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Grimy_Bunyip

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Everything posted by Grimy_Bunyip

  1. ~20k at lvl 60 ~16k at lvl 99 20k is the max xp per game. You get less xp if you're lower or higher than lvl 60 it seems. Something like that. Either way that's not bad for a 15 minute minigame. Especially at around lvl 60.
  2. I just make 60 laws, 20 astrals, and 60 cosmics at the beginning of a large. it costs 5k coins, and lasts the entire floor. Not bad at all. You should make a fire staff at the beginning of the floor. Only costs like 1k gp for a bloodspindle. That's 7.3k for everything (toolbox + runes + bloodspindle). Very often I don't find enough stuff for all that. if you don't get enough stuff off the table, kill the monsters next to the smuggler base. They drop more money than other monsters. 10k-90k per kill is pretty common for those monsters. That's usually more than enough for 7.3k for every player at the base. If you're lucky, you can get enough or close to enough for an altar off the bat.
  3. I just make 60 laws, 20 astrals, and 60 cosmics at the beginning of a large. it costs 5k coins, and lasts the entire floor. Not bad at all. You should make a fire staff at the beginning of the floor. Only costs like 1k gp for a bloodspindle.
  4. Sagittarian arrows are about 1.75x better DPS than fractite (but of course you can't make those) promethium are about 1.5x better dps than fractite gorgonite are 1.35x katagon are about 1.24x you can judge for yourself based on that :P
  5. just use my spreadsheet the link's in my siggy.
  6. Supply and demand. There are only so many competent dungeoneers out there. And there are so many incompetent dungeoneers out there. Ultimately, all of them are going to find teams. Only the players who exert extra effort to find good teams, will get the few competent dungeoneers. And fundamentally, a world is the least effort intensive way to find a team. Just go into the world, and start spamming. Everybody can do it. If you want to find a good team, put an extra effort in, and start scouting for good players, try to make a perm team, try to make connections with people. There is no other better way. All worlds will always be bad worlds. If they are good, they won't stay good for long.
  7. most people don't even dung with other people who aren't 50 DG yet. A lot of players get 50 DG themselves before seeking out teams. So I'd classify 50 and below as super low. Then there seems to be a huge gap between 50-93/100 Since that's what DGE and 3BO used to be around. this I'd classify as mid level (even though it makes up a massive proportion of dungeoneers) They're people who DG, but aren't in a clan or in any groups yet. I guess I would consider 100+ to be high level, since it's the third bind afterall. Some people might put that bar higher though.
  8. Should we change how we DG because of new warped floors, and quick end? See below for my DG xp/floor assumptions. so anyways based on these assumptions, I should C1 floors 1-43, and do larges for 44-52. And note that since my spreadsheets underestimate the xp due to lack of data, it might be even better to c1 even more floors than just 1-43. Even if you do larges for 30-43 though, it won't make a huge difference, it's only a loss of ~45 minutes of dead loss per reset, which really isn't that much. But personally, I don't plan on doing floors 36-40 anymore. I might do 30-35, but only with my perm team. Bal'lak, shadowforger, and geomancer seriously kick my rear harder than any occult/warped boss now, possibly due to lack of experience. The thing is, nobody really C1s floors 30+ and solo C1s take much longer. There are rumors circling that middle floors are good to C6 5:5 small though. (5 minutes per floor for ~ 15k xp for mid floors are about what the rumors claim) once again lack of data, and more importantly, lack of people to use these methods. So the answer definitely isn't clear. But I think the current method of C1 1-30 is out dated (except for like, lower lvl dungeoneers obviously) Perhaps the fundamental idea opposite poles of C1 5:1 smalls and C6 5:5 larges is wrong? Perhaps it's a more continuous distributution of C1 5:1 smalls, then C6 5:5 smalls, then C6 5:5 larges? or maybe even C1 5:1 smalls, to C6 5:5 smalls, to C6 5:5 mediums, then C6 5:5 larges? And of course which floors to C1, to C6. And the fact that some players just don't use exotic methods right now. What do you think the best way to do floors is these days? PS got data to help out? :D if anybody has winterface data for floors 48-60 5:5 larges, it would be greatly appreciated btw. I could get accurate data. Floors 1-47 5:5 larges would be nice too, to get more accurate data.
