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Sy_Accursed

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Everything posted by Sy_Accursed

  1. See to me there just isn't any reason for there to be that much prep going on right now. I mean in terms of general peoples concepts of fearing a god war they don't really have a whole lot to go on - most of the history of the first god war isn't exactly public knowledge and it happens thousands of years ago its not exactly a fresh memory of trauma for most people. I mean the 4th Age which came between the war ending and human dominance through runecrafting was 2,000 years and then the 5th age was a further 169 years. I mean, to use a real world comparison, there's barely any notion of fear of western civilisation descending into all out warfare even with various political unrest and conflicts in the middle east etc and its only been 70 years since we were last in a mess of war and still have people alive who lived through it. Gielinorians haven't know all out major warfare for 2169 years and there's no-one milling around in general society who was really there. Then if we look exclusively at the 'big 4' Bandos - God is dead, followers are essentially in retreat with many going off to follow Zanik. They don't really have much in the way of a civilisation anyway, so theres not much reason for them to be presented as being organised and preparing for stuff. Armadyl - Pretty much no followers on Gielinor just the aviansie he brought with him when he returned really who will be located in the sky citadels and based on how the ones we use for clans pan out they don't really have cause to be leaving them to prepare. Zamorak - All his core forces have been given tasks or called to his side. In terms of general people around the world he doesn't have much of a following just the Kinshra who don;t really do a lot and a few fanatical monks busy preaching. There's not exactly a lot in terms of followers to be seen doing anything. Saradomin - Pretty much everyone left on Gielinor who is civilised follows Saradomin and with the gods return they just saw him own Zamorak and gain a butt load of power. The vast majority of ordinary Gielinorians who follow him wouldn't really see a reason to be scared. Their god has proven he is powerful and they already have nice big armies and fortified cities built up, all they need do if its hits the fan is shut the gates and hunker down. I just don't think the story as a whole of this developing conflict/godwars 2.0 is at a point where it really makes sense for there to be much in the way of visible factions preparing stuff going on. The concept is nice and I have nothing against it at all; just doesn't seem like the right time for it to be happening yet. There's other developments that would make sense at this time - unrest and break down of what little Bandosian society there is, the beginning emergence of camps, cults or churches towards Arma and Zamorak now the Saradominist sheeple have been exposed to the reality of other deities existing etc. Just for me, not really enough occurring for it make sense for there to be roaming faction militia bands trying to horde goods and skirmishing.
  2. To me the fanatics aren't doing these things because the figure they are fanatical about is here now giving them direct instruction and since they aren't making big moves their followers aren't either. It's leaderless fanatics that tend to make big moves without guidance. Sure you might see a small thing or 2 occurring, but to me thats more suitable for a one off occurence like a quest or a short-term event, not something that is ongoing all over the world to a noticeable scale. I also thing the existing warbands cover the kind of level of activity I'd expect at present.
  3. I think the formula I proposed where it actually accounts for non-crits being 20-100% gives a better comparison than arbitrarily knocking 5% off their hit range. I also think arbitrarily assigned 60% damage as the weighted average than back-calculating hit chances for crit vs non-crit is a flawed methodology for producing any meaningful comparison. As it is making a very big assumption about the bar which must be met to make the gear compete. You could either data mine actual hit chances to develop a genuine average weighted damage or data mine average damage output to develop more accurate hit chances and therefore produce something much more meaningful. Of the options data mining hit chances would be more work but yield the most accurate evaluation, whilst data mining average hits is fairly easy but would not give as much accuracy. As it stands the arbitrary assumption that we, on average, hit 60% damage could be so wildly of par with reality that it renders all calculations pointless. And this would be before we even consider factoring in abilities vs weapon damage, since they are able to exceed 100% I only commented on the cape because it seemed daft that your setups are pretty much all the best in slot or 2nd best in slot, including some pricey/harder to acquire stuff and then you skip out on the fairly easily obtainable best mage cape in game, as well as ignoring the 2nd best mage cape in game in favour of skill capes which have almost no merit in combat setups these days.
