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Autumntempest

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Posts posted by Autumntempest

  1. Its probably worth using on anything that can be poisoned and has worth in killing.

    It allows you to move on without finishing your kills so the poison can finish them off.

    For example you kill 20 monsters in the time you use up one poison + dose

    and the poison activates once on each monster, dealing 300 damage on each activation.

    for the price of 807, you've done 6k damage.

    Of course, poison tends to do more than that and you tend to kill more than 20 monsters in 5 minutes

  2.  

    But if you do decide to do something like taking all that time to make a rune arrow and then alch it, why not just sell the rune arrow and buy something more profitable to alch?

    Because rune arrows sell for less than the high alchemy value.

     

     

    It's the same reason that you don't buy a phat and alch it for money

    Not even remotely close, only a moron would buy something worth millions to high alch it.

     

    I only use high alchemy if the hi-alch value is higher than what I can sell it for on the grand exchange, which applies to most items.

     

    Lemme give you an example then.

    Rune arrows are currently 150 and alch for 306, meaning you get 156 more gold than selling in ge...but nope. the nature rune costs 179 gp.

    You've made a loss of 23 gp by alching it.

    Instead lets say you sell your rune arrows and buy something....say a polypore stick.

    Its ge price is 40997 and it alchs for 45k. haven't you made a greater profit by doing that?

     

    Now about the phat thing.

    I may have misunderstood what you said then, but dont assume that the fletched bows and arrows are free. They may not seem to consume anything to make, but it will at least consume time. Time, which can be used for other activities that are more profitable or give faster xp.

     

    If you take time efficiency into account or in other words opportunity cost, you will consider many things that cost gp better than things that are "free"

    for example, crafting xp. Many people prefer playing the ithell harps over traditional crafting training methods, because they are "free".

    But now think of the opportunity cost.

    You might for example be able to kill roraris, and get about 1.5m an hour.

    Making green dhide bodies is about 297k craft xp an hour, equivelent to about 6 hours of harps, but at the loss of 2214k per hour(rswiki) this means I am able to kill roraris for 2 hours, craft green dhide bodies with ge brought green leather, and still have 786k more than I started with, some more combat xp, a bit less construction xp and harmonic dust, and have an extra 3 hours that I can do somethign else with instead of the time used to play harps for 300k xp in 6 hours.

    • Like 1
  3.  

    Well dung does give some brilliant rewards that are definitely worth using though. The amulets are great, bone crusher and a prayer necklace is pretty much part of every pro slayer's gear, frost dragons are a stable source of income and melee Xp, summoning would be much more of a pain without the charming imp, and the Xp in other skills from training dung isn't bad at all.

     

    I see your point, but I can't go back to that dungeoneering place since I can't stand how everything there looks bland in comparison with the main game.

     

    Especially if done solo. I pretty much got 80 dung solo when I was f2p. Its something I probably rather not experience again. THen there's sinkholes now, though they reward much less dung tokens than training using dung floors.

  4. If using mage ranged and a yak, you might considering bringing some jugs of wine for initiating battle with.

    Jugs of wines don't drain adrenaline, and don't drain your mage/ranged, or you might use sara brews, but they drain your stats and reduce your damage potential.

    Bringing a shield would probably be a must, due to its potential to drastically turn the fight around, give you time to eat (sara brews when using shield abilities is best, since you're trying to maximise healing and damage potential doesn't matter as much as before.

    Using poison is worthwhile, and when in combination with some other sources of dps (attacker's insignia(risky), dark magic aura,etc) can force the opponent to eat more often, draining away at your opponent's damage potential.

    Portents of degradation (attuned) will greatly help with the fight. When combined with the other sources of damage above, can pose a significant threat.

    The ring of recoil is quite economic for a pking ring. Its basically a leviathan ring without stats, where the damage reduction is replaced by a damage reflection with a quatrupled effect, and where it breaks much earlier.

    A world event teleport token helps quite a bit when escaping.

    When using mage, I suggest either with teleblock-entangles-vulnerability or ancients in high level wilderness.

    WIth melee I suggest bringing dry mace+eee, or superior ancient mace+eee when pking in a group.

