armour and boosts to Life Points to its wearer. The amount of Armour and Life Points bestowed depends on the level of the item and its type.

Head items boost Armour by 20 times the level and Life Points by 12 times the level. (This only applies to Metal Full Helms and higher-level items. Regular "Med Helms" only add 18 times level in Armour.)

Body items boost Armour by 23 times the level and Life Points by 24 times the level.

Leg items boost Armour by 22 times the level and Life Points by 18 times the level.

Gloves boost Armour by 5 times the level and Life Points by 3 times the level.

Boots boost Armour by 5 times the level and Life Points by 3 times the level.

Shields boost Armour by 20 times the level and Life Points by 15 times the level. (This only applies to Metal Kitshields and higher-level items. Regular "square shields" only add 18 times level in Armour.)

Defenders boost Damage by half of the amount of an off-hand weapon and Life Points and Armour by half of the amount of a Shield.

Exceptions

The uncharged Dragonfire shield has a Level 30 Armour boost and a Level 75 Life Point boost. The charged Dragonfire shield has a Level 60 Armour boost and a Level 75 Life Point boost.

The God books do their own weird thing.

Shieldbows (and the Dark bow) act like an Average speed one-handed weapon coupled with a shield (see above for weapon stats).

There are likely other exceptions to the rule; please help me find them!


"Target Attacking" is your accuracy versus the specified target. When using Magic, for example, your Accuracy value will be full value versus Melee enemies, half value versus Magic enemies, and 20% value versus Ranged enemies. When using Melee, full value versus Ranged, half versus Melee, and 20% versus Magic. When using Ranged, full value versus Magic, half versus Ranged, and 20% versus Melee.

Your "Target Attacking" value decreases for non-class compatible armour (not including Jewellery, Gloves, Helms, or Boots), following the following schematic:

When using Magic:
-Melee Body armour, Leg armour, and shields each decreases your "Target Attacking" values versus Melee and Ranged by 15% and the value versus Magic by 16% for the first piece, 14% for the next one, and 16% for the last. (Example: Using an Apprentice Wand with no other items, my Accuracy is 500; Target Attacking versus Melee/Magic/Ranged is 500/250/100. Equipping a Rune Platebody, Rune Platelegs, and Rune Kiteshield decreases these values to 425/210/85, then 350/175/70, and finally 275/135/55.)
-Ranged Body armour, Leg armour, and shields each decreases each of your "Target Attacking" values by 8% versus Melee and Magic, and versus Ranged by 10% for the first two pieces and 5% for the last. (Example: Using an Apprentice Wand with no other items, my Accuracy is 500; Target Attacking versus Melee/Magic/Ranged is 500/250/100. Equipping a Green d’hide body, Green d’hide legs, and Green d’hide shield decreases these values to 460/230/90, then 420/210/80, and finally 380/190/75.)

The same generalizes to Ranged and Melee.


When using Melee:
-Ranged Body armour, Leg armour, and shields each decreases your "Target Attacking" values versus Magic and Ranged by 15% and the value versus Melee by 16% for the first piece, 14% for the next one, and 16% for the last. (Example: Using a Rune weapon with no other items, my Accuracy is 500; Target Attacking versus Melee/Magic/Ranged is 500/250/100. Equipping a Green d’hide body, Green d’hide legs, and Green d’hide shield decreases these values to 425/210/85, then 350/175/70, and finally 275/135/55.)
-Magic Body armour, Leg armour, and shields each decreases each of your "Target Attacking" values by 8% versus Melee and Ranged, and versus Magic by 10% for the first two pieces and 5% for the last. (Example: Using an Rune weapon with no other items, my Accuracy is 500; Target Attacking versus Melee/Magic/Ranged is 500/250/100. Equipping a Batwing torso, Batwing legs, and Batwing shield decreases these values to 460/230/90, then 420/210/80, and finally 380/190/75.)

When using Ranged:
-Magic Body armour, Leg armour, and shields each decreases your "Target Attacking" values versus Melee and Magic by 15% and the value versus Ranged by 16% for the first piece, 14% for the next one, and 16% for the last. (Example: Using Rune c’bow with no other items, my Accuracy is 500; Target Attacking versus Melee/Magic/Ranged is 500/250/100. Equipping a Batwing torso, Batwing legs, and Batwing shield decreases these values to 425/210/85, then 350/175/70, and finally 275/135/55.)
-Melee Body armour, Leg armour, and shields each decreases each of your "Target Attacking" values by 8% versus Ranged and Magic, and versus Melee by 10% for the first two pieces and 5% for the last. (Example: Using a Rune c’bow with no other items, my Accuracy is 500; Target Attacking versus Melee/Magic/Ranged is 500/250/100. Equipping a Rune Platebody, Rune Platelegs, and Rune Kiteshield decreases these values to 460/230/90, then 420/210/80, and finally 380/190/75.)


For the purposes of this discussion, let us use "Same" to denote the combat style of the armour you, the player character, are using. "Strong" is the combat style you are strong against/defend well against, "Weak" the combat style you are weak against/defend poorly against. Therefore, if you are using Ranged, Same = Ranged, Strong = Magic, Weak = Melee. We will disregard the "All" type for now.

