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Zepheras

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Everything posted by Zepheras

  1. This. Plus the fact that unlike other MMORPGs with shortcut keys for multiple skill moves, you have to rely on that one magic spellbook interface for all your execution of moves. Whle checking your inventory tab and prayer tab. Plus the fact that magic curses uses yet another rune, body/soul depending on your level, that's one more inventory space taken up. That's if you're maging all the way, and have the other necessary runes. Plus the fact that even for normal monsters, players are complaining that using a rock hammer on every gargoyle is troublesome, who would bother using curses on your 190 Abyssal demon task? Plus the fact that even if you want to cast curse spells on every monster you fight, in particular the ones that lowers defence. With an average melee setup, you'll already be ripping through the defence of most monsters in the game. No one has done a test on whether the magic curses speed up tasks, In fact, I think that 190 curse casts on 190 monster in a task can in fact slow down your task, since 190 magic spells equates to what, 380 whip hits? I can kill so much more monsters in that amount of hits.
  2. Looking to train up my herblore, does anyone who's been recently training and keeping an eye on the cost of training know which potion makes the least loss, assuming you buy all the ingredients/vials needed and sell the product? Would be great if there's a 'Making Potions' table that extract GE data to compare the cost of training, like that of the summoning tables.
  3. I was going to suggest a wieldable book that served this purpose,but simply pinning it to your magic level is a much better idea. Mabyee 50-75% of your lvl goes to recovery chances? Example: A lvl 70 mager gets 35-52% of their runes back. Reducing casting cost using levels/equipment doesn't seem very creative and original to me. The skill Runecrafting exists for a purpose you know, just like fletching supplies rangers with special gem tipped bolts. Granted Ranged doesn't use up one ammo per shot, but magic has its base XP from casting spells as well. Actually, a RUNECRAFTER makes enough runes throughout his career to train Magic to 99 many times over. So the real issue is the lack of interest in this skill to supply the market with cheaper runes. I was hoping that the Runecraft update we had recently would apply to runes with only x1 multiplier (death and blood in particular) but seems like they won't be doing that, otherwise all those high level Runecrafters can shift some of their manpower to crafting double deaths and blood instead. The more I think about it, the more likely I think that this 'new' skill is going to be something related to magic, to even out the combat triangle. I mean, the only time Jagex needs to add the new skill to F2P must be because it affects gameplay fundamentally, which could jolly well be the combat system?
  4. They may just add new staves with varying magic damage % boosts instead of modifying older existing ones. But it is annoying that some staves have never to be used melee attack stats that are better than their magic attack stats. It might also be the reason why they nerfed the extreme mage pot. As in they don't want the bulk of magic damaging power to come from pots alone. They want some equipment involved too. I can understand the reason for the extreme magic potion nerf, that was the same thing thing that I was telling players on this forum. But then again, there's A LOT that can be done with magic with the technology that Jagex have now. I'm hoping that when bloom effects arrive there might be an overhaul of the skill as well, just like how they sprang a HD surprise on us. If magic have these... -graphical update, along with bloom effects, to make earth spells look like earth and fire spells look hot! -elmental system: Earth>Water>Fire>Air>Earth, and alignment. +10% and -10% damage respectively for each end. -same max hit for all four elemental type, within each spell category (eg. 6 for all strike spells, 9 for all bolt spells) -increasing max hit by 1 damage with the battlestaff, 2 for mystic stave, 3 for a higher level staff -spells to cast on oneself and provide certain deflective aura against meleers' damage -AOE spells that doesn't need a target to cast. -robes with certain elemental defence and/or weakness -an Ahrim-only spell for Ahrim -other shapes for AOE spells besides 3x3 square. There's the 5 square '+' sign, 13-square diamond sign as well you know... -2% per magic level boost, and changing the magic potion to adding 8 levels, instead of 3% per level for 5 levels. Did mages realise that their potion is the shortest lasting of all the combat type? I don't mind trading the new skill for this! But we'll probably (and almost definitely) get the graphical change at the most. Plus like someone mentioned, certain skills is in DIRE need of an update. Please don't let the new skill be Magic Strength or something along that line... <_<