    I'd also recommend using a pop helm for headslot if you're confident in your pking ability/if you arent risking anything valuable.

  5. Well dung does give some brilliant rewards that are definitely worth using though. The amulets are great, bone crusher and a prayer necklace is pretty much part of every pro slayer's gear, frost dragons are a stable source of income and melee Xp, summoning would be much more of a pain without the charming imp, and the Xp in other skills from training dung isn't bad at all.

    • Like 1
  6. @blaze it's a loss because you're burning what you've gained.

    In your sense, you haven't really made a loss from the start of playing runescape, since they were from your gained items. But if you do decide to do something like taking all that time to make a rune arrow and then alch it, why not just sell the rune arrow and buy something more profitable to alch?

    It's the same reason that you don't buy a phat and alch it for money

  7. Problem is that if you fletch them you either have a full inv of unstrung bows, or usually end up with a loss of some kind and a stack of shafts.

    Then you'd have to bank if making the bows was your choice.

    I'd rather cut ivys if I had to deal with either crappy fletch xp rates and a loss or banking unstrung bows every 28 logs.

    Thing is, its not a very rewarding skill even when maxed.

    Nor is construction, I guess, but it was useful at some point when I needed to repair weapons.

    Farming is pretty nice at high levels, earning some relatively stable income from growing herbs.

    Agility requires too much attention for me, but guess it does have its uses, though limited.

  8. For me it'd be woodcutting. It seems to take forever and doesn't really have a practical use to it.

    Someone mentioned firemaking, but I think fm is more useful.

    If combined with damage reduction, firemaking boost  can actually be useful at warbands.

    Though people tend not to use it, firemaking gives a 4.6% hp boost(past level 90). though not significant on its own,

    my wbs gear(mask of gloom and royal) give 18.24% reduction to pvp damage, my aegis aura gives a 10% reduction, and my prayers(assuming that I've not been sniped) reduce damage by 50%.

    the final damage is reduced down to is 0.5*0.8176*0.9, which is 36.8%. assuming prayers arent on then its 73.6%.

    I usually use gorajian mushrooms for tanking pkers, and here's where higher lifepoints come in.

    gorajian mushrooms reduce damage raken per hit by 4% of your total lifepoints. for me that's 9900, and with a bonfire boost that's 10355 each hit for the next 10 seconds where I eat the mushroom, my damage recieved per hit is reduced by 414. When the damage I receive is less than 414, I am healed for the difference. from this, when combined with the damage reduction, the minimum hit required to deal damage to me when the mushroom effect is active and

    protection prayers active is:

    414/0.368, which is 1125

     

    without prayers active is:

    414/0.736, which is 562

  9. I personally prefer brought weapons over the ones that are "free" (I dont see them as free cuz).

    For example you buy a virtus wand and book. lets say that's 18m and the free alternatives are chaotic staff and the attunned crystal staff.

    for the virtus weapon set after you're done with them, you can sell them back, but what of the chaotic and crystal staff?

    For the chaotic staff you use 200k tokens. Once you're done with it, you might decide to destroy it, and in the process you lose approximately half of its value. With an attunned crystal staff, you cant even forcibly refund its value. 

    And you might move up the tiers pretty fast too, after all repairs on the staff of darkness are even cheaper than that of the level 80 weapons.

  10. Demon horn is definitely worth getting.

     

    What Autumn is referring to is (I think?) the blood necklace shard, which can be used for a powered-up amulet of fury or the Arcane Stream/Brawler Knockout/Farsight Blood necklaces. It does cost over 10 million though. Also, it degrades. A Saradomin whisper/murmur/hiss might be a cheaper and more affordable option for the time being.

    Initial cost is 10m but afterwards, its about 500k per 20 hours of use.

    For the extra dps and regular healing, I'd say it'd be part of any high leveled slayer's arsenal.

    Demon horn is worth it  too if you have the prayer level( you're curently 9 levels away on prayer, 3 on dung)

  11. Spear first, because spear will be quite useful later on for corp, frosts, general slay, and even future pvp (prayer smashing) and since they'll likely be buffing the 2h melee abilities soon. (but since you have rapiers, it may not be ideally your next chaotic)

    Crossbows should be considered too if you dont have 85/83(b) herb, but with shield abilities and a few tries you should get a royal crossbow

    Also consider getting the shard to make the amulets if you dont already have them already?

