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Grimy_Bunyip

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Everything posted by Grimy_Bunyip

  1. the red circle is zamorakian the blue one is saradomin the green one is guthix the purple one is zaros That leaves the orange circle and the two yellow circles of slightly different shades. ZOMG NEW GODS http://images1.wikia.nocookie.net/__cb20100323224830/runescape/images/1/11/Master_fisher.png the master fisher always had that thing around his waist
  2. a CLS might actually be better for a low strength/attack build due to well, low strength/attack
  3. magic secateurs boost herb yield by 10% according to knowledge base. dunno how accurate that is though. but including magic secateurs i get about 6.6 on average. even more with juju farming potions, which you should most definitely use.
  4. most likely dust devils stop accidentally attacking them.
  5. why would effigies need to be changed? the skill assist system will still remain according to jagex.
  6. The biggest problem I have with potions, is distribution. Any random will never think of "oh hey there will be melee potions at ggs for me to drink to clear GDs faster" so, I'd definitely never make potions on a team with 2 or more randoms for this reason. Second problem is the home tele needed to get a seed unless you get a lucky drop. I'd rather not waste precious magebane/lyco drops that could otherwise be used on bonus room doors. There's definitely potential in this. But I think most teams will focus on polishing more straightforward DG skills. Because like you said, herb making in DG requires A LOT of discipline, otherwise you'll waste time making pots when you really shouldn't. And that discipline is hard to maintain. oh an PS muggi, you should try to find some better teams. Beasts of burden + kata ore mining definitely is not current convention in any good teams I am aware of. I'm sure there's a nontrivial number of tiffers who would be willing to pick you up for a few floors. if you want armor, leather armor is significantly less time consuming to make (granted it's more suited towards hexhunter owners) because you can fletch traps in between attacks. setting up traps does not interrupt movement and takes 0 time (you can set up 28 traps in 1 game tick for example, just by spam clicking) any dinosaur can be caught with any level trap, so you can just loot log drops or buy tier 1 logs from the smuggler instead of chop logs. and most importantly you bring needle/thread along with you so there is no need to home teleport for the proverbial furnace/anvil. I find leather armor superior when not keying. When you key, you NEED to pray magic so mages don't entangle you. But when clearing gds, you don't really care if you're bound. Especially if you have a hexhunter. range pray I'd generally prefer in a GD where there is a balanced distribution of enemies. mages tend to swap target players (Skeletal mages, books, and ghosts namely, not forgotten mages) so if there are 4 players in the room, there's only a 1/4 chance that a skeletal mage will attack you. Books and ghosts swap targets less often. forgotten mages also have a slower attack rate than rangers. Forgotten mages, necromancers, and reborn mages also cast spells like "stun" that reduce stats but don't really deal damage. These spells cost them a turn they would otherwise be attacking, further lowering their damage rate. as for meleers, safestep solves 90% of scenarios. so melee def is kinda useless aside from the first 1-3 hits you take setting up your safespot.
  7. not much more xp/hr. maybe even less if the peon is slow at trading. just sooo much less tedious.
  8. PS: in an attractive outfit preferably
  9. Why do i somehow remember laws maxing out at around 40k rc xp(free-fast-laws)? I doubt zmi will be any better, furthermore getting alot of runes every time, so i doubt even 100k xp an hour is possible. The best nature running(the kind larryr had) was maybe about 60k rc xp an hour too, probably less. i guess you'd know best. Squisher said people got 80-100k off nature altar Personally I don't have plans to do much runecraft company work myself. either way hiring people to do menial labor would become viable once more.
