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@Dan3HitU

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Everything posted by @Dan3HitU

  1. Well that clearly doesn't make any sense, you're using "clear type" with Windows Xp yet their reply isn't even in "clear type".
  2. Fake, font is clearly different compared to the Jagex reply.
  3. [hide=RuneScape Update]Our users in Sweden can now purchase RuneScape membership without a credit card, thanks to Wallie! Pre-paid game cards offering RuneScape membership in a variety of durations are available to buy in Pressbyran and 7-Eleven stores throughout Sweden. To find your nearest store, check out the Wallie card website.[/hide]
  4. By his faulty logic, Strength is useless after 78 too. :roll: Don't you just love people that don't read things properly.
  5. Yes, they can and used too.
  6. Against players and armours. Almost every other skills is useless past a certain level, not many have "99" benefits.
  7. As I'm sure you're probably all aware Jagex change changed the GE database to no longer show weekly or monthly line-graphs, they now only show a daily graph, instead they've added a new 180-days button. Good or bad update in your opinion? How do you think it will change certain prices of items, it'll be harder to Merchant now too.
  8. Monsters change a bit yes but not a lot, however, against Players I don't believe it makes a difference. Black Dragons as we all know have the highest Defence in game anyway, but Jagex have already stated they don't have +defence stats, only levels. Then it would be the best monster to test out your theory no? If you are correct (You aren't.) 78 should hit just as much as 99. In reality, trying to kill Black dragons at level 78 attack is like trying to punch through a brick wall, you can do it yes, but it's going to take a while. You can't do a test like that because your xp would change. This may be a myth or it may not be but I've always found the closer I am to reaching my next level the less I hit consistantly (the more 0s I hit).
  9. Serious? When I use super sets there doesn't seem to be ANY difference. :| I never seem to see any difference either. However, if you use JUST a super-strength potion you will hit MORE CONSISTANT (thus kill the iron dragon faster) than you will if you use JUST a super-attack. Personally, I've always believed since RS2 was created they re-worked the system and strength is both accuracy and damage, I honestly see people with lower attack hitting much more consistantly against people in high-armour than I do, and I have over 20M xp.
  10. So they finally got the legal rights from McLaren and Bugatti to have a head-to-head drag race, although the drag race was a full mile and not a standard 1/4 mile one, the Bugatti came out on top. It was however, later confirmed if the race was a standard 1/4 mile one, the McLaren would have won. Who else was excited to see these 2 amazing cars race head to head? I must admit, the McLaren is just more impressive than the Bugatti, I mean, the Bugatti has a 16.4 litre engine, 4 turbos and 10 radiators, anyone can put turbos in their car to make them faster but the McLaren has 0 turbos in it and only a 6.1 litre engine, pure engineer genious. Hopefully Top Gear (or another company/show) get the legal rights to a race between the fastest production car in the world (Ultimate Aero TT) and the Bugatti or even the McLaren, maybe a 1/4 mile drag race though and not a full 1 mile.
  11. Monsters change a bit yes but not a lot, however, against Players I don't believe it makes a difference. Black Dragons as we all know have the highest Defence in game anyway, but Jagex have already stated they don't have +defence stats, only levels.
  12. I've been doing a lot of thinking and some of you may have heard/seen me talk about it in my Vlogs on YouTube but I personally believe this: Attack skill is useless after 78 (75 if you don't PvP). Ever since I got my Attack to 99 (quite a number of years ago now) I haven't seen any improvement on hitting accuracy I always seem to hit 0's on people with low Defence (players) and even on Monsters too. However, I see in person and such that people with only 60 Attack seem to hit more consistently than I do, even against people with higher defence, which brings me to my other point. Do the +Attack bonuses even improve your accuracy, or are they just there to make the game seem more in-depth? Personally, if you max-out the +Attack bonuses OR have them at standard I haven't really seen a dramatic difference on hitting Monsters or Players. Mainly, I believe that neither really make a visible difference against players wearing armour.
  13. No such virus: http://www.virustotal.com/analisis/ad98cdb7207f7edc66c6baf8e86c46ecf3ad77869d3f3323aa3270ad9f203954-1246267995 http://www.uplo4d.com/viewe/343864393result.gif <-- image is below, this is the same image but a view-link. [hide=image is big][/hide]
  14. I don't think you need to do 250 perfect laps in a row :shock: . Not in a row - confirmed.
  15. I was going to make a topic saying pretty much what you said too lol.
  16. Added the requirements on first page.
  17. Working fine, I never had problems.
