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Quyneax

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Everything posted by Quyneax

  1. I don't know if challenges are skewed enough for that, I thought that they were sort of balanced enough (except dg obviously) that it doesn't matter that much. If you get 99 in every other skill, you can block the challenges for all of these skills, giving you a (super easy) DG challenge daily since the system can't give you any other challenge. I know that, I use that myself >.>. That doesn't happen until you have 20 99s though (4 challenges available but unfinished, getting dg as 5th every day), and the time from your first to your twentieth 99 is quite a lot of time spent gathering collateral xp. Also the challenges you want to block don't necessarily match the skills that have little collateral xp.
  2. OK, tested new Balmung @ DKS. Supreme dies fast but the other two are immune - in fact even drygores won't hit Rex (courtesy of Ambler). You can however hit Rex in torva with drygores if you use magic abilities (not often, but still). Survival is pretty doable, probably can do a full tribrid on a calm world using wand+shield to heal off Rex and ssing Prime, with Pernix equipped (range+mage def, safespot melee except when Resonance is active). Rex is immune to stuns as the others I'm pretty sure, so no more barrage tribrid.
  3. I don't know if challenges are skewed enough for that, I thought that they were sort of balanced enough (except dg obviously) that it doesn't matter that much.
  4. Lioness posted that earlier ;). I do hope they haven't forgotten to add the repair-any-time function or something stupid like that. I don't get why QA has to take long either, surely degrading is a standard function by now.
  5. ^That's not common at all. What you do is, wait until you send your overnights, then send the 20k morale for 5 chi, send the bones (14500 morale/seafaring?) mainly with seafaring crew (morale ship items), then send the 10k all with the remaining crew. Of course a combat-based scroll mission would be nice for a whole set of long voyages.
  6. In general: 2h > 1h/dw weapons of the same tier. Right now the damage is so different that 2h even beats 1h/dw weapons of a tier high in terms of 100% accuracy damage output. The only two monsters worth using dual wield on are Nex and the KK, because there's really accurate level 90 1h weapons, but only level 80 2h weapons which aren't as accurate. Crit is straight dps increase, just one percent for one percent. Void, GWD chest pieces and Nex equipment are the only damage-boosting stuff around, so they're worth using usually. There's also Balmung and Fsh but those are more niche. Salve doesn't work (idk if you were looking to kill undead anytime soon, but there you go).
  7. I tested Balmung and posted on the update thread here. To summarise: it hits really high and it seems accurate enough on the regular dagannoths. Use it when fighting dagannoths if you can, and test out if that's the fastest melee xp right now.
  8. Keep in mind that you will get some collateral xp in nearly every skill, for example from SoF lamps and pendants, some dailies perhaps, but also new quest releases and effigies sometimes. Stopping levelling at 98 is often a bit better than going straight for 99, though the difference tends to be small. Also, don't forget to level with the best dailies/weeklies - Char's Cave and book are underused, and the circus offers some pretty nice xp as well. You can also do Player-owned Ports for some extra xp. Finally: if you are going for max, you will eventually go for comp. Don't try to deny it, very few maxed people can honestly say they aren't working on comp (and to an extent this is also true of comp/trimmed comp) so we wouldn't believe you anyway. Going for comp/trim, you want to plan your requirements ahead. Train magic, fletching (broad arrows!) and farming at Livid Farm, finish all xp-boosting rewards sooner rather than later, get all tasks done when you need the lamps etcetera. For trim, smith at Artisan's, hunt your champions and chompies before max combat, start working on your PoH statue and so on.
  9. That's about my setup atm, I have 3 bounty hunters and one oxhead instead of a merchant, but the same captains. My judges are 10/10/9, my oxheads are 8/7/7/6 or 8/8/7/6 or something, harems/bands are 6-8 range atm, tigers 5 and 7, two bounty hunters are 10. Captains are pretty low as I only got good ones past max distance, so level 9/8/6/4/4. I do have another merchant rolled for when I focus entirely on trade goods, but for now I want traits as well, so yeah. Probably going to ditch a combat crew once I get that far because no missions really require a lot of combat. Also finished vampirism scroll, sold 11 scrimshaws at a bit over 2.5m each, bought the morale lodgings and that all puts me at 1995 port score. Yum.
