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Grimy_Bunyip

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Posts posted by Grimy_Bunyip

  1. You need 498,461 steel bars to make 1993844 cannonballs to 99. Thats going to take a really long time to do. You should do stealing creation right now to get 10 or so hammers, which would speed up the process greatly.

    914 hours assuming you don't need to bank :)

  2. I always recommend training combat with slayer, since it's kind of a waste of exp if you don't.

    However, if you don't want to do that, you could try shadow warriors in legends guild basement. I trained my skills to 70 there a few years ago. I'm not sure if they're still one of the best training methods at those levels, but they're still going to be pretty decent.

     

    Yeah, same here but sadly 45 defence wont let me train slayer efficiently, so I have to use range...

     

    Try spiders in Stronghold of Security their good and aggressive.

    what's wrong with 45 defence? just use a lower tier slayer master

  3. cannonballs take game 11 ticks to make, in contrast a dark bow only takes 9-8 ticks to fire depending on if you use rapid fire settings, it's just that slow

     

    i recommend smelting gold ores to train smithing

  4. 1) it varies alot depending on what summons you make

     

    Blues: 500-800, i go with lava titans for 730 ea

    Crimsons: 300-450, granite lobsters are only 325 xp ea, you can earn ALOT more xp by saving these charms for later, but it's going to be hard to get that high without bread and butter crimsons

    Greens: 90-150 ea, i go with 121 xp/ea fruit bats, and you probably should too. otherwise greens are just silly expensive

    Golds: 40-80ish ea

     

    2) time is money dude, you should learn to do things even if it eats money, so long as it saves time

     

    Green/Blue dragons these days are decent for money, but slow xp

    Otherwise anything with low defence. Monsters with VERY low defence like yaks, are very good for using throwing knives on.

    I would personally range black demons. Low defence, epic charm drop rate. Mind the boredom.

    You can still cannon aberrant spectres at a profit i believe, you'll want a slayer helmet + rings of slaying though

     

    3) uh i guess you're not going to be doing slayer?

     

    Summer's Alternate World Ghostly Warrior Hut

    Bandits

    Armored Zombies

    and of course those skeletal zombies

     

    4) bad luck? i've never had anyone lure TD's at me in over 600 kills. I don't think there are as many jerks out there as you think.

     

    5) overload is amazing, 200 waterfiend kills in an hour NO piety with these babies. i love them to death and use them for everything

    your stats STAY at max, nothing is more efficient than that.

    To cap it all off, the overload potion OVERPOWERS saradomin brews, yeah you heard me, healing of sara brews, minus the bad side effects.

  5. Farming - favourite

    Mining - least favourite ( although I'm unaware of concentrated ore, so this answer may change ).

    you are my kind of man!

     

    yeah mining fell off my most hated list after concentrated ores

     

    Farming favorite

    Herblore and summoning follow as close seconds :P

    Runecrafting least favorite, now that it is no longer great for money, nor good xp, nor afk-aeble

  6. Deflect curses drain slightly less than normal prayers, whether you're getting hammered or not. So by all means curse at them dagganoths like a sailor.

     

    Personally, I'm wondering what this prayerbook might contribute to Zamorak GWD through the use of Sap Mage or Leech Magic (on the mage mini that drives everyone insane, of course.) This could apply to other boss-hunting as well, though not as drastically.

     

    Edit: I r slow poster. Still want to know thoughts on new prayers and bosshunting, though.

    im pretty sure deflect curses and protection prayers drain the same. i timed it myself actually.

    as for saps and leech prayers, im pretty sure they would be immensely useful for team GWD's. 10-25% defence drain alone would be worth it.

    Corp beast teams already use statius hammers to get down the beast's defense as much as possible

  7. Well right now I'm killing Abby demons with ferocious ring then switching to row when its 25% hp. Does this work or am I doin some redundant work?

    i see no reason for the switching in of a ROW to not work. Not that anybody has ever tested it, but it should work.

    ferocious ring does not work as a ring of wealth.

    Or maybe it does and Jagex just never told us (those sneaky bastards)

  8. Attack is very important for most boss monsters

    Strength is there for PVPers and for slayers to get good XP rates

    much as i love def to death, it really isnt as important as atk/str/def, EXCEPT for boss monsters

    in which case i would argue that attack can be just as useful unless the boss has an exploitable weakness

  9. So i'm tired of the typical grind, and i have decided that i want to train magic differently than a normally would.

    What's a good monsters to mage? I guess i'm looking for good drops to make up for the money i'm spending on magic

     

    A few monsters have come to mind. Metal dragons, Aviansie, aberrant spectres, tzhaar, Rock lobster barrage. but i don't know too much about what's good for magic and what isnt.

