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Quyneax

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Everything posted by Quyneax

  1. Yeeaap. But mostly in two bursts, pre-maxing (effigy era) and post-maxing. Not that I didn't own any abs in between, lol. Good voyages today: 2x scroll (reroll <3:), plate, laquer, bones. @Constrictor: only way to be lucky is to actually go out there and kill stuff with good drops ;). Edit: in other news, got a jad pet and build some nicer Guthix icon/statues/windows etc. in my poh chapel.
  2. The level boost from overloads doesn't matter, the damage boost does. Similarly, you need to compare unicorns to other healing methods to decide whether they are useful - healing got changed across the board. Ex. if rocktails heal 1860, and unicorns heal 10%, then unicorns heal at least ~35% less (10% of 12k lp) and sometimes as much as 65% less (10% of 6.5k lp). Pre-EoC, unicorns would heal 15% (of 990 typically, so ~150, but more was possible), brews would heal 15%+20, rocktails would heal 230. That does show you unicorns got worse, also because they used to be 'free' healing (takes no action), but you got to show it properly ;).
  3. If you attack armour of a given style, you have the accuracy bonus shown (so 373 versus melee). If you are attacked by a given style, you have the defence bonus shown (so 436 versus melee). A target that uses t70 magic robes and a t70 ranged weapon would give you 1868 attack and 703 defence versus their 934 attack and 436 defence (plus they would be getting accuracy penalties for wrong-style armour, but ok).
  4. I don't see why you would want a whole new skill for that (or why you'd want to rename attack for that matter). That way, you have three skills which are completely pointless for anything but equipment, and two which actually buff the damage you do. No other skill is like that, e.g. wc/mine/fish/hunt all unlock things and boost effectiveness at the same time. It'd be really weird to have 'physics' boost 'mining' - these are practical skills we're dealing with. The reasons I pick strength to affect all skills, rather than attack, is as follows: 1) Melee level requirements are almost entirely attack-based, like ranged/magic level requirements are all, well, ranged/magic. 2) Strength makes more sense - shooting/aiming, casting spells and close combat are clearly different techniques, but generally being 'strong' can easily boost all three. Generally being 'accurate' seems weird to me, I don't see how a good aim with a bow would lead to a good aim with a sword or something, they're quite different. It's weird enough that an unskilled combatant can't use a high-quality sword (certainly doesn't work that way irl) so I'd rather keep it sensible. Reasons against splitting accuracy & equipment: 1) It requires a whole new skill which has to be trained etc. 2) Accuracy is typically less valuable than strength; keeping all combat skills more or less equally useful is better imo.
  5. I don't see why you would think that Tripsis made the decision to lock by herself. We do confer about these things you know >.>. No fair blaming the person who's wrapping things up.
  6. Finised DIY abs, sold 20.8m (med). 5 boots while getting the 100 shards, 1 steads (20m) 4 ragefire (45m and 3x10m approx).
  7. PvP exists!? Nice kill :).
  8. You can use AoE abilities (Ricochet, Bombard) to heal a little extra if the positioning of the minions is just right. Other than that, kbd yeah.
  9. 1) Adrenaline starts at full instead of empty. Natural regeneration doesn't have to be quick (pre-eoc was 10%/30s). 2) Level and equipment should be multiplied again, like it used to be. 3) Prayer bonus should be like lp bonus. 4) Abilities should be more general, ex. Slice, Piercing Shot and Wrack should just be the same. 5) Strength should affect ranged & magic damage as well. When I think of more I'll post :P.
  10. Battlestaves for crafting, but you can do only 700/day easily, so unless you get friends/clanmates to help buying them that won't be quick. The next option is dragonhide. Broad arrows are the fastest, but I don't know about most efficient. The breakoff income is probably fairly doable considering nothing really comes close. For added efficiency, fletch while doing Livid Farm or something else you have lots of time between activity at (waiting rooms etc.). Void hasn't *required* gloves since deflectors, but it does still require a helmet and any three void pieces.
  11. Right, my apologies :P. GWD chestplate and deflector for 1h max dps, not gloves.
  12. With merchant, it's hard to do or impossible, but for scroll voyages I do get over 10k double, and my crew is level 9 for the most part. Once level 10, it should be doable to do 10500-10800 double no problem. In the end I think the +100 and +1% traits are for the most part equivalent. @Meam: level all crew to 10 as Jay said and do your trade good & scroll voyages as well. Totems are worth it probably, and I'd get the morale shipwright.