  10. Every tick you are in combat, it degrades one charge. For example, if you are safespotting with an average (6 tick) weapon, you lose 1 charge per 6 ticks from attacking, and none from defending. If you spam abilities, which are one per 3 ticks, you lose 1 charge per 3 ticks. Being under attack by a 6 tick weapon has the same effect - you lose 1 charge per 6 ticks attacking and 1 per 6 defending. If you are under attack by a 3 tick weapon, not being hit on the tick you attack, you lose 2 charges per 3 ticks. If you are under attack at all times, you lose one charge per tick. On a tick you're being attacked 100 times and also attack 100 times, you lose one charge as well.
  11. The upgraded Balmung is very strong. 1540 slice crit on a dummy (with void, base max 1400). 2233 slice crit on dagannoth (again with void). 1400 * 1.1 * 1.5 = 2310 1400 * (1.6) = 2240 So approximately a 50% boost, added to void? That's a higher damage output than maul. For reference: Kata 2h @ 1599 damage Gorg 2h @ 1828 damage Prom 2h @ 2056 damage Prim 2h @ 2262 damage Balmung equals kata 2h, with a 50% boost. Could be by far the highest tier* weapon damage-wise, not sure on accuracy. *equivalent.
  12. Since you're 80 attack, going for a chaotic maul can't hurt. And a quest cape is always useful.
  13. Farming herbs is still good, you can do Ports for some long-term income, you can do some bossing with your stats if you have void especially. Going as a dps on no-drygore KK/Nex teams should be decent profit.
  14. Imps I imagine you want to kill them with ricochet in the lesser demon resource dungeon. Cannon doesn't tag them so it's not useful. Earth warriors haven't changed really. Edgeville dungeon, they have 2800 lp or something, so it should be fairly quick, not sure if you can cannon. Anyway, got the skeletal champion scroll and beat the champion (1000 lp). 4 down.
  15. Prayer bonus becomes less and less useful, and so does the demon horn necklace. When you have full prayer, nothing's going to improve your prayer ;). Anyway, the math is the same for the demon horn necklace, except that you compare 4.4% or 4.9% critical chance to 18000 prayer points saved per hour (or 24000 or however many you want to keep soul split up often enough - you could soulsplit off an AoE attack for added efficiency, and there's bunyips if you want to save money as well). 18000 prayer points costs about 45k, so even with ss on permanently you have 90k costs per hour, tops. This is with 0 prayer bonus. Since you'll likely be having a higher prayer bonus, the cost is slightly lower, but only a bit. 90k gp saving 2.2-4.4% of 60 minutes equals about 80-160 seconds to make 90k gp, 2-4m/h income, assuming 100% soul split, 1-2m/h income assuming no soul split. What becomes important for tasks like hellhounds is that you can recharge prayer at an altar (I used my PoH for this a lot, always with a stack of home tabs when slaying). If you do a 20 minute task with turmoil on, you use up 6000 prayer points, of which 990 are free. So all taken into account I think the breakoff is likelier to be around 2m/h than 4m/h. Demon horn is fairly good then, but not better if you farm torstol for example (unless you really need lots of money & don't want to bosshunt). I am ignoring any loot here, of course if you kill faster you also get more loot per hour to compensate for the costs, but hellhounds don't drop much loot. For dark beasts or similar, you could probably get a bit back in drops (not much though).
  16. Only plate, legs and shield affect accuracy (the rest affects defence) so just use Bandos plate/tassets and maul when meleeing. Change boots/gloves etc. to cover whatever defence you need.
  17. If you intend to go for higher (100+) dg levels, or if you like dungeoneering, I'd recharge with tokens. It's two floors for a recharge at 110+ roughly.
