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BeNiceOk

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Everything posted by BeNiceOk

  1. Overloads you can substitute with Extremes and still pull out if your are lucky, but no Turmoil will burn you alive. Almost everyone (if not everyone) there will have turmoil so they are going to be dealing 10% more damage every hit, then you would. In FFA every point counts, so no Turmoil would almost kill your chances of a drop.
  2. #11 + Missed pic of warriors ring (in ALOG)
  3. Oh I got what you were saying, but my point was LS/CS are team worlds. They are designed for teams, so the whole team should count for damage. If they didn't count the whole team, 138's (such as myself) would have a very high chance to get the drop over everyone else every kill, and frankly that's not fair to everyone else. If I am a single 138 and fighting against a mass of 20 level 100's I deserve to lose every time. I should not be able to win against that. (1) 138 vs (20) 100's 138 hits 10% Each 100 hits 4.5%. If the highest damage done only mattered the team the 138 that hit 10% health would get the drop over the other team who did 90% of the overall damage. On a non-ls world the drop does not go to the person who does 10% of the overall damage does it? No. So I say the same thing for LS/CS worlds, as the drop should not go to the team who only deals 10% of the overall damage. So if you hate the Team-Based damage system then just stick do non-LS worlds.
  4. So your saying.. If you and I were duo'ing LS Bandos and we both did the following damage... You: 810 Me: 790 And a crasher runs in and hits 950 with claws... That the crasher should get the drop even though you and I did 62% of the overall damage :?: LS/CS worlds are designed for teams to kill in them, so it makes sense that the teams damage is added up to ensure the team that did the most overall damage receives the drop. If this was not the case, a single 138 could beat out a 20 man mass of level 100's almost every round.
  5. Another possible option is the rework of Runescape Worlds. What I mean by that is, we would no longer have separate F2P and P2P worlds. Make a "F2P" area with border guards just how the "starter area" is currently set up, and allow anyone to go on any world (except skill worlds and Designated F2P & P2P PvP/BH). There are alot of PRO's and CON's about this update, but doing this would essentially double the amount of bosses P2P could kill, while increasing the number of worlds available to everyone. Double the rune ore spawns, double the magic tree spawns, double the hunting spawns, ect.. The only major downfall is Members would have to compete with F2P in the F2P areas and vice versa, but then again there isn't that much to compete with as members have plenty of areas otherwise. On one hand it would be good for P2P, but I can also see how F2P might feel overwhelmed when their beloved training spot is over-run by players with Godswords and Full Bandos. But then again more of a reason for players to upgrade to members, which is kinda what Jagex would want.
  6. Gotta Love DK's :twss: The DK solo yesterday ate my A-LOG though :(
  7. Went to have some fun at DK's to finish my task. Met a Mager already there so let him do Rex while I hybrid'ed. Stayed on hybrid after he left, and just made sure to stay away from Rex as much as possible. About 1.5 Hours solo in welfare Gear. Yum?
  8. Its 10% recoil actually for deflects. So the most it would deflect on Zil is 23 LP. If you can use leech defense, they are better than normal prayers, but unless you have that leech, don't use them. Sap Warrior works ok, as it does reduce her max hit in addition to defense, but the prayer drain on it is far to large for solo's.
  9. That works sometimes, but Rex's pull area is to large for that to work effectively every kill. Rex's actual line of vision is about 6 squares, so it all depends where supreme stands when he targets you. The majority of the time he will be in Rex's viewing range, if not when he spawns but when he wanders. Since you will be praying mage, prime isn't much of an issue. What you don't want when you solo is Supreme AND Rex on you at the same time. Using the "Kill Rex & Prime together" method is typically the best to solo with, as it minimizes the chance for damage. Otherwise if you solo, even with overloads and a slayer helm, you cannot kill all the spawns fast enough. So if you solo you either need to A ) Stick to only 2 bosses, EG. Rex and Prime B ) Kill Prime and Rex together at the same time, so you can kill supreme while praying range and Rex is gone. Just watch for prime. Any other situations and you going to take far to much damage, and greatly increase your chance of death. EDIT: If you do solo Tribrid, This is what I recommend to do. 1) Go in, Kill Supreme Praying Mage. 2) Go and trap Rex on the East wall. Praying Mage, Kill Rex. 3) Kill Prime. 4) Unless you got a good drop, Ignore Supreme and Pull Rex. 5) Trap rex on the far east wall. Prime CANNOT hit you from here as long as you are the wall as far as possible. Pray mage if you feel prime is uncomfortably close. 6) Get rex to about 1/10 HP, then stop. Go up a little farther north until reach the seaweed spot. Pray mage during this as you are entering Prime's area of attack. Prime will likley be on you, and rex should still be stuck on the wall, so range prime praying. 7) Once prime is dead, finish off rex, and go kill supreme. 8) If you complete those steps before prime spawns you can complete 5-7 again without praying mage until step 6. If prime does spawn, you will need to pray mage on steps 5-7.