    So what's good?

     

    Btw i do still want a high xp rate. I will probably be casting fire surge, as money isnt much of a problem for me. But any dent i can put in the price tag is very welcome

  10. too early to say, but one of the Jmods said that if you killed 5000 tzhaar, you would probably get enough tokkul for an onyx a "fair way before that"

     

    so i would estimate 2500-5000 tzhaars to kill

  11. Guys.

    The percentages are based on your levels.

     

    If you have 99 att 99 str 99 def the max is 29-32-29.

     

    However taco limey (lovedbysteph) is 99att 99str and like 48 or 50 def? he got 29 32 44 on jad.

     

    The thing is that if you get 10% of their str and theirs is like 90, 9 levels is going to be a lot more of a percentage boost to someone with 50 str than someone with 99 str.

    thanks for the clarification.

    i'm 92 atk/str/def so that would explain the 30-32-30

     

    but anyways, would a database of turmoil bonuses be useful or not? is this a no? I'm perfectly willing to collect the data myself

  12. The way I've seen it, monsters have stats like us and invisible equipment which provides bonuses (aparantly corp doesn't have 92+ str/att from an above post. So this thoery would explain his massive hits). This would leave us with only half the info which is kinda useless since equipment can be almost as beneficial as stats (maxed chars without equipment can be killed by like lvl 60's).

    corp gives +32% strength, so it is possible that it has a massive strength level and does not require invisible equipment bonuses

     

    actually if you assume 2000 hitpoints, 92 defense, a ranged max hit of 55, no prayer level, and no invisible ranged equipment bonus, his ranged combat level works out to exactly 785

     

    Whoever said turmoil can boost 30% clearly does not have 95 prayer. The max is 29/32/29.

    well EXCUSE ME

     

    30.png

  13. No, because Turmoil's boosts are limited to 29%, 32%, 29%.

    it's 30, 32, 30

    corp beast doesnt have 92+ attack and strength

    if you use turmoil on bork though, you'll get 30,32,30

     

    i fail to see how the cap matters anyways. It just means it cant measure monsters with very very high attack/strength/defence levels

    everything else is still fair game

  14. Now that turmoil is out can't we estimate a monster's attack, strength, and defense levels?

     

    +30% attack would translate to lvl 99+ attack

    +15% attack would translate to lvl 1 ish attack?

    +20% attack would trnanslate to lvl 33 ish attack?

     

    so forth.

     

    attack and defense would be pretty interesting to know. We already know max hits so strength level would be a little trivial.

    But their attack and defense stats could help decide which slayer monsters are better for training and what gear to use for them and so forth

     

    at the very least it would be nice to have a database of turmoil bonuses

  15. pack yak can carry 30 items and lets say you can carry 25, that's 55 items you could offload? 55 scrolls = 22k gp, roughly the value of a runecrafting trip.

    I'd say if you're using the pollivneach spot yeah, the scrolls are definitely worth it. Slayer ring is actually REALLY close to the slayer tower location so i might question the use of scrolls there, but it's still a very cost effective option

    since you're not using prayer i guess you're not cannoning them? I'd say cannoning is worthwhile, it does make profit after all.

    Oh and of course you should consider using a macaw summon until your inventory is full

  16. well here's the exact post saying that defense was included into the equation

    22-Mar-2004 - RS2 Tweaks and Fixes Next

    Todays Changes and Fixes:

     

    Anti Fire breath Potion (level 69 Herblore to make)

    Find the new herb Lantadyme (level 67 to identify). Put it in a vial of water and add a blue dragon scale and you will make our new anti fire breath potion. This potion prevents some of the damage from Dragonbreath.

    If you use the new potion, the anti dragon breath shield and the protection from melee then you won't take damage from dragons except for the King black dragon.

     

    We've also made some improvements to the chat filter.

     

    On the low detail version we've made the mini map work much better so it moves a lot more smoothly now.

     

    The banks now work the same for free users who used to have members as they did in rs1 - ie if your bank is too full you can still bank things if you already have other copies them in your bank.

     

    Combat adjustments

     

    As you know, a lot of the aim of the RS2 combat system is to try and get a "pking triangle", Where mages tend to beat fighters, fighters tend to beat rangers, and rangers tend to beat mages.

    Therefore all 3 classes are viable and no one can say one class is superior and the combat system is unbalanced.

     

    However, beta testing has been leading to the reaction by many that "Mages are overpowered" Which certainly wasn't our intention.

