Underwater City/Guide: Difference between revisions
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{{StrategyGuide|This guide is meant for single clears and to enable idling with as low as possible requirements. Not to be the most effective method. Information on equipment, mechanics and strategies are on this page.}} | {{StrategyGuide|This guide is meant for single clears and to enable idling with as low as possible requirements. Not to be the most effective method. Information on equipment, mechanics and strategies are on this page.}} | ||
{{ | {{UserContentVersion|1.3}} | ||
If you wish to tweak the [[Combat Simulator]] Exports yourself, they can be found [[/Sims|here]]. | |||
=Standard Guide= | =Standard Guide= | ||
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* Set 2 requires a minimum of {{SkillReq|Hitpoints|99}}. Calculated at all combat skills level 99 in the [[Combat Simulator]]. | * Set 2 requires a minimum of {{SkillReq|Hitpoints|99}}. Calculated at all combat skills level 99 in the [[Combat Simulator]]. | ||
Set 2 can be all non-B upgraded [[Terran God Armour]] with {{ItemIcon|Tidal Edge}} and it will only lower the Kills Per Hour by about 1.5 (from 4.2 to 2.8). | Set 2 can be all non-B upgraded [[Terran God Armour]] with {{ItemIcon|Tidal Edge}} and it will only lower the Kills Per Hour by about 1.5 (from 4.2 to 2.8). <br> | ||
{{ItemIcon|Ultima Godsword}}/{{ItemIcon|Fury of the Elemental Zodiacs}} can be used to increase the Kills per Hour to roughly 6.6. | |||
* Prayers: {{Icon|Battleheart|type=prayer}} and {{Icon|Battleborn|type=prayer}}. Swap to {{Icon|Battleheart|type=prayer}} and {{Icon|Chivalry|type=prayer}} for Set 2. | |||
* Potion: {{ItemIcon|Damage Reduction Potion IV}} | |||
* Point of Interest: {{POIIcon|Dark Waters}} | |||
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|[[File:Slot passive.png|36px|frameless]] | |[[File:Slot passive.png|36px|frameless]] | ||
| {{ItemIcon|Knight's Summoning Defender}} || {{ItemIcon|Barrier Burn Shield}} | | {{ItemIcon|Knight's Summoning Defender}} || {{ItemIcon|Shield of Melee Power}}/{{ItemIcon|Barrier Burn Shield}} | ||
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|[[File:Slot gem.png|36px|frameless]] | |[[File:Slot gem.png|36px|frameless]] | ||
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==Agility== | ==Agility== | ||
The Agility obstacles 9 or higher are not required, 8 and below are highly suggested (and simulations were done with those active). <br> | The Agility obstacles 9 or higher are not required, 8 and below are highly suggested (and simulations were done with those active). <br> | ||
{{AgilityCourseTable | {{AgilityCourseTable | ||
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}} | }} | ||
---- | ---- | ||
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* {{ItemIcon|Engulfing Vortex Longbow}}/{{ItemIcon|Ancient Arrows}} has about 250% faster clear times than {{ItemIcon|Dragon Crossbow}} | * {{ItemIcon|Engulfing Vortex Longbow}}/{{ItemIcon|Ancient Arrows}} has about 250% faster clear times than {{ItemIcon|Dragon Crossbow}} | ||
* Potion: {{ItemIcon|Damage Reduction Potion IV}} | * Potion: {{ItemIcon|Damage Reduction Potion IV}} | ||
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|familiar11 = !{{Synergy|Tortoise|Dragon}} | |familiar11 = !{{Synergy|Tortoise|Dragon}} | ||
}} | }} | ||
---- | ---- | ||
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{{MonsterIcon|Merman Guard}} is not that difficult and can be done with [[Melee]] instead, which will be slower but one less combat set to set up. | {{MonsterIcon|Merman Guard}} is not that difficult and can be done with [[Melee]] instead, which will be slower but one less combat set to set up. | ||
* Spell: {{Icon|Fire Surge|type=spell}} or {{Icon|Water Surge|type=spell}} with {{ItemIcon|Cloudburst Staff}} | * Spell: {{Icon|Fire Surge|type=spell}} or {{Icon|Water Surge|type=spell}} with {{ItemIcon|Cloudburst Staff}} | ||
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}} | }} | ||
==Option 2: Take it slow and grind== | ==Option 2: Take it slow and grind== |
Latest revision as of 20:51, 26 June 2024
If you wish to tweak the Combat Simulator Exports yourself, they can be found here.