  4. Fair play I see the route you went now there, brain fart to an extent as your saying y was 6.25 instead of 0.0625 threw me. But still the later 2 points of my OP about your sums methodology hold true.
  5. That's still not really correct solving 57.5(1-y)+97.5y=60 does not really expand to 57.5-57.5y+97.5y=60 because you just removed the (1-y) and stuck in another 57.5 without doing anything to balance it out. As evidenced by the fact that inserting 6.25 for y into 57.5(1-y)+97.5y you get an answer of 307.5, not 60. In fact swapping in the y-1 probably makes it more of a headache to solve since you then end up with messy division and what have you to try and isolate y 57.5(1-y)/57.5+97.5y/57.5=60*57.5 (1-y)+97.5y/57.5=3450 (1-y)-1+(97.5y/57.5)-1=3451 (97.5y/57.5)-1-y=3451 97.5y/57.5-1=3451+y 97.5y/57.5=3452+y 97.5y=(3452+y)57.5 And here my brain gives up this morning as all routes I see just end up going in circles of trapping 1 y in a bracket and never reaching y =... Brain fart train wreck on nonsense
  6. Tbh totally not worth chasing after it. As the off-hand counter part to the existing Arma C-bow it doesn't really have a lot of value at all. Sure the ge value is high and it rose slightly, but that is purely the first day surge. OHs in general are worth less than MH because they contribute less to overall dps etc and MH is sitting around 2m, rising a little since they made it t75 so now the initial 'omg new buy it' surge is over for the OH it will be in free fall in terms of price. I'd doubt its going for more than 5m right now, it just takes the GE aaaaggggggggeeesss to catch up to big, fast value changes without manual intervention because prices can only move by a few % every update to avoid market manpiulations.
  7. These are nice sums and all but kinda meaningless since we do not know exactly how worldeater will work yet. Plus to me most of your comparisons are largely pointless, no-one will ever use hybrid gear over the likes of tectonic or virtus (also lol that you do such high-end setups and then pick a skillcape over the BIS Tokharr-Kal-Mej) Void has some merit, but then no-one expects it to beat void. The warpriest sets are all built around being a good hybrid set for lower-mid ranged players with set effects that make them somewhat useful in the higher end in niche uses. Specifically Sara/Zam and Arma/Band proves quite popular in some pvp situations as that chance to block a hit or have your ability cooldown shortened ups your ability kill the opponent, you see it used quite a bit around minigames for example. Also sums are flawed - for starters how you conjure up the 6.25 makes no sense. If you take 57.5x+97.5y=60 x+y=1 And go to solve for y you go: 97.5y=60-57.5x y=(60-57.5x)/97.5 And then you get stuck without a value for x in the first place you can't then solve it (outside of applying the old trial and error method). There is no mathematically sound way you can get to 40y+57.5=60 - all you've done is take 57.5 off 97.5 and removed x which in terms of solving a formula makes no sense you've just arbitrarily altered it with no balance or correct method. Especially since after stating x+y=1 - you then turn around and say y is 6.25, which would imply x is -5.25 so according to your sums we have below 0 chance of hitting a non-crit hit and a 625% chance of hitting a crit hit. If you actually apply trial and error and conform to the rule of x+y=1, working to 2 decimal places with rounding, there is 2 possible solutions x=0.93 y=0.07 or x=0.94 y=0.06 Morning brain fail didn't twig was meant y=0.0625 not straight up 6.25 Plus non-crit hits don't stop at 95% damage anyway, you can do your max hit without critting - crits are just 'special' hits that guarantee you'll hit near your max they are not the only way to hit it. So really it would be: 60x+97.5y=60 Which btw also only yields two valid results with the method above x=0.99 y=0.01 or x=1 y=0 and since we know you can in fact hit crits y cannot be 0 so we could discard the later of those pairs. Oh and the whole premise of the formula is kinda broken anyways Adding together average non-crit damage and crit damage multiplied by their respective hit chances would give a weighted average damage certainly, but you can't just assume that weight damage value to be 60 because then you are using contradictory methods in the same formula. The first half is assuming there is a weighted average damage to be calculated, but then the 2nd half you are just ramming in a basic assumed average which is not a value the formula is likely to actually produce. So in actuality you'd really ought to have 60x+97.5y=z, x+y=1 and z is the weighted average damage But to even consider solving that you then have to go away and data mine to manually calculate the chance of hitting a crit vs a non-crit and plug them in allowing z to be calculated.