  9. Rocked is the guy with the pink top + bright blue pants. Final has green base clothing Ancient has dark black base clothing Shelby has brownish clothing. I'm the guy with the red clothing. Anywhoo, maybe we'll be able to get this running weekly. It would be nice.
  10. lala's point was that if there is a player with much higher skill total than everybody else isn't active, then the floor will go slow. I'm not sure how your experience is relevant to his comment if your keyer was maxed. Obviously nobody can have a better skill set than him.
  11. Rocked, Final, and I all key in our perm team. It's too much pressure to expect a single person to key all the time. They'll get burned out. We swap whenever someone gets tired. secondly everybody should skill/carry tools. tank ring is nice, as is a bound platebody. But it's hardly necessary for keying. I can key reasonably without any armor or even tank ring these days. You just get used to it eventually. and everybody who doesn't have a hexhunter should be rolling with celestial surge box. Just make sure everybody is high enough level to make their own runes. as for syncing. syncing is pretty big problem with our perm team. but it doesn't really matter with good communication. Pick a time out of the week to meet. if 4/5 of the perm members are online, go ahead and just do a run even though it's not your designated day. if you don't have any floors in common, oh well. maintaining even a reasonably constant state of sync is a complete pain. And can be compensated reasonably by simply meeting often, and just not dunging if the floors don't match up.
  12. I don't see the problem. We can already filter out all posts below a certain total level.
  13. Only place i found with new journal entries: 16-17-733-61852274 i have a journal that rs wiki and that QFC is missing tho: troll scrawlings Drop from icy bones: Fings wot I've eaten' in dis place: Day wun: Icy bones. Good name. me called dat now. Day too: Ice spider. Crunchy. Tastes good. Day free: Rocks. Tastes same as uvver rocks, but arder. Teef 'urt. Day four: Nuffink. Teef still 'urt. Day five: Noisy human wearin' fur. Day sicks: Fur. Taste okay. Froat itchy now.
  14. PS I highly recommend you do fish flingers btw.
  15. I highly recommend you learn and do a minigame called fish flingers. It's a minigame that you can only play once every 90 minutes, and lasts 15 minutes. But the xp is well worth the time. the xp reward for the minigame is strange in that it gives more fishing xp if your fishing level is lower! And you have a rather low fishing level so you'll benefit a lot. Check it out, and make sure you use a Clan chat when you play it such as "fish fling1" Anywhoo in terms of raw fishing xp at your level: barbarian drop fishing is the fastest way, but it's a lot of clicking. It's different from normal fly fishing in that you need to go to otto's hut @ the baxtorian waterfall to do it, and use the heavy fishing rod under otto's bed. each time you catch a fish, you need to drop it (or alch it) then click the fishing spot again. You can further boost your xp rate by using a fishing summon (such as a granite crab/lobster) I'm personally waiting for an incoming Juju potion update, as it seems like these new Juju potions are meant to boost the xp rates of noncombat skills, such as fishing. Hmmm, I seem to be getting a pretty good amount of exp off power fly fishing ;) This Barbarian fishing is new to me, not sure how it's done and the way you presented it to me it sounds complicated :(( barbarian fly fishing is the exact same thing as fly fishing except you get bonus agility + strength xp for it, and at high fishing levels you can catch sturgeons for even faster fishing xp. the only difference is there is no nearby bank so you have to drop all your fish. The fastest way to drop your fish is to fish 1 fish, drop 1 fish, fish 1 fish, drop 1 fish. rather than fish 25, drop 25, fish 25, drop 25.
