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Volcanic Cave/Guide: Difference between revisions

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The guide is written with the goal of idling the dungeon. If you want to do it manually, the requirements are much more relaxed, although the more DR you have, the easier it is to do anyway.
The Volcanic Cave is the first of the Master dungeons. The guide covers first run through to idling of the dungeon. Idling has a significantly higher skill and equipment requirements than manual clears.


=== Summary ===
==Why Clear Volcanic Cave?==
# Get the {{ItemIcon|Sunset Rapier}},
# Get the {{ItemIcon|Sandstorm Ring}},
# Do 100 {{ZoneIcon|Volcanic Cave}} clears as Melee,
# Do the rest of {{ZoneIcon|Volcanic Cave}} clears with {{Icon|Slicing Winds|type=spell}}. Don't forget to enable the Surge aurora.


===Why Clear Volcanic Cave?===
* Clear 1 time:
On each clear, you get the {{ItemIcon|Fire Cape}} that gives 2% DR.
** To unlock {{ZoneIcon|Volcanic Cave}} and {{ZoneIcon|Infernal Stronghold}}
** To get the {{ItemIcon|Fire Cape}} which grants 2% DR
* Clear 50 times:
** For a [[Township Task]] that gives {{ItemIcon|Dragon Bones|qtr=500}}, {{SC}} and {{GP}}
** To start obtaining {{ItemIcon|Ancient Helmet|ancient armour}} in preparation for the {{ZoneIcon|Air God Dungeon}}
* Clear 100 times:
** To unlock Ancient Magicks which gives you powerful spells such as {{Icon|Slicing Winds|type=spell}}, {{Icon|Icicle Volley|type=spell}}, and {{Icon|Ignite|type=spell}}.
* Clear 100+ times:
** To farm for the full {{ItemIcon|(G) Ancient Helmet|ancient armour}} set
** To farm for the {{Icon|Amulet of Fury|qty=10|type=item|Amulets of Fury}} needed for the {{ItemIcon|Fury of the Elemental Zodiacs}} (FEZ). Check the [[Fury_of_the_Elemental_Zodiacs/Guide|FEZ/Guide]] for more details.


{{ZoneIcon|Volcanic Cave}} is the place where you gear up in preparation for the {{ZoneIcon|Air God Dungeon}}. According to the [https://github.com/hm0809/MelvorProbDist/blob/main/main.py simulation] - the average amount of clears it will take to get the full {{ItemIcon|(G) Ancient Helmet|ancient}} set, is 640 clears. It takes 817 clears to get the full {{ItemIcon|(G) Ancient Helmet|ancient}} set with 75% probability and 1377 clears to get it with 95% probability.
As an indication, to get the full {{ItemIcon|(G) Ancient Helmet|ancient armour}} set it will likely take:
* 640 clears with a 50% probability
* 817 clears with a 75% probability
* 1377 clears with a 95% probability
According to a [https://github.com/hm0809/MelvorProbDist/blob/main/main.py simulations].


It is also a place to farm {{Icon|Amulet of Fury|qty=10|type=item|Amulets of Fury}} for {{ItemIcon|Fury of the Elemental Zodiacs|FEZ}}. Check the [[Fury_of_the_Elemental_Zodiacs/Guide|FEZ/Guide]] to see if it's the best option for you.
=== Ancient Magick ===
After you clear the Volcanic Cave 100 times you gain access to Ancient Magick spells which are a more power form of magic. When you have Ancient Magick equipped, there are no curses available, but you can still use Auroras.


After you clear the Volcanic Cave 100 times, you will unlock Ancient Magicks - {{Icon|Slicing Winds|type=spell}}, {{Icon|Icicle Volley|type=spell}}, and {{Icon|Ignite|type=spell}}.<br>
In general, the spells you receive are very powerful:
{{Icon|Slicing Winds|type=spell|Winds}} are used when the hit chance of everything else is not high. They don't miss if you have more than 20k accuracy;<br>
* {{Icon|Slicing Winds|type=spell|Winds}} is best used when your chance to hit is relatively low because you are guaranteed not to miss if your accuracy is 20,000+.
{{Icon|Ignite|type=spell}} is used to one-shot;<br>
* {{Icon|Ignite|type=spell}} is a more powerful spell and has a good chance of killing monsters in one-shot.
{{Icon|Icicle Volley|type=spell|Volley}} is used for everything else.
* {{Icon|Icicle Volley|type=spell}} is a good all rounder, and can be used in all other cases.