  8. To be honest I detest all the suggestions that we should have warband things roaming around fighting and such because there is a godwar happening. In terms of the game lore it is complete nonsense and does not fit with current events. The gods have returned yes, the gods have had a couple of battles yes but there is not all out war at this point in time. Marimo and Brassica Prime couldn't care less about war and just want to have fun. Zaros is busy working on his bigger plan with no heed for the others. Bandos is dead and his followers are either licking their wounds or following Zanik to restore their homeworld. Armadyl doesn't want war or fighting particularly and has no reason to go after anyone right now. Saradomin is off somewhere being a smug plank about gaining power and defeating Zamorak and no doubt loving the fact like 99% of the world follows him now whilst also working on the whole restore the centaurs thing. Zamorak is busy being stealthy and hiding and trying to get the stone from Sliske The desert pantheon is busy being screwed around with by Amascut. Seren hasn't even been re-built yet. Tuska isn't even on Gielinor. What exact conflict is there supposed to be that needs visible factions fighting it out or whatever all over the place? I mean don't get me wrong it's a nice idea and all and when the time is right and all out war does emerge from the gods return it'll work wonderfully, but right here, right now it doesn't make any sense because there is no open conflict happening.
  9. It's called an advert - there is a link next to ads to report intrusive/annoying ones to the site admins so they can block them from appearing. But without any substantial details they can't do jack.
  10. Charming imp for auto charm pick-ups too.
  11. Not as far as I am aware, several people running at same pipe when I did 99 smith and didn't always get it.
  12. I'd be loathe to factor that in simply because all the compers are going to be piled in there trying to get the % when it launches so you aren't going to be able to consistently get the repair/kill bonus percents. And of course I did not factor in the new tweaks making armour faster with varry and the new interface making for more gapless smithing instead of stop start Gapless at current speed would be 400 an hour - 336 per hour allows 10.7 seconds instead of 9 making time - 1.7 extra per armour for swaps and dropping New speed would be 500 an hour - If we assume the gaplessness knocks off the 1 second, leaving 0.7 for depositing/ore get time we'd land at 455 an hour (7.9 seconds time per armour) So bearing in mind this has some guess work as above the new faster time ball parks ought to look more like: Iron (I) 2,7m 28.4 hours Steel (I) 10,5m 25.4 hours Mith (I) 13,3m 17.5 hours Iron (II) 12,2m 14.2 hours Iron (III) 13,7m 12 hours Steel (II) 16,9m 11.3 hours Addy (I) 16,2m 10.3 hours Mith (II) 20,7m 9.1 hours Steel (III) 28,8m 8.1 hours Mith (III) 32,4m 7.1 hours Addy (II) 25,7m 6.3 hours Rune (I) 34,4m 5.7 hours Addy (III) 30m 5 hours Rune (II) 55,1m 4.5 hours Rune (III) 90,6m 3.8 hours
  13. The main thing I took from my maths was Addy is magic - in all cases it is both faster and cheaper than the one before it. And anyone who does Rune is utterly mental Rune (i) you pay 4.4m more than addy (iii) to be 0.9 of an hour slower Or you pay 6.7m more than addy (ii) to save only 0.8 of an hour. Rune (ii) you pay 25.1m more to save only 0.6 of an hour over addy (iii) Rune (iii) you pay 60.6 m more to save only 1.7 hours over addy (iii) Personally I think I'll rawk addy (i) or (ii) seems the most reasonable balance of gp vs time in relation to my bank balance and probably a good idea to buy in the supplies before the update makes it to bts and spikes prices.
