Everything posted by Sy_Accursed
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3rd August 2015 - Player-Owned House Improvements
For the slayer challenge? Not possible - first and foremost the challenge is to kill 9 specified bosses and bring all owned crystals to each subsequent kill. Secondly even if the challenge was JUST collect the crystals it wouldnt work as they are different items - in the challenge you gather dark crystals the perma reward items are black crystals.
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3rd August 2015 - Player-Owned House Improvements
To give yourself an extra challenge when pvming. Ie "I'm awesome I can complete raids with reduced healing, magic weakness and prayer drain"
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Dev Blog: QP master cape
Assuming 1 trip per minute. That's 328 hours (without boosts). So you are saving 1.09% of the total time by using the spell vs the Mage. Is that worth the time it takes to unlock the spell? I guess it's up to the player to decide. If you'd read the thread or my post in it's entirety you'd note I specifically mentioned the issue of the time involved unlocking and that this whole tangent stemmed from the fact it is unfair to say all of livid is useless as many of the reward spells are potentially very useful - they are just marred by the game content which unlocks them, which in rune pouch repairs case your looking at around 7.3 hours of livid at max points output. Also I just realised I made an epic derp on my maths i did 77xp to 99 not lvl 77 to 99 -.- lvl 77 is roughly 1/8th of 99 so you can knock about 1/8th off my figures which takes it down to around 3 hours saving. Though it must be noted with the mage you do have to factor in the other time loses Firstly the pouches degrade to 9 7 and 3 essence vs 12 9 and 5 which dents your rune output for the run on which you repair. Also pouches do not all degrade at the same rate, my figures purely focus on the giant pouch timings. Medium you get 44 trips, Large you get 31 and Giant gets 12 only normal cycles vs 220, 155 and 60 on the repair pouch spell cycles. So you'd be looking at saving 40 seconds for med pouch per 220 runs, 40 seconds for large per 155 as well as the 40 seconds for giant per 60 runs for a total time saving of 40 + 1.4*40 + 3.6* 40 per 220 runs so roughly 240 seconds or 4 minutes. 19762 is roughly 89 lots of 220 runs So 356 minutes or 5.9 hours making 5.1 when you round down by about 1/8th Add in a little for the lower ess per run whilst repairing and your talking around 1.5% - 2 % time saving.
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Dev Blog: QP master cape
Silver lining at least I have time to get more chompy enhancers now to abate the murderous rage that would be caused by having to kill the last 1k without them.
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Dev Blog: QP master cape
Efficient training is never just a 120/200m problem. Pouches get 500% durability from the spell. Giant pouches normal degrade in 12 uses, this makes it 60 uses. Even if you say repairing only takes you 10 seconds thats saving you 40 seconds per 60 trips and in terms of making xp/large amounts of runes we are talking thousands of trips. 600 trips, 400 seconds saved 6.6mins 6000 trips 4000 seconds 1hr 6minutes From 77 (blood rune level) to 99 you need to make around 1.2m bloods (not accounting for the new abyss xp boost and assuming master rc and clana ava 3% boost) At maximum reasonable efficiency you can make 61 runes worth of xp in 1 run (thats 30 for the 4 standard pouches, 7 for a familiar and 24 invetory slots) So that's 19,672 runs for 77 to 99 That's 328 lots of 60 trips. Resulting in 13,120 seconds saved aka 219 minutes aka 3.6 hours. And that is *just* for doing 77 to 99. It is a significant time saver, which in turn boosts gp or xp per hr. Of course it does suffer from whether it is efficient to get vs just spending the time rcing, but thats my point in the first place. Livid farm has useful rewards its the process of unlocking them that is the issue. As for 5 - lol thousands of people don't do herb runs without trollheim, at least not those with access to it. Every single question on fansites about herb runs and every single guide worth its salt mentions trollheim, you are very much in a minority to not be using trollheim. I mean profit/xp get 101 is to use as many patches as possible for your herb runs and thats BEFORE you factor in that trollheim can never ever ever die making it a holy grail of profit saving on bad runs.