  5. The last time I questioned the existence of the Attack skill for melee, people on Tipit were telling me that Melee, Ranged and Magic are 'unique' on their own, so there's no need to remove Attack and make melee similar to ranged, or add a counterpart to Ranged for 'accuracy'. Likewise, they believed that Magic is 'unique' because the maximum hit is spell dependant. Well, a few months after that, Jagex finally released the 'ranged strength' of ranging ammo. And now Magic have a damage boost (based on % though). Guess the 3 skills aren't that unique. Jagex is seriously underusing the game mechanics, especially for magic. Elemental runes but no elemental system. Every spell animation is just a projectile flying at the enemy. No AoE spells, and I'm not talking about ice barrage's 3x3 area spells, I'm talking about casting on any area I like regardless of whether I'm actually targeting something, or simply having the spell hitting a circular area around me. Spell effects for ancient are great, but because of the way you access the spells, and the fact that the best effect happens to be the strongest hitting, no one remembers the smoke and shadow spells. You can never be a master air elemental mage, nor a user of shadow spells. When I was more knowledgeable of the game thanks to this fansite, I also realised from the magic guide that staves, battlestaves and mystic staves all give the same magic attack bonus. After reading a thread on the RSOF about how magic rules did I found out that all spells have a casting time of 3 seconds. And the 5 second, 10 second, 20 second binds/freezes always seem too short, probably because the time starts from the moment you do that spell casting animation, and is independant of the distance from your target. The best and the worst update was the damage boost with staves. Best being mages are no longer restricted by the max damage of the spells.Worst being Jagex merely choose a few random staves to give the 10% damage boost. Did you know that you can wield the Ancient staff and cast normal spells, and they'll hit the extra damage too? :thumbsup: I can understand if there's a limit on the game mechanics, or if Jagex wants magic un RuneScape to be unique. But right now, we are using a 'magic' system that no other MMORPG will ever want to use, and I think the current game mechanics can make the skill so much better. If Jagex could update agility, runecraft, and even mining fundamentally, I hope that the same can be done to Magic. That being said, obviously I hope that this new skill has NOTHING to do with magic, since it doesn't help to cover the flaws of one skill with another skill.
  6. If I'm totally new to this street market trading thingy, with absolutely no junk and a bit of cashpile, what's the best way for me to generate junk, or get a partyhat?
  7. People said that when AGS reached 90M+, 100M+, and continuously onward after that. Bandos is still a bit cheap, considering it's a good weapon and fairly cheap. Zammy godsword is no doubt the rarest godsword, since no one kills Kril' as much as the other gens, but it has limited uses. I can see all of them going up a bit more. SGS has a lot of potential to go 100M+ at this point. I'm going to have to agree with abyssal_whip with this one. With the 'nerfing' of 76k'ing the hyper inflation has since slowed down considerably. Of cource inflation has always and will always happen, but the 8-12% inflation per month that we saw since pure GP rewards will hopefully be a thing of the past. And with more and more items coming into the game the natural deflation of weapons etc should AT LEAST even out the inflation. Here is a graph from Runewiki showing their version of the stock market index. I'm not exactly sure how they come up with how the numbers work, but I know that it was started at 100 when the GE beta came out and has been tracking prices ever since. It tracks the prices of Runes, Ores, Bars, Logs and Foods. As you can see, prices seem to have hit their peaks and are stabalizing. That's what people have been satying for the past few months, but I honestly think that as long as the gold tap (PVP drops) doesn't get turned off, inflation will never stop. Without a faster goldsink to drain the flood, the pool of gold in the whole game just increases everyday, why would inflation stop? The plateau you see at the end of the chart could be the preview to another rise, similar to the other plateau before it, It can stop if enough people go to tds, gwd etc to create more items for the total amount of cash to be used on. Growing amount of items + growing amount of cash = balance. At the expense of the decreasing buying power of gold. I recently checked my GWD equipment, and all of them increased from 40-100% price, from the introduction of PVP worlds with item drops to the current state. Of course, standard daily gameplay won't be adversely affected since most of the commodities have their price tied to the high alch value (bars, hides, logs...), so you see the rares and high level monster drops increasing in value to reflect the increase of the pool of money in the game. I've been slaying since I came back to members, and instead of selling my drops I'm keeping them in the bank, along with those cut gems that I no longer receive from random events. Why sell for gold and keep the value stagnant? The good news is, you're right in saying that Growing amount of items + growing amount of cash = balance. The bad news is, I don't think players see PVP as much less profitable compared to boss hunting currently. At the very least, it's easier to farming EP and PVP drops (which can be done while skilling), than to get decent stats and equipment, buy resources, arrange a team and timeslot, and hunt Bandos many many times. At the expense of skilling time too.
