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Sy_Accursed

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Posts posted by Sy_Accursed

  1. 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.

    • Like 1
  2.  

    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

    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.

  3. 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.

  4.  

    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. If you're running runes it takes all of half a second to stop at the mage in the center of the abyss

    North Ardougne Tele is gr8 for herb/farm runs for those without the elite cape. I don't have the elite cape yet you still get 1 free teleport a day from hard cape, plus ardy lodestone is all of 4 seconds away.

    Remote Farm has a number of solid uses. Indeed this can be useful, but if you're like me and pay farmers because you aren't willing to risk xp when you don't/can't check trees it's ok. for herbs it's definitely useful. 

    Make leather can be a good shortcut if you craft via hides Portable crafters make this spell pretty meh now. If you plan on sitting at black dragons or whateverr all day and tanning as you get the hides so you can make them into stuff then alch them I guess it's ok

    Veng Group is useful in some combat stuff, even if not totall top end meta game,

    Trollheim tele to the herb patch insanely useful. I'll be honest I didn't even know people still went to this patch lol

     

    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.

     

     

    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.

  5. 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.

  6. Cheers for them improving Fist of Guthix - hopefully it can get some more people interested in the game by making its rewards a little more useful. Though if anyone had been stockpiling coifs, I guess they're about to take a big loss :P.

     

    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.

  7. Druidic Ritual and Wolf Whissle unlock the herb and summon skills. They should add a requirement of 99 herb and summon to the quest cape /s

     

    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

    • Like 1
  8. hahaha oh god I need to go back to Broken Home ffff

    I don't think I've bothered looting the blood pact stuff either, those statuettes look nice on the stands

     

    chompies and livid are pretty cruel. then again, if you compared the qp cape to a 99, all these extras on the list kinda match the expected jump you'd make to get a 120 cape.

     

    any idea if all the new varrock rewards includes the chromatic partyhat?...

     

    I'd guess no since it is cosmetic only and does not improve your character in any tangible way.

  9. While the Chompies one is frankly stupid, the one ffor Livid Farm is simply cruel. Anyone who has spent any time around a forum and any discussion of Comp Cape knows of the hatred of Livid by all, not just comp holders. It's pretty well known that content is loathed.

     

    So why include it? It feels a bit of a F-U by them.

     

    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

  10. 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.

    • Like 1
  11. 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

  12. 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.

     

     

    I would replace #7 on the prefer list with Nihil, they are have all three of your requirements, speed cash and xp.

     

    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

    ...

  13. 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.

  14. 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.

  15. 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.

  16. 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.

  17. 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

  18. 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.

    • Like 2
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