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Soma2035

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Everything posted by Soma2035

  1. Soma2035 replied to The Observer's topic in Off-Topic
    I finally got a beta key (pre-order one, so no friend invite), and I was placed way higher than I expected. o.O I think it has to do with the amount of Protoss opponents I've encountered though. I play 2v2 and most of the time if they have a toss player, the game's over pretty quickly - it feels like Protoss is kind of underwhelming right now...
  2. 3-6-9 days of bonus xp per year vs 365 days of bonus xp per year is not on the same scale. 99s are never devaluated, only the opinion of people on their "status". The scale is irrelevant. The point is, there's no reason to make the majority of the game easier for a selective period of time. If anything, I'd prefer doubling experience all the time, since having it be exclusive to certain weekends is unfair to many players who don't play at those times. It also creates this attitude of "should I save something in case the weekend comes soon?" Simply doubling experience, or even tripling experience, is probably better for Runescape that bonus weekends.
  3. Seeing as standard 2H Swords, Tzhaar-Ket-Om, and the Granite Maul are all tier 3, I'd expect Gravite 2H to share that, whether or not it was meant to be a maul. Jagex has stated that the weapon balance for dungeoneering was significantly altered, but they had no intention to make it universal through Runescape. Then again, with the way things are going, I would not be surprised if it turned out to be something completely random either.
  4. AHHHHHH!!!11 hide your p-hats! :ohnoes: Looking for Baal!?
  5. Quick find code: 15-16-995-60852871 Just a warning to you all. I don't know if this is true, although someone else in the thread confirms it. However, if the rewards page doesn't accurately represent the Gravite Longsword, it may not accurately report the stats of other items either. If you're on the verge of purchasing a Dungeoneering reward, I recommend waiting until someone from Jagex looks over the items and the matching knowledge base information and confirms that what you see is really what you get.
  6. A lot of people don't realize that the multipliers are applied twice. It's already been tested and proved that "Bonus Rooms" first gives a hefty bonus to your base floor / prestige XP, and is then applied again onto the average along with the other multipliers. Also, from experience, on floors 2X I was earning ~10K with a 3-man team and ~20K with a 5-man team (with less modifiers, as we found more impossible obstacles). In the end, my guess is that the rate is roughly the same. Several of the people within the top 100 on the high scores play alone, several play duo, and I've seen many play with large teams. If you do the math, it works out too. Floor 32 5:5 Large yields nearly 50K experience. If the difference between 3-man and solo is proportional to the difference between 5-man and 3-man, then a solo players probably earns ~10K per dungeon. Seeing as the 5:5 Large takes a little more than an hour, while the 1:1 dungeons take maybe 10 minutes, after you factor the time spent between rounds and the occasional disconnect / lag spike / browser crash / etc, you come out with approximately the same rates. A coordinated 5:5 team is naturally faster than my last minute scrapped together people standing in the lobby teams. So in the end, I guess it really does come down to what style you want. If you find solo-ing dungeons and clearing many of them quickly, magic probably isn't so useful. But if you're playing with a large team, magic is very, very effective and more than worth the small amount of time it takes to setup. I still want a Celestial Catalytic Staff. :P
  7. -Also take into account the typing, buying runes and clicking through the menus (and if you're with a full team, if someone opens a new door, all the menus are turned off). This makes it for me highly unlikely to do it under a minute or 2-3.. Considering on average a dungeon takes about 10-15 mins to complete: 1 minute is a 10% of the dungeon time, heck best is to simply gather enough food for the boss, open all rooms and then don't kill anything except boss.. An average dungeon takes 10-15 minutes? You're obviously not playing the largest dungeon size with the most people possible. >.> An average dungeon for us is somewhere between 45 to 75 minutes. Also, I'm pretty sure I already mentioned this... but every game, we send someone to craft 150+ Airs, Earths, Cosmics, and Laws anyways (and Astrals for poison cure, Deaths for Vengeance) . We clear the full floor, so gate stones are invaluable. By the way, what's the XP rate for 2:1ing dungeons? As far as I can tell, 40k+ an hour is fairly manageable at 60+ dungeoneering with a team of 5... so if each dungeon takes ~10 minutes including ending time, you'd need to be getting 7k+ per dungeon to match that.
