jettrider
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That seems like a pretty reasonable assumption. But I don't think they would crash that much that quickly. On other terms, does anyone happen to have a Price-Range on the Torva Parts? They were already falling after the initial free trade to just over 1b and fell another 50m with the corp glitch. My guess is that a combination of this fall along with swapping divines for ely + pernix as mentioned above was enough to start panic selling. They'll stabilize and trend back up before long, though I doubt they'll be above 1b permanently.
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No to Champion's Challenge because a 1/8000 drop is just too much to be required to complete many times over. You already need at least one champion's challenge scroll to unlock all music if I recall correctly, and I think it's reasonable to require one drop. I wouldn't be opposed to Shattered Hearts as much because luck doesn't play as big of a role there. However, it's a useless activity so I also would prefer that it not be included. The exp boosts are not worth the time to get the rocks, especially if you already have 99 in the relevant skills, and I don't think that should be rewarded. Things like Chompy hats, cwars tickets, etc, would be better since they are skill/time based and don't offer redundant rewards. That's my main point: I think it's fine for it to require arbitrary things as long as those things are unique aspects of the game (like quests and music) and not completely exp-based D&Ds/Activities (like Shattered Hearts). @Why another cape for only 21 dung levels: those 21 dungeoneering levels comprise more than 91.2m dungeoneering exp. That's another 300 hours or so, using very optimistic calculations and assuming you find good teams and binds right after 99 (can easily creep up into 400-500 hours depending on teams). This alone is a bigger requirement than requiring 200m in any skill and if it was 200m you would all go ballistic. 120 dungeoneering seems insignificant only because of the fairly large number of people who have gotten it already, when really it was most efficient to do 200m as soon as possible and the rate of new 200m dungeoneers is actually slowing right now. Also, the max exp rate is not achieved until level 119 dungeoneering which makes 120 significantly slower than the second half of 200m dung.
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Bake Pie (Summer Pies)>Ivy>Rocktails. 0.83>0.54>0.42 the effciency rates of their 'grinding' equivalents. Based upon Wines,Pines and Purple Sweet Barb,for each of the respective skills. Note: Thats assuming you don't have cooking brawlers to use with wines and you don't value magic exp from pies. Also presume your using Dragon Hatchet instead of Adze at Pines. However Pies may not be as 'AFK'-able as Rocktails and even less so when it comes to Ivy,they do still allow for 45 seconds of down time,exluding banking. The magic exp (from pies) holds some value too, since if I recall correctly Lrc(superheating the ores on the road to 200m mining) doesn't quite get you 200m magic. Even a top player has to AFK(better than hitting that logout button). :thumbsup: I wouldn't quite count something where you have to take out ~75 inventories of items per hour AFK :P Though yes that's pretty good. Ivy is perfect: 5 minute click window, never have to bank, and you can have sounds on in the background to let you know when attention is required. Come to think of it, can anyone add more activities to this list?
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I disagree. Phoenix was the first to 200m, and he did it during the trade limit. Larryr quit, and I don't support quitters. Also, pheonix has about 5/4ths more exp than Larryr. Phoenix Odin had access to the same exp rate or better than Larryr did and had multiple updates to make runecrafting at a steady rate easier. Larryr achieved the rates through capitalizing on being 91 runecrafting in the earliest days when nature running was very profitable. Rune running was basically brought to the forefront of everyone's mind at this time and it was built from the bottom up. I think both are amazing accomplishments, but considering how long Larryr stayed atop the highscores, far above everyone else, and how much more standardized runecrafting is today (straight grinding vs putting long hours into maintaining a company), I think Jagex made the right choice. Besides, we're all going to quit this game voluntarily or involuntarily some day. @Livid farm: FML I have to play another failed D&D for taskmaster back?
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With 99 fishing and a granite lobster, it is base 45k/hr and 50k if you don't lose any time banking by being "too AFK." Rocktails aren't bad for your AFKing time, but Ivy is the best if you can use the woodcutting exp.
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@bunny ears/scythe That 5-10b price was basically the price for both the item and the right to get free replacements where the owner gives both up; I think if you could sell and still get replacements they would be worth around 10k each :P @clues I'd assume that if you're buying clues and doing them as a source of income, you are using the most elitist methods possible. That means access to all teleports and shortcuts unlocked, so travel time is fast. It means using a searchable table of clues and coordinates to know exactly where you need to go. It means being familiar with how to powersolve sliding puzzles and celtic knots. At the scanners part, all scanner locations are preset and chosen from a set of specific points. You can do scanners methodically by checking out each point from the given radius. I stopped doing hard clue scrolls nearly 5 years ago and they were always under 10 minutes then. I can't say how all the updates between then and now have affected timing, but it should be similar and should fall within that range with all the new teleports. I have timed every elite clue I have done (a dozen logged). I started at 30-35 minutes for the first couple, but by the last ones I was between 20 and 30 with the average below 25. I know that I am doing something completely inefficient every time I choose to do one, but I still do them all because they're a rare drop and are fairly fun to complete. I'm sure there would be plenty of demand for buying clue scrolls; after all, players put loads of money into staking and even into betting games with a set 40% success rate. And while the price of the scrolls will stabilize at less than the average reward (it's not as high as you might think), it would never be a super profitable venture.
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^ Jagex said recently that droprate for 3a is 1 in a 6 digit number. Level 3 clues can be done in 5-15 minutes and elite clues in 20-30 minutes. Unfortunately, the average reward isn't even worth the time to do them let alone the additional cost for buying the scroll.
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It takes 30-35 minutes and 10 prayer potions per fire cape, plus a lot of people have them stocked up, so I think they would be 1m tops.
