Everything posted by Elf Spice
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Runecrafting 91+
ZMI actually makes 150k-200k profit per hour at 90+ rc. At 95 RC, I get lots of deaths/bloods per run and few elemental runes. Double nats is terrible right now, less than 600k/hr. Considering that ZMI is more than double the xp rate of nats, it's more efficient to do the former.
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:eek: I get a maul like every 5 tasks....
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Chaotic Rapier vs Longsword
Maybe the 10 hours degrade timer is derived from actual ticks spent in the combat animation. so it would not count the 4 tick delay between hits of the rapier, but rather the 1 tick time of actually thrusting the rapier forward or slashing with it (i think it's exactly 1 tick) So it might last (10*3600)/.6 = 60000 ticks of actual combat. BUT...the 60k ticks also counts from the monsters attacking you! So if you were attacking something that didn't retaliate, the combat tick occurs every 4 ticks of noncombat. the rapier would actually last 60k combat ticks + 240k noncombat ticks = 300k ticks = 50 hours BUT if you were in single combat fighting a monster of the same speed, a combat tick occurs on average once every 2 ticks of noncombat! So the rapier there would last 60k ticks + 120k ticks = 180k ticks = 30 hours But, only 30k of those combat ticks would be yours, the other 30k is the other monster because he attacks with the same speed. If you were fighting a monster of Speed 4 (6 tick delay), a combat tick occurs on average once every 2.333 noncombat ticks so it would last 60k ticks + 140k ticks = 200k ticks = 33.3 hours You get 40% more combat ticks than the other monster. So it's split 35k/25k. That would explain why it degrades faster in multicombat or with speedier monsters. Then of course, when you check charges, your % is shown to the nearest whole number. So if you spent 2k combat ticks, you would have 58k/60k = 96.666% charge left, which shows rounded as 97% So in conclusion: - The chaotic weapons degrade after the sum of the number of animations of both you attacking and you being attacked = 60k - The slower the chaotic weapon, the slower it will degrade. (anyone with a CLS or CM wanna verify that?) - The faster the monster attacking you, or the more monsters attacking you, the faster the degrade rate. Again it's all speculation :^_^:
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It's the entrance to the LRC, W84. The portal was removed and the rope is back now.
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Abyssal Demons
oh yeah expected frequencies need to be >=5, woops my mistake :rolleyes:
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lol'd
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Abyssal Demons
Wait.. What? Could you explain that math? (I just don't understand it, not implying you're wrong). Boring math [hide] χ2 Goodness of fit Test For whips, the expected frequency was 2.93 and the observed was 0. For not-whips, the expected frequency was 1497.07 and the observed was 1500. χ2= (2.93-0)2/2.93 + (1497.07-1500)2/1497.07 = 2.936 p = χ2 cdf (2.936, ∞, 1 df) = .0866 [/hide]
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Abyssal Demons
Whip is a 1:512 drop (as revealed in Runefest) Statistically speaking, there is an 8.66% chance that you'll have a 1.5k dry streak. So it's pretty normal.
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Getting 80 Mage
Casting Hunter kits to 80 will cost 2m, slightly outside your budget.
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Rapid Renewal sucks
Rapid heal gives you 1 additional LP per 6 seconds at a cost of 1/3 prayer points. So the cost is 1 PP for +3 LP Rapid renewal gives you 4 additional LP per 6 seconds at a cost of 2.3 prayer points So the cost is 1 PP for +1.74 LP So rapid heal consumes 58% less PP than renewal per life point Clearly it isn't worth the 107k tokens it costs.
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Efficiency
One thing, both players will probably have 80+ melees, considering that 1m slayer xp is approximately 4m xp in melees. (so the ability to use chaotics is there) I agree with your previous statement that the jump between piety to turmoil or supers to extremes isn't too big. However the jump from whip to rapier is so I will focus on that. Rapier gives at least a 10% speed boost over whip, while turm compared to piety is around 5-7% and is MUCH more expensive (same with extremes over supers). And you also have to keep in mind that after you get a rapier, you will be about 20 hours off from unlocking frost dragons which will net you at least 2.5m/hr. In our hypothetical situation, if player B spends 100 hours to get 85 dg to unlock frost dragons, he will bring in 1.5m/hr more than player A. Now he needs to camp frosties for 100 hours to buy extremes and turmoil. He's now unlocked all that stuff but hes 170 hours behind player A. BUT he has accrued 33 effigies in the process (1 effigy per for every 3 hours at frosties is reasonable enough, with player A probably having half that many at this point) If player B saves those until he hits 97-98, that is well over 1.5m slayer xp Player A spends 600 hours getting 99 slayer. Player B spends the first 170 getting the gear. Since he's not maxed, let's say he gets 30k/hr now. He spends 400 hours for 99 slayer. So now he's 30 hours ahead of Player A, not even including however more effigies he has. Now both players are maxed combat, but Player A is still stuck with that 1m/hr moneymaker. He really can't boss without extremes/turm/chaotic effectively at all. Player B, on the other hand, can now net 3.5m/hr at frosties and has GWD/TD open to him.
