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Sy_Accursed

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Everything posted by Sy_Accursed

  1. I don't see any issue with there being a super rare chance of getting a top-end item from a game of luck; I mean we all know Jagex aren't afraid to put long odds on things. I mean heck look at D chain from BA only heard of that being achieved 2 or 3 times in all these years.
  2. It doesn't need to be this state universally and the vast majority that works better on that model already are in that position. About the only thing that needs to be in this state that currently isn't is spirit shields. The rest that aren't are running nicely on the fully functioning state where by potential xp = value so raw material > finished product.
  3. I'd hardly say you lost anything. You had 800m Staked 150m Pouch said 650m At the end you have 800m still. Sure you didn't get the winnings, but you didn't win as the duel didn't end properly.
  4. This would be the exact reason why you don;t win the item you win a 'lucky' version. It highlights that you did not earn it the normal way. Plus all these items are in the rare slots, lots of people have seen them on their spins but almost no-one has actually got them so far, it's not like everyone's gonna get full bandos with an SGS just by playing the wheel for a week.
  5. After playing around with the numbers some more I do not believe there is a no nice tidy formula to be had or at least not for the small/med lamp values. They don't have a perfect correlation to them which means (assuming all the values logged so far are right) they can't stem from the same formula as that would create perfect correlation Judging by the fact small*2 = medium I'd guess there is a formula that works behind the Huge Lamp and then it's something along the lines of Large = 1/2 of huge. Med = 1/2 large. Small = 1/2 med.
  6. That just means the lvl 2 gave 137.x xp Chat display rounds down to 137 As does xp counters. So you obviously had enough decimal points of xp already for it to form a whole extra xp.
  7. Edit: Nvm sleepy reply was gibberish. But to add an extra details you have to redo Death Plateau from the burthorpe update before Dunstan's other functions are unlocked again.
  8. Based on numbers so far I have worked out: Medium lamps = small lamp*2 Beyond that no luck with cracking a formula behind them so far, aside from there appears to be a 4% increase between each level. Eg 45 lamp xp * 1.04 = lamp 46 Not a perfect multiplier but using numbers we've got adjacent so far all of them offer up 1.043 or 1.044 in order to scale up to the next level. Edit: And 1 last detail I'll leave here since it may prove useful: All the xp values divide reasonably nicely by 1.4 with most seeming to land on a whole number. So it's possible that could be an element in the formula behind them. Edit2: According to my clan mate the plain pick your skill lamps give out slightly less xp than the skill specific ones. Eg a Medium lamp used on prayer is less xp slightly than a Medium lamp (prayer) would give. Seems plausible, but not seen any definite proof.
  9. Todays spins i saw the dfh not as top prize. In top prize I had lucky bandos tassets and 10m gp 8,602 wc xp for 99 from a small lamp (woodcutting)
  10. Vampyre has a finite life span really. As soon as you get into unicorns and soulsplit its value plummets. But yeah 50,000 won't get you to master rev if you only have basic 21,000 for greater; 40,000 for master so 61,000 total.
  11. That is actually a really good point (the lack of lore). It would be nice if this actually fit into the same somehow with a story or purpose. A much better implementation would be that u get the icon and it's an incoming NPC Contact type dealyo from abyssal services or w/e that then teleports you to Yelp's place; much like a random event.
  12. I know its not guaranteed, but if you read my original post you'll see I was referring to the averaged out effect of 33% more herbs; Lord_Paul only took 1 sentence out of my entire post so it does lose some contextual meaning.
  13. 5,593 pray xp, lvl 88 small lamp. I have also seen Lucky Dragon Med and Lucky Dragon Full Helm And Big lamps. Later 2 were 'grand' prize' slot. Also big lamp said (constitution) beside it, so I assume it is limited. I also saw a small lamp (firemaking) So I guess theres 3 (small med big) any skill lamps + skill specific ones.
  14. No. What I'm saying is if you farmed just the one HH patch you need to earn 1 extra herb in 3 harvests to make the potion break even. As it takes 1 herb to make 3 doses, so 1 extra herb in 3 uses = same as not having made the pot. Anything more than that and you have benefited from making the potion due to extra herbs. Seeing how it is virtually impossible to not achieve this the potions are worth using even to just farm Ugune. Which is what my original post then expanded upon with other patches etc etc. Essentially it was a way of saying: It is impossible for using juju to not be worth it.
  15. Just because you doubt them doesn't mean they don't have potential to be skills, you yourself just said who expected dungeoneering. Which in itself shows there is plenty to be done for skills in surprising ways that deviate from the traditional skill forms we are used too. Besides what makes them so unlikely? Archaeology already features in game and has an obvious skill set attached that can easily be expanded. Engineering is the same, Dwarf Engineer's already exist and we are learning more about their machines (and gnome machines) Shape-Shifting again already some of that in-game and would tie in nicely with summoning and magic as another 'mystical' skill. Animal Husbandry fits in nicely alongside hunter and farming and easily has many applications (eg the long desired mounts) etc. Granted most of them could be made into parts of an existing skill, but then Dungeoneering could've been a mini-game. Plus all of them of the list kinda of have potential applications than a skill like Slayer, don;t get me wrong its a nice skill; but when you think about it all Slayer is is an NPC telling you to train combat via random assigned tasks and a few monsters unlocked by attaining specific levels in terms of stand alone function neither of these really *need* a skill to work. You could of just had combat advisors and assorted caves/locations that need magic/str/att/def/ranged levels to get in to.
