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Autumntempest

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Everything posted by Autumntempest

  1. recent comparison of the tuska boots and nex boots: Nex-Gives a flat +18 bonus to ability damage (not including multiplicative boosts) averages out to 10.8 per 100% ability damage of the ability Tuska boots- +1% crit chance Now comes the calculations: Let x be ability damage, then the average damage of the user when using nex boots become 0.6x+10.8 And with tuska boots: (0.0625(+0.01))(0.975)x + (0.9375(-0.01))(0.575)x =0.604x If 0.004x=10.8(Virtus), x=2700 If 0.004=9.9(sub), x=2475 If 0.004x=6.3(skeletal), x=1575
  2. I doubt that though :/ I think going along the trend of metallic dragons, mage might be better, but oh well dragonbane's also a weakness.
  3. I'd suggest subjugation/virtus here over void/seasingers probably. The dps will syncs with penance, since dps gives extra heal, and that armor comes in useful against their hard-hitting mage and ranged attacks, that can really tear through sup void. The not-too-high armour allows you to receive damage, ad at the same time sustain your prayer points. Maybe spellcaster gloves might help you out here if you have a pair, assuming that the glacors dont restore their stats like bosses do.
  4. that was mistyping sorry. Ima fix that.
  5. Sup void>sub>void Sup void(with virtus boots):7.4% Sup void(with sub boots):7.3% Subjugation:6.4% Regular void:(with virtus boots)5.5%(but with a bit more than with sub boots) Regular void(with sub boots):5.5% All of this was done with the assumption that the user has used sup overloads, is 99 magic, using kiln mage cape, asylum surgeon ring and dragon rider amulet.
  6. Dragon dart tips. Those are a bit volatile, but incredible xp without huge loss if training by making offhand dragon darts.
  7. ^ or some other skill you might hate to train that doesnt have a D&D that gives incredible amounts of xp(eg RC) If you chose to train the skill that you'd hate to train, then you can instead do soemthing like buying construct supplies to train con. to save time.
  8. Weak...The world eater armour's damage bonus is exceedingly weak :/
  9. no, the calculations are based on lv 99 magic, and thus world eater will scale with magic level, and not become op for lower levels, unless the crit chance is especially high, but if that is the case it is op for all levels.
  10. Let us not focus simply on boots. Think about if there are more efficient upgrades. I mean skeletal->glacor means a 72 increase in armour and a drop of 10.5 in ability damage, at the cost of 9m+ If something else gives a bigger boost(eg batwing->subjugation) why not do that first? Gloves and boots are usually left for last.
  11. It shouldn't be hard to make one :/I made one on ability damage which was far more complex than an overload spreadsheet would be.
  12. Pking- maybe an abyssal Titan if you're in a group(hits opponents for prayer points instead of hp) Bunyip-less healing than uni but afk combat training he's great I haven't stated one of my favourite combat familiars, but that's cuz it's a bit op and uncommonly used. It requires a bit less than lv99 summon and yet hits decently. It's attacks are also unique.
  13. You mean you wanted someone to make one right?
  14. Like...a few hours to retrieve, but is easier to lose than Gwd armour? Through it's burst damage is likely to be higher
  15. It was above 12m 3 days ago though (armadyl offhand) But its pretty certain its not worth it, especially when there arent lv 75 bolts to accompany it.
  16. Sub, sup ovls, asylum, drider amulet, TokHaar-kal-mej - 8.9% Virtus, sup ovls, asylum, drider amulet, TokHaar kal mej-9.8% Sup void, virtus boots sup ovls, asylum, drider amulet, tokHaar kal mej-9.9% Tectonic, celestial gloves, virtus boots, sup ovls, asylum, drider amulet, tokhaar kal mej-10.8% Incredibly hard for world eater armour to reach anything close to even sub. At least not without the complaints of mountains of players who can't do math. :/ According to the formula, world eater armor will have to raise the critical chance to a corresponding y value to match the below armors' damage bonus 40y+57.5= 65.34(sub)/65.88(virtus)/65.94(sup void)/66.48(tectonic) Sub:19.6%/Virtus:20.95%/Sup void:21.1%/Tectonic:22.45%Sub:313% current crit chance/Virtus:335%current crit chance/Sup void:338%current crit chance/Tectonic:359%current crit chance
  17. That 60% does not depend on a bar, because it is largely independent of ability damage.What affects it is the minimum damage of abilities. The 60% is an average of the most commonly used magic abilities' (maximum damage+ minimum damage)/2, then divided by the maximum damage again. Here's an algebraic expression for it, where x represents the maximum ability damage. (x(max)-x(min))/(2x(max)), where x min is 20% of x max unless it is stated in the ability to not be so. Using wrack as an example, It usually deals up to 94% damage and its minimum is 20% of 94%, which is 18.8%. the maximum being 100 of the ability's potential damage and 20% of the maximum should pretty much apply pretty much all abilities, unless stated. The stated abilities are Omnipower(50% maximum as its minimum damage), combust(53%), wild magic(23%) and tsunami(67%). Of these abilities, combust and wild magic are regularly used abilities in the average magic bar, and of the 2, only combust has a minimum much higher than 20% of the maximum damage. If you can suggest the percentage to tweak the 60% to, please do. ANd oyu actually made me rethink about using a kiln cape instead of my ardy cloak 4 :o Meanwhile I'll continue with the armor calculations.