  16. I highly recommend you learn and do a minigame called fish flingers. It's a minigame that you can only play once every 90 minutes, and lasts 15 minutes. But the xp is well worth the time. the xp reward for the minigame is strange in that it gives more fishing xp if your fishing level is lower! And you have a rather low fishing level so you'll benefit a lot. Check it out, and make sure you use a Clan chat when you play it such as "fish fling1" Anywhoo in terms of raw fishing xp at your level: barbarian drop fishing is the fastest way, but it's a lot of clicking. It's different from normal fly fishing in that you need to go to otto's hut @ the baxtorian waterfall to do it, and use the heavy fishing rod under otto's bed. each time you catch a fish, you need to drop it (or alch it) then click the fishing spot again. You can further boost your xp rate by using a fishing summon (such as a granite crab/lobster) I'm personally waiting for an incoming Juju potion update, as it seems like these new Juju potions are meant to boost the xp rates of noncombat skills, such as fishing.
  17. Table of Contents: A) The Bind Bank B) Shadow Silk C) Challenge Room Rewards (Suggested by A Final Name) D) PVP Dungeoneering (Suggested by Lalala) E) Race Dungeoneering F) Pickpocketing G) Rebalancing Weapon Addons H) No More Randoms I) Gauntlet Mode J) View Floors K) Holiday Items [spoiler=A) The Bind Bank]So, I'm sure everybody is tired of being restricted to only 1-4 item binds and 1 ammo bind. And, Jagex does this for good reason. Having too much armor, weapons, and ammo at the start of a floor would be rather game breaking. Jagex want's to give players a reason to collect resources during a floor, and there's nothing wrong with them wanting that. However, many many rare drops simply go to waste. Having to throw away a blood necklace at the end of a floor, just seems like a total total shame. You don't need armor in C1's so why not grab a blood necklace? Maybe you have a reliable perm team, and you feel like rolling with a surgebox and celestial catalytic because you can count on your allies to deal with mage resistant enemies. I personally have a hexhunter, which I don't feel like breaking for a platebody. But then again I key a lot, in which case a body armor is sooo much more useful than a hexhunter. So, how do we solve this without making the game too easy? How about a bind bank. Every time you bind an item, it goes into a bank of yours. And you can bind as many items as the bank can hold (say the bank can hold some arbitrary number of items items) (people are suggesting 7-10 item slots and 3 ammo slots for the bind bank) The catch is, at the start of the floor, you can only withdraw 1-4 items and 1 ammo from your bind bank (depending on your DG level) and you cannot withdraw anymore items from your bind bank for the rest of the floor. So, I could go do floor 45, Go with a platebody since I feel like keying. Then when we finish the floor, my friend tells me he wants to key. next floor I swap out my platebody for a hexhunter, and he swaps out to his platebody, and we roll out. That way I would never have to feel bad throwing away rare drops (as I wouldn't need to) And I would still be restricted to 1-4 items + 1 ammo binds each floor. [spoiler=B) Shadow Silk] I know a lot of dungeoneers who are tired of getting the shadow silk hood drop. And frankly, it's creating a caste divide between the dungeoneers I think Jagex wanted to bring the community together with dungeoneering, by forcing players to work with each other. But the shadow silk hood (and the tiered bind system to a lesser extent) is really segregating the community. How many dungeoneering raids could you really get into without a shadow silk hood? The suggestion is simple. Release a quest, or mini quest, or achievement diary, or minigame, or ANYTHING of this nature. Where upon accomplishing the task required, you are guaranteed an inferior version of the shadow silk hood. It doesn't need to be a hood even, it could be a body piece, a leg piece, a glove piece, whatever. It stat wise, should be as good as the hood, or worse (so as to not to diminish the value of the normal hood) it must NOT reduce your combat abilities more than the -2 melee atk that the shadow hood already does. (Or people will not like you for slowing GDs down) so I'd say it should be like a shadow silk hood, but gives you less defense, or negative defense or something of this nature. The point of this