     

    The following changes have therefore been added to try and address the imbalances in the combat system which have been turned up by our users during beta testing;

     

    A) Bigger magic penalties on armour.

    It seemed too easy to succesfully cast magic while using rune armour, meaning a lot of the weaknesses the mages were supposed to have were negated.

    We envisaged the mages mostly player killing in robes. They still tended to beat warriors because they could cast bind/entangle/snare on the warrior and then step back and cast spells. They would take quite a bit of damage when their entangles wore off and the warriors ran in, but they still had the edge.

    Against rangers, entangle is obviously ineffective as the rangers can attack from a distance too, and because of the mages only wearing robes, rangers would hit a lot and therefore have the edge against mages.

    This all breaks down somewhat if mages are effective in rune armour and mages end up beating everyone, hence we are increasing the minuses to magic stats on armour, so they tend to pk in robes.

     

    In a future update we would like to add some sort of mages armour to the game, which wouldn't be as good as plate and would only be effective against warriors and not rangers, but would still be useful for giving mages some additional protection.

     

    B) More ranging equipment for free servers

    The 'player killing triangle' just didn't work on free servers because there was no ranging equipment. We have therefore increased the amount of ranging equipment on free servers. We are giving them arrows up to steel, bows up to the oak long bow and armour up to green dragonhide. (dragonhide is extremely useful for rangers against mages because of its magic defense)

    This equipment will be available to free users in shops and from monster drops. (fletching will stay a members only skill).

    The dragonhide body can be bought from Oziach.

     

    C) More ranging equipment for member servers

    Obviously as we are giving some of this ranging equipment to free users its only fair to give some more ranging equipment to members.

    The current dragonhide armour has become green dragonhide and we have created blue dragonhide, red dragonhide and black dragonhide for members.

     

    Members can also find and kill green dragons for their hides in the wilderness.

     

    D) More projectiles as monster drops

    For rangers to be balanced in the 'triangle' they need to be using fairly good quality projectiles and I think a lot of people were not doing this as it was too expensive for them.

    Expect monsters to now be dropping better javelins, arrows, throwing darts and knives.

     

    E) The defence stat now helps against magic

    One reason that mages were seen to be "Overpowered" by certain fighters was because your defence skill against magic was your own magic skill. If you were an absolute pure then mages would barely ever miss you because you effectively had a defence of 1.

    While we would like to encourage people to level up their magic (and theres no reason for people not to in RS2) this was going a bit too far.

     

    Magic defence now uses some of your defence stat and some of your magic stat, so even the most absolute of pures will have some defence against magic. It's probably still advisable to level up your magic for defence purposes though.

     

    Additionally, we have also fixed the following bugs:

     

    # Fixed: The magic guild doors could become normal doors that anyone could get through.

    # Fixed: Sometimes npcs would not be facing you when they were fighting you.

    # Fixed: The screen would jump when characters walked onto bridges.

    # Fixed: You could restart the restless ghost quest.

    # Fixed: The Al Kharid palace balcony was invisible in low detail mode.

    # Fixed: It was possible to restart the Shield of Arrav quest.

    # Fixed: Selling cats to civilians also sold all other cats and kittens in your inventory.

    # Fixed: Free users couldn't smith gold.

    # Fixed: Free users couldn't make holy symbols.

    # Fixed: You could walk on the lava under Crandor.

    # Fixed: Some quests gave slightly different quest points compared to Runescape 1.

    # Fixed: Bolt tips when examined said "I can make an arrow with these."

    # Fixed: You could catch Bass at too low a fishing level.

    # Fixed: Various objects had incorrect costs.

    # Fixed: You could hit very quickly when wielding a gnomeball.

    # Fixed: Some people were killing the dragon and not completing the dragon slayer quest.

    # Fixed: Shadow warriors equipment drops were wrong.

  17. magic defense is calculated from 65% of your magic level, 30% of your defense level, and 5% of your ranged level

     

    of course magic armor is an actual factor, but the equation isnt magic defense = armor * (0.65 * magic + 0.3*defense + 0.05* range)

     

    it's more like:

    magic defense = Function(0.65*magic lvl + 0.30*defense lvl + 0.05*range lvl, magic defense armor bonus)

    i don't think we know what the function is yet though

  18. Slayer is not the slowest skill.

     

    If you're referring to runecrafting, runecrafting is faster than slayer, a consistent 55k/hour at 99, maybe 50k/hour at 90.

    it is indeed about 50k/hour at 90 with ZMI

     

    slayer does get melee xp though

    i say herblore, herblore is more useful at this point, and unless you dont have a trimmed skillcape yet, it is definitely the more useful option

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