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constanti

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Everything posted by constanti

  1. Jagex made less difference, but still one is slightly better then the other And I said it wrong about the chain's defence, I meant that a chain has got 9 less defence against stab, but a longsword gives 9 less attack bonus for stab attacks compared to slash attacks, so it still makes no difference
  2. then the power of the fires would have to be decreased, by the way somebody with level 99 firemaking can only make a fire with 50 attack and strenght and defence and hitpoints, so he cant hit 50 at all, maybe the levels of the fire would have to be one quarter of your firemaking level, and one quarter of your magic level
  3. And even the temples and the rune essence was powered by ancient sorcerers
  4. any more suggestions?
  5. The scimitar is better then the longsword, what you said how much the longsword and scimitar hits isn't logical,... Sigh...I guess you missed this little part... I was trying to highlight the speed & damage performance of both to show that faster and or stronger doesn't automatically mean better. It's not about "logic", it's about observing the difference in the performance between the 2 weapons. When you roll a dice 100 times its avergae roll doens't have to be between 3 and 4, when you know the facts you can easily calculate which is better, and the scimitar is, in this way I've also notcied that the whip is the best weapon currently, it's all about the numbers It sounds like you are saying :wink: Even that accuracy and power are more important against harder opponents, the scimitar is still better then the longsword On average, yes. No The fastest weapon will attempt to make a successfull hit more quickly but that doesn't mean it actually will. Jagex designed the RS2 F2P weapons to have a speed vs accuracy/strength tradeoff How many players PK with daggers? Why? How many players PK with the R2H? Why? With the fastest makes more hits in a certain time I mean hit attempts, each hit attempt a longsword has a tiny higher chance of hitting succesfully, but a scimitar has 1.2 times more hit attempts in a certain time, by the way nobody PKs with daggers, because daggers are underpowered, they have exactly the same speed of a scimitar but are almost half as accurate and powerful, and the r2h is a good weapon, even though its slow speed, when you have 43 attack and strenght or below, the r2h is better then the scimitar, but more experienced players find the scimitar more useful Also, the fighting style that you use also plays an important role. If you want to raise Attack, Strength, and Defense at the same time then the scimmy and longsword are probably your best choice. But if you're are fighting chain mail opponents then the long sword is probably best. If you are fighting robe wearing wizards then the scimmy is probably your best choice. If you are using prayer to help then maybe the mace is the best choice. The above are all some of the reasons why I said Do you work for Jagex? Do you have inside information about the detailed combat calculations? You are assuming that you have a good understanding of the formulas that Jagex uses for the combat calculations. But it's all really just suppositions and logical guesswork. We really don't know all of the details. Now if you gathered some combat statistics on hit attempts, hit damage, fighting style, monster level, etc then we could draw some conclusions based upon real performance and not on suppositions. Until that is done, these sorts of threads tend to go on and on and on with posters pushing for their favorite weapon with no definite conclusion reached. I know the exact weapon stats, I know that if you have twice the strenght, you will deal twice the damage, the only thing that I don't know, and that doesn't make it 100% reliable, is if you have got twice the attack, do you get twice as much accuracy? (succesful hits) And seeing answers like this, you hardly know the stats of these weapons: I hit 5,0,7,0,0,8 with a scimmy (1 hit every 2.5 secs) and I hit 3,5,0,2,10 with a longsword (1 hit every 3 secs) Both weapons hit for 20 damage in 15 seconds. Oh, and the stab style of a longsword isn't good at all, the chain gives 9 more defence to stab attacks then to slash attacks, and the stab style of a rune longsword is 9 points less accurate then the slash style, so the chance of a succesful hit against a rune chain when using a rune longsword is equal on both attacks
