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salve eel = monkfish
blue crab = shark
cave moray = rocktail
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katagon < girugamesh < promethius < primal
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from what i understand, experience is calculated like this
(base value depending on floor number + prestige value )/2 * modifier
prestige value is like a chain count, it starts at 1, when you floor 1, it goes up to 2, and so on
while the beginning levels you raise your dungeon skill at about the same rate as your floor # goes up, prestige doesnt really come into play, but once you need to do multiple floors per level, it starts to matter
you have the option of "rerolling" your prestige to level 1 so that you get the bonus from each floor again, but you need to play through the floors again to get to where you were
so, if you find your current floor too difficult for you, or you dont have enough exp in the dungeon skill to unlock the next floor, you can keep playing the highest floor you have unlocked (and get no bonus), or reroll to 1 and play them all over again (getting bonus the whole time)
there is a main path in each dungeon that will always be available, with obstacles that dont exceed skill levels of everyone in the group, while there will be bonus paths that may be unavailable to your group because of a skill requirement that no one has. exploring every bonus room adds to the multiplier, but has no other effect on the experience gain. it seems like exploring the additional rooms is only beneficial if you need to gear up on supplies to kill the floor boss, otherwise, completing the floor and moving on to the next may give a better experience rate.
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personal opinion so far, i see how this could have been a minigame, but with the amount of graphical/system work it took to design something this massive, i understand that jagex wants to force it into being a core part of the game instead of an alternate game that might have no one playing it after a few months
curious to see if theres any additional "outside-world" persistent rewards though, the level 80 required weapons that degrade ala barrows dont seem to be too worthwhile, as well as the slew of novelty items you can buy. i think this skill will probably be a fine candidate for an update like "summoning 2" which introduced most of the useful summons after the skill was introduced
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unfortunately theres a lot of potential in this skill that is being held back by the java engine and the tedious game mechanics
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oh, and i also hope they increase the various experience rewards for the other skills inside the dungeoneering game. it doesnt have to be competitive with outside world training, or even close, but the rates right now are extremely minuscule and wont make any visible impact. maybe its better once you get to the deeper floors, in which case this would be nlv, will see
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also, it appears that soloing is going to be the way to train until level 66-69 when everyone has every floor/complexity unlocked and you dont have to worry about the severe penalties for playing the wave that isnt the one you have prestige for
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i'm kind of mad at dungeoneering for existing but i like that you guys are thinking out loud about how to do it right. nn to overthink it, although i agree about using rc while down there. rc is a pain in the ass to level anyway so may as well get some quick low xp while in the depths.