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Dev Blog: QP master cape
Kind just echoing what others have said but: 1) Repairing pouches lasts longer when done via the spell and is therefore more efficient as you spend less time repair them overall 2) Lode stone is more than 4 seconds away from the herb patch. Admittedly it is closer than the teleport spell, but when you are trying to do a herb run before juju runs out the faster teleport really matters, unless of course you are now investing in quick charges for lodes which does decrease the spells worth 3) It's great that you pay farmers, but in the meta game you shouldn't be a lot of the time which is where this spells use comes in. 4) True portables does dent some of this spells use, but then there is still ironman accounts and not everyone has or can be bothered chasing down portable.s 5) Anyone who is doing herb runs should be going to trollheim unless they are a complete idiot. It is a herb patch guaranteed to not die. Even of the suckiest of herb runs it guarantees you get some herbs and was 100% always worth using on every single herb run ever conceived even before the convenience of a direct teleport emerged.
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GOP
It is reasonably busy during minigame spotlight thanks to Thaler hunters.
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Dev Blog: QP master cape
Whilst I agree livid farm could do with some work I think it's unfair to say it has nothing useful about it. Repair Rune Pouches is a very useful spell for anyone doing actual rune running still. North Ardougne Tele is gr8 for herb/farm runs for those without the elite cape. Remote Farm has a number of solid uses. Make leather can be a good shortcut if you craft via hides Veng Group is useful in some combat stuff, even if not totall top end meta game, Trollheim tele to the herb patch insanely useful. Admittedly a lot of it loses its use if you are already maxed, but I think the issue is less that the spells aren't useful and more that the gameplay is soooo grindy and sooo long that it out weighs peoples desire to unlock useful content before they have to.
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Behind The Scenes - August
Dat mis-click. Yeah I meant to quote one above you XD
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Behind The Scenes - August
Somehow I don't think Ninjas would do TB - The ones ninjas would do are the ones that need some little touches to spruce them up, smooth out gameplay and make them eoc friendly and rewarding. TB is like a quagmire of wrong that needs to be redone from the ground up.
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Dev Blog: QP master cape
No they don't and they haven't for several years. The removed quests to unlock skills when they made the burthorpe/taverly tutorial and reworked those quests
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Dev Blog: QP master cape
I'd guess no since it is cosmetic only and does not improve your character in any tangible way.
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Dev Blog: QP master cape
Probably because there's no reason to not include it as comp has already set the precedent of it being required for stuff. Basically the entirety of that list is taking stuff that is already comp or trim reqs and relates to quests and making them into their own cape. None of these are new requirements for elite show-off capes its just regrouping them as a 'master quest cape' in the same way all 99s is grouped in max cape. Besides I think it fits nicely it is a quest relate reward
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Dev Blog: QP master cape
See I kinda like that as a concept cause Max cape is a like a party way to comp cape for skillers so why shouldn't quests get some sort of part way to comp cape.
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Dev Blog: QP master cape
My main take away from this - screw thalers and fish flingers I need to kill thoose chompies asap.
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Future Update Discussions
I think im just gonna burn porteans on con for the weekend then do div or something. I got a good satck of unopened protean packs!
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Imcando Channeling Rod?
It's a dwarven style wand - part of a promotional set of imcando styled weapons. It's pretty common place for sites to suggest/imply items are no longer available after their promo ends, but in reality the vast majority that are TH only content remain on there as super rares they are just so rare it takes ages for people to actually confirm they are still there.
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Fish Flingers Tracker Tool
But bait hints are always exact so there is no need for a starting hint highlighter for them. Possible bits of hint info given are: Wriggling Red - Worm Wriggling Brown - Maggot Leaping Brown - Cricket Leaping Green - Locust Fluttering Green - Green Moth Fluttering Grey - Grey Moth Shellfish Grey - Crayfish Shellfish Red - Shrimp Normal - Standard Large Mouth - Large Small Mouth - Slim Double - Double Can spot metal a mile off - Wood or Bone Close to shore - 1 or 2 Far but not to far - 3 or 4 Far from shore - 5 or 6
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Most efficient slayer xp / points
Yeah they still are poor xp and poor gp, even with specific weakness gone your locked into the quite poor blisterwood weapons to fight them and the stacking corpses are only useful if you intend to collect them - but burning them is slowly and expensive for the loot you get out. Nihils weren't on my list cause afaik they aren't exactly great cash (the pouches are alright, but factor in the work/cost to get the energy to make them and its a bit eh compared to others) and the xp/hr is lesser than the ones I had down. According to figures I seen on xp/hr slayer tasks (without including runes/addys but afaik none of those really compete in xp/hr just gp/hr) it goes: 7) Glacors 7) Gano 9) Nechs 10) Wfiends 10) Kal'gers 10) Ice Wyrms 10) D Beasts 14) Steels 15) B Demons 16) lava wyrms 16) Gargs 16) Automatons 19) Nihils ...
