Jump to content

Hegel

Members
  • Posts

    314
  • Joined

  • Last visited

Everything posted by Hegel

  1. I think the reason why it was suggested that the world matters is not that drop-rates differ from world to world, but that some worlds have lootshare/ coinshare and so certain drops may be repeated without the defeat message being repeated (I am not sure if this is so). As far as relative drop rates are concerned, this is not true since each object will be affected by the same multiplier (although the variance of the distribution will change). If indeed defeat messages are not repeated, then absolute drop rates cannot be determined therefrom.
  2. They are exactly the same.
  3. Yes, and it has been so for quite some time already.
  4. I can't see why smoke barraging instead of chinning will alter the order of efficiency of the spots, so it should still be 3>2>1>4. I have never heard of a correlation between being undead and being vulnerable to magic, but it is true that the skeletons are not particularly resistant to such sorcery. If I were you I would barrage lobsters as you can always keep the charms for the future when you do decide to improve your summoning prowess. If you wanted to, though, I don't foresee any problems with smoke barraging skeletons.
  5. Hegel

    MTK

    What you get from your kingdom depends only on your settings just before collecting your items. So you should just leave your allocation as it is, and then modify it if need be just before you collect your items. In all likelihood though herbs should remain the most profitable by far.
  6. I get about 320 crimsons in the forty minute period including travelling and (minimal) banking time. That is without a task, although it is with maxed stats and an iron titan. Your numbers seem quite low, your comparatively low offensive melee stats and lack of metal titans notwithstanding. Assuming that you are already killing the fiends as efficiently as possible, you might want to consider barraging rock lobsters with smoke or shadow spells.
  7. I have updated the guide to be up-to-date with the recent LP changes. However, I have simply assumed that the spiders now poison 60 (instead of 6) so if someone could confirm or refute that it would be of much help.
  8. I did about 80K xp/hr cutting ivies with an adze, lumberjack, and no familiar. That was with multitasking though, so I was hardly paying attention. By the law of large numbers, it is statistically highly unlikely that you will ever get 60K or 100K xp in an hour, assuming your expected xp is 80K.
  9. http://runescape.wikia.com/wiki/Alchemy_Guide Air staves are currently the best choice.
  10. Thanks, I wrote in in LaTeX to make it easier to read. Doses/hr=\frac{3600}{\left (\left \lfloor \frac{L}{4} \right \rfloor+7 \right )\cdot \left( k+\frac{b}{10} \right )}
  11. The herbalist in Nardah (very close to bank) will convert unnoted 4 dosed potions to 3 dosed for a small fee.
  12. 2.7 is the approximate average multiplier for the 1st hour. If you use the formula and substitute Hours logged in = 0, clearly it starts at 259/90 > 2.7. Also, the graph clearly starts at somewhere above 2.7.
  13. For the second question, use this: http://www.wolframalpha.com/input/?i=%28integrate+%28%28%28x-10%29%2F7.5%29^2%2B1.1%29+dx+from+a+to+b%29+divide+by+%28b-a%29 Substitute values for a and b (in hours), where a is your start time and b is your end time. The value obtained is the average multiplier for the time period.
  14. Your integration is incorrect. The required expression is where f is end time (in hours) and f is less than or equal to 10.
  15. If anyone is interested, the average bonus multiplier you get across the first 10 hours is about 1.6925926.
  16. You can send messages via this link: http://forum.tip.it/index.php?app=members&module=messaging&section=send&do=form
  17. I have made a few small changes, mainly to the suggested equipment. I will add tables for the number of Chinchompas required for each level when I have the time.
  18. I think it got fixed before the advent of the patch notes. I've done 2 black demon tasks in Taverley and it has certainly been fixed.
  19. According to the bestiary: This got fixed quite a long time ago and all demons drop the same charms now.
  20. This depends on whether you are eventually going to regain membership. If the answer is negative, then obviously you should remove all your money, since otherwise it can never be recovered. If the answer is positive, then you should leave your money in there, regardless of how long your non-membership will last. The question then becomes how much money you should leave in your coffers. The manpower allocations should of course be 10 for herbs and 5 for raw fish. We shall compute mathematically the amount of money m that should be left in the coffers, given an anticipated n days of non-membership. Based on current prices, the aforementioned allocations give at 100% approval a daily yield of 328K worth of items from 75K. This is a return rate of about 440%. At an approval rate of i%, the return rates becomes of course 4.4i%. Hence the lowest value of i for which MTK remains profitable is 23. In other words, as long as you intend to return to full membership within 78 days, you should leave enough money in the coffers such that for each of these 78 days the full 75K can be spent. Since the maximum amount of money that can be stored in the coffers is 7.5M, and since the maximum amount of money used daily is 75K, it takes 90 days for your daily spending to fall below 75K. Since 90>78, it follows that you should leave less than 7.5M in the coffers. For a simpler solution to the question at hand we choose a less rigorous approach. Suppose the initial amount of money in the coffers is 78 x 75K + 750K = 6600K. Then the revenue from the first 78 days is given by . From this we observe that even for large n the money made from the first 78 days is much more than the losses made from the remaining n-78 days, which is less than 750K. Hence we have proven that
  21. I would prefer you to message me over this forum. I wouldn't say I am an expert in mathematics (or in particular mathematical modelling) but I shall see what I can do.
  22. Thanks, I'll see how I can incorporate that formula into the guide. When chinning, getting your familiar to attack is not an issue as you are constantly being attacked. When fighting only 1 enemy at a time, though, it seems that there is a need to keep using the attack/call button. Alternatively, you can engage in combat another enemy before landing the final blow on the one you are on, so that you are at all times under attack.
  23. Your combat level is immaterial: skeletons should remain the preferred choice for chinning. With regard to the choice of chinchompas, you should read the following excerpt from the guide: With regard to the number of grey chinchompas required, let n be your ranging level and the amount of experience required to reach level n+1 from n. We define the function . Then, the required value is . In order to determine the number of ranging and prayer potions required, it is necessary to know the amount of time you need to spend chinning. This is of course given by where . Applying the appropriate prayer formula depending on your level, equipment, et cetera then yields the number of prayer potions required. The number of ranged potions required is then simply the same value multiplied by the number of times you sip a dose per hour. Before the advent of the chinchompas cannoning Dagannoths was the fastest way to train, and if memory serves it gives just over 200K xp/hr. Cannoning Wallasakis will give a lower xp gain rate although of course they would be recommended in view of their far superior drops. I would recommend chinning, though.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.