would be to remove the rift between hooded players and non-hooded players. [spoiler=C) Challenge Room Rewards] Suggested by A Final Name Do you hate Monoliths? Do you hate Obelisks? Do you hate Mercenary rooms? You're probably not alone. However, I am against making these rooms easier. They were clearly meant to be tougher than your average room. But this is the way I see it. What would a soulgazer be without a hexhunter drop chance? An Edimmu without blood necklace drop chance? They'd just be extra beefy, powerful monsters, that took more food, required slayer levels, and MIGHT drop a fair amount of food for you. They would definitely not be fun. But since they have a rare drop, people find them fun and exhilarating. The same logic could be applied towards Monoliths, Obelisks, and Mercenary rooms in my opinion A final name suggested a 1/400 drop rate from these rooms. A final name also suggested a reward from obelisks where you could bind a special familiar pouch + 125 scrolls for the familiar into your ammo slot. I will not specify a drop rate. That is not the purpose of the suggestion :P Nor will I suggest specific rewards for these challenge rooms. As that is not the purpose of this suggestion either. If I have new item suggestions, I will mention them in a separate suggestion bubble. [spoiler=D) PVP Dungeoneering] Suggested by Lalala 2-4 teams start at opposite corners of a dungeon. They may or may not be allowed to have their dungeoneering binds (optional setting) Map may or may not be symmetric (optional setting) First team to slay the other team wins. Incentive to kill monsters is and clear rooms is to get to the opposing team ASAP and catch them with their pants down. Incentive to skill is to get food and equipment necessary to pwn the other team. Should this be part of the dungeoneering skill? Should it gain xp? tokens? just tokens? just xp? Should it just be a minigame? Should the team split up to get resources faster? Should the team stick together so individuals don't get piled? Who knows, I'm not going into that, as that is a separate suggestion in itself. [spoiler=E) Race Dungeoneering] Inspired by Lalala's previous suggestion 2 teams start in the same dungeon. The two teams cannot interact with each other, but can see "shadows" of the players on the opposing team. First team to finish the dungeon wins. finishing the dungeon could be openning all the doors then slaying the boss, or it could be just killing the boss. (make it an optional setting or whatever) The point of this is to have teams learn from other players. There's too much strategy bickering in dungeoneering, especially with random teams. And this bickering is ultimately pointless because floors are different from each other. It is time to put the mettle of dungeoneering strategies and teamwork to the ultimate test, against another team. You're both doing the same floor, so you can't say that one of you just happened to get a better floor. It takes extra time to find 10 people to do the same floor, instead of 5. So the losing team should NOT earn less xp for the floor if they lose. But the winning team should definitely earn an XP bonus. Perhaps even the losing team should get a bonus. I will not specify how much more or how much less, as this is not relevant. [spoiler=F) Pickpocketing] Ever pickpocket in stealing creation? Do you know the THRILL of stealing a mage's runes? Why not implement this in dungeoneering. Obviously you would need a shadow silk hood (or just very good safe spotting skills) as you cannot pickpocket while under attack. But that's irrelevant. Make it so you can pickpocket forgotten warriors/rangers/mages and brutes. For warriors and rangers, you could make the lootpile consists of GPs, food, charms. For mages, it could be that, but the additional chance of stealing the mage's only runes!. After all, mages can spy you through your hood, so there should be and extra benefit for stealing from them before you are inevitably spotted. Make it such that actually stealing the runes would debuff the mage. A mage without blood runes would not be able to cast wave/surge spells. A mage without mind runes would not be able to cast monster examine to dehood you. And of course, there is a chance of failure based on your thieving level. And if you fail, you take damage, lose your hoodedness, and are stunned. The forgotten warriors you could thieve from would scale with their levels (99 thieving for tier 11 forgottens, 90 for tier 