  8. People said that when AGS reached 90M+, 100M+, and continuously onward after that. Bandos is still a bit cheap, considering it's a good weapon and fairly cheap. Zammy godsword is no doubt the rarest godsword, since no one kills Kril' as much as the other gens, but it has limited uses. I can see all of them going up a bit more. SGS has a lot of potential to go 100M+ at this point. I'm going to have to agree with abyssal_whip with this one. With the 'nerfing' of 76k'ing the hyper inflation has since slowed down considerably. Of cource inflation has always and will always happen, but the 8-12% inflation per month that we saw since pure GP rewards will hopefully be a thing of the past. And with more and more items coming into the game the natural deflation of weapons etc should AT LEAST even out the inflation. Here is a graph from Runewiki showing their version of the stock market index. I'm not exactly sure how they come up with how the numbers work, but I know that it was started at 100 when the GE beta came out and has been tracking prices ever since. It tracks the prices of Runes, Ores, Bars, Logs and Foods. As you can see, prices seem to have hit their peaks and are stabalizing. That's what people have been satying for the past few months, but I honestly think that as long as the gold tap (PVP drops) doesn't get turned off, inflation will never stop. Without a faster goldsink to drain the flood, the pool of gold in the whole game just increases everyday, why would inflation stop? The plateau you see at the end of the chart could be the preview to another rise, similar to the other plateau before it,
  9. Particles effect looks great. The event setting looks great, I like the dragon sculpture! The plot, [hide] could've been less cheesy without the love triangle between the Ice Queen, NICK the santa and the scourge. Gah. <_< [/hide] The reward is looks great, too bad I don't have the scythe.
  10. I think both dragon legs and skirt have the same drop rate, just that the proportion of male to female players aren't equal, hence the lower demand on skirt. It did save me a lot during my early days as a member.
  11. I can guarantee you can't use it on summoning (careful when selecting your choice as fast clickers who are eager to skip conversations with NPC's can very easily waste their exp reward on melee combat skills or something else you don't want). I wouldn't hope for a change since alot of people would be pretty pissed about it unless they got the option to reselect (not many times in RS do they even consider letting players lose exp for things like this... Or from anything). QFC: 15-16-953-60057951 (page 14)
  12. Well well, miss "Jagex makes quests too short" now it's asking for help to do the quest faster? hehehe I just don't want to die. I'm much more of a puzzle minded person. And I like history. Combat isn't my favorite part though I do okay at it. And I'm not ashamed to ask for some help. Oh, and Jagex made quests too short this year. Not too easy, not too hard, just too short. God forbid you have an opinion on here and stick to it... <_< I've always thought that a quest serves as a giant puzzle on it's own. Figuring out what to do so that you don't die is a puzzle. Figuring out the next step is a puzzle. Of course, solving a puzzle is a puzzle. If you're talking literally about those 'codebreaker' kind of puzzle, you can't expect quests to always fulfil that criteria. Puzzle Pirates may though. Not a member now, but the axe looks great. At least for a monster specific weapon the stats are more than decent. If someone can show that it's darn useful even for normal dagganoth slaying it would be better. I wished keris had its standard too. 400k EXP from WGS, plus another 450k EXP from this, all of which I'm intending to use on prayer...quests are literally rewarding millions of gold nowadays :shock:
  13. The Santa suit reward from last year wasn't that bad. It's one of those costumes that I don't mind seeing around in RuneScape, although the motive behind voting for it was blatantly obvious. What I dislike about last year's Christmas event was its un-christmas-like storyline, what's with the rebellious kid and weird family relationship between RuneScape NPCs and Santa Claus. I'm not a fan of Jack Frost, so his cameo better be as small as possible. Looking forward to this wearable holiday item(s) :grin:
  14. The description of the new prayers sounds interesting. Now the question would be how fast these prayers drain. I don't really like the idea of having to change prayer books like how we change spell books though, it's not like Jagex can't set a few rules to prevent stacking of certain prayers, instead of changing the prayer book every now and then. And I heard that prayer points drained using these new prayers cannot be restored on normal altars, is that true? :-o
  15. Just cause you didn't doesn't mean others did. I personally think it makes mage training with combat a better alternative now... well after all the merching crap stops. Normal magics still need an update for pvp so that people can actually pk with them, and thats to make entangle spells not be half the time :| 7.5 second entangles are dumb. The TB should still be the way it is though... Why are there always cabbagey people around who think that an update no one asks for has no need to be added, even on tip.it? I don't think anyone asked for different weapon speed system either, and people were happy to swing their 2-handers around and use the old system. There wasn't even a forum for you to ask for anything. Cabbage is the new adjective for me \:D/
