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Quyneax

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Everything posted by Quyneax

  1. Superheating gold with gauntlets, while you mine the ores, is the most efficient way to train mining and smithing. You also get a good amount of magic xp. For pure smithing xp, you're stuck with superheating adamant and runite, smelting or superheating gold bars, smithing adamant platebodies and Artisan's Workshop.
  2. Quyneax replied to maz1's topic in Help and Advice
    You need almost 11m xp, so say 150-200 hours. I'm not sure what the xp rate is now because there's been a recent nerf.
  3. Hmm didn't realize you had the time for that, that's very nice!
  4. You can't attack while eating and you can be damn sure anyone opening a fight with Berserk will use an adrenaline pot and get up to assault in just 5.4 seconds, all the while hitting you for heavy damage. Berserk is lethal, and not for the attacker (mostly).
  5. I'd put that down to keeping the list managable :P. Prerequisite quests naturally take place before the quests that require them. E.g. you need the whole quest line of Recruitment Drive > Wanted! > Devious Minds > Temple at Senntisten (as well as Wanted! > Slug Menace > ROTM) and there is no way Recruitment Drive takes place after Wanted! :P.
  6. The icons don't disappear until you reload the port though, right? That's the case with Meg anyway.
  7. Dark beasts? Slayer works too.
  8. But the new defensive ability is an ult as well? The 200% adrenaline is nice I guess, but in PvP you will at most get full adrenaline back.
  9. I think either Meteor Strike or Incendiary Shot. It's not even critical :P. It won't work in PvP though. Berserk is another option, idk.
  10. Dual wield is good with abilities now as well, so for single-target, just dual wield, momentum or not.
  11. Dual wield autoattacks are supposed to be faster than abilities, yes, if you are using fast weapons.
  12. 4 judge is too much, 3 merch is okay. I'd say 5/6/4-5 basics (mor/sf/cb), 3 merch, 2-3 judge, 4 ox.
  13. Thanks, you too :). Got the ghoul scroll. The rule is "only weapons" but you can bring (active) auras, no off-hands. 7/13 scrolls. Also 3/4 scrolls for seasinger legs.
  14. He's assuming nautical shipwright which is suboptimal in my opinion - morale is more important, and allows you to max port score. He's recommending a speed captain which makes no sense at all. 4 merchants seems more than you need because you won't be getting that many voyages you can do simultaneously anyway. I do agree with his conclusions on tiger riders though, especially considering that spices are meh anyway (imo). The only reason to keep 5 tigers is scroll missions.
  15. I don't have the 6 oxheads to send on two triples :(. You can certainly still get a good rate if you have more than one, but lower than the best you can do (for at least one of them).
  16. Likely, yes. Unload might be nice as well, with the AoE effect and everything, if you can stack enemies tight enough.
  17. The 4th merchant takes up a crew slot which could be used to get greater success chance on the missions you are sending out. I don't think it's terribly likely that you will send four at once at any time, because of the low success rate you will likely have to accept. You'd have to be lucky enough to roll just the right mix of singles, doubles and triples (no more doubles/triples than you have judges, no two of the same mission (which implies no more than one triple) etc.).
  18. Why would you say that? Basically what Pengouin said, anybody knows you're not supposed to use long combos when movement is crucial. You have it at Nex (as well as DoT), you have it when dungeoneering on several bosses, you have it when meleeing strykes probably, there's KK... movement has been critical to combat for a long time, pre-EoC and post. [hide]That looks like it was originally a tiled floor.[/hide]
  19. Claws have 867/4 ticks @ 99 str. Also .9% crit. 216,75 per tick. Rapier/ls have 1079/5 ticks @ 99 str. 215,8 per tick. So claws would have higher raw dps, not sure how that translates to abilities and everything (it should translate pretty much 1:1), the critical bonus helps, potions/prayers do help as well I think, but slightly.
  20. Why would you want to do that? It requires a bunch more fixes or it'll appear stupid. It's not so hard to deal with the idea that what is linear in game mechanics is not linear in story, and vice versa.
  21. 2 sf 2 mor 1 cb No idea, but 9 > 10 takes so long, 11 could well be possible but unreached.
  22. A player with level 80 armour bonus will have 31.25% (according to the Wiki) of t80 armour put towards magic defence, which is about equal to 100% of level 75 magic defence. If you assume that holds for monsters, then your mithril dragon has 2280 * .3125 = 712.5 armour vs magic (or 2888 * .3125 = 902.5 if miths have a shield as well). That's not taking into account defence/magic level because I have no clue how that's added (if at all). Armour taken without cape/ring/amulet, but with gloves/boots/top/legs/helm. Your weapon accuracy bonus with t70 (Ahrim's), t75 (polypore/sol) and t80 is: 1868 (t70) 2384 (t75) 3043 (t80) If you take really crudely just 1868 vs. 712 attack vs defence roll, you get 1076544/1330016 = ~80% accuracy. If you simply add 99 magic to the one and 80 defence to the other, you get 1967 vs. 792 which gives you 1244232/1557864 = ~0,80% accuracy. With shield, adding levels, you get 1449432/1931594 = ~0,75% accuracy. (take the lowest roll squared, divide by two and subtract from the product of attack and defence roll - basically a matrix of all possible combinations of attack & defence rolls, there is a triangle equal to half the smallest roll squared which is either hits or misses depending on which roll is smallest) I'm not really trying to prove anything here, just thinking aloud. Right now I'd consider the possibility that monsters have an entirely separate system, which makes sense considering they have more specific weaknesses, but on the other hand it seems overly complicated. It's also possible that defence/armour points are not equal to attack/hit bonus points which would be somewhat annoying.
  23. It's a bit sad to see the only reason to send off steel voyages (past upgrades) is xp for your crew. Basically, scratch the 4 merchants, you're not rolling 6+ trade good voyages per day average (until jade statues get a fix, maybe). Today, only one voyages has useful rewards for me :(.
  24. Royal crossbow, void ranged, anguish, (extreme) ranged potions. Armadyl is good if you're tanking magic attacks. I'd suggest ranging something fairly profitable as well, for example the guardian automatons unlocked after TWW.
  25. The World Wakes is a good quest to do. The max hit formula got changed a lot. Now it is simply adding weapon damage and strength level (potions & prayers add visible and invisible levels which do all sorts of stupid stuff, but it's still addition everywhere). That means that even with the best potions and prayers, probably 70%+ of your damage comes from your weapon and your weapon alone. There are some armour pieces with slight damage boosts (most notably Nex equipment) and there is void. Food works the same but eating drains adrenaline which can be annoying and reduce dps (depending on whether you use tresholds & ultimates often).

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