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Elite Skilling Outfits PT2 + BH


Deathcon

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Elite Skilling Outfits via in-game skilling methods

With monday's update two Elite Skilling Outfits will be obtainable in-game via skilling methods for that skill.

What are the outfits?

The obtainable outfits are

  • Infinity Ethereal Outfit

    • Five daily teleports to the Yellow wizard within the Runespan and back.
    • Gives the ability to move between areas in the Runespan without rune cost, although you must still meet the requirements for a given type of platform.
    • 7% chance to double your runes when siphoning in the Runespan, giving twice as much experience.
    • 50% chance for your rune pouches to not degrade while runecrafting.
    • The Infinity ethereal body can store 12 Rune essence or Pure essence.
    • Uses Master runecrafter robes' bonus experience if owned, even while the set is in the bank or player-owned house.
    • Uses Wicked robes' effects if owned, even while the set is in the bank or player-owned house.
    • The Infinity ethereal head will act as a Wicked hood if owned.
    • The Infinity ethereal legs will work as the Morytania legs 2 or higher if owned when creating blood runes at the blood altar.
  • Magic Golem Outfit

    • +7% catching chance while Mining (stacks with the Quarrymaster auras).
    • Removes aggression from living rock creatures.
    • Uses Golden mining suit's bonus experience if owned, even while the set is in the bank or player-owned house.
    • Players who have any version of the Varrock armour will get the chance of mining double ores up to the respective version unlocked.

Overview

The player must collect drops by skilling in the appropriate skill (via any method with at least level 70) and then require Invention level 20/21 to make the outfit pieces. This requires membership, free to play players cannot collect or use the drops.

Each Elite Skilling Outfit consists of three outfits, which can be combined together into a fourth, better outfit. Each outfit consists of five pieces.

What the player creates will be the individual outfit pieces, rather than the outfit as a whole. These can then be combined together into whole outfits and ultimately the better outfit.

To create an outfit piece, the player needs to do any XP-generating activity in the appropriate skill to collect Fragments, and then use the Invention skill to convert them into an outfit piece.

Fragments

At level 70 the player automatically has the ability to start gathering Fragments every couple of minutes when training the relevant skill. In addition, whenever the player gains Fragments there is a rare chance to get an additional 3600 Fragments. Fragments are specific to the skill and skill outfit in question (e.g. Gemstone Golem Fragments, Rune Ethereal Fragments) and each exists as a separate currency in the currency pouch.

At high level, the player receives more fragments, to recognise that they have significantly less use for the XP they would otherwise be earning. If the player has:

  • Level 99: 100% more Fragments drop
  • Level 120 (real or virtual): 200% more Fragments drop
  • 200M XP: 300% more Fragments drop

This means that players with a 99 will get the outfit twice as fast, and players with 200M will get it four times as fast.

It takes 3600 Fragments to make a single outfit piece. 18000 for one full outfit. 54000 for all three full outfits. (There is no additional cost to combine the three outfits into the fourth outfit.)

Once you’ve created a piece, you will never be able to create the same piece. Fragments no longer drop and any remaining fragments will be destroyed once the player has completed all the outfits.

Invention

To convert the Fragments into an outfit piece, the player must learn a specific Invention blueprint. One blueprint exists for each skill.

All the blueprints require: - 20+ Invention (Mining 20, Runecrafting 21 to space them out a bit) - 0 inspiration

Once the player learns the blueprint, they can use the following recipe (provided they are level 80 in the equivalent skill):

3600 Fragments -> Random outfit piece

No other invention items are required. The recipe creates a single random outfit piece from one of the three outfits. Five matching pieces will make an outfit, and fifteen pieces will complete the whole set. Players will still be able to trade pieces one for one to complete their sets.

Outfit pieces can be reclaimed from Diango if they happen to be lost.

 

 Bounty hunter stuff pvpisdedjagex

 

Spoiler

Bounty Hunter

Overview

Bounty Hunter is an extension to the Wilderness which themes up the Wilderness with a focus on hunting down and killing a given target. Players can either fight anyone they see (known as a rogue kill) or kill a target when one is assigned (known as a bounty kill).

Killing gives a chance to drop or upgrade an emblem which can be cashed in for bounty points. The chance for the emblem to drop or upgrade is scaled. These can be spent on tradeable high level rewards which I’ll go into below.

Bounty Hunter worlds

From the update two specific Bounty Hunter worlds will be activated (33 for Legacy, 135 for EoC, converted from existing PvP worlds) these are used only for PvP and PKing, the worlds themselves only allow a player to be in Edgeville, the wilderness, the north-western section of the Grand Exchange and the Mage Arena bank area.

If a player logs in to a bounty world from anywhere but these locations they will be automatically teleported to the Edgeville loadstone. There will be two bounty hunter worlds, both of them are members only, one will be a legacy bounty hunter world, one will be an EoC bounty hunter world.

Bounties

When a player logs in to a Bounty world they will see the following in the top right hand corner of the screen.