  10. So this thread assumes that free trade is inevitable (which I think it is) So anyways when free trade comes out, I'm going to take this opportunity to train fishing. Barbarian fly fishing is by far the fastest xp but dropping is such a hassle. So I am willing to pay anybody who is willing to sit and watch me fish, then trade/drop the fish I catch. yup, I am that lazy, I will pay you to do that for me. Just name your price, we can negotiate. ;)
  11. lets say there is a player with 4 mil gp/hour and he can earn 50k rc xp/hour @ zmi at 0 profit. lets say, he could hire people to run essence for 150k rc xp/hour @ zmi. lets say each essence gives him 17 rc xp. he would be able to justify paying up to 8 mil gp for that xp. this translates to paying an additional 900 gp ontop of the street price of pure essence per pure essence delivered. of course it wouldn't be worth it to actually pay that high because you'd only reach parity efficiency. But yeah, 500 gp/ess delivered I'd pay hands down, if I weren't planning on getting 99 off effigies. I wonder how else free trade would let me exploit manual labor. I could hire noobs to trade me logs @ lumberyard probably.
  12. yeah i'm not confident on the 90% death thing. But I did get a large amount of data from herb farming and it's about 6 herbs per patch average 6.6 with secateurs (as they do boost harvests by 10%) i balanced my spreadsheets so that including 90% deaths, it's still 6.6 herbs per patch with secateurs ignoring trollheim. 90% isn't too inaccurate though. Don't have too much data on the matter though, just FYI :P Don't want anybody pulling the 90% off my spreadsheets thinking there's bastion of data behind it ;o only the 6.6 herbs per patch part.
  13. Jagex has actually stated previously that they considered skill capes for F2P. but decided to shoot it down because getting 99's in F2P is tremendously more time consuming and boring than P2P. And they don't want to pressure players to do something that time consuming and boring for skill cape. This suggestion is definitely an uphill battle as Jagex has already settled their mind on this topic. But maybe if you could get a massive number of players in support of this, you might stand a chance of changing their minds.
  14. well the quote "all those who oppose us will perish" leads me to believe that whatever is locked behind there is neither a god nor a mahjarrat. The mahjarrat are loners, so they would never say "us" obviously a god is singular, so that would not make sense either. I think it's either the dragon-kin, or the followers of some other powerful entity for this reason. Not sure what the dragon-kin have to do with shadows though. So my bet is on the latter.
  15. non spears have their damage reduced yes.
  16. done :P I don't flesh out ideas 100% in this suggestion thread. Just because, any good author, inventor, or in this case, developer, never takes suggestions directly from his customers/fan base, unless it's just a very simple suggestion this is the reason I don't go into balancing details such as whether or not metagamers will play it not how it is meant to be played. I mean the solution isn't terribly hard. Just give it no XP/Tokens, or just very little. Then nobody would want to play it except to have fun. Or maybe the developer WANTS it to be a good source of xp/tokens, or maybe he wants it to be exploited. my point is there exists a million solutions to this dilemma It's best we not delve into it in a suggestion thread. If i were to post this onto the RSOF max forums (which some of these suggestions have been posted on the max forums thx to a friend) I wouldn't want a jmod to get bored reading halfway thru it. get to the juicy points, and get to it quick, then stop typing is the best way to get suggestions out there IMO.
  17. Jagex should let us bring holiday items into daemonheim. Give me a reason to wear some of my holiday gear. Namely christmas scarves. even better if we could combine our shadow silk hoods with holiday hats :D
  18. Yes but somebody told me you hit better with void range? im confuzzled now the runescape knowledgebase is wrong about void range Void range gives +20% damage, not +10% full slayer helmet only gives +15% damage. so if accuracy isnt an issue (like for LRC tasks) void range is better than full slayer helmet since it boosts damage more (at the cost of accuracy)
  19. ^ This some pro BA teams deliberately bring zamorak brews now. both to boost the attacker's stats, lower everybody's defense, and deal damage for the healer to heal.
  20. For kril, since the antipoison totem could save you several inventory slots. for cannoning cave crawlers for effigies, you should wear full melee void for better kill rates. you might consider an antipoison totem. As you'll be at 10LP the entire time and 1 poison hit will kill you.
  21. thats what it seems =\ yeah nevermind this isn't as useful to know. I'll try again when i have more rigorous info on what kinda info i want.
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