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Efficiency
No, it's not 3.1m/hr because the speed increases for using every element is additive. Turmoil vs no prayer - 20% faster , -100k/hr Chaotic rapier vs whip - 10% faster, -80k/hr Extremes vs no pots - 15% faster, -50k/hr 45% speed increase using the above at an additional cost of 230k/hr If you make 500k/hr then you should use the above. Cannon would be the most expensive element, pushing the figure to 1m/hr, which still is managable. I respectfully disagree. Let's have 2 players, Player A and B. Both have maxed melees, 75 slayer, and get tasks from Kuradal. Player A does not have the levels to use extremes, chaotics, or turmoil, nor does he have the desire to. He is also too frugal to use a cannon. He jumps right training slayer using a whip, with no potions or prayer to aid him. However, Player B spends 80 hours getting a rapier, 30 hours and 70m for 85 herblore and extremes, and 40 hours and 180m getting turmoil. Now player B is 150 hours behind player A in training slayer (at a 20k/hr rate for A that's 3m xp behind). He's also down 250m. He will, however be able to train 75% faster than player A with cannon, rapier, turmoil, and extremes at an additional cost of 1m/hr. He gets 35k slayer xp/hr. The 2 players train for an additional 200 hours. Now Player B has trained 7m slayer xp, which is equal to Player A at this point. So there you go, player B manages to catch up to Player A 63% of the way to 99 slayer. Yes, Player A is 450m richer than B at this point, but the utility of this extra money for him is nearly 0 because he is not spending it to benefit him in any way. And since t=350 hr is the critical point, past that the gp margin will shrink in favor of Player B. On an objective level, it is always better to get the best skills/gear as soon as you can, assuming you have long term goals. Subjectively speaking? Some people loathe dungeoneering and will never get a chaotic weapon. Others don't want to pay increased attention to pick up that cannon before it decays, drink that super antifire before it expires, flash turm+ss, etc. So if you train like Player A, that's fine and well and no one should disparage you for it.
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Dungeoneering Rants.
Behold, one of the worst players I've ever stumbled across in w148. He spent the entire time making useless potions for skill doors that never existed. I wanted to replace the base farming patch with an altar since the only one was in a corner on the map. Drama ensues.
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Dungeoneering
yes that's supposed to happen.
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Rushing Jad with Dclaws/veng
So this will be around attempt #5/6. Hopefully I will get it right this time. I will get 94 mage soon to use veng without potting. Here is the inventory/gear I was thinking of I also have bandos/armadyl but I'm not sure if I want to use up inventory for that. My plan is: melee the lower waves flashing turmoil+soul split. Range when the 360's come out. Range Jad until he's around 60% health, then veng/spec him out. Any suggestions on improving my setup/tactics?
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Need help with picking my next item.
Worth giving up Turm and Soulsplit for it? Turmoil/Soul Split is unnecessary when you're ranging.
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Spending 150m. turmoil?
I flash turm/ss on all my tasks with full bandos/ardougne cloak 3. Keeps me focused and generally I don't consume any ppots.
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92 Prayer
If you're willing to spend your entire bank, then sure. barrows/prossy+turmoil/ss would be faster kills than bandos+piety
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92 Prayer
Use your unicorn for slayer until you can afford 95 prayer. Soul Split without Turmoil isn't very good.
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1st October, 2010: Behind the Scenes - October
Yay, a reason to train my hunter other than for total levels finally. Smelt all would be a godsend for me. I don't RC in the abyss so the wildy wall update, whatever it is, won't really affect me.
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ZS or whip?
Best for corp because non-spear weapon damage is halved. Good for Wfs because they are weak to crush Good for metal/colored dragons if you have super antifire and no chaotic rapier
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Lummy hard diary inconsistent
What did you expect from a hard diary? If all the tasks were of the same difficulty, that would be bland and boring. It's good that some tasks are harder than others. Even still, the 3 hardest requirements for F2P (smithing, prayer, RC) aren't even that difficult to get. GOP can be used to train RC. Then you can spend the tokens on water tallys which are about 500k/hr which can be used to train smithing and prayer.
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First whip drop ever :)
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My best nech task so far
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Should i get a chaotic?
The lowest in depth, not in number 53 DG means the lowest floor you can do is F27 27-10=17 27-15=12 Meaning start doing larges between F12-17