  12. I think making it level 80 would be a good idea. 85 is borderline acceptable, but I'd argue that it isnt. A mainhand drygore costs about 170k per hour in repairs, which is currently more expensive than the costs of using a lv 80 enhanced darklight with supreme overloads, but I doubt that the drygore mainhand will outperform the lv 80 darklight with supreme overloads. Making it level 85 Making it level 85 may well mean that the user will get drygores later on, because prior to that its so easy to use darklight to train to 99 melee instead of training with drygores. Its not like there are any absurdly high skill or quest requirements either to justify making it level 85.

    And since there is no slayer level restriction on waterfiends, even players with very low levels can wield the upgraded darklight and gain xp much more than what they can gain elsewhere.

  13. I really hate to bring it up, but the reason Runic Accuracy is better than Dark Magic is because of how much hp Vorago (or Araxxor if you feel like maging it) has. DM gives procs a bleed that starts at either 5% of the target's max LP or a bleed calculated using [(M+1) * 15] where M is your magic level. Whichever one gives lower damage is the one that procs. In Vorago's case, since it has 250k LP, the bleed would either start at 12500 or 1785. DM would *easily* be better if the bleed was 12.5k lp, but due to the much lower bleed damage and the already low bleed proc chance, Runic Accuracy is better. That being said though, Dark Magic is still an excellent aura to use while Runic Accuracy is on cooldown.

     

    As for the Spellcaster Gloves..... When they were first buffed back last fall, they worked exactly the way you described. The were OP as [bleep] and it made Vorago have practically a defense level of 0 if the whole team had them. This made Vorago duoable and made 5-6 man kills around 9 minutes, so they made Vorago (and most other bosses) re-buff his stats every few seconds to prevent the gloves from being overpowered. This is why Ice Nihils and Smoke Nihils are practically the same when used against bosses as the debuff effect of the Ice Nihil is nullified every few seconds. This is also why the only debuff spells worth using are the ones that straight increase damage instead of lowering defense.

     

    The Dominion Tower Necklace? It is a good amulet, but it takes ages to get so nobody uses it.

     

     

     

     

     

     

    ON TOPIC

     

    Your luck is so good I swear. You're probably going to get a p5 Vitalis this month. I can feel it.

    Didnt know about that with the rebuff thing :o

  14. Dying with it and collecting the money (via a friend) is actually a viable option:

    the normal seasinger robe top are currently 2.7m and cost 80 chi to make

    the superior sea singer robe top costs 100 chi to make

    if you make a normal version of the seasinger robe top and sell it, each piece of your chi used to make the robe top is worth 2.7m/80, which is 33750

    if you use a superior seasinger top and break it to retrieve the convert coin value,its worth at least the value of12/10 times the normal sea singer top plus 1.8m from breaking it.1.8m/20chi makes each extra chi in making the superior sea singer robe top worth 90k.

     

    overall the superior seasinger top is worth 3.24m+1.8m, which is 5.04m, or 50.4k per chi as opposed to the normal seasinger top's 33.75k

  15. in gear terms you might want to switch out the supreme runic accuracy aura for a dark magic aura(wiki claimed the dps increase to be 5-15%, dependant on hp of monster, but you dont have to worry about that cuz vorago is 250k hp per phase).

    dps boots are a good idea too.

    If you go tanking you might consider switching void knight gloves for spellcaster gloves (if the effect works on vorago it can boost your entire team's dps).

     

    Should the stat drain work on vorago, your team gains a 24% accuracy bonus after 10% of vorago's defence is drained.

     

     

    In ability terms you should consider making sonic wave your first ability in the bar if you use revolution some of the time. it might also help to put dragonbreath before combust.

     

    Should the stat drain work it will drain 10% of vorago's defence.

    From accuracy formula:

    Vorago with 81 defence: 425+324+40=789

     

    Vorago with 90 defence

    583+360+40=980

     

    980/789=1.24

    Meaning your team will be hitting 24% more often if it's stats are drained by 10%

     

    Should the stat drain not work then void would be the obvious choice.

