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Quyneax

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Everything posted by Quyneax

  1. It's pretty doable to get 80-90% in the Pincers, but then you'll be stuck doing 140/200 steel missions. The 14500 double/22500 single for 700 steel missions are a pain, I'm getting about 60% on them atm (with merchant, no temp boosts).
  2. If repair kits are easier to make than buying new armour, the value of armour will drop to match the recharge cost achieved with repair kits. If repair kits are harder to make, they will be useless because you could just get a new set. I don't really see the point here. A much more useful suggestion would be to allow 'spiced overloads' to boost Constitution by 3-17 levels. Spices aren't very useful right now and they have no superior version, so overloads could take that role nicely. Although they would probably require a separate scroll.
  3. One bar boosts morale/combat the other seafaring/speed right? And one boosts adventurers. There's no steel bar (if you mean bar built with steel).
  4. Scroll down to the "Skill&Data Tables". http://www.tip.it/runescape/pages/view/tables_menu.htm
  5. That really is a myth, it becomes significant much later only. I got an adventurer reroll on day one (failed that voyage as well, lol, but ok distance), then none until late in the Bowl, and I'm pretty far (1880 port score now).
  6. 4500xp 30k*0.15=4.5k Didn't mean that. 5% is base for the workshop, you have to get that anyway. That's not bonus xp. For the other two upgrades, it's 5% per upgrade, amounting to 1500 xp per week (per upgrade). Anyway, onto relevant matters... You missed a lot of voyages. You're saying 9 hour voyages being 6-8 day with 4 ships - that's very low. Bowl voyages are supposed to be ~7 hours, 12 per day with 4 ships, if not 14 (28/2 days).
  7. There's something strange about coins, which are presumably gold, being rusty. Must be the Daemonheim taint or something. If Sinkholes would provide something like a second ammo bind, they would be dead content soon enough, just like other things that are quick to get, require people and you only need it once (FoG/hybrid gloves for example). To be sustainable long-term, you need a more continuous reward. Gold would be a good one, it can be as simple as giving hoardstalker pieces alch values over 200k :P.
  8. It is, only workshop items, and Tetsu legs aren't 120k xp each anymore if the patch notes are accurate. If you make 30k xp worth of items per week, the workshop upgrades are a brilliant 1500 extra xp weekly! My my, isn't that something.
  9. ~270 wins is really lucky, the Wiki lists it at ~500 iirc and that seems accurate. That means your chance to get boots still isn't that high :P.
  10. Mierin, Lanfear and Cyndane? But I'm already Mierin myself :-k. I'd have to go for Temeraire - a Royal Air Force dragon during the Napoleontic wars, but related to the Chinese family of dragons associated with the Emperor alone (it all makes sense I promise). Transport and combat, yay. Martrim Cauthon - What is a drop rate/max hit? Then again Rhand would be fairly useful I suppose. Possibly Lirael/Sabriel? Is Eru Ilúvatar off-limits? Three isn't enough :S.
  11. Magic armour is made on the crafting table, not the anvil. The big magical book is part of the scrimshaw crafter I guess, possibly related to RC, but clearly the determining factor is how accurate you can etch/carve the bones?.
  12. Nice nice, agressive > accurate how surprising :P. Pre-EoC system though :/. Ports: Finished Hyi-Ji #1 I believe it is (39 total stories), bought t2 workshop, port score 1880 now. Edit: 401 MA rank get :).
  13. Tier two workshop, believe it hasn't been posted yet? This one is worth +10 port score. There is a tier three which costs 10000 steel and 5000 cherrywood, for 15% bonus xp. So worth it :D.
  14. Grats! Very nice indeed. My crew setup is (going to be) 3 Judges, 3 Jade Merchants, 3 Oxheads and 5 of each basic crew. That is 24/25 crew members total. I'll use the last slot to recruit new judges/oxheads (after buying all upgrades) hoping for a multi-talented one. Level 10 crew is coming in, have level 10 JoD/Bounty/Farcrier now :).
  15. Uni started again, less voyages etc. (need to work out a better rythm too), too tired to dg much so just been afking MA, about 35 ranks to go there. Also started Flingers, it's pretty fun really. No luck with triple voyages/crew/10k captains yet, rolled a 10k today but with speed focus.
  16. If you mean monkey guards, the gorillas in the temple, another disappointment I'm afraid. You get xp per kill and monkey guards heal themselves, so that's not great for xp either.
  17. First of all, ape atoll skeletons are horrible xp. Secondly, protect prayers are no longer 100%. Together, it's pretty simple: don't kill ape atoll skeletons. But don't worry, there's still plenty great melee training options. Iirc icefiends? are fast xp.
  18. They ought to be better on mage tasks, magic-weak things are meleers, that means they have less melee defence than ranged-weak things (mages).
  19. Because of the Evolution of Combat, tanks are now equal to mains. That is, melee and ranged contribute equally to combat level, so a tank is simply an account without melee levels. There is no advantage to that, but for a few bosses there's no difference because they don't require melee. Glacors, AGWD, SGWD, ZGWD are examples. Drygore weapons (tier 90 as opposed to other classes' tier 80) is the main reason melee is favoured for KK and Nex, but those weapons are still in the 250-300m range.
  20. Because of the new system, your combat level is equal to your defence level, plus two, plus your highest skill out of the following: attack, strength, magic, ranged, summoning. Since you are 94 magic and ranged, you can get your attack and strength up to that level without gaining any combat levels. It's pretty worth it.
  21. Void is pretty solid if you're fighting something with low offense. Chaotic maul is universally better than sgs, I think Bandos boots/helmet are better than dragon/Neit but not very much.
  22. The '7' refers to this being the seventh story mission, I think. All triples have it iirc, three missions per triple, one mission per adventurer in a way.
  23. Melee armour: 3 parts ranged, 2 parts melee, 1 part magic def. Ranged armour: 3 parts magic, 2 parts ranged, 1 part melee def. Magic armour: 3 parts melee, 2 parts magic, 1 part ranged def. Ranged + melee armour (Vanguard): 3+2 parts ranged, 3+1 parts magic, 2+1 parts melee def. Ranged + magic arour (Trickster): 3+2 parts magic, 3+1 parts ranged, 2+1 parts melee def. Magic + melee armour (Battle-mage): 3+2 parts melee, 3+1 parts ranged, 2+1 parts magic def. Strongest two styles get the full bonus, weakest style gets 30% or so (not sure). Makes perfect sense :P.
  24. Trade goods missions are 5 each in the Pincers, plus one for merchant. So you need to complete two Bowl missions, three Scythe missions or six Hook missions to get the same amount of trade goods. You can get decent success rates with merchant: 5 trade good missions require 20000 in a single stat, which you can get 75% on with a merchant (more if it's combat, or, especially, morale). Let's take that as baseline. Everything else is 100%. That puts Pincers at 4.5 per mission, Bowl at 3, Scythe at 2, Hook at 1. I don't know how many you think you can roll per day, but it's not going to be more than the ~6 you can do in the Pincers per day, so the question of length isn't so important to me. If you really wanted to calculate hourly averages, it's 173/208/156/156 minutes per resource in Pincers/Bowl/Scythe/Hook. You just can't roll them fast enough.

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