  10. While instanced bosses would be nice, another thing that would put a big dent into the problem is simply more boss monsters. Back when GWD was released, bosses were not like they are now. You couldn't camp for hours because not many people knew the strategies to camp. Corp has only started to be "toyed" with because he has been in the game for almost 2 years now. That's a long time. What needs to really happen is Jagex needs to step up and say, "Instead of making instanced boss monsters, lets just spread everyone out by adding like 10 new bosses". They are adding a bunch of high level content now so they really have a good opportunity to do so. If you had 10 new bosses (especially if some were geared towards super high levels) GWD, DK's, and other bosses would empty out. It's been well over 14 months since we've had a new boss, and because of that all the new players are starting to jam up the current ones. Make new bosses and the crowing problem goes away, at least for awhile.
  11. Question: what about the people who purposly want to train a high level? I like the idea of not being put under pressure by the timer but isn't it a bit forcing you train lower levels by putting a cap on the maximum xp? Depends on how you look at it really. 500k xp is 500k xp. The choice on how you use it is up to you, as there is no limit on which skill can use it. If you want to quickly use the 500k in 30 mins on summoning or prayer rather than spend it on lower skills the whole week to improve your hate-to-train skills that would be the players choice. You would have to weigh in what you consider more valuable for your XP, which is going to vary greatly for each player. And not saying it *has* to be done this way either, I was just a suggestion on what *I* personally would prefer.
  12. I wouldn't mind if they had this event more often, but differently. There should be a cap of 500k double xp (2.0x) earned over the course of a week (7days) rather than a time limit for a weekend. A time limit just puts to much pressure and feels like you have to grind as fast as possible. Just think of it as one big giant 500k SC tool, instead of a time-based-gind-as-fast-as-you-can system. If you limit the xp, to like 500k bonus xp, it also gives you more incentive to train lower level skills which the update was really intended to do anyways. 500k bonus xp really wouldn't do much when training a skill such as summoning to 99 from level 90, but wonders for skills such as agility or runecrafting which most people find the hardest to train. Don't get me wrong, I'm not upset about the levels people got. I think its a good thing, I just would like to take the "rush as fast as possible" feeling out of it.
  13. Who needs 1.1 xp when you can go to Bandos :unsure:
  14. that... sucks I'm actually pretty upset about this. 0.15 is a pretty big difference, and a lot of people won't reach their target levels because of this. Plus the equation was a simple quadratic... Beggers cant be choosers. We are fortunate to get any bonus XP at all, so take what you can get. Also LOL at the kyatts at CW. I really have no words to describe that. Stuck here all day though :( Wont be able to get started on this xp for another couple hours.
  15. Sorry for the late response EDIT: I tried the grapple route and it isn't faster at all. The grapple animation takes way too long (5 seconds?) After Ardy Diary 3, you can change watchtower teleport to Yanille, which brings you right in front of the pet shop. I think that would be faster. In your house options you can set to teleport outside of your house portal rather than load your house inside. It'll bring you right next to your portal (and only uses 1 inventory slot if your using tabs) so I think as long as you have a house there, it'll be faster. (I assume this is the path he has drawn in the picture). Both the house portal and the Yannille teleport (ardy cape 3) are about the same distance away from the grapple.
  16. -- How much have you spent on supplies? 0, Everything I'm going to get xp in I have collected the supplies myself or do not require supplies to gain xp in. Well, except the few magic trees I planted. -- Where do you plan on training? CW will be very full. I cant really say, I do hope its not to crowded though. I have some backup places if to does happen to be full. -- How will you arrange your bank? Wont need to. -- Have you bought everything you need? Yup. -- Which day will you start training? As soon as I log on, most likely Friday. -- How will you avoid crowds? Use a less commonly used area, and hopping if necessary.
  17. D'oh! I thought I pm'ed you this info, I tested it the other day, all spells now have the same delay as the old Smoke and Ice barrages. As sad as I am to see this go, with the slow increase of magic damage it was bound to happen eventually. If they had left it in, with SOL + XT Magic Potion (Wolpertinger in PvP) you could be stacking 260+93 and 280+100 for a max hit of 733. Maybe even closer to 800+ since im sure ice blitz and shadow barrage are not flat 260 and 280 damage. It does nerf KO potential for mage a little bit, but when turmoil prayers are released for range and mage I think it will even out. Magic is just turning into a primary combat skill rather than a secondary, which is fine. Also, it still does stack if it hits and then you hit again while your opponent runs to you. This means its even more important to far-cast with magic, which is what mages should be doing anyways.