  8. Damn you, I've been trying to get that staff forever. It's just not working out... Magic isn't so helpful for small dungeons, but in larger dungeons, particularly with big groups, I've found it invaluable. Making the runes isn't a big deal - you're going to make a significant amount of runes anyways for Gatestone spells and possibly High Alchemy, Cure Me, and Cure Group. As long as you have 65 RC and use magic conservatively, simply binding 125 Blood Runes should last you. The easiest way to get these runes, I've found, is simply playing Complexity 1 with a bunch of friends that have high magic levels. Have them give you the runes, bind them, then leave. Magic is much, much faster at killing high level Forgotten Warriors and Brutes. I've already got a Primal Maul binded, I'd like to make my second bind a Celestial Catalytic Staff but I just can't find it. :( Also, gear isn't an issue. Just clearing a medium / large dungeon usually results in several pieces of Spiritbloom, Ecto, and Soulbell from the Forgotten Mages. You can purchase additional Soulbell / Ectograss to finish up your set after (if you don't have boatloads of cash by the end of the dungeon, you're probably doing something wrong.) Still you have to make them: slowing you down a lot.. Meleeing with a prome platebody bounded almost nothing can hit me! 1250 Fire Runes = 42 Crafts 875 Air Runes = 12 Crafts 125 Death Runes = 13 Crafts That makes 67 crafts, or barely more than a minute. Considering the rest of the team is still moving forwards, delaying that one person's return by a single minute isn't a big deal. And for those who say you can easily kill anything with melee, magic kills Brutes / Primal Forgotten Warriors much, much faster than melee, both of which are fairly common. EDIT: I guess I should've mentioned this, I play exclusively with teams, and one of my teammates always uses melee, with another always using range. Usually our 4th and 5th team members use melee too. I've found that one person Fire Surging kills a Primal Forgotten Warrior faster than three people with 90+ melee stats and Promethium mauls can (found this out first hand when we walked into 2 of them at once). Magic is also useful for many boss fights, as Jagex was kind enough to not give them all incredible magic defense.
  9. Damn you, I've been trying to get that staff forever. It's just not working out... Magic isn't so helpful for small dungeons, but in larger dungeons, particularly with big groups, I've found it invaluable. Making the runes isn't a big deal - you're going to make a significant amount of runes anyways for Gatestone spells and possibly High Alchemy, Cure Me, and Cure Group. As long as you have 65 RC and use magic conservatively, simply binding 125 Blood Runes should last you. The easiest way to get these runes, I've found, is simply playing Complexity 1 with a bunch of friends that have high magic levels. Have them give you the runes, bind them, then leave. Magic is much, much faster at killing high level Forgotten Warriors and Brutes. I've already got a Primal Maul binded, I'd like to make my second bind a Celestial Catalytic Staff but I just can't find it. :( Also, gear isn't an issue. Just clearing a medium / large dungeon usually results in several pieces of Spiritbloom, Ecto, and Soulbell from the Forgotten Mages. You can purchase additional Soulbell / Ectograss to finish up your set after (if you don't have boatloads of cash by the end of the dungeon, you're probably doing something wrong.)
  10. This is a typical run for us. I clocked this run at about 55 minutes from start to finish. I'm pretty sure 10K an hour is understating the 2:1 tactic, since the people racing on the highscores allegedly use it.
  11. Really? I've been told duo-ing is the fastest way to train, but when I play with my teams, 3:3 medium takes a little under an hour and usually yields 11K-14K. A 5:5 large takes a little over an hour, the one time we managed to get a large enough team, we earned 19K. I've been playing this way since it's more fun and challenging, and thinking the whole time that the rate is lower than for playing 2:1 Small. So in general the fastest way to train is simply to find an experienced group of 5 and do the large dungeon? I don't know. I haven't been paying attention to the exact rates, I've been playing purely for fun since I figure the rewards are all subject to change anyways. I just figured that since everyone's talking about how great 2:1 is (several of the top HS players reputably use it), it would at least be better than the rates I've been seeing...
  12. I tried maging with Wolpertinger. I still do once in a while. But yeah, I've really made peace with crashers. I just solo, use non-LS worlds, or hop now... which is why I go with Salamander. :)
  13. In reality, the advantage is actually very little. But that's not the real issue. The real issue is the perceived advantage, because ultimately, you don't want to "win." You want them to leave. This is the same on their end - they don't want to split the kills with you 50-50, or even 60-40. They want you to leave. The message you need to get across is "I have the advantage. If we keep going, you'll be hurt more than me. So you should leave." I've tried SoL at DKs once with a team. We had two mages. Two people crashed us using Void Maces. Despite us matching their kills one for one, they refused to leave. Or maybe they couldn't count, but they thought they were winning, so they stayed. In contrast, I've used Void Mace vs Guthix Staff several times. Again, despite what you'd expect, we matched kills one for one. But they left after missing a few kills in a row. I actually bring Extreme Magic Potions to DKs now only to enforce this message further. Obviously I won't be using them for the whole trip, and using a Wolpertinger would cripple my staying power, not to mention, profit. But the best way to scare off crashers is to show them you have the advantage, and demonstrate it. It's a psychological matter more than anything. EDIT: Also, I know it's a bit eclectic, but the Black Salamander is far superior if you're goal is profit maximization, which is the only advantage the SoL really confers over the Void Mace. With a decent pray level, the prayer costs are negligible. It still kills fast enough that a coordinated two-man team can keep up with the spawns.