EoC Bounty Interface - Legacy Bounty Interface

This interfaces shows the following things

  • The name of players current bounty target or none if they do not have one.
  • The players current Ranking, or if still applicable their remaining placement games.
  • The likelihood of the player getting assigned a target.
  • This clock that fills and is based on two things:
    • The longer a player is in a bounty world the more likely they are to get a target
    • The match making constraints slowly loosen as time goes on, if you have lots of potential targets online your target likelihood will fill faster.
  • A button which will be use to join/leave the bounty hunter queue.
    • An auto-join option toggle.
  • Combat level range. Restricts the level of any potential bounties. Defaults to 7, but may be selected by the player, from 1 to 50.

Getting a Bounty

When a player enters a bounty world an option will appear allowing you to join/leave queue whenever you wish.

As time increases the starting chance of getting a target will naturally increase, this will ensure that a person in a bounty hunter world will eventually get a target, the following factor should be considered when matchmaking.

  • A player's matchmaking ranking (see below for details).
    • Players at and around the searching players matchmaking rating will be searched for, as time goes on the width of the rating search will slowly expand. This will weight match ups based on rating but still allow players to get a target eventually.

Gaining Bounty Hunter points

Upon killing a player in a Bounty Hunter world there is a chance for the player to drop/upgrade an emblem. To upgrade an emblem a player must have it in their inventory at the point they get the kill. Emblems can be stolen via PKing from players but will downgrade itself when it is dropped.

Below sums up each Emblem and the points gained if turned in.

  • Bounty Emblem (t1) - 10
  • Bounty Emblem (t2) - 30
  • Bounty Emblem (t3) - 100
  • Bounty Emblem (t4) - 250
  • Bounty Emblem (t5) - 500
  • Bounty Emblem (t6) - 1,000
  • Bounty Emblem (t7) - 2,500
  • Bounty Emblem (t8) - 6,000
  • Bounty Emblem (t9) - 15,000
  • Bounty Emblem (t10) - 40,000

Matchmaking

The rating system that will be used by Bounty Hunter will be an ELO based system with a variable development co-efficient. An ELO based system rewards players for fighting opponents closer to their skill, below will explain how this system used by Bounty Hunter works.

Matchmaking Rating (MMR)

Opponents start with a rating and a matchmaking rating of 1500. To work out what happens in a fight vs another player you need to know three things:

  • The players rating.
  • The opponents rating.
  • The players development co-efficient.

A development co-efficient is a number that is unique to the player which defines how much rating a player can gain/lose for a given fight.

Rating adjusts after a fight like so:

Image

This means the player gains more rating for beating a strong opponent but also means they lose more rating if they lose to a weak opponent. This rating system is used to continuously test the player, pushing them towards players of their ranking, rewarding them for punching above their weight and allows players to take part at any point during the rating period.

MMR vs rating

At any given point a player has two effective ratings, their current rating for ranking purposes and what is known as their matchmaking rating (known commonly as MMR).

Rating is what the player is ranked on and is used to describe what the players current perceived skill is.

MMR is used to match players up who want to fight and it is used to predict where the players rating is heading.

For the ELO system the difference between rating and MMR is simple, MMR has a higher development coefficient. This allows it to be more more volatile and helps push players towards where they should be. A player who has a lower ranking than they should have will have a high MMR and therefore be offered more matches vs harder opponents allowing them to raise their rating faster.

The same is true of the opposite in that if a player has been boosted to a higher rating then losing a few matches will lower their MMR and they will be placed against lower ranked opponents which if they lose against will drop their rating faster until they reach where they should be.

Anti-farming mechanics for rating

Players fighting the same person over and over again will lose their ability to gain rating from them for a period.

Fight weighting

Bounty assigned targets will affect the rating more than rogue target, so if you want to push for a higher MMR and ranking focus on the Bounty targets given to you.

Leagues

After finishing your placement matches you’ll be placed into a League, on launch the following four leagues will be added.

  • Imp League = 0 – 1,500 rating
  • Goblin League = 1,501 – 1,999 rating
  • Icefiend League = 2,000 – 2,999 rating
  • Pyrefiend League = 3,000+ rating

Reward Shop

Existing points from Deathmatch (100) can now be used on the Bounty Teleport reward unlock, the new Bounty Teleport allows you to teleport near your target, it will also warn you about their Wilderness level and if they are in multi-way combat before you teleport.

Bounty points will award rewards that are geared around providing PKers will a way to make money whilst PKing, these can be used to purchase the following.

