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Quyneax

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Everything posted by Quyneax

  1. Pretty sure you ignore it unless you intend to PK at a really low level (when Iban pures can one-shot you etc.). If you're going to get, say, 70 ranged, you'll get about 60 hp anyway.
  2. You can still collect other people's spawns. If a chronicle spawns, it's instanced for the first few seconds, after that it's free game for everyone. Every time you collect energy (or maybe every time you collect a memory, not sure), there is a chance a chronicle spawns - you can get more than one from a single wisp.
  3. Magic is most powerful at lower levels (Iban's Blast for example). Ranged is best at middle levels (black d'hide, magic shortbow). Melee only gets strong at high levels (whip, Dharok's). Anyway the old combat level formula is: Defence + Hitpoints + 0.5 * Prayer + (the highest out of the following) 1.3 * (1.5 * magic level) 1.3 * (1.5 * ranged level) 1.3 * (attack + strength level) Then divide the lot by 4. Remember to round down at all times.
  4. The worst part of the kill-them-all-close-together mechanic is that it's perfectly possible to get a much stronger encouragement with a much more forgiving mechanic. In the Barrows tunnels and crypts, you lose prayer, and the amount you lose increases as you kill more brothers. You could implement the same thing, and related variants, in ROT6. For example, each brother you kill could cost you three prayer points per tick until you leave the tunnels - that's from 990 to no prayer in 198 seconds, and at five brothers dead that's 990 to none in some 40 seconds of course. That's a nuisance, but that doesn't mean you can't spend a few minutes on the last brother - you just use lots of supplies. Prayer drain is a small inconvenience, but we have our friend Unholy Cursebearer to show us how it's done: drain ALL the stats! Now, attack/defence/strength/ranged/magic will be boosted by overloads, but constitution and prayer will not. How long ago was it that Jagex mentioned 'constitution-draining effects'? Here's your chance - you now lose one random level per tick per brother killed. That means you'll go from seven* 99s to seven 0s in some 415 seconds, or in 83 seconds with five brothers dead. 83 seconds to reach 0 constitution - I don't like that, but if I keep chugging restores, I'll live. I don't have to kill the brothers within 30 seconds of eachother, but I really really don't want to be in this cave with that much stat drain going on, so we better hurry up and rush these wights. P.S. Have I mentioned the adrenaline drain of 1% per 10 ticks per brother killed? *Eight if you also drain Summoning, which I suppose is fair. That's 99s to 0s in 475 seconds, or 95 seconds with five brothers dead.
  5. Moved to the Archive of Wisdom, congratulations :).
  6. Thanks, that was the goal. It's also a way to move away from the distinction between ultimate, threshold and basic. You just have abilities which give a certain % adrenaline (or at least don't cost any, in a 100%-default + regen or autoattack-basd system), abilities which cost a certain % adrenaline, abilities which drain or give adrenaline over time, combinations of those... and so on. All of which are mechanics, rather than useless and artificial classifications. 250k to 97 divination. Apart from being a horrible skill which disfigures the face of Gielinor and the stature of the game, it's a pretty good bonus xp dump thingy. Also I got a second god statues token, yay.
  7. I said: "if you [...] do not value the additional 4m bank value beyond the ability to get a hatchet" which means: do not value the 4m for crafting xp, smithing xp, firemaking xp, [...], needle collections, [...] getting a max stack of spins through bonds or getting a max stack of runecoins. So, as I said, when you literally only want (200m) woodcutting xp, and when you have the quests for an adze done anyway. You can't assume that everybody will value buyable xp, and getting an adze can be efficient - it's just not very common. Apparently though, there will be new t70 tools with the smithing rework :D.
  8. You do, technically, need to take into account that you will need to raise your bank value by about 4m to buy a dragon hatchet (and the firemaking xp gained from doing a beacon challenge, I suppose). Certainly, this isn't a bad thing usually, and you can resell it after you are done with woodcutting, but in the event that you a) lack bank value to cover all equipment you need plus the hatchet and b) do not value the additional 4m bank value beyond the ability to get a hatchet, then it's probably better to get an adze. I'm not saying that it is likely to occur, but it must be taken into account. Basically, if you literally only want 200m woodcutting, and you already have the quests and stats to get an adze, and you do not already have any bank value, then get an adze.
  9. Have a look at Missing: Presumed Death, The World Wakes and Death of Chivalry, they are nice quests.
  10. You'd lose 15% per 3 ticks, and gain back 16% from using a basic with double adrenaline. More importantly, Instincts would instantly end your opponent's Metamorphosis. Exactly, it's like a huge afterburner effect. Metamorphosis feels too 'defined' with the fixed duration and all. In general it would be nicer if ultimates didn't require adrenaline per se, they should just have effects depending on how much adrenaline you have when using them. For example, Overpower could be 50-150% damage at 0% (good for a basic, but it doesn't give you the 8% adrenaline), plus 1.5-2.5% per % adrenaline, giving you 200-400% as it is now.