  16. The differences between super/extreme strength, and normal/extreme ranged potions are about 2 damage. 30 from ice barrage plus 15% boost is 34.5, and 36.3 after 21% boost, and this is using a base damage of 30, meaning that the gap widens with possibly higher hitting spells. I would say that +15% for normal magic potion and 21% for extreme would be close to the standards of what we have for range/extreme range, and super/extreme strength. Also, extreme strength only adds around 6-7 damage from nothing, whereas a 30% extreme magic would have added 9 damage using a base of just 30!? And about the wolpertinger...let's see..... We don't have an equivalent of a summon beast that can provide the boost of an extreme strength and range. Chances are, the boost from wolpertinger would be either lowered to below 7, or changed to 10% accuracy boost, or have extreme magic potion adds 8 levels instead of 7. Which reminds me of the magic PRAYERS.....should they continue to boost accuracy or damage? Which reminds me that Jagex, in their course of trying to be 'original' from other MMORPG and trying make ranged and magic 'different' from melee, pretty much made the combat system rather awkward. Today, ranged isn't that much of a difference from melee, as they finally released the 'ranged strength' of the ammos. Magic, supposedly only spell based in terms of maximum damage, with boosters only adding to accuracy (which barely works since accuracy in RuneScape is too random), ends up having percentage damage boost anyway. What's more, we have NO ELEMENTAL SYSTEM, NO OTHER KINDS OF DAMAGE SPELLS OTHER THAN PROJECTILES, NO VARYING SPEED IN SPELLS.....and the list goes on and on....
  17. 3 Points I want to make (Not all directed to anyone in particular) 1) I would like to see the Extreme Mage more like a +10 level boost, but I also don't see a problem with it where it is now. The reason I don't see any problems with it is because 92 summon is just as hard to get as 92 herblore. So on my point of view, you can either get 92 herb, or 92 summon, for the same effects. But the potions always have more benefits because: a ) You won't use a Wolp when boss hunting, as a Uni would be preferred in most cases. b ) You can't use a Wolp in some areas (such as barrows) since Familiars are banned there. c ) In pvp using a Wolp would raise your combat level 92 Heblore has none of those restrictions (except c which a normal mage pot covers) so it is abvously more valuable. So your 100m isn't wasted, as it does still give some benefit. 2) I feel like the max hit was lowered on purpose. With hits already in the 45-49's with the old potions, it left very little room for improvement on maximum hits. All spells would have to be around or below the 30 range to stop from being to powerful, and we would end up with spells like God spells, which are practically the same but small effects difference. By lowering the max hit, this gives them improvement area in perhaps prayers that increase magic max hits, or other spells which deal more damage. Either way, PvP max hits for magic was increased, while everyone else's max was decreased, so I feel like it is a fair trade-off. The only other modification would be to make extreme mage +10 levels for that 30% boost (40% with staff). Jagex has said in the past, sometimes their actions don't make much sense since we cannot see the full picture. I'm sure whatever reason their acting on, is for another thing their adding/changing down the road. 3) Whats so bad about the essence update? People keep saying its horrible, dosen't make sense, and were using examples like dealing partial damage to slayer monsters. This update is not like that at all. Think of the Runecrafting skill as Woodcutting. In Runecrafting you cant make a nature rune before level 44. In Woodcutting you cant cut a magic log until 75. This update is not changing the above statements at all. Its not letting people make things they shouldn't normally be able to make. In Woodcutting, Every level above 75 Lets you produce logs faster. (as of today) In Rune crafting, every level above 44 lets you produce more nature runes (producing them faster) If you think about it that way, It actually does make sense for this update. Its not letting you cut magic logs before level 75, or natures before 44. Its giving you higher productivity for every single level you earn, rather than getting 47 levels until you see any improvement. The way I see it it didn't kill runecrafting at all, but made it more useful. Now every level you earn matters, not just 47 levels down the road. Getting 91 is still a goal, if you want 2x consistently, but saying otherwise is like saying after 75 you should get magic logs the same speed until 99. Or catch sharks the same speed from 76 to 99. +10 magic level is like a plus 30% damage. During the herblore update I already find the extreme magic potion overpowered. Sure, magic isn't hitting as hard as melee or range, but 40 PERCENT damage? That's like preventing yourself from introducing higher hitting spells altogether, and making magic over-dependant on potions for damage. Extreme strength adds at most a constant 7 damage, while extreme magic has a potential of being too helpful. I would rather they spread the boost on various magical equipment, like strength bonuses.