  • Brawling Gloves (Random) – 20,000 BH Points – Gain a set of random brawling gloves
  • Revenant pet unlock – 4,000 BH Points - Gain an overridable revenant pet. The revenant is different depending on the league you’re on, you can switch to a lower league's pet if desired.
  • Large rune pouch – 4,000 BH Points – Holds up to 16,000 for three types of rune, can be equipped in the ammo slot and also includes combination runes, this is tradeable.
  • Ancient warrior gear upgrade patch – 4,000 BH Points – Upgrades a piece of ancient warrior gear to tier 88, the patch is tradeable, but the gear is not.
  • Wilderness hilt – 2,000 BH Points – Upgrades a dragon dagger/claws/longsword/mace/scimitar to tier 70, this is tradeable.
  • Adrenaline crystal x10 – 1,000 BH Points – A tradeable item, when added to an adrenaline potion it upgrades it to a super adrenaline potion, it will also upgrade a replenishment potion if added directly.
  • Amulet of the forsaken – 2,000 BH Points – A tier 70 tradeable amulet when adds the following buffs on the original 6 barrows armour.
    • Dharok - Dharoks scales from full health rather than half health.
    • Torag - Gain 2% adrenaline/spec on activation.
    • Guthan - Boost Guthans healing by 10%.
    • Verac - Resets attack swing on activation.
    • Ahrim - Also debuffs the opponents melee damage by 10% on activation.
    • Karil - Also debuffs the opponents magic damage by 10% on activation.
  • Crucible weapons – 30,000 BH Points – Variations on the three crucible weapons, upgrading them to tier 87 weapons with special attacks, these weapons are tradable:
    • Decimination – Bow – Locate: 50% adrenaline - Your attacks for the next 10s are AoE within a 3x3 around your main target.
    • Annihilation – Maul – Gravitate: 50% adrenaline - Each attack adds a stack to your opponent (2 in legacy) with a 1% damage increase per stack against it. Stacks are cleared after 30s or when you miss an attack.
    • Obliteration – Staff – 50% adrenaline - Half your opponents healing. This also affects Nex's blood siphon, QBD's minion siphon, KK's red and green auras and Araxxor's web shield and pulsing spider heals.

Other changes

Deathmatch reward costs have been amended across the board.

  • Wilderness Slayer XP enhancer – 300 now 100 DM Points
  • Small rune pouch – 1800 now 600 DM Points
  • Ancient teleport tablets unlock – 1200 now 300 DM Points
  • Revenant drop enhancer – 1800 now 200 DM Points
  • Ogre Flask – 300 now 100 DM Points
  • Preserved meat x20 – 300 now 100 DM Points
  • Deathmatch title – 1800 now 600 DM Points
  • Deathmatch taunt – 600 now 200 DM Points
  • Superior rock-shell armour set – 1200 now 300 DM Points
  • Superior spined armour set – 1200 now 300 DM Points
  • Superior skeletal armour set – 1200 now 300 DM Points
  • Supreme champion’s helm – 3000 now 1500 DM Points
  • Corrupt/Nasty/Malicious/Loathsome rogue gloves – 600 now 300 DM Points
  • Atrocious rogue gloves – 1200 now 600 DM Points
  • Tier 78 Ancient warrior equipment has been moved onto a sensible degrade system. It's still degrades to dust, as are the new superior variants. The augmented versions carry an internal charge like other degrade to dust gear, becoming unusable once its charge is drained and it is at least item level 10.

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Skilling outfits sounds very complex, maybe it'll be more intuitive in-game but their descriptions make it hard to follow along.

 

Bounty hunter rewards sound very good, will be interesting to see how many people will participate, and if farming it for profit will exist in any large capacity. We're finally getting the OSRS rune pouch woohoo! :glim:

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Super interested to see if this helps revitalize a PvP aspect of the game.  Does anyone know much about PvP combat anymore?  Is it as complex ability wise as most high level bossing is these days?  I suppose you could also ignore the EoC server and just play on the legacy world for a simpler combat mechanic.  

 

Has anyone tried this out yet?  Sounds like the wild is still split into single/multi so we could try to get a team together for multi.  

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10 minutes ago, Rafi said:

Super interested to see if this helps revitalize a PvP aspect of the game.

Well. It was almost immediately broken by people idling around and buying kills from each other. They apparently have disabled trading on BH worlds now, but it's only a matter of time before the community ruins it again. 

 

RS3 pvp really feels like a lost cause at this point. 

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8 minutes ago, Beric said:

Well. It was almost immediately broken by people idling around and buying kills from each other. They apparently have disabled trading on BH worlds now, but it's only a matter of time before the community ruins it again. 

 

RS3 pvp really feels like a lost cause at this point. 

Not much different than we did in the old BH wilderness with the 75k min TBH.  So people were going out gearless and paying their targets to let them kill them?   Bah.  I suppose an RPK'er could easily take down anyone gearless though?   

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1 hour ago, Rafi said:

I suppose an RPK'er could easily take down anyone gearless though?

Sure, but not enough incentive for this to happen. 

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5 hours ago, Beric said:

Well. It was almost immediately broken by people idling around and buying kills from each other. They apparently have disabled trading on BH worlds now, but it's only a matter of time before the community ruins it again. 

 

RS3 pvp really feels like a lost cause at this point. 

Not to mention they also removed t87's from all ironmen and now unable to buy them ( thank fuck )

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3 hours ago, Deathcon4111 said:

Not to mention they also removed t87's from all ironmen and now unable to buy them ( thank fuck )

A hardcore ironman earning one legitimately would have been neat to see, though. :reporter:

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