  18. It would be ideal to get your highest xp charms out of the way first, so that you can get most of them as a higher multiplier. Assuming you using a kyatt (I would hope so), I think rates can be pushed to like 2000-2300 charms an hour. Keep in mind alot of people will be using them, so there may be some traffic jams at cw and edgeville due to all the familiars. I would estimate a good 1800-2000 an hour. As for the order, your list looks fine, just do your talon beasts before your mith minos, as they have more xp than the minos. As soon as you can make swamp titans, do those. After you run out of ingredients for swamps, then switch back to granite lobbies if you have supplies left over for them. Also, not related to your thread per-say but if you want to spend some time getting obsidian charms, instead of making mith minos you can make obsidian golems, which are 60 more xp each. Assuming you make them after talon beasts that could be almost 150 xp more per pouch. For 450 pouches that's an extra 67k xp.
  19. I agree. The point wasn't the whole 'beginners don't like being hit for 1' thing, that's a side effect, it was to break the bond between your Hitpoints and your Hitpoints skill level, allowing boosters to your max hp instead of your actual hp. I think we'll find that this update will get a lot more support once we start to see these Constitution boosters. Actually the HP update was two separate updates in itself. Neither update needed the other to be implemented. Update 1) Constitution and "HP" are split into two separate things. This can be done just as effectively without making everything 10x, so hitting in the hundreds and separating the skills are not linked at all. Instead of giving 10 hp per 1 constitution level it would have been just 1 HP per constitution level. This was by far the best update they have done in a long time, as it opens doors to ALOT of new content. Imagine a boss-monster that lowers your constitution to 30, so you cant eat above 300 hp. Or weapons that lower your opponents constitution. I can see pures going ga-ga all over this update because they are weapons that essentially prevent you to "safe" (not that I care about safing, I'm just saying). Update 2) Everything is multiplied by 10x. This update was done for the newbies, but as a byproduct the update also makes everything more accurate for everyone. Everyone hits more, and everyone gets hit more due to the decimal system. There are also some great byrpducts of this update too, for example ferocious rings. If you hit a .1 with ferocious ring before this update, you hit a 0. Now if you hit a .1 (1 damage) after this update you deal 4.1 (41 damgage) with the .1 hit. So with things like this you are dealing far more damage than previous to this update. As some stated before +1, +2 and +3 str also have a use now as you don't need +4 just to hit more damage points anymore. I have already started to adjust to the HP splats, so I can say I'm neutral on the subject of update 2. Its really not all that bad once you adapt to what is a high hit and what isn't. Update 1 was really a good thing however.
  20. Messing around at DK's. Died due to some problems with quick prays, but I got lucky it payed off in the end. It may have been bad luck, but that last trip I took a far more amount of damage from spins that normal. It appears they hit alot more now that they can hit in their decimal hits. Several times I would soul split Rex using fire surge, and spins would be hitting me faster than I was healing with SSplit + Uni while in barrows armor. Normally it isn't an issue. I was at 900 HP, but somehow the spins instantly hit me down to 600, quick prayer failed and prime shaved the remaining HP off before I could correct the pray.
  21. Well they had to change the name for the simple reason it would be confusing if they didn't. For example if they left the skill "hitpoints" the same name, you would have 99 hitpoints, but 990 lifepoints. So if someone asked what your healthpoints were do they mean your hitpoints, or your lifepoints? Hitpoints, healthpoints, and lifepoints are all general terms that basically mean the same thing. So to keep them from being confused on which was which, they just renamed it. It sounds a little silly being called constitution, but much easier to clarify what is what. You can still call lifepoints, healthpoints, or hitpoints, because like was stated before, they all really mean the same thing.
  22. Since it's fixed I see no harm in saying what the bug was. Normally ice spells freeze for a set amount of time, Eg. Ice barrage freezes for 20 seconds. After that 20 seconds is up there is a 5 second "freedom" time where the opponent cannot be frozen. This is to prevent a player from being held forever without the chance to move. The bug on ice bust was just that. Unlike the other ice spells, for ice burst there was no "freedom" time after the holding spell timer ran out. Because of that players could ice burst, hit 4 times with a speed 6 weapon (karils x-bow being the most common) and then burst again without the opponent even being given a chance to move. The only way the opponent could move is if you splashed. That's what was changed.
  23. Zammy is actually quite profitable now, assuming the long spawn times and lack of lighting doesn't drive you crazy. And to add to those, I give you the most fail drop by corp:
  24. Well after the weekend there wont be many materials left. I agree with that, but that is short term. Long term (talking several weeks-months into the future) you will have not used as many raw materials as you would have used otherwise had this update not occurred. Also remember more raw materials will be produced than normal in preparation for this update. I know myself, I will be not bank standing as much and go out and collect some raw materials to use when I have free time. Will it cause drastic decreases in prices after the update? No, not really. But it will slow down the increase in prices to a certain extent, as less raw materials will be consumed because of this over say the next few months.

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