Ancient Magicks are not affected by damage amplification in any way except the [[Combat Triangle]]. No curses, no debuffs, no gear buffs. Following normal progression, it is generally stronger than the basic magic at this stage. However, due to the non-scaling nature of Ancient Magicks, it is very easy to outgear them and render them obsolete, generally this happens when the player obtains the {{ItemIcon|Cloudburst Staff}}, but many new items and buffs - most notably the {{ItemIcon|Ring of Spirit Power}} now exist that make it possible for normal magics to be more powerful than Ancients.
Ancient Magick spells do not scale in the same way as standard magic (i.e. with equipment buffs and debuffs), but they are still impacted by the [[Combat Triangle]] in the normal way. Typically, when you first obtain [[Ancient Magick]] it is more powerful than the regular magic and so should used in preference. However, late-game these spells will not scale with gear and so will become less powerful over time.


===Gear To Idle===
==Gear To Idle==
The main heavy-hitter of the {{ZoneIcon|Volcanic Cave}} uses the {{Icon|Melee}} style. Therefore, clearing it with pre-Volcanic {{Skill|Ranged}} build is unfeasible due to the [[Combat Triangle]] penalties.
The boss of {{ZoneIcon|Volcanic Cave}} uses the {{Icon|Melee}} style and so it is not recommended that you attempt this dungeon with {{Skill|Ranged}} due to the [[Combat Triangle]] penalties. It is also recommended that you have {{UpgradeIcon|Auto Eat - Tier III}}.


It is assumed that you have {{UpgradeIcon|Auto Eat - Tier III}}.
This calculations in this guide are against the {{Icon|Hardcore}}/{{Icon|Adventure}} modes, and so should work for most play styles, however if you have lower HP or DR than the guide recommends then check out [https://zxv975.github.io/CanIIdle/ Can I Idle] or the [[Combat Simulator]] to see if you build will survive.


All calculations are done for the {{Icon|Hardcore}}/{{Icon|Adventure}}.<br>
===Melee===
If you play {{Icon|Melee|notext=true}} [[Game_Mode#Official_Game_Modes|Standard]] and have lower HP or DR, use [https://zxv975.github.io/CanIIdle/ Can I Idle] or [[Combat Simulator]] to check if you can survive with your build.
 
====Melee====
{{ZoneIcon|Volcanic Cave}} is usually done with {{Icon|Melee}} because the {{ItemIcon|Dragon Helmet|dragon}} armor set requires only {{SkillReq|Smithing|99}} to produce. It then can be [[Upgrading Items|trimmed]] to provide 30% DR.  
{{ZoneIcon|Volcanic Cave}} is usually done with {{Icon|Melee}} because the {{ItemIcon|Dragon Helmet|dragon}} armor set requires only {{SkillReq|Smithing|99}} to produce. It then can be [[Upgrading Items|trimmed]] to provide 30% DR.  


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====Pre-Volcanic Magic====
===Pre-Volcanic Magic===


The other possible option is {{Skill|Magic}}. Clearing the Volcano with Magic from the start is not recommended because its adjusted clear time is slower and more complicated to set up than the available melee builds.
The other possible option is {{Skill|Magic}}. Clearing the Volcano with Magic from the start is not recommended because its adjusted clear time is slower and more complicated to set up than the available melee builds.
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====100-Volcanoes Magic====
===100+ Volcanoes Magic===


After clearing the {{ZoneIcon|Volcanic Cave}} 100 times, you will unlock [[Ancient Magicks]].
After clearing the {{ZoneIcon|Volcanic Cave}} 100 times, you will unlock [[Ancient Magicks]].
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== Conclusion ==
=== TLDR ===
The suggested order of actions with the LEAST effort put into support skills is as follows:
In summary, the suggested order of equipment is:
# Get the {{ItemIcon|Sunset Rapier}},
# Obtain the {{ItemIcon|Sunset Rapier}} and the {{ItemIcon|Sandstorm Ring}}
# Get the {{ItemIcon|Sandstorm Ring}},
# Perform 100 {{ZoneIcon|Volcanic Cave}} clears as Melee to unclock {{Icon|Slicing Winds|type=spell}}
# Do 100 {{ZoneIcon|Volcanic Cave}} clears as Melee,
# Do the remainder of {{ZoneIcon|Volcanic Cave}} clears with {{Icon|Slicing Winds|type=spell}} with the Surge aurora.
# Do the rest of {{ZoneIcon|Volcanic Cave}} clears with {{Icon|Slicing Winds|type=spell}}.




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