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Quyneax

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Everything posted by Quyneax

  1. Why hello War Fortress. Or really, just Virus + Yuri, or Mirage, or Prism, or IFV w/ sniper + Guardians, or Boris/Tanya. Also, by the time your desolators blow up my Chronosphere, I will long be done with you :D.
  2. "Hybrid" means strong vs. two skills and weak vs. one. At least, that's how minigame hybrid armour worked. "All" meant strong vs. all, but now it means medium vs. all, so it's basically meh.
  3. Minute per kill is about 20-40%% longer than what you would get pre-update with t80, iirc. I wasn't able to use Asphyxiate three times per kill, usually once right at the start, then again right at the end (20 second cooldown), or just once, in the middle somewhere.
  4. There's plenty of people on the POP thread who've done ports from day one, still don't have the sets and are hunting for that final 5/10/20 laquer. I wouldn't say scrolls are always the limiting factor, a lot of people choose to do them over absolutely any other voyage.
  5. Mining is a lot more efficient than herblore if you value mining xp (smithing too probably, and farming). If you don't care about those skills, warbanding herblore is fine.
  6. Around 100k xp/h and 1800 pts/h? Not sure on the rates with/without wizards, wizards increase xp/h and reduce points/h. Since you'll be there some ~70 hours to get 99, gathering ~130k points, I expect you will be fairly close to rank 1 esteem, but not there yet, so ignore wizards and go for points :).
  7. Wrote up a whole post in reply to Sinkhan, but I'll just quote Wikipedia at you: tl;dr Mail is very good versus stabbing, it's not cheap (but often cheaper than plate), and it's not until the beginning of the gunpowder era that mail became obsolete. Plate is weaker to maces, warhammers and poleaxes than it is to other weapons, as well as generally big weapons which hit with a lot of force, e.g. pikes. A lot depends on the technology available, the availability of quality steel, and the relative value of armour to other items (such as food) - how easily can your average Joe buy a shirt of mail (not very easily)?
  8. Well it's true there will be a lot of possible incomes and methods, for example mining methods change every level due to increased success chance etc. so that'd be a pain to put in. It may be easier to let the program calculate some values, such as the congold xp rate from 80-99, and of course ignore methods you can exclude beforehand, if you can prove it's always worse (includes obvious things like ivy, but could be other things). It may also be worth collapsing chunks of levels into one, for example 1-15 woodcutting, because the method simply never changes - that way you get one method, with average xp/h, for 14 levels. Anyway, I don't see why you would need anything but a list of methods to find the best route? There's a point A and B, and you want to connect A and B with as few steps as possible. So taking a sort of map of which states lead to which other states, you can calculate the path from A to B with the fewest steps.
  9. I'd get 95 prayer, you can already stew for extremes, which is fine for now.
  10. When you call a familiar in combat, the familiar automatically attacks whatever is attacking you. You'd have to keep calling it. Better is to get it stuck behind a rock.
  11. Yeah... if you can't disprove it, then it's something called 'metaphysics', trancending the physical, which is not science by definition. On the other hand, just because something wasn't disproven, doesn't mean it can't be. It's just uninteresting. Anyway, divination is not science or pseudoscience. It's superstition. (end OT here) In RS, divination can easily be a science, and I agree with Golvellius that it could well be Archeology, just that Jagex didn't want to make the link too obvious.
  12. Summoning isn't very expensive. Smithing, that is very expensive. Considering that charms are obtained along with lots of combat xp and/or gp loot (glacors anyone?), and that you can dump charms for very high xp/h, the cost is pretty low.
  13. Well I'd say, multi-talented on all your oxheads & jods, and at least a +100 trait on all other crew (for base crew, in the same stat as well - tigers with slayer etc.), and of course all crew + 5 10k captains at level 10, captains all having the best traits as well. Good luck ;).
  14. @Aiel: The point is this: You have 17 chances at trade goods per day - two for adventurers, 15 for standard. You have one chance at a scroll. If you want the most useful voyages per day, increasing your trade good % is much better than increasing your scroll %.
  15. You should in principle never train on anything with a shield, and you should never go with a tier 50 weapon. Hand cannon would be good, royal crossbow at 80 ranged is good too, you can use a black salamader (not sure if this still requires atk/mage levels), Karil's crossbow even (requires no quests, but expensive).
  16. Good point, I always forget about stuns. @OP: Use stuns only on things that are stun immune. I know, it makes no sense, but that's the way it is.
  17. There is the Spiritualize Food spell. That's the only way really.
  18. No it's not? You don't have to tell whether it's worth it, that is for the program to decide. All you have to do is show the possible methods.
  19. You can go for max crew. But I tell you, it's a bigger pita than max resources.
  20. Yes. Soak was never directly affected by defence level, of course equipment did depend on level. I don't agree about defence being only accuracy, because a soak system can enforce the 2h > shield > dw > 2h triangle. Also, one of the major points of body armour like chainmail is that you spread the force of a blow across a larger area, reducing the pressure (force per area) on the target area, hopefully stopping bones from breaking and skin from splitting. The only armour that's about truly avoiding blows is the shield and the extremities (because you can deflect blows away without taking any damage): bracers and helmets, if the blows aren't too hard. But as I said, a heavy blow, even if deflected, will do a bit of damage.