  18. You can maul a lot of things, royal crossbow is nice too (zaryte, too, but 110m), cstaff for mage (vwand is better, but costs 110m or so). 2h > 1h except for magic (staves don't have a damage bonus, so you hit the same with magic abilities no matter your weapon). Naturally, start with FSH. God Wars bodies are the best, they offer decent defence and prayer with the highest damage boost and no degrade, so acp/bcp/subj top. Leg/boot/glove wise, Nex equipment offers damage bonus, if that's too expensive just go for GWD again. Boots/gloves don't affect accuracy so just get one set. Ring: (imbued) archer/warrior/seers, zerker is not good anymore unless you don't want to switch rings. Imbued onyx beats imbued zerker. Amulet: arcstream, whisper & murmur amulets. Fury if you don't want to switch. Cape: tokhaar, alerter, god cape or skillcape if you don't want to switch. Max/comp are still better of course. Note abilities do not use ammo/runes, so alerter isn't that important anymore. Aura: none too important that I know of. Presumably Reverence is good. Only ready-made task list I could find: Mage: 3X Ganos Ice wyrms Steels Irons Miths Wyverns Range: Black drags Black demons Dark beasts Waterfiends Melee: Ab demons Des wyrms Fire giants Jadinkos Courtesy of Druvovic. http://forum.tip.it/topic/279325-druvs-goals-and-achievements-170m-slay/page__st__280#entry5333234 Pretty old list though, a bunch of these got nerfed, not sure whether they're really worth it. You can use the wrong style on pretty much all of these, but I wouldn't try ranging something weak to magic (due to mage weak = melee = strong vs range etc.).
  19. Yep, Lumbridge catacombs for regular skeletons @ 550 lp each, over 1500 kph I'm pretty sure.
  20. Berserker ring is only accuracy not damage which makes it less useful, especially for you since you have 99 ranged (I hope you have a t11 bow + arrows and high tier desperado). There's still a lot worse things to get, but chaotics are more important. And yes, they do pay for themselves, and maul is universally best.
  21. There is no Clan or Friends chat 'W44 United', and W44united does not seem to be open to everyone.
  22. Galco, you underestimate how much criticals do, and you overestimate the cost of a fury. It's barely significant at all, there's really no investment cost-based reason to get a glory. Criticals on abilities equal their max hit, not 25% higher - Wiki agrees on this. That equals an increase of 1% of your base dps for every 1% critical chance. On autoattacks, criticals are 75-125% of their max hit as Sy said, which also means 1% critical chance equals an increase of 1% of your base dps. 1% raw dps boost is a little less than 1% kill speed, it's hard to say exactly how much less especially since you can try to use abilities to lessen overkill, for example using Chain (100% damage) instead of Dragon Breath (188% damage). Say 1% dps increase is .5-1% kill speed increase. In the old system, 1% dps would be roughly 2 strength bonus (136 strength bonus base) or about 1.3 strength levels (125 base). You could consider a fury as having +8.4 strength bonus, Saradomin amulets having +8.8 and the arcane stream necklace at +9.8. Meanwhile glory is at +7.8. Prayer bonus on the other hand does not contribute to kill speed when slaying. It does save money. The prayer drain rate formula hasn't changed, but prayer bonusus got reduced across the board, and drain rates got changed. +3 prayer bonus will give you 10% (of base) more time with the same number of prayer points. Turmoil/Anguish/Torment and Soul Split drain at 3 points per tick, Rigour/Piety/Augury at 2 points per tick. If you have just turmoil active, you need 18000 prayer points per hour. With +3 prayer bonus, you need ~16364. Prayer potions restore up to 317 points per dose. You saved yourself 5.5 doses of potion, amounting to approximately 4200 gp, per hour. The difference between +10 and +13 prayer bonus is that between 13500 and 12558, saving you 3.5 doses of potion for about 2700 gp per hour. So the choice is between: a) 3-4k gp per hour, or b) .15-.3% kill rate. B amounts to 5.4-10.8 seconds saved per hour. That means the gp/h where fury and glory are equal is 3.5k/8s = ~1.6m gp/hour. Saradomin god wars amulets and the arcane stream necklace are still better. Of course these are very rough calculations, but the point is clear I think.
  23. 3162 skeleton kills today. No scroll.
  24. Seems like its niche would be for people with high skills and no money, then. Theoretically, yes, although those people would be better off as dps on a KK/Nex team. You need drygores no matter what, and void is easy enough to get, only the tank needs Virtus.

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