  13. None of the RS gods seem to be linked to an alignment as much as D&D gods, more like regular PCs they have some wanderings into adjacent alignments. I'd put Zaros as at least one axis neutral, but idk which one :P. Anyway, kill Saradomin and there is a power vacuum, kill Zamorak and nothing much happens on Gielinor, and I don't think Zaros will return to give me 1337 goodies (need a new Ancient ability book please) if you simply kill Zammy. But now my plan is: kill Zamorak, then capture Saradomin and feed him to Zaros with a spoon (which so happens to be an elder artefact, naturally).
  14. There's bosses and there's regular monsters. Basically: 1) Bosses (chance to die, especially if you mess up) 2) Monsters (killed individually) 3) Species (starts at mass murder, goes up to genocide-level kph) Imo category 3 is just lame, better to have an interesting category-2 monster for higher levels (like elite black knights over regular, glacors over icefiends/elementals or w/e). Ideally I'd say, 3) only drops resources, like bones, hides, ashes, essence, ores, seeds, logs, feathers and whatnot, 2) drops lesser unique drops (e.g. glacor boots, cresbot gloves), 1) drops greater unique drops (Nex, KK). Then you tier minigames and skilling method into those tiers. Atm, dungeoneering, being a whole rather big skill, is in the 1 and 2 range with chaotics & spirit cape etc.. Dominion tower, MA etc. are 2 - lesser, but unique. Ports, 1, elite diaries, 2 mostly. Trouble balance-wise is, most skills are 3. Herblore would be 1, probably summoning/prayer as well, you could say that a lot of quest reqs are in the 1-2 range, but nearly everything past that is just useless. Ports is the first instance of skilling category 1 since overloads, and it doesn't even use the skills themselves, it's just an access requirement.
  15. There is a very small selection of things that may be made easier: 1) 5k cw for trim comp. 2) 255k or w/e it is pts for rank 1 esteem (trade xp for points please >.>). 3) 1000 year vet cape.
  16. There are two trade good voyages which are 10k all, laquer and plate (regular). For those, the +100 traits are still better.
  17. I don't recall proving that rapier and long are better. But they might be, idk, I don't remember everything (:(). Autattack damage is definitely not affected by speed though (not normalized like ability damage), and when you start attacking, you get a quick combo of auto > ability without the 1.8s global cooldown, so a stronger, slower weapon would be better (because you get those attacks 'free', one tick tops no matter your speed). @QBD point: You can't really prove that the formula is wrong if you didn't log hits and misses (oh and mh separately) for a lot more weapons. The QBD may technically be without weakness, but that could as easily be wrong as the formula.
  18. I think Latin means dps as experienced on a dummy, casting continuously, added up after an indeterminate amount of time. That'd be mean though. ;) Gogo 115dg No chance, lol. Going to take it easy, no rush to get p2h this time.
  19. From a baseline of max stats, ovl/turm/chaotics are all free, void/whisper/imbueds etc. are not. It's not like you're going to max out and not end up with overloads/chaotics/turmoil, though you might be out of cash. A max-based perspective doesn't fit casual players, but if you do intend to max out, you can't count (say) 80-99 dg both as 40 hours skilling time and 40 hours getting 5 chaotics. One of them is going to be free.
  20. That got changed with EoC iirc, no skills require quests to unlock them anymore (rc/herb).
  21. Today's patch notes say that adventurer rerolls can once again be obtained, so there's your answer :P. Maybe it was a hotfix to stop 100% adv reroll chance? Still getting 1 random/day even though I'm sending 5-6 voyages a day tops, seems to be no problem.
  22. The dual wield magic basic is very good. The event also offers quite a nice bit of xp, and I got dungeoneering xp (not my lowest stat). Do Tears work like that as well now :o? Got the same memories as Bruno, in the same order, so it'd be the same for everyone I think? @Chenw: Dragon breath should not have an accuracy penalty afaik, if you are missing a lot on dummies or something maybe you should submit a bug report.
  23. That's not true at all. More correctly (imo) is that the morale boost is more important because there are more (useful) missions that require morale than there are that require seafaring. Of the six adventurers, three require morale, one single (Convict) and two double (Occultist and Biologist). Similarly, three require combat (Assassin, Occultist, Missionary) and three require seafaring (Whaler, Missionary, Biologist). No difference there, but of the standard trade good voyages, four require morale (Return Home, Smuggling Job, To The Rescue, The Cure). The fifth, requiring only seafaring and combat, provides spices, which aren't too valuable. Also note that Return Home is pure morale, where all other standard trade good voyages are doubles or triples. The jump from, say, 18000 to 18360 is bigger than from 17000 to 17340 (so it will return more trade goods in the end), even if it is a small difference.
  24. K, left, and J, right. Z is their boss.

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