Standard Guide
Introduction
This is a Barrier dungeon introduced with the
Atlas of Discovery Expansion, there is a general guide to this dungeon and a more in-depth look into
Barrier combat in general in this guide. This page will go deeper into combat options, including when
Throne of the Herald Expansion is owned and already completed.
This guide is not meant for optimal kills per hour but instead focuses on easily obtainable ways ranging from just passed God Dungeons to having beaten Throne of the Herald to clear the dungeon effectively.
Requirements
- Complete
Cult Grounds
- Discover
Melantis
Damage Reduction Potion IV
Recommended
The enemies, and especially the Nagaia hit very hard in this dungeon. A lot of damage reduction is required in order to idle this dungeon without dying. Alternatively, the player can return after having progressed through the
Throne of the Herald expansion. Having more hitpoints or other damage reducing and damage inflicting bonusses can greatly speed up the clear times of this dungeon. Set 1 clears the dungeon roughly 27 times per hour. Set 2 clears it roughly 8.5 times per hour. (You can swap the weapon & summons in Set 2).
The Preferred Shield is Earth Layered Shield, however
Devouring Barrier Shield can be used, once the upgrade item has been obtained from this dungeon.
Clearing the Underwater City dungeon provides 1
Barrier God Shard every time it is cleared. These can be used to upgrade (B) god armours into their respective (C) armours. These can then be used to very effectively clear
Crystal Depths for
Crystal Binding Dust if the player hasn't already done this.
Equipment
Below are 2 sets, unlike the previous dungeons, you can't mix and match this dungeon. Set 1 is for post-TotH clears. Set 2 is for clears just before or after Impending Darkness Event.
- Set 1 requires
Level 120.
- Set 2 requires a minimum of
Level 99. Calculated at all combat skills level 99 in the Combat Simulator.
Set 2 can be all non-B upgraded Terran God Armour with Tidal Edge and it will only lower the Kills Per Hour by about 1.5 (from 4.2 to 2.8).
Ultima Godsword/
Fury of the Elemental Zodiacs can be used to increase the Kills per Hour to roughly 6.6.
- Prayers:
Battleheart and
Battleborn. Swap to
Battleheart and
Chivalry for Set 2.
- Potion:
Damage Reduction Potion IV
- Point of Interest:
Dark Waters
Agility
The Agility obstacles 9 or higher are not required, 8 and below are highly suggested (and simulations were done with those active).
Slot | Obstacle | Bonuses |
---|---|---|
1 | +3% Global GP (except Item Sales) +2% Fishing Mastery XP | |
2 | -4% Firemaking Interval | |
3 | +5% Melee Evasion +5% Melee Max Hit | |
4 | -40 Maximum Hitpoints +5% Ammo Preservation +5% Rune Preservation +5% Melee Max Hit | |
5 | +20 Maximum Hitpoints +5% Ranged Accuracy Rating +2 Prayer Point Cost for Prayers +5% Magic Accuracy Rating +5% Melee Accuracy Rating | |
6 | +1% Damage Reduction +5% Damage To All Monsters +3% Chance To Preserve Prayer Points | |
7 | -20% Chance to Preserve Resources in Skills | |
8 | +20 Maximum Hitpoints +2% Damage To All Monsters +1% Damage Reduction | |
9 | +20 Maximum Hitpoints +5% Food Healing Value +5% Chance to Double Items Globally +10 Mining Node HP +10% Chance to Preserve Resources in Skills | |
10 | -16% Auto Eat Efficiency -0.3s Monster Respawn Timer | |
11 | +1% Damage Reduction -0.1s Monster Respawn Timer -3 Prayer Point Cost for Prayers -20% Rune Preservation -20% Ammo Preservation | |
12 | -20% Global Accuracy +5% of Maximum Hit added to Minimum Hit -0.1s Attack Interval | |
13 | +10% Agility Interval +5% Chance to Double Items Globally -30% GP gained from Agility | |
14 | +30% Accuracy Rating +30% Global Evasion -150% GP from Combat -6% Chance To Double Loot in Combat +15% Damage to Monsters in Dungeons | |
15 | -100 Maximum Hitpoints Your Attacks now roll twice (Select highest chance) -10% Global Slayer Coins (except Item Sales) | |
Pillar | +10% Ranged Evasion -0.2s Monster Respawn Timer +5% Flat Slayer Area Effect Negation +10% Melee Evasion +10% Magic Evasion +5% of Maximum Hit added to Minimum Hit +10 Flat HP Regen | |
Elite Pillar | +8% Mastery XP for Melvor Realm only -3% Interval for all Non-Combat Skills +40% Global GP (except Item Sales) +8% Chance to Double Items Globally |
Ancient Relics Guide
There are two different ways of approaching this Dungeon:
- Just get the Dungeon first clear over with as soon as possible to get your Skill Cap Increases and gain access to
Impending Darkness Event. This would include not grinding out
Underwater Ruins for it's weapons.
