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jettrider

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Everything posted by jettrider

  1. Those are normal rates, having a higher runecrafting level makes the rest of the difference in what you will average long-term. You are still losing multiple ticks from each round, and you need consistently perfect rounds to even get close to 55-60k. Forget all about 60-69k, those are max rates from a tiny percentage of players. Expecting to get 65k exp/hr at your experience is unreasonable.
  2. Usually after I grab a pile of coins from an early monster so I can go back and make runes, I'll just buy an even 100 ess and make 60 laws, 60 cosmics (I double them, so 30 ess), and 20 astrals (again, doubled). That's guaranteed to be more than I need, which is better than making less and running out. I do the same but with laws bound. I usually end dungeons with at least 10-14 Astrals left, so if I'm tight on cash I just use 5 essence to make 10 astrals. I do have a primal plate bound, and once I find a hexhunter bow I'll unbind it and get poisoned a lot more, so eventually I will need all 20 again. You can drop Astral runes once you're done with all rooms if you need inventory space for some reason. I like to buy 50 essence because it's an easy menu option and I have laws bound so I don't need 100. I just make the other 40 into cosmic runes. The only time you would ever need a lot more than 45-60 though is if you're gating Thunderous. Most teams just run from behind the pillars but sometimes there's a very vocal player who won't accept that. So with laws bound, I only *REALLY* need about 25-30 essence, but I usually get 50.
  3. Gloating? I just don't want false information thrown around as fact. I think it's pretty much accepted nowadays to have knowledge of efficiency and no need to correct a statement(unless you learn it yourself, you are never going to learn), furthermore as knowledge of this kind(grimy's spreadsheets) are so easy to look up for reference. Your statement was not just false because it was not to most efficient method, but also because considering f2p, it's MUCH harder to make money for a 200m skill- you have a 3rd of the ge slots and around 10% of the good items to be flipped, thus the moneymaking part would just be endless. Just for reference, smithing rune 2h's/platelegs is also the best p2p smithing method. I support the goal of avoiding putting false information up. However, your first response had no mention of alternative training methods, and since smithing methods have changed I'd really liked to have seen you post it immediately. If you want people to learn it on their own, just say something like "addy? try rune" and then we can go and research it. If someone comes back with "o no rune is way too expensive" then pull out that line :) I am not 99 smithing yet, so I haven't looked at all at training options past 99. Also (and correct me on this one if I'm wrong too) the prices of runite bars have dropped in the past couple of years, certainly in the last 6 months, so it was not always cheaper than addy plates. Either way, my original question was why ranged was such a popular 200m in f2p, and I guess it's just due to the random inclinations of 3 players. Melee would be faster big bones, and ranged pales in training rates to fm, cook, smith.
  4. Rune bar: 16.4k Rune 2h: 46.8k Loss: 2400gp Adamant bar: 3k Adamant platebody: 9.7k Loss: 5300gp (assuming you do not alch the plates) exactly. This is why you need knowledge before posting.(rune is nearly the same speed but alot cheaper) Or you could simply correct the erroneous information immediately, with your knowledge, instead of waiting a page for someone else to post about it and then sticking that in. If Rune2h ~= Adamant Platebodies in experience, then there was little wrong with my original post except that cash technicality (while I was talking about exp rates). I respect your knowledge, but I cannot do so when someone else steps in while you're off gloating, especially when I said I was unsure and wanted to know if there were alternate training methods I'm unaware of. Sorry I'm not one of the few dozen maxed f2p.
  5. cooking and fm are boring, range i think would be fun to get 200m in and it benefits hp as well. Well, it should be at least proportional to p2p since there aren't any fantastic methods for range in f2p, and there are relatively few 200m range players compared to cooking and firemaking. Smithing should be relatively fast smithing adamant platebodies in p2p - as fast as members, actually, and fairly good exp when compared to cooking and firemaking. Unless I'm missing a powerranging method available in f2p, it seems very odd that it's the most 200m'ed in f2p when much faster skills are available.
  6. Why is ranging the most common stat to get to 100m on f2p? I'd think it would be cooking, smithing, or firemaking...
  7. I always view "high level" as the number of players who have a particular achievement. 70 cooking, for example, is far harder than 70 runecrafting, yet it would be considered high level content under the current model. Eergh. That's also why most people on Tip.It consider only maxed melee players to be high leveled: there are many dozens of thousands of them. Therefore, any combat or boss update will have to involve some sort of element other than flat combat (like the Agility requirement for Saradomin Godwars) or a higher level of difficulty. Another point I'd like to make is the power that high level content has on goal-setting. The release of effigies, for example, led to huge increases in the number of players with 91+ in the relevant skills. The release of the Warped Floors reactivated thousands of players waiting in the low 90s dungeoneering for the full experience rates. The reason that not a lot of players can access high level content immediately upon release is that there was previously nothing to motivate higher levels. I think low and mid level quests should be *just enough* to allow a player to reach respectable levels while always having something new to do. I think that point is coming very close if it has not been reached already. If filler updates don't offer meaningful content, high level players will have to backtrack to do content they flew by on the way up. I believe that players should always be looking up to the next piece of content rather than feeling like they have to go back and complete low level quests as a job. Experience rewards that were hugely beneficial at low levels become trivial when higher levels have to go back to complete them.
  8. Just a quick question because I've only seen 2 Soulgazer (I really do need to get 99 Slayer...): Do you HHB binders ever run out of t11 arrows in a dungeon? How often do you have to pick them up if at all? How many are needed for bossing?
  9. Quests never give dragon equipment directly (the only exception being the 1/3 of a dragon platebody from WGS). I would be very surprised if the Dragon Defender was released from a quest - at the most, I would expect it to be a drop from a monster unlocked through a quest. Oh, and untradable pl0x