  6. It depends on how you intend to use it. Among the fast weapons, yes. But, compared to the slower weapons, it is less accurate and not as powerful. No. You make many very good points but gloss over some other very important issues. Suppose in a 15 second time period I hit 5,0,7,0,0,8 with a scimmy (1 hit every 2.5 secs) and I hit 3,5,0,2,10 with a longsword (1 hit every 3 secs) Both weapons hit for 20 damage in 15 seconds. Which is the better weapon based upon these results? The bottom line is: The scimmy is faster but weaker than the longsword. The longsword is slower but stronger than the scimmy. Also, consider this idea... IMHO, Jagex realized that they made a mistake with the Rune 2 hander. In RSC it was the only weapon to use. The other melee weapons were not used nearly as much as the R2H. In RS2 they wanted to fix that by offering different tradeoffs for the weapons. Notice how the very fast F2P rune weapons are not as accurate nor hit as hard as the others? The hardest hitting F2P rune weapons are also the slowest weapons. Jagex wanted to move away from the "1 weapon is the best" mentality that was in RSC. They did that by offering us a choice with no definite clear cut winner. The best weapon to use now depends upon you own stats and how you intend to use it. Sometimes that may be the scimmy, and sometimes not... The scimitar is better then the longsword, what you said how much the longsword and scimitar hits isn't logical, I've got a list of weapons maximum accuracy and strenght bonuses (included power amulet use) That the best weapon isn't pickaxe, hatchet, dagger, unarmed attack, mace or shortsword is clear, so I don't mention those in my list Scimitar +51 attack, +50 strenght, 2,5 seconds 2-handed +75 attack, +76 strenght, 4 seconds Battleaxe +54 attack, +70 strenght, 3,5 seconds Warhammer +59 attack, +54 strenght, 3,5 seconds Long sword +53 attack, +55 strenght, 3 seconds You can calculate the accuracy and power advantage of your weapon by the following formula (this is only reliable if you attack opponents of your own level, if you attack weaker opponents speed is slightly more important and if you attack harder opponents, accuracy and power (damage=accuracy x power) is slightly more important) Also since I don't know the attack vs. defence formula this viewing point isn't 100% reliable, but I think when you have double the attack points against somebody, you have also double the accuracy (chance of a succesful hit) The most accurate and powerful weapon will do the most damage each hit, the fastest will make more hits in a certain time, first you take the most damaging weapon, I will give an example, the longsword and the scimitar, since the longsword is more damaging I'll start with that Your attack + Attack bonus most accurate weapon / Your attack + Attack bonus least accurate weapon For example I have 50 attack and 50 strenght, a longsword gives +53 attack and +55 strenght, and a scimitar +51 attack and +50 strenght (my attack) 50 + (longsword's attack bonus) 53=103 / (my attack) 50 + (scimitar's attack bonus) 51=101 103/101= (approx) 1.02 So the longsword has a 1.02 multiplier in accuracy compared to the scimitar Now the strenght difference Your strenght + Strenght bonus most powerful weapon / Your strenght + Strenght bonus least powerful weapon So here's the example again (my strenght) 50 + (longsword's strenght bonus) 55=105 / (my strenght) 50 + (scimitar's strenght bonus) 50=100 105/100=1.05 So the longsword has both an accuracy and a strenght advantage, the accuracy multiplier of the longsword compared to the scimitar is 1.02, the strenght multiplier of the longsword compared to the scimitar is 1.05 The damage multiplier is equal to the accuracy multiplier x strenght modifier, because look at the following You can hit 10 damage per blow with each 10 points of strenght, your chance of succesful hit is X attack x 5% Somebody with 10 strenght and 10 attack hits 0,10 in two blows With double the attack he hits 10,10 and with double strenght 0,20, thats double as much as with normal strenght and attack, but with 20 strenght, and 20 attack he hits 20,20 and that 4x as much, so you multiply the attack multiplier, with the strenght multiplier At the example that would be multiplier 2 x multiplier 2 = multiplier 4 In our other example, when we look at the longsword vs. the scimitar we see that the longsword has an attack multiplier of 1.02 and strenght multiplier of 1.05 The damage multiplier is 1.02 x 1.05 = (approx) 1.07 Then we look at the advantage of the scimitar, speed, we'll see if the speed advantage is better or less good then the damage advantage of the longsword You can see the speed multiplier by this formula Speed fastest weapon / Speed slowest weapon Back to our example, 3 / 2.5 = 1.2, This means a scimitar deals 1.2 as much hits in a certain time then a longsword, but a longsword deals 1.07 as much damage in one hit In this example, somebody with strenght 50 and attack 50 and a scimitar deals an average of 10 damage in one hit, and both may hit for 15 seconds Damage dealt scimitar, 15 / 2,5 = 6 hits, and because each hit deals an average of 10 damage, it deals 60 damage on average in 15 seconds Damage dealt longsword, 15 / 3 = 5 hits, and because each hit deals an average of 10.7 damage (multiplier of 1.07 on damage versus the scimitar), so it deals 53.5 damage in 15 seconds Note that these last two examples don't match with the real damage done with somebody with strenght 50, attack 50 and a longsword or a scimitar, also this is for somebody with 50 strenght and 50 attack, somebody with 1 attack and 1 strenght would find more advantage in a higher damage multiplier (but even at 0 strenght and 0 attack, a scimitar would still deal more damage in a certain time compared to a longsword If you use the formulas above you can see which weapon is best suited for your strenght and attack I've also found out that if you haven't got much attack and strenght, the rune 2-handed is even better then the scimitar, but when you hit 44 attack and 44 strenght a scimitar is of a better use, but when you are 43 attack and 43 strenght or even lower, you will deal more damage in a certain time with a 2-handed sword then with a scimitar