     

    Now about runic accuracy, it gives 10% accuracy bonus, so max it gives is 10% more average damage.

     

    On the other hand, dark magic aura gives up to 15% damage, where according to rs wiki the higher hp the monster the more effective it is.

    Dark magic aura reaches the peak of its efficiency when (magic Lv+1)*15<5% of the monsters hp.

    This cap is at 30k hp, and vorago's hp far exceeds this number.

     

    You might also consider extreme Dom medallion vs dragon rider.

    Dom medallion is 1% extra accuracy, and 28 extra damage. That 1% can mean a lot especially when your total ability damage is surpassing 2k.

    That 1% may mean that the extreme dom medallion has an invisible 20+ extra ability damage.

     

    On the other hand, dragon rider increases the damage of one of your strongest abilities, dragon breath by 10% and has a nice +10 prayer bonus.

    Considering this, dragon rider amulet is more powerful with magic, but extreme dom medallion can possibly be as strong as an amulet of souls on non 100% accuracy targets.

     

    *places accelerator and misaka in fight cage*

  16. Unlike damage, accuracy has a cap to its usefulness.

    if dps is taken as accuracy x damage

    then the accuracy sup elite void is taken as 

    (original accuracyx1.03)x(ranged damagex1.07), which is a 10% boost in dps at max.

    I would say that sup elite void is a set of lv90 armour, with a lot less armour and degrade costs.

  17. Hmm an interesting proposal, especially since drygores are relatively inexpensive in comparison to the other two combat classes. I wonder though - if we have even stronger melee weapons, wouldn't it further devalue other classes? With a T95 melee weapon you could tear through even more hence eliminating as much of a need for other classes and maybe driving down prices of other weapons. The effect on the economy would be an important thing to consider, especially since it wasn't that long ago that noxious were introduced into the game.

     

    In terms of PvP armor - the concept is nice, but does anyone go into the wilderness with their 40M of degradable equipment in the first place? I thought usually people wanted to risk less than that.

    PVP armour doesnt have to be for pvp. It might be worth using in pvm as well, and there are a few places where armour can be useful, especially if they fix it.

  18. You can't just say (75+82+94) because what if they used Dragon Breath instead? It would be (75+82+(188*1.1)) which would throw off your calculation.

     

     

    Also, when you "stack" an ability, it doesn't actually hit twice at once due to the responsive combat update.

     

    I'm done posting though. Just be informed that Wand/Orb is the exact same as Staff unless using them against a target where you don't have 100% accuracy, at which point, the staff gets slightly better dps.

    You get the general idea. but you're contradicting the data you've provided earlier which claimed that they stack at the same time. "can press a 3rd ability after stacking the 2nd hit of Concentrated Blast with a non channelled basic ability is the same as the time it takes from pressing a non channelled basic ability until one can press a 3rd ability, after using two non channelled ability basic abilities." I'm not saying you cant contradict your data, just saying that you should voice out what you think it is now, instead of saying "your data's wrong, but so is mine, but I still think my claims still stand"

     

    And no it wouldnt be (75+82+(188*1.1)), dps would be (75+82+188)/2.4 (for the portion of the specific cycle with concentrated blast as the opening ability) (where 2.4 is from the information you provided to me.

     

    Wrack was used in the example to show the difference in damage. it obviously wasnt supposed to be taken as representative of the average of all ability damage of basics. And please please please back up your facts with data. A claim about one thing being better than another without data to support it is akin to claiming that blue men live on the moon.

  19. I see lemme correct this then
    So first 2 hits take 2.4 seconds and third hit plus the stacked ability takes 1.2 seconds?
    And that stacking an ability on conc blast at the second hit gives 157 damage plus the damage the ability gives in the time of 2.4 seconds?
    Basically if wrack is used that's
    First 1.2 seconds: 75%
    Next 1.2 seconds: 82%+ 94%
    In dps terms,
    (75+82+94)/2.4 compared to sonic wave's 157/1.8?

     

    Or when used with wrack,

    (157+94)/3.6 which is even worse than 157/1.8

    That's 141% damage per second as opposed to 87.2%/69.7%(with wrack)

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