  14. They accidentally shifted around the stats with some items in the knowledge base. I've come to this conclusion when I saw a two-handed sword with +160 magic attack bonus. But... where would they have shifted it from? 2H Swords have slash and crush attack bonuses... it almost looks like they meant to have a Gravite Maul and replaced it with a 2H because there aren't any mauls on F2P yet.
  15. Really? I've been told duo-ing is the fastest way to train, but when I play with my teams, 3:3 medium takes a little under an hour and usually yields 11K-14K. A 5:5 large takes a little over an hour, the one time we managed to get a large enough team, we earned 19K. I've been playing this way since it's more fun and challenging, and thinking the whole time that the rate is lower than for playing 2:1 Small.
  16. Speaking of the F2P items... why does the Gravite 2H Sword penalize slash attack? The KB doesn't strike me as particularly reliable right now...
  17. OK, but your base exp shouldn't be raped to hell just because you couldn't do that room, or in my case by extension, couldn't do other rooms because the room you couldn't do contained the key to access the other rooms. I don't know how true this is either. How big of a dungeon was this? I'm currently 57 Dungeoneering, playing almost exclusively with 3 or more people and the largest dungeons available. The closest thing we've had to your situation was having maybe 4-5% bonus, and having no way to continue... or so we thought. We were rather worried that we hadn't had enough time to gather food and supplies, so we were combing the dungeon for fishing spots and the like when one of us found a key buried under a pile of loot. Lo and behold, we finished with 10%. I don't believe I've ever been trapped into finishing a dungeon with under 9%, so I don't think it's a common enough occurrence to be a game-breaker. Then again, with the notable exception of Dungeoneering, I have 70+ all skills, and one of my team mates has 80+ in many of the skills in which I'm weaker at. Maybe this is a bigger problem for people with lower skills. But that's still fine IMO, because it's a bonus on your base XP. It's an extra that needs to be earned, and if you lack the other skills to earn it, I guess that's just how it's meant to work. The real game-breakers, in my opinion, are glitched critical rooms. Key stuck behind an unbreakable, nonexistent rock. Statute being pushed off the mat and against the wall. Being able to accidentally trap yourself permanently in the barrel-pushing room (haven't actually done it, but at a glance, it's most certainly possible).
  18. That's not necessarily true. I'm 71 RC. My team mates at the time of this incident were 65, 5X, and 5X. We encountered an obstacle that required 104 RC. The required path is set so that your party can complete it without the use of potions. Of the optional rooms, some will have easily met requirements, some will have requirements that potions will reach, and some will have requirements that potions will not reach. I don't think it specifically adds 'x" to your level for the optional rooms.
  19. As in any time you are hitting less than one in fifty times because you are wearing full rune to barrage with? That is what it takes to make those things better than the Staff of Light... and probably missing even more than that as well. I'm sure hardcore PKers would be more than willing to rant to you for hours about how their would-be-victim escaped with 1 HP / 10 LP left. Zuriel's also allows the slowing ability of Miasmic, which is very useful both while PKing in deeper areas and in mass combat mini-games like Soul Wars and Castle Wars. In these situations, Zuriel's shines. If you're going Dagannoth Kings with a team, Void Mace has for a long time been the weapon of choice. In comparison to the Staff of Light, it offers significant prayer bonuses, some defense bonuses, and ALSO has a bonus to max hit, as Claws of Guthix hits harder than Fire Surge. It's not a big bonus, but it's enough that, if you were to be crashed by someone with a Staff of Light, over the course of many kills, you will be hurt less. In other words, the point is intimidation and threat - if you crash me, you'll be hurt more than I will, so I obviously won't give in. I have been crashed, but I wisely took my Void Mace. After ten kills or so, I had a slight advantage (although not much of one), but they hopped regardless. When you're using magic purely to proc the special effects (particularly Ice Barrage against certain bosses), Master Wand shows superior accuracy. It's not much of an advantage, but it's enough to warrant it when you don't need the minuscule damage boost (if you're having trouble hitting, you probably mean to stop attacking once you've landed one cast anyways, switching to range perhaps after the target is frozen). And +3 is enough to make a difference... the advantage of Arcane and Mage's Book