  7. We can solve this question if we collect all the information The scimitar has a maximum attack bonus of +45 and a strengh bonus of +44, most people that have rune weapons train with a diamond amulet, and because it might help, we include the +6 bonus on attack and strenght making the scimitar +51 attack and +50 strenght, The longsword has a natural attack bonus of +47 and a strenght bonus of +49, with amulet included, attack bonus +53 and strenght bonus +55 The scimitar hits one time in 2,5 seconds, the longsword hits one time in 3 seconds, so the longsword is 0.833... times faster then the scimitar while the scimitar is 1.2 times faster then the longsword People with higher attack and strenght would have more benefit of a fast weapon, while people with lower attack and strenght would like a stronger and more accurate weapon more But even with attack 0 and strenght 0 the difference between the longsword and scimitar in attack and strenght would be less then the difference in speed You need at least 40 attack to wear rune and most people have their strenght at least equal to their attack, when you hit 50 in both skills the advantage of an increased attack and strenght bonus over scimitar is halved, and when you hit 99 in attack and strenght that advantage is halved again, so I would definetily say that the scimitar rules the longsword And since there is no faster weapon then the scimitar, and the scimitar is the most accurate and most powerful of the fast weapons, the scimitar is unmatched by any other weapon of his same metal, and the rune scimitar the best weapon of f2p
  8. I don't know how ancient magic works, I think you need runes for it too, just like other magic But anyway your runemagic skill also boosts ancient magic, that there is a new spellbook doesn't mean that it's another magic Sorcerer magic is your own personal magical powers you possess, the more powerful and controlled you are, the better you are in this magic, runemagic is the knowledge to reshape the magical power of the ancient temples powering the runes, from runes into spells
  9. Wine doesn't heal wounds, and old wine doesn't heal wounds as well, but it maybe adds a little value to the wine
  10. Ofcourse this skill would be underpowered when it's first introduced, it can be increased in power later
  11. Many games use mana, so why not runescape, but the word mana wont be mentioned at all, the skill will just be called sorcerer magic or similiar and you see your current points on the left and your maximum points at the right, just like prayer, but instead, it won't be drained over time but in one shot And it recharges over time, much slower then hitpoints, because of this the spells don't need to be made not so good, because combat is also priceless and strong, I also wanted a whole new spell list But it don't need to be made to strong, all new skills shouldn't be strong, they can be adjusted any time And your mana points, you maybe can restore it with a potion, but the potion won't be cheap, and maybe the rapid restore prayer also affects the restore rate of your mana points
  12. I see, but my idea is still a bit different, I want to add whole new spells, and sperate two skills By the way, do you play D&D?
  13. Hello, my idea is that magic is split up into two magics, the old magic skill in rune magic and the new magic skill in sorcerer magic, sorcerer magic gives a complete new spellbook with new spells, this magic isn't powered by the ancient magic in runes, but it's powered by the magic within yourself When you cast a spell as a sorcerer you don't take up runes, but you lose some mana points (you have mana points equal to your sorcerer level) The more powerful the spell, the more mana it costs, you can only get access to a certain spell, if your sorcerer level is high enough, even if you do have the mana required to cast the spell You don't have to buy runes for this magic, but when your mana isn't high enough, you can't cast the spell, mana restores slowly over time I don't have ideas for new spells yet Post your feedback please
  14. Hi all Ive got an idea, if you examine a jug of wine, it tells you how much days, weeks, months and years the wine is old (after being dropped from a npc or it fermented) the older the wine is the more it heals, normal wine heals 11, but after 1 month 12, after 2 months 13, after 4 months 14, after 8 months 15, after 16 motnhs 16 etc...
