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enfield

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Everything posted by enfield

  1. Oo that's pretty fast. Was that in the tav dungeons?
  2. update: 4.1k :ohnoes: :ohnoes: :ohnoes: :ohnoes: :ohnoes:
  3. They are selling instantly for 4k :ohnoes:
  4. wow, does this mean the floor of soa is not reduced on corp? (or is it good because it helps all the other team members by lowering def. if it actually does have high dps on corp, greater than zs, then maybe what you would want to do it use it until corp's def goes down enough so zs>soa).
  5. oh, nice to hear that. That sounds possible. They have the 1-handed thing going for them.. I don't manage my slayer points effectively, so I ended up having to do a task of them today, and I tried them on them, if you follow me, and then I stopped trying them very fast.
  6. plenty of statius warhammers and vesta spears. (in seriousness you want virtus probably; everything else should be pretty obvious)
  7. ah, okay. I did have my suspicions (scientifically backed observations, that is).
  8. They have absolutely no use. Maybe if they were 4speed they would be the best (ranged) thing to use on jadinkos, which would appease me slightly, but still, who even does jadinko tasks in the first place. And they even had interesting mechanics (doing higher damage the further away you were). It's so sad that that all had to go to waste.
  9. yeah? also - has anyone worked our a complete phylogenic (?) map for rs creatures (just curious).
  10. it's okay. I think I'm overreacting maybe. Good points everyone. It's just that right now they are *just* in the range where I don't feel too bad about using them for many slayer tasks (for me who has 2b). But if they went to 4k I would be crestfallen. So this is a sensitive issue to me.
  11. IF everyone starts using Storm of ARMADYL at Glacors it's going to be so sad. The only way the armadyl runes (spells) come into the game is through Glacors, and if people use the spell on the glacytes then there will be very few left for the rest of us, or something. Theory: The price of the runes will increase but people who use the spell at glacors wont care because the shards they get cover them no matter what. So what ends up happening is no one can use SOA affordably for other varied things (like slayer tasks). So, we must *not* condone or promote the use of SOA at glacors. And ideally, we shouldn't use it ourselves (but i don't think this is too much of a problem as long as we don't tell people it's all that great - most people won't catch on by themselves because they underestimate mage). please please please don't spread the word. I'm calling this the anti soa@glacors revolution, which may hopefully counter what I forsee as being the soa@glacor revolution - already more and more people are writing about the soa method and it's scaring me!
  12. Glacors are better for effigies, yeah. Higher drop rate, and faster to kill than a Td for most people probably.
  13. ^ yeah that's right. You would just want to change spells when the glacytes come out (or perhaps after you lure enduring with a fire surge).
  14. It's good for glacytes. Also I really don't think the cost is too bad. I bought 1k arma runes today for 2200ea. That's only twice as much as fire surge per damage. not cheap enough for most of us to use on all of our slayer tasks, but cheap enough for us to use it on the ones in which it makes the most difference I think. It might be the best thing to use at arma/zammy, though i don't really see the point.
  15. You;re calculating wrong =P. The min on slay tasks is already 300+ (with fero). With the equilibrium aura the min would be 450+ (because the max is 597-599 regularly with the b staff of armadyl). Actually there is something not quite clear that would happen for the spell on slay tasks if you were using the aura because the min is > .5*max, meaning that when you apply the equilibrium aura you get a min hit that is greater than the maximum lolz. I dunno which value the game would take.
  16. Equip damage bonuses add, not stack. So the multiplier for those types of bonuses would be what the interface says. I am very sure of this. (i can show you my evidence if you want =P) The slayer helm's multiplier is 7/6 not 1.15, so maybe that was messing you up? I used to think they had to stack because I thought that.
  17. hm I did an iron drag task with soa and staff. Took 22 mins to kill 88 and it was 5.1 armadyl runes per drag. It could be a bit faster if no one else was there.
  18. I tried the soa staff on glacors today for bit, switching to soa for the minions. It's pretty nice - you only use 8-10 spells per glacor, which is nearly covered by the shards you'll get.