  18. You should be able to mine better ores at better levels, but mine them faster than before. Or fish better fish at higher levels, but get the fish faster at higher levels. Oh right, we already have that.
  19. I believe a player training runecraft from level 44 to 99 now would have more nature runes, which should counter the slight fall in price of each rune. Yea, it hurts the old players, but which update doesn't? Vines, new mining rocks...the old players will always see these as damaging to their 'respectable' skilcapes, while the new players just see the skills as they are.
  20. I thought the extreme magic potion was rather ridiculous to boost your damage by 40%, when none of the other two combat type does that. Even though magic is supposed to be another combat skill altogether, bonuses from potions should be be more or less even. For ice barrage: 15% for normal magic potion would mean 34, an addition 4 damage. 21% for extreme magic potion would be 36 an addition 6 damage. For fire surge: 15% for normal magic potion would mean 32, a addition 4 damage. 21% for extreme magic potion would be 33 an addition 5 damage. +19 strength from super strength is about 4 damage, +26 from extreme strength is about 5 damage. And it's fixed, meaning that magic gets the advantage if higher hitting spells appears in the future. You know, having all the extreme potions in PVP won't be that bad now actually. the only one that stands out too much was extreme magic, but now it's more or less even out. Runecraft: Bad for those aiming for 91 runecraft, but great in other ways. More runes: lesser cost for magic. At least this is what I hope. RCers should earn as much as before, but each rune cost a little less. Progressive reward (in terms of nature runes) from 44 to 91 runecraft. You don't want your strength level to hit the same all the way from level 44 to 91 do you? GREAT UPDATE :thumbsup:
  21. Check my stats, I'd be last person wise guy. That was merely what I thought might be "interesting". Fact is, it might work to begin with because unlike you, we dont have 99 combat skills, or the kind of money to go bursting on Bandos, so It MIGHT have been a good reward to those less fortunate. Either way It wont happen anyway so you can keep on to your lousy Bandos in cheers "Im rich, 130+ who kills all" [/sickofsmartarsplayerslately.] Im rich, 130+ who kills all :twisted: A sword better than godsword, or armour better than barrows, with or without restriction, is NOT an appropriate reward for a simple, kill 'em all minigame, even if I myself get to earn and use it. And strilmus made a few good points as well, why are your ideas all centralised around this minigame? Are you dumping all your desired ideas on anything that comes by that seem to lack a useful reward in your opinion? I have a few ideas of 'interesting' and 'amazing' equipments as well, but they won't fit as a reward for this simple minigame. Jagex DOESN'T want this minigame to be so rewarding that it takes the first spot on your next to-do list, whereas you are going against their intention. Extra equipment slots, better weapons and armour, long lasting crystal bows, purchasable fire capes are things that would make this minigame actually IMPORTANT. And that was a great post strilmus, you should submit an article to the tip.it times, I heard that they're short on manpower.
  22. The Year of Upgrades 2009: Tip.It version :unsure:
  23. The reason the mini-game does not have decent rewards is because it's not meant to serve a purpose, and it's not meant to be earned by players. If you keep going by the effort->reward rule, you won't understand that this is not about putting in effort which leads to reward. The sentence in bold is a message from Jagex telling you in short that the scroll drop rates are crazily low, but don't worry, the rewards aren't in the bit useful either, so you don't need to bother yourself with "putting in effort" to get them, as we don't want you to go around "earning" it either. If you do it, it's your choice. BUT that doesn't justify a demand for reward for this minigame. GWD is designed and implemented by Jagex to be rewarding to combat oriented players, that's the difference. And regarding your question on my opinion as to whether it's hard to complete the challenges, my answer depends on your definition of 'hard'. I prefer to think of it as time-consuming. So the question should be, should you be greatly rewarded for putting in so much time for this task that no one compelled you to complete. For me, Fight caves is hard, fire cape is a decent reward. GWD is hard for 3/4 of the bosses when you solo, keeping the drops to yourself is a decent reward. Teamwork is encouraged. Training skills is time consuming, but skills are recognized tasks that Jagex puts its player to complete and pretty much the core of the game itself, therefore the skillcape is rewarded for the time put in. Champions Challenge is time consuming, Jagex chose to let the scroll drop rate to be insanely low while making the reward insignificant, but nevertheless provide players with the boasting right in the form of a visible display. You already have a reward. <_<
  24. In short, no. Great that you guys thought of these wonderfully powerful items for the high end players that must be so hard to come up with (Yea right...), but these can come from better sources than a minigame that is meant to serve no purpose other than pure randomness and luck.

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