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Scythes and Bunny ears would be 5-10b Clue scrolls levels 1-3 would be worthless, elite clues would be worth around 100-200k. If you look at long-term profits, no clue scroll is worth the time it takes to do, but I expect people would like to gamble with elites. Crimsons 5-8k, blues double whatever crimsons are. Scale down from there for greens/golds. Fire capes about 1m. Blood necklace 50m, Hexhunter 100-250m.
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The exp it lasts for is partly based on your level; with mining in the high 80s and 90s I got more than 1m total mining experience per full horn. What is this CC you speak of?
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It's way more than that, doing 5 solo meds per hour as a long-term average yields about 120-180k exp/hr with 100-120 dungeoneering. Unfortunately for soloers, doing larges, even with 30 minute averages including finding teams, is 200k-300k at 100-120 dungeoneering, and when you find rows of floors this rate skyrockets.
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[Real] 01-Apr-2011 - Behind the Scenes - April
jettrider replied to Sephy_'s topic in General Discussion
Granted, it's bound to be a bad month when a RL wedding and a holiday event are half the content, but I'd really like to see less D&Ds. We've had so many hit-or-miss updates already in the last year and a half, and only a few have hit. :( -
[Real] 01-Apr-2011 - Behind the Scenes - April
jettrider replied to Sephy_'s topic in General Discussion
I hope this one is a joke too -
gf emergent gameplay oh wait, dont worry guys we can still have tea parties in our houses In all seriousness, the exp was over twice what it was for an aboveground activity requiring the same amount of concentration.
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^ You should max dungeoneering as soon as possible though - it's doubtful that it will ever increase in speed more than temporarily (and marginally) after updates to it. More pro people are maxing dungeoneering than new pros are being formed.
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Two hoods would remove the "fiddly"ness though :P That's why I think it might work and why I want to test it so badly. But in the end, defensive items + blood necklace will probably be more useful for keyers.
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This is an interesting idea. You'd have to switch it fast though because equipping a hood does not get you out of combat with humanoids. I would tend to think this would work because you can unequip your hood and re-equip immediately to avoid combat. If I find a hood I will test, although they've gotten a lot rarer.
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Welcome to TIF (M)ousekeys, your name is very familiar from chat :) I wouldn't bind anything for c2s because the exp is bound to be lowered at some point (ie soon). I guess you could switch between promethium rapier and platebody, but I'm not convinced the time saved is worth the quality degradation from primal gear plus the time spent smithing. Bind switching would make sense if you were just repeating c2s for pure fishing exp, but that doesn't really work if it's going to be nerfed.
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Lol by those numbers they are getting 22.7k dungeoneering experience per hour. That means that they hit the 6 hour logout every large dungeon. Realistically the hourly exp rate is more than 10x above theirs...lol Same thing with combat exp...32k/hr...try 100k+? And slayer 5k/hr :shock:
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GL on being clueless. An overload timer is needed for you to know when you can brew, not when overload runs off, as that is more or less useless. This is why I think a RL timer is the best. I keep one by my computer, if you have been on Skype you have probably heard it. I think it's easiest in terms of setup - who wants more stuff to pay attention to on the screen? Also, if you ever house option it's very easy to stop and then start up again, which some of those timers don't do very well.
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Dungeonsweepers (DGS) - Huge changes; read first post.
jettrider replied to Obtaurian's topic in Help and Advice
Just as bad as all the other floors :thumbup: (guessing) Not really. Soulgazers are more common on warped than occult and more common on occult than abandoned. They're still very rare though, so it may not seem like much and the above isn't that far off base. It also depends a *LOT* on the number of 99 slayers on your team. If you dungeoneer with the same core group of people, you should check out their slayer levels. It's very helpful to have at least 90, because Blood Necklaces are a good item to bind and anyway Edimmus replace much more difficult monsters in GDs, etc. -
@rarity of Hex: I agree that you need to have some backup item to bind, but if you are doing mainly occults/warped and have 99 slayer you will find a fair amount of Soulgazers. It's a rare drop, but if you are careful you can guarantee you'll loot it first. I've met a couple people at 200m dungeoneering exp without a Hex drop, but those people are predominantly under 99 slayer. Hex is about 1/16 by my best estimate. Personally I'm 0/7...I've got a ways to go. It's one of the reasons I think slayer should come before dungeoneering. You don't want to do too much exp without 99 slayer or you lose out on hex chances; also, the effigies from slayer will give a good boost to your skills to be able to open more doors.
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Current at 109 dung: 2h Hood Primal platebody Ammo: Surgebox With 120 dung and an extra bind slot (5 total), I would go for one of the following setups: 2h Hood Primal plate Blood necklace Hexhunter Ammo: arrows ^ The standard mixture of DPS + defence. But actually, I was considering another setup: 2h Hood Sagittarian Body Primal platelegs Hexhunter OR Blood necklace Ammo: Arrows OR surgebox ^ This would mean you never have to pray, which in turn lets you use prayer points on constant turmoil. With a hex, the sagittarian body makes ranged extremely powerful. If I can't find a hex, I'd use a blood necklace to counteract the negative melee bonuses from the body. With turmoil on all the time this might be even better damage than the first one. Basically my bind preference list: 1. 2h 2. Hood 3. Hex 4. Blood Necklace ----Empowered Catalytic Staff until I find one of the above two 5. Primal platebody ----Primal platelegs/skirt or a combo with sagittarian body
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-More people at 100/120 dungeoneering -More people realize it's useful -Over time, more Edimmus seen and more necklaces dropped -New bind slot coming, so people will gladly give up plate now to get it back later
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Well 1 torva piece is under 500m and the set is lingering just under 2b, 2-5 is being quite generous.