  16. Gambling skill? :lol: That would be interesting. Imo, what else is there to add skill-wise? Can't think of much else, but hey, who expected Dungeoneering? Aside from the amazingly detailed ideas that have been around for years for archaeology & engineering there's always bound to be something they can come up with. I mean there's all sorts left that could form a skill: Shape-shifting. Animal Husbandry. Leadership (especially with the recent NPC friends with decent AI in quests) 3 potential avenues off the top of my head that could fairly easily form new skills.
  17. You can't get to it. To get to the Factory Default run-through, you have to be able to Launch Windows Repair... which won't launch. Again, I'm not 100% sure if it has a recovery partition, but I'm almost positive it does because I believe he's reformatted the laptop in the past. I've Googled everything I know but they all suggested logging in to Safe mode (can't) or launching Windows Repair (can't). If it has one you CAN get to it. Recovery partitions are not designed be access once the system has loaded up. If there is a recovery partition there will be a key combination to press during the boot sequence to load it up; the same way you press a button to make BIOS open or the boot menu. Eg Mac osx lion you hold command+r (i think that's the one) during boot to make the recovery partition load.
  18. Wait.... what? farming juju = 3 doses 1 dose = 5mins If you just farm 1 patch of juju herbs it's 1 dose per harvest you only need the juju effect to earn 1 herb in 3 patches to break even on making the potion, 2+ to better off; which given average herb yields its virtually impossible to not do better than that.
  19. If it has a recovery partition built in there will be a key/key combo on the first boot screen or in the manual (can easily find online) that will boot into the recovery system partition.
  20. I only mentioned it because with the step just saying to kill him it reads akin to other guides where it says kill-x and you simply click attack on them. Just thought it may confuse some users to just see 'kill him' when they only option is to talk to him.
  21. The vote thing you can kinda do yourself via the citadel meeting rooms anyway. The replace thing I see abuse issues, besides there is a system already in place for when they quit. The rank thing I disagree with. Ranks cannot effect people of the same rank or higher to avoid abuse of system and maintain power chains. If an overseer has power to alter all other overseers what's to stop them turning on powers for themselves that higher ups do not want them to have? Or stop them from demoting/kicking all other overseers in a power trip? Or promoting all their friends straight up into the same rank to mess with things? I think it works fine the way it is that ranks can only alter people lower than themselves (other than the leader of course); it still has some abusable loopholes inevitably but not such drastic ones as if you open up editting your own rank to people. The rest I'm kinda indifferent too, though I don't see a huge need for a vex replacement for non-clan people. Cabbageport and fally tele amoung others already dump you in that general area and it's not like non-clan folks have a massive need to get to the clan portal fast on a regular basis.
  22. Given the teaser images it's a pretty safe bet it's not the cape; though that must be due soon. 27th feb 2002 was when members launched and is thus the earliest recorded account date data (they have told us somewhere that prior to members they did not log creation dates) So it is today that the very first accounts could get the 10 year cape.
  23. Yup averaged out farming juju gives 33% (aka 1/3) better herb yields. The only way for it to not be worth it is some how you managed to not get more than 1 extra herb every 3 patches, which is just not possible. You should be getting 1-2 herbs more per patch (when averaged out) which at a cost of 1 herb per 3 harvests works out great, especially using both patches patches. Example: Say you average herb yield is 6 per patch, juju takes that to 8. So first round, using just the 1 patch. No juju gives 6 herbs, juju gives 7 (1 taken away for making the pot) Second harvest would take you to 12 vs 15 Third harvest 18 vs 23 4th harvest 24 vs 30 (took 1 for new pot) Use both patches and the numbers are even nicer 12 against 15 24 against 31 36 against 47 etc. To make it even more worthwhile you can do a normal herb run with 1 of the juju herb patches (doing both is tricky in the 5mins) so that you get nice profits from the normal herbs + the juju herbs for use later. And of top of that you can even pay to protect the central juju herb patch so you avoid all deaths, and for Erzille (the hunter juju) and Ugune (farming juju) the cost isn't bad at all 3 green and 3 blue vine blossoms respectively. Both fast to grow and very cheap at 10gp a seed.
  24. But prayer in general is not a trigger for it (or at least it doesn't appear to be in what I've seen); he will stomp whether you pray or not. I had him stomp me in the jumping room where you face him alone and that was prayer free. The triggered behaviour is that melee prayer makes him stomp every round.
  25. True that last bit is poorly phrased but its not true that any prayer enrages him. He uses it occasionally no matter what you do; but it is only melee prayer that enrages him and makes him do it every attack. Praying mage or range won't make him stomp every single round of combat, he'll just stick to 'normal' combat where he occasionally stomps. The key difference being whether he does it every 3-5 attacks (at the most frequent from what I've seen) or you pray melee and he does it EVERY attack.

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