- The second would be to grind (B) God armor pieces and one or more weapons from
Underwater Ruins.
General Guidance
Contrary to all previous Dungeons, some minor Astrology investment is highly recommended. Specifically obtaining the 8% Accuracy stars in the Constellations
Iridan,
Terra,
Vale,
Syllia and
Arachi. The Master Relic will not be required, nor will any other Stars.
Due to the regen mechanics of both the Barrier and Health of the boss, it would be advised to Manual Eat as little as possible, for this reason as much Damage Reduction as possible will be packed on for this Dungeons Boss
Nagaia.
Additionally, because of the high regen capabilities of the Monsters Barrier it is highly recommended to follow the Combat Triangle, this means a
Ranged setup for waves 1 and 2, Melee for waves 3 and 4,
Magic setup for waves 5 and 6,
Ranged for waves 7 and 8, and finally Melee for the 9th and final wave. Active switching styles is highly recommended as the Dungeon will go much faster this way. A setup for each combat style is included in this guide.
While it is entirely possible to do this Dungeon completely Idle at this point, however it depends greatly on which Relics have been obtained.
Following the instructions and suggested setups from this guide will not require Manual Eating at all. However it will require switching between Combat Styles to the suggested Style listed in the above paragraph.
Eradicating Gloves (m) are the Best in Slot gloves for the rest of the game, they however have a very low drop chance. It most likely isn't worth farming for these gloves until you have both a few (B) Terran God Armour set pieces and
Summoning Relic #4.
Option 1: Rush First Clear
These setups notably do not require:
- Any Weapons from
Underwater Ruins
- Any (B) God Armors
Level 99 (for
Imbued Dragonite Bar)
- Over
Level 50, Obstacle 6 is good enough.
See the specific sections for advice per style.
Agility
This guide assumes that Agility has not been progressed beyond obstacle 6, as it is very slow to level before beating
Impending Darkness Event.
Slot | Obstacle | Bonuses |
---|---|---|
1 | +3% Global GP (except Item Sales) +2% Fishing Mastery XP | |
2 | +3% Smithing Mastery XP | |
3 | +5% Melee Evasion +5% Melee Max Hit | |
4 | -4% Global Skill XP +10% Food Healing Value +20% GP gained from Thieving +3% Chance to Preserve Resources in Skills | |
5 | +20 Maximum Hitpoints +5% Ranged Accuracy Rating +2 Prayer Point Cost for Prayers +5% Magic Accuracy Rating +5% Melee Accuracy Rating | |
6 | +1% Damage Reduction +5% Damage To All Monsters +3% Chance To Preserve Prayer Points |
Melee
Used for waves: 3,4,9
This is the setup that will be used for the boss, attempting any other style will result in Death at this stage.
It will require at least 70% Damage Reduction and 1010 HP or 71% if you're want to be 100% safe. (70% has roughly 0.004 Deaths per hour, 71% eliminates the Death Chance entirely)
You can replace Fury of the Elemental Zodiacs and
Tormented Ring with any combination of Amulet and Ring of choice as long as 2/3% Damage Reduction is gained from those 2 Item Slots combined.
Defence Relic #5 provides a bite more wiggle room replacing the need for Damage Reduction from either Amulet or Ring, if this Relic is obtained it
Adaptive Summoning Amulet and
Tormented Ring would be the best options.
Gear
Sunset Rapier or
Ancient Claw can be used instead of
Infernal Claw for slightly lower clear speed.