There is a stat on the Equipment Interface called "Armour rating". It is 10% of the total of the "Armour" stat on all of your pieces of equipment combined.

When using only armour of the "Same" type, your "Target Defending Rating" will be 100%/62.5%/31.25% of the "Armour rating" against the type against which you are Strong/Same/Weak, respectively.

When you combine armour of the "Same" type with armour of another type, the distribution of the rating changes. The total, however, remains 193.75%. The new piece of armour will cause your Target Defending Ratings to "lean" toward the type of the new piece of armour, linearly depending on the number of items of each type you have equipped. So, for example, you are wearing 5 pieces of Magic armour. Your current Target Defending Ratings are 100%/62.5%/31.25% of your Armour rating for Melee/Magic/Ranged. If you equip 1 piece of Ranged armour to replace one piece of your Magic armour, you are now wearing 4 pieces of Magic armour and 1 piece of Ranged armour. 5 pieces of Ranged armour would give you 31.25%/100%/62.5% versus Melee/Magic/Ranged, and so you take 1/5 of the difference and add it to your current Ratings. They become 86.25%/70%/37.5% of your Armour rating for Melee/Magic/Ranged.

(For the more math savvy among you, this is a weighted average of the individual pieces of armor. Each Melee piece counts as 100/62.5/31.25 Ranged/Melee/Magic, each Magic piece counts as 100/62.5/31.25 Melee/Magic/Ranged, each Ranged piece counts as 100/62.5/31.25 Magic/Ranged/Melee, and then they are averaged.)


Another example: You are wearing 5 pieces of Melee armour. Your current Target Defending Ratings are 100%/62.5%/31.25% of your Armour rating for Ranged/Melee/Magic. If you equip 1 piece of Ranged armour to replace one piece of your Melee armour, you are now wearing 4 pieces of Melee armour and 1 piece of Ranged armour. 5 pieces of Ranged armour would give you 62.5%/31.25%/100% versus Ranged/Melee/Magic, and so you take 1/5 of the difference and add it to your current Ratings. They become 92.5%/56.25%/45% of your Armour rating for Melee/Magic/Ranged.

In other words, when using Same/Strong/Weak Armour, no matter in what combination, your total defences will be 193.75% of your Armour rating. You can only change the distribution of the ratings, assuming all of the Armour you use is of the same power.


This all changes when you use "All" type armour. This armour is rare-- you rarely find it anywhere because it actually INCREASES your all-around defense. Some examples of "All" type armour are the Void Knight set (excluding the Head piece) and Culinaromancer's gloves.

"All" type armour actually works the same way as other armour - it causes your ratings to "lean" toward what they would be if you were wearing "All" type armour exclusively. If you wear only "All" type armour, your Target Defending Ratings are all 100% of your Armour rating (so 100%/100%/100% to each Melee/Magic/Ranged). In this way, All-type armour is quite a bit better than other armour of the same power level because its total defences are 300%, versus non-All-type armour's 193.75%.

Example time:

You are wearing 5 pieces of Melee armour. Your current Target Defending Ratings are 100%/62.5%/31.25% of your Armour rating for Ranged/Melee/Magic. If you equip 1 piece of Ranged armour to replace one piece of your All armour, you are now wearing 4 pieces of Melee armour and 1 piece of All armour. 5 pieces of All armour would give you 100%/100%/100% versus Ranged/Melee/Magic, and so you take 1/5 of the difference and add it to your current Ratings. They become 100%/70%/45% of your Armour rating for Melee/Magic/Ranged.

A note about Ratings in the Equipment Interface: They are all rounded down.
Obrázek<---Staty pri zrušení f2p hiscores.
Prayer 99/99
Rc 99/99
Mining 99/99
Dung 112/120

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Re: EOC - Tipy, triky, rady etc.

Nový příspěvekod Mr Skill Cz » 25.11.2012 12:48

Překlad už tu je v rychle se měnících topicích
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Re: EOC - Tipy, triky, rady etc.

Nový příspěvekod Prase222 » 25.11.2012 19:31

Tak, po změně kc jsem začal na banda používat spiritual ranger a vypadá to jako nejefektivnější cesta.
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Re: EOC - Tipy, triky, rady etc.

Nový příspěvekod learn_more » 25.11.2012 19:47

Prase222 píše:Tak, po změně kc jsem začal na banda používat spiritual ranger a vypadá to jako nejefektivnější cesta.

Pokud tam chodíte melee tak je nejlepší to dělat na spiritual mages.
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Re: EOC - Tipy, triky, rady etc.

Nový příspěvekod Prase222 » 26.11.2012 13:44

learn_more píše:
Prase222 píše:Tak, po změně kc jsem začal na banda používat spiritual ranger a vypadá to jako nejefektivnější cesta.

Pokud tam chodíte melee tak je nejlepší to dělat na spiritual mages.


To je blbost teďkon, ty rengerove jdou dolu několikrát rychleji :)
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Re: EOC - Tipy, triky, rady etc.

Nový příspěvekod D4rk W4rr1or » 26.11.2012 17:48

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Re: EOC - Tipy, triky, rady etc.

Nový příspěvekod learn_more » 26.11.2012 21:53

Nic moc, to by dokázal i DPH...
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