10, etc) IMO, it would not change dungeoneering that much. But it would most definitely be fun to do. [spoiler=G) Rebalancing Weapon Addons] I think I recall Jagex stating that they don't want to rebalance weapons outside of dungeoneering because it may affect the economy too much. (Personally I think it would affect the economy in a good and acceptable way, but if Jagex thinks otherwise I need to accept that) Anywhoo, regardless Jagex did make their first attempt at rebalancing weapons indirectly with the Longbow sights. This item was an addon so it did not really affect the price of longbows. At the same time, the longbow(s) rebalanced longbows in the weapon set (althought crossbows are still too dominant in my opinion) But that's not the point. Jagex can rebalance the weapons through weapon addons. Hilt Extension + 2 Handers for example. [spoiler=H) No More Randoms] It'd be easier to write a botting script for a random event than for dungeoneering. The problem with random events, is that if say a player needs to cash in their reward tokens real quick, and they inevitably get random evented, the random event consumes the time of not only the player in the random event, but all 4 other players in the team. It's simply an unnecessary strain on teams. Many dungeoneers can be drama queens. It's important to not strain them too much if you want to promote a sense of community. [spoiler=I) Gauntlet Mode] I present this mode for three purposes: -As a funner alternative to C1's -To help players who have a small number of floors before reset, and can't find teams for them. -Provide a challenge for more competent boss fighters. You start off, provided with a set amount of resources. After you and your team prepare, you enter the gauntlet. After you enter, you cannot exit to restock on materials. You fight the 6 bosses for a floor type (frozen, furnished, abandoned, occult, warped) in a row. Death may or may not be permanent (I don't want to consider balancing details in this thread) Upon completion, all floors of the type are cleared off. You can do a gauntlet without XP loss so long as you have a single floor from the floor type incomplete. That way say, if you have only floor 43 left and another player has only floor 47 left You can do a gauntlet mode together in spite of the lack of common floors. And of course you can do a single frozen gauntlet to clear 1-11 in a single go. I also won't comment on how much xp/tokens this mode will give since I don't want to consider balancing details in this thread. [spoiler=J) View Floors] [spoiler=K) Holiday Items] Let us bring untradeable holiday items such as christmas hats and scarves into daemonheim.
  18. Before I run out and start collecting data on my own, does anybody have data on how long average C1's take per floor? The runs are of course much faster now thanks to the winterface options. but my spreadsheets indicate a huuge difference in which floors to reset on depending on how long C1's take. So yeah, does anybody have a reasonably precise number on this?
  19. lower level mages drop lower level boxes (blastboxes for example)
  20. i've seen about 5 primal battle axes, 2 primal platebodies, and a hexhunter drop, versus 1 celestial surgebox since the last DG update.
  21. So it IS an ammo slot item. That seals the deal, definitely worth having a few team members with these boxes. Should speed up occults a good deal, because of fire giants, demons, and of course warriors are weak to magic.
  22. Post a pic of the Primal 2H plate equipped please? I'd love to see it. :thumbsup: typo sry mate :P
  23. I've run into a few new puzzles. There should be 8 in Total. Plants: Cut the roots that are the same color as the central flower Colored Pillars: Grab paint off the walls, paint the pillars, and push them into their respective slots New Poltergeist: Refill jewelry box, repair pillars, repair jar, repair everything 5 pressure pads: Run around until you teleport to the center. Best way to get all 5 ppl in is to get the GGS to the center. Grapple with crank: Same thing as a normal grapple puzzle, only you need to spin the reel. I'm not sure if these are considered puzzles since they're just straightforward beat em ups: Summoning Obelisk: Kill a skinweaver, deathslinger, bloodrager, and stormbringer Mercenary leader: KIll the mercenary leader, he will summon in a bunch of tier 11 warriors/rangers/mages got a primal plate finally btw =D

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