- Potion:
Damage Reduction Potion IV
- Prayers:
Chivalry &
Battleheart
- Point of Interest:
Dark Waters
Ranged
Used for waves: 1,2,7,8
The Ranged requirements are much lower than Melee and require much less in terms of investment.
Siphoning Barrier Gem can be replaced with either
Draining Barrier Gem or
Eroding Barrier Gem with little impact on Clear Speed.
Ancient Crossbow has about 50% faster Clear Times than
Dragon Crossbow.
Engulfing Vortex Longbow/
Ancient Arrows has about 250% faster clear times than
Dragon Crossbow
- Potion:
Damage Reduction Potion IV
- Prayers:
Sharp Vision &
Battleheart
Point of Interest: Bandit Hideout (not required to switch from
Dark Waters, the benefits on these Monsters is very small)
Magic
Used for waves: 5, 6
The Magic requirements are much lower than Melee and require much less in terms of investment.
Siphoning Barrier Gem can be replaced with either
Draining Barrier Gem or
Eroding Barrier Gem with little impact on Clear Speed.
Cloudburst Staff has about 50% faster Clear Times than
Magic Wand (Elite)
(G) Rune Shield.
Merman Guard is not that difficult and can be done with Melee instead, which will be slower but one less combat set to set up.
- Spell:
Fire Surge or
Water Surge with
Cloudburst Staff
- Potion:
Damage Reduction Potion IV
- Curse:
Anguish III
- Aurora:
Surge II (Optional)
- Prayers:
Mystic Mastery &
Battleheart
- Point of Interest:
Dark Waters
Option 2: Take it slow and grind
This is a list of the most effective things to do (assuming sufficient skill cap) to make Option 1 faster and safer.
Key upgrades over Option 1:
- Unlock
Underwater Ruins for better weapons. Requires
Level 90,
Level 90,
Level 81.
Engulfing Vortex Longbow, from
Mermaid Archer.
- This will be the best
Ranged weapon all the way until
Level 120...
- ... with the possible exception of
Divine Crossbow and
Divine Javelin, which require
Level 111,
Level 112, and
Level 119 for both.
- This will be the best
Water Pulse Staff is also a very good weapon which will last until
Level 120
- It is slightly worse than
Runecrafting alternatives but does not require
Runecrafting to be leveled above around Level 85.
- However,
Level 112 may be desired to unlock Archaic spells.
- It is slightly worse than
- These enemies also drop
Devouring Barrier Gem.
- If a Magic Set is chosen,
Malevolent Ward Shield can be obtained from
Lost Temple (since
Lost Temple is required to unlock
Underwater Ruins anyway), this is a small upgrade.
- Craft (B) versions of God Armour, e.g.
Terran God Platebody (B)
- This requires
Level 99 and a lot of
Barrier Dust for
Imbued Dragonite Bar - which fortunately will be obtained while farming for
Engulfing Vortex Longbow.
- When crafting
Imbued Dragonite Bar it is highly advised to get as much +1 additional resource chance as possible (Smithing Relic #3 50%,
Mining Lantern 30%,
Ragnar Dungeon Ruins 10/20%,
Magic Anvil 10%), as well as getting the stacking/separate extra resource modifier from the
Ent
Salamander Synergy.
- When all these buffs are obtained, it should lower the amount of
Barrier Dust needed for a complete set from 96,000 to roughly 43,600.
- Some
Imbued Dragonite Bar will be obtained from
Cult Grounds while grinding out the
Siphoning Barrier Gem required for the (B) upgrades, this is however an unreliable way to obtain
Imbued Dragonite Bar as it will require 241 clears on average to get enough bars for 1 piece.
- When crafting
- It is advised to upgrade Terran God Armour first, particularly the
Boots,
Platelegs and
Platebody. The Helm and Gloves will be replaced at a later point with the
Necromancers Palace Summon Set and thus have a lower priority to be upgraded at this point.
- This requires
When going for this option, making the choice to do the Underwater Ruins grinding before
Underwater City can be worth it as you also gain (B) God Armour from doing this, making the clear speed on
Underwater City faster.
The setups from the first method can be applied to this method, simply replace any gained (B) Terran God Armour for their normal counterparts.
Also be sure to use Devouring Barrier Gem over
Siphoning Barrier Gem.
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Reference Tables: Items, Equipment, Experience Table, Upgrading Items, Combat Areas, Slayer Areas, Dungeons, Strongholds, The Abyss, Monsters |