  14. Our top three guesses for your English dialect: 1. Welsh (UK) 2. English (England) 3. Australian Our top three guesses for your native (first) language: 1. English 2. Chinese 3. Swedish Interesting - since its only broken the UK down into countries, instead of counties, Welsh would sort of make sense as the Norfolk region dialect is closer to Welsh dialect than it is to proper Queen's English - which I assume is what they took to be English (England). And again there are similarities between Welsh and Aussie dialect. For native languages I have no idea how they landed anywhere.
  15. 37 hours ... doing iron ingot 1. Probably like 4 or 5 doing addy or something reasonable. but that means the price goes up exponentially, of course. Indeed Decided to do some more accurate math, current GE prices assuming you have the full 15% bonus for doing right armour and no mid-sum rough rounding This is based off 1,500,000 xp for 150% respect and making 336 armour per hour; ranked slowest to fastest. Iron (I) 2,7m 38.4 hours Steel (I) 10,5m 34.4 hours Mith (I) 13,3m 23.7 hours Iron (II) 12,2m 19.2 hours Iron (III) 13,7m 16.2 hours Steel (II) 16,9m 15.3 hours Addy (I) 16,2m 14 hours Mith (II) 20,7m 12.3 hours Steel (III) 28,8m 11 hours Mith (III) 32,4m 9.6 hours Addy (II) 25,7m 8.5 hours Rune (I) 34,4m 7.7 hours Addy (III) 30m 6.8 hours Rune (II) 55,1m 6.2 hours Rune (III) 90,6m 5.1 hours Original sums for exact numbers http://docs.google.com/spreadsheets/d/1549FD1jKU0YBC0AeAwqqd_IwFsbSnmAF8kRxZtyfI8A/edit?usp=sharing
  16. .us is actually the 'main' domain for us websites and equivalent of .co.uk Some governmental things even seem to use it, for example Colorado sites seem toe have adopted .co.us As was correctly pointed out .com always has been the international commercial site domain. People just associate it with America wrongly because many big commercial entities started as American only (ie Amazon) and thus had .com and then when they spread more globally and need localised sites they opted to use .co.uk, .it etc to support the localised sites whilst the original american one stayed on .com. But that being said there are plenty of retail sites where .com will automatically bounce you out to your countries localised site. And was quite correctly pointed out Runescape.co.uk does work, along with many others like runescape.it, runescape.fr, runescape.us etc Basically loads and loads of country local domains, including the american .us and the british .co.uk auto feed back to the .com commercial domain stie.
  17. Yeah misplaced my decimal point there, epic typo!
  18. As opposed to the way they're currently alienating the lower tiers because of how stupid the barrier for entry is. My brother recently came back to find that he has to spend ~58m to get from 74 to 88 herb. When he quit he had a bank worth anywhere frorn 14-20, most of which was tied into gear that has since plummeted. So naturally he decided to buckle down and get to work, channeling the spirits of his hardworking ancestors to allow him to pull himself up from squalor and grasp the American Dream barehanded- Just kidding! He said "[bleep] that" and logged out. True, but alienating the high end players won't do them any favours unless they have rejuvenated the influx of new players in the first place. As it stands if they alienate the high end players they'd pretty much sign the death warrant for the game. It's the great catch-22 that results in the messy middle ground measures they keep pumping out - they fear alienating the high end players and killing the game, but face the prospect that not fixing the economy is alienating new players and stopping the game from growing effectively.
  19. It's roughly 1% respect per 10k xp (excluding bonus xp) Iron ingot (i) doing burial armour is roughly 200gp per ingot for 111xp So 90 ingots per 1% is 18k Which would work out to 2.7m for 150% Also for Iron 1 its around 40k xp per hour, so you'd be looking at 37.5 hours for 150% I mean I wasn't really saying it was like world endingly expensive or anything, but still rather more gp and time than I'd really like to sink into an already 99 skill that I purposefully trained in a way to clear a req without xp wasting.