  19. There's some subtle things about how the spell works, which might impact how we think of it, so I thought I would share those things. First, as we are pretty sure of by now thanks to numerous people's testing, Storm of Armadyl (SOA) has a floor, meaning a certain damage that the staff can't hit less then, assuming it hits in the first place. And the floor depends on your magic level. And we even know how it's determined. It's equal to 5*(magic level - 77). And the max hit, which starts out at 160 at lv 77 magic also increases the same way that the floor does (rs wiki has nice charts that show this). So at 99 magic you end up with a floor of 110 and a max of 270. And another interesting fact is that damage modifications apply to *both* the floor and the max hit. One question that comes to mind is - do both values (floor and max hit) increase beyond lv 99 magic. Our formulas would suggest the answer is yes, but we need to check it. If it does, then we would expect the floor at 106 (boosted with a wolper or potion, and assuming no other modifications like equipment bonus) to be not 110*1.21 = 133 (the 1.21 coming from the 7 additional magic levels) but (110+35)*1.21 = 163.5. Similarly the max hit would be 305*1.21 instead of 270*1.21 Thant's a big difference. And I've tested it, and the answer is yes! - the formulas for floor and max hit are valid for magic levels above 99. So now how do we think about the dps of the spell? Well, because boosts are applied to both floor and max hit we can think of the spell as being equivalent to one without a floor, but with a max hit of SOA's floor + max hit. In otherwords at 106 magic SOA is equivalent to a regular spell with a cap of 145+305=450! And if you use the armadyl battlestaff you inflict damage 20% faster - or if you were using the chaotic staff before, which gives 20% to magic damage compared to the 15% of the armadyl battlestaff, then it would be 18% faster. Which means with the staff it's equivalent to a normal speed spell with a cap of 531-540!. This is 92.8% better than fire surge, the previous most effective single-combat spell. This is nearly twice as good as the next best thing. Granted, you do have to do the quest, which has tons of time consuming requirements, but it's *not* unreasonably expensive. The runes are already only 3.4k! why do I say only 3.4k? Well because the spell hits so much more your paying less per damage than you would be with fire surge. If you value your cost/damage at the rate of fire surge, than the runes are equivalent to 2k. Yes, that's 3-4 more times than fire surge - and I don't know about you - but I'm already willing to pay that to be able to do steel/iron drag tasks twice as fast, to kill the glacor's minions twice as fast, etc. And I imagine they will drop further, but the point is that if they don't the spell is still arguably worth it - depending how how much you value your time. So the spell is probably more amazing than you thought it was before. And If you thought it was incredible but didn't know why, now you know. Annndd, it goes without saying, but the spell is also pretty awesome in pvp.
  20. Okay i understand, thanks. Even if the raw dps added to the maul would be greater, the dps ratios of the rapier and maul would still shrink, making the rapier in comparison to the maul look better.
  21. I think those numbers need to be weighted by the hit chance of the weapons to be accurate. So It's actually not obvious that added str bonus will favor the rapier, though I would guess it still does (just not by as much). So just like how additional str affects things based on the product of your hit chance and your weapon's speed, additional accuracy affects things based on the product of your max hit and your weapon's speed. For additional accuracy to favor the maul it would have to have a 50% higher max hit than the rapier, which I doubt it does. Also there's the fact that accuracy is less valuable to the more accurate weapon, when its hit chance is >50%.
  22. An obby mace with a berserker necklace is as effective as an SS. So it's the best option for those with 60 att, or who don't have void. I forget if a zs is better than an ss though. But an obby mace can still train str.
  23. You and brunokiller are right. Thanks for explaining that.
  24. Your reasoning is correct, but it is not applicable to RS because there are NO boosts that favor speed that I can think of except for the ferocious ring. prayers, slayer helm, and void don't modify like that, and neither do gear bonuses. Good gear WILL favour the rapier but the way in which it does is independent of weapon speed. In a previous post I explained how it would.
  25. yeah...for dragonfire shield > d defender you'd probably need 95%+ accuracy.

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