  10. Has to be a leftover name change. And highscores are updated when you log out, not exit the client.
  11. The biggest problem with trying to get a new floor strategy out there is getting everyone to buy into it, which isn't really feasible no matter which forums you post this on. I definitely like the idea of C1ing 36-40 or so since the difference in exp is so tiny for a big jump in difficulty. I would probably be inclined to deal with the problem that no one c1s these by doing like 4:1 c1s while waiting for a 5th team member. It's not that many floors to do.
  12. That's probably the main point here. If you haven't experienced always having something to do, then of course you'll think making armor is helpful. All the people arguing why you shouldn't make armor are doing this kind of thing, while if you DG with randoms then you're probably being given a generous percentage of your time "off" with nothing to do. It's impossible to see the logic behind it until you experience it first-hand, which is why there's no agreement.
  13. The big deal in the making armor debate is wasting ores. Mining can speed up your dungeon if done properly, which unfortunately no one seems to do. Priority should be bloodragers -> gloves -> boots -> armor for keyer -> armor for self. When you skip straight to the fifth priority down the list, you're doingitwrong. Armor can only speed up a dungeon in the sense that it lowers time needed to pick up food, which is already minimal. Bloodragers and strength-boosting gloves/boots speed it up more dramatically as long as you aren't mining while your team waits at emotes.
  14. Grab a class 1 clay or go straight for a class 2. Then take your c1/c2 tool and look for something up to 2 classes above it. Never try collecting c5 clay without at least a c3 tool. Your first c5 clay should go towards a tool of the same resource. After that, you should hand out clay to everyone around you. It's annoying to have other people leech and not follow the above, but it helps games go faster.
  15. It takes around 1/100th? of a ms to detect one pixel. If you think your reaction time is better then that then prove me wrong. All you have to do is be within .6 seconds.
  16. I am rather surprised that they haven't limited the exp in a scaling fashion by now. Seems to me that the penalty could be cut back quite a bit even at 126 f2p combat seeing as members now have another 25 higher floors (even if the penalty didn't start scaling until level 71).
  17. At the very least, you should use a unicorn with piety and extreme potions. That would be 88 summoning (get it while cannoning slayer tasks to raise melees and range) and high 80s herblore, and 95 prayer is kind of an all-or-nothing thing so I wouldn't focus too much on raising prayer. I would also recommend getting around 87-88 dungeoneering for a chaotic crossbow and the chaotic melee weapon of your choice. Chaotic weapons really make a difference, and if you can train to that level you'll also have the option of trying Frost Dragons if TDs aren't to your liking.
  18. After seeing dozens of hood drops on my way to my current level...I'd say they're about a 1/15 drop or so. This could be very off, it's just my experience across ~16m experience. I recommend trying to get teams with people who already have hoods because then if you get a hood it's all yours. Teams may be less willing to take you, but your personal chances of seeing a hood go way up.
  19. Depends on the team! If you like going off on your own and directing traffic, keying is fun. But usually the nonkeyers are essentially zombie meatshields doing exactly what the keyer tells them while the keyer actually has to think them up :P
  20. jettrider replied to SoulWars's topic in Help and Advice
    Starting cash is the key to knowing what to flip. Provide that information and you'll get more accurate responses.
  21. Perm teams are for people who can guarantee they'll play the exact same timeframe every single day. Your floors are always synchronized because a true perm team never brings anyone else in. If you want to have a core group who takes +1s/+2s, you usually just try to match up floors as best as possible and c1 a couple of floors you'd normally do larges for to be able to reset. Skype/TS/Vent are very useful, but not required. With five experienced people, voice communication is not necessary because acronyms are enough and people know what to do naturally. However, voice chat ALWAYS improves clarity and helps synchronize the team. Perm teams are split between ones with permanent keyers and ones where people alternate keying to rotate responsibility (keying requires more concentration and energy). The rotating teams are the ones with 5 solid pros though. I think that if someone cannot successfully key without armor or tank ring, you should have a set keyer or two. Ideal binds would be hood and your best 2h, third bind your best plate or HHB, ammo bind should be law runes (or surgebox) unless HHB is bound. If your keyer(s) prefer(s) tank ring, a primal battleaxe is acceptable. Hexhunter bows and primal platebodies are roughly equal in usefulness; it's a matter of preference, but I would tend to use the bow considering the occasional armour spawns and the fact that I'm comfortable dg'ing without a plate. Keep in mind it's harder (but entirely possible) to key without a bound piece of armour.
  22. 2 minutes should be about accurate minus Stomps. c1s can take < 60 minutes with no Stomps and 75 with Stomps (assuming no one quits until after you're all done). Stick an average in between those two.
  23. Reborn mages are the equivalent of necromancers and are a bigger priority because they can spawn warriors no matter where in dungeon you are (and you could have to kill to open an already-opened GD. There are black dragons now to replace the old colors. Demons are still around. Guard dogs, brutes, and animated books have been given a graphical rework and recycled for Warped.
  24. Warped floors have a higher density of monsters per room, making them a bit slower than Occults (less than the jump from Abandoned to Occult though). This has pushed up the difficulty counter to a high enough level that Soulgazers are fairly common now. Hexhunter bows should therefore now be much more accessible now, especially if you have 99 slayer and dungeoneer with similarly high-slayer players.
  25. Hood is not less useful on new floors. People said the same thing after occults and it was still the best. HHB is at the same level of usefulness or a tad lower, depending on DG level. (By the time you get a drop it is probably worthwhile to bind.) Primal platebody > promethium platebody, primal 2h > promethium 2h vs primal baxe, same arguments apply there. Warped floors are not any different timewise except that right now people are still figuring out boss mechanics. Clearing the rest of the dungeon takes the same amount of time as Occults.

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