  21. Well I think the problem with that is that you are severely limiting the use of dw and 2h. If you make dw really really accurate and low damage and 2h really really high-hitting and inaccurate, then you will not be able to use 2h at bosses and you won't be able to use dw for slayer. On the other hand, if you simply make one style more accurate and let them have the same dps, then one style is always better, as in your scenario, the 25:75 atk:str will always at least equal 75:25 atk:str except for overkill. Let's say you hit 10% of the time for 30 damage, with 25 att 75 str. Now you can hit 30% of the time for 10 damage, 75 att 25 str. Both are the same dps - 3 damage per hit on average. Now say you are hitting 40% of the time for 30 damage, 25/75 again. 12 damage per hit on average. You change to 75/25. Are you now hitting 120% of the time for 10 damage? No. You will hit ~83% of the time (5/6). You will do less dps, only ~8.3 damage per hit, which is over 30% worse than the strength option. Point being, attack is worse than strength. Trading attack for strength is, in my opinion, a very tricky business that should be not be overdone. There's nothing wrong with trading 5% damage for 10% attack, but that's as far as it goes, imo. Trading speed for higher hits is fair though. Low overkill is good for pvm, but high KOs is good for pvp.
  22. "discover hidden knowledge by occult or supernatural means." Do want :D. Sounds like a fair skill too. Getting afk xp @ Varrock library go!
  23. OK, ability rotation 101: Start with Slice. Use Dismember. Use Slice. Use Sever. Use Slice. Use Havoc. Use Slice. You should now have 56% adrenaline, enough for a treshold. Use Assault. Use Slice. Use Havoc. Use Destroy or Slaughter. Step under your target if using Slaughter. Use Slice. Use Dismember. Use Destroy or Slaughter. Use Slice. Use Sever. Use Slice. Use Havoc. Use Assault. Note this is only an approximation! I don't want to bother with cooldowns here, so it's probably a bit off. But in general, alternate Slice and other basics, prioritizing Dismember and Sever, and use tresholds: Assault > Slaughter/Destroy. You can no longer stall adrenaline using non-targeting abilities, so keep the last minion alive if you end the kill with a good amount of adrenaline. Starting a kill with full adrenaline, you can use something like Slaughter > Assault > Destroy.
  24. [hide=Big quote] My logic was that dual wielding, like the Keris, would be more precise (allowing you to find breaks in their armor) while 2h weaponry is generally more brute-force raw strength. I agree that your idea makes more sense, though. Additionally (I apologize if someone has said this already), if DW "realistically" is like the keris, more precise, blah blah, would it not be logical that DW attack/accuracy should be entirely (or nearly-so) based on Attack Level? And 2h on Strength Level? If you play with the numbers some, this could ultimately create more room for how people do combat/more "pures" besides the current CMB 150 Pure that seems to be the only viable option. E.G. If DW is accuracy/hits is primarily based on attack (maybe a ratio of like Attack:Strength | 70:30) and 2H is based primarily on strength (ratio vice-versa 30:70), the use of which weapons you use when, etc will be far more versatile. I feel like I'm rambling, but yeah. Warning: I am an amateaur at even slightly understand JaGEX's coding/combat system with numbers etc, so these for all I know could be unrealistic/to simple, but I am just theorizing anyways. To expand on this some: Let's say you have two pures. And that the 2h ratio is 27:73 and the DW ratio is 76:24. 1st pures levels: 99 Attack 85 Strength 70 Defence 2nd pure: 80 Attack 99 Strength 75 Defence The first pure decides to use DW rapiers (ignoring all weapon stats because I have no idea how these could be implemented into the equation) and the second pure decided to use a 2h. Their respective accuracy would be: 1st: 99*.76 = 75.24 2nd: 80*.27 = 21.6 And their respective strength would be: 1st: 85*.24 = 20.4 2nd: 99*73 = 72.27 So by these "chances" the 1st pure would hit ~75% of every attack, but his hits would be about 20.4% of his/her max hit. On the contrary, the 2nd pure would have a 21.6% chance of hitting every attack, and his hits would average out to about 72.27% of his/her max hit. In addition to that, it could be smart to maybe have defence not influence the max hit at all, but the accuracy. So since the 2nd pure has higher defence, it could lower the 1st pures attack accuracy by say maybe 5%? I am not sure about that. Maybe the respetive players difference in defence levels = +-1% accuracy (in this case the 2nd pure has +5 level defence, thus negating the 1st pures accuracy by 5%?). Just some thoughts. Also, now that I think about it, armor/weapon stats could be calculated into an over "hit calculator" which allows you to find what your max hit is, then your choice of weapon type could influence what your potential of hitting that is..or something like that. ramble ramble ramble blah blah [/hide]First of all, that is hell to balance :D. Second: you should really look at multiple stat distributions for comparing these kinds of things. Also, round numbers rock :D. But my main question is: why bother? What is it supposed to achieve? It won't make more weapons useful.
  25. You can't tell people to do broad arrows to 99 fletching @ Livid when they don't have the money for runes/arrows. You need to take into account +/- gp/h for all methods you're going to use training. GP is a crucial variable just like xp. I think of a maxing calculator as the solution for the smallest possible sum(a1:an) of a sum of vectors: a1[] + a2[] + a3[] + ... + an[], where each vector has 26 (or more) components, being xp/time in all 25 skills, gp/time, maybe effigies/time or produce/time as well. You start at a state x, with so and so much xp in those skills, this amount of gp etc. etc. - these and those vectors are available at state x, now you have to find a combination of them to get to point y, using the least amount of vectors possible, taking into account that more vectors may become available as you move. Idk, it makes an easy to way to think about it but I can't do the actual math :(.

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