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Most efficient slayer xp / points
In terms of points farming it is basically a case of go to Canafis/Edgeville for task 1-9 then do task 10 with Morvran and for his task skip anything that isn't a fast/decent task - which is kinda what your block/prefers should be doing anyway to ensure good xp rates. My personal setup that I mushed together from a few sources regarding block prefer is: Block 1) Aviansies - cause they suck unless you wanna do all Kree which is obv quite slow. 2) Desert Wyrms 3) Greaters - similar to aviansies, can be epic if you do zammy gwd but obv quite slow 4) Grots 5) Thzaar 6) Vyres 7) Haven't picked yet - black drags maybe cuz same logic as avian and gr8s Prefer 1) Abby Demons 2) Muspah Then the others that seem to be recommended but I haven't done yet are: 3) Airut 4) Shadow Creatures 5) Cele Dragons 6) Elves - apparently priffy ones are mad xp 7) Glacors or Gano or Nech or Wfiends - I'd probably lean to wfiends cause I'm not a fan of glacors and wfiend charms are the bestest.
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Fish Flingers Tracker Tool
Wahey I've got it working nicely! Not fully coded yet but coming along with the re-click to undo. I realised as I went to ensure not glitch entries I need to combine use of toggling display between block and none and visibility between hidden and visible. Rows are running on display Columns on visibility Otherwise, for example, undoing Worms on Bass would reveal Worms on Salmon even though Salmon is set as Shrimp.
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Fish Flingers Tracker Tool
Hmm that seems to have potential - I've swapped out the code for hiding maggots in Bass if you pick worms in Bass for a variant of it. However for some reason it's taking 2 clicks to make it disappear initially (even if I wipe out all other code in that function) Edit: Solved it need to manually add style="display: block" to all the divs I'll do that now whilst working on the buttons, then I'll have to do the script tweaks to make it all work.
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Fish Flingers Tracker Tool
Nothing happens because for example clicking worm in the bass row sets Worm(x) to Worm (1) and then function checks with Worm(x) is 1 then runs the functions to hide the worms for the other fish and hide the other baits for bass. So no matter what you do that check box is always gonna land on Worm(1) I did try changing the id/onclick parameter within the function and defining a separate undoing function, but that doesn't work either as it just runs all in 1 go (ie changes onclick="Worms(1)" to onclick="Undo(1)" then finds Undo(x) and runs that. The best I can suss at the moment is adding a reset button at the end of each row and column which will make that row/column entirely re-appear, which wouldn't be the worst just means a 2 click operation to clear an error. The only way I can see to do it better would to have every cell have a hidden 'undo' button that appears after it is clicked and links to an inverted version of its function, but that seems a bit messy and would be ALOT of extra script for limited usage. I am working on some sprucing at the moment. Replacing check-boxes with hidden buttons for the looks (making the img urls defined by class whilst I do it so I can easily feed in some better images later) Also simplified location selection into a looping button that cycles through Beach, Dock, Lake, River. Sorry if it looks a bit messy whilst I work nature of google drive hosting means it changes on the fly whilst I work - trying to add the button before I remove checkbox so even if it looks a bit funky when u refresh there will be a working selection.
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Fish Flingers Tracker Tool
I have done some fiddling to try and make that work, as well as trying to suss out how to stop the 2ndary location selectors appear once 2 2ndaries are ticked but so far I can't get it to work. I'm not exactly good with javascript and it's a small miracle I even got it to work this far. It's all done with onchange flags for the check boxes setting functions to specific values which then toggles specific div ids to visible or hidden
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Fish Flingers Tracker Tool
So I was bored doing some fish flingers grinding out that comp trim req and was in the mode to do some codingy stuff. So I sat and looked at my scrawled on piece of papered used for keeping tabs on the combos when doing fish fingers and thought I could tech it up a bit! It may not be the most elegant of things, but it does the job done! And it only took like 2,500 lines of javascript to make it work *eye twitches* Update 28/08/16 Since Google drive decided to get rid of the website hosting feature I came up with two ways to get it: Zip File Android APK Basic Instructions: Load the html file from zip in your browser or open the app on android device. Show/Hide Vague Hints give you access to markers for when you get one of the 4 non-specific hints (non-metal hook, near mid, far distance) which gives highlights. Show/Hide Quick Summary gives a text overview of options selected. All the other stuff tap the thing you want - it will hide the unusable options. Tap again to undo Reset clears the whole lot.