  18. [hide=RuneScape Update]If you are serious about Agility, its likely you've not been to the Gnome Stronghold or Gunnjorn's barbarian course for some time. This week, that could change, as these Agility trainers have spent long hours constructing new routes around the courses that only the most agile players should attempt. These extended courses will not only give you a chance to show off your most agile moves, but will also reward you with weight-reducing clothing, should you complete enough laps. With the addition of these extended courses, the cave goblins of Dorgesh-Kaan have made some changes to their Agility course, too. Theyve decided to make the course a little less unforgiving, so you should find that you fail less often. The other main change is that the entry requirement for the existing course has been increased from 70 Agility to 80 Agility, while the two extended courses have entry requirements of 85 and 90 Agility, respectively. Mod Chris L RuneScape Content Developer In other news... We've added a right-click option that will let you quick-start your circus performances, as long as you've been to the circus at least once in the past. We've now added a new song to the Wilderness Volcano area called Eruption. Check it out when you have a chance![/hide][hide=Patch Notes]Graphical [*:a6dnikkz] Resolved an issue with what appeared to be two hunting pit traps on the same bit of map. [*:a6dnikkz] Updated the Rum Deal quest interfaces to better handle different game modes. [*:a6dnikkz] Some of the Guardians of Armadyl that had the wrong symbol on their chests. [*:a6dnikkz] Fixed some render issues with the lighting in the God Wars Dungeon, and on the scenery found there. [*:a6dnikkz] Female dreadlocks while wearing bunny ears should no longer cause a labelling issue. [*:a6dnikkz] Fixed a render issue with the Dwarf Cannon watchtower. [*:a6dnikkz] The bow emote should look better while walking. [*:a6dnikkz] The charged and uncharged version of the splitbark helm should better match each other. [*:a6dnikkz] Fixed an issue with the [bleep]ed helmets and certain chatheads and animations. [*:a6dnikkz] Resolved some lighting issues next to some standing torches. [*:a6dnikkz] Updated a bucket animation and fixed the looks of some stagnant water. [*:a6dnikkz] A bridge near Prifddinas has been updated, as its railings and shadows were a little broken. [*:a6dnikkz] The Stealing Creation lobby interface can correctly display larger skill totals. [*:a6dnikkz] Iban now correctly sits on his throne rather than standing in it. [*:a6dnikkz] Changed the order of the Thieving code now it doesn't start the animation until the rest of the checks have been run and you can actually pickpocket the target. [*:a6dnikkz] Graphically improved a small section of the TzHaar city area to fix its appearance in high and low detail modes. [*:a6dnikkz] Updated some player animations used in Animal Magnetism. [*:a6dnikkz] Rectified a graphical issue in a cutscene in Death to the Dorgeshuun. [*:a6dnikkz] Fixed an issue with transparency and fire! [*:a6dnikkz] Two male characters from Royal Trouble had female chatheads. [*:a6dnikkz] Updated a quest-related diary interface to allow space for slightly more text. Audio [*:a6dnikkz] Slightly tweaked the Venture 2 song at the very end. [*:a6dnikkz] Added locked door sound effects to various parts of King's Ransom. [*:a6dnikkz] Added sound effects to the Killerwatt Plane. [*:a6dnikkz] Added a menagerie of sound effects to Cabin Fever. [*:a6dnikkz] Added a few sound effects to One Small Favour. Quests [*:a6dnikkz] Fixed typos in Eadgar's Ruse, Monkey Madness and Missing My Mummy. [*:a6dnikkz] The elemental helm listed the wrong Elemental Workshop quest as a requirement. [*:a6dnikkz] Vanstrom Klause now refers to shortswords as swords. Miscellaneous [*:a6dnikkz] Fixed an issue with the last charge with the Summoning headgear. [*:a6dnikkz] Fixed some grammatical errors in the music unlock hints, Evil Tree chat, Ali the Dyer and the Candle-maker in Catherby. [*:a6dnikkz] Updated the message when you fail an attempt to light a fire with the crystal bow using barbarian training methods. [*:a6dnikkz] Corrected the level-up message for Hitpoints regarding the cape of accomplishment and the name of the character to speak to. [*:a6dnikkz] Ensured the training dummies in Varrock can only be attacked from the correct side. [*:a6dnikkz] Changed various phrases when casting Magic spells for consistency. [*:a6dnikkz] The description for the location of ghouls wasnt very useful if you were getting advice via the Slayer gem. [*:a6dnikkz] Prevented familiars from interrupting certain actions. [*:a6dnikkz] A boat journey was missing the You are travelling from/to message. [*:a6dnikkz] Changed the wording to reflect your actual activity when opening the doors between East and West Ardougne [*:a6dnikkz] Ali Morrisane has been taught to recognise differences in gender. [*:a6dnikkz] Removed a few redundant quick chat phrases. [*:a6dnikkz] Updated the climb messages for a shortcut in Mort Myre Swamp. [*:a6dnikkz] Resolved an issue where the items kept upon death would randomly swap two items with the same price around. [*:a6dnikkz] Removed an extraneous bracket from a Construction level-up message. [*:a6dnikkz] Corrected the purchase advice regarding normal and oak shortbows and the arrows they can use.[/hide][hide=New Agility Armour]Platelegs: 85 Agility Requirement. Platebody: 90 Agility Requirement. [/hide]
  19. Best skin TIF have to offer.
  20. I alched Zurial, don't act cool alching Brawlers :lol:
  21. So, what prices do you think they'd be at? Remember that other Brawlers would be more used and demand would be higher, etc. Edit: Another question; Do you think they should be tradeable?

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