  20. The idea of targetting compers, or the comper tendency, with sink runs into the exact same issue of being nothing to richies whilst wiping out the banks of poorer folk. The only way you can target richies and only richies is by specifically taxing on bank value. I mean I'm on my way towards trim now and sure my bank value may be triple digit mils, but that is all just basic gear I use in the day to day scaping not stored wealth. Plus my god it took my years and years, wasting some pay on bonds and some blind luck for me to get there and even have the gear I've got and still be kinda broke. Of course invention does offer some good routes, but the only way it could really really really work is if the best in-game across everything required going through invention, but again you couldn't really balance in a way that sufficiently hits the rich folks without heavily penalizing the poorer folks.
  21. My main thought when seeing those new rewards i dear god why? why?!?!? I mean they are good rewards and all, but dat comp req for buying all rewards looks like another 150% respect worth of rewards to meet that, maybe 250% if the 'bonus package' is a one time purcahse thing. Not looking forward to sinking millions and a good chunk of time into doing that place again when I purposefully set up doing 99 smith there to combine tasks. Also if it is being revamped a bit could we not removed the 100 points at a time ceiling and rename it to something that isn't respect? The concept of it being the dwarves respect for you just doesn't really work - We have 100% respect for you which means we will give you this royal cannon. Here take it. Why thank you it's so nice to be fee- Lol wtf are you? Weird human we do not respect you at all. But you just... Talking doesn't make swords, chop chop worthless human! Oh and by the way you need like 500% of our respect to actually get everything.
  22. Though using kingdom for anything other than the top gp value resource is horribly inefficient. Ie If 1 week of herbs at kingdom is currently worth 100k, but raw fish is worth 150k then, even if you want herbs for training, fish is the better choice. Why you might ask, well using the above to train herblore there is 3 outcomes: 1) Using 100k worth of random herbs as they come to get herblore xp 2) Selling 100k of random herbs to buy 100k of suitable herbs to get slightly better herb xp. 3) Selling 150k of fish to buy 150k of suitable herbs to get significantly more xp.
  23. I just had a play with and it all seems to be in working order for me.
  24. ^ That still bears the issue of it doesnt really hit where needed. A uber richie dying in void will just throw a tiny portion of their wealth at it and be done. A poor player will suddenly find a sizeable % of their bank being charged to get it back. The whole issue of a flat out sink system is it disproportionately hits the poor people who aren't causing the economic problems whilst being next to nothing to the uber richies who are.
  25. I don't think its true to say any sink is a good one because the issue with the game as a whole isn't that everybody has too much gp - the gp issue is very much pooled in a specific player subset within the end game. A sink aimed to hit everybody fairly ends up doing virtually nothing to the cash stack of those creating the need for gp sinks, but ends up a fairly decent chunk of bank for most others. Really the only true way to actually refresh things in a decent way for items and gp alike would be to set up suitable sinks across the game, whilst removing ways of creating from nothing excessively, to a point where largely items maintain a status quo. Then purposefully and forcibly removing gold and items from the game in a very targeted manner. Short of literally taking away peoples items and gold arbitrarily the only real way this could be done would be to create some heavy taxing systems: For example making the GE eat 50% of items that are in excess. Make banks charge tax based on a heavily weighted curve vs bank value - ie the curve would barely, if at all, charge people with little to nothing but the people who have the excessive hordes of gp that skew the economy would find themselves facing a significant tax until they got rid of a lot of their gold. The only other really viable solution would be to essentially abandon ship on gp and create a new currency for the game - one that is much much much much more restricted in means of creation from nothing from day 1 and limit it in such a way that all the existing gp cannot be easily switched over and people will have to abandon wealth if they have excessive amounts. IE Everyone gets x% of bank value up to a limit of Y once a week for 12 weeks and after that 12 weeks is up gp cannot be traded anymore - but at the same time have some grindy, diminishing returns, ways to convert extra gp just to give people a chance to salvage some more if they work. It would sort out the economy in a meaningful way that a few sinks here and there can never really do, but of course it'd come at the expense of alienating and losing a lot of high end players.

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