  18. So you want me to use optimum mage gear for comparison? I can do that And what do you think I am to do about the non-critting max hits? I think my formula gives a result relatively close to a true comparison of the armors. I'd welcome a suggestion if you have a better alternative.
  19. 0.0625, 6.25 is a percentage. Here, I'll make it easy for you. https://www.wolframalpha.com/input/?i=57.5x%2B97.5y%3D60%2C+x%2By%3D1 My solution:y=0.0625 and your equation: https://www.wolframalpha.com/input/?i=57.5%281-y%29%2F57.5%2B97.5y%2F57.5%3D60*57.5 Your solution:y=4957.94 Seems like you came up with an equation entirely different to mine at the start :/
  20. Here's where the 6.25 came from: 57.5x+97.5y=60 x+y=1 x=(1-y)---->placed back into the first line 57.5(1-y)+97.5y=60 57.5-57.5y+97.5y=60 40y+57.5=60 then 40y=2.5 y=0.0625, or in percentage terms, 6.25 so 0.0625x97.5+0.9375x57.5is indeed 60. I did also state that the formula was based on the assumption that all values were between 20 and 100 and that it was random, therefore the average would be 60 I do know that skillcapes anrent the best in that particular slot for magic, but it was used as an example. And I didn't know you could do max hits without critting O.o Is there some proof of this?(unless its something like combust that cannot crit at all)
  21. Mod edit: World eater armor hasn't been released yet and its ability and other stats may change in the future. Being someone who's interested in rs mechanics, I decided to do a comparison of the percentage crit chance that the world eater armor would have to provide for it to be able to compete with other armors. Robes of subjugation, dragon rider amulet, skillcape, asylum surgeon's gives 161 damage, which goes through a 1.5x multiplier before being added to the final ability damage. Assuming this gear is used with supreme overloads, and that the user has 99 magic, and a level 90 magic weapon, the total ability damage is 2141(may be not be accurate due to rounding), where subjugation and the skillcape takes 1.5x(87+21), which is 162. 162/(2141-162) is around 8.2% extra damage. When the same is done with virtus: Virtus+skillcape+sup overloads+asylum surgeon+dragon rider amulet+:9.1% Superior elite void(+nex boots)+skillcape+sup overloads+asylum surgeon+dragon rider amulet: 9.1%(this is without the accuracy bonus being factored in) Tectonic armor(+nex boots and celestial gloves)+skillcape+sup overloads+asylum surgeon+dragon rider amulet:10.1% The above highlighted armor parts are the ones that take up the slots that the world eater armor will take up, and to show the percentage bonus damage the armor adds to final damage. This is to make clear the trade-offs when it is worn instead of its alternatives. From rs wiki, we know that damage has a minimum hit of 20%, so the damage of the average non-miss attack ranges from 20% to 100%. Assuming the distribution is even, our average damage would then be (100+20)/2, which is 60%. critical hits are 95-100%, and therefore non criticals are 20-95%. The average non crit hit is (95+20)/2 or 57.5% and (95+100)/2 for crits or 97.5%. Let x and y be the chance of landing a non crit and a crit. Then 57.5x+97.5y=60(no bonus to crit chance) and x+y=1 when combined, 40y+57.5=60 and y is therefore 6.25 here Now, if world eater armour is to be equal to subjugation(+skillcape), it has to give 8.2% extra damage to compensate for lower damage bonuses. 60*1.082 is 64.92 the equation is now 40y+57.5=64.92, which is 18.55%, nearly 3 times 6.25%, meaning to be able to match sub's(+skill cape)offensive capability, the world eater armor has to nearly triple the current chance of landing a critical hit. (hardly likely without multitudes of players with a lack of mathematical knowledge calling it OP, devaluing dps armor and asking for a nerf) And I never knew that sub, sup void, virtus and tectonic were that close together
  22. Other insignias in comparison: Healers-+10 prayer bonus can save you a lot on prayer points, especially at high level bossing. The extra heal from food doesnt seem to be much useful Attackers-Quite impressive burst damage, if used in pvp, its burst damage is more useful in pvp than it is in pvm (though that might be risky) Defenders-150 armor or 300 when a shield is wielded, nothing to laugh about 300 extra armour, which can really help with tanking, unless its typeless damage I would personally go for defenders or healers, but its up to you
  23. I'd advise making non-sellable potions. Adrenaline potions and then later replenishment potions. But before then, get 3 pieces of the factory outfit, using thalers or something. this is useful even after 99 herb. the replenishment potion is made of a super restore(4) and an adrenaline potion(4). If taking into account the whole production process, The adrenaline potion is approximately 266.6xp and the replenishment potion is 256.9 xp Costing 8822 to make, you gain 523.5 xp (16.8 gp per xp-relatively economical)/(14.3 with scroll of cleaning) And at the same time you save about 9.2k (current price) that is needed to buy a super restore flask. End product? You basically made something that is better than a super restore flask, at a lower cost, giving considerable herb xp, which you can use for bossing or something. An alternative would be the super prayer renewal. If sold after production it is 0.6gp/xp with scroll of cleaning.
  24. But normal weapon poison takes up a heckload of space. And you have to drink it quite often. if you have a yak or something that's fine, but it'd look strange.

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