  11. A thought: What if we made Metamorphosis drain adrenaline at, say, 5% per tick, and we made it last until you were out of adrenaline? You'd lose 7% adrenaline per 3 ticks using basics, making it last for up to 42 ticks (25 seconds) - but you can activate it when you are at 70% adrenaline and just get a Meta'd Wild Magic off for a quick KO. If you use a threshold, you lose 23% on top of the 7%/3t - 15% + 8%, the difference between basic and threshold - which cuts the duration by a good 3 seconds. The main difference between this and the old version is that you get to use up all your thresholds immediately, but you end at 0% adrenaline, and on the whole the boost doesn't last as long.
  12. Especially because the sawmill only requires a saw :P.
  13. Bots also require gold to be already present in the game, they produce items. A bond is also an item, generated from nothing sold for already-present cash. The amount of bonds that can be created in a single day is fairly big, because playtime and available spawns don't factor into it. Either way, the introduction of items has a big effect on the economy, the presence or absence of cash is not required for that. Any effect from real-world transactions on the game is unwanted because it breaks the limits of and the immersion in the game. If you accept that an RWT-based solution to RWT is required (is the only solution), then yes, bonds make sense.
  14. I think the only option is to provide multiple things to work at, the chances of building a piece of content that everybody enjoys are pretty slim. In the case of a battle, it seems to me some form of strategy is required, some form of combat is required and some form of supply-gathering is required. Those are three easy points to start with. Win a Conquest game versus the AI - strategy.Defeat a certain battlefield boss monster - bossing.Defeat a certain number of battlefield mooks - basic combat.Locate a certain deposit of the enemies' rare resources - clue scrolls or Making History hot/cold game.Gather a certain amount of resources - basic skilling.A mixture of fast/difficult and slow/easy tasks, all with the same rewards. The Battle of Lumbridge would've been much more fun if there had been an option for 1000 tears to solo, say, Zilyana with her bodyguards and a squad of paladins. If you instance all of these things, they're also less laggy I'm sure, and not as clustered around one area, so you can involve the world more.
  15. You're welcome, too good a guide not to edit :P. Two at once means you get a primary ring, a quickswitch ring (which alternates with your primary ring) and a second ring which is permanently active. Ring effects got changed with EoC, you now have berserker for 2h accuracy and tactician for 1h accuracy, sniper for ranged accuracy and desperado for ranged damage, blazer for magic DoT and blitzer for magic accuracy. So you'd want to use berserker/desperado quickswitch with sniper secondary, for example (not sure which ranged ring is more significant, given that +20% ranged level results in maybe 1% dps if you calculate it the wrong way).
  16. Yes, certainly. It's higher dps than asphyx, but lower damage per ability (Wild Magic is 3 ticks for 219% x2, Asphyxiate is something like 8? ticks for 188% x4). I've edited the guide to remove most whitespace, made the headings a little bigger, added horizontal lines between sections, cleaned up some code around lists, fixed a small number of typos. I haven't added any content, but it may be worth nothing that you can now have two rings active at the same time (task set reward), including two of the same style (blazer and blaster, for instance).
  17. Wild Magic used to suck for ages, because the second hit would always be zero in PvM (it was increased by Virtus' damage boost, though, giving you hits of 2000 and 30 for example). Since it got fixed, it's a pretty solid threshold, it's 219% damage per hit (Latin has 219%, wiki has 219%).
  18. As far as I know, leaving a floor without gathering a memory shouldn't do anything special. I believe the memory appears almost every floor, so try a small (fewer rooms to search).
  19. Is Wild Magic an option also? Very good guide anyway (unsurprisingly given that it's you), lots of great details and pictures. Slightly too much whitespace :P.
  20. Seismic wand and orb: 1/40? So, calling it about 4b/40 kills (incl. energy)? Which is some 100m per kill, split across 5-6 people. A kill is what, 15 minutes? So we're talking 70-80m/h per person. Not only is that ridiculously unbalanced compared to the rest of the game, it's also the main reason t90 magic is so expensive. According to that reasoning, there is essentially one moneymaking method in the game, and everything else is completely useless. And anyway, if Vorago is not so hard and 80m/h, then that's all the more reason you can reduce seismic prices by a factor 10, it'd still be a good moneymaker and prices would be reasonable.
  21. Be nice guys, no name-calling. Explain your points as much as possible, don't go posting three-word replies that are conveniently misunderstood by others.
  22. Magic has been changed too often, I don't know anymore :(. This is the latest info I have on magic damage. It suggests that spell damage does scale up with weapon, but it doesn't say anything about a cap at 90. Testing in Dungeoneering, I see that Combust seems to have a minimum hit at 305 for celestial and 296 for gravecreeper (staves). The difference in damage according to the interface is 70 - that's not by any means guaranteed to be accurate or relevant, though.
  23. I really doubt Flurry is worth it though, much better to use Slaughter, Destroy, Assault, Kick, Sever and Dismember (with Slice to fill the rotation and balance adrenaline). Flurry is only really useful for maintaining health (which I don't believe you need, certainly with scrimshaws, also given that kills would take longer Flurrying), or getting extra minion kills, which may be worth it, but I'm not convinced you can kill enough extra minions per Graar to make it worthwhile.
  24. Pretty sure ALG knows that :P. It's a bit early for Zaros to come out into the open, with him having no body and all, but a temple to, say, all gods who were stabbed by the Staff of Armadyl would be fair...

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