is only +5 and that made a fairly large difference at GWD Saradomin at least. I literally keep all four of these staves. I have my Zuriel's for when my friends ask to CW or SW, I have my Void Mace for Dagannoth Kings, I have my Master Wand for... well right now it's just there since I haven't gone God Wars for a while. And I've got my Staff of Light which I use for Ice Strykewyrms. That's really about it. Oh... and why do people still burst anyways? Bursting seems to go from 140 to 170 Crimson Charms per hour, some people say up to 200. Waterfiends goes from 120 (with mediocre gear and stats) to about 220 (with great gear and stats). Also, with help, anyone with some food that's at least level 40 or so can get ~145 per hour at Waterfiends. Bursting provides some magic and hitpoints experience, but this is only beneficial on a temporary basis anyways - eventually you're going to hit 99 / 99. In any case, the point isn't that Staff of Light is crap - it's certainly not. The point is that Staff of Light is NOT the indisputable best mage weapon. And the Chaotic Staff is essentially, to our knowledge so far, just a Staff of Light without the rune-saving ability. Hence why I stated that if the Chaotic Staff doesn't have any not-yet stated benefit, it would be even greater of a disappointment than if the Chaotic Crossbow didn't have such a benefit. At least the Crossbow would be an improvement over a Rune Crossbow...
  20. No. 5, 6, and 7 are 3 different numbers, not 7...Youd have a progress of 3 Except I finished 1, 2, 3, and 4 before I pressed the button too? It doesn't matter, I just tested it and this is indeed correct. I still think Jagex's writing is ambiguous - just because it was before the last time I pressed the reset button doesn't mean it wasn't before this time, in fact, it most definitely is before the second time the reset button was pressed, but it's all water under the bridge I suppose.
  21. Are you sure? As in, have you actually tested this before? Let me quote the portion of the KB that made me think otherwise. Note that it states "set your prestige total to a fixed total," rather than "current progress." If I raid floors 1, 2, 3, 4, and 5, reset, then raid 5, 6, and 7, then I've raided 7 different floors before I pressed the reset button this time, have I not?
  22. Question about resetting prestige for the experts out there, Hypothetically, say I complete floors 1 through 35. I reset. My current progress is now 0, my previous progress is now 35. I complete floors 15, 16, and 17. My current progress is now 3, my previous progress is still 35. If I were to press reset again, what would be my previous progress? I originally thought it would remain 35, allowing me to run the floor of my choice over and over with impunity, but my friend says it would set my previous progress to 3. I've read over the knowledge base again... and it's very ambiguous. You could read it both ways.
  23. And even more so with the chaotic staff. +1 Chaotic Staff is inferior to the Staff of Light, which, in turn, is outperformed by Void Mace, Master Wand, and Zuriel's Staff depending on the circumstances. Cut quote, sol + battle robes (+ when they finally sort out the rewards the book) is the best set up for rock lobs and sum training. You shouldn't dismiss it unless youve tried it with the robes. But yes the chaotic staff seams shocking vs the melee weps esp for the cost of 400k.. Where did you learn English comprehension? I clearly stated "depending on the circumstances." The Staff of Light is good for Rock Lobsters. In fact, it's not only good, it's fantastic. It's also great for slaying Ice Strykewyrms. But there are cases in which each of the other three weapons can be considered superior. In other words, Staff of Light is great but it's not undisputed "best." And the Chaotic Staff is just an inferior version of it, so far.
  24. And even more so with the chaotic staff. +1 At least the Chaotic Crossbow is an improvement over Rune Crossbow. Chaotic Staff is inferior to the Staff of Light, which, in turn, is outperformed by Void Mace, Master Wand, and Zuriel's Staff depending on the circumstances. On the other hand, the Gravite items are a fairly notable improvement over what's already available to F2P. The Gravite 2H has +87 Crush and +90 Strength according to RSKB (why would it have -4 Slash though?). In contrast, the Corrupt Dragon Battleaxe only has +70 Slash and +65 Crush, and +85 Strength. The Gravite Shortbow has +40 Ranged attack, compared to the Maple Shortbow with +29. I'm not too familiar with magic weapons in F2P, but +15 Magic Attack and 5% damage bonus should be fairly decent. The Gravite Rapier and Longsword are quite underwhelming, however.
  25. 355 str bonus? that sounds too good to be true, and it would hit more like 887, following your math. I think you meant 155 lol Oops. Yeah, I meant 155. :P

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