  15. Ofcourse you still need the required crafting level 55 to cut them, and you need 1 crafting to use bronze and iron, 5 to use steel, 10 to use black, 20 for mithril, 30 for adamant, 40 for rune and 60 for dragon
  16. not break the gems but break the chisel
  17. Tools like pickaxes and hatchets are made of different metals, and they can be used in combat, but non-combat tools are made of iron or steel My idea is making them of different metals as well, lets start with chisels, how harder your chisel is, how smaller the chance is that it breaks in a cut attempt to cut sapphires, you need at least a bronze chisel, with a black chisel and up you get a 0% break chance to cut emeralds, you need at least an iron chisel, with a mithril chisel and up you have a 0% break chance to cut rubies, you need at least a steel chisel, with a adamantine chisel and up you have a 0% break chance to cut diamonds, you need at least a black chisel, with a rune chisel and up you have a 0% break chance -optional- to cut dragonstones, you need at least a mithril chisel, with a dragon chisel you have a 0% break chance the break chance is generated by the hardness of the gem, your crafting level and the hardness of your chisel secondly, hammers with harder hammers the chance of hammerheads flying of is reduced (extra feature) shears, with harder shears the chance of getting wool is increased needle, with a harder needle the chance of succesfully penetrating the leather is increased (extra feature) I cant think of more at this moment, feedback please
  18. Jagex never wanted that the party hats would be of such great value
  19. if you dye a red party hat with a blue dye, you get a blue party hat, however if, you mix a blue and a red dye before adding them to the object, you get purple, which creates a purple party hat
  20. that goes a bit too far
  21. wouldn't it be nice if you see what consequences the abuser gets, you get a message in your mailbox when they have read the report and decided, after you've reported him, else you don't know if they really understood you, or it has effect what you think?
  22. for the healing kit, you can't use it inside wilderness, and you can still be attacked but cannot fight back and when you can't heal food in combat, you can't kill that strong opponents, so they need to be lowered, and xp per damage increased
  23. Thats true, but before it's unbalanced, there can be lvl 40's pking, and when they eat swordfish or sharks, they eat it and can survive another x hits (x is a high number), it should be balanced at all times Without unbalance, melee would have much more variety, and it could be solved all But I had it wrong that strenght opposes hitpoints, not strenght opposes hitpoints, but damage does, and damage is generated by both attack and defense There should be a new combat skill which opposses strenght, toughness, making hard blows soft ones People won't like it, because they won't see high numbers after their blows, but when we would remove the healing power of food, wilderness fights won't last long, and like I said, strenght isn't the opposed skill of hitpoints, but if toughness is added, higher player's fights last longer, so the damage dealt by having a high strenght should be increased, so a fight won't last longer, then the system is balanced again And about the armour, the armour is to strong and expensive, it should me made cheaper and less defensive, also it's strange that armour helps you escape a blow, rather than weakening the blow, so I find that armour should be made less strong, and his bonus only adds up to toughness, and that a weapon loses it's accuracy bonus, and only enhances strenght, or else it's still unbalanced I also find that complete heals shouldn't be forbidden, but apply the swimming pool rule, no swimming after eating, you may not fight for a minute after restroring critical wounds And the new healing should be something else then food, maybe a healing kit with medicins and bandage aid, stuff like that, it has some uses and is exhausted later, it also could be a new skill, apothecary, make your own healing kit at higher levels you can make healing kits that heal more as those you get at lower levels, and you could buy some at the apothecare in varrock, and there are more added to other towns Thanks for the feedback, has somebody seen more holes in my idea, please post it and help me fill them up
  24. hello, I have found the 4 skills, attack, strenght, defense and hitpoints unbalanced Attack and defense are exactly opposed to each other, they both generate the chance of a succesfull or unsuccesfull hit, strenght and hipoints are also exactly opposed to each other, they both determine how much succesfull hits are required to kill somebody But food has spoiled this system, food makes hitpoints a worthless skill and strenght a very valuable one, ofcourse there are attack, defense and strenght potions which temporary enhance strenght, but only with a small number, I think that food should be much decreased in healing power or don't heal at all, and are replaced by healing potions Ofcourse we don't completely remove food, it just needs to get another use If food doesn't heal as mich anymore, or is replaced with healing potions, which won't heal much either, the system is balanced again, strenght is of equal value as attack and defense again, and hitpoints as well Who agrees?

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